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Exhibitionette - Exposed!
Exhibitionette - Exposed!
#1
With Exy, I was trying to go with a diffeent version (beyond the nekkidness) for the CoIF story. This build is an attempt to make a toon that can lock down
opponents and then pick them off with decent damage attacks. I've never really played a Troller before so this build could look like complete crap. So
any suggestions are appreciated.

Thanks

Hero Plan by Mids' Hero Designer 1.601

http://www.cohplanner.com/

Exhibitionette - Final build: Level 50 Mutation Controller

Primary Power Set: Mind Control

Secondary Power Set: Radiation Emission

Power Pool: Fitness

Power Pool: Flight

Power Pool: Leadership

Ancillary Pool: Psionic Mastery

Hero Profile:

------------

Level 1: Mesmerize

(A) Devastation - Accuracy/Damage

(3) Devastation - Chance of Hold

(5) Devastation - Damage/Endurance

(13) Devastation - Damage/Recharge

Level 1: Radiant Aura

(A) Numina's Convalescence - Heal

(40) Numina's Convalescence - Heal/Endurance

(50) Numina's Convalescence - Heal/Recharge

Level 2: Levitate

(A) Devastation - Chance of Hold

(3) Devastation - Damage/Endurance

(7) Devastation - Damage/Recharge

(13) Devastation - Accuracy/Damage

(34) Explosive Strike - Chance for Smashing Damage

(34) Explosive Strike - Damage/Knockback

Level 4: Dominate

(A) Devastation - Chance of Hold

(5) Devastation - Accuracy/Damage

(7) Devastation - Damage/Endurance

(15) Devastation - Damage/Recharge

Level 6: Confuse

(A) Malaise's Illusions - Chance of Damage(Psionic)

(9) Malaise's Illusions - Accuracy/Confused/Recharge

(9) Malaise's Illusions - Confused/Range

(31) Malaise's Illusions - Endurance/Confused

Level 8: Mass Hypnosis

(A) Call of the Sandman - Accuracy/Recharge

(11) Call of the Sandman - Endurance/Sleep

(11) Call of the Sandman - Accuracy/Endurance

(15) Call of the Sandman - Accuracy/Sleep/Recharge

(40) Call of the Sandman - Sleep/Range

Level 10: Swift

(A) Run Speed IO

Level 12: Hover

(A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 14: Fly

(A) Flight Speed IO

Level 16: Health

(A) Numina's Convalescence - Heal

(17) Numina's Convalescence - Heal/Endurance

(17) Regenerative Tissue - +Regeneration

Level 18: Accelerate Metabolism

(A) Performance Shifter - Chance for +End

(19) Performance Shifter - EndMod

(19) Performance Shifter - EndMod/Recharge

(43) Performance Shifter - EndMod/Accuracy

(50) Performance Shifter - EndMod/Accuracy/Recharge

Level 20: Stamina

(A) Performance Shifter - Chance for +End

(21) Performance Shifter - EndMod

(21) Performance Shifter - EndMod/Recharge

(33) Performance Shifter - EndMod/Accuracy/Recharge

(37) Performance Shifter - EndMod/Accuracy

Level 22: Total Domination

(A) Lockdown - Accuracy/Hold

(23) Lockdown - Recharge/Hold

(23) Endurance Reduction IO

(40) Endurance Reduction IO

Level 24: Radiation Infection

(A) Touch of Lady Grey - Defense Debuff/Recharge/Endurance

(25) Touch of Lady Grey - Defense Debuff/Endurance

(25) Touch of Lady Grey - Defense Debuff/Recharge

(43) Touch of Lady Grey - Defense Debuff

(46) Touch of Lady Grey - Chance for Negative Damage

Level 26: Terrify

(A) Positron's Blast - Damage/Recharge

(27) Positron's Blast - Damage/Range

(27) Positron's Blast - Chance of Damage(Energy)

(37) Positron's Blast - Damage/Endurance

(37) Positron's Blast - Accuracy/Damage

Level 28: Mutation

(A) Efficacy Adaptor - EndMod/Accuracy

(29) Efficacy Adaptor - EndMod/Endurance

(29) Efficacy Adaptor - EndMod/Recharge

(31) Efficacy Adaptor - EndMod

(36) Efficacy Adaptor - EndMod/Accuracy/Recharge

Level 30: Enervating Field

(A) Endurance Reduction IO

(31) Recharge Reduction IO

Level 32: Mass Confusion

(A) Malaise's Illusions - Accuracy/Confused/Recharge

(33) Malaise's Illusions - Confused/Range

(33) Malaise's Illusions - Endurance/Confused

(34) Malaise's Illusions - Chance of Damage(Psionic)

Level 35: Lingering Radiation

(A) Pacing of the Turtle - Range/Slow

(36) Pacing of the Turtle - Accuracy/Slow

(36) Pacing of the Turtle - Damage/Slow

Level 38: Choking Cloud

(A) Lockdown - Accuracy/Hold

(39) Lockdown - Chance for +2 Mag Hold

(39) Lockdown - Recharge/Hold

(39) Lockdown - Accuracy/Endurance/Recharge/Hold

Level 41: Mental Blast

(A) Apocalypse - Damage

(42) Apocalypse - Chance of Damage(Negative)

(42) Apocalypse - Damage/Endurance

(42) Apocalypse - Damage/Recharge

(43) Apocalypse - Accuracy/Recharge

Level 44: Mind Over Body

(A) Steadfast Protection - Resistance/+Def 3%

(45) Steadfast Protection - Knockback Protection

(45) Impervium Armor - Resistance

(45) Impervium Armor - Resistance/Endurance

(46) Impervium Armor - Resistance/Recharge

(46) Impervium Armor - Psionic Resistance

Level 47: Psionic Tornado

(A) Positron's Blast - Chance of Damage(Energy)

(48) Positron's Blast - Damage/Recharge

(48) Positron's Blast - Damage/Range

(48) Positron's Blast - Damage/Endurance

(50) Positron's Blast - Accuracy/Damage

Level 49: Assault

(A) Endurance Reduction IO

------------

Level 1: Brawl

(A) Empty

Level 1: Sprint

(A) Empty

Level 2: Rest

(A) Empty

Level 1: Containment

------------

Set Bonus Totals:

35% DamageBuff(Smashing)

35% DamageBuff(Lethal)

35% DamageBuff(Fire)

35% DamageBuff(Cold)

35% DamageBuff(Energy)

35% DamageBuff(Negative)

35% DamageBuff(Toxic)

35% DamageBuff(Psionic)

3% Defense(Smashing)

3% Defense(Lethal)

3% Defense(Fire)

3% Defense(Cold)

3% Defense(Energy)

3% Defense(Negative)

4.88% Defense(Psionic)

3% Defense(Melee)

3% Defense(Ranged)

3% Defense(AoE)

4.5% Max End

28.8% Enhancement(RechargeTime)

2.5% Enhancement(JumpSpeed)

2.5% Enhancement(RunSpeed)

2.5% Enhancement(JumpHeight)

18% Enhancement(Accuracy)

2.5% Enhancement(Held)

2.5% Enhancement(FlySpeed)

5% Enhancement(Confused)

5% Enhancement(Sleep)

10% FlySpeed

202.2 HP (19.9%) HitPoints

10% JumpHeight

10% JumpSpeed

Knockback (Mag -8)

Knockup (Mag -8)

MezResist(Held) 2.2%

MezResist(Sleep) 2.75%

15.5% (0.26 End/sec) Recovery

94% (3.99 HP/sec) Regeneration

3.15% Resistance(Fire)

3.15% Resistance(Cold)

3% Resistance(Psionic)

10% RunSpeed



------------

Set Bonuses:

Devastation

(Mesmerize)

12% (0.51 HP/sec) Regeneration

22.9 HP (2.25%) HitPoints

3% DamageBuff(All)

Numina's Convalescence

(Radiant Aura)

12% (0.51 HP/sec) Regeneration

19.1 HP (1.88%) HitPoints

Devastation

(Levitate)

12% (0.51 HP/sec) Regeneration

22.9 HP (2.25%) HitPoints

3% DamageBuff(All)

Explosive Strike

(Levitate)

1.5% DamageBuff(All)

Devastation

(Dominate)

12% (0.51 HP/sec) Regeneration

22.9 HP (2.25%) HitPoints

3% DamageBuff(All)

Malaise's Illusions

(Confuse)

2.5% (0.04 End/sec) Recovery

2.5% Enhancement(Confused)

2.5% DamageBuff(All)

Call of the Sandman

(Mass Hypnosis)

5% Enhancement(Sleep)

19.1 HP (1.88%) HitPoints

2.25% Max End

6.25% Enhancement(RechargeTime)

Blessing of the Zephyr

(Hover)

Knockback Protection (Mag -4)

Numina's Convalescence

(Health)

12% (0.51 HP/sec) Regeneration

Performance Shifter

(Accelerate Metabolism)

5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed

19.1 HP (1.88%) HitPoints

2.5% (0.04 End/sec) Recovery

2.5% DamageBuff(All)

Performance Shifter

(Stamina)

5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed

19.1 HP (1.88%) HitPoints

2.5% (0.04 End/sec) Recovery

2.5% DamageBuff(All)

Lockdown

(Total Domination)

3% DamageBuff(All)

Touch of Lady Grey

(Radiation Infection)

15.3 HP (1.5%) HitPoints

2.5% (0.04 End/sec) Recovery

8% (0.34 HP/sec) Regeneration

2% DamageBuff(All)

Positron's Blast

(Terrify)

2.5% (0.04 End/sec) Recovery

1.58% Resistance(Fire,Cold)

9% Enhancement(Accuracy)

6.25% Enhancement(RechargeTime)

Efficacy Adaptor

(Mutation)

11.4 HP (1.13%) HitPoints

1.5% (0.03 End/sec) Recovery

10% (0.42 HP/sec) Regeneration

2.5% DamageBuff(All)

Malaise's Illusions

(Mass Confusion)

2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)

2.5% Enhancement(Confused)

2.5% DamageBuff(All)

Pacing of the Turtle

(Lingering Radiation)

MezResist(Sleep) 2.75%

2.5% Enhancement(Slow)

Lockdown

(Choking Cloud)

3% DamageBuff(All)

2.5% Enhancement(Held)

MezResist(Held) 2.2%

Apocalypse

(Mental Blast)

16% (0.68 HP/sec) Regeneration

30.5 HP (3%) HitPoints

4% DamageBuff(All)

10% Enhancement(RechargeTime)

Steadfast Protection

(Mind Over Body)

1.5% (0.03 End/sec) Recovery

3% Defense(All)

Knockback Protection (Mag -4)

Impervium Armor

(Mind Over Body)

2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)

1.88% Defense(Psionic)

2.25% Max End

3% Resistance(Psionic)

Positron's Blast

(Psionic Tornado)

2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)

1.58% Resistance(Fire,Cold)

9% Enhancement(Accuracy)

6.25% Enhancement(RechargeTime)

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Reply
 
#2
I haven't taken a deep look at this, but I did notice that you took Choking Cloud, and only slotted it for 4.

If you plan on having it up all the time, paying 0.7 end a second is far to much.

I would try and grab 2 slots from somewhere else (mutation) and drop them in CC, both as end reduction.

more to come later when I can dig around a bit
-Terry
-----
"so listen up boy, or pornography starring your mother will be the second worst thing to happen to you today"
TF2: Spy
Reply
 
#3
I really can't say what to do with this sorta type. Drenivian is more towards the good damage-dealer controllers, so you might wanna pester him. I usually
go not for damage but recharge and mez-duration so I can lock people down as fast and long as possible, and let damage come on it's own. It's slow,
yes, but I typically see controllers as group-oriented characters. I see all the damage enhancements and I kinda go 'bwah?' It looks like you're
stuffing a blaster's enhancements into a controller (Ice/ice blasters do decent control by the by). While I really have no clue how well it would work
(Could be good dunno), I'll say that I find controllers much more effective with a more lock-down focus rather than damage.
---

The Master said: "It is all in vain! I have never yet seen a man who can perceive his own faults and bring the charge home against himself."

>Analects: Book V, Chaper XXVI
Reply
 
#4
I'm not too familiar with these powersets, but it looks basically reasonable overall. Allowing for different types of powers, it's similar to how I
prioritize on Shia (my fire/kin controller). A few thoughts:

-I'm not really one to ask about set bonuses in general, but I really don't think the bonus is worth 5-slotting mutation... In fact, I'm not sure
it's worth adding slots to at all.

-I really don't know why you've got two endred in Total Domination. With that long a recharge time, this isn't going to be a major contributor to
any endurance problems. I find an AoE hold to be one of the best controller "panic buttons", and would want this slotted a lot more for accuracy and
hold duration - especially as it's base accuracy is apparently *really* low. Similarly, Mass Confusion could use more accuracy. (Although that might depend
on how you're going to use it - as a "soften a group up before going all in" power, it's not too risky because it doesn't aggro enemies.)

-Not sure a 15% chance to hold an lt is worth the Lockdown proc in Choking Cloud. I might not be the best person to ask though - I'm not sure how worth it
is on anything, yet I seem to recall it's pretty expensive, so people must like it.

-I'd also go for more hold and recharge on Dominate. I don't actually *use* the basically-the-same-thing power much on Shia much anymore, but when
you're in a situation that calls for a quick single-target hold, nothing else will really do.

-Never had Lingering Radiation, but from what I've read this power is highly desirable against AVs and such to bring down their regeneration rates. Some
recharge reduction to get better uptime:downtime on that power would make it a lot more useful in that sort of situation, which might be what it's most
useful for anyway.

-How about a fear duration in Terrify?

-Morgan.
Reply
 
#5
Ok, this is my much more in depth look at the build:
It seems like you are devoting a lot of slots to get the set bonuses. In some cases this isn't a problem, in others it can be.

One thing to keep in mind (this may not have occurred to you since you haven't played a troller before) is containment. Containment is your answer to damage. You do double damage to anything that is already held, Immobilized, slept, or Disoriented.

In most cases that means sacrificing hold times for damage is a mistake. If you can squeeze in more damage in addition to a good hold on something, great! But don't skimp on the hold. Cause every attack after the first will hurt twice as much.

That said, I only have my Mind troller in the teens, so most of my commentary will be about a set I have much more experience with (Radiation Emission).

Health: I haven't looked at the market prices recently, But I can't imagine that [Regenitive Tissue: +Regen] is that much cheaper than [Numina's Convalescence: +Regen/+Recovery]. Slotting Heal with [Numina: heal], [Numina: +Rege/+Rec], and a Heal IO gets you the same Regen, and 10% more recovery.

Stamina: 5 slots seems like 2 slots too many. You would be better off triple slotting that with End Mod IOs and putting those two slots to use in your attack powers.

Total Domination: I would six slot this with either a mix of Neurotic Shutdown/Lockdown, or (when you have the cash) Unbreakable Constraint.

Terrify: I feel the need to agree with Morganni about this. Slot for the powers majority affect. Fear. Glimpse of the Abyss will give you close to the same global bonuses.

Mutation: Here I know your wasting slots. Double slot this with Recharge Reduction IOs and call it done. You can use those three slots much better somewhere else.

Enervating Field: exchange the Recharge Reduction IO for another End Reduction IO, and see if you can get this earlier on in the build. If your goal is damage, reducing their resistances (or driving them into the negative) is a good way to go.

Lingering Radiation: while I think 3 slots is on the low side, it isn't horrible. But I would slot Tempered Readyness instead of Pacing of the Turtle.

Choking Cloud: This is one of those powers that people either love or hate. It takes a few seconds to set up, during which your rooted. So most people don't toggle this on or off durring a fight. You set it up and leave it running if you expect to be fighting enemies. That said, is sucks end like water. If you are going to be in the thick of things, great! Take two more slots in this and put end Reduction in them.

On the set choice: Personalty I run CC with Neurotic Shudown for the Global Acc bonus and the damage Proc, but lockdown might work as well. CC cycles every 5 seconds. So every five seconds it makes a to-hit check against every enemy in range. Of those that get hit: 80% of them get hit with a mag 1 hold, and 50% of them get hit with a mag 2 hold. The trick is to stretch out these holds as long as possible, so you can double stack the holds.

With the slotting I've put in place, you get the following after ~7.5 seconds (two pulses, things only get better with pulse #3):
Mag 0 hold: 1%
Mag 1 hold: 8%
Mag 2 hold: 18%
Mag 3+ hold: 73%

And that's not taking into account the +2 hold proc (the time table math on that gets too complicated).
So yeah, holding 91% of the minions and 73% of the bosses is why people take this power. That math is assuming that everything hits. And if you have Radiation infection on the group, that becomes a close enough assumption to work with.

Assault: This seems like a power chosen cause you have nothing else to take. Have you thought about EM Pulse or World of Confusion?

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[/font]
-Terry
-----
"so listen up boy, or pornography starring your mother will be the second worst thing to happen to you today"
TF2: Spy
Reply
 
#6
sweno Wrote:Terrify: I feel the need to agree with Morganni about this. Slot for the powers majority affect. Fear. Glimpse of the Abyss will give you close to the same global bonuses.

I'm agreeing with you? '.'I was just thinking "add a sixth slot with a fear duration IO". It looks pretty respectable as a damage power, but it wouldn't be a bad idea to boost it's controlling a bit, since it's really the only option that's AoE, available quickly, and not going to get canceled out by Psionic Tornado. (Well, there's Choking Cloud, but personally I like to have the situation basically under control *before* I'm in the middle of things.)

AoE is really kind of tricky with this setup. Assuming going in with no powers with a > 30s recharge time available, the only thing to set up containment is Mass Hypnosis (sleep). Rad toggles I'd assume don't wake up sleepers, so that's good. But after that it's either Terrify or Psionic Tornado. With PT first, anything that survives is probably going to get to beat on you a bit. With Terrify first, PT won't get containment damage. Either way Terrify ought to last long enough even with minor fear slotting to get a group whittled down, but it's the early part that's the problem. Don't know how well Choking Cloud will help with this. (I suppose with that the strategy could be Mass Hypnosis, jump in and start working on hard targets with single-target powers, and once CC's got a chance to take hold, *then* you use Psionic Tornado and Terrify.)

-Morgan.
Reply
 
#7
Taking a second look at the general style of powers for Mind Control, I would think hard about not taking CC.

CC would be your only PBAoE.

Your other AoEs are Cone or Targeted, which work best when not standing next to someone.

I would think you can get much more use out of EM Pulse.

Run through it on your alt-build at least.
-Terry
-----
"so listen up boy, or pornography starring your mother will be the second worst thing to happen to you today"
TF2: Spy
Reply
 
#8
Targeted work just fine standing next to someone in my experience. '.'

Personally I'd be reluctant to give up CC, since it does something basically unique for the build.

-Morgan.
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