Mind Controller help.


Ben_Arizona

 

Posted

Hello! Long time lurker, infrequent poster here, seeking mind controller secondary advice.

I'm torn between /Storm and /Trick Arrow at the moment as I prefer debuffing to buffing sets (no /rad thanks, already have one of those) and would like to find pros and cons between both secondaries.

I have some concerns about Mind as well. Its one of the only Controller/Dom primaries I haven't used to some extent and seems fairly straight forward and all, just a brief question about damage. (having issues looking up numbers atm) My tolerance for low damage output is pretty good (I find */dark defenders solo well enough to keep me interested.) and I'm certainly not looking for a fire/kin, just something that can passably solo if teams are scarce. Will Mind do the trick without spending a fortune?

A little background on the secondaries. I have 5 different Stormies and know the set pretty much inside out (Hurricane is still tricky after not playing one for a while). I'm particularily attracted to the idea of the minion level disorient, Thunderclap, to leverage Containment and dropping a tornado on a Telekinetically pinned down Boss. I've read that Mind/ damage is rather poor considering resists later on, is it so poor that /Storm would be a good idea, using the pseudopets and confused mobs to deal my damage for me?

On to Trick Arrow. Never played the set. Not once. I'm rather intrigued by the powers and the fluid animations (Love me my archery blaster). Is the extra containment setup options in Trick Arrow worth considering, besides the stacking of really neat effects?

You've got opinions, and I've love to hear 'em, thanks!


 

Posted

No experience on Mind/Storm. I suspect Mind/TA has an edge against AVs, thanks to unresistable -tohit and -dmg debuffs. Also, non-immobed AVs are a pain, and I'm not just talking about Containment. Mind/Storm would have better area of effect on all of its -resist debuff (due to Acid Arrow radius nerf, /TA gets good coverage on only half its -resist). Poison Gas Arrow (66% chance of mag 2 sleep) + Mass Hypnosis (mag 3 sleep + 50% chance of mag 1 sleep) is borderline helpful if you need to stack mez on two or more bosses. Make sure you have some way of lighting the oil slick!

I suspect Mind/TA and Mind/Storm play very similarly overall. Both sets can debuff resistance -30%, both can stealth through missions if needed, both can de-fly targets, both have AoE damage pseudopets, both have area knockdown slicks, both have anti-AV/GM powers. I'd be thrilled to have either build on my team.


 

Posted

Mind has good damage in low levels. You get a good single target attack chain in Dominate-Mezmerize (slotted for Damage)-Levitate. Two of the three set Containment, letting you get double damage for your big hitter. Confuse lets you take other foes out of the fight so that you can concentrate on taking down one at a time. Then you get some AoE damage in Terrify. I like the combo of Mass Hypnosis to set up Containment, then Terrify for AoE damage plus AoE control.

While Mind Control picks up good AoE control in the late game when other control sets are getting damage. Thus, I have found that Mind's damage in the later game seems weak. That's where both Storm and Trick Arrow can add damage.

I have a Mind/Storm and lots of experience with Storm. You know what Storm can do. One weakness of Mind/Storm is a lack of an AoE Immob with -knockback. That means that Tornado and the other knockback powers will create chaos.

Trick Arrow adds a lot of Control along with Debuffs. It takes a combination of powers to be effective. You need something to keep the foes busy while you stay at range and fire off your debuff arrows. You get an AoE slow, single target Immob, and an AoE Knockdown, all of which Mind lacks. Plus you get a second single target hold (good for holding bosses) and a second ranged AoE Hold.

I played an Illusion/Trick Arrow to 50. I really like that combo. I don't think Mind/TA will be quite as good, but it should be an effective combo. One problem you will have with both builds is too many good powers. Telekinesis is the only really skippable power in Mind. You know Storm, so I won't go into that. Trick Arrow has a lot of good powers, so it will be hard to decide what to skip. Too bad you can't skip Entangle Arrow. I skipped Flash Arrow on my Ill/TA because I had Superior Invis, but you don't have that option. What is skippable? Maybe Poison Gas Arrow. Maybe Ice Arrow? I'd hate to skip it. You may want to consider using Ninja Run for Travel just so you can take more powers.

Make sure you use Tech or Magic as your origin, and plan to take the Fire APP for Fire Blast and Fireball, all so you can light the Oil Slick.


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

A lot of people say that mind/storm doesn't work well because of the lack of immob, but really all that means is that you use Tornado as a defense/utility power rather than a DPS power. As a utility power, it's a very good one.

I don't end up using Tornado much on competent teams with my mind/storm, but soloing or with PUGs gone wrong it's a lot like having a mini-tank you can whip out whenever you like.


 

Posted

Thanks for the replies.

I've settled on my old staple /storm for a number of reasons. First, like Local stated, /Storm (imo) has more skip-able powers in it than Trick Arrow. I personally rarely take thunderclap (although with terrify I may make an exception) and 02 boost is pretty optional (I always take it on my defenders) as a controller. As for Tornado, I can't imagine *not* taking it. In fact, I've never played a character that had a single target immobilize that also had Tornado so its something I'm used to. Just takes exercising a bit of caution, or the willingness to clean up the mess of angry mobs you've just created.

My only /Storm controller is illusion and I find the chaos control aspect is entertaining, I just have to hold back a little bit on teams, depending on the situation.

To comment on what Local said, I kind of wish I'd made my illusion have the Trick Arrow secondary, for the filling of control gaps. Having Phanty around to ignite the oilpatch sounds pretty spiffy too. Perhaps I'll reroll my illusion into a /trickarrow to test it out after this guy is done, as it is a set worth looking into.

Thanks for the advice!


 

Posted

Quote:
Originally Posted by Wrathmire_Cat View Post
Thanks for the replies.

I've settled on my old staple /storm for a number of reasons. First, like Local stated, /Storm (imo) has more skip-able powers in it than Trick Arrow. I personally rarely take thunderclap (although with terrify I may make an exception) and 02 boost is pretty optional (I always take it on my defenders) as a controller. As for Tornado, I can't imagine *not* taking it. In fact, I've never played a character that had a single target immobilize that also had Tornado so its something I'm used to. Just takes exercising a bit of caution, or the willingness to clean up the mess of angry mobs you've just created.

My only /Storm controller is illusion and I find the chaos control aspect is entertaining, I just have to hold back a little bit on teams, depending on the situation.

To comment on what Local said, I kind of wish I'd made my illusion have the Trick Arrow secondary, for the filling of control gaps. Having Phanty around to ignite the oilpatch sounds pretty spiffy too. Perhaps I'll reroll my illusion into a /trickarrow to test it out after this guy is done, as it is a set worth looking into.

Thanks for the advice!
I don't find Thunderclap worth taking on a Mind/Storm. Terrify is a cone so you want to stay at range, while T-Clap is PB AoE and only hits minions with its Mag 2 stun. I generally use Mass Hypnosis to set up Containment for Terrify -- Mass Hyp is higher mag and with some recharge, it comes back pretty quickly. If Mind had an AoE stun (like my Earth/Storm, Fire/Storm or Grav/Storm), then stacking T-Clap with another stun would make it worthwhile.

Go ahead and make the Ill/TA -- no reason to wait. I feel that Illusion is the best primary for Trick Arrow, even though Trick Arrow is probably the third best secondary for Illusion. (I would put Rad and Storm higher.) At this point, I have Illusion with Rad, Storm and TA all at 50, with several lower level Illusionists, too. I rolled mine up specifically because I wanted to experience the TA set. Phantom Army makes all the difference -- send in PA, and then you can stand back to fire off all your arrows in safety.

I'm quite fond of my Ill/TA. I liked his concept -- if I find the name to be amusing, that really helps me enjoy the character. In this case, I wanted a name that combined the concept of an illusionist/magician/entertainer with trick archery. I came up with "Beau Jester," who was the official entertainer of the French Foreign Legion. When the Jester costume became available, it was tailor made for him.

On my Ill/TA, I skipped Group Invis and Flash from the primary, and only Flash Arrow from the secondary. Leveling up, I used Hasten/Super Speed for travel (no Ninja Run in those days). This freed up a powerchoice for Poison Gas Arrow. However, since I got the 60 month, I changed him over to Hasten/Fly. I normally would take Flash, but in this case he is almost never in close range and EM Pulse Arrow gives me my ranged AoE Hold. I finished Beau up with Fire Blast, Fireball and two powers from the medicine pool. I mostly use Oil Slick Arrow to fill in when PA is recharging, as I haven't done a max Recharge build on Beau yet. Oil Slick Arrow + Fireball make a fun BBQ.


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

I've got both Mind/Storm and Ill/Storm at 41. The Ill/Storm is a lot of fun. Just about enough control between Illusion's spotty controls and Storm's solid extra control powers, and all the damage that comes from Storm. Plus it's easy, as you said, to crank up the chaos as needed, or when solo.

Mind/Storm hasn't ever been much for damage, for me. It's got some nice single-target attacks, and definitely letting the mobs help beat themselves up with confusion powers is a plus, but if you're looking at Mind, you know you don't get any pets you get to keep. Also, the Storm powers are fairly indiscriminate and don't tend to spare the guys you've confused. I wind up using the fear cone for damage, which seems kind of sad.

That said, what Mind/Storm does do well is AoE control, specifically the fast-recharging kind. It's kind of ridiculous at that. If you want to get good at positioning, TK is a great hold, and Hurricane will help you keep stuff in a corner so they don't escape the TK. Freezing Rain, Thunderclap, the aoe sleep, Mass Confusion, Terrify, and of course the AoE hold, and none of those scatter mobs. If you're willing to scatter mobs, add Lightning Storm and Tornado. Plus, keep in mind that while Mind has no stuns (I think, been a while), both Thunder Clap and Tornado stun, so you can drop a Tornado, rush in and stun with TC, then Tornado will catch up and stun the rest.

With that kind of control, you can definitely solo. It's not fire/kinetics and it never will be, but you've got so many tools to call on that you should be able to provide all of the control for an 8-person team without too much trouble, I think, as well as having any number of options to deal with solo missions.


Virtue
Angel Witch II - Chord of Souls - Storm Witch II - Princess of the Dawn - Standing Horse - Witch of Xymox
Silent Scream - Shadow Witch II - Liquid Serenade - Nebulous Dawn - Ghost Witch II -Xiberia

 

Posted

I'd suggest trick arrow since you played storm so much.

Mind is absurdly powerful at the lower levels, TA makes it even more so with entangling arrow. It'll be a challenge to build as well, there are a lot of goodies from both sets that you'll want, but you'll have to decide on one over the other while leveling up.


 

Posted

There is no wrong answer for which to take. I've got Mind/Storm at 50 and Mind/TA at 35 or so. Both are fun.

BTW I DID take Thunder Clap on my Mind/Storm, and I find it useful. I like Thunder Clap even when I don't have any other stuns to stack with it. Of course, Tornado stuns them sometimes, but combining the two is tricky. But I still think Thunder Clap is pretty good even with no stun stacking. Confuse the LTs, use super speed + steamy mist to get in the middle, rock the thunder clap. Back out, launch freezing rain, cast terrify. Plink away with single target damage, etc. works fine.

Also, I know you already decided to pass on Mind/TA, but you can get good numbers in all your powers without skipping too much. Here is a build that skips TK and Flash Arrow but still manages to get a travel power, stamina, and 3 epic powers. I slotted for a lot of recharge, but you wouldn't have to. Even if you went with inexpensive IOs for frankenslotting, you could get by just fine.

Lewis

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

ZZZ CON MIND TA: Level 50 Technology Controller
Primary Power Set: Mind Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(19)
Level 1: Entangling Arrow -- Enf'dOp-Acc/EndRdx(A)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(15), Lock-Acc/EndRdx/Rchg/Hold(15)
Level 4: Levitate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(13), Mlais-Acc/EndRdx(13), Mlais-Conf/Rng(34), Mlais-Acc/Conf/Rchg(43), CoPers-Conf%(43)
Level 8: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(9), FtnHyp-Acc/Sleep/Rchg(9), FtnHyp-Acc/Rchg(46), FtnHyp-Sleep/EndRdx(46)
Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 22: Acid Arrow -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(23), AnWeak-Acc/Rchg(23), AnWeak-DefDeb/EndRdx/Rchg(48), AnWeak-Acc/Rchg/EndRdx(50)
Level 24: Glue Arrow -- Slow-I(A), Slow-I(50), TmpRdns-EndRdx/Rchg/Slow(50)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29), RechRdx-I(31)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(31)
Level 30: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(37), EoCur-Acc/Hold/Rchg(40)
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: Oil Slick Arrow -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(36), RechRdx-I(36), TmpRdns-EndRdx/Rchg/Slow(36), TmpRdns-Dmg/Slow(37), TmpRdns-Acc/Dmg/Slow(37)
Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Fire 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: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(48), TtmC'tng-ResDam/EndRdx(48)
Level 49: Poison Gas Arrow -- FtnHyp-Plct%(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run



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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

Quote:
Originally Posted by Ben_Arizona View Post
A lot of people say that mind/storm doesn't work well because of the lack of immob, but really all that means is that you use Tornado as a defense/utility power rather than a DPS power. As a utility power, it's a very good one.

I don't end up using Tornado much on competent teams with my mind/storm, but soloing or with PUGs gone wrong it's a lot like having a mini-tank you can whip out whenever you like.
I have always been slightly amused by those comments about tornado myself.
Even without an AoE or ST immobilize, this power still can dish out some DPS when you are talking Hard targets. How many fights do you reach a point where all the minions are defeated and you are left with just the AV/EB/Boss etc... "OH lookie what I have here in my pocket for you Mr. AV"


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

I recommend mind/ta. It will let you set up almost all of your arrows in peace. Granted TA is a lot faster than it used to be, but it is still pretty slow at getting them all out.

mind/storm doesn't have any particular synergy, but mind is pretty strong, and storm is really strong, so it will end up being a good toon.

The lack of stopping power can and often is an issue for mind/storm though. LS has a high mag afraid and the way terrify works it is will allow one action in response to taking damage. If they choose that action to be "run" they can run as far as they want, which is sometimes a long ways away. Because you have to be hesitant with nado and LS when using mind, which is a huge advantage that most controller builds have over other storms, I say no to mind/storm.


 

Posted

Quote:
Originally Posted by Wrathmire_Cat View Post
I'm torn between /Storm and /Trick Arrow at the moment as I prefer debuffing to buffing sets (no /rad thanks, already have one of those) and would like to find pros and cons between both secondaries.
Have you considered /Dark?

EDIT: I bet you would if they got it. ::slaps self::


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

I have a Mind/Cold/Primal that I love. It is actually my favorite character. He is my only heavily IO'ed character (built for Recharge). It's been great.

Cold has a lot of the features of Storm but none of the knockback. You can combine Super Speed with Arctic Fog for invisibility, which works great with your non-notify powers. Heat Loss ensures you have the endurance to stay perpetually invisible. The freedom to run into hordes of enemies and confuse/sleep them is really awesome--you actually beat Illusion trollers at the stealth-mezz game, and with no pets to worry about, you can go entire fights without enemies knowing you're there if you need to. Cold also has an amazing single-target debuff in Benumb, for use on bosses. And Sleet, of course, which is a slightly weaker version of Freezing Rain.

At low levels it's a single-target build. That changes in your 30s and you become a great AoE Controller.

It's not a combo for everyone--no farming, probably no AV soloing--but as someone who plays on teams and does lots of Task Forces I have found it a perfect fit.


 

Posted

Mind/Storm is my field of expertise and while it lacks reliable AoE containment outside of total domination, it is absolutely a blast and has very powerful single target and AoE damage. So I question people who have had different experiences.

With Terrify + Psychic Tornado, you have 2 very powerful AoE attacks which with containment, will floor all minions in a big pack. Thunderclap I also take and enjoy, as its another good way of setting up containment on minions which mind does lack. Also, fully slotted its recharge is less than 20 seconds, meaning its easy to double stack it and effect lieutenants aswell.

Anyway I could write lots about Mind/Storm, end of the day it is a powerset combination which will give you bucket loads of control (which can even be used without aggroing packs), great buffs, a heal, great debuffs and a pseudo pet. You get an amazingly powerful single target attack chain and 2 AoE attacks with Terrify(which is a very wide cone) + EPP power.

The only thing it lacks in my opinion is A) reliable containment, since unfortunately neither fear nor confuse count and B) pets which will help mop up any remaining stragglers - something my Fire Control sidekick is great at helping me with.

My personal build is this:
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Peacemoon: Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(15), Thundr-Acc/Dmg/Rchg(36)
Level 1: Gale -- Posi-Dam%(A)
Level 2: Dominate -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(5), Hold-I(7), UbrkCons-Dam%(7)
Level 4: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(37)
Level 6: Confuse -- Mlais-Conf/Rng(A)
Level 8: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(15), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(19), FtnHyp-Sleep/EndRdx(34)
Level 10: Hover -- LkGmblr-Rchg+(A)
Level 12: Swift -- Run-I(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
Level 16: Freezing Rain -- UndDef-Rchg/EndRdx(A), UndDef-Rchg(17), Achilles-ResDeb%(17)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(23), UbrkCons-Acc/Hold/Rchg(23), UbrkCons-Acc/Rchg(25), UbrkCons-EndRdx/Hold(25), Lock-%Hold(27)
Level 24: Steamy Mist -- LkGmblr-Rchg+(A), S'fstPrt-ResKB(31), S'fstPrt-ResDam/Def+(37), Aegis-Psi/Status(46)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(29), RechRdx-I(31), Posi-Dam%(43)
Level 28: Thunder Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(37), Amaze-Acc/Rchg(40), Amaze-EndRdx/Stun(42), Amaze-ToHitDeb%(43)
Level 30: O2 Boost -- Numna-Heal(A), Numna-Heal/Rchg(31)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(33), CoPers-Conf/EndRdx(33), CoPers-Conf%(33), CoPers-Acc/Conf/Rchg(34), CoPers-Acc/Rchg(34)
Level 35: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(40), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-ToHitDeb/Rchg(46)
Level 38: Lightning Storm -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/Rchg(39), Thundr-Dmg/EndRdx(39), Thundr-Acc/Dmg/Rchg(39), Dev'n-Dmg/Rchg(40)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(45), ImpArm-ResDam/Rchg(45)
Level 47: Psionic Tornado -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), ExStrk-Dam%(50)
Level 49: Tornado -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(50)
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Level 1: Brawl -- KntkC'bat-Knock%(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run
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Set Bonus Totals:

  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 18.6% Defense(Energy)
  • 18.6% Defense(Negative)
  • 4.88% Defense(Psionic)
  • 3% Defense(Melee)
  • 19.3% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.25% Max End
  • 4% Enhancement(Confused)
  • 97% Enhancement(Accuracy)
  • 83.8% Enhancement(RechargeTime)
  • 13% FlySpeed
  • 15.3 HP (1.5%) HitPoints
  • 13% JumpHeight
  • 13% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • 37% (0.62 End/sec) Recovery
  • 28% (1.19 HP/sec) Regeneration
  • 11.7% Resistance(Fire)
  • 11.7% Resistance(Cold)
  • 5% Resistance(Toxic)
  • 3% Resistance(Psionic)
  • 13% RunSpeed


 

Posted

This is a possible plan for a mind/TA that I worked up the other day, using only SOs.This character is still in her teens, but I like the possibilities.

Soloing is incredibly easy with 2 ST holds and mezmerize.


Hero Plan by Mids' Hero Designer 1.707

http://www.cohplanner.com/

Click this DataLink to open the build!

Enchanting Archer: Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Trick Arrow
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Mesmerize -- Acc(A), Acc(21), Dmg(25), Dmg(25), EndRdx(27), RechRdx(27)
Level 1: Entangling Arrow -- Acc(A)
Level 2: Dominate -- Acc(A), Acc(3), Dmg(3), Dmg(5), RechRdx(5), RechRdx(7)
Level 4: Levitate -- Acc(A), Acc(7), Dmg(9), Dmg(9), RechRdx(11), RechRdx(11)
Level 6: Confuse -- Acc(A), Acc(29), Conf(31), Conf(46), RechRdx(46)
Level 8: Glue Arrow -- RechRdx(A), RechRdx(17)
Level 10: Hover -- Flight(A), Flight(19), Flight(19)
Level 12: Ice Arrow -- Acc(A), Acc(13), Hold(13), Hold(15), RechRdx(15), RechRdx(17)
Level 14: Swift -- Flight(A)
Level 16: Health -- Heal(A)
Level 18: Fly -- Flight(A)
Level 20: Stamina -- EndMod(A), EndMod(21)
Level 22: Acid Arrow -- Acc(A), Acc(23), Acc(23), RechRdx(45), DefDeb(46)
Level 24: Total Domination -- Acc(A), Acc(42), Acc(42), Hold(43), RechRdx(43), RechRdx(43)
Level 26: Terrify -- Acc(A), Acc(31), Fear(34), Dmg(37), RechRdx(37), RechRdx(40)
Level 28: Disruption Arrow -- RechRdx(A), RechRdx(29)
Level 30: Telekinesis -- EndRdx(A), EndRdx(31)
Level 32: Mass Confusion -- Acc(A), Acc(33), Acc(33), Conf(33), RechRdx(34), RechRdx(34)
Level 35: Oil Slick Arrow -- RechRdx(A), RechRdx(36), Dmg(36), Dmg(36), DefDeb(37)
Level 38: EMP Arrow -- Acc(A), Acc(39), Hold(39), RechRdx(39), RechRdx(40), RechRdx(40)
Level 41: Indomitable Will -- RechRdx(A), RechRdx(42)
Level 44: Mind Over Body -- EndRdx(A), ResDam(45), ResDam(45)
Level 47: Psionic Tornado -- Acc(A), Acc(48), Dmg(48), Dmg(48)
Level 49: Mental Blast -- Acc(A), Acc(50), Dmg(50), Dmg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run