Mind/FF Build
Download or use Mids to give us a starting point on the build generally works better (and tends to provoke more responses).
How much inf are you looking to (or are able to) spend? When you say Fly does Hover count? You mention Task Forces so is exemplar ability something you strongly want? What about your old build worked well for you and what didn't? Do you need a build for while you are leveling this one up or more interested in a 'final' post 50 build?
I agree with Doom. We need a bit more info before we can help you out. But, i'll give you some very basic suggestions.
For a good Mind/FF, you want all the Mind powers except TK. For FF, take the self and ally shields, though make sure to take at least one of the other powers, too. But you'll need to learn how to manage knockback properly (Ie, positioning yourself above your foe so they don't go flying away). I'd also suggest Force bubble for those "OH ****" moments.
For Pools, Leadership to stack with your existing shields would be great. Then the flight pool, obviously. You may also want Hasten to speed up your long-recharge AoEs from your primary.
For an APP, go Primal Forces mastery. The buff from Power Boost will crank up your shields and your mezzes. Or, another option is to go Earth mastery, because the armor will increase your Defense (instead of resistance) and stack with your self-shield.
As for slotting, if you have a lot of cash, get as many Luck of the Gambler: +Recharge IOs as you can (no more than 5 though). These go into defense powers (like your shields) and you can shave off a good amount of time on your attacks' recharge. Another good, relatively cheap option is to 6-slot your attacks (Mesmerize, Levitate, Dominate, and your ST attack from your APP) with Thunderstrike. You'll get a lot of self-defense and some good accuracy bonuses, too.
FF is a secondary that doesn't require a lot of slotting. One defense, one recharge is good for your ally shields, and a +def and a End redux in your toggles will do just fine. What it lacks in normal debuffing it makes up for with extra attacks that mitigate foes by knocking them around. Take advantage of this! Some enemies can't be controlled easily, but they can still be knocked around, which can buy you time you or your team needs.
Hope this helps, but yeah, get Mids, make up a build, and let us see it and we'll go from there!
-STEELE =)
Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
I re-subed and put together this guide just to answer this question.
WhisperWitch's Intro To Canonical Mind/FF/Primal
http://boards.cityofheroes.com/showthread.php?t=261963
That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio
The Infernal Challenge
Building a WarTroller
Troller Damage
Thank you all, this has actually been really helpful. I'll try and make a build (not very good with Mids) and hopefully you could critique it?
This is all I have so far, any further critique? (could use any advice possible..) I just picked the powers because I'm awful at slotting. And are there specific ways to choose what level to add a power?
Forgot to post the most important part I hope I post this right...
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Lady Psyche: Level 48 Mutation Controller
Primary Power Set: Mind Control
Secondary Power Set: Force Field
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Mesmerize -- Empty(A)
Level 1: Personal Force Field -- Empty(A)
Level 2: Levitate -- Empty(A)
Level 4: Deflection Shield -- Empty(A)
Level 6: Hover -- Empty(A)
Level 8: Dominate -- Empty(A)
Level 10: Maneuvers -- Empty(A)
Level 12: Force Bolt -- Empty(A)
Level 14: Fly -- Empty(A)
Level 16: Confuse -- Empty(A)
Level 18: Insulation Shield -- Empty(A)
Level 20: Hasten -- Empty(A)
Level 22: Recall Friend -- Empty(A)
Level 24: Mass Hypnosis -- Empty(A)
Level 26: Total Domination -- Empty(A)
Level 28: Dispersion Bubble -- Empty(A)
Level 30: Tactics -- Empty(A)
Level 32: Terrify -- Empty(A)
Level 35: Mass Confusion -- Empty(A)
Level 38: Force Bubble -- Empty(A)
Level 41: Power Blast -- Empty(A)
Level 44: Conserve Power -- Empty(A)
Level 47: Energy Torrent -- Empty(A)
Level 49: Power Boost -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
I would take Dominate at 2 and Levitate at 8 if you're keep on having both of those two powers. If you're going Primal, though, you can eventually respec out of Levitate because you have Power Blast - this allows you the same 3-ST-attack chain with different types of damage, which is what Levitate is most useful for from 1-41. Force Bolt isn't necessary on a Mind/ either, because your primary gives you more reliable and long-lasting mitigation.
I like to take Terrify earlier but it's all down to personal preference. I noticed you didn't take Repulsion Bomb - IMO that's one of FF's best powers. AoE knockdown can be used as another control to compliment the Mind/ primary, and the damage type helps against psi-resistant enemies. Maybe take that instead of Energy Torrent? ET is an okay power but teams will be happier with the knockdown of Repulsion Bomb than with the knockback of Torrent.
You could take Hasten later in your build since it's most useful for Total Domination and Mass Confusion. None of the FF powers have hefty recharge times and the early mind powers don't either.
I've played Mind/, /FF, and the combination a few times and IMO Tactics isn't really necessary. The Mind/ powers are accurate enough on their own and a few enhancements means they'll pretty much never miss. You could replace it with Repulsion Bomb, or Assault if you feel your damage is lacking (but it will still be on the lower end). Assault does make a noticeable difference in end-game TFs and trials.
I don't know what your budget is for IOing, but the good news is that neither Mind or FF are terribly expensive to slot. I always slot for personal defense on support toons because if you die, the whole team might as well - ranged defense is most important because with controls and force bubble, not much will be getting into melee range. I also slot for recovery on FF/ because of the toggles With Mind, though, you need some recharge bonuses.
Here is a build that I came up with (to open it, copy the data and then click Import/Export > Import from forum post in Mids):
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I have to disagree with EmperorSteele about the ally shield slotting - they don't need any recharge, because by the time you finish casting one, the other is fully recharged. I would argue they need 3 defense buffs because as a controller you can't provide the defense that a Defender can - which is your primary goal as a force fielder.
There are a couple expensive sets here - Fortunata Hypnosis, Basilisk's Gaze and Positron's Blast. Fortunata can be replaced with Call of the Sandman for recharge time or Lethargic Repose for defense. Positron's can be replaced with Unspeakable Terror, which is really, really cheap and gives a nice 5% recharge time bonus, but I slot Terrify as an attack so I wanted the damage. You can take out Basilisk's Gaze and put in Lockdown for the defense, but I needed recharge in my build - with Hasten you won't. The Luck of the Gamblers are expensive but you can get them easily through morality missions, so it's not hard.
You'll have around 42% ranged defense with this build, which is what my FF/ defender has and she never gets hit by anything even when Force Bubble is up and all the aggro is on her. The recovery means you can keep up all your toggles and keep firing off your controls with no end problems, and you have three types of damage in case of resistant enemies. Temp Invulnerability isn't my favorite self-shield but it does provide resistance to the damage that might get through your force fields.
As for incarnate abilities, I would pick Nerve as your Alpha Slot power because of the defense buff. Paralytic is a nice debuff for keeping your team safe, and Rebirth will allow you to heal your team for when attacks make it through the buffs.
Just off the top of my head I would probably swap Terrify. Mass confusion and Total Dom around? TD is handy, but Terrify is one of your staple controls, and decent AOE (very rare on a controller primary) to boot. Mass Confusion is a set defining power for a good reason, it's essentially the Crowd Control version of a Nuke. I would probably pickup Terrify at 26 (as it becomes available) then Mass Confusion at 32 and only later would I fill in with TD when you have the space for it, unless you can shift something else around. Both Terrify and Mass Confusion are far more valuable (IMO) than TD.
Would need to see the slotting to provide a lot more feedback, as it makes quite a difference.
Hope that helps?
Arg
Thank you so much, I'll probably use this exactly
Thank everyone you've all been really helpful!
I recently made a Mind/FF Troller (for the second time) and wanted this one to turn out better than the last. So if I would mostly be using this character for TFs, what would be a really good build? (preferably with fly in it)
Thanks! (: