Mind/Kin
Try building something and posting. You can search the forums for some other Mind builds as a starting point. Possibly take a look at my Mind/Cold build a few pages down.
Did you check the guides section? I wrote a guide which is still fairly relevant, even though it's a few years old:
http://boards.cityofheroes.com/showthread.php?t=122388
Now if you want someone to do the work FOR you, that's no fun, but here's the tl;dr version: Take all the Mind powers except maybe TK. Slot your powers as ATTACKS (ie, for damage, not mez duration). Make use of "Chance to hold" procs. Make sure you open with either Total Dom or Mass Confusion while targeting bosses so that you can immediately apply a single-target mez and stack the effect. If worst comes to worse, Mass Hypnosis then Terrify.
In Kin, make sure you take SB, *ID* (lots of Kins skip this one; don't if you're gonna be on teams), and Fulcrum Shift. Transference is good too, but I find myself hardly using it in a group setting, because if someone is that low on End, the chances of them actually being near an enemy that's alive for more than 3 seconds is very nill. Siphon Power is optional. Repel isn't too useful, neither is Inertial Reduction - though based on previews and open beta chatter, the i19 TFs may change that.
Pool powers: I suggest Hover (for positioning) and Hasten.
For IOs, get accuracy and recharge bonuses. That way you have your AoEs up every spawn and your kin powers don't miss. Don't worry about defense bonuses, but focus on HP and Regen bonuses so that if you DO get hit, it's not a big deal.
Finally, I'll relent and post my I19 build. Note that Fitness is inherent so you won't be able to copy this build right away:
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
PSI: Level 50 Mutation Controller
Primary Power Set: Mind Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Concealment
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Mesmerize
- (A) Apocalypse - Damage
- (3) Apocalypse - Damage/Recharge
- (3) Apocalypse - Accuracy/Damage/Recharge
- (5) Apocalypse - Accuracy/Recharge
- (5) Apocalypse - Damage/Endurance
- (50) Devastation - Chance of Hold
- (A) Touch of the Nictus - Healing
- (7) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (39) Touch of the Nictus - Accuracy/Healing
- (39) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (40) Touch of the Nictus - Accuracy/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Accuracy/Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Endurance
- (9) Thunderstrike - Damage/Endurance/Recharge
- (11) Devastation - Accuracy/Damage/Recharge
- (11) Devastation - Chance of Hold
- (A) Thunderstrike - Accuracy/Damage
- (13) Thunderstrike - Accuracy/Damage/Recharge
- (13) Thunderstrike - Accuracy/Damage/Endurance
- (15) Thunderstrike - Damage/Endurance/Recharge
- (15) Devastation - Chance of Hold
- (50) Lockdown - Chance for +2 Mag Hold
- (A) Malaise's Illusions - Accuracy/Recharge
- (17) Malaise's Illusions - Endurance/Confused
- (17) Malaise's Illusions - Accuracy/Endurance
- (19) Malaise's Illusions - Confused/Range
- (19) Malaise's Illusions - Accuracy/Confused/Recharge
- (A) Fortunata Hypnosis - Sleep
- (21) Fortunata Hypnosis - Sleep/Recharge
- (21) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (23) Fortunata Hypnosis - Accuracy/Recharge
- (23) Fortunata Hypnosis - Sleep/Endurance
- (A) Pacing of the Turtle - Accuracy/Slow
- (27) Pacing of the Turtle - Accuracy/Endurance
- (27) Pacing of the Turtle - Endurance/Recharge/Slow
- (29) Pacing of the Turtle - Chance of -Recharge
- (A) Luck of the Gambler - Recharge Speed
- (25) Blessing of the Zephyr - Knockback Reduction (4 points)
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Resist Damage IO
- (A) Unbreakable Constraint - Hold
- (31) Unbreakable Constraint - Hold/Recharge
- (31) Unbreakable Constraint - Accuracy/Hold/Recharge
- (31) Unbreakable Constraint - Accuracy/Recharge
- (33) Unbreakable Constraint - Endurance/Hold
- (33) Ghost Widow's Embrace - Accuracy/Hold/Recharge
- (A) Endurance Modification IO
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Ragnarok - Damage
- (34) Ragnarok - Damage/Recharge
- (34) Ragnarok - Accuracy/Damage/Recharge
- (36) Ragnarok - Accuracy/Recharge
- (36) Ragnarok - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Coercive Persuasion - Confused
- (36) Coercive Persuasion - Confused/Recharge
- (37) Coercive Persuasion - Accuracy/Confused/Recharge
- (37) Coercive Persuasion - Accuracy/Recharge
- (37) Coercive Persuasion - Confused/Endurance
- (A) Performance Shifter - Accuracy/Recharge
- (39) Performance Shifter - EndMod/Accuracy
- (40) Performance Shifter - EndMod/Accuracy/Recharge
- (40) Performance Shifter - EndMod/Recharge
- (A) Accuracy IO
- (42) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Recharge
- (43) Luck of the Gambler - Endurance/Recharge
- (43) Recharge Reduction IO
- (A) Aegis - Resistance/Endurance
- (45) Titanium Coating - Resistance/Endurance
- (45) Resist Damage IO
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Damage/Range
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (A) Endurance Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 4: Ninja Run
Level 1: Swift
- (A) Flight Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (43) Numina's Convalescence - Heal
- (46) Miracle - +Recovery
- (46) Miracle - Heal
- (A) Performance Shifter - Chance for +End
- (45) Performance Shifter - EndMod
- (46) Performance Shifter - EndMod/Accuracy
Set Bonus Totals:
- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 6.25% Defense(Energy)
- 6.25% Defense(Negative)
- 5% Defense(Ranged)
- 2.25% Max End
- 2.5% Enhancement(FlySpeed)
- 5% Enhancement(Heal)
- 6.5% Enhancement(Confused)
- 2.5% Enhancement(JumpHeight)
- 92.5% Enhancement(RechargeTime)
- 2.5% Enhancement(RunSpeed)
- 95% Enhancement(Accuracy)
- 2.5% Enhancement(JumpSpeed)
- 10% FlySpeed
- 99.19 HP (9.753%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Sleep) 2.75%
- 30% (0.501 End/sec) Recovery
- 50% (2.123 HP/sec) Regeneration
- 9.135% Resistance(Fire)
- 9.135% Resistance(Cold)
- 10% RunSpeed
-STEELE =)
Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
Steele very nice build. But I do have some questions for you. Why did you take grant invis and not just put the log in stealth instead? With Stanima why did you slot perfomance shifters and not eff. adaptors for the regen bonus?
Steele very nice build. But I do have some questions for you. Why did you take grant invis and not just put the log in stealth instead? With Stanima why did you slot perfomance shifters and not eff. adaptors for the regen bonus?
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Secondly, there is the loss of enhancement potential by pursuing bonuses while sacrificing relevant enhancement. Using the Acc/End Mod rather than a generic End Mod means about 3% less recovery in exchange for about 20 more hit points. For /kin, that's a trade off I would consider, but typically I prefer the additional recovery. The minute amount of regeneration from Efficiency Adaptor is even less appealing on an AT with a smaller hp pool.
That's a very nice build. One thing I'd recommend at least considering is swapping the Psi APP for the Primal one. You'll lose mezz protection but gain a second damage type (Smash/Energy instead of being mostly Psi) and Power Boost. I love love love Power Boost on a Mind Controller, especially one with massive Recharge like this build has. Say hello to enemies confused for over a minute at a time, and held in place by Total Domination for 50 seconds or longer. You really have to try it to believe the change it can make for Mind Control.
Well, i took grant invis just in case i wanted to give my teammates some extra protection. A purely solo build i would have grabbed stealth isntead. However, i find that the stealth proc in sprint and mass hypnossis cover the majority of my stealthing needs. No need to take an end-hog power that slows me to a crawl.
Also, as far as the bonuses are concerned, i find recovery just as important as regen and wanted to balance the two stats out a bit. Especially with the amount of recharge i have, recovery is very important for maintaining my toggles and an attack chain. I shoud have noted that in my post, sorry about that!
oh, and Tex: Primal is something i'll consider for my soft-capped build =) It's close but not quite perfect yet, i'll make a post in a few days to get peoples opinion if i run into any snags...
-STEELE =)
Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
[QUOTE=EmperorSteele;3336464]Well, i took grant invis just in case i wanted to give my teammates some extra protection. A purely solo build i would have grabbed stealth isntead. However, i find that the stealth proc in sprint and mass hypnossis cover the majority of my stealthing needs. No need to take an end-hog power that slows me to a crawl.
But even on a team the defense bonus plus the recharge you would get from the LoG7.5 I would think would outweigh giving stealth to others.
But even on a team the defense bonus plus the recharge you would get from the LoG7.5 I would think would outweigh giving stealth to others.
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Besides, i still get the 7.5% recharge bonus from the LotG i put in Grant invis. The recharge bonus doesn't go to the target (though it'd be awesome if it did!)
-STEELE =)
Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
I have been looking around for a decent build for a task forces for mind control kin. But can't even seem to find any builds for this combo at all. Anyone have any help or suggestions.
Thanks
Static