Need help choosing a secondary.
/Ice also has power boost and it has fast activating powers that are all mostly front loaded for damage especially when compared to /Fire.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Being a Mind/Energy who loves his job, I am going to sell Energy to you.
It depends on how often you foresee yourself using AoE controls, and how much you want AoE attacks. If you use AoE Controls a whole lot, Power Boost's usefulness cannot be overstated. It's quick-recharging, and basically once you use a control with it, you can forget about whatever you mezzed ever coming to. Solo, I use it lots with Mass Hypnosis. It's basically Domination without the Mag boost. If you want to skip most of your AoE mezzes, and rely on TK and Terrify for your mezzing needs, Power Boost will sit there unused most of the time. I have used Mind/Energy every which way I could think of, and IME, it works best without TK, and with Total Domination and Mass Hypnosis. Mass Confusion is mandatory.
Beyond just Power Boost, though, it also depends on how much you want to solo. Energy is by far the safest set to solo with because you have so many safety nets. All of your best attacks have a high-to-100% chance to either stun or knock back, in addition to doing great damage. Power Push is not only extremely accurate (+40% accuracy with no slots), it does good damage (Bone Smasher pre-revamp), and is insanely fast to animate. It also serves as your primary boss-tosser, enabling you to sleep-push-hold-sleep-hold for safe, effortless mez stacking out of Domination. Mind has Levitate that can also do this, but Levitate has lower damage, does its damage slowly, and doesn't have a whopping +40% accuracy bonus.
Energy's not going to beat Fire in terms of raw damage, but it comes damn close in Single-Target output. Total Focus can one-shot minions, and what it doesn't kill gets stunned (barring bosses).
It also depends on what you want to play the set as. Energy can do all-range, but it shines in melee range, especially with Combat Jumping to help you joust. Fire is the best all-range set there is, bar none, but it lacks the safety and utility that other sets provide. Psi is just a beast all day long, but when you find enemies that resist Psi, it gets resisted hard, and oftentimes you will see enemies with both Psi resistance AND defense, so since your Holds are also Psi, you'll want a secondary of a different damage type so that your character doesn't have a single point of failure. Energy and Fire are far more reliable in that regard, being uncommonly resisted types that are rarely defended against, while a whole enemy group that you commonly see from the 30s till the end of the game has Defense against Psi.
However, Energy has crap for AoE, even now that Whirling Hands is better. Whirling hands is still the only AoE attack it has, and it's not a good AoE attack on its own. With APPs, it becomes a good part of an AoE chain, but I advise against using it you only want one AoE attack. Fire and Psi both have far more options for AoE attacks, so if that's important to you, don't pick Energy unless you don't mind waiting till the 40s to get an AoE chain.
Being a Mind/Energy who loves his job, I am going to sell Energy to you.
It depends on how often you foresee yourself using AoE controls, and how much you want AoE attacks. If you use AoE Controls a whole lot, Power Boost's usefulness cannot be overstated. It's quick-recharging, and basically once you use a control with it, you can forget about whatever you mezzed ever coming to. Solo, I use it lots with Mass Hypnosis. It's basically Domination without the Mag boost. If you want to skip most of your AoE mezzes, and rely on TK and Terrify for your mezzing needs, Power Boost will sit there unused most of the time. I have used Mind/Energy every which way I could think of, and IME, it works best without TK, and with Total Domination and Mass Hypnosis. Mass Confusion is mandatory. Beyond just Power Boost, though, it also depends on how much you want to solo. Energy is by far the safest set to solo with because you have so many safety nets. All of your best attacks have a high-to-100% chance to either stun or knock back, in addition to doing great damage. Power Push is not only extremely accurate (+40% accuracy with no slots), it does good damage (Bone Smasher pre-revamp), and is insanely fast to animate. It also serves as your primary boss-tosser, enabling you to sleep-push-hold-sleep-hold for safe, effortless mez stacking out of Domination. Mind has Levitate that can also do this, but Levitate has lower damage, does its damage slowly, and doesn't have a whopping +40% accuracy bonus. Energy's not going to beat Fire in terms of raw damage, but it comes damn close in Single-Target output. Total Focus can one-shot minions, and what it doesn't kill gets stunned (barring bosses). It also depends on what you want to play the set as. Energy can do all-range, but it shines in melee range, especially with Combat Jumping to help you joust. Fire is the best all-range set there is, bar none, but it lacks the safety and utility that other sets provide. Psi is just a beast all day long, but when you find enemies that resist Psi, it gets resisted hard, and oftentimes you will see enemies with both Psi resistance AND defense, so since your Holds are also Psi, you'll want a secondary of a different damage type so that your character doesn't have a single point of failure. Energy and Fire are far more reliable in that regard, being uncommonly resisted types that are rarely defended against, while a whole enemy group that you commonly see from the 30s till the end of the game has Defense against Psi. However, Energy has crap for AoE, even now that Whirling Hands is better. Whirling hands is still the only AoE attack it has, and it's not a good AoE attack on its own. With APPs, it becomes a good part of an AoE chain, but I advise against using it you only want one AoE attack. Fire and Psi both have far more options for AoE attacks, so if that's important to you, don't pick Energy unless you don't mind waiting till the 40s to get an AoE chain. |
Coming from a Elec/NRG Domi this is pretty useful, mightn't be as of much use to a Mind domi where the wide-area confuse isn't up nearly as much (but on the other hand is way more effective when it is).
Energy is very economical to permadom, if such things interest you. Ironically, permadom makes powerboost unnecessary, but that's the price of progress.
Energy is very economical to permadom, if such things interest you. Ironically, permadom makes powerboost unnecessary, but that's the price of progress.
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Also PB & Domination will combine anyway, which is great for the AOE Holds.
Erm, no it doesn't. Power Boost will affect things that Dominate won't (for example Elec Controls chaining confuse and draining aura) because it works by affecting the AT modifiers for mezzes and some buffs/debuffs.
Also PB & Domination will combine anyway, which is great for the AOE Holds. |
To the OP, I have a mind/elec and it is pretty sweet I must say myself. It is a pretty smooth sail, and cheap to permadom. That is what takes my vote.
Erm, no it doesn't. Power Boost will affect things that Dominate won't (for example Elec Controls chaining confuse and draining aura) because it works by affecting the AT modifiers for mezzes and some buffs/debuffs.
Also PB & Domination will combine anyway, which is great for the AOE Holds. |
You go ahead and laugh, I'll keep the ability to hold everything in the area for 52 seconds.
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If you, as a mind control character, need one power to do the job for 52 seconds, you're not aware enough.
If you feel that this is a dealbreaker over the guy who can hold things for 30 seconds, then you're taking far too long in a single spawn.
I find, in any play experience, a single long-lasting control is worthless, especially when they come with equally long recharges. A control that lasts ten seconds and recharges in two is far, far better than a control that lasts sixty seconds and recharges in five minutes. I kill a spawn and move on, I don't need an AOE hold that lasts for ages in one spot.
Levelling, before you have these layered controls and manifold options then yes, I can see an option, a use for these powers. But when we're talking about builds that are permadom? The hell it matters that you can get a higher number on your irrelevantly long mez. Gimme three controls that last a third of the time so I can kill a spawn, then another spawn, then another spawn.
Can you see why longer durations seem totally unnecessary? A duration needs to be long enough - any more than that is just unnecessary showboating. And with the damage output of a dominator, 'enough' comes very soon.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Sure, you can put go-faster stripe on your Veyron if you must.
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And once you hit the purple patch (like say in the new end game content that's being rolled out) durations need all the help they can get. The devs seem to be overall making changes there which means the I-Win buttons in the normal PvE game (perma-dom, soft-cap defenses) aren't as an effective I-Win solution in the End Game.
Ok I have decided on Energy. As it looks like something I can have fun with and I don't have energy on any of my other toons.
Here is a build I came up with it will be a perma dom and as a bonus it will have perma Hasten too. Please look over the build and tell me if I am missing something or over looking a power.
You know just give me your thoughts.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Wandering Thought: Level 50 Science Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Flight
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Mesmerize -- Acc-I(A)
Level 1: Power Bolt -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(31)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(15), BasGaze-Acc/EndRdx/Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(21)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 6: Confuse -- CoPers-Conf%(A), Mlais-Acc/Rchg(7), Mlais-Acc/EndRdx(7), Mlais-Acc/Conf/Rchg(9), Mlais-EndRdx/Conf(9), Pplx-Acc/EndRdx(13)
Level 8: Mass Hypnosis -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(46), FtnHyp-Acc/Rchg(48), FtnHyp-Sleep(48)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Power Push -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(36), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(37)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17)
Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(21), BasGaze-Acc/Rchg(23), BasGaze-EndRdx/Rchg/Hold(23), Lock-Acc/EndRdx/Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(25)
Level 20: Power Blast -- Decim-Acc/Dmg/Rchg(A), Empty(34), Decim-Acc/Dmg(37), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Stealth -- LkGmblr-Rchg+(A)
Level 26: Terrify -- U'spkT-Acc/Fear/Rchg(A), U'spkT-Acc/Rchg(27), U'spkT-EndRdx/Fear(27), U'spkT-Acc/EndRdx(29), U'spkT-Fear/Rng(29)
Level 28: Total Focus -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/Rchg(43), C'ngImp-Dmg/EndRdx(46), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/EndRdx(33), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(34), Mlais-Acc/EndRdx(50)
Level 35: Invisibility -- LkGmblr-Rchg+(A)
Level 38: Power Burst -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Dev'n-Dmg/EndRdx(40), Dev'n-Dmg/Rchg(40), Dev'n-Acc/Dmg/Rchg(40)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dam%(43)
Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Rise of the Phoenix -- Heal-I(A)
Level 49: Hover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- RgnTis-Regen+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(48)
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Statesman -- Putting the F U back in Fun.
The Legendary Mythic Kek - 35 Inv/Stone Tanker
Longspear - 50 Spines/Regen Scrapper
Champion
Erm, no it doesn't. Power Boost will affect things that Dominate won't (for example Elec Controls chaining confuse and draining aura) because it works by affecting the AT modifiers for mezzes and some buffs/debuffs.
Also PB & Domination will combine anyway, which is great for the AOE Holds. |
I might be wrong but it is just heavenly!
http://s305.photobucket.com/albums/n...stumes%202011/
Why is there no shield in your build? I know alot of people don't take it because they feel they don't need it.. I think a shield would have a better use in your dom then a rez.
I am partial to Mind/Fire because it was my first but i have Mind/Thorn and Mind/Energy as well. I'm a huge fan of Mind Doms.
What are your goals with this dom? Maybe i overlooked it.. But are you planning on being a perma sleeper for TF/SF's?
-X2-
@x2crunner and @x2crunner2
Try Volcanic Gasses, Quicksand, EarthQuake, Stalagmites while under the influence of PB/Domination/Megolomaniac/Frenzy and Hasten at the same time. When I first saw thing I just giggled.
I might be wrong but it is just heavenly! |
Basically if you PB and then cast Volc Gasses then the holds it casts for the first 13 seconds or so (while PB is still up) will have extended durations.
For Quake for roughly 12 seconds the Quakes -ToHit will be boosted.
For Quicksand the Slow and Def debuff will be boosted for the first 12 seconds or so (until PB wears off again).
Hello all
I have decided to roll a Dominator. I like the look of Mind so I am going with that as my primary. I just cann't decide on a secondary.
I have narrowed it down to three: Fire, Psi, and Energy. Fire is of couse the king of damage. Psi has Drain Psyche. Energy has Power Boost.
So am I over looking something or did I do a good job summing up the 3 secendaries?
Please let me know.
Statesman -- Putting the F U back in Fun.
The Legendary Mythic Kek - 35 Inv/Stone Tanker
Longspear - 50 Spines/Regen Scrapper
Champion