Can anyone explain mind control?


Aneko

 

Posted

Can anyone explain to me why anyone would pick mind control on a troller? thanks



Warning: Undefined variable $userSignature in /var/www/vhosts/cityofheroes.dev/forumarchive.cityofheroes.dev/topic.php on line 334

 

Posted

Maybe explain why you think someone shouldn't?


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

 

Posted

Is this a "I heard it was better on Dominators" question?


 

Posted

Quote:
Originally Posted by theduke24 View Post
Can anyone explain to me why anyone would pick mind control on a troller? thanks
Like the others, I am not sure about what you are driving at, but my quick answer is that one should pick it because it plays like no other set. Controls, confuse, sleep, fear...all in one. It's mostly soft control, but you can lock down a large mob is many ways.


Global Name: Denver Nugget
Playing since i3 on 8 servers

 

Posted

I COULD link you to my Mind/Kin guide, but it's fairly tl;dr. I'll just give you slightly less tl;dr...

Mesmerize: Mag 3.5, which means it can SLEEP AVs in ONE hit. Very handy solo, or when your team is facing down multiple AVs. No other control in the game can completely shut down an AV in one shot.

Mes/Lev/Dom makes for a rather viable attack chain from early on to level 50. While a lot of controller sets have only a hold and a DoT immob. Until level 32, a mind controller will kill enemies (particularly bosses or small groups) much faster than most other controller primaries. Bonus: The enemy can't attack back, because if he isn't held, then he's either asleep or being flung through the air. Slot for damage and treat a Mind controller like a Blaster with Mez effects and you can't go wrong. Confusion and Mass Confusion are not only fun, but unbeatable strategic tools for turning the tide of battle.

A Mind Controller is also one of the few AT Powersets in the game that could theoretically solo Hamidon. It's attacks don't have a "Position flag" (for melee, ranged, or aoe), which means you can hit and damage every single mito. And with 3 hold powers (Total dom, TK and of course Dominate), the greens will also eventually go down. Note that this is theoretical, though with enough regen bonuses and the right secondary and a lot of patience, I could see it happening. On a more realistic note, Mind's powers not being typed means you end up bypassing the defense of any NPC or character who relies on Positional defense.

Now, MC does have some issues. The lack of steady AoE containment really hurts one's ability to farm (Confuse and Fear don't add Containment. Sleep breaks on one hit. The AoE Hold takes 4 minutes to recharge). However, depending on what Secondary you take, this can be mitigated. Rad has an AoE hold. Kin, in conjunction with Mass Hypnosis, will let you safely Fulcrum Shift 10 enemies at once and 2-hit them with Terrorize and your Epic AoE and you'll NEVER lose a single hit point.

The best part about Mind, which is why it shines on Doms and seems lackluster on Controllers, is that it doesn't NEED a secondary. Many of the other Controller Primaries suddenly become very weak when you can't buff your pet, debuff your foes, or simply add on m04r damage. That is, when asking "Why would anyone play a Mind Controller", they're already considering it in comparison with other controller sets when paired with a buff/debuff secondary. On it's OWN, it's a very solid set.

Overall, if you have a min/max mentality, then perhaps a Mind controller isn't the best choice. But, if you simply have a concept that calls for a telepathic character, rolling Mind Control won't have you feeling left behind or gimped.

I'll leave you with one last thought: I've played a number of characters. But my Mind/Kin, my second 50, is the one that receives compliments for awesome gameplay. She's the one that solo'd the Clockwork King AV when the team tanks (yes, both of them) fell. She's the one who, when my tank kept faceplanting against psionic foes, I brought in, and we proceeded to wipe out the rest of the map with ease. She's the one who held off 3 War Walker EBs at once during the Apex Task Force (one perma-held, one perma-confused, the other was kept asleep). Now, some of that was probably just as much, if not more, due to my secondary and pool and APP choices. But at the end of the day, she's the character I enjoy playing most.


-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

Quote:
Originally Posted by theduke24 View Post
Can anyone explain to me why anyone would pick mind control on a troller? thanks
Because they do not mind the lower performance, are willing to take the performance hit in exchange for e.g. concept or playstyle, or are unaware of the significantly higher performance that can be achieved with better control sets.


 

Posted

Quote:
Originally Posted by EmperorSteele View Post
Mesmerize: Mag 3.5, which means it can SLEEP AVs in ONE hit. Very handy solo, or when your team is facing down multiple AVs. No other control in the game can completely shut down an AV in one shot.
This has some nifty uses e.g. detoggling Mary's hurricane, but in general is not significant on AVs, which are mostly bags of HP that you have to attack over and over again. saying that Mind controllers "mez AVs in one hit" does make for a compelling soundbite, but is not a realistic description of the powerset's ability.


Quote:
Mes/Lev/Dom makes for a rather viable attack chain from early on to level 50. While a lot of controller sets have only a hold and a DoT immob.
The advantage vanishes at high level, where controllers start getting APP blasts. Even Mind controllers will want to drop Lev for one of the good APP blasts because Lev is not particularly good DPA.


Quote:
A Mind Controller is also one of the few AT Powersets in the game that could theoretically solo Hamidon.
Theoretical advantages in extreme edge cases are not a significant factor. Very few enemies other than mitoes and AE critters have only positional defense, so this is of little use. Again, this is one of those soundbites that make the set sound better than it is.


Quote:
Now, MC does have some issues. The lack of steady AoE containment really hurts one's ability to farm.
A lack of AoE containment (and thus damage) affects much more than the ability to farm, since AoE damage is applicable throughout the game and on all ATs, not just in farming. Controller immobilizes recharge fast, accept plenty of damage procs, proc reactive interface, and mitigate damage by reducing the number of enemies that can melee the controller. They are a key part of any controller's arsenal.


Quote:
The best part about Mind, which is why it shines on Doms and seems lackluster on Controllers, is that it doesn't NEED a secondary. Many of the other Controller Primaries suddenly become very weak when you can't buff your pet, debuff your foes, or simply add on m04r damage. That is, when asking "Why would anyone play a Mind Controller", they're already considering it in comparison with other controller sets when paired with a buff/debuff secondary. On it's OWN, it's a very solid set.
This is false. Most of my experience with Mind is with Empathy, which gives the controller minor benefit and has no debuffs, so I have an extremely clear idea of why the powerset is deficient (unlike your Mind/Kin, where Kin makes up for some of the low damage). Ignoring the fact that performance cannot be considered in a vaccum (since you are forced to take a secondary anyway), Mind control is not especially powerful relative to other powersets.


Quote:
Overall, if you have a min/max mentality, then perhaps a Mind controller isn't the best choice. But, if you simply have a concept that calls for a telepathic character, rolling Mind Control won't have you feeling left behind or gimped.
This implies that people who do not pick Mind Control must be minmaxers (subtly drawing on the popular bias against minmaxing to sway the argument). It neglects the fact that many people do care for performance at the same time as concept and strive to find an acceptable balance between the two.

Here's a more objective description of Mind control from someone who's played over 100 levels of it. It has poor AoE damage and the AoE control ability is not significantly higher than that of most other powersets (you may be surprised to learn that Total Dom and Mass Confuse, combined, have less uptime than Flashfire alone). While it has a lot of AoE control powers on paper, Mass Hypnosis is really an aggro control tool and TK suffers from low target cap, high endurance cost and terrain dependency. What the set does have is a lot of single-target control options that are less relevant in the high-level game, where the focus is on taking out hordes of enemies at high speed with the occasional extra strong enemy thrown in.

Mind does have some unique advantages, like the best ST hold of all controller primaries, aforementioned Mag 3.5 mez and (like illusion) some aggroless controls. It has a variery of mez types so if one day, more enemies appear that are immune to specific mezzes, the set will regain some of its advantage. Overall the powerset is better on Dominators, mainly since they're not dependent on Containment for damage, but also because the higher magnitude and increased duration of controls let them bring to bear Mind control's tools on things that controller mezzes don't normally work on.


 

Posted

Mind Controllers are among the least likely support character to get pasted by incarnate enemies, because they can interact with them largely unseen. Reason enough there IMO.


 

Posted

This was not exactly a minmax question thread. I had been toying around with different /Poison trollers and was wondering what the capapilities of the set were, because i had never played the set past 20 my self.

I was trying to overlook my first impression on the set, hoping there was some big reason to pick the set, because it looked interesting.

The set seemed like it had a variety of interesting controls, and the AOE confuse seemed interesting, and would clump the mobs so i could envenom most of them.

Besides the confusion damage, for a /poison, seemed like the set wouldnt put out enough damage for what im looking for, with the only real AOE damage being a long recharge, containment dependant cone.

Sorry that my lack of knowledge and curiosity of a set offended some of you forum users

And thanks to those who responded politely.


 

Posted

I will also put in my $.02 cents: Because it's an awesome set. Period.

I've got 2 Mind/? 'trollers (Mind/Emp and Mind/Kin), as well as a Mind/Psi Dom.

There is NOTHING like locking down huge mobs with two, perhaps 3, AoE powers. And they're not all minons. And there's nothing like consistently locking down +4 Bosses when you shouldn't ordinarly be able to

I.e, pretty much what Steele said, in just about every way, although I can't speak yet for doing the coolness of the Mind/Kin yet... but Rose Dawn *does* solo extremely well, and is the +4 boss killer I speak of.


August 31, 2012. A Day that will Live in Infamy. Or Information. Possibly Influence. Well, Inf, anyway. Thank you, Paragon Studios, for what you did, and the enjoyment and camaraderie you brought.
This is houtex, aka Mike, signing off the forums. G'night all. - 10/26/2012
Well... perhaps I was premature about that whole 'signing off' thing... - 11-9-2012

 

Posted

Quote:
Originally Posted by Laevateinn View Post
This has some nifty uses e.g. detoggling Mary's hurricane, but in general is not significant on AVs, which are mostly bags of HP that you have to attack over and over again. saying that Mind controllers "mez AVs in one hit" does make for a compelling soundbite, but is not a realistic description of the powerset's ability.
However, the ability to intermittenly sleep an AV gives roughly the same mitigation as a fear. Also in multi-AV scenarios a mind controller can often take a single AV out of the fight while the team focuses on another.


Quote:
The advantage vanishes at high level, where controllers start getting APP blasts. Even Mind controllers will want to drop Lev for one of the good APP blasts because Lev is not particularly good DPA.
This varies from build to build. Generally, I find the single target attack from APPs mostly lackluster and, until recently, found that the other 4 powers in most APPs were more worthwhile for utility or AoE damage. Since the change to open APPs at 35 there are some builds that I would recommend it on.

Quote:
Theoretical advantages in extreme edge cases are not a significant factor. Very few enemies other than mitoes and AE critters have only positional defense, so this is of little use. Again, this is one of those soundbites that make the set sound better than it is.
However, typed defenses are fairly common, especially smashing and lethal which are present in Earth, Grav, and Plant. More importantly, Mind can circumvent many enemies god-mode powers, Marauder being a prominent example.

Quote:
This is false. Most of my experience with Mind is with Empathy, which gives the controller minor benefit and has no debuffs, so I have an extremely clear idea of why the powerset is deficient (unlike your Mind/Kin, where Kin makes up for some of the low damage). Ignoring the fact that performance cannot be considered in a vaccum (since you are forced to take a secondary anyway), Mind control is not especially powerful relative to other powersets.
As you've noted we can't consider a control set in a vacuum. Drawing conclusions from empathy alone would be unfair. That said, empathy is possibly the least useful of secondaries to pair with Mind. Even other relatively low damage control sets like Earth and Ice benefit from being able to buff their pets or, as is the case with Ice, offset heavy endurance costs. However, Mind can leverage other secondaries to greater affect than other sets as well. For instance, I find my Mind/kin a stronger performer than my long retired ice/kin; Mind's aggro free controls simply made it easier to leverage Fulcrum shift.


Quote:
Here's a more objective description of Mind control from someone who's played over 100 levels of it. It has poor AoE damage and the AoE control ability is not significantly higher than that of most other powersets (you may be surprised to learn that Total Dom and Mass Confuse, combined, have less uptime than Flashfire alone). While it has a lot of AoE control powers on paper, Mass Hypnosis is really an aggro control tool and TK suffers from low target cap, high endurance cost and terrain dependency. What the set does have is a lot of single-target control options that are less relevant in the high-level game, where the focus is on taking out hordes of enemies at high speed with the occasional extra strong enemy thrown in.
As another player of mind with over 200 levels logged (a mind/rad, a mind/kin, a mind/emp, and a mind/nrg dom), I'd say the suggestion that Mind deals poor AoE is a stretch. It certainly isn't top tier, but it is middling and it requires more attention to when you have established containment. Mass Hypnosis is a staple for establishing containment and any secondary that will offer additional controls will be a boon in this as well. As for it's single target options, I have found Confuse not only viable but highly useful all the way to 50 and in the Incarnate trials to turn away the very hard hitting enemies quickly.

Quote:
Mind does have some unique advantages, like the best ST hold of all controller primaries, aforementioned Mag 3.5 mez and (like illusion) some aggroless controls. It has a variery of mez types so if one day, more enemies appear that are immune to specific mezzes, the set will regain some of its advantage. Overall the powerset is better on Dominators, mainly since they're not dependent on Containment for damage, but also because the higher magnitude and increased duration of controls let them bring to bear Mind control's tools on things that controller mezzes don't normally work on.
In speaking of mind's unique advantages, I would highlight the aggroless control. Mass Hypnosis, Mass Confusion, and Confuse allow a Mind controller to more safely use their other controls by neutralizing most of the mob before the fight begins. Even Mass Hypnosis followed by Terrify reduces a significant portion of the alpha strike.

Quote:
Originally Posted by Oedipus_Tex View Post
Mind Controllers are among the least likely support character to get pasted by incarnate enemies, because they can interact with them largely unseen. Reason enough there IMO.
Agreed. In the Lambda trial, my mind controllers often play clean up by sleeping the pursuing mobs in the hallways. Most people won't realize what the contribution you're making, but some squishies may wonder why they're having an easier time navigating those hallways.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Is this a "I heard it was better on Dominators" question?
Cause it is. *cough*


 

Posted

Quote:
Originally Posted by DreadShinobi View Post
Cause it is. *cough*
I'll agree it is. It is the only control set that benefits from domination in 8 out of its 9 powers. However, being better for a dominator doesn't at all mean it's bad for a controller.


 

Posted

Obligational Dominators <> Controllers post.

I have Mind Control and Dominator versions of the same character. Apples and orange juice. The Controller is more popular with teams because of his buffs and debuffs. Just don't try to farm with him (either versions).

Mind on Dominators I find good but tremendously overrated. IMO a Mind Dominator is very different but not much better than any other Dominator. You get lots of powers that can Dominate, but still end up with fewer always-available hard controls that directly benefit. Sets like Earth Control that a lot of people say don't benefit that much IMO benefit more than Mind because a power like Stalagmites is up very often and provides very reliable control.


 

Posted

That Mind on Doms is "overrated", I can't comment on, I don't know where it's rated or who is rating it, for that matter. However, that a Mind Dom will "still end up with fewer always-available hard controls that directly benefit" (from Domination) is more of a fact-based statement, but I'm not sure what facts are used to support it. I suppose it's a matter of the nebulously defined term "hard controls". Nebulous in that I can't say I've seen consensus on what "hard control" is.

Even on SOs/basic IOs, Terrify is up for spawn-to-spawn crowd control. Perhaps it doesn't count as "hard control", I personally find it effective. That is, of course, only an opinion.

Moving beyind SOs/basic IOs, to a perma-dom build, in my own experience I find the CC sequence to be Mass Confusion > Terrify > Total Domination > Terrify > repeat. These all benefit from Domination. Also benefitting from Domination is Mass Hypnosis, basically always up, just in case. Then of course also benefitting from Dom is Mesmerize, Dominate and Confuse. Perma Dom Dominate and Confuse allow for some feats simply not available to anyone else, hold AV1 and confuse AV2.

Anyway, my own play experience doesn't jibe with Mind having fewer "always-available hard controls" when I find that there's always something available. Sorry to OP and others for continuing a discussion of Dominators, which the OP was not asking about.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
That Mind on Doms is "overrated", I can't comment on, I don't know where it's rated or who is rating it, for that matter. However, that a Mind Dom will "still end up with fewer always-available hard controls that directly benefit" (from Domination) is more of a fact-based statement, but I'm not sure what facts are used to support it. I suppose it's a matter of the nebulously defined term "hard controls". Nebulous in that I can't say I've seen consensus on what "hard control" is.

Even on SOs/basic IOs, Terrify is up for spawn-to-spawn crowd control. Perhaps it doesn't count as "hard control", I personally find it effective. That is, of course, only an opinion.

Moving beyind SOs/basic IOs, to a perma-dom build, in my own experience I find the CC sequence to be Mass Confusion > Terrify > Total Domination > Terrify > repeat. These all benefit from Domination. Also benefitting from Domination is Mass Hypnosis, basically always up, just in case. Then of course also benefitting from Dom is Mesmerize, Dominate and Confuse. Perma Dom Dominate and Confuse allow for some feats simply not available to anyone else, hold AV1 and confuse AV2.

Anyway, my own play experience doesn't jibe with Mind having fewer "always-available hard controls" when I find that there's always something available. Sorry to OP and others for continuing a discussion of Dominators, which the OP was not asking about.

Because you can cast Stalagmites, Seeds of Confusion, or Flashfire 4 times in the time it takes for Mass Confusion to recharge. Mass Hypnosis and Terrify are good for what they are, but Domination just means you are catching bosses in addition to everything else. You can already stack mag quietly with Mind control so all you're really gaining is time, and the Controller version of Mass Hypnosis already has a 50/50 chance to catch a boss on the first shot. You aren't gaining as much as a lot people think... especially relative to other Dominators, who tend to just be pretty farmer-ific at high levels in general.

The Cold Reader character in my sig is both a Mind/Cold Controller and a Mind/Ice Dominator. Neither one is "better" than the other because they play completely differently. And the Mind Dom isn't appreciably better than other Dominators either. He can do a few neat things and really sucks at some other things too, in particular, reliable hard control like my Plant Dom can do much more often despite having far fewer powers that technically "Dominate." It just takes 1 or 2 good powers to make Domination shine, and if they are up every 15 seconds it counts for a lot.


 

Posted

A "hard control" is typically a hold or stun. A "soft control" is usually a fear or sleep. "Hard" controls ensure an enemy can take no meaningful action (including fleeing or otherwise traveling significantly), while "soft" controls only partially disable them.

I don't think confuse powers have ever had a clear place in this categorization, since they ensure a critter can take no meaningful action against players, but I usually infer that most players don't include it in "hard" controls, perhaps because confused targets can run around looking for targets.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
A "hard control" is typically a hold or stun. A "soft control" is usually a fear or sleep. "Hard" controls ensure an enemy can take no meaningful action (including fleeing or otherwise traveling significantly), while "soft" controls only partially disable them.

I don't think confuse powers have ever had a clear place in this categorization, since they ensure a critter can take no meaningful action against players, but I usually infer that most players don't include it in "hard" controls, perhaps because confused targets can run around looking for targets.

I consider the definition nebulous but to generally include anything that is long lasting and prevents counter attacks even if the enemy is struck. So, long lasting stuns, holds, and confuses, mainly.

Arctic Air provides a confuse but I don't consider it hard control because it has frequent breaks. Same with stuff like Choking Cloud. In Mind Control I wouldn't count Terrify, because enemies attack you at the actual moment you cast it and every time they are struck thereafter; while the damage is nice it's actually a bit more dangerous than Dark Miasma's similar power in this regard.


 

Posted

Quote:
Originally Posted by Laevateinn View Post
Because they do not mind the lower performance, are willing to take the performance hit in exchange for e.g. concept or playstyle, or are unaware of the significantly higher performance that can be achieved with better control sets.
The significant issue I take with this statement is that it implies strongly that "performance" can be defined without a role. Perhaps "playstyle" is a nod to this, but playstyle and role, while related, do not cover the same topics in my opinion. (Depending on your playstyle, you can potentially ignore your role, for example.)

A Dominator's role can overlap with but is not identical to the role of a Controller. A Dominator's role is control and damage, where a Controller's role is control and support. Domination means that a Dominator can pump out more average mag per casting on any mez that benefits from Domination, but a Controller's controls last longer. And while a Dominator is significantly likely to to personally deal more damage, they are not significantly likely to be better at team or league support.

The reason to play Mind Control on a Controller is because you want to benefit from the unique diversity of control aspects Mind Control offers in a vacuum, but you want a support role instead of a more direct damage contributor role.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Laevateinn View Post
This has some nifty uses e.g. detoggling Mary's hurricane, but in general is not significant on AVs, which are mostly bags of HP that you have to attack over and over again. saying that Mind controllers "mez AVs in one hit" does make for a compelling soundbite, but is not a realistic description of the powerset's ability.

I disagree. If you have ever been a "mind" on LRSF, the ability to mez the AVs to sleep so you can attack just one is invaluable. It is the easiest way to make sure you don't fail.


Global Name: Denver Nugget
Playing since i3 on 8 servers

 

Posted

Quote:
Originally Posted by shaggy5 View Post
I disagree. If you have ever been a "mind" on LRSF, the ability to mez the AVs to sleep so you can attack just one is invaluable. It is the easiest way to make sure you don't fail.
Yup. Perma Mind Dominator is one of the strongest AT in the game with the ability to solo many SFs. Aggro-less Confuse and Sleep are just too good in certain situations.

Can Mind controller perma sleep 8 Heroes? I am just curious.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post

Can Mind controller perma sleep 8 Heroes? I am just curious.
Mass hypnosis, with just a little over +100% recharge and 100% sleep duration will be able to perma double stack. So that's perma mag 6 sleep on AoE. So yes, they can.


 

Posted

Quote:
Originally Posted by Jibikao View Post
Yup. Perma Mind Dominator is one of the strongest AT in the game with the ability to solo many SFs. Aggro-less Confuse and Sleep are just too good in certain situations.

While it can do this, it should be noted that the way of doing it classically in some of these TFs involves just confusing an enemy and standing around while it beats down the other AVs, with a sleep kept up on them to keep them from reacting. Basically the way the LRSF is "soloed" is to watch 7 AVs beat each other up and then killing the last. I think the last time someone did a Master run it it took about 9 hours. This trick notably doesn't work in any of the incarnate content.


 

Posted

Quote:
Originally Posted by theduke24 View Post
Can anyone explain to me why anyone would pick mind control on a troller?
To control minds, I would think.


'I don't like the look of it at all,' said the King: 'however, it may kiss my hand if it likes.'
'I'd rather not,' the Cat remarked.
'Don't be impertinent,' said the King, 'and don't look at me like that!' He got behind Alice as he spoke.
'A cat may look at a king,' said Alice.