Mind/Cold or Fire/Cold


Amy_Amp

 

Posted

Hello fellow forumites, i've recently finished IO'ing and Alpha...ing my Illusion/Trick Arrow controller and have achieved {} this close to perma PA with my Tier 3 (45%) Spiritual Alpha. I'm probably no more than 2-3 secs off. Anyway, I digress.

Altitis has struck again and I'm looking to play something /cold. Can anyone with a Mind/Cold or Fire/Cold chime in on the synergies between the two combos?

I have a lvl 30 mind/thorn dom collecting dust somewhere so my "Mind" experience is limited. On the /cold side, my experience amounts to zilch.

So which would you recommend? Fire/ or Mind/? I tend to team alot but never build "team only" characters. They need to be able to solo.

Thanks in advance.



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Posted

Mind has no pet so the shields aren't useful if you plan on soloing. Sleet will work against Mass Hyp, but then I tend to use Mass Hyp on the side mobs more than anything.

Fire has Hot Feet and Cold has Arctic Fog so you benefit from both while in melee. Heal Loss will also help deal with Fire's end cost. Cold gives Fire some added control which will be helpful for Fire which lacks control.

In terms of pure synergy, Fire wins easily.


 

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Quote:
Originally Posted by Amy_Amp View Post
Mind has no pet so the shields aren't useful if you plan on soloing. Sleet will work against Mass Hyp, but then I tend to use Mass Hyp on the side mobs more than anything.

Fire has Hot Feet and Cold has Arctic Fog so you benefit from both while in melee. Heal Loss will also help deal with Fire's end cost. Cold gives Fire some added control which will be helpful for Fire which lacks control.

In terms of pure synergy, Fire wins easily.
That's what I was thinking. My brain is telling me that fire is a better match with cold but I also want to try my hand with Mind again.

Is there a "better" match with /cold?


 

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I think anything else matches Fire, but I don't think there is a flat out better match. Ice due to theme and it's similar to Fire in terms of being in melee and end heavy. Plant would be good since it's similar to Plant/storm. Il would be a less chaotic Ill/storm that would be rather nasty. Earth would be a more team based build, but it would be flat out cruel what it could do to a mob. Grav, again, a less chaotic form of Grav/storm. Elec would be a good end sapper.


 

Posted

Either. The only major irritation from Mind is Sleet making getting Containment from Mass Hypnosis more difficult. But the combo gets somewhat reliable stealth, which Mind benefits from a lot. (Don't be fooled into thinking the stealth proc IOs work the same--they don't. They suppress when you take damage, where Arctic Fog + Super Speed suppresses only when you attack.)

The shields are useful even if you don't use them all the time because they are an easy spot for Luck of the Gambler +Recharge. Just them being around means your build can score +15% recharge pretty easily.

As a point of confession, my lvl 50 Mind/Cold Controller was previously among my mains. Not so much anymore. Cold has a stellar reputation on the boards but IMO has actually been dialed back in power recently not because it was nerfed but because so many other sets were recently buffed up around it:
- Now any combo can skip Stamina (this used to be a major selling point for high recharge Cold builds)
- Now any combo can "afford" multiple armor toggles due to Cardiac boosts (previously limited to sets like Cold and Kinetics who could manage the costs better)
- Now Dominators get an identical version of Sleet, and it arrives just 6 levels after the Controller version

Cold still has some advantages: mostly the -Resistance, the team shields, slow/recharge protection, and the -Special in Benumb. It's certainly not a bad set. But in a question like "which one is better?" Dominators should at least be considered here, as in my experience they are more generally useful in the 90% of the game that aren't edge-of-seat AV fights.


 

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Well, if you really want to try Mind, give some thought to /Kin. Siphon Speed gets your AoEs back up faster, Mass Hyp lets you Fulcrum Shift/Siphon Power in safety before letting loose with Terrify and your epic AoE. For added safety, you can use Mass Confusion first so that no one retaliates. With a high enough recharge, you can swap between using mass hyp/mass confu and Total Dom on each group of enemies. Done right, you may never take a single point of damage in an entire mission.

.... terrible for collecting damage/debt/healing badges, though. =(


-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)

 

Posted

I can't talk to Mind/Cold, but as a player of a Fire/Cold/Stone Controller I echo Amy_Amp's sentiments. She nailed the synergistic elements of the Fire/ and /Cold pairing in her comments. (Edit- I would only add that its a late blooming pairing):

Quote:
Originally Posted by Amy_Amp View Post
Fire has Hot Feet and Cold has Arctic Fog so you benefit from both while in melee. Heal Loss will also help deal with Fire's end cost. Cold gives Fire some added control which will be helpful for Fire which lacks control.
As far as a similar pairing, Elec/Cold may be a good pairing. Be warned however, that some players report conflict with Sleet and Static Field. I would add that the allure of the endurance recovery offered by Heat Loss would be less attractive to Elec/ since it has native endurance recovery.

Regardless, you may want to catch the videos posted by Boomie (sp???) taking down Pylons with his Elec/Cold. It may help you over look some of the drawbacks of an Elec/Cold pairing.

Good luck with your decision!


 

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Mind is lacklustre on controllers. Go fire


 

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Quote:
Originally Posted by Terror1 View Post
Mind is lacklustre on controllers. Go fire

Yeah.

Uh, no.

That's fighting words on these boards.

Controller <> Dominator. You just have to know your reasons for picking one or the other.


 

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Quote:
Originally Posted by Oedipus_Tex View Post
Yeah.

Uh, no.

That's fighting words on these boards.

Controller <> Dominator. You just have to know your reasons for picking one or the other.
Mediocre damage, lack of containment options. Poor control compared to doms.
Fire is great though.
Heard and seen great stuff done by ill/colds and elec/colds as well.
Plant/Cold sounds like a nice combo.


 

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Quote:
Originally Posted by Terror1 View Post
Mediocre damage, lack of containment options. Poor control compared to doms.

And 100% better support. Because they, you know, get a support set.

You're comparing apples to #2 pencils.

I'm not trying to pick a fight, but I actually have two versions of the same character, one a Mind/Cold Controller, the other Mind/Icy Dominator. The Controller was my favorite of the two until recent changes made it so the Dominator can have many of the endurance advantages the Controller previously had a lock on. The Controller version can still do things the Dominator can't though.


 

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Quote:
Originally Posted by Oedipus_Tex View Post
And 100% better support. Because they, you know, get a support set.

You're comparing apples to #2 pencils.

I'm not trying to pick a fight, but I actually have two versions of the same character, one a Mind/Cold Controller, the other Mind/Icy Dominator. The Controller was my favorite of the two until recent changes made it so the Dominator can have many of the endurance advantages the Controller previously had a lock on. The Controller version can still do things the Dominator can't though.
Comparing the control set against control set. mind control is mediocre on trollers.


 

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Quote:
Originally Posted by Terror1 View Post
Comparing the control set against control set. mind control is mediocre on trollers.

Searching for a clue to what you are talking about specifically, I looked at your post history, and found this post from you in the "Most Overrated Powerset Combos" thread:

Quote:
Controllers for control. Doms are so much better at it.
That pretty much explains why I'm not going to continue this conversation with you. You are welcome to your opinion but I'm not going to convince you of anything.


 

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Quote:
Originally Posted by Oedipus_Tex View Post
Searching for a clue to what you are talking about specifically, I looked at your post history, and found this post from you in the "Most Overrated Powerset Combos" thread:



That pretty much explains why I'm not going to continue this conversation with you. You are welcome to your opinion but I'm not going to convince you of anything.
Do note i have a mind/cold controller and a mind/elec dominator.
Comparing control my dominator made this easy game borderline retarded, my mind controller couldnt even come close to that.
Colds are always nice, i like the set on corrs and defenders myself but thats personal preference.


 

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I've got a Fire/Cold and like it a lot. I strongly disagree with Cold being relatively less interesting than it used to be ; back before inherent fitness, if you skipped Stamina, you also skipped Hurdle, which killed your unsuppressed movement. Big no-no for me. On top of that, with the Alpha Slot, it's much easier to get Hasten and HL perma or close to it without making defense sacrifices. Honestly, I went from a Mids build (in I17 or so) that made so many compromises in some areas that I never got around to actually build the character ingame, to a build that has everything I wanted and more. Fire/, attacking at full speed, will consume enough endurance to require HL, and with Sleet and occasionally HL you've got great res debuffing buffing great damage further. Arctic Fog helps with defense. Benumb helps with -regen. Shields/frostworks are great for teams. When I look at Cold, I see everything I could want in a secondary - except a PBAoE heal.


 

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Quote:
Originally Posted by EmperorSteele View Post
Well, if you really want to try Mind, give some thought to /Kin. Siphon Speed gets your AoEs back up faster, Mass Hyp lets you Fulcrum Shift/Siphon Power in safety before letting loose with Terrify and your epic AoE. For added safety, you can use Mass Confusion first so that no one retaliates. With a high enough recharge, you can swap between using mass hyp/mass confu and Total Dom on each group of enemies. Done right, you may never take a single point of damage in an entire mission.

.... terrible for collecting damage/debt/healing badges, though. =(
This sounds tempting but as much as I love /kins on my team, I can't get into one. I've tried, and even have a lvl 33'ish fire/kin. But he's collecting dust for now. I take him out during halloween events and such.

I went to roll a fire/cold last night and had a complete creative block. Couldn't find a concept/costume/name so I just gave up and played something else... :-)

I still haven't given up on the Mind/Cold. For some reason it's calling me. I may go the dominator route for mind/X.

To be continued...


 

Posted

Jumping in on what Terror1 stated, I wouldn't consider Mind Control "lack luster", HOWEVER, it is the one set that is GREATLY improved by having Domination instead of only "somewhat" improved. A mag 8 mass-sleep that lets you pick off one of several AVs in total safety? Or enough Confusion mag to make them turn on each other? These things are pretty hard for a Mind Controller to do but cake for a Perma-Dom (but also impossible for any other controller set, as they all rely on agro-generating immobs to set Containment.

See, Mind Control, by itself, is strong enough to hold off multiple EBs at once. However, a Controller doesn't really have the damage to take advantage of this (without relying on several long-cast-time buffs which means you're not attacking or mezzing). A Dom on the other hand can hold, then blast.

Controllers are meant to be team-players. Dominators are meant to be soloists, so of course their single-target DPS is going to be higher in most cases. Of course, there are some exceptions. Obviously, a Mind/Fire Perma-Dom will cut through a mission faster than a Mind/FF controller using SO's. By the same token, I'm sure my IO'd out Mind/Kin could easily beat a Mind/Stone with no recharge bonuses and who has to go through half the mission without the benefit of Domination.

See, Terror's comparison comes from MC performing at its peak, during Domination. But it should be noted that when Domination is NOT up, a Dom's control abilities are weaker than a Controller's. Duration is less, no chance for Overpower, No containment, and without any buffs or debuffs a Dominator who isn't in domination mode is going to have a hard time against most bosses and EBs. And it should be noted that when taking advantage of containment, a Controller's control powers out-damage the Dominator versions. But since Dominators have attack powers in their secondary, the edge in damage goes to them.


-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)

 

Posted

The thing about Domination that has to be kept in mind is that extra mag is only as good as the protection you have to overcome. You don't get anything extra for surpassing a mob's protection value by more than 0.1 mag.

Mind Control already has two ways to deal with a standard boss (mag 4 protection): Mesmerize or Levitate. Dominate > Levitate > Dominate will juggle any of them that need a longer hold. Mass Confusion > Confusion on will also hit for Mag 6 and take out a boss. You can get away with this because Mass Confusion does not cause aggro. Mass Hypnosis, on Controllers, also has 50/50 odds to sleep a boss on the first shot. On a Mind Controller built for it, Mass Hypnosis is up every ~13 seconds. Power Boosted and ehnhanced Mass Confusion lasts 112 seconds and Total Domination 48. Both Mind and Cold are hungry for Recharge IOs, so putting them together has a certain synergy from an IOing standpoint.

The specific situation where Domination tends to make the most difference are in Elite Bosses and AV fights. However, you would need an incredibly craptastic team to be so seriously challenged by Elite Bosses that Domination makes or breaks the fight, even when they are encountered in packs. The argument could be made for the giant robot battle in Apex, but IMO in that situation, and almost any other where a team has a chance to wipe, you are far, FAR better off with the support secondary of a Controller than a chance for extra mag from a Dominator. This is not to say that Controllers are "better" than Dominators, only, like I said before, they are not directly comparable, and especially not in a way where it is appropriate to tell someone they are "too mediocre" to play.


 

Posted

Mind is a favorite control set of mine on both Dominators and Controllers. Is it better for Dominators? I would agree, yes. It benefits a great deal from Domination with only Levitate not taking advantage of Dom's inherent. Does that mean it is mediocre for Controllers? Far from it. Mind's strength is, as Tex states, the variety of options for dealing with tough mobs. Levitate, Mesmerize, Confuse, and Dominate are all efficient ways to deal with bosses. I have not had trouble keeping 3-4 of the War Walkers under wraps with my mind controllers. When one strayed loose of my control is was debuffed to a kitten with /rad toggles.

Recognizing that your contribution to the team is not limited to control or damage goes a long way in appreciating what Mind can do. Aggro free control lets you easily set up to debuff enemies.

As for the constant dom vs troller debate that some seem to want to perpetuate, I ask this. How often do we compare controllers and corrupters? The have as much in common as dominators and controllers. Dominators and Controllers, even if you're playing a damage oriented Controller, have quite different playstyles.


 

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EmperorSteele and Oedipus_Tex, thank you for taking the time to explain where Terror1 has a point and the basis for his views as well as the ways in which that viewpoint is limited, insufficient, or glossing over certain things. Very helpful for someone like me who likes Controllers, hasn't tried a Dominator, but has been wondering what the real in play difference is beyond the hover-over descriptions of Dominate and Containment.

Veritable "sticky post" informativeness laid out in a rather concise and fair manner. Sounds like two great classes!


 

Posted

Quote:
Originally Posted by The Demacian View Post
EmperorSteele and Oedipus_Tex, thank you for taking the time to explain where Terror1 has a point and the basis for his views as well as the ways in which that viewpoint is limited, insufficient, or glossing over certain things. Very helpful for someone like me who likes Controllers, hasn't tried a Dominator, but has been wondering what the real in play difference is beyond the hover-over descriptions of Dominate and Containment.

Veritable "sticky post" informativeness laid out in a rather concise and fair manner. Sounds like two great classes!

[EDIT: Corrections made based on user comments.]


Glad that was helpful. Here is a more specific breakdown. It may be information overload, but it may help you understand more about how these powers work.:



Containment is a Controller's ability to do double damage. You can do this with most attacks against an enemy that is Slept, Held, Stunned, or Immobilized. Without Containment, most Controller attacks are not very damaging (I think actually the lowest damage in the game). With it, you essentially get the equivalent of a Critical Hit every attack. Bonus damage, -Resistance, and anything else that increase your attack strength also increase this damage, but damage procs do not.

Note that even with Containment you are not necessarily doing huge amounts of damage (tho a small few Controller combos can). That's mainly because you don't usually get a whole lot of AoEs to throw at enemies. But the damage per attack is pretty decent. So you can buff, debuff, attack, buff, debuff, attack, and put out better numbers than you'd expect, because each attack is basically doing twice what it normally would, and even the buffs and debuffs are doubled.

Mind Control traditionally has some trouble establishing Containment, where Fire Control traditionally does not. That's because Mind lacks easy access to an immobilize power. Mind relies a lot on Sleep powers instead, which means Containment breaks on the second hit. (The second hit and not the first, because if you are in the know, you queue two attacks back to back, and get Containment for both, even tho the first one technically breaks the sleep). The two main places this will affect you are when using AoEs and when fighting AVs (who typically lack immobilize protection).

However, what you also need to know about Containment is that cage powers, of themselves, are not that great. They could be a lot worse, but essentially for most Control sets they take the place of what would be a very effective pet (in the case of Illusion) or an extra AoE control (in the case of Mind). So while Mind (and Illusion) both lack the immobilize powers, they pick up powers that shut enemies down. Which is "better" depends completely on the situation.

To make things even more complicated, you benefit from Containment even if you are not the one who sets it. If you're a Mind Controller on a team and someone throws out cages, you actually do more damage per available tier of attack than a Dominator. And, depending on what your secondary is, possibly even MUCH more damage, due to your ability to buff your damage, debuff enemy resistance. The only thing is that, again, you are unlikely to have that many attacks at your disposal like the Dominator does, and definitely will not have a heavy hitting Tier 3 single target blast that many Dom sets get at level 38. Hopefully you are starting to see why this topic is so complicated.



Overpower is a Controller's ability to get extra "free" magnitude on a power. Most standard mezzes are Mag 3. On most powers Controllers then get a 20% chance for an additional Mag 1 mezz to be layered on top of this. The reason you need to understand this is that bosses have Mag 3 protection. Mag 3 protection versus Mag 3 mezz means the mezz doesn't land (it doesn't vanish tho--it's still there, and can be stacked with other powers/a recast of the same power). If you roll the 20% chance, you mezz the boss on the first cast. If you've ever worked with a "Chance to Hold" proc, the idea is basically the same.

Most of the mezzes in Fire Control are Mag 3 with a 20% overpower chance. Exceptions are Ring of Fire (mag 4, 20% Overpower chance) and Fire Cages (mag 3, 50% Overpower chance).

In Mind Control, most mezzes are also Mag 3 with a 20% overpower chance. However, Mesmerize is Mag 3.5. This will sleep a standard boss in one shot, and even some Elite Bosses and AVs. Mass Hypnosis, meanwhile, is Mag 3 with a 50% Overpower chance. This will sleep bosses on the first shot 50% of the time. Moreover, it's also aggro-free, so if you have not yet attacked the group and need to do it, you can wait for the power to recharge and cast again. At high levels a basic build would have the power at about a 22 second recharge, power builds at around 12 or 13.

There is something very important about Overpower you should understand. The Overpower mezz has a shorter duration than the "main" mag 3 mezz. So if you throw an AoE at a group, and the boss gets Overpowered, if you watch and wait for them to break out of the mezz, you will see the boss break out first, followed by the others sometime later. That's because the Overpower mezz faded prior to the main one, and with them no longer stacking above Mag 3 protection, the boss is now protected.

Unlike Domination, Overpower is completely random. You have no control over when it happens.



Domination is a power available to Dominators that adds a 100% chance to proc a Mag 3 mezz to many (but not all) control powers. Unlike Overpower, Domination is an actual click power that you activate when ready to use it. However, before you can click it, you need to build up your "Domination bar" by using attacks. Domination lasts for 90 seconds each time it is clicked.

Domination also a few other perks. Activating it instantly refills your endurance bar, and gives you mezz protection for the duration its active.

Most Control sets can Dominate in their main powers, and 1 or 2 of their "mainline" control AoEs. In contrast Mind Control can Dominate in almost all of its powers. Whether this is as good as it sounds is debatable. All of the Dominator Control sets get huge advantages while in Dominator mode, even if they aren't immediately obvious. Fire, Electric, and Ice, for example, all get much needed mezz protection to run their PBAoE toggles unmolested. And any Dominator can one-shot hold a standard boss while in Domination mode.

In any case, Mind Dominators are able to use Domination to stack confusion and sleep on archvillains without drawing their aggro. This can be very effective, even if its also somewhat unnecessary outside of some very specific end game content. The technique also does not appear to be particularly valuable in the newer Task Forces and upcoming raids. But if soloing is your gig, it may be better for you.

Note that the in-game description of Domination claims it also "doubles the duration of most of your mezzes." This is not exactly correct. What it actually does is mimic Overpower, except with a 100% chance to proc a mag 3 mezz that is 50% longer than (rather than slightly shorter than) the main mezz. This basically means that like with Overpower, Dominated bosses will break out of the mezz faster than lieutenants and minions. The way it works out is that the bosses break out of the power at about the same time minions and lts would have if the cast had been made without Domination active.



A perma-dom is a Dominator with a lot of global recharge bonuses, which allow him or her to "stack" Domination on itself. When you have enough recharge to do this, it means you are able to more less permanently stay in Domination mode most of the time. Basically, what happens is your Domination icon becomes active again when you are still running the previous Domination cycle. You are able to click it and instantly refill your endurance bar and reset the timer on Domination. In other words, perma-doms do not have to refill their Domination bar by attacking, it just stays at full and you get the benefits long term.

However, perma-Dom is kind of a misnomer. You have to be vigilant enough to click the power every time it recharges. If you forget, and the previous cast expires, your bar crashes insantly to zero again and you have to rebuild it up again by attacking. You also lose your Dom bar if you die. You CAN maintain it outside of missions, but you have to remember to click the power constantly to keep resetting the cycle. At a minimum this is one click every minute and a half, but thats cutting it close. Remember: one missed click and it drops on you. (It has a special way of liking to do just after you aggro hordes of Rikti psi mages. ) This is also why enemies with -Recharge powers are the absolute bane of the Dominator AT.

If your Dom bar does crash, all of your mezzes are mezz 3, and you have no extra mezz protection until you rebuild the bar, the power recharges, and you click the power again. It rebuilds very fast on full teams (after about 10 attacks) and quite a bit more slowly solo. A perma-dom on a full team can usually pop 10 attacks and hit Domination immediately, where a non-perma or someone debuffed out of perma may find himself with a refilled bar but the power not yet being recharged enough to click.

As you level up, you will spend a good bit of time in the un-dom state, because perma-doms are very unusual prior to level 50. Even though Domination is a power, you cannot slot it directly. Only global bonuses from IOs or powers (e.g. Hasten) affect it. Characters who will never see IOs will never be perma-doms, so comparisons between Controllers and Dominators are that much more sticky. The good news that both ATs are awesome in their own right.


 

Posted

Quote:
Originally Posted by The Demacian View Post
EmperorSteele and Oedipus_Tex, thank you for taking the time to explain where Terror1 has a point and the basis for his views as well as the ways in which that viewpoint is limited, insufficient, or glossing over certain things. Very helpful for someone like me who likes Controllers, hasn't tried a Dominator, but has been wondering what the real in play difference is beyond the hover-over descriptions of Dominate and Containment.

Veritable "sticky post" informativeness laid out in a rather concise and fair manner. Sounds like two great classes!
You beat me to it. I'm loving the amount of information laid out in this thread.

The amazing part is how well the two "Mind" powersets are balanced across two very different ATs. After all the excellent information above, there are very strong reasons to play a Mind dom as well as a Mind Controller.


 

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Quote:
Originally Posted by EmperorSteele View Post

Controllers are meant to be team-players. Dominators are meant to be soloists, so of course their single-target DPS is going to be higher in most cases. Of course, there are some exceptions. Obviously, a Mind/Fire Perma-Dom will cut through a mission faster than a Mind/FF controller using SO's. By the same token, I'm sure my IO'd out Mind/Kin could easily beat a Mind/Stone with no recharge bonuses and who has to go through half the mission without the benefit of Domination.

See, Terror's comparison comes from MC performing at its peak, during Domination. But it should be noted that when Domination is NOT up, a Dom's control abilities are weaker than a Controller's. Duration is less, no chance for Overpower, No containment, and without any buffs or debuffs a Dominator who isn't in domination mode is going to have a hard time against most bosses and EBs. And it should be noted that when taking advantage of containment, a Controller's control powers out-damage the Dominator versions. But since Dominators have attack powers in their secondary, the edge in damage goes to them.
I disagree on the first. A mind dominator can be very good for a team.
The second is true i got to experience mind control at its peak and thats why i think its a much better set on dominators. Subjective opinion sure but i can only really tell him things that i have experienced myself from playing the set on both AT's.


 

Posted

Quote:
Originally Posted by Terror1 View Post
I disagree on the first. A mind dominator can be very good for a team.
The second is true i got to experience mind control at its peak and thats why i think its a much better set on dominators. Subjective opinion sure but i can only really tell him things that i have experienced myself from playing the set on both AT's.

I agree with you about Doms still being good on teams. Both are fantastic on teams really, for somewhat different reasons.


Mind Controllers have "good enough" mezz to take care of most enemies. Unlike most Controllers, they get a Tier 2 damage blast in their primary set (Levitate). They are the only Controller primary that can sleep a boss in one shot with 100% odds (Mesmerize). They can also "juggle" bosses by using a mezz > Levitate > mezz pattern. They have less reliable ability to hit whole groups quickly, but they are the only Controller who can AoE discreetly, allowing them to set up the fight before it begins.

A Mind Controller is also a multiplier. Most of his or her buffs and debuffs affect the whole team. Put 8 Mind Dominators together and you have 8 Mind Dominators. Put 8 Mind Controllers together and you have 64, as each buffs the others, and the team eventually becomes indestructable from the powers stacking. The Controller's buff abilities also extend to him or herself; powers that provide personal defense and resistance have higher values on a Controller, so they are easier to soft cap and armor up. Plus, some of them have outright self heals that Dominators lack outside of one power set (Psi Assault).



Mind Dominators have incredibly powerful mezzes when in Domination mode. Like all Dominators, they have better base damage than Controllers. Most receive a very powerful Tier 3 single target attack that Controllers do not get. Domination provides them with bursts of endurance and mezz protection. Typically, they are much more able to charge into a battle without planning for it. Mind Dominators specifically can Hold or Confuse elite bosses and some AVs that Mind Controllers (more properly most Controllers) would not be able to. They can also sleep groups of AVs, which is a tactic sometimes used during one specific villain Strike Force. Mind Dominators are also freed from the worry of Containment, and able to blast more or less at will.

While Dominators typically do not stack as well as Controllers do, extra damage is never a problem. They can easily fill in for a Blaster on a team that lacks them (the real AT that ought to be concerned about Doms, IMO, not Trollers), but unlike a Controller, cannot fill in for Defenders or Corruptors. The Domination power itself varies in terms of which powers it affects, but make no mistake that ALL powersets benefit tremendously from it, not just Mind, even if they don't throw the word Domination on the screen to remind you. Ice, Fire, and Elec get mezz protection that is very useful to these sets. Earth, Fire, and Plant gets mag 6 mezz in their every-spawn Confusion and Stun powers that recharge much faster than any hard mezz available in Mind. Gravity, unfortunately, is neither a particular stand out for either Controllers or Dominators.


 

Posted

If it is helpful I have also provided a video of my Mind/Cold troller soloing. The enemy is fairly simple, and bosses are turned off (as they always are any time I solo with a character) but the technique basically illustrates how to get around some of the limitations of Containment a Mind/Cold runs into.

The order of powers is Power Boost, Mass Confusion, Total Domination, Sleet, AoEs. I can only Total Dom (the source of Containment in this scenario) once every 62 seconds. So for that reason I always have the mission set to x8 players, so after the AoEs kill off most of the group, I can spend 30 seconds or so killing the remaining few. A Controller with something other than Cold, like say a Rad or TA, could just sleep the group and debuff at leisure.

My Mind/Icy Dominator kills stuff a lot faster but doesn't bring the buff/debuffs to down big enemies, so he's not as popular for end game like Apex (though by no means poor). You might expect him to also bring much more AoE damage but the answer is "not really." Some Dominators secondaries + APPs are indeed pretty good at AoE, but by no means are all Dominators great at it across the board. Some of them are single target specialists instead.

Hopefully one day I'll figure out what free program I can use that allows videos longer than 30 seconds. Then I'd show you how to get around limitations on some of the other "low" damage sets, like Ice and Elec Control.

http://www.youtube.com/watch?v=hZ3s_wQz26Q