Mind/Energy Build Question


Carnifax_NA

 

Posted

I'm fairly new to the game and I was wondering if my idea for this build is accurate and if you have any comments.

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Archetype: Dominator
Primary: Mind Control
Secondary: Energy Assault
Level: 48
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01: Power Bolt => Accuracy, Damage, Damage, Damage
01: Mesmerize => Accuracy, Accuracy, Sleep, Sleep, EnduranceDiscount
02: Bone Smasher => Accuracy, Accuracy, Damage, Damage(, Damage, Damage
04: Power Push => Accuracy, Accuracy, Damage, Damage, EnduranceDiscount
06: Confuse => Accuracy, Accuracy, Confuse, Confuse, Recharge Recharge
08: Air Superiority => EnduranceDiscount
10: Power Blast => Accuracy, Accuracy, Damage, Damage, Damage, Damage
12: Dominate => Accuracy, Accuracy, Hold, Hold, EnduranceDiscount
14: Fly => EnduranceDiscount
16: Grant Invisibility => EnduranceDiscount
18: Invisibility => EnduranceDiscount
20: Whirling Hands => Accuracy, Accuracy, Stunned, Stunned
22: Aid Other => EnduranceDiscount
24: Aid Self => Heal, Heal, Interrupt
26: Terrify => Accuracy, Accuracy, Fear, Fear, Recharge, Recharge
28: Total Focus => Accuracy, Accuracy, Damage, Damage, Recharge, Recharge
30: Resuscitate => Heal, Interrupt
32: Mass Confusion => Accuracy, Accuracy, Accuracy, Confuse, Confuse, Recharge
35: Sniper Blast => Accuracy, Damage, Damage, Damage, Damage, Recharge
38: Power Burst => Accuracy, Accuracy, Accuracy, Damage, Damage, Recharge
41: Scorpion Shield => EnduranceDiscount
44: Personal Force Field => EnduranceDiscount,
47: Summon Tarantula => Accuracy, Damage, Recharge, Recharge
+----------------------------------------------------------------
+ Inherent Powers
+----------------------------------------------------------------
01: Sprint => EnduranceDiscount
02: Rest => Recharge
03: Swift => SpeedRunning
03: Hurdle => Jump
03: Health => Heal
03: Stamina => Recovery
+----------------------------------------------------------------
+ Built with SuckerPunch's Online Planner v5.0
+ http://planner.cohtitan.com/planner
+----------------------------------------------------------------

Thanks!


 

Posted

Solid build. A few questionable power choices, but I can see them working for a theme not my own. Slotting is what needs the most help.

06: Confuse => Accuracy, Accuracy, Confuse, Confuse, Recharge
12: Dominate => Accuracy, Accuracy, Hold, Hold, EnduranceDiscount
These are your two Bread & Butter powers. Six Slot them. 2Acc, 2Rech, 2Mezz

08: Air Superiority => EnduranceDiscount: Replace with Hover. You already have plenty of powers to keep you busy/safe. You won't be using Air Sup much. Most likely neither hover, but when the time comes you need some air combat, you'll appreciate Hover.

16: Grant Invisibility => EnduranceDiscount: Keep in mind that you cannot do anything while invisible. If you want some stealth combat capacity, replace Grant Invisibility with Stealth. If you just want to help the team ninja missions, this works.

20: Whirling Hands => Accuracy, Accuracy, Stunned, Stunned: This power is generally laughed at. Most people don't like it, but feel free to give it a spin and form your own opinion of it.

32: Mass Confusion => Accuracy, Accuracy, Accuracy, Confuse, Confuse, Recharge: This is your happy happy fun times power. Its confusion duration is already pretty long, so maybe replace a Confuse with a Recharge.

35: Sniper Blast => Accuracy, Damage, Damage, Damage, Damage, Recharge. Too much damage. Slot only 3 SOs of anything, after that you get hit by diminishing returns. The 4th SO contributes very little.

38: Power Burst => Accuracy, Accuracy, Accuracy, Damage, Damage, Recharge: Too much accuracy, to little damage.

On that note, you got a few powers with 4 of the same.

When slotting attacks, ideally aim at 2acc,3dam,1rech or end, OR 1acc, 3dam, 1rech,1end.

You might want to fit in Hasten somewhere. Mind has gobs of control and Hasten make them come back faster.

Also, snipes are a lot less useful than one might think, specially with a click heavt set like Mind/Eng. Move a slot elsewhere.



 

Posted

Thanks for your help!

I've changed my build a little according to your advice.

+----------------------------------------------------------------
Archetype: Dominator
Primary: Mind Control
Secondary: Energy Assault
Level: 48
+----------------------------------------------------------------
01: Power Bolt => Accuracy, Accuracy, Damage, Damage, Damage
01: Mesmerize => Accuracy, Accuracy, Sleep, Sleep, Recharge, Recharge
02: Bone Smasher => Accuracy, Damage, Damage, Damage, Recharge, EnduranceDiscount
04: Dominate => Accuracy, Accuracy, Hold, Hold, Recharge, Recharge
06: Hover => EnduranceDiscount
08: Confuse => Accuracy, Accuracy, Confuse, Confuse, Recharge, Recharge
10: Power Blast => Accuracy, Damage, Damage, Damage, Recharge, EnduranceDiscount
12: Power Push => Accuracy, Damage, Recharge, EnduranceDiscount
14: Fly => EnduranceDiscount
16: Stealth => EnduranceDiscount
18: Invisibility => EnduranceDiscount
20: Aid Other => EnduranceDiscount
22: Aid Self => Heal, Heal, Interrupt
24: Resuscitate => Heal, Heal, Interrupt
26: Terrify => Accuracy, Accuracy, Fear, Fear, Recharge, Recharge
28: Total Focus => Accuracy, Damage, Damage, Damage, Recharge, EnduranceDiscount
30: Hasten => Recharge
32: Mass Confusion => Accuracy, Accuracy, Accuracy, Confuse, Recharge, Recharge
35: Sniper Blast => Accuracy, Damage, Damage, Recharge, Recharge, Recharge
38: Power Burst => Accuracy, Damage, Damage, Damage, Recharge, EnduranceDiscount
41: Scorpion Shield => EnduranceDiscount
44: Personal Force Field => EnduranceDiscount
47: Summon Tarantula => Accuracy, Damage, Recharge, EnduranceDiscount
+----------------------------------------------------------------
+ Inherent Powers
+----------------------------------------------------------------
01: Sprint => EnduranceDiscount
02: Rest => Recharge
03: Swift => SpeedRunning
03: Hurdle => Jump
03: Health => Heal
03: Stamina => Recovery
+----------------------------------------------------------------

Are there any other comments?
Or are there powers missing or unnecessary in the build?

Should I add Mass Hypnosis, Telekinesis or Total Domination as my last power at level 49? Or should I choose a different power, Recall Friend for example?


 

Posted

12: Power Push => Accuracy, Damage, Recharge, EnduranceDiscount: This power is actually one of your best damage dealers. It was changed from a defensive power to a defensive damage one. So it deserves better slotting than both Power Bolt and Power Blast.

24: Resuscitate => Heal, Heal, Interrupt: In my opinion, it has too much slots. Would serve you better in Hasten or your Patron Shield.

35: Sniper Blast => Accuracy, Damage, Damage, Recharge, Recharge, Recharge: I don't think you'll be using a snipe enough to warrant this much recharge, I'd move those slots around.

Remember, powers you use frequently should be better slotted than rarely used ones.

As for Total Domination, I like it. Mass Holds are not usually all that great since they have long recharges, low durations, and low accuracy. But Mind also has Mass Confusion, so alternating these powers improves your capacity for Mass Lockdown.

Talking about Epic/Patron Powers, unless you are really into the Tarantula and Personal Force Fields, I suggest you take a peek at Power Mastery. It has two very good AoEs that could really come in handy.

SIDE NOTE:
I have a Mind/Energy/Power at level 45 that is very nasty and very busy. So this is a good combo geared not so much for AoE but for precision control. In the higher levels it becomes more AoE capable.



 

Posted

Quote:
Originally Posted by Panties View Post
Thanks for your help!

I've changed my build a little according to your advice.
Should I add Mass Hypnosis, Telekinesis or Total Domination as my last power at level 49? Or should I choose a different power, Recall Friend for example?
I find Mass Hypnosis absolutely invaluable on my 50 Mind/Energy Dominator, Telekinesis is highly situational and takes great skill to use correctly, I do not have total domination in my build as Mass Hypnosis and Mass Confusion provide all the mitigation I need. If terrify had the to hit debuff component it's dark counterpart had I may have included that in my build as well.


 

Posted

Just on Whirling Hands, nowadays nearly all of the PBAOEs are very similiar in terms of animation time, damage and radius effect.

Whirling Hands is at the lower end of the scale, but not by a huge amount. It does a little less damage than Ice Sword Circle (which in turn does roughly the same damage as Psi Shockwave, but Psi Shockwave animates quicker).

So it's not as bad as people make out. Slot it for Accuracy and Damage, the chance for the stun effect isn't high (30%, which incidently is slightly higher than Psi Shockwaves, but cannot benefit from Domination) so no real need to slot for it.


 

Posted

Summon Tarantula needs 6 slots, at least 2 of them should be common Recharge IOs. With only 4 slots, you've given it a little bit of everything, but not enough of anything. Move some slots around or ditch the power for something that can be slotted more lightly. If it's not at least Acc/Dmg/Dmg/Dmg/Rech/Rech, you'll use it so little that you'll probably forget you even have it.

Mesmerize is really really good with just 1 slot. 6 slotting it is waaaay overkill unless you want to socket some IOs for set bonuses into it. Mesmerize lasts 45 seconds unslotted and it has a longer-than-normal range. I've never had the need for more than just a single accuracy common IO except for cases of set bonuses for permadom, and if you're planning that far ahead, Mids' can do that.


 

Posted

Quote:
Originally Posted by Tormentoso View Post
Solid build. A few questionable power choices, but I can see them working for a theme not my own. Slotting is what needs the most help.

06: Confuse => Accuracy, Accuracy, Confuse, Confuse, Recharge
12: Dominate => Accuracy, Accuracy, Hold, Hold, EnduranceDiscount
These are your two Bread & Butter powers. Six Slot them. 2Acc, 2Rech, 2Mezz
The recharge on those powers is so quick that you see almost no benefit from adding more than one recharge slot at the expense of a duration slot unless you're stacking for AVs, but if you're stacking for AVs, it provides LESS benefit unless you land it IMMEDIATELY once it recharges, every time. That'll never happen in a real fight, you'll be too busy as it is. Trust me. I'd slot 2acc/3duration/1recharge, or 2/3/1. 2/2/2 is better for long-recharging AoE controls like Total Domination.

Quote:
08: Air Superiority => EnduranceDiscount: Replace with Hover. You already have plenty of powers to keep you busy/safe. You won't be using Air Sup much. Most likely neither hover, but when the time comes you need some air combat, you'll appreciate Hover.
Agree. Air Sup is good for other sets as a filler, but you will be doing enough on teams that you won't need it.

Quote:
16: Grant Invisibility => EnduranceDiscount: Keep in mind that you cannot do anything while invisible. If you want some stealth combat capacity, replace Grant Invisibility with Stealth. If you just want to help the team ninja missions, this works.
Agree, but if all you take from the Stealth set is Grant Invis, you'll be the only team member who can't go anywhere because you're still visible. If you're going to take Grant Invis, take Invisibility as well.

Quote:
20: Whirling Hands => Accuracy, Accuracy, Stunned, Stunned: This power is generally laughed at. Most people don't like it, but feel free to give it a spin and form your own opinion of it.
but if you do, just please for the love of God don't slot it for Stun duration. The stun is a low-chance proc as it is (30%), has a pitifully short duration (7 seconds), and affects minions only. On top of that it only hits anything in direct melee range, so if you're not touching it, or it moves two inches during combat, it misses. I mean, there's disappointment when you realize the power sucks as an attack, then there's REAL disappointment if you try to use it as an AoE mez. The fears in the Presence Pool would do a better job than Whirling Hands--they're bad too but at least they're not a 30% proc off a melee attack.

Quote:
32: Mass Confusion => Accuracy, Accuracy, Accuracy, Confuse, Confuse, Recharge: This is your happy happy fun times power. Its confusion duration is already pretty long, so maybe replace a Confuse with a Recharge.
Agree. Mass Confuse has good duration to start, so 3/1/2 or 2/1/3 slotting is best.

Quote:
35: Sniper Blast => Accuracy, Damage, Damage, Damage, Damage, Recharge. Too much damage. Slot only 3 SOs of anything, after that you get hit by diminishing returns. The 4th SO contributes very little.
Correct. 3 enhancements of the same type is the soft cap. The 4th SO will only give something like 1-3% of a further bonus, making it close to useless.

If you're going to give Sniper Blast 6 slots, you should look into putting at least 5 Sting of the Manticore IOs into it for the global recharge bonus.

Also take into account that Sniper Blast is a very cumbersome power to be using during combat: you can't move an INCH at any time, the charge up is very long, and if you're attacked at any time, it uses up the endurance and fails to go off. If you're giving it 6 slots and no IOs, slot an Interrupt Reduction in there, so it goes 1Acc/3Dam/1Int/1End.

Quote:
38: Power Burst => Accuracy, Accuracy, Accuracy, Damage, Damage, Recharge: Too much accuracy, to little damage.
Agree. The only powers that need 3 Accuracy are AoE mezzes, and even that's optional. Attacks need 3 Damage, 2 accuracy max and optimally.

Quote:
On that note, you got a few powers with 4 of the same.

When slotting attacks, ideally aim at 2acc,3dam,1rech or end, OR 1acc, 3dam, 1rech,1end.

You might want to fit in Hasten somewhere. Mind has gobs of control and Hasten make them come back faster.

Also, snipes are a lot less useful than one might think, specially with a click heavt set like Mind/Eng. Move a slot elsewhere.
1 accuracy is all you need if you run missions against even-cons or if you take Tactics (Leadership Pool), but if you run against +2 and +3 without Tactics, you'll want 2 for all powers except Total Focus and Power Push, which have so much inherent accuracy that adding 2 is superfluous. The only case you'll need 3 is when you run missions against +4s, which you shouldn't be doing very often anyway because your controls would be neutered as well, even with optimal slotting.


 

Posted

Quote:
Originally Posted by Vidszhite View Post
(Re: Whirling Hands)
...On top of that it only hits anything in direct melee range, so if you're not touching it, or it moves two inches during combat, it misses.
So, is Mids and even the In-Game Info screen wrong when it lists Whirling Hands (and all the other Dominator PBAOEs) as having a 15' radius then? It wouldn't be the first or last time that the description of a power was not corrected to match it's actual effectiveness. That's twice the diameter of a normal "melee" PBAOE if 15' is correct. Not that I'd use it for the Confuse, but you can hit an awful lot of enemies (max 10) in a 15' PBAOE Radius and make this a worthwhile power.


 

Posted

Quote:
Originally Posted by TheUnnamedOne View Post
So, is Mids and even the In-Game Info screen wrong when it lists Whirling Hands (and all the other Dominator PBAOEs) as having a 15' radius then? It wouldn't be the first or last time that the description of a power was not corrected to match it's actual effectiveness. That's twice the diameter of a normal "melee" PBAOE if 15' is correct. Not that I'd use it for the Confuse, but you can hit an awful lot of enemies (max 10) in a 15' PBAOE Radius and make this a worthwhile power.
It's been noemalized, so its 15 foot like the other PBAOEs now. It's a fine PBAOE nowadays, pretty much middle of the road domi pbaoe.


 

Posted

Quote:
Originally Posted by finalround View Post
I find Mass Hypnosis absolutely invaluable on my 50 Mind/Energy Dominator, Telekinesis is highly situational and takes great skill to use correctly, I do not have total domination in my build as Mass Hypnosis and Mass Confusion provide all the mitigation I need. If terrify had the to hit debuff component it's dark counterpart had I may have included that in my build as well.
Basically, this.

Mass Hypnosis is incredible. Permanent with 6 slots. Total Domination is good with power boost, but not totally necessary. TK is one of those love-it-or-hate-it powers. I personally hate it.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
It's been noemalized, so its 15 foot like the other PBAOEs now. It's a fine PBAOE nowadays, pretty much middle of the road domi pbaoe.
Which I did not know, since I've been gone too long, but I know that now. It's decent as a part of an AoE Chain now, but I wouldn't take it on its own for AoE damage, and I definitely wouldn't take it and slot it for the disorient.


 

Posted

It's been a while put I've updated my build!

Hero Plan by Mids' Hero Designer 1,92
http://www.cohplanner.com/

Click this DataLink to open the build!

Panties: Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Flight
Power Pool: Concealment
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Mesmerize -- Acc(A), Sleep(5)
Level 1: Power Bolt -- Acc(A), Acc(3), Dmg(3), Dmg(5)
Level 2: Bone Smasher -- Acc(A), Acc(7), Dmg(7), Dmg(9), Dmg(9)
Level 4: Power Push -- Acc(A), Dmg(11), Dmg(11), Dmg(13)
Level 6: Hover -- EndRdx(A)
Level 8: Confuse -- Acc(A), Acc(13), Conf(15), Conf(15), Conf(17), RechRdx(17)
Level 10: Dominate -- Acc(A), Acc(19), Hold(19), Hold(21), Hold(21), RechRdx(23)
Level 12: Power Blast -- Acc(A), Acc(23), Dmg(25), Dmg(25)
Level 14: Stealth -- EndRdx(A)
Level 16: Fly -- Flight(A)
Level 18: Mass Hypnosis -- Acc(A), Acc(27), Sleep(29), Sleep(29), RechRdx(31), RechRdx(33)
Level 20: Total Domination -- Acc(A), Acc(27), Hold(31), Hold(31), RechRdx(33)
Level 22: Aid Other -- Heal(A)
Level 24: Aid Self -- Heal(A), Heal(33), Heal(34), RechRdx(34)
Level 26: Terrify -- Acc(A), Acc(34), Fear(36), Fear(36), RechRdx(36)
Level 28: Total Focus -- Acc(A), Dmg(37), Dmg(37), Dmg(37), RechRdx(39)
Level 30: Hasten -- RechRdx(A)
Level 32: Mass Confusion -- Acc(A), Acc(39), Conf(39), RechRdx(40), RechRdx(40), RechRdx(40)
Level 35: Invisibility -- EndRdx(A)
Level 38: Power Burst -- Acc(A), Acc(42), Dmg(42), Dmg(42), Dmg(43)
Level 41: Energy Transfer -- Acc(A), Acc(43), Dmg(43), Dmg(45)
Level 44: Temp Invulnerability -- ResDam(A), ResDam(45), ResDam(45), EndRdx(46)
Level 47: Explosive Blast -- Acc(A), Acc(48), Dmg(48), Dmg(48)
Level 49: Energy Torrent -- Acc(A), Acc(50), Dmg(50), Dmg(50)
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Level 1: Domination
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 3: Swift -- Run(A)
Level 3: Health -- Heal(A)
Level 3: Hurdle -- Jump(A)
Level 3: Stamina -- EndMod(A), EndMod(46), EndMod(46)
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Any comments?