Mind Control/Energy Assault


AnElfCalledMack

 

Posted

Good set?

Yes or no?


 

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Yes.


 

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Yes. Easy to get loads of cheap recharge as well.



 

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Great combination for leveraging sleeps, too. Since you're a ST specialist, you can avoid waking up any slept mobs without substantially lowering your kill speed.


 

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Okay sweet. Thanks for the input. I like how well they fit together. Put one to sleep, hold another one in place as you nuke it with your energy blasts.


 

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I just got a Mind/Energy Dom out of Praetoria and into SOs. Loving it.

Bonesmasher hits like truck. Power Push no longer sucks.

Even early on, tactics are:

Sleep one guy, Confuse another, Hold the 3rd, then blast them. Levitate and Power Push give decent soft control and damage.

Plus, I 4 slotted Levitate with Kinetic Crash for very cheap KB protection.

It's like playing Blapper with holds.


 

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Once you hit higher levels you become a MASS control / SINGLE TARGET Damage combination. Mass Confusion, Total Domination, and Terrify can be nicely rotated for total lockdown.



 

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Yes. You can't ever go wrong with mind control and energy hits single targets pretty hard. I pvp with a mind/nrg and love it.


 

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Is Mind/Psi equally as good? Just work up a Mind/Psi in Praetoria at the moment.


 

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Quote:
Originally Posted by Angelic_EU View Post
Is Mind/Psi equally as good? Just work up a Mind/Psi in Praetoria at the moment.

No.

Mind/Energy says "I'm going to mess with your head and then kill you with violence."

Mind/Psi says "I'm doing to mess with your head and then kill you with my mind."

Violence > all.



 

Posted

Quote:
Originally Posted by Angelic_EU View Post
Is Mind/Psi equally as good? Just work up a Mind/Psi in Praetoria at the moment.
Psi has a lot better AoE than Energy, and that's pretty much a good thing. You don't get quite as much "sleep the spawn, then drop them one at a time", but on the upside, your team won't hate you for 1) using sleeps, which they then break, and 2) knocking back enemies. And, of course, Drain Psyche is delicious.


 

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Quote:
Originally Posted by AnElfCalledMack View Post
Psi has a lot better AoE than Energy, and that's pretty much a good thing. You don't get quite as much "sleep the spawn, then drop them one at a time", but on the upside, your team won't hate you for 1) using sleeps, which they then break, and 2) knocking back enemies. And, of course, Drain Psyche is delicious.
You don't *have* to take any sleeps for a successful Mind Dom. Between Fear and Sleep most Mind Doms will probably have one though, that is true.

Because /Energy for Doms is all ST it can actually be used to make teams *happy*. I hop around groups and push runners back into my teammates. KB is also glorious early on because it's great mitigation when your mezzes might miss. Another advantage is that you can form a full ranged ST attack chain with Mind/Energy much sooner than other set combinations. Actually, it may be the soonest...

The only disadvantage to /Psi would be the lack of early range and the fact that ALL of your attacks/mezzes would have a Psi component. That means when you come after someone with defense to that (like those suits with Crey) or that resists it (most robots), they will be that much more annoying.

They are both very good options, in my opinion. The pro's and con's balance nicely it seems. I would boil it down to how good you are at using KB productively (on teams or solo) and whether you care to be at range. The AoE could do it though...


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

Mind/Nrg vs Mind/Psi

Mind/Nrg has fantastic single target damage, as well as Powerboost for additional control. It lacks decent AoE until you get your Patron/APP AoE's. Also, all the knockback is great for soloing.

Mind/Psi has average single target damage, and great AoE, especially when you get Psi Shockwave. The attacks have a -recharge component in them, which gives you a little bit of added damage mitigation(Nrgs knockback is a bit better for overall mitigation though). Doesn't have Powerboost, but instead gets Drain Pysche, which gives added recovery and regeneration. The major downside of Mind/Psi is that all of your damage is Psi, which can make dealing with some enemies(Any robot) a pain.


 

Posted

Does that make energy the best secondary to go with Mind?


 

Posted

Quote:
Originally Posted by Angelic_EU View Post
Does that make energy the best secondary to go with Mind?
There really isn't a bad secondary with Mind. Whether or not Energy is best for you depends on what you're looking for.

I'd say Energy would be best if you solo a lot, or prefer to be primarily ranged. You can get 3 good ranged attacks by Level 10 in Energy. Since it stinks in AoE damage, it's less than the best for someone that primarily teams.

I've found it to be very safe to level with. As a Mind/Energy, you can sleep a group, then pick them off one at a time soloing.


 

Posted

Quote:
Originally Posted by Angelic_EU View Post
Does that make energy the best secondary to go with Mind?
For a Solo dom that wants lots of single target damage and mitigation, yes, Mind/Nrg is top notch.


For a team dom, pretty much any other secondary will do better due to AoE. Not saying that Mind/Nrg is terrible on teams, just not *quite* as good as say, Mind/Fire or Mind/Thorns.


 

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Suggested Patron Power set, to get AoE attacks?


 

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I like Fire. Fire ball is of course, awesome. Unfortunately, energy has no damage buildup, so you won't get anything from PowerBoost+Fireball. But then again, that probably means you'll want as much damage from that AoE as possibly, so fire is a good choice. If do a PowerBoost-Mass Confusion/TotalDom(which order do you think?)-Fireball-Mass Hypnosis combo, that makes for a pretty good chain. Powerboost to make your mezzes stronger. Hold them to avoid alpha, confuse them to get their attention off you even more, and also get some damage reflected back on the mob. Once you do that, a fireball to get in some good damage. I also got Rise of the Phoenix. Just in case, it's always nice, I love it on all my squishies (Love the squishies I have it on, leave it out if there are good reasons). Also, if you take it as your last power, you can four slot it, which is perfect for eradication for a little bit of defense bonuses, as well as slotting for some accuracy so the mobs get hit more by the rez stun so you don't die. Voila, perfect epic in my opinion. Take this post with a grain of salt. I'm just basing what I say on looking at the stats of my build and reading the guides. There are really good ones on the main dominator discussion page.


 

Posted

Another option is psi mastery. Link minds helps the team, and with the build I have, puts me at ranged soft cap. So if I'm getting shot at range by a whole mob, I can pop that to avoid them in time to mez them. And it's up to you what your other power is, but World of Confusion might be a good one. It has a damage aura too, got me killed on my AR blaster alot. But the confuses might make up for the wakeups. And if you play it right, you might be able to fight two mobs simultaneously. AoEs, confuse aura, and holds on the mob you're in. And confuse AoE, on the next mob over. And if you miss, all the aggro from the mob you're in will make sure the next mob just stands there and let you shoot them. Depends on how survivable your dom is, or if you have a team in the mob with you. Interesting to try. I do that on my firekin sometimes. FS the mob I'm in, fireball the next mob.


 

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I think I'll try psi first (haven't levelled the build yet). Maybe respec later to see if fire is better, than respec back. I see myself really getting into mental/nrg/psi
Also, notice on the build below, that link minds, and powerboost both cap ranged defense. So you can juggle them. Or you can hit them both at once for a surge of defense, 36/37 melee/aoe, and 55 ranged. Helps for defense debuffs. Also, energy/negative is at 51%. So when you're soloing the cysts in mission 2 of ITF, I see good things happening here.
(A note, it took me maybe 5 or 10 minutes to make this build. I'm sure there are things I'm missing, since I don't know doms that well, and I did it quickly. But if the build looks like this now, let's see what we can do to make it better shall we?)


 

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I posted a rough build earlier. This is the tweaked version. Looks awesome. I'll post a reply with explanations on how I plan to try it out.

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Stack Deck Harpy: Level 50 Mutation Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Psionic Mastery

Villain Profile:
Level 1: Mesmerize

  • (A) Lethargic Repose - Accuracy/Endurance
  • (25) Lethargic Repose - Endurance/Sleep
  • (25) Lethargic Repose - Accuracy/Recharge
  • (29) Lethargic Repose - Sleep/Range
  • (31) Lethargic Repose - Accuracy/Sleep
  • (39) Lethargic Repose - Accuracy/Sleep/Recharge
Level 1: Power Bolt
  • (A) Accuracy IO
Level 2: Dominate
  • (A) Lockdown - Chance for +2 Mag Hold
  • (3) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (3) Lockdown - Accuracy/Hold
  • (5) Lockdown - Accuracy/Recharge
  • (5) Lockdown - Endurance/Recharge/Hold
  • (34) Lockdown - Recharge/Hold
Level 4: Bone Smasher
  • (A) Touch of Death - Accuracy/Damage
  • (37) Touch of Death - Damage/Endurance
  • (39) Touch of Death - Damage/Recharge
  • (40) Touch of Death - Accuracy/Damage/Endurance
  • (40) Touch of Death - Damage/Endurance/Recharge
  • (48) Touch of Death - Chance of Damage(Negative)
Level 6: Confuse
  • (A) Malaise's Illusions - Endurance/Confused
  • (7) Malaise's Illusions - Accuracy/Recharge
  • (7) Malaise's Illusions - Accuracy/Endurance
  • (9) Malaise's Illusions - Confused/Range
  • (9) Malaise's Illusions - Accuracy/Confused/Recharge
  • (11) Malaise's Illusions - Chance of Damage(Psionic)
Level 8: Mass Hypnosis
  • (A) Fortunata Hypnosis - Chance for Placate
  • (13) Fortunata Hypnosis - Sleep
  • (15) Fortunata Hypnosis - Sleep/Recharge
  • (15) Fortunata Hypnosis - Accuracy/Sleep/Recharge
  • (19) Fortunata Hypnosis - Accuracy/Recharge
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (11) Recharge Reduction IO
  • (13) Recharge Reduction IO
Level 12: Levitate
  • (A) Thunderstrike - Accuracy/Damage
  • (42) Thunderstrike - Accuracy/Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Endurance
Level 14: Super Speed
  • (A) Empty
Level 16: Power Boost
  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO
  • (17) Recharge Reduction IO
Level 18: Total Domination
  • (A) Lockdown - Chance for +2 Mag Hold
  • (19) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (21) Lockdown - Accuracy/Hold
  • (21) Lockdown - Accuracy/Recharge
  • (23) Lockdown - Recharge/Hold
  • (23) Lockdown - Endurance/Recharge/Hold
Level 20: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense
Level 22: [Empty]
  • (A) Empty
  • (31) Empty
Level 24: Super Jump
  • (A) Jumping IO
Level 26: Terrify
  • (A) Nightmare - Accuracy/Recharge
  • (27) Nightmare - Fear/Range
  • (27) Nightmare - Accuracy/Fear/Recharge
  • (29) Nightmare - Accuracy/Fear
Level 28: Total Focus
  • (A) Touch of Death - Accuracy/Damage
  • (36) Touch of Death - Damage/Endurance
  • (36) Touch of Death - Damage/Recharge
  • (36) Touch of Death - Accuracy/Damage/Endurance
  • (37) Touch of Death - Damage/Endurance/Recharge
  • (37) Touch of Death - Chance of Damage(Negative)
Level 30: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (40) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance
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: Kick
  • (A) Empty
Level 38: Tough
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (39) Steadfast Protection - Resistance/+Def 3%
Level 41: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) Kismet - Accuracy +6%
  • (43) Luck of the Gambler - Defense/Endurance
Level 44: Power Burst
  • (A) Thunderstrike - Accuracy/Damage/Recharge
  • (45) Thunderstrike - Damage/Recharge
  • (45) Thunderstrike - Damage/Endurance
  • (45) Thunderstrike - Accuracy/Damage/Endurance
  • (46) Thunderstrike - Damage/Endurance/Recharge
  • (46) Thunderstrike - Accuracy/Damage
Level 47: Link Minds
  • (A) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Defense/Endurance
  • (48) Luck of the Gambler - Recharge Speed
Level 49: World of Confusion
  • (A) Confuse Duration IO
  • (50) Confuse Duration IO
  • (50) Accuracy IO
  • (50) Accuracy IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Domination
Level 4: Ninja Run


 

Posted

Haven't tried it yet, but looks epic. Based on info from the guides, I took and slotted all the best/necessary powers from the primary/secondary. Some choices seem a bit strange, like lethargic repose in mez, six slotted, but if you look carefully, I couldn't find anywhere else the slots were needed, and I got a defense bonus. And you do use mez often, so six slotting only helps, can't hurt. I didn't slot alot of purples, because I felt like slotting for defense. As a result, might take a judgement call whether the lack of global acc/recharge gets in the way of your holds/mezzes hitting or your Domination recharging. But I did slot 5 lotg's. This is a post-i19 build, which is what that empty two slotted power represents. Inherent stamina two-slotted. Pick what you like to put here. I'm thinking hover. maybe tactics to make up for the crazy accuracy bonuses from a purple build. I'll probably try it without tactics first, then respec to it if I need it. That respec wouldn't require any changes, just a regular IO. Anyway, onto the rest of the build. Superjump because redside sucks. Superspeed because I do speed TFs, and the stealth bonus I just can't give up. Purple slotted Mass Confuse instead of World, because the defense bonus if you six slot it. Although I wish I could six slot World of COnfusion. I won't run tough on toggle. Just a proc mule. 6% defense from those procs. Kismet for the accuracy bonus, since there aren't many purples. Link minds is the real key here. Check this out: Defense after hitting powerboost+link minds= soft capped across the board. I don't know if there is a psi mob that ignores ranged checks, but if there is, you're still at almost 40%. This lasts 15 seconds, where you will have perfect defense. Great for panic, or for jumping into a mob you know will kill you. Long enough to confuse/fear/hold the suckers as much as you can. And if you draw that much aggro to yourself, let's say, on a weak team, you can essentially assist in tanking. The confused mobs will kill each other off, your suckfest team takes some more out, and then you've weeded through enough to get the DPS down for your team to survive. So that takes care of the alpha. Then after that 15 seconds, you still have another 75 seconds of linked minds. This also buffs your team's defense by 10% by the way. So, for those 75 seconds you are still range capped, and the melee/aoe are at 35/33. Not too shabby. Now another note. At this point, energy/negative are at 44.2%. I'm not sure what nictus dwarfs deal with their melee, but I'm sure there is a negative/energy aspect in there somewhere, which means you will dodge their entire attack, not just the energy damage. Booya, soloing nictus in ITF, the most played TF in the game. This strategy works for jumping into alpha on really tough mobs that your controls simply won't allow you to solo otherwise. Or for teams that are too impatient to use mass hypnosis correctly. And I'll note that if you hit hasten immediately before you do this chain, Link minds will be up in 40 seconds. In that time, you can use powerboost for a slightly less epic boost in your powers, and they will both be up together to do it all again. Okay, the upsides and downsides of my build, besides the ones not mentioned? Little status protection. Bring eggs, problem solved. I'm fairly sure all the important primaries/secondaries, your holds and attacks, your bread and butter, are slotted as well as they need to be for whatever you need them for. But take another look and feel free to correct me on that. Yeah, I'm tired of typing, so thanks for listening, but I'm still learning, and I haven't tested the build yet, so I'd appreciate feedback on my ideas as much as you want to hear them (assuming I'm totally wrong, in which case I wasted all your time, sorry)


 

Posted

Personally, I'd drop World of Confusion due to it's rather lousy range (only 8 feet) and pick up Indomitable Will. I'm not sure if your domination is 100% perma due to the down time on Hasten and IW would fill the gap for mez protection should it drop. It'll also cap out psi defense (the only defense you're missing) and allows for another LotG.

Also, remember this: Linked Minds is a click power so Power Boost should affect it through it's entire duration rather than just 15 seconds. Speaking of Linked Minds, you could swap the Def and Def/End for Def/Recharge and Def/End/Recharge to bring it's recharge down more than 40 seconds while still maintaining capped positional defense.

Generally, I'd say you could swap out some slots that chase Ranged Defense since you're so far over cap and put them towards recharge bonuses to keep Linked Minds up more often. It's definitely a great start and it's making me take a second look at the build I had started for a mind/nrg.