The Mezmeron guide to the Mind/Psy dominator (2)

January 5, 2009 – 2:36 am
Posted by: arosavi

The Scale for Powers:
Ratings: Powers are rated on a scale from 1-4. Due to the introduction of better enhancements, other powers at later levels, and the changing pve scene; the ratings for some powers will change. Some powers aren’t very effective at lower levels (due to lack of situations or SOs), but become much better later in the game. There are also some powers that are very effective at lower levels, but lose effectiveness at later levels (such as another power that does the same thing, but much better)

1 = Situational. The only redeeming quality of this power is that it can be effective in a certain situation. But to achieve this effectiveness, it requires 4-6 slots. The power could also be suffering from poor design, or just doesn’t work well at certain level ranges. Still- It could be useful for a player that finds themselves commonly in the situation(s) where this power would be effective. But otherwise, this power is too much invesment for too little of a return.

2 = Semi-situational. Any power with this rating would be effective in more than one situation, but probably still requires a heavy slot investment. This power won’t be used all the time, but it is nice to have when it is needed.

3 = General Usage. You’ll most likely use this power every fight. It won’t be the most effective power that you’ll have, but it is definitely worth having it in your build.

4 = Essential Power. Anything with this rating is something that I think that anyone that plays a mind/psy dominator should have. When you get a power with this rating, you’ll be glad you did.

About Slotting:

I made a few assumptions about slotting powers.

1) I assumed that once a player got to the level of being able to get better enhancements, they would get them (which is why I have no listing for training origin enhancements for mass confusion).

2) A power would not lose a number of slots throughout the levels (no power would be 6 slots before level 12, then become 5 or less later on).

3) For those powers that become better with better enhancements, they would gain slots (a power that only had 1 slot at level 6 could have up to 6 slots after level 22).

Mind Control:

While there exist a variety of different controls, the main controls that mind uses are: sleep, hold, confusion, and fear.

Sleep: The mob will not attack once put to sleep. If the mob is attacked though, the sleep is broken and the mob is no longer under control.

Hold: The mob will not attack for the duration of the hold no matter how much damage it receives. Of all the controls, holds are considered by far the safest.

Confusion: The mob will no longer attack villains, but instead attacks other mobs for the duration of the power. What is nice about confusion is that it transforms what would be a threat to the dominator into a benefit.

Fear: The mob will not attack, but will retaliate once for each attack. Once it retaliates, there is a small chance that the mob will run away, but they usually just go back to standing still not attacking anyone.

Power: Mezmerize
Available: Level 1
Description: Ranged,Moderate DMG(Psionic), Foe Sleep
Rating: 2 (pre-level 30), 3 (post-level 30)
Recommended Slotting: (TO) 1 accuracy, (DO) 1 accuracy, (SO) 1 accuracy (2acc if you plan on using it for pvp)

Strength(s): The nice thing about this power is that with one application, it can put a boss to sleep. In fact it is the only power in the whole set that can achieve this sans domination. It is not so effective in the earlier levels. But in the post lvl30 scence where mobs continously throw out status effects, being able to take a boss out of a fight in one application makes this power almost a must-have.

Weakness(es): It is a sleep, which means that one hit will break it. This power also deals damage before the sleep takes hold, which means that the mob will launch an attack which could be dangerous. This is not a non-aggro power, so using it will generate aggro against the dominator.

Power: Levitate
Available: Level 1
Description: Ranged, Moderate DMG(Smash)
Rating: 3
Recommended Slotting: (TO) 3 accuracy, 3 damage (DO) 2 accuracy, 4 damage (SO) 2 accuracy, 3 damage, 1recharge (2acc, 2damage, 2recharge for pvp or as soft control)

Strength(s): In the early levels, this power can help form a pretty decent attack chain. It also has a knockdown component which can help to keep a mob from attacking, and is the only power in the mind control set that offers non-psionic damage. For anyone wanting to completely avoid getting into melee range (i.e. using ranged attacks only), this power is essential. Although it is not absolutely essential otherwise, I highly recommend this power as it is a great source of soft control.

Weakness(es): While dealing decent damage in the early levels, it doesn’t scale well. By the time that subdue is available, it becomes a welcome replacement for levitate in almost all attack chains. In later levels, levitate should be considered more as soft control that deals good damage rather than a moderate
damage power that has a knockdown secondary effect.

Power: Dominate
Available: Level 2
Description: Ranged, Moderate DMG(Psionic), Foe Hold
Rating: 4
Recommended Slotting: (TO) 4 accuracy, 1 damage (DO) 2 accuracy, 3 damage (SO) 2 accuracy, 3 hold, 1 recharge

Strength(s): The first staple power of the mind control set- the single target hold. A successful hit with this power removes a mob from the fight for the duration of the power. The concept of the single target hold is so important that no matter what primary, every control set has one available as one of its first powers. Get this at level 4, no exceptions.

Weakness(es): This power is a magnitude 3 hold, which means that it cannot hold a boss in one shot. However- you just attracted the bosses attention and now need to somehow react to the incoming attack (which is where having mezmerize or levitgate becomes a VERY good thing to have). Being a single target, this power is not effective at locking down groups of mobs quickly.

Power:Confuse
Available: Level 6
Description: Ranged, Target Confuse
Rating: 4
Recommended Slotting: (TO) 4 accuracy, (DO) 2 accuracy, 2 confuse (SO) 2 accuracy, 1 confuse, 1 recharge

Strength(s): This is the first non-aggro power that mind dominators get access to. Use it out of aggro range, and you will not aggro the mob once they are no longer confused. Another benefit to this power is that if a confused mob receives damage from a player, it will not aggro any surrounding mobs (unless the confused mob is defeated in which case it will aggro as normal).This and dominate provide the backbone of mind’s single target control.

Weakness(es): There is the need to be careful that the confused mob doesn’t deal 100% of the damage to a mob, as they would then steal all the exp (however, the scale for how much exp is given is very generous towards the player in this manner). Also- damaging a confused mob will not aggro its surrounding mobs if
you deal damage to it, but the damage will cause aggro once the confuse wears off.

Power: Mass Hypnosis
Available: Level 10
Description: Ranged(Targeted AOE), Foe Sleep
Rating: 3
Recommended Slotting: (TO) 3 accuracy, (DO) 2 accuracy, 1 range, (SO) 2 accuracy, 1 range

Strength(s): If viewed as a control power, mass hypnosis is somewhat ineffective. But, its true value lies in its ability to be a place-setter for other powers and its ability to control aggro while also being aggro-free for the dominator. 2 groups of mobs are bunched close together, and would wipe out the team if they are both pulled at once. Use mass hypnosis to put one group to sleep, and pull the remaining group. Another use is to put all the minions and lts in a group to sleep and pull the boss solo.When they wake up, the boss is gone and no aggro. Using mass hypnosis on a group of mobs makes activating drain psyche MUCH safer also, and will not wake any of the mobs (although they will be aggro towards you when they wake up). Even when using telekinesis, putting the mobs to sleep will negate any alpha strike they will have when they are pushed by telekinesis. This power has alot of utility, and can make a dominator’s life much easier.

Weakness(es): No matter what- this power is only a sleep. And as a control power, sleeps are only effective as long as no one attacks the mobs. In groups where teammates love using AoEs, this power isn’t going to help much (if at all). The only true positive side to this is that the person who breaks the sleep
gains the aggro, and not the dominator (which makes it a ‘you break it, you bought it’ power). Used effectively, sleeps are a great boon. Otherwise, they are a waste of a power slot.

Power: Telekinesis
Available: Level 12
Description: Toggle:Ranged(Targeted AOE), Foe Hold, Repel
Rating: 2 (pre-SOs),4(post-SOs)
Recommended Slotting: (TO) N/A, (DO) 3 reduce endurance, (SO) 3 reduce endurance

Strengths: Telekinesis is a power where its effectiveness is almost completely dependent upon the skill of the player using it. I highly suggest once you have it, to visit a lower level area (i.e. one where there is no real worry about the mobs defeating you) and practice using this power. Being a toggle hold, the mobs stay out of the fight as long as the dominator has endurance (which with 3 reduce endurance SOs is a long time). Another important factor in telekinesis is that it is auto-hit, so there is no chance to miss with it. Whenever going into a fight, telekinesis is always one of the first powers that I look at being able to use. For pvp, this is an incredible power. Get this power, learn to use it, and you will love it.

Weakness(es): The power takes alot of endurance to keep up, and pre-SOs isn’t nearly effective as it is once it is slotted with SOs. This power also has a learning curve which can be painful (which is why it is best to practice on lower level mobs). Also since the angle of the repel is based on where you are positioned, any knockback or movement away from the hold spot can cause the mobs to be ’shaken’ loose or moved to an undesirable position. This power also generates aggro so it is best to use terrify or mass hypnosis on them right after telekinesis is dropped.

Power: Total Domination
Available: Level 18
Description: Ranged(Targeted AoE), Foe Hold
Rating: 1
Recommended Slotting: (TO) N/A, (DO) 4 accuracy, 2 hold (SO) 2 accuracy, 3 hold, 1 recharge

Strength(s): For sheer control power, almost nothing can beat an AoE hold. This power can hold up to 10 mobs at once, which can easily save your group if they are starting to get overrun.

Weakness(es): In order for total domination to become effective at all, it requires 5-6 slots. Even with 3 hold SOs in it, the duration of this power is too short, and it is common for the mobs to still remain once the duration has worn off. With a secondary like ice or energy, which has power boost, total
domination is very worthwhile. For psi- this power is great in giving a little extra time, but it is too much investment for too little of a return.

Power: Terrify
Available: Level 28
Description: Ranged(Cone), Minor DMG(Psionic), Foe Fear(Special)
Rating: 3
Recommended Slotting: (TO) N/A, (DO) N/A, (SO) 2 accuracy, 1 fear, 1 to-hit debuff, 1 recharge

Strength(S): As soon as you get it, Terrify will become your main AoE control. A very wide cone (more like a half-circle), fast recharging, and should be up at least once a fight; Terrify is one of the brightest gems in a set that has many.In terms of control, fear lies in the middle. It doesn’t break like sleep
nor allow mobs to keep on attacking like immobilize. But, it isn’t as durable as a hold or confuse which both allow limitless attacks on a target without it retaliating. Combine this with the ability to deal damage equivalent to psychic scream and a very noticeable to-hit debuff, and Terrify is a power that every mind/* dominator should have in their build.

Weakness(es): Due to its ability to deal damage, affected mobs will get off an attack before succumbing to the fear effect; which means that if used too early in a fight, the dominator will be receiving an alpha strike. Even though it is small, there is a chance that a mob will run away. When using this power, it is better to be a little slow than a little fast.

Power: Mass Confusion
Available: Level 32
Description: Ranged(Targeted AoE), Foe Confuse
Rating: 4
Recommended Slotting: (TO) N/A, (DO) N/A, (SO) 2 accuracy, 1 confuse, 3 recharge

Strength(s): At level 32 when ever other dominator primary gets a pet, a mind dominator gets the best control power in the game. With this power, it will not only make the fight safer, but it will make it significantly shorter since the mobs will be attacking each other. Being a non-aggro power, it is a great to
open a fight with as it will negate or severly minimize any alpha strike. Another benefit to this power is since mobs tend to prefer to melee instead of use ranged attacks, mass confusion will cause them all bunch together as close as they can (which is very nice for those that use AoEs). This is a power that you’ll want to have up every fight. This is a main reason why mind control doesn’t need a pet.

Weakness(es): If a mob is confused, it will attack the nearest target. If there is no target, it will run to find one which can mean that it will run to another group. This power being non-aggro though, it will not cause the new group to aggro on the dominator (even if the confused mob received damage while
confused). 

                                                                                                               to be continued

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