Mental Character...


Big_Soto

 

Posted

Hello All,
I am hoping that I can get some help from the community on a new character that I would like to make. I have really had it in my head for a bit to make a Mental based character (thematically, though perhaps not directly by powersets). I have a few ideas for possibilities that I will post here, but I have very little experience with Controllers and so I do not know the strengths and weaknesses of the proposed powersets. That is where I am hoping to get some help!

So here they are in no particular order:

1)Mind Control/Force Field or Kinetics (A character that invades others minds to shut them down and either projects his will to an outer defense or convinces others that they are slowed while convincing allies that they are faster [Slower/Faster because they think they are]).

2)Gravity Control/Force Field or Kinetics (A telekinetic [probably FF here since it is far more thematically fitting, but I am open to ideas] I love the idea of hurling stuff with the power of the mind).

3)Illusion/Force Field or Kinetics (A character who projects illusions/fears into the minds of his foes. Kinetics could be strong here thematically [ever have one of those dreams where you are trying to run from something, but you are in slow motion?], but Force Field seems like it could be very strong with Illusion [Picturing sitting safely behind PFF while PA is out, etc].

As I mentioned earlier, I am not familiar enough to know how these sets handle for a Controller so I don't know whether these are strong, capable pairings or underwhelming performers. Where they shine/where they don't.

Also, and please don't think this is a flame post, I am not certain why to choose a Controller over a Dominator for sets where they are available to both. I always thought that Controllers would have a greater magnitude to their controls than the Domintators to balance out the damage, but that does not seem to be the case. As I have looked over the powers in Mids, they seem to have the same Mag, but the Dominator does almost double damage whereas the controller gets a few seconds longer duration.

Am I missing something? Is there a fundamental difference that I am not understanding? Perhaps in the inherent (which I do not really know much about, I admit)?

Ok, I greatly appreciate any tips and help! This ill-formed character concept has been pounding on the inside of my head for days, but I have not been able to get a handle on it. I look forward to your feedback!


 

Posted

My namesake is a FF/Psi, so when I decided to roll Mental Maden2 I chose a Mind/Sonic controller for the thematic similarity between the sets with a twist. I recolored the shields psi colors; it looks nice. It's a nice combo for team play.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Mind Control/TA/Psi Mastery Controller


Proton Sentry Peacebringer:lvl 50+++ - Human Build / Triform Build
Quasar Sentry Warshade:lvl 50+- Human Build / Triform Build
Red Katipo Arachnos Soldier:lvl 50+++ - Crab Build / Bane Build
Black Katipo Arachnos Widowlvl 50+++ - Fortunata Build / Night Widow Build

 

Posted

I find a mind/ff/psi fits the bill for the all around psi character. Thematically it all gels together and from min/maxer perspective you can have softcapped ranged defense with the right build and even have soft capped psi defense as well with Indomitable will. Between IW and Dispersion bubble you're pretty much covered vs most of the common cc effects which leaves you free to use something other than Clarion for your Destiny Incarnate power choice.

What's also nice about mind/ff/psi is you get alot of built in aoe during the leveling process via Terrify and Repulsion Bomb and can add Psionic Tornado once you near the end. In addition you get to provide some nice team buffs with the shields and have personal force field as a panic button if things go south. It's also nice to have on the order of 65% resistance to smashing and lethal damage (stacked tough and mind over body) as well as 30% psi resistance for anything that does manage to get through the soft caped ranged defense.


Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30

 

Posted

Kyriani,
I noticed in your Sig that you have a Mind/Psi Dom. How do you feel that compares to the Mind/FF/Psi controller that you posted about?

And thanks all for the replies. Keep em' coming!


 

Posted

To get the easy question out of the way, the reason to choose a controller over a dom is that de/buff sets are waaaay more powerful than assault sets.

As for the others, I would go with Mind/ for sure if you want thematic mental powers. Mind is totally like that. Illusion is spookier than just "mind" powers, and Gravity will feel like telekinesis without psi, and is frankly weak.

As for secondary, if you're looking at Kin or FF, I would overwhelmingly suggest Kin, on the premise that kin is much more effective generally than FF. Mind/Kin has a very jedi feel to it, and is about as powerful and fun as Mind/* gets.


Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters

 

Posted

Quote:
Originally Posted by Fallen_Hand View Post
Kyriani,
I noticed in your Sig that you have a Mind/Psi Dom. How do you feel that compares to the Mind/FF/Psi controller that you posted about?

And thanks all for the replies. Keep em' coming!
I actually made my Mind/Psi/Psi dom as a replacement for my Mind/FF/Psi controller. I did so for multiple reasons. First I had never leveled a dom before and wanted to see how it played. Second, the one annoying thing about mind is you have no reliable way to keep containment going outside of Total Domination. A Dominator's damage is more reliable since, controlled or not, I do the same damage to the mobs. Another thing that intrigued me was how potent controls became with Domination active, especially once I had permadom. Being able to one shot hold most bosses made me slightly giddy Another useful ability the dom has that the controller doesn't is Drain Psyche. The higher damage of the dom plus -regen from drain psyche makes dealing with high regen foes alot easier for the dom vs the controller IMO.

The downside to the dom vs the controller is the defenses aren't as comprehensive. While leveling you don't typically have permadom so you dont have any status protection outside of a possible -KB IO whereas at lvl 20 and beyond on the controller you have dispersion bubble that covers most of the common status effects except for sleep. Even with Link Minds from the psi AAP for doms I still fall a good 13% short of the soft cap for ranged defense whereas on my controller I was capped. The controller also has about 11% more resistance to smashing and lethal than the dom does as well as providing much more team support. Also leveling the dom was awkward at times. With a controller you have an attack chain from the get go with Mesmerize, Dominate and Levitate. The dom ends up using some of those abilities alongside the psi dart early on but as you pick up more attacks you end up phasing the others out as damage powers and relegate them strictly to control purposes.

My dom has enough recharge to have dom and Link Minds from the psi APP permanent without hasten. Actually I recently removed hasten from my build because I had enough passive recharge for permadom without it and wanted to get away from micromanaging my short term buffs. Leaving Domination on autofire without having to worry about hasten means once i log in and build up my dom bar I am basically in domination mode till I end my play session. Granted I still have to micromanage Link Minds but removing hasten meant 1 less button to worry about and no Domination dropping cause I forgot to hit hasten when it was up.


Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30

 

Posted

If your concept is all about the "appearance" of allies and enemies going faster and slower... perhaps, just perhaps you should wait until Time Manipulation comes out. That might work with your concept a bit better.

Otherwise, having a Mind/Kin myself, I can tell you that it's a blast to play. There's very little a well-built mind/kin can't handle... though in this game, that's true of everything.

Here's my guide to mind/kin if you want to take a look.. it's sliiightly outdated, but i'm going to amend that soon =) http://boards.cityofheroes.com/showthread.php?t=122388


-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

Thanks to all of you for your input, it has been very helpful! Emperor, that is actually a great suggestion on the Time Manipulation. For some reason I had not considered it for this set, thought I have been planning it for a Mastermind (my favorite class). Thanks for the idea!

I notice that no one has mentioned the Illusion controller option. Is there a reason for that? Is it substandard in some way? Can you Fulcrum Shift Phantom Army?

I am actually thinking of splitting my concept up into different characters because I cannot seem to make my concept actually fit any one powerset. That said though, I did come up with a bio story that will allow me to make several different toons to accomplish what I am wanting.

I am happy to hear any other thoughts and ideas that you guys have, and I appreciate the input!


 

Posted

Illusion is very potent.. I spoke mainly from my mind/ff/psi point of view.

My Illusion/Radiation controller is probably my most powerful character. I'm sure with some creative coloring you could explain the radiation powers as mental in some way. What makes this combo so amazing is that the various rad powers compliment illusion greatly. Debuffs like enervating field and radiation infection increase your Phantom Army's (unbuffable) effectiveness while buffs like accelerate metabolism help your long recharge powers come up more quickly. Accel metab + hasten is a nice headstart towards perma hasten and perma PA.

Illusion/FF doesn't strike me as particularly potent because much of your effectiveness as illusion comes from your pets and force field just doesn't do much to enhance your performance in that regard. It does however offer you teaming buffs which aren't bad as well as some personal status protection with dispersion bubble.

Illusion/Storm has always been something I felt worked great as a combo for a Magic origin character. It's a diverse bag of tricks... illusions and elemental magic. Ill/Storm has some nice synergies like ill/rad does... it has debuffs that the unbuffable PA can benefit from as well as some nice damage powers like Tornado and Lightning Storm. Toss in the Fire APP (cause what mage can't hurl a fireball every now and then eh?) and you've got a pretty comprehensive mage character in my book.

The other combos I havent really delved into too much so I can't really speak for them.


Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30

 

Posted

I have heard that Mind Control is better on Dominators, whereas Gravity Control is better on Controllers. Illusion is only available to Controllers, so if you want something that is unique that is always a good route.

Mind/Empathy would make for a good Mental hero. Maybe a super powered Therapist! Therapists use Hypno-therapy and try to empathize and understand their patients. Maybe your hero created a mind amplification headband to amplify his mental powers. Empathy isn't as beefy but the offer heals and recovery add a ton of team support. Plus you get a rezz!


 

Posted

I actually like gravity control and have 1000's of hours playing various gravity combinations (most often grav/kin). (I found the kin aspect went really well from a gravity standpoint. FS and Siph Power were like increasing the force of gravity to such levels that it was harmful, Inertia Reduction was reducing the force of gravity, Siphon Speed again reducing gravity even more. Transference/transfusion about making it easier or harder to rest and recover)

Conceptually I love the Gravity/FF/Psi or Grav/FF/Primal for a telekinetic character, or heck even Ice and Fire for the Cyro and Pyrokinesis.. earth not so much. I think it fits the typical thought of mental character better then mind control. Its a very Jean Grey sort of combination.

Gravity though is a set you will either love or hate. It takes a very long time before you get your bread and butter AOE control (like level 31 before its fully slotted long), and Dimension Shift is a love it or hate it power.

I love soloing with a gravity controller but not really teaming with them as both wormhole and Dim Shift are unique control abilities which don't always work in a team setting.

A huge aspect of playing a gravity controller, which goes counter for most (well pretty much every other control set) is knowing when NOT to use your AOE control powers. Unlike say earth or fire when tossing out the AOE disorient whenever its up isn't a bad thing.. suddenly relocating the mobs on your party, or phasing them out can be a bad thing. This aspects gets worse as you get higher in levels as control itself isn't as needed at level capped IO'd out levels of play. That is personal opinion though.

I'd give it a try though as conceptually its a great combination..

On and if you wanted you could go with Fire/FF, or Fire/Thermal/fire for a pyrokinetic sort of character as well.


 

Posted

You could always go with a Mind/Storm controller. It would be like you were the love child of that one famous mutant and that other famous mutant, from a dark future which may or may not come to pass!

Edit: also you could consider psy/mental blasters, if that hasnt been mentioned. I didnt read every post.


Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

Fallen_Hand,

I do not know what your storyline is for your mental based character, but I do like the mental powers of a VEAT Fortunata and wonder if the origin of the fort can be blended for your character's bio.


P.S. Remember that Corruptors will be getting PSI blast soon and they have access to Psi Mastery from the APP as well.

P.S.S. I have also seen someone on virtue using Kinetic Melee as a Psi Melee by changing the colors. They were a KM/Willpower. It was actually looked pretty cool looking and worked well.


Proton Sentry Peacebringer:lvl 50+++ - Human Build / Triform Build
Quasar Sentry Warshade:lvl 50+- Human Build / Triform Build
Red Katipo Arachnos Soldier:lvl 50+++ - Crab Build / Bane Build
Black Katipo Arachnos Widowlvl 50+++ - Fortunata Build / Night Widow Build

 

Posted

Big Soto,

Fortunata's are just plain awesome. I have a level 44 (I think) already, but I was actually considering starting a fresh one as part of my "I need to split my ideas into multiple characters because I can't fit it all into one" concept. But I know that a controller is one that I am going to roll, so I am looking at these sets to figure it out. I dig the suggestion on the KM/Willpower build; neat idea!

Unicycle Peon,
Thanks for the suggestion. I don't think that is what I am directly shooting for this time around, but I like it for a future idea. By the way, I saw in another thread where someone was looking for ideas and you listed out about 12 of them. Nice creativity!

Montaugh,
That was a very well thought out post, and I appreciate the information. Your idea of the Grav/Kin synergy is very cool. I will consider that strongly.

Again, thank you to everyone for the information. I am thinking at this point that I may make an Ill/Rad, since Ill is only available to controllers and Rad compliments it well. As was mentioned above, I think I can be creative enough to make Rad fit the Mental theme (I think....).


 

Posted

Quote:
Originally Posted by Fallen_Hand View Post
Thanks to all of you for your input, it has been very helpful! Emperor, that is actually a great suggestion on the Time Manipulation. For some reason I had not considered it for this set, thought I have been planning it for a Mastermind (my favorite class). Thanks for the idea!

I notice that no one has mentioned the Illusion controller option. Is there a reason for that? Is it substandard in some way? Can you Fulcrum Shift Phantom Army?

I am actually thinking of splitting my concept up into different characters because I cannot seem to make my concept actually fit any one powerset. That said though, I did come up with a bio story that will allow me to make several different toons to accomplish what I am wanting.

I am happy to hear any other thoughts and ideas that you guys have, and I appreciate the input!
Illusion substandard? No way. Illusion is one of the most powerful controllers, and arguably one of the most powerful characters in the game. Illusion/Radiation has always been one of the most popular character types. Ill/Rads were able to solo AV even before IOs were introduced to the game. Once we were able to get Perma-PA, then an Ill/Rad was able to solo Giant Monsters without too much trouble.

Illusion works great with all of the secondaries, but it has a special synergy with Radiation. An Ill/Rad is arguably the most flexible character in the game. It can Blast, Control, Buff/Debuff and Tank. It can stealth missions better than a Stalker (thanks to Deceive and PA). Phantom Army can take more damage than any Tank (except for Hamidon, which is unfair). And it is not all that tough to build a superior Ill/Rad. Just look at my guide, linked in my sig. You could easily re-color the Rad powers to make them fit the concept of a Mental Power character. Use pink if you want to follow the coloring conventions in the game for Psi powers, or maybe something dark to suggest shadows projected into the mind. (Spectral Terror looks really cool in dark purple!)

Illusion is, in my opinion, also the best primary with Cold and Trick Arrow. It works great with Storm and just about everything else. Even if you use a different secondary than Rad, take a look at my guide for lots of info on Illusion, including strategies for using your powers.


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

Thank you Local Man!

I am actually quite excited to play this character now! I will be diving into your guide almost immediately! Warning: Pesky questions may be incoming.... :P