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Quote:Time does not mature until very late. At low levels where single bosses are actually quite dangerous, it's useful to be able to knock one out with a quick 1-2 punch of Timestop + ST hold (you can use the ST slow + timestop to do the same thing, but the Mag 4 hold on that has extremely short duration). It sets up containment for Blind and also accepts Basilisk's gaze.Anyway, I'm posting this because I want to know if I'm missing something and Time Stop is actually more useful for Illu/Time than I think it is. Share your opinions please!
The long animation time and lack of damage make it much less useful at high levels where you are laying waste to team-sized spawns, but it's still a solid low-level pick. -
I don't take them and I don't find any of the workarounds people to be suggest to be all that good either. Endurance recovery powers detoggle you and remove your defenses. Even if you're unconvinced that the constant retoggling adds a huge animation time penalty during which you could be nuking the next spawn, it's still a hassle and a QoL issue to deal with. With trials spawning mobs that are 50% bosses/EB and Judgement available as a convenient minion-muncher, old-style crash nukes are obsolete with very few exceptions. 75% end crash would be a lot better provided they keep their current damage.
Granted, there'll probably be balance problems if you remove the crash completely. Right now AR and Archery are only competitive with Fire (and outdo it, as far as aoe is concerned) because of the crashless nukes. Remove the crash and you leave Fire and maybe Sonic as the only top-tier primaries - but that's a whole new can of worms. -
Quote:If you compare a high-recharge mind controller to one with no recharge, obviously the mind controller will win out. Comparisons between powersets are only meaningful when both have builds of the same quality and players of the same ability behind them.Leav: One problem with your challenge: Recharge speed. My lvl 50 Mind/Kin has TD down to less than a minute. Hypothetically, first group: TD, APPAoE, Terrify, dead. Next group: Mass Hyp, Mass confuse, APPAoE, Mass Hyp after a few seconds, Terrify, dead. Next group: Total Dom and repeat etc...
Compare that to a mind/anything with no recharge bonuses, or heck, an anything/anything with no or few recharge bonuses, and the Mind controller will win out. Especially if you're talking about a toon that relies on immobilize but doesn't have defense bonuses. Immob does DoT and keeps Containment up, but it doesn't keep you SAFE. Hard to kill things when you're dead. It's more about build than powerset.
That said, I feel encouraged to let loose and see just how far I can push my Controller and put a video up on youtube...
The controllers that get aoe immobilizes, with the exception of Ice, all have at least one 90s base recharge hard mez aoe. That's what's keeping them safe even without any defense.
Sure, go ahead and do that. I want to see what a powerful mind controller looks like. Even with more money than the average player will see in their career, I couldn't design one that gave performance close to the big three primaries. -
Quote:That was in response to their claim that mind control's aoe damage ability "certainly isn't top tier, but it is middling" which is factually wrong. I want to see this so-called middling aoe damage for myself.This..is just silly. No doubt your non-mind troller would be a fire kin, fire rad, ill rad, a pairing that is KNOWN to do major damage? And you want to compare that to someones mind troller...just to prove a point you already know, that your troller will kill faster? A lil petty? Especially when it has nothing to do with the original question..
More broadly, people keep telling me about these mind controllers that supposedly have "good" damage (whether ST or aoe) relative to other primaries, without being able to explain where they are getting it from. I have a suspicion that a lot of these people simply haven't seen a high damage controller at work before, which is why I offered to show them one. -
Quote:Contrary to what you claim, I place a strong emphasis on flexibility, versatility and optimizing to face what's actually in the game rather than a solo farm. As far as I'm concerned, the ideal character ought to perform well solo and teamed, on offense and defense, at high levels and low levels, against single hard targets or hordes of weak enemies (and hordes of strong enemies), with capable teams and poor ones, against as many enemy groups in the game as possible. I don't think any character can check all of those boxes but the more it can, the better it is. I issue the quoted challenge only because you claim that Mind has "middling" aoe damage without evidence to back it up.Obviously, your prime metric is how fast a character can defeat the enemy, a nice objective measurement. However, you're setting aside how much faster your allies can defeat the enemy with your support which is a more difficult metric to measure, especially with the inclusion of how much safety/uptime between defeats coming into play and non-peak performance. The importance placed on spamming the AoE immobilizes for damage also fails to recognize how dangerous this is for a large part of the game until you've built enough recharge for a reliable spawn to spawn control or the defense to survive uncontrolled mobs. Unfortunately, those objectives include investing in the invention system or utilizing epic power pools, which tend to come in effect late in the game. Unfortunately, this is also the point when most of your teammates have achieved their own survivablity via the same means, depreciating the value of control and shifting the preference towards damage. However, the end game is not the full game and an objective analysis will consider performance at all levels. TL;DR version: Your objective analysis is biased towards end game content and non-standard play (playing alone at x8).
I don't have a single "prime metric", unlike some controllers who emphasize the support role exclusively, nor do I neglect the effect of support and control. In my first post I listed as one of Mind's most glaring weakness to be the fact that it actually outputs less hard mez than Fire. I also noted that illusion shares the same low-damage weakness that Mind has, however I don't consider it sub-par, since illusion gives control advantages significant enough to counter the weakness. The problem with Mind is one of not enough control for the damage it does, or vice versa. For a control-heavy set, Earth comes a lot more closer to providing enough control for the amount of damage it applies.
None of the examples you cite are so significant as to compensate for Mind's weaknesses. Every powerset has specific enemy groups that are weak to it so I consider this nothing special (for a more balanced perspective, it's worth also looking at how many enemies have psi res/def). You are right that one of Mind's advantages is that it's a remarkably strong low-level set. In the low levels where over-aggro can actually be a problem and a single boss is a pretty tough enemy, being able to juggle bosses with Lev and getting an aggroless early sleep makes it one of the really strong performers pre-30 (which is where IO sets begin to dominate) and especially pre-20 (before most controllers can effectively slot their aoe mezzes). I just don't consider it much of an advantage to be strong in the early game and weak in the lategame, not when the first 20 levels quickly fly by and when late-blooming IO builds nevertheless manage to fare decently when exemplared down.
Quote:More importantly, your dismissal of fun should stand as a warning to anyone who looks toward your advice to take it with a grain of salt. When we return to the OP's question "Why play mind control?" fun is very much a factor and objective analysis of dps and survivability do not address his question fully.
There's certainly nothing odd with playing weak or sub-par powersets. However, I'd rather people chose to do so as an informed decision rather than on the basis of hyped-up, unrealistic scenarios, or people chest-thumping on behalf of their characters.
In conclusion, nowhere did I dismiss fun, and the fact that you keep twisting the meaning of my posts should stand as a warning to everyone to take your posts with a grain of salt. Unfortunately, most people can't divorce criticism of a powerset from criticism of their characters, which they're heavily emotionally invested in. -
Great to see some loot that's actually hard to get (even if it's just cosmetic), although I hope they made the emp merit cost high enough to be noticeable. I'm sitting on hundreds of the things and have no use for them.
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You're probably right in that Mind Dominators aren't all that hot either barring the edge case of the LRSF. I do tend to mention the Domintaor comparison because, if for whatever reason I absolutely had to play the powerset, I'd chose to do it on a Dominator - it has fewer issues compared to its peers.
Quote:The significant issue I take with this statement is that it implies strongly that "performance" can be defined without a role.
Since all powersets have their relative merits, one can always concoct some hypothetical situation which plays to the strengths of a particular powerset, and hype up its ability. Discerning players should ask themselves 1) how widely applicable the situation mentioned is, 2) how the character would fare in different situations, 3) whether other characters would fare just as well or better in the same situation, even if they employ different methods. -
Quote:In my experience intermittently sleeping an AV offers no real mitigation if the rest of the team is hitting it.However, the ability to intermittently 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.
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.
These advantages are only relevant occasionally. They don't compensate for a fire controller producing more helplessly staggering about enemies than a mind controller does.
Quote: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.
You claim that Mind can leverage other secondaries to greater effect without providing any compelling examples. A solo Mind/Kin would get to maximise FS at their leisure, but this would need to be weighed against the fact that it doesn't work as well in a team, and that modern characters can often be built to maximise FS, with or without aggroless controls. Mind's damage is so poor that it can't exploit the massive damage potential that other kins (Fire/, Plant/, etc.) bring to the table, which I consider a large disadvantage.
Quote: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.
It's worth noting that Illusion has the same problem of no persistent, low-recharge containment setter, but makes up for it by being able to control enemies that control primaries in general do not work against, while maintaining all of Mind's advantages (aggroless control, psi damage - there's even a nonpositional attack in there).
That said, I'll gladly change my opinion (and post here that I did) if someone shows me evidence. Get on your Mind controller and show me how fast you can kill things. I'll hop over to your server to take a look if you agree to come and see how fast my non-Mind controller can kill things. Send me a tell at @Laevateinn
Quote: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.
Between debuffs, self-buffs, and mitigation, modern builds have many ways to negate alpha strikes. In evaluating how much Mind's aggroless control ability is worth, it's worth looking at how other controllers fare without it. Since none of my controllers have any difficulty handling alpha strikes, even from enemies which their controls do not work against, I'm convinced the value is small/nonexistent. It would need to be weighed against the core disadvantage of not wielding enough control power for the amount of damage it does. -
If you can't get perma-DP, go Spiritual. If you already have perma-DP and high defense without dipping into the alpha slot, go Musculature (the effect on your attacks is small, but it boosts your judgement and lore pet damage too). You should not need Cardiac with drain psyche giving you limitless end.
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For the reasons you mention, "soloing +4/x8" without qualification has no meaning, just like saying "soloing an AV" (there's a big difference between soloing Chimera, who's probably outdamaged by IDF bosses, and soloing the AV-class Avatar of Hamidon). I consider soloing the Lambda warehouse a better measure of baseline build ability, because IDF aren't built to disadvantage any particular AT, have a good spread of damage types and threats, and because the time limit in the warehouse means you need both good damage and survivability to make it through.
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Quote: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.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.
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.
Quote:A Mind Controller is also one of the few AT Powersets in the game that could theoretically solo Hamidon.
Quote:Now, MC does have some issues. The lack of steady AoE containment really hurts one's ability to farm.
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.
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.
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. -
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.
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I'm thankful for still having the chance to study chemistry, despite having wasted far too many years of my life.
In-game I'm thankful for having people who love (or at least tolerate) me, even though I'm blunt to the point of rudeness and I hold a lot of deeply unpopular opinions. -
You're right that the the trial is tedious and boring. Personally, I'd prefer to have just one big wave of sky raiders, followed by an AV. If people fail, tough luck. Maybe next time, they'll think twice before claiming that builds don't matter and teamwork and tactics are the panacea to every challenge.
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The problem is, as you've discovered, it's difficult to build for Rech and AoE defense (much, much harder than Rech and Ranged defense). It's doubly hard on empathy because the defender herself gets almost no benefit from the powerset, unlike time, rad, traps, cold etc. who all self-buff def/rech which translates into more slots for defense.
I don't see any way to improve the build without increasing the cost a lot (buying membranes, purples etc.) Personally I would keep your current build since 34 aoe def is already not bad. When you are under pressure, eat 1 small purple inspiration (+12.5 def) which will softcap you.
For what it's worth there are only two empaths I consider worth playing: Ill/Emp (controller) and emp/sonic. Ill/emp is good in that it is one of very few builds that can get away with ignoring defense entirely, since you have PA to tank for you; you can lead a mostly aggro-free life and also have more options to keep the team safe. The downside is that to make it really outstanding you need perma-PA, which is expensive. Emp/sonic is great because it fixes the other problem empathy has - negligible ability to boost the offensive power of the team. If you're going to take only 4 powers from the secondary emp/sonic will be much better than /fire, especially in a teaming context. -
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Great to know, thanks!
Going to try a 2-team underground soon and see if it's any easier with fewer members (my failed underground was 21 people). -
Led a really, really close Underground today where the Avatar had less than 5% hitpoints left when we ran out of time. If I had figured out to get someone to kite it around the room from the start rather than halfway through, things might've been different, but that's a lesson for next time. The point of this is...
This got me thinking if the difficulty of Trial AVs scales to the number of players on leagues, the way e.g. BAF prisoners and trash spawn sizes do. I've run lots of BAFs with anywhere from 12 to 24 people and in my experience, the rate at which AVs die has no correlation to league size. Specifically, I'm wondering if AVs on itrials get scaling debuff and/or damage resists. Has anyone noticed anything like this? I don't own any characters with survelliance. -
Don't run focused acc, Tactics gives more tohit for less endurance cost. Don't run Tough, the benefit is minimal since you have no resistance APP shield to stack with it. Take it but use it as a set mule only. Don't run stealth - it's an end hog, slows you (so you take longer to get in range for hotfeet) and half the defense that shows in Mids suppresses in combat.
I would take Leadership instead: losing focused acc, stealth and grant invis to pick up maneuvers, tactics and venge would give you the same set bonuses, the same number of LotG mules, the same defense, better powers and less endurance consumption.
Bonfire is of situational use only and doesn't need to be heavily slotted - the damage looks impressive on paper but it's a 45 second DoT, so much of it is wasted. Take out the posiblasts and use those slots to shore up your endredux elsewhere. To get back your 6.25 rech bonus, put another slot of cloud senses in Weaken.
The PvPIO -res proc in Hot Feet won't do much. Procs in auras only have a chance to proc once every 10 seconds. I would replace it with a Dam/End piece from any set (Armageddon if you can afford it, otherwise any cheap set will do). Sell the proc and buy 5 absolute amazements for your Flashfire (all except the proc). -
Try fire/mental/mace. Fire works well at range or melee and is the top or close to the top for both single-target and aoe damage; it is the most versatile Blaster primary.
/mental gives you limitless endurance and huge health regen to back up your defense. It also has a second cone, a PBAoE and a different damage type than your primary.
While /fire has a lot of PBAoE attacks, a lot of them are just not very good (Combustion) or are bugged (Burn, Blazing aura). The only real synergy with Fire/ is hot feet's slow helping to keep enemies in rain of fire.
Hoarfrost doesn't actually do much since blasters start off very close to the HP cap. An accoladed blaster will usually be within 100 hitpoints of the HP cap. Mace is a better option since it also provides energy defense, and energy is very common in the high-level game. -
Just from eyeballing your build, you need more recharge. Tar patch needs 2 rech commons in it. Slow is probably not necessary since the slow stacks with rain of fire's slow.
You want Howling Twilight since it is your -500% regen power, mag 2 stun and an AoE ally rez. It is autohit and works fine 2-slotted with recharge commons. What to drop for it is up to you, but I would drop phase shift.
You can live without defense, since Dark easily floors tohit on its own, but it's still valuable against highly level shifted enemies (since purple patch reduces your debuffs) and situations where you have to run past gauntlets of enemies (speed TFs, Lambda).
Replace your siphon insights with 6-slotted Cloud Senses for 6.25 rech and 3.125 ranged def. The tohit debuff is slightly lower but I haven't found that to be a problem since dark already overdoses on -ToHit.
The best slotting I have found for twilight grasp, if you can pull 2 extra slots from somewhere else, is 5 doctored wounds + 1 acc. I'd probably drop the gaussian's proc in tactics - the chance that it'll fire when you are in combat is probably negligible.
Finally, be warned that this build is extremely end-heavy. My fire/dark was unplayable without cardiac alpha. -
Quote:Most secondary effects do very little to improve performance (except for -res and -tohit). Things like -def, minor slows, endurance drain and KB do not compare to the powerful and consistent advantage of higher damage. The developers have severely overvalued them when considering power balance.I agree with several posters that you can't measure the damage of other power sets against fire. Everyone forgets that all attack powers have secondary effects, and that those effects are factored into the equation for power balance. Fire's secondary component is....more damage...which is why it seems stronger.
Incidentally, the DoT in fire is actually quite minor, and not the main reason for the strength of the set. Fire is a top-tier sets because it has blaster-level rain of fire, a cone that does abnormally high damage (1.75 damage scale vs. 0.9-1.4 for most other blast sets), and a TAoE with one of the fastest animations in the game. To these advantages it adds no redraw and an exotic (non-S/L) damage type.
That said, lots of sub-par sets have been buffed recently, often in the face of highly vocal opposition, so there's still hope. I predict that within a year DP will get an animation time fix like TA, AR and Archery all did and maybe some other buffs on the side. And when it happens, all the people who insisted it was "just fine" will go about trying to pretend they never said anything of the sort. -
It falls far behind Fire in both single-target and AoE damage and the things you get in exchange for the loss aren't good enough compensation.
It's not energy blast levels of terrible, but it has problems. -
I want /dark, too, ported unchanged. A fire/dark would roll over and destroy everything like a tank.
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The power that is killing you is called Lethal Force Authorized. It does 8 ticks of 30% unresistable autohit damage each, guaranteeing death if you do not heal.
You can try to heal through it. The instant you see "Lethal Force Authorized" on your screen, stop attacking. Once the damage ticks start, eat greens and pop your heals (You -are- carrying 1 row of large greens... right?) You need to pace yourself so that you do not run out of heals before the ticks end. Note that most aura heals do not help you survive, since they have high animation times (in the range of 2s) and do not heal enough; you want things like Dull Pain for this.
I've heard people claim that the attack is a cone, and that you can avoid it by moving to the side or back of the war walker. Every time I have done so, I have not been hit by it (but it's also possible that it's just due to me standing apart from other players, since the attack only hits people within 10ft of Targetted allies). I have no idea whether it really is a cone or what the range or arc is since it's hidden behind pseudopets like most unresistables.
Lethal force authorized rolls for hitchance in the combat window, implying it isn't autohit (but the pseudopet could be, I have no way of knowing). The real numbers for it read 2x accuracy, for a staggeringly high 123% defense to softcap vs it. That might explain why support-heavy leagues rarely seem to get hit by it, in my experience, but for what it's worth I've never survived one only by eating super purples.