mind/rad build


dwhead

 

Posted

Looking to update my old mind/rad toon. Any good builds you would like to share. It mainly just my wife and I that team and I do like to solo. Thx again

The Great Cheeze Whiz (Victory)


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Posted

Quote:
Originally Posted by dwhead View Post
Looking to update my old mind/rad toon. Any good builds you would like to share. It mainly just my wife and I that team and I do like to solo. Thx again

The Great Cheeze Whiz (Victory)
Here is a moderately expensive, moderately effective build. I chose powers and enhancements first for effectiveness of the power, then looking for Recharge enhancements. The two purple sets are the least expensive of the purple sets and not too hard to get. You have perma-Terrify, not-quite perma-Mass Confusion. With those two, I don't think you use Total Dom or EM Pulse much.

With a few tweaks, you might be able to get perma-Mass Confuse, but that would mean taking slots out of other powers, making them less effective. On the other hand, you could go for different slotting to try for Defense over Recharge.

I didn't like taking Radiation Infection so late, but Mind has too many good powers you really need early. If you are not a big fan of Confuse (but I am), you could fit RI there. I chose the Primal APP mainly to get Power Boost. PB with Mass Confusion is sick.

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Mind/Rad: Level 50 Technology Controller
Primary Power Set: Mind Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/EndRdx(19)
Level 1: Radiant Aura -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(15), Numna-Heal(46)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(17), Thundr-Acc/Dmg(31), Thundr-Dmg/Rchg(34)
Level 4: Levitate -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(5), Decim-Acc/Dmg/Rchg(5), Decim-Dmg/EndRdx(17), Decim-Acc/EndRdx/Rchg(36)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(42), Efficacy-EndMod/EndRdx(43), RechRdx-I(43)
Level 8: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(9), FtnHyp-Acc/Rchg(9), FtnHyp-Sleep(19), FtnHyp-Plct%(40)
Level 10: Confuse -- CoPers-Conf/EndRdx(A), CoPers-Conf/Rchg(13), CoPers-Acc/Conf/Rchg(25), CoPers-Acc/Rchg(37), CoPers-Conf%(40)
Level 12: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(13)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43), Numna-Heal(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitDeb/EndRdx(23), DarkWD-ToHitdeb/Rchg/EndRdx(40)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dam%(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(37)
Level 28: Total Domination -- Lock-Acc/EndRdx/Rchg/Hold(A), EoCur-Acc/Hold/Rchg(29), G'Wdw-Acc/Hold/Rchg(37)
Level 30: Lingering Radiation -- Acc-I(A), RechRdx-I(31), TmpRdns-Acc/Slow(31), TmpRdns-EndRdx/Rchg/Slow(50)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(33), Mlais-Dam%(34), Pplx-Rchg/Conf(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(48), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam(48)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

It is a packed build. I'm very fond of having the trio of hard controls (Total Dom, Mass Confuse, EMP) all ready to go for optimum oldschool lockdown. And you combine that with the other key fun of Mind/Rad-- being a corpsebomber with recall/venge/fallout/mutation. And really you can't neglect the rad basic trinity RI/EF/AM... he question becomes what to exclude. The answer really is several powers in Mind, as far as I'm concerned. Something like:

1 Radiant Aura
1 Mesmerize or Levitate (3-6 Slotted as a ST Damge tool)
2 Dominate (4-6 slotted Hold&Rch&Acc&End)
4 Radiation Infection (1-2x End)
6 Confuse (3-6 slotted Rech&Acc mainly)
8 Accelerate Metabolism (3x Rech to start, 3xEMod later)
10 Enervating Field (1-2x End)
12 Swift/Hurdle
14 Health
16 Hasten (3xRech)
18 Total Domination (6 slot: Rech&Hold&Acc)
20 Stamina (3xEMod)
22 Recall Friend
24 Teleport or Superspeed
26 Terrify or Mass Hypnosis
28 Lingering Radiation (1-4 slotted Rech&Acc&End)
30 Mutation
32 Mass Confusion (5-6 slot rech&acc, then conf)
35 Fallout
38 EM Pulse (3-6 slot, rech, then acc & conf)

... would suit me, though some will flip over TK and Mass Hyp or Terrify going missing... they're do-without-able. Missing either Mes or Lev may actually be less desireable, from a soloing standpoint, but I tend not to build to solo. Personally I'd also try and squeeze in Leadership for vengeance. Full-bore corpsebombing on a team that's steamrolling is some of the best fun in the game.


Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters

 

Posted

Quote:
Originally Posted by Enantiodromos View Post
It is a packed build. I'm very fond of having the trio of hard controls (Total Dom, Mass Confuse, EMP) all ready to go for optimum oldschool lockdown. And you combine that with the other key fun of Mind/Rad-- being a corpsebomber with recall/venge/fallout/mutation. And really you can't neglect the rad basic trinity RI/EF/AM... he question becomes what to exclude. The answer really is several powers in Mind, as far as I'm concerned. Something like:

1 Radiant Aura
1 Mesmerize or Levitate (3-6 Slotted as a ST Damge tool)
2 Dominate (4-6 slotted Hold&Rch&Acc&End)
4 Radiation Infection (1-2x End)
6 Confuse (3-6 slotted Rech&Acc mainly)
8 Accelerate Metabolism (3x Rech to start, 3xEMod later)
10 Enervating Field (1-2x End)
12 Swift/Hurdle
14 Health
16 Hasten (3xRech)
18 Total Domination (6 slot: Rech&Hold&Acc)
20 Stamina (3xEMod)
22 Recall Friend
24 Teleport or Superspeed
26 Terrify or Mass Hypnosis
28 Lingering Radiation (1-4 slotted Rech&Acc&End)
30 Mutation
32 Mass Confusion (5-6 slot rech&acc, then conf)
35 Fallout
38 EM Pulse (3-6 slot, rech, then acc & conf)

... would suit me, though some will flip over TK and Mass Hyp or Terrify going missing... they're do-without-able. Missing either Mes or Lev may actually be less desireable, from a soloing standpoint, but I tend not to build to solo. Personally I'd also try and squeeze in Leadership for vengeance. Full-bore corpsebombing on a team that's steamrolling is some of the best fun in the game.
Is a corpse-bomb build really the best choice for a solo/duo player? I think that can work for larger, more chaotic teams, but not for a solo/duo. I thought that for solo, you really, really need the Dom-Mez-Lev attack chain. For a duo, you want decent AoE control, allowing the teammate to do the majority of the damage, and you want to build for your partner's survival, not his/her death. My build includes all five AoE controls, but had to leave out Mutation, Fallout and Telekinesis. If I had room, I would add back Mutation first. Granted, leveling up, I would slot things differently than the level 50 build I posted, but I thought that the OP was doing a level 50 respec.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
Is a corpse-bomb build really the best choice for a solo/duo player? I think that can work for larger, more chaotic teams, but not for a solo/duo. I thought that for solo, you really, really need the Dom-Mez-Lev attack chain. For a duo, you want decent AoE control, allowing the teammate to do the majority of the damage, and you want to build for your partner's survival, not his/her death. My build includes all five AoE controls, but had to leave out Mutation, Fallout and Telekinesis. If I had room, I would add back Mutation first. Granted, leveling up, I would slot things differently than the level 50 build I posted, but I thought that the OP was doing a level 50 respec.
Yes and no-- I thought I was fairly clear what I had in mind for the build.

OTOH, you and me both are probably still getting used to the new diff settings, and isn't it really obsolete to speak of a solo build per se? You can (and I have, and it's fun on a splattroller) solo or duo 8-man-team sized spawns.

And actually I would argue that corpsebombing (once you forget about team size determining spawn size) is probably more valuable in the duo than in an actual 8-man, at least in the sense that it involves mutation.

Solo to duo is a big leap for a power like fallout, granted.


Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters