How's this look for a Mind/Emp Controller?


Local_Man

 

Posted

Starting a new Mind Control/Empathy Controller at level 1 tonight and I'm looking for advice on the following power selection list. This toon will almost exclusively be played on a team.

1 - Levitate
1 - Healing Aura
2 - Dominate
4 - Heal Other
6 - Confuse
8 - Swift
10 - Resurrect
12 - Hover
14 - Health
16 - Clear Mind
18 - Total Domination
20 - Stamina
22 - Fortitude
24 - Hasten
26 - Terrify
28 - Recovery Aura
30 - Telekinesis
32 - Mass Confusion
35 - Regeneration Aura
38 - Adrenalin Boost
41 - Mental Blast
44 - Indominable Will
47 - Mind over Body
50 - Fly

Some notable powers I am missing in this list - Mesmerize, Mass Hypnosis, and Recall Friend. Recall Friend really doesn't fit the concept, and I'm really only considering it because of Resurrect, which is a power I'm waffling on taking.

Any critiques or advice?


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

Posted

I would not consider a Mind Controller without taking the early attack chain of Dominate-Mezmerize-Levitate. It is, in my opinion, the best part of an early Mind controller -- to have a great single target attack chain that takes the foe entirely out of the fight. Slot Mezmerize as a damage power. I'm happy to see you took Confuse early, as I feel this is a key power, too. Mass Hypnosis is great control early, as it is your only AoE control available early in the build. I use it for setting up Containment for Terrify later on. MH is also useful on teams for controlling new ambushes or spawns, and great for locking down a group for a Kin to use Fulcrum Shift or setting up another player for an AoE-type power (Plant controller for Seeds of Confusion, or a Blaster for his PB AoE nuke). You might consider taking Mass Hypnosis early, and then respec'ing out of it if you find you don't use it in later levels.

Telekinesis is skippable. It is situationally useful, but most of the time not very effective. I would say that Mezmirize and Mass Hypnosis has more uses than Telekinesis.

I won't say anything about the Empathy side, as I haven't taken one up very far. Mind generally ends up with a tight build, as I consider everything in Mind other than Telekinesis to be "manditory." The nice thing is that Mind doesn't need much from the secondary. My Mind Controllers are Mind/FF and Mind/Storm -- the Mind/FF is an easier build since much of FF is skippable.

For your APP power set, you may want to consider using an APP set with a different damage type (unless you really, really need mez protection). There are quite a few Psi-resistant foes in upper levels, and having a different damage type makes dealing with Robots and other Psi-Resistant foes much easier.


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

Thanks for the input, Local Man. You have a great point about the Dom-Mez-Lev attack chain. I have played a Mind Control Dom up to 50 and that combo is a killer, particularly for soloing.

As far as TK, I never took it on my Dom, or rather I took it and then quickly respec'd out of it. I mostly soloed with that toon and TK was such an End hog, and p.i.t.a. to use, I quickly dropped it. I use Mass Hypnosis quite a bit with that character, but like I said, she mostly runs solo, so she doesn't have to worry about someone's AoE waking everyone she just put to sleep. By contrast, I used to play a Fire/Fire blaster on a team and I was forever waking up the foes the troller just put to sleep.

Confuse is a great power, and while I really think it's more useful when soloing, I can't make a MC and not take it.

Regarding the Pool Powers, the only other one I could really say fits the concept (which is always important to me) is Force Mastery.

Power Selection List, Take Two:

1 - Levitate
1 - Healing Aura
2 - Dominate
4 - Mesmerize
6 - Confuse
8 - Heal Other
10 - Swift
12 - Hover
14 - Health
16 - Clear Mind
18 - Total Domination
20 - Stamina
22 - Fortitude
24 - Hasten
26 - Terrify
28 - Recovery Aura
30 - Mass Hypnosis
32 - Mass Confusion
35 - Regeneration Aura
38 - Adrenalin Boost
41 - Fly
44 - Conserve Power
47 - Energy Torrent
50 - Power Boost

I dropped Resurrect (on the theory that if I need Ressurect, I'm not doing my job in the first place), which eliminates the need for Recall Friend; dropped TK, and added Mesmerize and Mass Hypnosis; switched from Psychic Mastery to Primal Forces Mastery; and took Fly a little earlier. I'd like to find a way to take Fly even earlier, but I don't really want to put off any of my buffs longer than I have to.

If anyone else has any advice, feel free to chime in.


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon