Mind/Storm Build Critque


Doomguide

 

Posted

This may sound strange but I was just fiddling with Mids, not sure if I want to make this toon yet or not but the build feels solid. Just getting your critiques on it. The goal when I started was to make a build that could perma-confuse an AV for a team while still dealing out considerable amounts of debuff. The build below is the result:


Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Mind_Storm: Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Levitate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17)
Level 1: Gale -- FrcFbk-Rechg%(A)
Level 2: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(13)
Level 4: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(11)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(7), Mlais-Acc/EndRdx(7), Mlais-Conf/Rng(9), Mlais-Acc/Conf/Rchg(9)
Level 8: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(19), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(23), FtnHyp-Sleep/EndRdx(25)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), RctvArm-ResDam(29), RctvArm-ResDam/EndRdx(29), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 12: Hover -- LkGmblr-Rchg+(A)
Level 14: Boxing -- P'ngS'Fest-Stun%(A)
Level 16: Freezing Rain -- LdyGrey-Rchg/EndRdx(A), UndDef-Rchg/EndRdx(46), LdyGrey-DefDeb/Rchg/EndRdx(46), LdyGrey-DefDeb/Rchg(50)
Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34), HO:Endo(36)
Level 20: Hurricane -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb(21), DarkWD-ToHitDeb/EndRdx(21), DarkWD-Rchg/EndRdx(23)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(27)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43)
Level 28: Terrify -- HO:Endo(A)
Level 30: O2 Boost -- HO:Golgi(A)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(34)
Level 35: Tornado -- C'Arms-Dmg/EndRdx(A), C'Arms-EndRdx/Dmg/Rchg(36), KinCrsh-Rchg/KB(36), LdyGrey-Rchg/EndRdx(37), BldM'dt-Dmg/EndRdx(37), ExRmnt-EndRdx/Dmg/Rchg(45)
Level 38: Lightning Storm -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Acc/Dmg/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc/Rchg(40), Efficacy-EndMod(43)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42)
Level 44: Poisonous Ray -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(45), ShldBrk-Acc/DefDeb(46), ShldBrk-Acc/Rchg(50), Achilles-ResDeb%(50)
Level 47: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48)
Level 49: Fly -- EndRdx-I(A)
Level 50: Nerve Radial Paragon
------------
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), Efficacy-EndMod(37), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc(40)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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Ideas on the build:

S/L/E Defense is for personal survive-ability with the stuff hits the fan or that unseen or unexpected attack comes by and you don't have the chance to get him mezzed real fast.

Tarantula, Lighting Storm, Tornado are for constant damage on an AV while keeping them perfectly mezzed up

Confuse has a 79.04s second duration with a 3.21s recharge time so (79.04 / 3.21 = 24(Rounded Down) casts - 1 = 23 * 3 = 69 mag confuse!) At least if I am doing everything right then it should be.

Sleet + Poisonus Ray -6.3 to -8.9 Res Debuff and -8.89 Def Debuff after 54 AV debuff resistance kicks in. Not high but we know what AVs do to our tasty debuffs T.T

2.5 end gain without Hurricane and 2.1 with it, not where I like to be but acceptable considering the other performances.

So, thats my though, what are yours?


Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata

 

Posted

Quote:
Confuse has a 79.04s second duration with a 3.21s recharge time so (79.04 / 3.21 = 24(Rounded Down) casts - 1 = 23 * 3 = 69 mag confuse!) At least if I am doing everything right then it should be.
A few quick thoughts on Confuse vs AV as I understand it.

1) Purple Triangles (of Doom) - They'll raise an AV's status protection vs Confuse to 50 plus whatever base protection they may have ... typically 3. So to truly keep an AV perma-Confused (while solo, or at least as the sole source of Confuse) you'll need to get to and maintain mag 53+

2) Level scaling i.e. Purple Patch modifiers. If it's an even level AV then no modifiers, but if it's say Lord Recluse on the STF then you're trying to Confuse a foe 4 levels above you. That'll cut durations to right around half (iirc it's a 0.48 modifier) with other level differences falling in between.

3) Lastly you need to account for status resistances. While it won't stop the AV from becoming Confused just like with a player Character resistance will shorten the effective duration. In the case of most end game AV's that resistance is quite high vs most status effects. Against something like Confuse around 85% or more (85% vs level 50 and climbing a bit with each level over 50)

The above means against a level 50 AV you'll need to exceed and then sustain mag 53 with a Confuse that has an effective duration of just a bit over 11 seconds (79.04 secs * 0.15)

Hopefully someone can throw some wrenches in my wrench for your perma-Confuse ideas. One potential wrench to my wrench is the Vanguard accolade.

Edit to add link: http://paragonwiki.com/wiki/Archvillain_Resistance <-- means 3) above should be much lower (if any) as there will only be some if the AV has some outside of the PtoD, the triangles only provide protection. Seems like the real catch is the sheer magnitude you need to reach as you'd need 18 applications of mag 3 Confuse to exceed 53.