Mind/Rad Build
I know a lot about Rad, a fair amount about Mind, but I generally slot my Mind controllers for playing solo, so I'm a little bit more damage-oriented. I also don't have access to Mids at the moment. But here is what I see from your build.
I consider Mind to have a nice single-target attack chain of Dominate-Mezmerize-Levitate. Thus, I slot both hold and damage in Dominate and slot both Mez and Lev for damage. The sleep duration in Mez is plenty long without slotting. I also tend to take all three powers early. The benefit of this? Dom holds the foe and sets up Containment. Mez then does double damage if Dom hit, or sets up Containment if Dom missed. Lev then does double damage (and wakes up the sleeping foe but he is still held).
So I would find another slot or two for Dominate to improve the Accuracy and add damage. Using a Hami-O Acc/Dam and a Common Damage works well.
Confuse: The damage proc is a mistake. This power does not draw aggro or notify the target, so you can easily stack it on a Boss. Putting the damage proc in will draw aggro if it hits when you are trying to stack mag to confuse a boss, EB or AV. If possible, get the purple Contagious Confusion proc here -- it turns the single target Confuse into an occasional multi-target power. Even better, slot 5 Coercive Persuasion for the 10% Recharge. Another benefit of using the purple set -- you not only get more recharge, but you free up another slot for another 6.25% Recharge set in another power. The Confuse set is one of the less expensive purple sets.
Mass Hypnosis: If you can afford it, use the purple Fortunata Hypnosis set here -- it is the cheapest of the purple sets and gives 10% Recharge.
Enervating Field: The third EndRdx in this power has very minimal benefit -- that slot could be better used somewhere else, like in Health for the Miracle proc.
Super Speed: If you are having endurance issues, slot it with EndRdx. The loss in speed isn't all that significant.
Total Dom: Needs more accuracy. Consider slotting a 5th slot with an Acc/Hold/Rech.
Ling Rad: The Tempered Readiness set provides minimal benefit for 5 slots. The most important part of this power is the -Recharge and -Regen, neither of which can be enhanced. I slot it just for Accuracy and Recharge . . . if you have enough Global Acc and Rech, you can get by with a single Acc in the default slot.
Super Jump: You have Super Speed, and can have a Raptor Pack for vertical travel. Do you need this?
Terrify: I slot it for Damage, as it is the only AoE damage that a Mind Controller gets. Mass Hyp to set Containment, then Terrify. With enough Recharge, it is perma without slotting for Fear. You can use five from the Posi-Blast set if you want Recharge, and you get a damage proc, too.
Mass Confusion: Take out the Damage proc for the same reason as Confuse. You don't want to mess up the "no aggro" nature of the power.
No EM Pulse? Many consider it to be the best AoE Hold in the game, as it has a huge radius and long duration. Plus, you can slot it with 4 Baz Gaze for more Recharge. EM Pulse does not have the 20% acc penalty of Total Dom and other AoE controls, so with some decent global Acc, you can get by with just those 4 slots. Yes, it has a -Recovery penalty for a short time, but that is minimal. It makes a great "panic button" power and lets you stack holds to be able to hold bosses with Total Dom.
I haven't tried the Dark PPP on any of my Controllers yet, but I can certainly see the appeal on a Mind Controller . . . you finally get a pet.
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
Yeah, you got 1 travel powers too many. Just because you take a pool power at level 6 doesn't mean you NEED to take the travel power.
Also, you took Mutate, but not Fallout? Fallout/Mutate is a 1-2 combo that can make a huge difference in a tight battle.
You have a LOT of recharge though, so good on you for that!
Other than that, I agree with everything Local Man said.
-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)
Well, I am still learning the ins and outs of IOs, so it's good for the critiques. The reason I hadn't taken fallout or EM Pulse was because I have next to no knowledge of those two powers, and I've always been told they weren't worth it. So without knowing what else to take, I took another travel power. Obviously Hover and CJ are in there for LoTG mules.
Thanks for the build critiques, I probably won't take Fallout simply because I can't figure out the slots for it, but I am up to 200% recharge with the tips Local Man gave me.
Well, I am still learning the ins and outs of IOs, so it's good for the critiques. The reason I hadn't taken fallout or EM Pulse was because I have next to no knowledge of those two powers, and I've always been told they weren't worth it. So without knowing what else to take, I took another travel power. Obviously Hover and CJ are in there for LoTG mules.
Thanks for the build critiques, I probably won't take Fallout simply because I can't figure out the slots for it, but I am up to 200% recharge with the tips Local Man gave me. |
Some people love Fallout. I find it to be an extremely situational power for the reasons stated in my guide. On a Mind/Rad, it is extremely optional -- but the more team-oriented your character is, the more I would lean towards taking it. I have it on a few characters, but Fallout is still the single most skippable power in Rad. (On a Ranged controller like yours, Choking Cloud is equally or even more skippable, but on a melee controller, Choking Cloud is great.)
If you do want to take it, there is a wide range of ways to slot it. You can slot it for the significant damage, or you can slot it minimally and take advantage of the power for the large debuffs it provides. On a couple of characters, I only put an Acc/Dam Hami-O in the default slot.
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
I am working on my mind/rad. I am building mainly for recharge and lockdown potential. My main concerns are end problems.
I wouldn't mind a build critique or what I could do differently. Thanks in advance!
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Mind Strength: Level 50 Natural Controller
Primary Power Set: Mind Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Flight
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Levitate -- Decim-Acc/Dmg(A), Decim-Build%(3), Decim-Acc/Dmg/Rchg(19), Decim-Dmg/Rchg(37), Decim-Dmg/EndRdx(45)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(7)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(9)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(11), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-Slow%(13), Achilles-ResDeb%(13)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(17), Efficacy-EndMod/EndRdx(19)
Level 8: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(34), Mlais-Acc/EndRdx(34), Mlais-Dam%(34), Mlais-Acc/Conf/Rchg(36)
Level 10: Mass Hypnosis -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(31), CSndmn-Acc/EndRdx(31), CSndmn-Heal%(33), CSndmn-Acc/Sleep/Rchg(43)
Level 12: Enervating Field -- EndRdx-I(A), EndRdx-I(25), EndRdx-I(31)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 16: Super Speed -- Run-I(A)
Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(37)
Level 20: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(37), TmpRdns-Acc/EndRdx(39), TmpRdns-Rng/Slow(39), TmpRdns-EndRdx/Rchg/Slow(39)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Stealth -- LkGmblr-Rchg+(A)
Level 26: Terrify -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(29), Abys-Dam%(29)
Level 28: Super Jump -- EndRdx-I(A)
Level 30: Mesmerize -- CSndmn-Acc/Rchg(A), CSndmn-Heal%(40), CSndmn-EndRdx/Sleep(40), CSndmn-Sleep/Rng(40), CSndmn-Acc/Sleep/Rchg(43)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(42), Mlais-Dam%(43)
Level 35: Hover -- LkGmblr-Rchg+(A)
Level 38: Mutation -- RechRdx-I(A)
Level 41: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(45), Oblit-%Dam(46)
Level 44: Dark Embrace -- ImpSkn-EndRdx/Rchg(A), ImpSkn-ResDam/Rchg(45), ImpSkn-ResDam/EndRdx(46), ImpSkn-ResDam/EndRdx/Rchg(46), ImpSkn-Status(50)
Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Dam%(50)
Level 49: Summon Seer -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(50)
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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 -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(23), P'Shift-Acc/Rchg(25)