Mental powers vs. machines


Afterimage

 

Posted

Hello all. I've long been intrigued by the various psionic/mental powers but also put off by their weakness against machines. (i.e. drones, bots, mech men, etc.) I was hoping that players experienced with these power sets could answer some questions I have. I'm referring specifically to psychic blast, mental manipulation, mind control and psionic assault.

1) How do you deal with mechanical opponents? Do you pair your psionic power with another that is effective against these foes? Do you find certain tactics to be effective? Do you just avoid enemies of this type? How do you handle it?

2) Do the secondary effects affect machines? I'm not talking about psionic damage, but rather sleep, -Recharge, KB, disorient, fear, confuse, etc.

3) In checking out the Guides on the Blaster boards, I didn't see any dealing with Psychic Blast. Do any exist? Was I looking in the wrong place? Their absence seems rather strange.

I'd appreciate any light you could shed on these issues. Thanks.


 

Posted

Quote:
Originally Posted by Nova Knight View Post
1) How do you deal with mechanical opponents? Do you pair your psionic power with another that is effective against these foes? Do you find certain tactics to be effective? Do you just avoid enemies of this type? How do you handle it?
Pick up some other powers with non-psionic components. TK Thrust, Bone Smasher, Air Superiority for example. With Mind and such, use Confuse on their friends so they help you.

Quote:
Originally Posted by Nova Knight View Post
2) Do the secondary effects affect machines? I'm not talking about psionic damage, but rather sleep, -Recharge, KB, disorient, fear, confuse, etc.
Sometimes; it depends on the machine. Generally yes, though.

Quote:
Originally Posted by Nova Knight View Post
3) In checking out the Guides on the Blaster boards, I didn't see any dealing with Psychic Blast. Do any exist? Was I looking in the wrong place? Their absence seems rather strange.
It's not the most popular set - I've heard it called "pre-nerfed". And not as many people make guides anymore; I think IOs made it too complicated for a lot of people.

Also; keep in mind that zombie types ( but not ghosts/spirits ) also tend to resist Psi heavily. As do Carnies; they have high Psi defense as well.


Arc #40529 : The Furies of the Earth

 

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Also, as character building programs became more widespread and builds became a lot more finicky, people became less eager to make guides. There's a clear drop-off in the number of guides on any powerset the later you go.


 

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OK. Thanks for the responses.


 

Posted

I took a Psychic Blast/Mental Manipulation blaster to 50. It was fun, but not against robots or ghosts. Telekinesis is the most effective attack. Still, it was a blaster, so I kept blasting until they went down. It took longer than usual, that was all.

I avoided carnies, which is really easy to do.

The worst part was doing the Praetorian arcs. Long missions against Neuron's and Antimatter's robots were tedious. It was annoying enough that I started dropping robot heavy missions.


 

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TK Blast/TK Thrust will help a ton against mechanical opponents


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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I appreciate the input. Based on what I've read, I'm inclined to create a blaster with MM as a secondary. Probably go with Fire as the primary. Thanks all.


 

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I soloed through that one Striga mission with a warehouse full of nothing but robots on a mind/storm controller before Storm's damage powers. I ended up confusing them, then Galeing the last survivor, still confused, down the hall to the next spawn - it was still faster than trying to mind-control them to death.


 

Posted

Quote:
Originally Posted by Afterimage View Post
I took a Psychic Blast/Mental Manipulation blaster to 50. It was fun, but not against robots or ghosts.
Aren't ghosts weak to psychic? PWiki reports most of them as having a 30% weakness to it.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

For Mind Controllers, your best weapon is Levitate, which is smashing damage. Robots are generally weak to smashing damage.

Illusion Controllers also do only Psi damage until Phantasm, who does smashing/Energy damage. The high resistance to Psi damage is one reason I recommend Ice, Fire or Primal for the APP set for Illusion controllers. A different damage type is needed for these guys.


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

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Funny thing i noticed: some machines (like the Romulus Phalanx control computer) are WEAK against psi. Also, psi damage is rarely resisted when it comes to AVs, Honoree and Reichsman being two prominant examples. So it's not all bad!


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
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Posted

Quote:
Originally Posted by Ben_Arizona View Post
I soloed through that one Striga mission with a warehouse full of nothing but robots on a mind/storm controller before Storm's damage powers. I ended up confusing them, then Galeing the last survivor, still confused, down the hall to the next spawn - it was still faster than trying to mind-control them to death.
This struck me as both very funny and very creative. Thank you for this picture of drunk robot bowling.


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Posted

Quote:
Originally Posted by Kelenar View Post
Aren't ghosts weak to psychic? PWiki reports most of them as having a 30% weakness to it.
He may be thinking of zombie critters who are resistant vs. psi


 

Posted

I don't like pure psi characters... things that resist psychic damage tend to resist the heck out of it. /Mental is a great Blaster set, but I wouldn't pair it with Psychic Blast unless it was a theme character (in which case effectiveness isn't the main goal)... Fire / Mental is probably one of the most powerful Blasters out there and Ice / Mental keeps Ice's great single target damage and control while adding AoEs. Sonic / Mental is also interesting... you can have an all-cone attack chain with -resist effects.

For Controllers... well, most Controllers are fairly painful to solo at the best of times so does it matter? On a team you're there to provide buffs or debuffs and keep enemies from attacking, not to do damage. Solo... you're still there to do buffs / debuffs and contain enemies rather than to do damage. (Obviously there are exceptions, usually involving /Kin and Fire or Plant)

Of course if you really want to make things die with your mind, go with a /Psi Dominator. Again, avoid Mind / Psi unless your concept demands it... go with something like Fire / Psi (the redside Fire / Kin) or Plant (good damage for a control set, and Smashing damage which wrecks bots) / Psi.

And if you do go for an all-psi character, make it a Psi / Mental Blaster. The best way to overcome heavy resistances is to debuff them (which requires a non-psychic set) or just do so much damage that things still die fairly quick. That's pretty much a Blaster's sole function... and they do it very well.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

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Mind Control has a hidden feature that allows it to bypass positional defense. As far as I'm aware, it is the only power set that does this consistently. While the set loses some effectiveness to mental resistant enemies, it cuts straight through annoying powers robots sometimes try to use like Force Fields, so it balances to some degree.