Mind/Storm AoE Control / Positioning / Debuffing + some OoE Dmg


Kracs

 

Posted

Just thought about changing my build a bit. Just returned to the game and though my current build is group friendly (heavy on AoE control) it's pretty light on solobility.

The below build still has most of the AoE control I previously had (less thunderclap and confuse from mind mastery, never used mes or hypno) + has AoE positioning (Gale, Hurricane, Telekinesis) + debuffing (Snow storm, Freezing Rain, frist Storm) and a touch of AoE damage (terrify, lightning storm, frost breath + maybe gale).

Many of the powers are 6 slotted, so maybe overkill, was thinking of further slotting tactics to give me better general +hit but not sure.

Since I'm just back to the game if someone can give me a few pointers would be appreciated. /cheers

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Kracs: Level 50 Natural Controller
Primary Power Set: Mind Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Levitate -- Empty(A), Empty(3), Empty(3), Empty(7), Empty(7), Empty(9)
Level 1: Gale -- Empty(A), Empty(5), Empty(5), Empty(9), Empty(11), Empty(11)
Level 2: Dominate -- Empty(A), Empty(13), Empty(13), Empty(15), Empty(15), Empty(17)
Level 4: Snow Storm -- Empty(A), Empty(17), Empty(19), Empty(19), Empty(21), Empty(21)
Level 6: Hasten -- Empty(A)
Level 8: Confuse -- Empty(A), Empty(23), Empty(23), Empty(25), Empty(25), Empty(27)
Level 10: Swift -- Empty(A)
Level 12: Maneuvers -- Empty(A), Empty(50)
Level 14: Super Speed -- Empty(A)
Level 16: Health -- Empty(A), Empty(27), Empty(29)
Level 18: Freezing Rain -- Empty(A), Empty(29), Empty(31), Empty(31), Empty(31), Empty(46)
Level 20: Stamina -- Empty(A), Empty(33), Empty(33)
Level 22: Total Domination -- Empty(A), Empty(33), Empty(34), Empty(34), Empty(34), Empty(36)
Level 24: Hurricane -- Empty(A), Empty(36), Empty(36), Empty(37), Empty(37), Empty(37)
Level 26: Terrify -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
Level 28: Aid Other -- Empty(A)
Level 30: Aid Self -- Empty(A)
Level 32: Mass Confusion -- Empty(A), Empty(40), Empty(42), Empty(42), Empty(42), Empty(43)
Level 35: Resuscitate -- Empty(A)
Level 38: Lightning Storm -- Empty(A), Empty(43), Empty(43), Empty(45), Empty(45), Empty(45)
Level 41: Hibernate -- Empty(A)
Level 44: Frost Breath -- Empty(A), Empty(46), Empty(46), Empty(48), Empty(48), Empty(48)
Level 47: Tactics -- Empty(A), Empty(50), Empty(50)
Level 49: O2 Boost -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run

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Posted

Mind posting the data chunk please? I'm unable to open the build in Mid's.

Thanks.


 

Posted

Soz, was using the online one, should be able to import the updated one.

Also, dropped telekinesis, have enough area control with Hurricane, Gale etc... Also changed Ice Storm to Frost Breath for the higher damage. Hopefully if I get the crowd control going right they should be nicely clustered for the breath.

Haven't chosen much beyond manoeuvres for defence, counting on the slows / accuracy debuffs to keep me safe. Not sure if that works in AV/Monster fights however.


 

Posted

Unfortunately I still can't open the build. I've been unable to install the newer versions of Mids on my computer, so the only way I can review a build closely is if you paste a data chunk (which maybe doesn't work with the online version)?

Anyway, I built a very quick build showing only powers in the order I'd probably select them. I didn't do any slotting; this is just a quicker way for me to show how I'd probably approach this combo. Some specifics:

- Dropped the Medicine pool. It's not a terrible choice, but you have so many other options.
- Added Thunderclap back. You want this because it establishes constant containment, which Mind is otherwise typically lacking. It's minion-only (unless stacked) but if you think of it as essentially doubling your damage against minions I think you'll see why it's great for Mind/Storm
- Moved Stamina to 20
- Pushed back travel powers. If you don't have Ninja Run you may want to adjust this.
- If you take Hasten you really need to 3-slot it (or 2-slot if you have a very high recharge build)
- No more than 1 slot in Health unless you are going to put procs in it
- I would not take Tactics on this build. I'm not sure if this can happen but I suspect it may increase the perception of your Tornado, which may cause it run off and aggro enemies from far away. Even if it doesn't do that, Tactics doesn't have a lot of use for you.
- Manuevers costs a lot of endurance compared to Combat Jumping. In any case you don't have a lot of base Defense to work with so neither is particularly critical. Altho Combat Jumping is one of my favorite powers because of its Immobilize protection.
- Mass Hypnosis is awesome due to its very fast recharge rate and the fact that it doesnt aggro enemies.
- IMO Snow Storm is better on a Cold Dom vs a Stormie. The endurance hit is just too much for Storm to handle.

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

Click this DataLink to open the build!

Level 48 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Levitate -- Empty(A)
Level 1: Gale -- Empty(A)
Level 2: Dominate -- Empty(A)
Level 4: Mesmerize -- Empty(A)
Level 6: Confuse -- Empty(A)
Level 8: Mass Hypnosis -- Empty(A)
Level 10: Hasten -- Empty(A)
Level 12: Hurdle -- Empty(A)
Level 14: Health -- Empty(A)
Level 16: Freezing Rain -- Empty(A)
Level 18: Total Domination -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Steamy Mist -- Empty(A)
Level 24: Hurricane -- Empty(A)
Level 26: Terrify -- Empty(A)
Level 28: Super Speed -- Empty(A)
Level 30: Thunder Clap -- Empty(A)
Level 32: Mass Confusion -- Empty(A)
Level 35: Tornado -- Empty(A)
Level 38: Lightning Storm -- Empty(A)
Level 41: Ice Blast -- Empty(A)
Level 44: Frozen Armor -- Empty(A)
Level 47: Frost Breath -- Empty(A)
Level 49: Hibernate -- Empty(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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Posted

Thanks for the info mate, much appreciated. Will keep that in mind.


 

Posted

If you are looking to solo a Mind/Storm, you need the single target attack chain of Dominate-Mezmerize (slotted for damage)-Levitate. This is the main source of your damage. Terrify slotted for damage gives some AoE damage, especially if you lead off with Mass Hypnosis to set Containment. Mass Hyp also lets you sleep the group, then move into the best position to hit the largest number of foes with Terrify. Still, the AoE damage is pretty weak.

In your build, you have Maneuvers and Resusitate. I would drop those. They are nearly useless (Maneuvers) and completely useless (Resusitate) solo, and not all that helpful on teams. There are so many rez options in the game now that most rez powers are fully skippable. (One of the Day Job accolades gives you a Rez Ally temp power -- get the Day Job badges from the Hospital and the University.) The small amount of Defense from Maneuvers is only useful if you stack it with a lot more Defense. Aid Other and O2 Boost are useless solo, too. I have been able to get by without Aid Self on my Mind/Storm -- Hibernate and green Inspirations cover the healing I need -- and I play mine solo about 90% of the time.

With the attack chain of Dom-Mez-Lev, you don't really need Ice Blast. So that lets you add in Ice Storm for more AoE damage.


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

Level 2: Dominate
(A) HamiO: Peroxisome Exposure (+2 Dam/Mezz)
(3) HamiO: Peroxisome Exposure (+2 Dam/Mezz)
(3) Devastation - Accuracy/Damage/Endurance/Recharge (31)
(5) Devastation - Chance of Hold (30)
(5) Lockdown - Accuracy/Endurance/Recharge/Hold (31)
(7) Lockdown - Chance for +2 Mag Hold (30)

2 Devastation @ Level 28 = +12% Regeneration
2 Lockdown @ Level 28 = +3% Damage Buff (All)

Accuracy: +30.80%
Damage: +86.79%
Endurance Reduction: +30.80%
Recharge: +30.80%
Hold Duration: +86.79%

Controller Overpower = 20% chance for +1 MAG Hold for 16.8 seconds (to Critters)
Devastation Proc = 15% Chance for +2 MAG Hold for 8 seconds (to Critters) or 6 seconds (to Players)
Lockdown Proc = 15% Chance for +2 MAG Hold for 8 seconds (to Critters) or 6 seconds (to Players)

Odds of one-shot Holding a Boss with this Frankenslotting ... approximately 50/50.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
Level 2: Dominate
(A) HamiO: Peroxisome Exposure (+2 Dam/Mezz)
(3) HamiO: Peroxisome Exposure (+2 Dam/Mezz)
(3) Devastation - Accuracy/Damage/Endurance/Recharge (31)
(5) Devastation - Chance of Hold (30)
(5) Lockdown - Accuracy/Endurance/Recharge/Hold (31)
(7) Lockdown - Chance for +2 Mag Hold (30)

2 Devastation @ Level 28 = +12% Regeneration
2 Lockdown @ Level 28 = +3% Damage Buff (All)

Accuracy: +30.80%
Damage: +86.79%
Endurance Reduction: +30.80%
Recharge: +30.80%
Hold Duration: +86.79%

Controller Overpower = 20% chance for +1 MAG Hold for 16.8 seconds (to Critters)
Devastation Proc = 15% Chance for +2 MAG Hold for 8 seconds (to Critters) or 6 seconds (to Players)
Lockdown Proc = 15% Chance for +2 MAG Hold for 8 seconds (to Critters) or 6 seconds (to Players)

Odds of one-shot Holding a Boss with this Frankenslotting ... approximately 50/50.

To get super technical, the actual odds to insta-hold are closer to about 42% than 50%. I assume you got 50% from adding the chances up, a math thing I've gotten wrong a few times. Or maybe you are just rounding high. Since proc calculation is a common discussion on the boards though I figured I'd share the formula for calculating the odds.

In this case we need at least one proc to hit in order to hold the boss. Our initial temptation will be to look for the chances for all the procs to hit. However, when dealing with independent chances like this where only one needs to go off, its helpful to reverse the calculation to something simpler, and instead look for the chances they will all miss.

If a proc has 20% chance to hit, it has an 80% chance to miss. If it has a 15% chance to proc, it has a 85% chance to miss. That much is obvious off the bat. To find out the total chance that all of them miss, we can simply multiply them together:

.85 * .85 * .80 = .58

So there, is a 58% chance they all miss. How do we find the chance at least one hit? Just reverse the 58% chance back. The chance at least one hits is 42%.

[If the problem instead was that we wanted to find the chance that all three hit, we'd just multiply them together. In this case, there is a .2 * .15 * .15 = .0045, or less than 1 percent chance per cast that all three procs hit. Not a factor in calculating hold mag here, but perhaps important for anyone calculating other kinds of procs, particularly damage ones.]


Now, the math out of the way, this slotting is intriguing--I may use it some day on a character like my Ice troller who has only a single target hold. Mind Control IMO would do better slotting for straight damage accuracy and recharge, since you can stop a boss in its tracks using one shot of Levitate, or Mesmerize already, or simply Confuse it prior to starting the fight.


 

Posted

Just for reference, here's the build for my 50 Mind/Storm as it appears in-game. The interesting thing about this build is it has no stamina.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Arouse: Level 50 Mutation Controller
Primary Power Set: Mind Control
Secondary Power Set: Storm Summoning
Power Pool: Medicine
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Mesmerize

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (7) Thunderstrike - Damage/Recharge
  • (9) Thunderstrike - Accuracy/Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Endurance
  • (50) Thunderstrike - Damage/Endurance/Recharge
Level 1: Gale
  • (A) Accuracy
Level 2: Dominate
  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (5) Thunderstrike - Damage/Recharge
  • (9) Thunderstrike - Accuracy/Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Endurance
  • (15) Thunderstrike - Damage/Endurance/Recharge
Level 4: Levitate
  • (A) Thunderstrike - Accuracy/Damage
  • (5) Thunderstrike - Damage/Endurance
  • (7) Thunderstrike - Damage/Recharge
  • (11) Thunderstrike - Accuracy/Damage/Recharge
  • (11) Thunderstrike - Accuracy/Damage/Endurance
  • (15) Thunderstrike - Damage/Endurance/Recharge
Level 6: Confuse
  • (A) Malaise's Illusions - Accuracy/Recharge
  • (46) Malaise's Illusions - Endurance/Confused
  • (46) Befuddling Aura - Confused/Range
  • (46) Befuddling Aura - Accuracy/Confused/Recharge
  • (48) Cacophony - Accuracy/Recharge
  • (50) Perplex - Accuracy/Confused/Recharge
Level 8: Aid Other
  • (A) Healing
Level 10: Hover
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 12: Steamy Mist
  • (A) Endurance Reduction
  • (31) Defense Buff
  • (31) Defense Buff
  • (31) Defense Buff
  • (34) Steadfast Protection - Resistance/+Def 3%
  • (37) Steadfast Protection - Resistance/Endurance
Level 14: Aid Self
  • (A) Recharge Reduction
  • (19) Harmonized Healing - Heal
  • (19) Harmonized Healing - Heal/Recharge
  • (21) Miracle - Heal/Recharge
  • (21) Miracle - Heal
  • (23) Recharge Reduction
Level 16: Freezing Rain
  • (A) Recharge Reduction
  • (17) Recharge Reduction
  • (17) Recharge Reduction
Level 18: Fly
  • (A) Freebird - +Stealth
Level 20: Mass Hypnosis
  • (A) Fortunata Hypnosis - Accuracy/Recharge
  • (50) Fortunata Hypnosis - Accuracy/Sleep/Recharge
Level 22: Total Domination
  • (A) Accuracy
  • (23) Recharge Reduction
  • (25) Recharge Reduction
  • (25) Hold Duration
  • (27) Unbreakable Constraint - Hold
  • (27) Unbreakable Constraint - Accuracy/Recharge
Level 24: Hurricane
  • (A) Endurance Reduction
Level 26: Terrify
  • (A) Glimpse of the Abyss - Accuracy/Recharge
Level 28: Hasten
  • (A) Recharge Reduction
  • (29) Recharge Reduction
  • (29) Recharge Reduction
Level 30: Thunder Clap
  • (A) Stupefy - Accuracy/Recharge
  • (40) Stupefy - Accuracy/Stun/Recharge
  • (42) Absolute Amazement - Stun/Recharge
  • (43) Absolute Amazement - Stun
  • (43) Razzle Dazzle - Accuracy/Stun/Recharge
  • (43) Razzle Dazzle - Accuracy/Recharge
Level 32: Mass Confusion
  • (A) Coercive Persuasion - Confused
  • (33) Coercive Persuasion - Confused/Recharge
  • (33) Coercive Persuasion - Accuracy/Confused/Recharge
  • (33) Coercive Persuasion - Accuracy/Recharge
  • (34) Coercive Persuasion - Confused/Endurance
  • (34) Coercive Persuasion - Contagious Confusion
Level 35: Tornado
  • (A) Blood Mandate - Damage
  • (36) Blood Mandate - Damage/Endurance
  • (36) Damage Increase
  • (36) Recharge Reduction
  • (37) Recharge Reduction
  • (37) Recharge Reduction
Level 38: Lightning Storm
  • (A) Thunderstrike - Damage/Endurance
  • (39) Thunderstrike - Damage/Recharge
  • (39) Damage Increase
  • (39) Damage Increase
  • (40) Recharge Reduction
  • (40) Recharge Reduction
Level 41: Hibernate
  • (A) Recharge Reduction
  • (42) Recharge Reduction
  • (42) Recharge Reduction
Level 44: Frost Breath
  • (A) Positron's Blast - Accuracy/Damage
  • (45) Positron's Blast - Damage/Endurance
  • (45) Positron's Blast - Damage/Recharge
  • (45) Positron's Blast - Damage/Range
Level 47: Ice Storm
  • (A) Recharge Reduction
  • (48) Recharge Reduction
  • (48) Recharge Reduction
Level 49: O2 Boost
  • (A) Healing
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 6: Ninja Run
------------
Set Bonus Totals:
  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 16.8% Defense(Energy)
  • 16.8% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 19.3% Defense(Ranged)
  • 3% Defense(AoE)
  • 10% Enhancement(RechargeTime)
  • 4% Enhancement(Confused)
  • 30% Enhancement(Accuracy)
  • 12% FlySpeed
  • 12% JumpHeight
  • 12% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • 41.5% (0.69 End/sec) Recovery
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 12% RunSpeed


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

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