Mind/Emp controller
Personally I'd take Confuse over TK. Also I took Ice instead of Power mastery, for hiber.
Otherwise it seems solid.
But honestly if you're going Mind/ for the "perma placate" from Mez, you'd get better over all numbers from an Emp/Psi fender with the placate proc. Or the more the aforementioned Ill/emp.
What are you going for? Before getting into the build details, keep in mind that with the current mez system, you're better off with grav for disruption. If you're primarily concerned about being a PvP emp, then I'd go ill/emp soley for the fact that you get some minor pet disruption from PA. And if you're playing a controller emp, definitely go PF for the PB'd heals. I've played a mind/emp since shortly after release and used a number of build combinations throughout the years, but I've been built for arena PvP for quite a while now. I don't know if it's your goal, but I'd suggest a number of changes if you're going for arena PvP emp.
I think troller is better emp bc pb charge is faster than fenders, unless that changed with the latest issue.
so take ill, I'm guessin blind and pa as my two primaries? How different should the emp powers be for arena? I want zone and arena, you think it's possible to do that as an emp?
There's no functional difference in terms of Emp power selection/slotting zone vs arena (except you can get away with a cheaper build for zones). Max heal, rech, squeeze some range in (my Mind/Emp's heals are 5 Panaceas and a range, with another 40%ish range bonus).
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Oh, and Clear Mind now uses the SB animation, so no more getting caught off-guard and not being able to heal during a spike because you were CMing someone.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
awesome! btw, which powers from the primary did you take for your mind/emp?
If you're going for a PvP emp and going Mind, here's what I have currently for primaries:
Mes: 3-slotted with 3 apocs (for HP bonus)
Lev: 3-slotted with the other 3 apocs (for HP bonus)
Dom: 5-slotted with glad nets (for range, recharge, and HP bonuses)
Total Dom: 5-slotted with glad nets (for range, recharge, and HP bonuses)
For the emp powers, I have:
HA: 5 pans and a rech IO
HO: 4 numinas and 2 Range IOs
AP: 4 numinas and 2 Range IOs
CM: 1 range IO
Fort: 3 karmas and 1 7.5 LotG
Rec A: 3 per shifts and a rech IO
Reg A: 3 miracles and a rech IO
AB: 3 per shifts and a rech IO
I have 140+ft range heals, and that's really useful in fast-paced arena matches.
If you're going for a PvP emp and going Mind, here's what I have currently for primaries:
Mes: 3-slotted with 3 apocs (for HP bonus) Lev: 3-slotted with the other 3 apocs (for HP bonus) Dom: 5-slotted with glad nets (for range, recharge, and HP bonuses) Total Dom: 5-slotted with glad nets (for range, recharge, and HP bonuses) |
lol That was my dueling-emp-for-lolz build. :P
i use mine for zones -
mez
lev
dom
confuse
confuse for zones - depends on how much you want to spend - dual slot your self heal and HA - (3/3 for the dual 1.88 hp bounuses) slot your ranged heals and ab with panaceas for the hp/recharge and range bonuses
depending on how you slot your atks - hold or dmg you can 2.25% boost your hp and or add more range and recharge.
the power mastery epic - pb/temp invuln/powerblast - you can dual slot powerblast three apoc three dev for more hp -all depends on how you want to build.
I'd rather have someone punch me in the face repeatedly than play support again in i13-rules zones. It's like wading through a stalker- and scrapper-infested mud pit. Don't get me wrong, I can still get together with a few friends and basically never die...but trying to play support for a pug just gets on my nerves, not to mention that it's typically safer and easier to just get on my psi/em and contribute just as much (or more) to my team. gg devs, btw.
Build-wise, it all depends on what you're going for and how much inf you have. I've tried out a number of builds combinations, and I'm happy with my current combination of HP (1550-1560 or so), range (140+ft heals...27.5% global), KB (around 46 I think), and recharge bonuses (global is 60%). Disruption-wise, I'd still suggest either a grav troller or dom. Arena-wise, I'd say ill has a slight emp advantage currently, but you can make a pretty flexible mind/emp for sure, no matter what you're building for.
My test Mind/Emp has 1560 HP and 57.5% range bonus through sets (plus that range IO in HO and AP for a range of 146.4 feet before DR). As far as powers from the primary I have:
* Mesmerize: 3 Apocs, 3 Glad Javs
* Dominate: 3 Glad Nets, 3 Glad Javs
* Total Domination: 5 Glad Nets
* Terrify: 5 Glimpse of the Abyss
Building for HP and range with those (Glad Nets give 10% range 3-slotted which is huge) PvP sets and purples, and bit of HP and rech with the Glimpse of the Abyss set. 44 points KB protection (could be higher if I needed) and only 48.5% global rech but that's still enough to keep Fort on 3 people.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
My test Mind/Emp has 1560 HP and 57.5% range bonus through sets (plus that range IO in HO and AP for a range of 146.4 feet before DR). As far as powers from the primary I have:
* Mesmerize: 3 Apocs, 3 Glad Javs * Dominate: 3 Glad Nets, 3 Glad Javs * Total Domination: 5 Glad Nets * Terrify: 5 Glimpse of the Abyss Building for HP and range with those (Glad Nets give 10% range 3-slotted which is huge) PvP sets and purples, and bit of HP and rech with the Glimpse of the Abyss set. 44 points KB protection (could be higher if I needed) and only 48.5% global rech but that's still enough to keep Fort on 3 people. |

Yes, but I'd be losing about 20 feet of range in the process, and every bit of range I lose is further I have to run to heal a spike... Sure having 1/2 second faster recharge might be nice but that doesn't do me any good if I can't get the heal off in the first place.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
What he said.
"His Imperial Majesty's Minister of Restraints and Leather" -LHF
Two naughty acronym teams / Ascension / Convenient / Artic and the Chillz / Fap / Other teams I can't remember (sorry.. mind is goin')
You could build for like 172.5ft heals (pre-DR), but you'll sacrifice other things (like HP, recharge, or KB prot) to get that. It comes down to personal preference. We'll just all agree that my build is the best and move on.
Hm, just realized that Defenders get Corruptor epics if they switch to redside and run a patron arc, so technically you could build an Emp with PB instead of PBU (higher heal/buff mods + same rech time on PB as Controller version). Probably not worth leveling a new character specifically for that, but I'd consider it on my Emp/Dark if I had GR...
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Hm, just realized that Defenders get Corruptor epics if they switch to redside and run a patron arc, so technically you could build an Emp with PB instead of PBU (higher heal/buff mods + same rech time on PB as Controller version). Probably not worth leveling a new character specifically for that, but I'd consider it on my Emp/Dark if I had GR...
|
"His Imperial Majesty's Minister of Restraints and Leather" -LHF
Two naughty acronym teams / Ascension / Convenient / Artic and the Chillz / Fap / Other teams I can't remember (sorry.. mind is goin')
I found a few forums about mind trollers and emp trollers, but nothing conclusive about which two powers from primary I should take. With auto placate in mesmerize, and tk a 6 sec auto cage, I would have good escapability, right? Or should I take a different primary. I know Ill is is decent bc of blind, but is it better than mind primary? Not too sure since I dont play trollers too often...
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Controller
Primary Power Set: Mind Control
Secondary Power Set: Empathy
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Mesmerize
- (A) Fortunata Hypnosis - Chance for Placate
- (3) Fortunata Hypnosis - Accuracy/Recharge
- (3) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (5) Fortunata Hypnosis - Sleep/Recharge
- (39) Fortunata Hypnosis - Sleep/Endurance
Level 1: Healing Aura- (A) Numina's Convalescence - Heal
- (5) Numina's Convalescence - Heal/Endurance
- (7) Numina's Convalescence - Heal/Endurance/Recharge
- (7) Miracle - Heal
- (9) Miracle - Heal/Endurance
- (9) Miracle - +Recovery
Level 2: Heal Other- (A) Numina's Convalescence - Heal
- (11) Numina's Convalescence - Heal/Endurance
- (11) Numina's Convalescence - Heal/Recharge
- (13) Numina's Convalescence - Heal/Endurance/Recharge
- (13) Range IO
- (15) Range IO
Level 4: Absorb Pain- (A) Numina's Convalescence - Heal
- (15) Numina's Convalescence - Heal/Endurance
- (17) Numina's Convalescence - Heal/Recharge
- (17) Numina's Convalescence - Heal/Endurance/Recharge
- (19) Range IO
- (19) Range IO
Level 6: Hurdle- (A) Jumping IO
Level 8: Hasten- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
- (46) Recharge Reduction IO
Level 10: Combat Jumping- (A) Karma - Knockback Protection
- (21) Blessing of the Zephyr - Knockback Reduction (4 points)
- (21) Luck of the Gambler - Recharge Speed
Level 12: Stealth- (A) Shield Wall - +Res (Teleportation), +3% Res (All)
- (23) Shield Wall - Defense/Endurance
- (23) Shield Wall - Defense/Endurance/Recharge
- (25) Karma - Knockback Protection
- (25) Luck of the Gambler - Recharge Speed
Level 14: Super Speed- (A) Celerity - +Stealth
- (27) Blessing of the Zephyr - Knockback Reduction (4 points)
- (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (29) HamiO:Microfilament Exposure
Level 16: Super Jump- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 18: Health- (A) Numina's Convalescence - +Regeneration/+Recovery
- (31) Numina's Convalescence - Heal/Endurance
- (31) Numina's Convalescence - Heal
Level 20: Stamina- (A) Performance Shifter - Chance for +End
- (31) Performance Shifter - EndMod/Accuracy
- (33) Performance Shifter - EndMod
- (33) Performance Shifter - EndMod/Recharge
Level 22: Clear Mind- (A) Range IO
Level 24: Telekinesis- (A) Endurance Reduction IO
- (33) Endurance Reduction IO
- (50) Range IO
Level 26: Invisibility- (A) Karma - Knockback Protection
- (34) Kismet - Accuracy +6%
- (34) Luck of the Gambler - Recharge Speed
Level 28: Fortitude- (A) HamiO:Membrane Exposure
- (34) HamiO:Membrane Exposure
- (36) HamiO:Membrane Exposure
- (50) Rectified Reticle - Increased Perception
Level 30: Recovery Aura- (A) Performance Shifter - EndMod/Recharge
- (36) Performance Shifter - Accuracy/Recharge
- (36) Performance Shifter - EndMod/Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Recharge
- (37) Efficacy Adaptor - Accuracy/Recharge
Level 32: Phase Shift- (A) Endurance Reduction IO
- (37) Recharge Reduction IO
Level 35: Regeneration Aura- (A) Numina's Convalescence - Endurance/Recharge
- (39) Numina's Convalescence - Heal/Recharge
- (39) Numina's Convalescence - Heal/Endurance/Recharge
- (40) Miracle - Endurance/Recharge
- (40) Miracle - Heal/Recharge
- (40) Miracle - Heal/Endurance/Recharge
Level 38: Adrenalin Boost- (A) Numina's Convalescence - Endurance/Recharge
- (42) Numina's Convalescence - Heal/Recharge
- (42) Numina's Convalescence - Heal/Endurance/Recharge
- (42) Performance Shifter - EndMod/Recharge
- (43) Performance Shifter - Accuracy/Recharge
- (43) Performance Shifter - EndMod/Accuracy/Recharge
Level 41: Conserve Power- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
Level 44: Temp Invulnerability- (A) Gladiator's Armor - Recharge/Endurance
- (45) Gladiator's Armor - Recharge/Resist
- (45) Gladiator's Armor - Resistance
- (45) Gladiator's Armor - End/Resist
- (46) Gladiator's Armor - TP Protection +3% Def (All)
- (46) Steadfast Protection - Knockback Protection
Level 47: Power Boost- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (48) Recharge Reduction IO
Level 49: Acrobatics- (A) Endurance Reduction IO
- (50) Knockback Distance IO
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: ContainmentLevel 6: Ninja Run