My Mind.psi


ArchLight

 

Posted

Ok was my first time with both the mind and Psi assualt sets. Figured though i seem to be happy with him if i am missing anything glaringly obvious that i could do with him.

I did purposely go lite on the patrons pools, and also didnt like telekinsis, and levitate seemed kinda like overkill and could use the power choice elsewhere. The levels of powers taken might not be 100 percent on target, but i know the hancers are accurate to the build.


Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

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Imperio QJ: Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Psionic Assault
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Mesmerize -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(3), CSndmn-Acc/EndRdx(3), CSndmn-Sleep/Rng(5), CSndmn-Acc/Sleep/Rchg(5)
Level 1: Psionic Dart -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(7), Decim-Dmg/Rchg(7), Decim-Dmg/EndRdx(9), Decim-Acc/Dmg(9)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(13), Acc-I(13)
Level 4: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17)
Level 6: Swift -- Run-I(A)
Level 8: Fly -- Srng-Fly(A), Srng-EndRdx(19), Srng-EndRdx/Fly(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 12: Confuse -- CoPers-Conf/EndRdx(A), CoPers-Acc/Rchg(23), CoPers-Acc/Conf/Rchg(23), CoPers-Conf/Rchg(25), CoPers-Conf(25)
Level 14: Mental Blast -- Acc-I(A), Acc-I(27), Dmg-I(27), Dmg-I(29), Dmg-I(29)
Level 16: Mass Hypnosis -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Acc/Rchg(31), FtnHyp-Acc/Sleep/Rchg(31), FtnHyp-Sleep/Rchg(31), FtnHyp-Sleep(33)
Level 18: Psychic Scream -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(33), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(34), Posi-Acc/Dmg(34)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(34), EndMod-I(36)
Level 24: Drain Psyche -- Nictus-Acc/Heal(A), Acc-I(36), RechRdx-I(36), RechRdx-I(37), EndMod-I(37)
Level 26: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), Acc-I(39)
Level 28: Terrify -- Abys-Acc/Fear/Rchg(A), Abys-Fear/Rng(40), Abys-Acc/EndRdx(40), Abys-EndRdx/Fear(40), Abys-Acc/Rchg(42)
Level 30: Stealth -- Krma-ResKB(A)
Level 32: Mass Confusion -- Mlais-Acc/Conf/Rchg(A), Mlais-Conf/Rng(42), Mlais-Acc/EndRdx(42), Mlais-EndRdx/Conf(43), Mlais-Acc/Rchg(43), RechRdx-I(43)
Level 35: Psionic Lance -- Mantic-Dmg/EndRdx/Rchg(A), Mantic-Acc/Dmg(45), Mantic-Dmg/EndRdx(45), Mantic-Acc/ActRdx/Rng(45), Mantic-Dmg/ActRdx/Rchg(46)
Level 38: Psychic Shockwave -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(46), Oblit-Dmg/Rchg(46), Oblit-Acc/Rchg(48), Oblit-Dmg(48), EndRdx-I(48)
Level 41: Charged Armor -- S'fstPrt-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx(50), ImpArm-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
Level 44: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Surge of Power -- ResDam-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
Set Bonus Totals:

  • 12.5% DamageBuff(Smashing)
  • 12.5% DamageBuff(Lethal)
  • 12.5% DamageBuff(Fire)
  • 12.5% DamageBuff(Cold)
  • 12.5% DamageBuff(Energy)
  • 12.5% DamageBuff(Negative)
  • 12.5% DamageBuff(Toxic)
  • 12.5% DamageBuff(Psionic)
  • 5.94% Defense(Energy)
  • 5.94% Defense(Negative)
  • 4.38% Defense(Ranged)
  • 4.5% Max End
  • 2.75% Enhancement(Terrorized)
  • 49% Enhancement(Accuracy)
  • 5% Enhancement(Sleep)
  • 6.5% Enhancement(Confused)
  • 98.7% Enhancement(RechargeTime)
  • 68.7 HP (6.75%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 4.95%
  • MezResist(Stun) 2.2%
  • 20.5% (0.34 End/sec) Recovery
  • 12% (0.51 HP/sec) Regeneration
  • 4.1% Resistance(Fire)
  • 4.1% Resistance(Cold)
------------
Set Bonuses:
Call of the Sandman
(Mesmerize)
  • 5% Enhancement(Sleep)
  • 19.1 HP (1.88%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Decimation
(Psionic Dart)
  • MezResist(Immobilize) 2.75%
  • 11.4 HP (1.13%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Basilisk's Gaze
(Dominate)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Crushing Impact
(Mind Probe)
  • MezResist(Immobilize) 2.2%
  • 11.4 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Soaring
(Fly)
  • 1% (0.02 End/sec) Recovery
  • 7.63 HP (0.75%) HitPoints
Coercive Persuasion
(Confuse)
  • 4% (0.07 End/sec) Recovery
  • 4% Enhancement(Confused)
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Fortunata Hypnosis
(Mass Hypnosis)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Positron's Blast
(Psychic Scream)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Basilisk's Gaze
(Total Domination)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Glimpse of the Abyss
(Terrify)
  • 2.75% Enhancement(Terrorized)
  • 19.1 HP (1.88%) HitPoints
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Karma
(Stealth)
  • Knockback Protection (Mag -4)
Malaise's Illusions
(Mass Confusion)
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% Enhancement(Confused)
  • 2.5% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Sting of the Manticore
(Psionic Lance)
  • 12% (0.51 HP/sec) Regeneration
  • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
  • 3% DamageBuff(All)
  • 7.5% Enhancement(RechargeTime)
Obliteration
(Psychic Shockwave)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Impervium Armor
(Charged Armor)
  • 2.5% (0.04 End/sec) Recovery
Luck of the Gambler
(Grant Invisibility)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Invisibility)
  • 7.5% Enhancement(RechargeTime)


 

Posted

Total Domination is your best hold. You want to take that at the earliest...I think that is 18. So move that up.

Hasten can be moved out after you have taken Total Domination. Total Domination will be your first power that has a real long recharge.

I took Drain Psyche at 20 and pushed out Stamina until 30. Stamina was not really an issue wit Drain Psyche.

Over all I have to say I have found this particular dom build disappointing. I felt I bloomed way to late vs other Doms like plant or Earth. Earth and plant actually have powersets that contribute to the team starting a lvl 8. And thier graphics look much better- you actually FEEL like you are contibuting to the team more due to the pixels that take over your entire PC screen.

The damage was horrible until lvl 38 shockwave. Don't listen to people that try to tell you your damage output is the least resisted so it's really great. That may be true, but the RANGE animation time for your damage to cast and then slowly travel thru the air and by the time it finally reaches it's target is forever and a huge penalty.


 

Posted

Just curious if you leveled your before or after the rebalance to psi? I dont find the damage to be that terrible, and its not really IMO any slower animations then say energy was.

I made a plant dom, i kinda hated it. Its not that i hated confusion per say, but it just seemed like i really didnt need anything else.

This dom isnt really built to be a exempted toon, obviously i was going for recharge and with 168ish percent running almost all the time i dont find that any power has that bad of a recharge time.

For the AOE hold, its not that its bad, but i really dont find any of the AOE holds to be a make or break power for the set anymore accept maybe earth, cause its mechanics make it so much nicer then the other ones.

I have had a chance now to run both an ITF and a LRTF with the toon now. I have to say its been pretty fun. Confusion i think was a nice addition to helping the team in both i felt.


 

Posted

I would push Total Domination back or not get at all. It just isnt up enough for my taste. I would slot mezmerize for damage unless your going with a perma dom build, and if you are then you could keep total domination. As you already know mezmerize sleep is already stupidly long to begin with that I never bothered to slot for duration except in my teaming build. Also tk thrust is actually pretty good now since they changed the damage on it. So thats a possiblity. Like you I hate the telekinesis power its just too situational and hard to use effectively on a team without someone screwing it up. Besides it burns too much endurance for what it does now. I think you might want to play around on the test server with a few builds first before you commit to something, provided that they ever get that damn character copy tool working reliably again.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

You will not need the fitness pool, you have drain psyche. -And the beauty of mind/psi is that it can keep things from attacking often enough that the +regen from drain psyche keeps you at full health most of the time.

Seriously- with sets slotted in most powers, they use less endurance, and drain psyche gives about a stamina's worth recovery per target it hits, with domination's endurance refill, I just don't see the need for stamina. That's three power slots and a pool spared, right there. I might pull up my build when I get home and post it.


 

Posted

Quote:
Originally Posted by Seldom View Post
You will not need the fitness pool, you have drain psyche. -And the beauty of mind/psi is that it can keep things from attacking often enough that the +regen from drain psyche keeps you at full health most of the time.

Seriously- with sets slotted in most powers, they use less endurance, and drain psyche gives about a stamina's worth recovery per target it hits, with domination's endurance refill, I just don't see the need for stamina. That's three power slots and a pool spared, right there. I might pull up my build when I get home and post it.
That is something i considered, however first I really really hate running out of end. I hate having to pay attention to my end bar really at all. I dont seem to have to with stamina. Maybe ill try a build on test and see how it goes. My other thing is that might save 3 powers and a pool choice, but i really dont know what i would take in their places.

The only thing i could think would be leadership pools, which would require more slotting then Fitness for sure, and then add to any possible end draining off running the toggles. I could get more patron powers, but again, more slotting,and i really hate the idea of commiting slots to a pet that is only up on like a 16 minute timer. But something to think about.


 

Posted

Quote:
Originally Posted by EvilRyu View Post
I would push Total Domination back or not get at all. It just isnt up enough for my taste. I would slot mezmerize for damage unless your going with a perma dom build, and if you are then you could keep total domination. As you already know mezmerize sleep is already stupidly long to begin with that I never bothered to slot for duration except in my teaming build. Also tk thrust is actually pretty good now since they changed the damage on it. So thats a possiblity. Like you I hate the telekinesis power its just too situational and hard to use effectively on a team without someone screwing it up. Besides it burns too much endurance for what it does now. I think you might want to play around on the test server with a few builds first before you commit to something, provided that they ever get that damn character copy tool working reliably again.
The resources are already commited, this is a live build already as its listed.


 

Posted

Quote:
Originally Posted by taekoUSA View Post
Total Domination is your best hold. You want to take that at the earliest...I think that is 18. So move that up.

Hasten can be moved out after you have taken Total Domination. Total Domination will be your first power that has a real long recharge.

I took Drain Psyche at 20 and pushed out Stamina until 30. Stamina was not really an issue wit Drain Psyche.

Over all I have to say I have found this particular dom build disappointing. I felt I bloomed way to late vs other Doms like plant or Earth. Earth and plant actually have powersets that contribute to the team starting a lvl 8. And thier graphics look much better- you actually FEEL like you are contibuting to the team more due to the pixels that take over your entire PC screen.

The damage was horrible until lvl 38 shockwave. Don't listen to people that try to tell you your damage output is the least resisted so it's really great. That may be true, but the RANGE animation time for your damage to cast and then slowly travel thru the air and by the time it finally reaches it's target is forever and a huge penalty.
This sounds like either old advice, advice from the Controller lock em all down view point or both. I would purposed skipping Total Domination or taking it late as an oops power.

The damage statement seems out of place it has been upped in recent history.

I would advicate a force of chaos instead of a locker kind of Dominator. Mind has a lot of control and you can very easily cripple several hard to deal with targets for a team effectively. Given your stated recharge this would be simple work for you to remove these targets and still use your assualt set for what it does best. With out going into Controller lock mode. I mean if the team needs you to lock down half the spawn then what are the other people on the team doing?

I am constanly amazed on teams where we have Dominators (sometimes more than one) and they are busy with Immoblizes or trying to estalish lock down instead of focusing on the hard problem targets.

Psi allows you to fight close in or at a distance depending on the team.


Pinnacle
Arch light L50 INV/SS
Psiberia L50 Kin/Psi
Screaming Mentallica L50 Sonic/MM

Infinity
Arc Voltinator L50 SS/Elec
Mind Fire Kinesis L50 Fire/Kin
Flaming Screamer L50 Fire/Sonic