Stamina-less Mind/Cold Controller


Doomguide

 

Posted

Hey guys,

I'm working on respeccing my Mind/Cold Controller again. He's played as a Task Force character, and has earned I would guess over 700 merits over his short career. I'm playing around with the possibility of dropping Stamina altogether.

Critical things this build must be able to do:
- Be able to go invisible and recall friend even when exemped down to level 15 or below (i.e. level 20 powers available)
- Do decent single target and ok-ish AoE damage - enough to finish a normal mission but not farm one
- Take as many debuffs and mezzes as possible
- Be able to run Super Speed and Arctic Fog at the same time when exemp'ed to any level where Heat Loss is still available
- Be able to run efficiently at level 50, particularly on teams
- Stealth-grab objectives using long duration, fast recharging aggro-less sleeps and confuses


Powers I skipped are Mesmerize (other single target attacks recharge too quickly to need it), Telekinesis (actually not a bad power IMO but others I picked seem better), Frostwork (just don't like this power). I also took Stimulant over Aid Other on the theory that enemies with mezzes are much more dangerous to team mates than the amount of HP I'd be able to restore with no slots to be able to put there.

In the epics, I took Conserve Power and am not sure I need it. I would be open to replacing it with Temporary Invulnerability if you think I will be able to make it work.

I welcome your feedback. Here is the build:

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

12-28-09 Cold Reader Recharge APP Energy: Level 50 Natural Controller
Primary Power Set: Mind Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Medicine
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Levitate -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/Dmg/KB(3), KinCrsh-Rechg/EndRdx(15), KinCrsh-Acc/KB(31), KinCrsh-Rchg/KB(48), KinCrsh-Dmg/EndRdx/KB(48)
Level 1: Infrigidate -- ShldBrk-Acc/DefDeb(A), AnWeak-Acc/DefDeb(5), Acc-I(5)
Level 2: Dominate -- UbrkCons-Dam%(A), Thundr-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Hold%(11), Dev'n-Acc/Dmg(13), Dev'n-Acc/Dmg/Rchg(43)
Level 4: Ice Shield -- LkGmblr-Def(A), LkGmblr-Rchg+(17)
Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Conf%(13), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(43)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Glacial Shield -- LkGmblr-Def(A), LkGmblr-Rchg+(17)
Level 12: Recall Friend -- Zephyr-ResKB(A)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Mass Hypnosis -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Plct%(21), FtnHyp-Sleep/Rchg(29), FtnHyp-Acc/Sleep/Rchg(33), FtnHyp-Acc/Rchg(40)
Level 18: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(23), UbrkCons-EndRdx/Hold(25), Acc-I(37)
Level 20: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), Ksmt-ToHit+(23)
Level 22: Stimulant -- IntRdx-I(A)
Level 24: Snow Storm -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(25)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(31), Ragnrk-Knock%(37)
Level 28: Benumb -- Acc-I(A), RechRdx-I(31), RechRdx-I(36), Acc-I(46)
Level 30: Aid Self -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(40)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(34), Mlais-Acc/Conf/Rchg(34), RechRdx-I(34)
Level 35: Sleet -- Achilles-ResDeb%(A), LdyGrey-DefDeb/Rchg(36), UndDef-DefDeb/Rchg(36), ShldBrk-%Dam(37), UndDef-DefDeb/Rchg/EndRdx(46)
Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/EndRdx(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-Acc/Rchg(50)
Level 41: Power Blast -- Dev'n-Hold%(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg(42), Dev'n-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(50)
Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rng(45), Posi-Dmg/Rchg(46)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run
------------
Set Bonus Totals:

  • 17% DamageBuff(Smashing)
  • 17% DamageBuff(Lethal)
  • 17% DamageBuff(Fire)
  • 17% DamageBuff(Cold)
  • 17% DamageBuff(Energy)
  • 17% DamageBuff(Negative)
  • 17% DamageBuff(Toxic)
  • 17% DamageBuff(Psionic)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 5% Defense(Ranged)
  • 6.5% Enhancement(Confused)
  • 48% Enhancement(Accuracy)
  • 83.8% Enhancement(RechargeTime)
  • 57.2 HP (5.63%) HitPoints
  • Knockback (Mag -7)
  • Knockup (Mag -7)
  • 21% (0.35 End/sec) Recovery
  • 70% (2.97 HP/sec) Regeneration
  • 2.5% Resistance(Smashing)
  • 8.19% Resistance(Fire)
  • 8.19% Resistance(Cold)
  • 3% RunSpeed


 

Posted

What is your downtime going to be for Heat Loss? Looking at your slotting your end use is going to be pretty brutal. You may want to stick with conserve for your HL downtime. Shielding teammates alone is pretty darned end heavy.

(Not that I endorse any non stamina build.......Thank you Oh Great Blue Bar)


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

I have a stamina-less Cold/Ice Defendor on Defiant. It works great as with enough recharge built in i have a Heat loss downtime of around 15-20 seconds. I find that it works well and in large TF teams you generally have other buffers too. The only thing i miss is not having hurdle as i didnt take CJ either. That is just personal choice though. Mind is a great set for +rech though so i think if u have enough recharge in the build then you will be absolutly fine.


 

Posted

Quote:
Originally Posted by MentalMaden View Post
What is your downtime going to be for Heat Loss? Looking at your slotting your end use is going to be pretty brutal. You may want to stick with conserve for your HL downtime. Shielding teammates alone is pretty darned end heavy.

(Not that I endorse any non stamina build.......Thank you Oh Great Blue Bar)

The current build has 83% base Recharge, which brings it to 7 seconds away from perma Hasten, and about 20-25 seconds from perma Heat Loss depending on when Hasten falls. Where it will really feel the heat is when exemp'ed below level 33, although the character doesn't do much actual fighting at that level, just stealthing and confusing.

What do you guys think about my slotting on Terrify and Dominate? Too out there? My base global accuracy is +48%, but again that be reduced when exemp'ed.

Thanks a lot for your feedback!


 

Posted

If it were me, I'd take out the purple proc and add an Acc IO. For AoEs I really like to get as much acc as possible, even with bonuses. Is that knockback or down (I can't remember)...if it's back I'd definitely not want it for this build. To easy to knock baddies out of your sleet patch.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

I'd consider moving things about to 4 slot the shields with LotG for the extra accuracy (in particular) and I'd make them lvl 25's. In fact I'd tend to drop the set levels all across the board to level 25'ish unless the only TFs you commonly plan to do are the 45+ ones. The buff value difference between a lvl 50 set and a lvl 25 set compared to keeping the set bonuses at much lower levels is a trivial one >>> 22.6 vs 23.6 for 4-slotted LotG for example. And just changing the default level in Mids (from 50 to 25) shows a loss in Net Recovery of 0.05 end/sec or less than the cost to run Combat Jumping.

I'm fairly new to Mind Control but I'd hesitate to skip Mesmerize. Unlike the Holds which need Overpower to one shot a boss, Mesmerize can one shot them out of the box and unlike a Hold will work on AV's as well, even with PToD up and running. Perhaps lose Power Blast, effectively anyway, as I'd want Mesmerize in there much earlier for a TF oriented build.

Guessing no Ragnarok or Apocalypse to help keep costs in check? One thing purple sets are definitely good for vs other sets is recharge and the build is screaming and begging for all the recharge you can muster to keep Heat Loss available as close to "always" as it can be.

While acknowledging the +5% recharge from 6-slotting Efficacy Adaptor in Heat Loss and the fact the set has reasonable recharge in it ... well I'd want as much recharge as I could get and as much accuracy as I could manage. Right now one nasty To Hit debuff effecting you and very bad, very ugly things could happen with a missed Heat Loss.

Might consider stockpiling the necessary salvage for the Empowerment buffs for +recovery and +recharge (I believe with the +recharge buff you'd be just a hair from perma hasten and the +recovery buff is about the equal of having a Miracle unique at work for you). Use them when the team makeup doesn't quite do the trick.


 

Posted

As a Mind/Cold player myself, I'd never use anything like this build in a million years.

I have completely different goals - I'm much more of a solo player than a TF player - but even so, I think much of the build is misguided/executed even for what it's trying to accomplish.

--The slotting for Sleet seems pretty bad. What you need here is recharge, recharge, recharge, maybe with some procs thrown in. Slotting a lot for defense debuff is a waste. Picking the most expensive of all the damage procs as the one to use also seems wasteful.

--Your slotting for Terrify seems underpowered for recharge. Ragnarok knockdown is a total waste - use an IO recharge instead with Positron. Why do you need to knock down something that's terrified?

--If you plan to do any amount of serious soloing, don't skip Mesmerize. It's perhaps your most essential power when soloing.

--Snowstorm? I don't like it on Mind/Cold, and I really hate it ten times more on a build that's skipping stamina. You want to spend your precious endurance on this hog?

--Regen bonuses? Aid Self? Stimulant? I find my Mind/Cold is basically at full health 99% of the time, and the other 1% he's dead. It's very rare that you heal through anything.

--Related to the above, I don't like the slotting on Dominate. Getting Regen and HP bonuses? You're building for +recharge, you have just 3 LotG 7.5x; why not use 4 Basilisks on this, pick up another 7.5 recharge, and use the last 2 for damage?

--I don't think you need the damage proc in unbreak/constraint - 5% toxic isn't so necessary, and you can help the hold/recharge in the power with the last slot.

--Kinetic Crash in Levitate is cute but not really effective for the power. Who am I to say no if you want to toss stuff way up in the air, and I know the set's good, but stuff like damage and recharge matters more. I take Thunderstrike here, but since you're going for Recharge over Defense, how about Decimation?

Sorry to be so negative - I'd just really take a close look at some of the slotting and set choices. You're working very hard for Recharge, and yet you're very careless about actually slotting for Recharge in many of the powers that are actually going to want it (Sleet, Terrify). You're spending a lot of influence here - make it go a long way.


 

Posted

On a lunchbreak. Thanks for your comments.

Expensive purple sets are unfortunately not an option. The few very expensive pieces I have were earned with merits.

I have a build similar to this right now. Mesmerize is not a power I feel the need for based on current performance. This is also the reason I am interested in some of the powers I've picked.

Now, MaxLongstreet, I'm going to be completely honest here. I find some of your criticism a little excessive, although I'm still glad to get opinions. There is still clearly room for improvement with the build, but some of your comments make it sound like a total disaster where I think it's more of a work in progress.


Some other specific feedback:

Quote:
The slotting for Sleet seems pretty bad. What you need here is recharge, recharge, recharge, maybe with some procs thrown in. Slotting a lot for defense debuff is a waste. Picking the most expensive of all the damage procs as the one to use also seems wasteful.
Adding another Recharge slot to Sleet drops its Recharge time by about 1 second. Adding two drops it by another .1 seconds. When Hastened the power is currently Recharging in 18 seconds. That's often faster than I'm even able to cycle back to it. The -Defense is there to make up for some of the accuracy in other powers. Can you explain why you want more Recharge here?


Quote:
Your slotting for Terrify seems underpowered for recharge. Ragnarok knockdown is a total waste - use an IO recharge instead with Positron. Why do you need to knock down something that's terrified?
The knockdown prevents 1 in 5 enemies from shooting back. Terrify does NOT stop enemies from firing back when you cast it, so I'm confused by your statement. The proc is a trade-off and a way to keep enemies further disabled. I have to think this one over carefully before deciding to lose or keep it. Slotting with Recharge instead makes the power recharge about 2 seconds faster. Again this is bordering on powers recharging faster than I am actually able to set them up and use them. Tough decision. Am I Controller or a replacement Blaster? Need to think about it.


Quote:
--Snowstorm? I don't like it on Mind/Cold, and I really hate it ten times more on a build that's skipping stamina. You want to spend your precious endurance on this hog?
What is this precious endurance of which you speak? Maybe if this character didn't have a a Recovery Rate of +6.23/second with Heat Loss up I'd agree. Picked this power for situations where the enemy is immune to status effects. Stacked with Sleet it competes with Ice Control for -Recharge on up to a +3 enemy, so I am keeping it.


Quote:
Regen bonuses? Aid Self? Stimulant? I find my Mind/Cold is basically at full health 99% of the time, and the other 1% he's dead. It's very rare that you heal through anything.
Good feedback on the blasts. Really not familiar with how to slot them for Recharge. As for the power selections, those are personal taste. What would you have picked instead?

Quote:
Kinetic Crash in Levitate is cute but not really effective for the power. Who am I to say no if you want to toss stuff way up in the air, and I know the set's good, but stuff like damage and recharge matters more. I take Thunderstrike here, but since you're going for Recharge over Defense, how about Decimation?
Slotted that way so that it's guaranteed to throw the enemies long enough for Confuse to recharge. The pattern is Confuse - Levitate - Confuse or Dominate - Levitate - Dominate. Unusual slotting but the set was cheap to obtain and the results have been good. It will throw anything that has less than 12.5 knockback protection. Standard Tanker armors have 10 KB protection, so it's just enough to overcome that. With this slotting just about anything takes a ride, even those Malta tank things, and of course bosses have no natural immunity. I'm open to suggested changes here but what we're looking at here is the difference between the power doing a little more damage, or a little less + guaranteed mitigation + 3 extra knockback protection. Debatable but not "not effective" as you suggest.



Quote:
I'd consider moving things about to 4 slot the shields with LotG for the extra accuracy (in particular) and I'd make them lvl 25's. In fact I'd tend to drop the set levels all across the board to level 25'ish unless the only TFs you commonly plan to do are the 45+ ones. The buff value difference between a lvl 50 set and a lvl 25 set compared to keeping the set bonuses at much lower levels is a trivial one >>> 22.6 vs 23.6 for 4-slotted LotG for example. And just changing the default level in Mids (from 50 to 25) shows a loss in Net Recovery of 0.05 end/sec or less than the cost to run Combat Jumping.
Nice suggestion. I probably won't bother, because the character's main role on low level Task Forces is basically this:
- go invisible
- if there's a glowie, run to end, sleep group, and grab
- if there's a boss, run to end, confuse enemies, wait a minute, kill them off or summon teammates to deal with it
- if there's an AV, run to end, confuse AV into killing own minions, summon team, use buffs/debuff
- if it's a defeat all, run ahead from team, confuse enemies that have AoEs throughout the zone so that enemies have few or no HP when time arrives to clean up, occasionally throw an AoE into the pile


Quote:
While acknowledging the +5% recharge from 6-slotting Efficacy Adaptor in Heat Loss and the fact the set has reasonable recharge in it ... well I'd want as much recharge as I could get and as much accuracy as I could manage. Right now one nasty To Hit debuff effecting you and very bad, very ugly things could happen with a missed Heat Loss.
The +Recovery portion of Heat Loss is actually guaranteed to auto-hit the main target. Other portions of the power can be dodged, but the base recovery is guaranteed.


 

Posted

Just a few minor notes from me.

In Terrify, I would drop the Damage/Range for a Damage/End from Posi's set. As you know, Terrify's area of effect is already pretty large. In fact, it's large enough that it's landed me in trouble a few times by aggroing adjacent mobs when I wasn't careful. Since enhancing the length of the cone also increase the width it may become unruly at its extremes.

As for the Force Feeback proc, I prefer it in Energy Torrent simply for a better chance to proc on a single application. Also, the recharge of your Energy Torrent fits ideally with the suppression time before you can gain the bonus again. I'll also second Max's recommendation of the Decimation set. I would use that in both Power Blast and Dominate.


 

Posted

I know I sounded awfully negative, and I'm clear that some of the differences in outlook here are on different ways we'd play the toon. Reviewing a few of your points:

--Sleet - I'm not quite sure how you get one recharge IO saving only one second on Sleet - If I take mine out on Mids, I lose about 5 seconds, and my recharge is pretty high. Five seconds is a huge deal to me in this power, since I want to be throwing it out all the time.

--Terrify, another power I want to use all the time - taking out a recharge IO costs me close to 4 seconds.

--I should note that as far as the Medicine pool goes, I could see it having utility on teams - soloing, absolutely not.

--Levitate Slotting - Hey, if it's unorthodox, but if it works for you, go crazy. I would never do an attack chain like that soloing, but if you're just going for max mitigation in a team setting, maybe it's fine.

--Ragnarok - In a team setting, I don't get this, since Terrify isn't going to be an opening up power for the team (On TFs, your no defense Controller shouldn't be doing any opening attacks other than those that don't bring aggro (confuse/sleep)), and the damage isn't going to be heavy enough to pull aggro to you anyway. What Terrify I think will be for you is a decent source of extra damage and a great, damage reducing soft control - I really don't see a 20% knockdown rate providing any real mitigation here.

Put another way, it's not enough mitigation that I would let my no defense controller get whacked by an entire spawn by attacking it fresh, and if the spawn in engaged/confused, you don't need a bit more instant mitigation - Terrify will do that over the long haul by having the whole team get attacked a lot less. If you don't want the recharge, you might as well take a damage proc, imo.

--Snowstorm - hey if you're confident enough in your endurance management, go for it. Still too situational for my taste - I'd probably use it on Nemesis and not much else.

--Power Blast - Incidentally, as far as attacks, I forgot to mention Power Blast - I again don't like Devastation - Decimation, Thunderstrike and Apocalypse are all better options, IMO.

--Defense - This relates to why I was calling parts of the build misguided - I just think ranged defense is such a better bonus than HP/Regen for this toon - it will do a much better job keeping you alive. Thunderstrike is a pretty cheap set for all your attacks, and it will incidentally get your accuracy up for all your AoE's that can really use it. I understand that going for some ranged defense here is boring and unoriginal, but it will work better. You already have a leg up with the 5% in Coercive Persuasion.

I also consider it fairly criminal in any kind of expensive build not to have the +3 def Steadfast in there somewhere - you've got 3 resist powers to choose from. I'd also have more defense in Arctic Fog. Well slotted fog, a couple thunderstrike sets, steadfast, coercive, a basilisk set and you're close to 25% ranged def right there and you've put maybe two more slots and zero new power choices to make that happen.

All that defense stuff is cheap though - you can switch to it pretty easy if you find yourself dying a lot with the build you've got now.

Anyhow, trying to give you some things to think about - sorry if I came off as too much of a hater - if your build really works for you, please post back - I'm always very interested in other Mind/Cold controllers, since I see them so rarely.


 

Posted

Quote:
Originally Posted by MaxLongstreet View Post
--Ragnarok - In a team setting, I don't get this, since Terrify isn't going to be an opening up power for the team (On TFs, your no defense Controller shouldn't be doing any opening attacks other than those that don't bring aggro (confuse/sleep)), and the damage isn't going to be heavy enough to pull aggro to you anyway. What Terrify I think will be for you is a decent source of extra damage and a great, damage reducing soft control - I really don't see a 20% knockdown rate providing any real mitigation here.

Put another way, it's not enough mitigation that I would let my no defense controller get whacked by an entire spawn by attacking it fresh, and if the spawn in engaged/confused, you don't need a bit more instant mitigation - Terrify will do that over the long haul by having the whole team get attacked a lot less. If you don't want the recharge, you might as well take a damage proc, imo.
In a vacuum it doesn't seem very effective, but when you consider the other controls layered on top it becomes much better mitigation than you seem to think. With Mass Hypnosis going first, you've already taken out a portion of the spawn. Anyone not hit with Terrify won't be firing back. Confuse a boss or lieutenant. They're out. Terrify. One fifth of the enemies fall without firing back. When they recover, there's a good chance they'll immediately begin to cower. Even if some fire back, you've spaced out the damage a bit instead of taking one giant alpha.

It really is one of those things that seems better in practice rather than in principle.


 

Posted

I have no experience with higher level mind or cold, but there was one thing that leapt out at me.

It sounds like you use Confuse often in situations where you need it to be aggro-free. I've read that when the Contagious Confusion proc fires, it will get you aggro. So, that could be a bad idea for you. You'll probably want to get verification on that (and I'd be interested to know as well), but if that's true, you'll probably want to avoid that one.

-Morgan.


 

Posted

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Controller
Primary Power Set: Mind Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Dev'n-Hold%(36)
Level 1: Infrigidate -- Acc-I(A), Acc-I(7)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(11), Thundr-Acc/Dmg(11), Thundr-Dmg/EndRdx(13)
Level 4: Levitate -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(13), KinCrsh-Rchg/KB(15), KinCrsh-Rechg/EndRdx(15), KinCrsh-Dmg/EndRdx/KB(17), KinCrsh-Acc/Dmg/KB(17)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(7), Mlais-Acc/EndRdx(19), Mlais-Conf/Rng(19), Mlais-Acc/Conf/Rchg(21), CoPers-Conf%(36)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(27)
Level 10: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def(43)
Level 12: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def(46)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Recall Friend -- Range-I(A)
Level 18: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(29), FtnHyp-Acc/Rchg(29), FtnHyp-Sleep/EndRdx(31), FtnHyp-Sleep(31)
Level 20: Arctic Fog -- LkGmblr-Rchg+(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/EndRdx/Rchg(50), TtmC'tng-ResDam(50)
Level 22: Total Domination -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(25), Lock-Acc/Hold(27)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(36)
Level 28: Benumb -- Acc-I(A), Acc-I(37), RechRdx-I(37), RechRdx-I(37)
Level 30: Stimulant -- EndRdx-I(A)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(34)
Level 35: Sleet -- Achilles-ResDeb%(A), LdyGrey-%Dam(40), Posi-Dam%(42), LdyGrey-Rchg/EndRdx(42), UndDef-Rchg/EndRdx(42), ShldBrk-%Dam(43)
Level 38: Heat Loss -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(40)
Level 41: Hibernate -- Efficacy-EndMod/Rchg(A)
Level 44: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run



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I wouldn't skip mesmerize (chain sleeping AVs in Khan TF, STF, etc, nuff said). If you want slows from snow storm, might as well get something that slows and does damage, like the attacks from ice mastery. ice blast can be substituted with frost breath for the same 6.25 bonus and the benefit of having another area slow to stack with sleet and HL (which has a ridiculous slow anyway), and FB will also raise your global ACC to about 40%.

Having 111% global recharge and perma hasten is a lot more consistent than hoping the FF proc goes off in torrent. With that much recharge you could also toss all the damage procs into sleet along with the AH proc and one end redux and turn it into a mini nuke.


 

Posted

Quote:
Originally Posted by Morganite View Post
I have no experience with higher level mind or cold, but there was one thing that leapt out at me.

It sounds like you use Confuse often in situations where you need it to be aggro-free. I've read that when the Contagious Confusion proc fires, it will get you aggro. So, that could be a bad idea for you. You'll probably want to get verification on that (and I'd be interested to know as well), but if that's true, you'll probably want to avoid that one.

-Morgan.
Tested and confirmed that Contagious Confusion doesn't aggro mobs. This is the second time I've heard this rumor and I don't know where it's coming from.


 

Posted

Quote:
Originally Posted by ketch View Post
In a vacuum it doesn't seem very effective, but when you consider the other controls layered on top it becomes much better mitigation than you seem to think. With Mass Hypnosis going first, you've already taken out a portion of the spawn. Anyone not hit with Terrify won't be firing back. Confuse a boss or lieutenant. They're out. Terrify. One fifth of the enemies fall without firing back. When they recover, there's a good chance they'll immediately begin to cower. Even if some fire back, you've spaced out the damage a bit instead of taking one giant alpha.

It really is one of those things that seems better in practice rather than in principle.
I agree that it's excellent mitigation, and the mass hypnosis to Terrify pattern is pretty much standard for me. I was saying that I wouldn't make Terrify a big spawn opener, even with a bit of knockback. Also, mass hypnosis is a great solo opener, but it's not a team opener. If other stuff is already up, or the team has already aggroed the spawn, then I think you fire Terrify with no concerns. What I'm doing a bad job of trying to say is that having the proc wouldn't have me fire into 20 unaggroed guys, and if they were already aggroed/slept/sleeted/held/confused I would fire without concern even without the proc. I just don't see the huge value of buying a purple here.

Anyhow, I'm probably arguing way too much about this here - I think the point I was making about ranged defense is much more important than this one slot.

Speaking of which, I think Nemu's build is off in a few ways - in particular, why take 5 of a purple set and pass on the sixth one which gives you 5% ranged defense? That's a head slapper to me. Also not taking the Steadfast +3 and slotting Fog for Resist instead of defense - it's like tossing valuable defense out the window. I know I'm worshipping at the altar of defense here, but if the cost isn't too high, why not take it? And again, I'd want more recharge in powers like ice storm, sleet and terrify. On the plus side, I really like the ice APP with mind/cold both thematically and for doing lots of AoE, which mind's weak in. All the APP's are great for Controllers, though, so that's a subjective call.


 

Posted

I have a max recharge fire/elec blapper with no defense still able to hang with people that do speed lgtf/ITF runs. I know softcap is all the rage nowadays but people survived back in the days when there were no set bonuses by relying on skill and inspirations, plus having all the mitigation in MC doesn't hurt your chances either.

If I wanted to build a defense toon I'd build towards that goal. The goal for this build is to cram as much recharge as possible to compensate for the lack of stamina, so as to have HL on a 5 second downtime.


 

Posted

Thanks again for the replies.

Quote:
Anyhow, trying to give you some things to think about - sorry if I came off as too much of a hater - if your build really works for you, please post back - I'm always very interested in other Mind/Cold controllers, since I see them so rarely.
No problem. I'm glad I got some feedback from someone else who plays the combo. I've never seen another Mind/Cold Controller, but someone recently /tell'ed me to ask how it worked because he wanted to start one.



Quote:
--Sleet - I'm not quite sure how you get one recharge IO saving only one second on Sleet - If I take mine out on Mids, I lose about 5 seconds, and my recharge is pretty high. Five seconds is a huge deal to me in this power, since I want to be throwing it out all the time.

--Terrify, another power I want to use all the time - taking out a recharge IO costs me close to 4 seconds.
I think you're looking at them without Hasten up. Try turning it on and comparing.


Quote:
--Ragnarok - In a team setting, I don't get this, since Terrify isn't going to be an opening up power for the team (
Ketch provided a pretty good example of how this works. As great as Mind/Cold is, it has some weakenesses. One of them is that if Mass Confusion and Total Dom are down and the team is racing in, I don't have a great opener except to use Terrify. The problem with that is Terrify doesn't prevent the alpha (whether it's aimed at me or whoever else--as a team Controller I'm looking out for 8 people). Enemies that fall are robbed of their chance to attack not only during the initial cast of Terrify, but from the Sleet and Energy Torrent that come next, and whatever the team is throwing at them as well. 1/5th of the mob rendered unable to attack is pretty sweet, especially since knockdown ignores boss rank. I also can't stress enough how awesome a good knockdown power is followed by a Slick power, because while the enemy is trying to stand it has to make several die rolls to see if it falls back on its butt. This can result in chain knockdown that keeps some foes completely out of the fight.

All of that said, I'm still experimenting with a Recharge/Accuracy ISO in place of the proc. Just wanted to explain the original reasoning. I think there's a good argument for either strategy.


Quote:
--Snowstorm - hey if you're confident enough in your endurance management, go for it. Still too situational for my taste - I'd probably use it on Nemesis and not much else.
I can see why you may not like it. Having played an Ice Controller to 50 I have a certain reverence for it. Once I realized I could floor large groups with a combo of Sleet and Snow Storm, I had to have it, even if I don't plan to use it all the time. I also realized the combination of all powers in Cold used on a lvl 50 AV floor its Recharge for 30 seconds every 90 seconds or so (based on when Heat Loss Recharges).


Quote:
--Defense - This relates to why I was calling parts of the build misguided - I just think ranged defense is such a better bonus than HP/Regen for this toon - it will do a much better job keeping you alive. Thunderstrike is a pretty cheap set for all your attacks, and it will incidentally get your accuracy up for all your AoE's that can really use it. I understand that going for some ranged defense here is boring and unoriginal, but it will work better. You already have a leg up with the 5% in Coercive Persuasion.
I wasn't deliberately building for HP or regen, some of it just kind of showed up. Same with Defense. You'll see some of that in the next version of the build. I do think Defense is lovely but my glass-mezzer has to make-do without.


Thanks again!


 

Posted

Quote:
Originally Posted by ketch View Post
Tested and confirmed that Contagious Confusion doesn't aggro mobs. This is the second time I've heard this rumor and I don't know where it's coming from.
Don't remember where I read it, unfortunately. But I'm just as happy that it's wrong, should I ever get an Illusion controller up to such a level...

-Morgan.


 

Posted

I like your build a lot Nemu, even though we did some things differently. It gave me some slotting ideas. I'm still sticking with the Primal App (for Power Boost) but thanks for sharing.


 

Posted

If Mass Confusion and Total Dom are down, then a Tank or Scrapper with Cold shields on should be eating the alpha, but if I was called on, I'd go Mass Hypnosis before Terrify. Won't get shot by those I miss with Terrify and get the containment bonus for damage. And yes, definitely Sleet right afterwards.

Good luck - keep posting on how it goes!


 

Posted

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Controller
Primary Power Set: Mind Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21)
Level 1: Infrigidate -- Acc-I(A)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Endo(29)
Level 4: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(9), CoPers-Conf%(15)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 10: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(43), HO:Cyto(46)
Level 12: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(48), HO:Cyto(48)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Recall Friend -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34)
Level 18: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(29), FtnHyp-Acc/Sleep/Rchg(31), FtnHyp-Acc/Rchg(31), FtnHyp-Sleep/EndRdx(31)
Level 20: Arctic Fog -- LkGmblr-Rchg+(A), S'fstPrt-ResDam/Def+(21), LkGmblr-Def(43), HO:Cyto(43)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(23), Zephyr-ResKB(23)
Level 24: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(27)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 28: Benumb -- Acc-I(A), RechRdx-I(48), RechRdx-I(50)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), HO:Cyto(40)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34), Mlais-Dam%(34)
Level 35: Sleet -- Posi-Dam%(A), Achilles-ResDeb%(37), LdyGrey-%Dam(39), LdyGrey-DefDeb/EndRdx(39), UndDef-Rchg/EndRdx(39)
Level 38: Heat Loss -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40), P'Shift-Acc/Rchg(42)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
Level 44: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run



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For this one I built for ranged defense. If you slot level 33 set IOs for all your powers you get 42% ranged def at level 30 and 85% recharge which is slightly better than your original build.

HOs aren't that hard to attain, a few STFs and you should have those cytos/enzymes.

FYI Power Boost only helps your controls, benumb, and the slight defense bonus in fog and manuevers, but not the shields, you probably already know that. If you wanted it because of aid self, then you can drop teleport and maneuvers, at the cost of 7.5 recharge and around 6% ranged defense.


 

Posted

OK thanks to all of you who made comments. Here's another version of the build with some fairly large modifications.
- Dropped the sixth purple Coercive Persuasion. This decreased global Ranged Defense by 5%, but bought a slot elsewhere
- Changed Dominate and Power Blast to Decimation sets, netting 6.25% extra recharge each
- Dropped Stimulant and Aid Self to take prereqs for Phase Shift. These powers also happen to allow me to slot 2 more Luck of the Gamblers, at a gain of +7.5% recharge each. I'm aware Invisibility conflicts with Arctic Fog. It's basically a mule.
- Dropped Conserve Power. Heat Loss has been worked down to just 14 second downtime. I have no idea how hard I'd have to work in order to run out of endurance in the course of 14 seconds.
- Picked up Phase Shift as a level 49 power. I have no experience with this power at all so let me know if I'd better off just going with that temp power that's out there, even given the prereq mules I'm using to net that last 15% recharge.


Net effects:
- Hasten is now just .7 seconds from perma. Good enough for me.
- Heat Loss is down to about 14 seconds
- Levitate is down to 1.84 seconds, Power Blast and Dominate to 2.38. This actually means Levitate is recharging almost faster than its cast time.
- Benumb is 3 seconds from perma.
- Power Boost will be active slightly around 30% of the time, recharging in 33 seconds.

Mezz times (parentheses show Power Boosted times):
- Confuse: 1 min 13 sec (2 minutes)
- Mass Confuse: 1 minute 7 sec (1 minute 48 seconds)
- Dominate is not slotted for mezz time because Confuse is taking care of it on its own. Confuse's recharge is actually just .2 seconds from overtaking its animation time, meaning this power can simply be spammed.


Here is the build:

[EDIT: Minor correction to slotting of Arctic Fog.]

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

12-29-09 Cold Reader NO STAM2: Level 50 Natural Controller
Primary Power Set: Mind Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Concealment
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Levitate -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/Dmg/KB(3), KinCrsh-Rechg/EndRdx(15), KinCrsh-Acc/KB(31), KinCrsh-Rchg/KB(48), KinCrsh-Dmg/EndRdx/KB(48)
Level 1: Infrigidate -- Acc-I(A), Acc-I(5)
Level 2: Dominate -- UbrkCons-Dam%(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(11), Decim-Acc/Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Dmg/Rchg(43)
Level 4: Ice Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5)
Level 6: Confuse -- CoPers-Conf/EndRdx(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Conf%(13), CoPers-Acc/Rchg(15)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(17)
Level 12: Recall Friend -- Zephyr-ResKB(A)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Mass Hypnosis -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Acc/Rchg(17), FtnHyp-Plct%(21), FtnHyp-Sleep/Rchg(29), FtnHyp-Acc/Sleep/Rchg(33)
Level 18: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(23), UbrkCons-EndRdx/Hold(25), Acc-I(37)
Level 20: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), Ksmt-ToHit+(23), RedFtn-Def/EndRdx(50)
Level 22: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(25), Slow-I(40)
Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(31), Ragnrk-Knock%(37)
Level 28: Benumb -- Acc-I(A), RechRdx-I(31), RechRdx-I(36), Acc-I(46)
Level 30: Invisibility -- LkGmblr-Rchg+(A)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(34), Mlais-Acc/Conf/Rchg(34), RechRdx-I(34)
Level 35: Sleet -- Achilles-ResDeb%(A), LdyGrey-DefDeb/Rchg(36), UndDef-DefDeb/Rchg(36), LdyGrey-%Dam(37), Posi-Dam%(40), UndDef-DefDeb/Rchg/EndRdx(46)
Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/EndRdx(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-Acc/Rchg(50)
Level 41: Power Blast -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg/Rchg(42), Decim-Acc/Dmg(42), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Dev'n-Hold%(43)
Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rng(45), Posi-Dmg/Rchg(46), FrcFbk-Rechg%(50)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
Level 49: Phase Shift -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run
------------
Set Bonus Totals:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 4.5% Max End
  • 6.5% Enhancement(Confused)
  • 48% Enhancement(Accuracy)
  • 103.8% Enhancement(RechargeTime)
  • 49.6 HP (4.88%) HitPoints
  • Knockback (Mag -7)
  • Knockup (Mag -7)
  • MezResist(Immobilize) 5.5%
  • 21% (0.35 End/sec) Recovery
  • 46% (1.95 HP/sec) Regeneration
  • 2.5% Resistance(Smashing)
  • 8.19% Resistance(Fire)
  • 8.19% Resistance(Cold)
  • 3% RunSpeed


 

Posted

Not enough global recharge .

You certainly got more efficient on the recharge there. I'd never pass up some of the defense you're passing on, but hey, if you don't need the defense more power to you.

One slot that might be overkill is the second Accuracy in Benumb. I know you don't want to miss with it, but anything you're hitting with Benumb you've just hit with Infrigidate and Freezing Rain. Add in 48% global accuracy, and it's hard to see you're not at 95% on anything unless you get socked with big to hit buffs.


 

Posted

Quote:
Originally Posted by MaxLongstreet View Post
Not enough global recharge .

You certainly got more efficient on the recharge there. I'd never pass up some of the defense you're passing on, but hey, if you don't need the defense more power to you.

One slot that might be overkill is the second Accuracy in Benumb. I know you don't want to miss with it, but anything you're hitting with Benumb you've just hit with Infrigidate and Freezing Rain. Add in 48% global accuracy, and it's hard to see you're not at 95% on anything unless you get socked with big to hit buffs.

What would you consider better? Obviously I could improve it with more purple sets, but since that would nearly double the price of the overall build I'm not sure where else to get extra Recharge.


 

Posted

Quote:
Originally Posted by Nemu_ View Post
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

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Level 50 Science Controller
Primary Power Set: Mind Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21)
Level 1: Infrigidate -- Acc-I(A)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Endo(29)
Level 4: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(9), CoPers-Conf%(15)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 10: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(43), HO:Cyto(46)
Level 12: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(48), HO:Cyto(48)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Recall Friend -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34)
Level 18: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(29), FtnHyp-Acc/Sleep/Rchg(31), FtnHyp-Acc/Rchg(31), FtnHyp-Sleep/EndRdx(31)
Level 20: Arctic Fog -- LkGmblr-Rchg+(A), S'fstPrt-ResDam/Def+(21), LkGmblr-Def(43), HO:Cyto(43)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(23), Zephyr-ResKB(23)
Level 24: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(27)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 28: Benumb -- Acc-I(A), RechRdx-I(48), RechRdx-I(50)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), HO:Cyto(40)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34), Mlais-Dam%(34)
Level 35: Sleet -- Posi-Dam%(A), Achilles-ResDeb%(37), LdyGrey-%Dam(39), LdyGrey-DefDeb/EndRdx(39), UndDef-Rchg/EndRdx(39)
Level 38: Heat Loss -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40), P'Shift-Acc/Rchg(42)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
Level 44: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run



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For this one I built for ranged defense. If you slot level 33 set IOs for all your powers you get 42% ranged def at level 30 and 85% recharge which is slightly better than your original build.

HOs aren't that hard to attain, a few STFs and you should have those cytos/enzymes.

FYI Power Boost only helps your controls, benumb, and the slight defense bonus in fog and manuevers, but not the shields, you probably already know that. If you wanted it because of aid self, then you can drop teleport and maneuvers, at the cost of 7.5 recharge and around 6% ranged defense.


Hmm. This build is kind of genius. When I see things like this it makes me realize just how difficult optimizing really is. The only unfortunate thing is that Blessing of the Zephyr just got nerfed. It now provides much less defense than before, so sadly this build won't deliver as much defense as it used to. Still a really good design for a pre Issue 17 character.