Mind/RAD TF Build


Cup_of_hooch

 

Posted

This is my build, I did not really slot the heal, because I don't want to be a healer, I want to be a debuffer. Has worked well, and I can handle large groups with ease. I am in the 50's for ranged defense, so I just hit hover and go to town.

Give me critiques or any suggestions!

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

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Cerebral Burn: Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Mesmerize

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (50) Thunderstrike - Damage/Endurance/Recharge
Level 1: Radiant Aura
  • (A) Doctored Wounds - Heal/Endurance/Recharge
Level 2: Levitate
  • (A) Thunderstrike - Damage/Endurance
  • (7) Thunderstrike - Accuracy/Damage
  • (7) Thunderstrike - Damage/Recharge
  • (9) Thunderstrike - Accuracy/Damage/Recharge
  • (9) Thunderstrike - Accuracy/Damage/Endurance
  • (11) Thunderstrike - Damage/Endurance/Recharge
Level 4: Dominate
  • (A) Thunderstrike - Accuracy/Damage
  • (11) Thunderstrike - Damage/Endurance
  • (13) Thunderstrike - Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Recharge
  • (15) Thunderstrike - Accuracy/Damage/Endurance
  • (15) Thunderstrike - Damage/Endurance/Recharge
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO
  • (17) Recharge Reduction IO
Level 8: Hurdle
  • (A) Jumping IO
Level 10: Accelerate Metabolism
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (50) Recharge Reduction IO
Level 12: Confuse
  • (A) Coercive Persuasion - Confused
  • (19) Coercive Persuasion - Confused/Recharge
  • (21) Coercive Persuasion - Accuracy/Confused/Recharge
  • (21) Coercive Persuasion - Accuracy/Recharge
  • (23) Coercive Persuasion - Confused/Endurance
  • (23) Coercive Persuasion - Contagious Confusion
Level 14: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (25) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (27) Miracle - +Recovery
  • (27) Miracle - Heal
Level 18: Enervating Field
  • (A) Endurance Reduction IO
  • (29) Endurance Reduction IO
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (29) Performance Shifter - EndMod/Recharge
  • (31) Performance Shifter - EndMod/Accuracy
  • (31) Performance Shifter - EndMod/Accuracy/Recharge
Level 22: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (31) HamiO:Enzyme Exposure
  • (33) HamiO:Enzyme Exposure
Level 24: Lingering Radiation
  • (A) Pacing of the Turtle - Accuracy/Slow
  • (33) Pacing of the Turtle - Damage/Slow
  • (33) Pacing of the Turtle - Accuracy/Endurance
  • (34) Pacing of the Turtle - Range/Slow
  • (34) Pacing of the Turtle - Endurance/Recharge/Slow
  • (34) Pacing of the Turtle - Chance of -Recharge
Level 26: Mass Hypnosis
  • (A) Lethargic Repose - Accuracy/Recharge
  • (36) Lethargic Repose - Endurance/Sleep
  • (36) Lethargic Repose - Accuracy/Endurance
  • (36) Lethargic Repose - Sleep/Range
  • (37) Lethargic Repose - Accuracy/Sleep/Recharge
Level 28: Total Domination
  • (A) Lockdown - Accuracy/Hold
  • (37) Lockdown - Accuracy/Recharge
  • (37) Lockdown - Recharge/Hold
  • (39) Lockdown - Endurance/Recharge/Hold
  • (39) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (39) Lockdown - Chance for +2 Mag Hold
Level 30: Terrify
  • (A) Cloud Senses - ToHit Debuff
  • (40) Cloud Senses - Accuracy/ToHitDebuff
  • (40) Cloud Senses - Accuracy/Recharge
  • (40) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (42) Cloud Senses - Accuracy/Endurance/Recharge
  • (42) Cloud Senses - Chance for Negative Energy Damage
Level 32: Mass Confusion
  • (A) Malaise's Illusions - Accuracy/Recharge
  • (42) Malaise's Illusions - Endurance/Confused
  • (43) Malaise's Illusions - Accuracy/Endurance
  • (43) Malaise's Illusions - Confused/Range
  • (43) Malaise's Illusions - Accuracy/Confused/Recharge
  • (45) Malaise's Illusions - Chance of Damage(Psionic)
Level 35: Kick
  • (A) Empty
Level 38: Tough
  • (A) Reactive Armor - Resistance/Endurance/Recharge
  • (45) Reactive Armor - Resistance/Endurance
  • (45) Reactive Armor - Resistance
  • (46) Reactive Armor - Endurance
Level 41: Weave
  • (A) Red Fortune - Defense/Endurance
  • (46) Red Fortune - Defense
  • (46) Red Fortune - Defense/Recharge
  • (48) Red Fortune - Endurance
  • (48) Red Fortune - Endurance/Recharge
  • (48) Red Fortune - Defense/Endurance/Recharge
Level 44: Hover
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 47: Conserve Power
  • (A) Recharge Reduction IO
Level 49: Temp Invulnerability
  • (A) Steadfast Protection - Resistance/+Def 3%
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment
------------
Set Bonus Totals:
  • 11.5% DamageBuff(Smashing)
  • 11.5% DamageBuff(Lethal)
  • 11.5% DamageBuff(Fire)
  • 11.5% DamageBuff(Cold)
  • 11.5% DamageBuff(Energy)
  • 11.5% DamageBuff(Negative)
  • 11.5% DamageBuff(Toxic)
  • 11.5% DamageBuff(Psionic)
  • 6.13% Defense(Smashing)
  • 6.13% Defense(Lethal)
  • 6.75% Defense(Fire)
  • 6.75% Defense(Cold)
  • 32.7% Defense(Energy)
  • 32.7% Defense(Negative)
  • 3% Defense(Psionic)
  • 4.56% Defense(Melee)
  • 46.4% Defense(Ranged)
  • 10.5% Defense(AoE)
  • 2.25% Max End
  • 30% Enhancement(Accuracy)
  • 2.5% Enhancement(JumpHeight)
  • 2.5% Enhancement(FlySpeed)
  • 6.5% Enhancement(Confused)
  • 4% Enhancement(Sleep)
  • 2.5% Enhancement(JumpSpeed)
  • 2.5% Enhancement(Held)
  • 27.5% Enhancement(RechargeTime)
  • 2.5% Enhancement(RunSpeed)
  • 22% FlySpeed
  • 19.1 HP (1.88%) HitPoints
  • 22% JumpHeight
  • 22% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 7.45%
  • MezResist(Immobilize) 5.8%
  • MezResist(Sleep) 5.25%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 17.5% (0.29 End/sec) Recovery
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 22% RunSpeed
------------
Set Bonuses:
Thunderstrike
(Mesmerize)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Thunderstrike
(Levitate)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Thunderstrike
(Dominate)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Blessing of the Zephyr
(Accelerate Metabolism)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Coercive Persuasion
(Confuse)
  • 4% (0.07 End/sec) Recovery
  • 4% Enhancement(Confused)
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
  • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
Blessing of the Zephyr
(Super Speed)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • Knockback Protection (Mag -4)
Miracle
(Health)
  • 2.5% (0.04 End/sec) Recovery
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Pacing of the Turtle
(Lingering Radiation)
  • MezResist(Sleep) 2.75%
  • 2.5% Enhancement(Slow)
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Lethargic Repose
(Mass Hypnosis)
  • 4% Enhancement(Sleep)
  • 1.88% Defense(Energy,Negative), 0.94% Defense(Ranged)
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
Lockdown
(Total Domination)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Cloud Senses
(Terrify)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Malaise's Illusions
(Mass Confusion)
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% Enhancement(Confused)
  • 2.5% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Red Fortune
(Weave)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Blessing of the Zephyr
(Hover)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Steadfast Protection
(Temp Invulnerability)
  • 3% Defense(All)


Death by AOE
A Level 50+++
Fire/Devices Blaster
Tier 4 All Around

 

Posted

Hmm..

For someone trying to fulfill a TEAM function, you seem very dead-set on personal defense. And while it's true that you can't help the team if you're dead, you should be relying on the Tank and your control powers to keep you out of trouble.

See, this looks like a pretty good SOLO build. But what are you bringing to the TEAM? A gimped heal and an AoE buff (that requires you to be near your teammates, which negates your ranged defenses if you have to set it off in the middle of melee combat). Your only AoE takes a set that doesn't even affect its stats (Terrify does not affect a foe's -ToHit. It only takes -ToHit Enhancements because of a long-standing bug!), so you might wanna slot it for damage (since the enemies are going to be getting pounded, the fear component won't do any good as a control).

Yes, you bring the debuffs and I'd rather have a rad debuffer than a rad buffer (I teamed with a rad who didn't take any debuffs once... it was painful), but your prospective teammates won't care that you never get hit but WILL notice that you don't have a Rez when they need one. When people play with a Rad, they expect the whole package. And yeah, if they don't wanna team with you they don't have to and it's their loss, but that'll eventually come back around and you'll find yourself teaming less and less.

Here's what I'd do: Keep this as a solo build, then make another where you skip the fighting pool and take Leadership (or Mutation and Fallout, and assign a few more slots to your heal). IO-out for recharge so that you always have one of your hard control AoEs ready. Other than that, you're solid!


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)