Mind/Psi Build


Deacon_NA

 

Posted

Hi there, I've been thinking about starting a Dominator, never played one before. I settled on a Mind/Psi, and came up with a build. Looking for some feedback on what I have so far, any comments would be appreciated.

Also, I'd like to know a little about the Archetype, playstyle advice, and whether or not this has Perma-Domination. Thanks.


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

Click this DataLink to open the build!

Level 50 Natural Dominator
Primary Power Set: Mind Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Mesmerize -- HO:Nucle(A), HO:Nucle(43), HO:Nucle(46)
Level 1: Psionic Dart -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(43), Dev'n-Dmg/EndRdx(43)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(5), HO:Nucle(5)
Level 4: Telekinetic Thrust -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(11), Mlais-Acc/EndRdx(11), Mlais-Conf/Rng(13), Mlais-Acc/Conf/Rchg(13)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15), RechRdx-I(50)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dam%(19), Posi-Acc/Dmg/EndRdx(19)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
Level 22: Mass Hypnosis -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(23), CSndmn-Acc/EndRdx(25), CSndmn-Sleep/Rng(25), CSndmn-Acc/Sleep/Rchg(27), RechRdx-I(27)
Level 24: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31)
Level 26: Drain Psyche -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(31), Nictus-Acc/EndRdx/Rchg(31), P'Shift-EndMod/Acc/Rchg(33), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(33)
Level 28: Terrify -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(34), U'spkT-Acc/EndRdx(42), U'spkT-Fear/Rng(48), U'spkT-Acc/Fear/Rchg(50), U'spkT-Stun%(50)
Level 30: Maneuvers -- EndRdx-I(A), LkGmblr-Rchg+(42)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(34), CoPers-Acc/Conf/Rchg(34), CoPers-Acc/Rchg(36), CoPers-Conf/EndRdx(36), Acc-I(36)
Level 35: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(39)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), HO:Cyto(42)
Level 44: Poisonous Ray -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Dmg/Rchg(45), Decim-Acc/Dmg/Rchg(46), Achilles-ResDeb%(46)
Level 47: Telekinesis -- EndRdx-I(A), EndRdx-I(48), RechRdx-I(48)
Level 49: Personal Force Field -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
Set Bonus Totals:

  • 9.5% DamageBuff(Smashing)
  • 9.5% DamageBuff(Lethal)
  • 9.5% DamageBuff(Fire)
  • 9.5% DamageBuff(Cold)
  • 9.5% DamageBuff(Energy)
  • 9.5% DamageBuff(Negative)
  • 9.5% DamageBuff(Toxic)
  • 9.5% DamageBuff(Psionic)
  • 1.88% Defense(Smashing)
  • 1.88% Defense(Lethal)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 3.75% Defense(Melee)
  • 2.5% Defense(Ranged)
  • 6.75% Max End
  • 2.2% Enhancement(Terrorized)
  • 5% Enhancement(Sleep)
  • 101.3% Enhancement(RechargeTime)
  • 6.5% Enhancement(Confused)
  • 34% Enhancement(Accuracy)
  • 10% FlySpeed
  • 133.5 HP (13.1%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Immobilize) 7.7%
  • MezResist(Stun) 2.2%
  • 15.5% (0.26 End/sec) Recovery
  • 12% (0.51 HP/sec) Regeneration
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 2.5% Resistance(Negative)
  • 2.5% Resistance(Psionic)
  • 10% RunSpeed
  • 1.5% XPDebtProtection



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Posted

I don't have Mids in front of me at the moment, so I can't go into depth, but rather hit on a couple of things that hit me right away. Especially since I just put the finishing touches on my Mind/Psi.

1) Might as well go with the purple set for Mass Hypnosis. 5 of those and you won't need the 6th slot for a generic Rch. This is the power that makes you the mvp of the LRSF, so don't skimp.

2) Not sure what's up with 4 slotting Hasten. You're well in excess of what's required for perma-dom.

3) Mind Probe is a far superior melee attack than TK Thrust. I'd swap those 2.

To answer your specific questions, as I said above in 2), you absolutely have perma-dom. I think you're even close to perma-dom without Hasten.

What does a Dom play like? Fundamentally speaking, they do crowd control and then start laying down the hurt. How they go about this varies greatly by power combo choices.

Since you're talking Mind/Psi specifically, your bread and butter crowd control is Terrify. It doesn't provide lockdown aoe hard control, but is still very effective mitigation. Total Dom and Mass Confusion are on long timers, but I usually have at least one in my back pocket available to deal with the unexpected.

Those are your controls, with /Psi, Psi Shockwave ain't what it used to be, but what it used to be was crazy overpowered. Now it's merely very powerful.

Anyway, I always have a very satisfying time playing my Mind/Psi.


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