Help with a Mind/Kin Build


ketch

 

Posted

Hello all.

So, before you guys put me through the wringer: I've never been good at builds. So please forgive if I used some ridiculous choice of a hamiO or IO set.

Ok, so with i19 my somewhat decent mind/kin build went out the window. So in a desperate attempt to not waste respec tokens, I did a freehand respec of my mind/kin (meaning I didn't use mids, just threw together some powers). Ran around and did incarnate stuff and died....a lot.

So now I've been fiddling with mids, but having a hard time getting defense up there. Feels like it's pointless to aim for S/L defense because the sets kinda stink for these powers for that. Therefore, I aimed for ranged.

I really like having fly in addition to SS and recall friend. I tried building with leadership instead of fly and that gave me about a 5% increase in defense across the board. But fly fits my playstyle more.

tldr; so here is my build. Please help me out?

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
maud: Level 50 Natural Controller
Primary Power Set: Mind Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Mesmerize -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(3), FtnHyp-Acc/Sleep/Rchg(3), FtnHyp-Acc/Rchg(5), FtnHyp-Plct%(5)
Level 1: Transfusion -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(7), Numna-Heal(9), Numna-Heal/EndRdx(19), Numna-Regen/Rcvry+(33)
Level 2: Levitate -- Apoc-Dmg(A), Apoc-Dmg/Rchg(9), Apoc-Acc/Dmg/Rchg(11), Apoc-Acc/Rchg(11), Apoc-Dam%(13)
Level 4: Siphon Power -- RechRdx-I(A)
Level 6: Dominate -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(13), UbrkCons-Dam%(15), UbrkCons-Acc/Hold/Rchg(15), UbrkCons-EndRdx/Hold(17)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 10: Boxing -- Dmg-I(A)
Level 12: Confuse -- CoPers-Conf(A), CoPers-Conf%(19), CoPers-Conf/Rchg(21), CoPers-Acc/Conf/Rchg(21), CoPers-Acc/Rchg(23), CoPers-Conf/EndRdx(27)
Level 14: Siphon Speed -- ImpSwft-Dmg/Slow(A), ImpSwft-Acc/EndRdx(46), ImpSwft-Rng/Slow(46), ImpSwft-EndRdx/Rchg/Slow(50), ImpSwft-Acc/Slow(50), ImpSwft-Dam%(50)
Level 16: Mass Hypnosis -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(27), LgcRps-Acc/EndRdx(29), LgcRps-Sleep/Rng(29), LgcRps-Acc/Sleep(31)
Level 18: Super Speed -- Clrty-Stlth(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-EndRdx(33), RctvArm-ResDam(34)
Level 22: Weave -- LkGmblr-Rchg+(A), DefBuff-I(34), DefBuff-I(34)
Level 24: Hover -- HO:Enzym(A)
Level 26: Speed Boost -- RechRdx-I(A)
Level 28: Total Domination -- BasGaze-Slow%(A), BasGaze-Acc/Hold(36), Lock-Acc/Hold(36), Lock-Rchg/Hold(37)
Level 30: Terrify -- Ragnrk-Dmg(A), Ragnrk-Knock%(37), Ragnrk-Dmg/Rchg(39), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Dmg/EndRdx(39)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(40), Mlais-Acc/EndRdx(40), Mlais-Conf/Rng(40), Mlais-Acc/Conf/Rchg(42), Mlais-Dam%(43)
Level 35: Transference -- RechRdx-I(A), RechRdx-I(36), Acc-I(37), RechRdx-I(42)
Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(43), Acc-I(43)
Level 41: Mental Blast -- Dmg-I(A)
Level 44: Mind Over Body -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(45), HO:Ribo(45)
Level 47: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), HO:Enzym(48), HO:Enzym(48)
Level 49: Recall Friend -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- RgnTis-Heal/EndRdx(A), Mrcl-Rcvry+(23), RgnTis-Regen+(25)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), EndMod-I(46)

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Triumph Lurker: mintmiki 50 emp/archer
basically, if you see a miki on Triumph, it's probably cute and it's probably me.

Huge thanks to cuppamanga and all the folks in the mac help forum for prolonging my borrowed time on this game.

 

Posted

wow, that bad, eh?


Triumph Lurker: mintmiki 50 emp/archer
basically, if you see a miki on Triumph, it's probably cute and it's probably me.

Huge thanks to cuppamanga and all the folks in the mac help forum for prolonging my borrowed time on this game.

 

Posted

Unfortunately, Mind/Kin is a case where I'm not really sure where to begin. That's because most Mind builds would probably slot attacks with damage sets. Because Kinetics can max damage out so easily, however, I'm not sure it's worth it here. Do you typically find yourself capped for damage?


 

Posted

OK, my view on this combo may be a bit different than yours. Personally, I'm not a huge fan of building for Defense on Controllers -- Controls will protect the entire team, while Defense protects only you. On the other hand, */Kin controllers generally can use Defense more than others since they tend to be in melee. But since the APP shields can give Smash/Lethal Defense, that is usually better to aim for Smash/Lethal Defense because you start with a bunch from the APP shield.

Mesmerize: I consider this a single-target damage power that happens to do a sleep. I would move that Fortunata set to Mass Hypnosis and slot this up for damage . . . since I save Fulcrum for bigger groups, I may not be "shifted" when using this. It is a key part of the Dom-Mez-Lev attack chain.

Transfusion: I don't have access to Mid's right now, but this power needs some Accuracy. That's why we have Accurate Healing sets. Maybe you have enough Global Acc to not worry about it. But that Numina proc needs to be in Health. I understand that you may be going for the Ranged Defense, but if the power doesn't work well, then that's not good slotting.

Siphon Power: If you leave it to the default slot, it should be Accuracy.

Domination: I would rather put the purple set in Total Dom. This power also does some single target damage, so I would go with 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage.

Confuse: I would replace the pure Confuse IO with the other one from the Purple set. The purple set puts you over the ED cap on Confuse without the pure Confuse one. I'm not sure if the Purple set is better here or in Mass Confusion. You can have a lot more chances for the proc to hit here.

Siphon Speed: Slot for Acc and Recharge, as the Recharge buff is far more important than the single target Slow -- you want to be able to stack this, and the Slow sets have very little Recharge.

Hover: An Enzyme in Hover? A bit of a waste. I suppose if you have Infl to burn . . .

Speed Boost: I put a single EndMod in it, as it already recharges very fast.

Total Dom: I would move the purple Hold set here. If not, the entire Lockdown set has Defense if you want to slot for Defense.

Mass Conf: The Damage proc is a mistake. MC draws no aggro, but the proc will. Aggro is not worth the small amount of damage.

To me, the main reason to take the Psi pool is Indomidable Will for Mez protection. Otherwise, Primal's Power Boost will significantly buff your controls. Besides, your primary does all Psi damage. There are lots of Psi-resistant foes (like all Robots). So, having a different Damage type in your APP helps you take down those Psi-resistant foes. I'd suggest looking at Primal. However, if you want to stick to Defense, look at Ice or Earth. Earth APP pairs nicely with */Kinetics.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

thanks for the help!

This is an old toon, does pretty well on Itfs actually. I usually bring it along on speed tfs, hence the focus on def. I need to get in there, buff, and get out alive.

I normally take fire epic for fireball, don't know why i changed it. earth epic shield is so ugly. I may go ice.


Triumph Lurker: mintmiki 50 emp/archer
basically, if you see a miki on Triumph, it's probably cute and it's probably me.

Huge thanks to cuppamanga and all the folks in the mac help forum for prolonging my borrowed time on this game.

 

Posted

For what it's worth, here's how I might build it. Note that I've set up the build on the assumption that Siphon Speed is a priority for you and you can reliably keep it at least double stacked.

Some of these changes are similar to what Local Man discussed. I also changed your suggested APP to Primal.

Unlike Local Man, on Mind builds I usually do aim for the Rannged cap. That's because of Terrify and its tendency to let enemies shoot at you. Having Ranged defense gives you a lot more leeway to fire Terrify indiscriminately on teams. Using Energy Torrent first knocks some of them over, so they're less likely to shoot back as well. And the knockdown proc in Terrify itself helps too.

I did skip Mesmerize. At high levels it is not really something that IMO fits into an attack chain anymore because Dominate, Levitate and your single target attack recharge so quickly. If I had one more open slot I'd have taken than and put a single Accuracy or Accuracy/Damage in it, because it can sometimes be used for sleeping AVs and the like. If you fight a lot of elite bosses you may want to reconsider my choice there. I find Mesmerize is not very useful on teams, except as a blast power. If you make a seperate exemping build, I would pick it up there.

Note that I've also placed some focus on slotting for Accuracy. This is critical on a Kin. Based on my calculations, the current build retains about 95% ToHit all the way up to +4 enemies in all powers except Mass Confusion (which has 89%) and Total Domination (which has 87%).

Also note that this build could be improved by making use of the extremely expensive Gladiator's Armor +3% defense piece. Acquiring this IO may or may not be feasible for you. It is mostly sold off market, for over 2 billion influence. Taking it would let you shift slots away from Boxing to other places.

FYI I took Hover instead of Combat Jumping because you had Fly type powers in your original build. I would probably take CJ for myself, but it's really up to you. I find immobilization protection keeps me alive more than the ability to fly, mainly because the need to fly can be covered by a jet pack. Both powers have the same defense and slotting.

I also assumed you've been around long enough to have the Prestige Sprints vet award. I like to slot a +Stealth proc in these. That way when I use them to go inviso, there is a very clear and obvious graphic showing that I'm hidden. Running the sprint with Super Speed will make you invisible.

If you can't afford Ragnarok's for Terrify just yet, at least try to get the proc. It's usually cheaper than the other set pieces and is very effective in this power.


Here is the build:


Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Mind Kin: Level 50 Natural Controller
Primary Power Set: Mind Control
Secondary Power Set: Kinetics
Power Pool: Leadership
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(46)
Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Regen/Rcvry+(25), Numna-Heal/Rchg(46), Numna-Heal/EndRdx/Rchg(48), Numna-Heal(48)
Level 2: Dominate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(13)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Conf%(13), CoPers-Acc/Rchg(36), CoPers-Conf/EndRdx(37)
Level 8: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(9), FtnHyp-Acc/Rchg(9), FtnHyp-Sleep/EndRdx(11), FtnHyp-Plct%(25)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(11)
Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), DefBuff-I(50)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(17)
Level 18: Total Domination -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(19), UbrkCons-EndRdx/Hold(21), UbrkCons-Hold(21)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(23), Ksmt-ToHit+(23)
Level 24: Boxing -- Stpfy-EndRdx/Stun(A), Stpfy-Acc/Rchg(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(39), Stpfy-KB%(50)
Level 26: Terrify -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(29), Ragnrk-Knock%(29)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(34), RedFtn-EndRdx(36)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34), RechRdx-I(34)
Level 35: Transference -- P'Shift-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(36)
Level 38: Fulcrum Shift -- RechRdx-I(A), Acc-I(39)
Level 41: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
Level 49: Temp Invulnerability -- Aegis-ResDam/EndRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A)
------------
Set Bonus Totals:

  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 22.06% Defense(Energy)
  • 22.06% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 29.88% Defense(Ranged)
  • 3% Defense(AoE)
  • 3% Enhancement(Stun)
  • 75% Enhancement(Accuracy)
  • 78.75% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 6.5% Enhancement(Confused)
  • 12% FlySpeed
  • 38.15 HP (3.751%) HitPoints
  • 12% JumpHeight
  • 12% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 2.2%
  • 29.5% (0.493 End/sec) Recovery
  • 32% (1.359 HP/sec) Regeneration
  • 10.4% Resistance(Fire)
  • 10.4% Resistance(Cold)
  • 12% RunSpeed



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Posted

BTW if you want to drop something for Recall Friend, drop Temp Invulnerability. I think you'll be a lot safer with Temp Invuln, but can understand why you'd want Recall Friend.


 

Posted

thanks again for the help.

Tex: it would take me some time (maybe a month), but I can scrap together the cash to buy a glad proc. The problem is that I don't think it's worth it to buy something that big for this particular toon. This toon is more about the buffage, not so much about the epic soloability.

Before i19, I worked in some def. which made playing more bearable (wasn't getting 1shotted all the time). I'm just trying to get more bang for the buck atm in terms of def. The highest I'm able to do it is with around 20% across the board def (s/l, ranged, etc.) by subbing fly powers with leadership.

I know about the stealth IO in sprint trick. But i hate having to click one more toggle than I have to. I'd rather sacrifice the slot.


Triumph Lurker: mintmiki 50 emp/archer
basically, if you see a miki on Triumph, it's probably cute and it's probably me.

Huge thanks to cuppamanga and all the folks in the mac help forum for prolonging my borrowed time on this game.

 

Posted

Quote:
Originally Posted by mintmiki View Post
thanks again for the help.

Tex: it would take me some time (maybe a month), but I can scrap together the cash to buy a glad proc. The problem is that I don't think it's worth it to buy something that big for this particular toon. This toon is more about the buffage, not so much about the epic soloability.

Before i19, I worked in some def. which made playing more bearable (wasn't getting 1shotted all the time). I'm just trying to get more bang for the buck atm in terms of def. The highest I'm able to do it is with around 20% across the board def (s/l, ranged, etc.) by subbing fly powers with leadership.

I know about the stealth IO in sprint trick. But i hate having to click one more toggle than I have to. I'd rather sacrifice the slot.

Are you soloing? You should very very rarely be getting hit. Power Boost would help tremendously there.

If you're talking about during the ITF, I have personally found Ranged defense with supporting Slash/Lethal Resistance and a strategy for minimizing melee damage will carry you a lot further. In any case, the build I posted has 28.9% Melee/Slash defense for the 15 seconds Power Boost is up.. which it should always be at the start of a fight, given the ~32 second recharge. Enemies that are mass confused for 112 seconds or held for 48 seconds don't your survival chances hurt either. It is really hard to underrate what Power Boost does for a Mind troller.


 

Posted

This is the build for my Mind/Kin (no APP). Decided to go for the Triple Threat of Telepathy, Telekinesis and Teleport instead of Power Boost. Found that in way too many Team-8 combat situations, Power Boost simply took too long to deploy ... and was ultimately unnecessary due to steamroller speeds encountered on most PuGs (ie. the extra Mez Duration was almost always wasted). So I pulled it.

This build does not automagically assume Fulcrum Shift of 10 hostiles on a permanent basis. It also does not assume that it will be played at level 50 in perpetuity, and is therefore designed to Exemplar with maximum flexibility (from levels 24 and up). It also doesn't have Hasten ... and to be quite honest, it wouldn't be able to make "good use" of Hasten due to animation time constraints on the single target attacks. Yeah, the AoEs would recharge faster with Hasten, but that's a luxury that isn't "needed" in this build, given how it plays.

Defense of any sort, is minimal, due to the availability of both hard and soft controls. This build soloed the Alpha Slot arc without breaking a sweat, so I know it "works" under combat conditions.

Pay attention to some of the frankenslotting combos you'll see in some of the powers. If you can come up with better combos, I'll be surprised. Terrify is also slotted for Fear, rather than Damage, because the enhancement to CONTROL duration is of great benefit, regardless of team size ... while the enhancement to Damage is marginal at best on large(r) teams.

And in case you want to go Hamidon Raiding, remember that Fulcrum Shift only buffs your Team ... while Siphon Power buffs ALL ALLIES within the PBAoE around you (ie. The Raid during Hami Time).



Battlecry: "Trust your Ms Givings!"

=====

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Ms Givings: Level 50 Natural Controller

Primary Power Set: Mind Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Leadership
Power Pool: Teleportation

Hero Profile:

Level 1: Mesmerize

  • (A) Devastation - Accuracy/Damage: Level 31
  • (25) Devastation - Damage/Endurance: Level 31
  • (25) Devastation - Damage/Recharge: Level 31
  • (37) Devastation - Accuracy/Damage/Recharge: Level 31
  • (39) Devastation - Accuracy/Damage/Endurance/Recharge: Level 31
  • (39) Devastation - Chance of Hold: Level 30
Level 1: Transfusion
  • (A) Touch of the Nictus - Healing: Level 31
  • (45) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 31
  • (45) Touch of the Nictus - Accuracy/Healing: Level 31
  • (46) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 31
  • (46) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 31
Level 2: Dominate
  • (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
  • (3) HamiO: Peroxisome Exposure (+2 Dam/Mez)
  • (3) Devastation - Accuracy/Damage/Endurance/Recharge: Level 31
  • (5) Devastation - Chance of Hold: Level 30
  • (5) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
  • (7) Lockdown - Chance for +2 Mag Hold: Level 30
Level 4: Levitate
  • (A) Kinetic Crash - Damage/Knockback: Level 27
  • (40) Kinetic Crash - Accuracy/Knockback: Level 27
  • (40) Kinetic Crash - Recharge/Knockback: Level 27
  • (40) Kinetic Crash - Recharge/Endurance: Level 27
  • (42) Kinetic Crash - Damage/Endurance/Knockback: Level 27
  • (42) Kinetic Crash - Accuracy/Damage/Knockback: Level 27
Level 6: Confuse
  • (A) Coercive Persuasion - Confused/Recharge: Level 50
  • (7) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
  • (9) Coercive Persuasion - Accuracy/Recharge: Level 50
  • (9) Coercive Persuasion - Confused/Endurance: Level 50
  • (13) Coercive Persuasion - Contagious Confusion: Level 50
Level 8: Mass Hypnosis
  • (A) Fortunata Hypnosis - Sleep/Recharge: Level 50
  • (15) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
  • (15) Fortunata Hypnosis - Accuracy/Recharge: Level 50
  • (17) Fortunata Hypnosis - Sleep/Endurance: Level 50
  • (17) Fortunata Hypnosis - Chance for Placate: Level 50
Level 10: Siphon Speed
  • (A) Accuracy IO: Level 50
  • (11) Recharge Reduction IO: Level 50
  • (11) Recharge Reduction IO: Level 50
Level 12: Telekinesis
  • (A) Endurance Reduction IO: Level 50
  • (13) Endurance Reduction IO: Level 50
Level 14: Hover
  • (A) Flight Speed IO: Level 50
Level 16: Increase Density
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 14
Level 18: Total Domination
  • (A) Basilisk's Gaze - Accuracy/Recharge: Level 27
  • (19) Basilisk's Gaze - Recharge/Hold: Level 27
  • (19) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
  • (21) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
  • (23) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
  • (23) Lockdown - Chance for +2 Mag Hold: Level 30
Level 20: Speed Boost
  • (A) Endurance Modification IO: Level 50
  • (21) Endurance Modification IO: Level 50
Level 22: Maneuvers
  • (A) Red Fortune - Defense/Endurance: Level 27
  • (48) Red Fortune - Defense/Recharge: Level 27
  • (48) Red Fortune - Defense/Endurance/Recharge: Level 27
  • (48) Red Fortune - Defense: Level 27
  • (50) Red Fortune - Endurance: Level 27
  • (50) Luck of the Gambler - Recharge Speed: Level 27
Level 24: Tactics
  • (A) Adjusted Targeting - To Hit Buff: Level 27
  • (43) Adjusted Targeting - To Hit Buff/Recharge: Level 27
  • (43) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 27
  • (43) Adjusted Targeting - Endurance/Recharge: Level 27
  • (45) Adjusted Targeting - To Hit Buff/Endurance: Level 27
Level 26: Terrify
  • (A) Glimpse of the Abyss - Accuracy/Recharge: Level 27
  • (27) Glimpse of the Abyss - Endurance/Fear: Level 27
  • (27) Glimpse of the Abyss - Accuracy/Endurance: Level 27
  • (29) Glimpse of the Abyss - Fear/Range: Level 27
  • (31) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 27
  • (31) Glimpse of the Abyss - Chance of Damage(Psionic): Level 20
Level 28: Inertial Reduction
  • (A) Jumping IO: Level 50
  • (29) Jumping IO: Level 50
Level 30: Siphon Power
  • (A) Accuracy IO: Level 50
  • (31) Recharge Reduction IO: Level 50
  • (34) Recharge Reduction IO: Level 50
Level 32: Mass Confusion
  • (A) Malaise's Illusions - Accuracy/Recharge: Level 31
  • (33) Malaise's Illusions - Endurance/Confused: Level 31
  • (33) Malaise's Illusions - Accuracy/Endurance: Level 31
  • (33) Malaise's Illusions - Confused/Range: Level 31
  • (34) Malaise's Illusions - Accuracy/Confused/Recharge: Level 31
  • (34) Perplex - Accuracy/Confused/Recharge: Level 50
Level 35: Transference
  • (A) Efficacy Adaptor - EndMod: Level 33
  • (36) Efficacy Adaptor - EndMod/Recharge: Level 33
  • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 33
  • (36) Efficacy Adaptor - Accuracy/Recharge: Level 33
  • (37) Efficacy Adaptor - EndMod/Accuracy: Level 33
  • (37) Efficacy Adaptor - EndMod/Endurance: Level 33
Level 38: Fulcrum Shift
  • (A) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 41: Repel
  • (A) Knockback Distance IO: Level 50
  • (42) Knockback Distance IO: Level 50
Level 44: Recall Friend
  • (A) Winter's Gift - Slow Resistance (20%): Level 10
Level 47: Teleport
  • (A) Jaunt - Endurance/Range: Level 50
  • (50) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 49: Assault
  • (A) Endurance Reduction IO: Level 50
------------

Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 15
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 1: Containment

Level 4: Ninja Run

Level 2: Swift
  • (A) Flight Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (46) Endurance Modification IO: Level 50
------------

Set Bonus Totals:
  • 22% DamageBuff(Smashing)
  • 22% DamageBuff(Lethal)
  • 22% DamageBuff(Fire)
  • 22% DamageBuff(Cold)
  • 22% DamageBuff(Energy)
  • 22% DamageBuff(Negative)
  • 22% DamageBuff(Toxic)
  • 22% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 6.75% Defense(Psionic)
  • 3% Defense(Melee)
  • 4.25% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.25% Max End
  • 42% Enhancement(Accuracy)
  • 2.75% Enhancement(Terrorized)
  • 70% Enhancement(RechargeTime)
  • 5% Enhancement(Heal)
  • 6.5% Enhancement(Confused)
  • 72.49 HP (7.127%) HitPoints
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 2.2%
  • 14% (0.234 End/sec) Recovery
  • 40% (1.698 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 2.5% Resistance(Smashing)
  • 3.78% Resistance(Fire)
  • 3.78% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 3.125% Resistance(Psionic)
  • 3% RunSpeed
------------

Set Bonuses:

Devastation
(Mesmerize)
  • 12% (0.51 HP/sec) Regeneration
  • 22.89 HP (2.251%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Psionic)
Touch of the Nictus
(Transfusion)
  • 19.08 HP (1.876%) HitPoints
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(Heal)
  • 2.25% Max End
Devastation
(Dominate)
  • 12% (0.51 HP/sec) Regeneration
Lockdown
(Dominate)
  • 3% DamageBuff(All)
Kinetic Crash
(Levitate)
  • 3% RunSpeed
  • 2.5% Resistance(Smashing)
  • Knockback Protection (Mag -3)
  • 6% (0.255 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Coercive Persuasion
(Confuse)
  • 4% (0.067 End/sec) Recovery
  • 4% Enhancement(Confused)
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Fortunata Hypnosis
(Mass Hypnosis)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Steadfast Protection
(Increase Density)
  • 3% Defense(All)
Basilisk's Gaze
(Total Domination)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Lockdown
(Total Domination)
  • 3% DamageBuff(All)
Red Fortune
(Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Adjusted Targeting
(Tactics)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Glimpse of the Abyss
(Terrify)
  • 2.75% Enhancement(Terrorized)
  • 19.08 HP (1.876%) HitPoints
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
  • 3.125% Resistance(Psionic)
Malaise's Illusions
(Mass Confusion)
  • 2.5% (0.042 End/sec) Recovery
  • 2.5% Enhancement(Confused)
  • 2.5% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Efficacy Adaptor
(Transference)
  • 11.45 HP (1.125%) HitPoints
  • 1.5% (0.025 End/sec) Recovery
  • 10% (0.425 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Winter's Gift
(Recall Friend)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
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It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Found that in way too many Team-8 combat situations, Power Boost simply took too long to deploy ... and was ultimately unnecessary due to steamroller speeds encountered on most PuGs (ie. the extra Mez Duration was almost always wasted). So I pulled it.

While we should always use our personal experience as a guide to slotting, I want to point out that your experience here would be fairly atypical of most high level players. With your build specifically, in the case of Total Domination, your team would have to kill a group of +4 enemies in approximately 12 seconds in order not to feel the difference with Power Boost. That's because a +4 enemy reduces the duration of a control power by a little more than half.


Quote:
This build does not automagically assume Fulcrum Shift of 10 hostiles on a permanent basis. It also does not assume that it will be played at level 50 in perpetuity, and is therefore designed to Exemplar with maximum flexibility (from levels 24 and up). It also doesn't have Hasten ... and to be quite honest, it wouldn't be able to make "good use" of Hasten due to animation time constraints on the single target attacks. Yeah, the AoEs would recharge faster with Hasten, but that's a luxury that isn't "needed" in this build, given how it plays.

Again I think this comes down to your personal play style. I personally would not advise ANY Controller to skip Hasten, under any conditions. Your build has Mass Confusion recharging in 103 seconds, and Total Domination recharging in 93 seconds, versus an average of 65-70 seconds I normally see in end game builds. This is your option, but I will say I'd feel better to be teamed with a Controller whose controls are active more often. Especially if you're steam rolling as much as you say. Even with Siphon Speed triple stacked, Mass Confuse is taking 83 seconds to recharge, which is about 18 seconds longer than my Mind/Cold build, and IMO should not be happening given that your +Recharge should completely outstrip other sets.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
While we should always use our personal experience as a guide to slotting, I want to point out that your experience here would be fairly atypical of most high level players. With your build specifically, in the case of Total Domination, your team would have to kill a group of +4 enemies in approximately 12 seconds in order not to feel the difference with Power Boost. That's because a +4 enemy reduces the duration of a control power by a little more than half.
Considering that pretty much the only reliable place to constantly find +4 NPCs is on Mothership Raids, where due to Foe placement and spacing it is difficult (not impossible, but also not assured/easy) to find clumps of hostiles "worth" expending Total Domination and/or Mass Comedy on. Most TFs, in my experience, are not loaded wall to wall with +4 NPCs (like Mothership Raids are), and if they are, the TF quickly disbands and reforms for +0 NPCs. So in my experience, the +4 NPC is an uncommon situation ... and thus by definition, "situational" in applicability.

Quote:
Originally Posted by Oedipus_Tex View Post
Again I think this comes down to your personal play style. I personally would not advise ANY Controller to skip Hasten, under any conditions.
And most Controllers would adhere to that advice very faithfully. I'm just not one of them.

Quote:
Originally Posted by Oedipus_Tex View Post
Your build has Mass Confusion recharging in 103 seconds, and Total Domination recharging in 93 seconds, versus an average of 65-70 seconds I normally see in end game builds. This is your option, but I will say I'd feel better to be teamed with a Controller whose controls are active more often. Especially if you're steam rolling as much as you say. Even with Siphon Speed triple stacked, Mass Confuse is taking 83 seconds to recharge, which is about 18 seconds longer than my Mind/Cold build, and IMO should not be happening given that your +Recharge should completely outstrip other sets.
At which point, we need to be honest with ourselves. Functionally speaking, Hasten is really only (massively) speeding up the AoE controls, because the single target attacks are already (without Hasten) pushing up against the lower bound of consecutive animation times. Without Hasten, my build takes about 20 seconds (or so) longer to recharge the AoE controls. That's a "performance hit" I'm perfectly willing to take (in my build), and I haven't heard any complaints from the TF Teams, Mothership Raiders or Hamidon Raiders I've been with about my "lack of Hasten" since I already have plenty of control and buff powers. Probably because my Terrify, slotted for Fear, rather than Damage, is "almost as effective" in mitigation terms as Total Domination and Mass Comedy (even against +4 NPCs) while being available far more often.

Granted ... I've got a different playstyle than others (including, I presume, yourself) ... but it is by no means ineffective. Heck, I even managed to solve the riddle of *Repel* in this build (of all things), and have used it to very good effect on Khan TFs to protect others (namely, other squishies).

No, not everyone would enjoy playing my build "as is" ... but there are some useful notions for frankenslotting in there (such as Domination) which make for high probability one-shot Boss Holding.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
Considering that pretty much the only reliable place to constantly find +4 NPCs is on Mothership Raids, where due to Foe placement and spacing it is difficult (not impossible, but also not assured/easy) to find clumps of hostiles "worth" expending Total Domination and/or Mass Comedy on. Most TFs, in my experience, are not loaded wall to wall with +4 NPCs (like Mothership Raids are), and if they are, the TF quickly disbands and reforms for +0 NPCs. So in my experience, the +4 NPC is an uncommon situation ... and thus by definition, "situational" in applicability
+4 is a standard option available to any team at any time. If you only do Task Forces and nothing else you would be unlikely to encounter +level enemies. I would imagine the vast majority of Controllers are not exclusively running the same 3 or 4 pieces of content over and over. At least, I am not. Not only have I definitely found myself face to face with +level enemies, I've also run into situations where one or another control flat out doesn't work, and I have to lean hard on the ones that do. When you encounter Nemesis robots who are protected from Sleep, Fear, and Confusion, a 12 (or even 24) second AoE hold on 80 second recharge isn't going to help you very much.


Quote:
At which point, we need to be honest with ourselves. Functionally speaking, Hasten is really only (massively) speeding up the AoE controls, because the single target attacks are already (without Hasten) pushing up against the lower bound of consecutive animation times. Without Hasten, my build takes about 20 seconds (or so) longer to recharge the AoE controls. That's a "performance hit" I'm perfectly willing to take (in my build), and I haven't heard any complaints from the TF Teams, Mothership Raiders or Hamidon Raiders I've been with about my "lack of Hasten" since I already have plenty of control and buff powers.
I don't think anyone was being dishonest. Controllers (and Mind Controllers in particular) want Hasten because their best powers are on very long Recharges. 20 seconds is an eternity to wait for your best powers to recharge. I'm not trying to tell you what to do with your character, but I find the focus strange. I wouldn't comment except that we're currently giving advice to another player on how to create his build.


Quote:
Probably because my Terrify, slotted for Fear, rather than Damage, is "almost as effective" in mitigation terms as Total Domination and Mass Comedy (even against +4 NPCs) while being available far more often.
Terrify is a great power. But it does not even sort of compare to either Mass Confusion or Total Domination as a control. On a fast moving team with damage flying everywhere, Terrify is good at rooting enemies until the team is ready to attack them. It basically functions like a Sleep power. While I can't tell you what you should so with your character, I will say if you joined my team and your strategy was to defend us with mainly Terrify I'd be looking to add another Controller or Dominator to the team, because Terrify simply will not cut it. IMO you are trying to use Terrify like Seeds of Confusion or Flashfire and unfortunately it just doesn't work that way (and I would still want Hasten to pull Seeds up ASAP because on powers like these every second counts). It would be sort of like an Illusion troller who skimped on Phantom Army to slot Spectral Terror.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
FYI I took Hover instead of Combat Jumping because you had Fly type powers in your original build. I would probably take CJ for myself, but it's really up to you. I find immobilization protection keeps me alive more than the ability to fly, mainly because the need to fly can be covered by a jet pack. Both powers have the same defense and slotting
I'd like to second this very good, and perhaps understated, piece of advice. For /kinetic controllers, being immobilized may often mean you're just out of range of the transfusion that sustains your life or the transference that lets you keep fighting. Mobility is very important in leveraging the /kinetic set to your advantage and CJ helps to maintain that.

Also, I'll second the importance of Hasten (hideous, it may be). It deducts a considerable amount from the AoE controls that provide safety and damage via containment. Bear in mind that, even if capped by FS, containment is doubling that damage. There's also a considerable advantage in raid environments when you need to quickly stack holds on the Mending Mito's or Rikti Magus. Consider as well that the new incarnate task forces do confront you with +4 enemies with no option to fight lesser enemies.