Mental Manipulation Advice
Must haves: Drain Psyche (the main reason to take the power set in my mind), Psychic Shockwave (DP puts you in melee anyway) , Concentration (It's build up)
Good: Mind Probe (although subdual, pistols, and executioner's shot forms a better dps chain it may be good for leveling until you can perform the single target chain)
Avoid: Scare (single target fear), TK Thrust (KB power with greater cast time than air superiority, if you're going hover take air superiority and mind)
Situational
World of confusion is great for the purple confuse set for the +5 range defense but not much more, respec into it at 50 if you're going to cap range defense
Psychic Shockwave: Another Cone for more AoE damage, depends on what you want out of your build
Page 3 has about 8 threads related to exactly what your asking about. Page 2 has about 4 or 5 thread related to MM.
Just pick up vengeance and ask someone to be your dead slave and viola farming build.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Mind Probe is better than Subdual, by a significant margin (better animation, base damage, and can slot the hecatomb proc).
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Thanks for correcting me, that was a major slip up on my part.
I use subdual to mule a cheap 4% s/l def and 3.75% recharge
My next project is going to be a Dual Pistols / Mental Manipulation Blaster that makes extensive use of the Concealment Power Pool. Don't ask.
Anyway... I know absolutely nothing about Mental Manipulation, and in my six years of playing CoH, never managed to get a Blaster above level 20, so I'd like some advice. What are the must have Mental Manipulation powers, what are the decent Mental Manipulation powers, and what are the Mental Manipulation powers best avoided?
@Celestial Lord and @Celestial Lord Too