Mind/Emp build tweaks


Doomguide

 

Posted

Hello all,
I recently came back to the game and am enjoying all the new content (I left just before Going Rogue came out). I have quite a few toons that I am learning how to play again. My Mind Control / Empathy controller was never fun for me before, but now it seems awesome. I do have one issue though... mobs with Mez/Stuns are seriously hampering my fun. I gained 7 levels during 2XP weekend and am now 42.

I created a build using some builds I found in older posts and tweaking power selection based on my preferences. The slotting is a mix of the older builds and new IO sets that have come out since those builds were posted.

A couple of notes before anyone critiques...

1. I don't plan on ever taking the two sleep powers in Mind Control, they seem useless on a team that is steamrolling through mobs. (If there is a case to be made for these powers, do so, it may help a future knowledge-seeker...but they don't mesh with my play style)

2. I can't afford the super purple builds. They can be used for reference, but realistic builds would be more helpful.



Hero Plan by Mids' Hero Designer 1.96
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Baalzebot: Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Empathy
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Levitate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(9)
Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13)
Level 4: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(37)
Level 6: Super Jump -- Jump-I(A)
Level 8: Confuse -- HO:Endo(A), HO:Endo(17)
Level 10: Resurrect -- RechRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Telekinesis -- Range-I(A), EndRdx-I(42), EndRdx-I(46)
Level 16: Clear Mind -- Range-I(A)
Level 18: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(21), UbrkCons-EndRdx/Hold(21)
Level 20: Fortitude -- HO:Membr(A), HO:Membr(23), HO:Membr(23), LkGmblr-Rchg+(25)
Level 22: Maneuvers -- HO:Cyto(A), HO:Cyto(25), LkGmblr-Rchg+(27)
Level 24: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx(43), AdjTgt-EndRdx/Rchg(43)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(31)
Level 28: Recovery Aura -- RechRdx-I(A), RechRdx-I(31), Efficacy-EndMod/Rchg(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 32: Mass Confusion -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SWotController-EndRdx/Rchg(34), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SWotController-Rchg/Dmg%(36)
Level 35: Regeneration Aura -- Dct'dW-Rchg(A), Dct'dW-Heal(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37)
Level 38: Indomitable Will -- RechRdx-I(A), RechRdx-I(39), LkGmblr-Rchg+(39), LkGmblr-Def/Rchg(39)
Level 41: Mind Over Body -- S'fstPrt-ResDam/Def+(A), ResDam-I(42), EndRdx-I(42)
Level 44: Adrenalin Boost -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Heal(45), Dct'dW-Heal/EndRdx(45), Dct'dW-Heal/Rchg(46), EndMod-I(46)
Level 47: World of Confusion -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(48), Sciroc-Acc/Dmg/EndRdx(48), Sciroc-Dmg/EndRdx(48)
Level 49: Vengeance -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(50), AdjTgt-ToHit/EndRdx/Rchg(50), AdjTgt-ToHit/EndRdx(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(40), EndMod-I(40)
------------
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Set Bonus Totals:

  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 8% Defense(Ranged)
  • 3% Defense(AoE)
  • 4.5% Max End
  • 4% Enhancement(Confused)
  • 66% Enhancement(Accuracy)
  • 4% Enhancement(Held)
  • 4% Enhancement(Stunned)
  • 4.4% Enhancement(Terrorized)
  • 88.75% Enhancement(RechargeTime)
  • 8% Enhancement(Sleep)
  • 8% Enhancement(Immobilized)
  • 16% Enhancement(Heal)
  • 22.89 HP (2.25%) HitPoints
  • MezResist(Immobilized) 5.5%
  • MezResist(Terrorized) 8.8%
  • 6.5% (0.11 End/sec) Recovery
  • 20% (0.85 HP/sec) Regeneration
  • 9.13% Resistance(Fire)
  • 9.13% Resistance(Cold)
  • 2.52% Resistance(Energy)
  • 5.65% Resistance(Negative)


 

Posted

Well, Mesmerize is good for two reasons: To fill out your attack chain, and also, it can one-hit mez AVs. Very nice for some high end content where there's multiple AVs. Many times on the STF I've kept Scirocco and Ghost Widow asleep while the team wails on BS/Mako. You can also put a Chance to Hold proc (From the Devestation set) in it to help increase hold mag.

Mass Hyp does have a problem with being useless in a team setting. However, it can disable an ambush before it even gets close, or, in tandem with Mesmerize, keep several AVs/EBs asleep before the party is ready to engage them. Still, I won't fault you for skipping it =)

I would also recommend switching from CJ to Flight. As both a Mind Controller and an Empath, I believe you're really better suited having a full view of the battle so you know what controls to place where, as well as seeing who needs what buffs or heals. And while CJ is great for immob protection, I find on my Mind/Kin that i very rarely need that. Everything is locked down or being engaged by other teammates to be hitting me, let alone mezzing. Still, that won't make or break the build. If anything, I'd suggest moving the slot for "Range" in TK to CJ and plopping a Blessing of the Zepher: KB Protection there. KB is a much higher problem than immob, IMO, and you'd do well to protect yourself form it!

World of Confusion: You're better off with Psi Tornado. WoC is considered one of the worst powers in the game. The damage is brawl-level, and the confuse lasts not even 2 seconds, wheras it only ticks once every 4 seconds, and it only affects minions (unless it overpowers, which is only 20% of the time). I realize you're set muling for an Acc bonus, but you can get the same thing with a Posi's blast set and have a much more usable power.

Now I know you said you can't afford purples... but then you have Hamio-Os and purpled-out ATOs in your build! If these are things you already have access to, then fine. Otherwise, you may find it easier to get a Purple Confuse set for MC (incidentally, i much prefer to Contagious Confusion proc in MC compared to a Damage proc). The Cyto's I last saw going for MORE than purples! So just a head's up =)

Speaking of, Confusion feels under-slotted. I realize you're a bit slot-starved here, but it could use an End redux if you're worried about endurance performance.

And as for Endurance, I'd replace on of the End Mod IOs in Stamina with Performance Shifter: End Mod. The 5% movement speed is actually kinda nice, especially if you build up on it. It's not the kind of thing you build for (unless you're a Stone Tank), but it's a viable option, so hey, why not?! =)

Overall, while this isn't a build -I'd- make, it's certainly pretty good. My main beef is WoC's place in the build, and the use of Hami-Os if you don't already have access to them =)


-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

Here's how I might tweak things while trying to keep your power choices. I agree overall with what Emperor Steele has posted so I did swap out WoC for Psionic Tornado. He also pretty much nails a huge reason to keep or have the sleep powers while in a team setting. AVs, while their purple triangles are up, possess large amounts of protection vs most mez effects the two exceptions being Sleep and Immobilize. I also swapped out the HO's for IO's mostly so one can see what the difference is, pretty small outside of Fort. In Fort it basically costs one the enhanced To Hit buff.

On the Empathy side the only thing I'd do differently is drop Resurrection. I have a hard time taking it on my defenders ... I definitely have better things to do on my trollers, but ... if I did take it I'd slot an Endred in the base slot. Unlike a defender you have no Vigilance reducing its cost and it's a whopping 26 end. Dropping a recharge in there isn't going to reduce the recharge time to the point you are rezzing 2 folks from one fight (or if it is why are they hanging around for nearly a minute to be rezzed) but an endred might be the difference in a hard fight between rezzing one teammate and not if you find yourself between Recovery Auras. I'd love to see AB asap but can thoroughly understand wanting the mez protection first. Anyway here it is.

Doomguide

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Baalzebot_MindEmpathy_FrierFly_Alternate1 (v1.00.i23 Incarnate): Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Empathy
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Levitate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(9)
Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13)
Level 4: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(37)
Level 6: Super Jump -- Zephyr-ResKB(A)
Level 8: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(17), Mlais-Acc/EndRdx(43), Mlais-Conf/Rng(48), Mlais-Acc/Conf/Rchg(50), Mlais-Dam%(50)
Level 10: Resurrect -- EndRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(42)
Level 14: Telekinesis -- Range-I(A)
Level 16: Clear Mind -- Range-I(A)
Level 18: Total Domination -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(21), UbrkCons-EndRdx/Hold(21)
Level 20: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/Rchg(23), LkGmblr-Def/EndRdx/Rchg(25)
Level 22: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Rchg+(27)
Level 24: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(43), GSFC-ToHit/EndRdx(43)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(31)
Level 28: Recovery Aura -- RechRdx-I(A), P'Shift-EndMod/Rchg(31), Efficacy-EndMod/Rchg(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 32: Mass Confusion -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SWotController-EndRdx/Rchg(34), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SWotController-Rchg/Dmg%(36)
Level 35: Regeneration Aura -- Dct'dW-Rchg(A), Dct'dW-Heal(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37)
Level 38: Indomitable Will -- RechRdx-I(A), RechRdx-I(39), LkGmblr-Rchg+(39), LkGmblr-Def/Rchg(39)
Level 41: Mind Over Body -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(42), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(50)
Level 44: Adrenalin Boost -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Heal(45), Dct'dW-Heal/EndRdx(45), Dct'dW-Heal/Rchg(46), Efficacy-EndMod/Rchg(46)
Level 47: Psionic Tornado -- Posi-Dmg/Rchg(A), Det'tn-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(46)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
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Posted

There are some solid reasons to take both of Mind's Sleep.

As Steele noted, Mesmerize is capable of one shot sleeping bosses and AVs. Naturally, you won't be able to keep them in that state, but it's an excellent way to shed errant aggro (by sleeping the foe and allowing a sturdier teammate to wake them). Mesmerize is also an excellent way to detoggle some problem foes such as Ruin Mages who's dispersion bubble offers resistances to holds or Tsoo Sorcerers using Hurricane.

As for Mass Hypnosis, I generally use it as the softener for Terrify and Total Domination. Unlike most AoE controls it has a 50% chance to overpower, which can significantly reduce the return fire if used before Total Domination. It can be used similarly, though slightly less effectively, with Terrify to ensure that they enemies not stricken by fear do not begin firing on you. Aside from that use, it also serves well to delay ambushes and to shed aggro to sturdier teammates.


 

Posted

I must say, a good case has been made for the sleeps... I think I'll put them in the alt build so I can check out the detoggle and enemy softening effects.


 

Posted

Others already answered, but I thought I would add my two cents. Mezmerize is a key power for the single target attack chain. Dom-Mez-Lev. If Domination misses, then Mez sets Containment for Levitate. Plus the one-shot sleep for bosses. Plus the damage for the attack chain, which is the most important part.

As for Mass Hypnosis, I found that it was a great power for (a) setting Containment for Terrify slotted for Damage (I use it frequently for this -- that way, I can save Total Dom for control rather than setting Containment), (b) a nice way to incapacitate a room without drawing aggro (fantastic for stealthing and getting glowies), (c) a nice power for stopping an ambush while your team is dealing with another group, (d) A nice place to slot the cheapest purple set, Fortunata Hypnosis.

World of Confusion sucks. Confuse should be better slotted -- a no-aggro single target confuse is great if you use it a lot. (I discuss many of its uses in my Illusion/Rad guide.)


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