LRSF Mind/Psi Dominator
If you want an RSF dom I'd suggest picking a secondary with Power Boost.
Can you bring the build out please? If it is ok with you that is.
Power Boost may have made a difference when a Dom would need PB between Domination clicks, however, in the era of the perma-dom, putting the purple in MH is plenty.
As for what the build is, put the purple in MH and get perma-Dom. That means lots of recharge.
An aside - people on the forums seem to be willing to help when someone asks "please review my build" and provides one rather than just saying "make me a build". Whether it's true or not, the latter approach implies "Well I just PLd this toon and now I need to build him and I have no clue what the powers do".
Global = Hedgefund (or some derivation thereof)
Hmm, I see, thank you for the advice.
Here was the build I use; I left notes at the end. Sorry if it's long, but I wanted for you to see the components you can use.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
: Level 50 Natural Dominator
Primary Power Set: Mind Control
Secondary Power Set: Psionic Assault
Power Pool: Concealment
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Mesmerize
Level 1: Psionic Dart
Level 2: Dominate
Level 4: Mind Probe
Level 6: Confuse
Level 8: Stealth
Level 10: Mass Hypnosis
Level 12: Hover
Level 14: Fly
Level 16: Levitate
Level 18: Total Domination
Level 20: Drain Psyche
Level 22: Recall Friend
Level 24: Psychic Scream
Level 26: Terrify
Level 28: Subdue
Level 30: Hasten
Level 32: Mass Confusion
Level 35: Psionic Lance
Level 38: Psychic Shockwave
Level 41: Dark Embrace
Level 44: Soul Drain
Level 47: Dark Obliteration
Level 49: Telekinesis
------------
Level 1: Brawl
Level 1: Sprint
Level 2: Rest
Level 1: Domination
Level 0: Ninja Run
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Set Bonus Totals:
------------
Set Bonuses:
Call of the Sandman
(Mesmerize)
Decimation
(Psionic Dart)
Unbreakable Constraint
(Dominate)
Crushing Impact
(Mind Probe)
Malaise's Illusions
(Confuse)
Luck of the Gambler
(Stealth)
Fortunata Hypnosis
(Mass Hypnosis)
Luck of the Gambler
(Hover)
Thunderstrike
(Levitate)
Basilisk's Gaze
(Total Domination)
Doctored Wounds
(Drain Psyche)
Winter's Gift
(Recall Friend)
Positron's Blast
(Psychic Scream)
Glimpse of the Abyss
(Terrify)
Apocalypse
(Subdue)
Coercive Persuasion
(Mass Confusion)
Sting of the Manticore
(Psionic Lance)
Obliteration
(Psychic Shockwave)
Armageddon
(Soul Drain)
Ragnarok
(Dark Obliteration)
.............................................
Notes on the build: I use the flying stealth IO/stealth combo readily. Others may not like the flight concept, but fully invisible flight means that positioning is never a problem, and invisibility is wonderful with mind/. both confuses and mass hypnosis do not suppress your invisibility, or reveal you. It also lets you a bit closer to the phalanx.
The above is a exemp-friendly take, as it's got its max recharge/perma-dom at level 27 and on. The build is also capable of permanent AV control using confuse and holds. This takes a lot of layering, though, so it's very hard to any damage, you're controlling so continuously. The teleport is great for any SF, and it's the best stealther in the game. Anything the build can't sneak past can be confused/slept.
Also: this character was made as soon as CoV launched, and has been played regularly since, alongside other villains alts. Every bit of their resources were drained for the above. It's been great fun to play with, and is worth every cent of infamy, but it'll take a LOT of resources. Oh, and bid ahead. Patience means paying waaay less.
To simplify the slotting, here's the breakdown:
5 purple sets max the +10% bonuses. (I used ST range, Targeted AoE, hold, sleep, confuse.) I would definetly get the confuse/sleeps. There are also PbAoE sets and melee sets you could use.
posi, glimpse, malaise, decimation, and call of the sandman max the 6.25% bonuses. You can also use more posi's/decimations, but my build happened to use other sets.
I was able to fit 2 luck of the gambler +recharges. It's possible to fit more, but I like the recharge as-is.
I used obliteration, doctored wounds, and crushing impact for +5% recharge bonuses. You could also use another crushing in TK thrust, or unspeakable terror for terrify.
I can't guarantee you the above build will beas fun for you as it is for me. It 's actually better to just go for +recharge bonuses in the powers you like, and go from there.
Here's a list of all the inventions that boost your recharge:
http://paragonwiki.com/wiki/Category:Sets_that_improve_Recharge
I was planning my char any so far coming up with this
1 Mezmerize - Psionic Dart
2 Mind Probe
4 Dominate
6 Hover
8 Confuse
10 Combat Jumping
12 Mass Hypnosis
14 Super Jump
16 Telekinesis
18 Acrobatics
20 Swift
22 Health
24 Stamina
26 Hasten
? Psychic Scream
28 Terrify
30 Drain Psyche
32 Subdue
? Mass Confusion
34 Psionic Shockwave
Acrobatics for def
health and stam for obvious reasons
super jump since im getting acro and hover for those bad zones where jumping can get you in trouble
any comments ? i just took a 2-3 year break and coming back so i'm a little rusty
Drain psyche gives you better than stamina +recovery per target, and comes for free, so for a /psy the fitness pool is optional. Between drain psyche and domination, you have to very good end management powers. Rather than hover, just buy a jetpack in grandville near the trainer at the zone entry plaza. It's fast enough, and just FYI hover is not fast enough to travel across any zone reasonably well. Acrobatics is a kb/ minor hold resistance power that is overshadowed by domination and/or a -kb io. (The IO's are readily accessible via doing AE missions then cashing in tickets for the level 10-15 bronze recipe rewards.)
On a personal note, I enjoy levitate for its soft control, and it adds some smashing damage to be used vs. robots. They scoff at all the psy damage, so having varied damage helps.
awesome that'll save up some slots
i guess now to decide if i wanna even get super jump if i can just get hover and fly and skip acro
what about combat jumping/super jump? does CJ help for the defense or is it crap?
i read a bunch of guides and a lot of people seem to go defense heavy since you could get into trouble with AOE
while i have time before going rogue, i'd like to mess around with other secondaries. What would you say has the best ranged secondary? i notice psi is a lot of in your face.
thanks
There's not really a secondary that goes against what Mind. I know Mind/Fire is a terror to behold, especially when it's at high recharge(which I think is easier to get with Mind than any other control set).
japan
Ok, I have a build request, does anyone have a Mind/Psi Dominator for Lord Recluse's Strike Force? Please make sure it is good, or tested and works. (Perma Domination is, by my guess, needed to) Thank you very much if you choose to post.