Post by Criswolf09 on Jul 12, 2022 12:26:47 GMT -5
Guide Overview
Hello guys and girls, today I bring you a new and updated guide for the Mind Archetype. So what does this hero do? This hero is a Healer that can use their telepathic powers to weaken the enemies and boost their allies by healing them and granting a large amount of damage resistance. This is one of the twelve base free archetypes.
Main Mechanics:
1. Disorient: This debuff will reduce the damage the foes deal by 10% and their movement speed by 25% for 12 seconds.
2. Paralyze: This is a Crowd Control effect that will render the enemy unable to perform any actions until this effect expire. Friendly targets/allies of our hero can break the hold by dealing damage to the held target. Ego Hold has this property.
3. Sleep: This is a Crowd Control effect that will put the enemies to sleep for a certain amount of time. Friendly targets/allies of our hero will break instantly the effect by dealing damage but either Ego Sprites or Mental Leech won't break it. Ego Sleep has this property.
4. Incapacitate: This is a Crowd Control effect that will hold enemies after 1 second of maintaining a certain power and while the it lasts, the effect will be refreshed by 1 second as well prolong for a short time the duration of this effect. Friendly targets/allies of our hero will break the hold by dealing damage to the held target. Ego Storm has this property.
5. Healing: This archetype has a choice between two different powers that can restore the lost health points to an ally with different mechanics and advantages.
Archetypes Super Stats
1. Primary Stat: Presence
2. Secondary Stats: Endurance and Ego
Specialization Trees
1. Level 10: Presence
2. Level 20: Sentinel
3. Level 30: Sentry
Archetype Power Progression
1. Psi Lash
1. Ego Blast
6. Ego Sprites OR Mental Leech
8. Aura of Radiant Protection
11. Psionic Healing OR Empathic Healing
14. Compassion
17. Ego Sleep
21. Telekinetic Shield
25. Telepathic Reverberation
30. Ego Hold
35. Ego Storm OR Summon Nightmare
40. Mindful Reinforcement
Power Explanation
Level 1 - Psi Lash: This is our energy builder power that doesn't need to be ranked up in order to generate energy for us so I recommend leaving it at rank 1. Psi Lash will deal a small amount of Ego damage and generate a small amount of energy with the first shot and the following attacks will deal a bit more damage and generate more energy. The special advantage of this power is called Psychic Reverberations which will grant this power a 15% chance to increase the Ego damage we deal by 10% for a short amount of time.
Level 1 - Ego Blast: This is a power that can be charged to launch a focused bolt of psychic energy and deal a good amount of Ego damage, and is tagged as a Blast for specialization tree purposes, which has a 25-100% chance to Disorient the target (based on charge time). This power has the following special advantages:
a. Mind Opener: This advantage will cause Ego Blast to deal 30% more damage as an extra damaging tick while our hero is receiving the energy return of the Telepathic Reverberation energy unlock.
b. Rude Awakening: This advantage will cause this power to deal an extra 15% damage to foes sleeping by the Ego Sleep power. Costs 1 advantage point.
Level 6 - Ego Sprites OR Mental Leech: This is the first choice between two powers for this archetype.
1. Ego Sprites: This power will deal Ego damage over time every 1 second for 6 seconds and a target can be affected by this power once, within 25ft
around our hero and this ability won't break the Sleep effect of the Ego Sleep power. The damage of this power now scales with our Critical Hit Chance and Critical Hit Severity as well has a scaling chance with rank to apply the Disorient debuff to the targets every hit. Disoriented targets have their damage reduced by 15% and their movement speed reduced by 25% for 12 seconds. The special advantages of this power are the following:
a. Slave Mentality: which will cause the sprites to return to our hero and heal them for a short amount of time. This will happen if the sprites dealt their damage over time effect after 5 seconds, and we can be affected by this heal up to 5 stacks.
b. Illumination: which will cause this power to apply the Illuminated debuff to enemies after 10 seconds. Illuminated will cause the enemies affected by it to apply the Mend buff restoring health to friendly allies attacking the targets for 20 seconds.
c. Psionic Amplification: which will cause this power to deal 30% more base damage to targets affected by a Crowd Control effect (like Paralyze, Sleep, Stun or Incapacitate) and an additional 30% more damage if they are Disoriented.
2. Mental Leech: This power will deal Ego damage over time every 1 second for 6 seconds. The damage of this ability is calculated from our Critical Hit Chance and Critical Hit Severity; and the damage dealt by Mental Leech won't break the Sleep effect of the Ego Sleep power. When the damage over time effect of this power expires applies the Dependency debuff to the targets causing them to emanate healing pulse that can heal the closest ally near the target. The special advantage of this power is called Mental Weakness which will place a debuff called Lethargy that will increase the amount of time it takes to foes to charge their attacks by 10%.
Level 8 - Aura of Radiant Protection: This is our Slotted Passive which is one the four Sorcery aura powers that will boost the damage resistance of our hero for a certain percentage and our allies for a certain percentage. This increase varies if we are using the Hybrid or Support Role, in Hybrid Role the benefit of the damage resistance is stronger for our hero and weak to neaby allies while in Support Role the case is the oposite given we will receive a small damage resistance boost and our allies a strong buff to resistance. These benefits scales with our Super Stats for our hero and the allied portion scales with our Presence stat. Aura of Radiant Protection has a reach of 100ft and can affect up to 20 allies.
Level 11 - Psionic Healing OR Empathic Healing: This is the second choice between two powers for this archetype.
1. Psionic Healing: This healing power can be tapped or charged to heal a friendly target within 100ft. When this power is tapped and heals a target that is not our hero, it will generate energy, and when Psionic Healing is charged for 3 seconds it won't generate energy but the healing will be stronger. The special advantage of this power is called Psionic Emanation which will give this power a chance to perform an area of effect heal around our target.
2. Empathic Healing: This healing power can be maintained to heal a friendly target within 50ft every 0.5 seconds for 5 seconds. The amount of healing increases every period while this ability is channeled. The special advantage of this power is called Empathic Amplification which when we heal someone with this power we transfer the pain to ourselves. We can then redirect this pain through our attacks for a short period of time. Failing to redirect the pain will cause us to take damage.
Level 14 - Compassion: This is our toggle form that will grant us stacks of Compassion which increase the healing and shield strength of our hero by a large amount and damage for a lesser amount everytime we directly heal an ally or ourselves. We can gain a stack of this form once every 4 seconds, stacks up to 8 times and the damage bonus of this form scales with our Presence or Recovery stat, whichever is higher. Also increases our energy costs by 10%.
Level 17 - Ego Sleep: This power will put up to 7 foes to Sleep for period of time. If they wake up they will be affected by the Disorient debuff, should they take damage from any source with the exception of Ego Sprites or Mental Leech. This ability can be charged to increase the area of effect to 15ft and has a recharge of 15 seconds. The special advantage of this power is called Plagued by Nightmares which will cause this power to apply the Fear debuff to the enemies when they wake up. Fear causes foes to cower in our presence and deal 10% less damage for 12 seconds
Level 21 - Telekinetic Shield: This is our block replacer power that can be maintained to reduce incoming damage from foes' attacks. The feature of this power is that it grants better Physical damage resistance than other block powers. Telekinetic Shield will generate energy based on the damage taken and our Recovery stat. The special advantage of this power is called Telekinetic Reinforcement which when we stop blocking, this ability will grant us a lingering buff that increases our resistance to all damage by 17%. Costs 3 advantage points.
Level 25 - Telepathic Reverberation: This power is an energy unlock that will generate energy over time if we hold a foe with a Mentalist power or attack with our Telepathic powers a Disoriented foe. The energy return of this ability scales with our Presence and Recovery stats.
Level 30 - Ego Hold: This power will encase a foe in a bubble of mental energy for a short amount of time, Paralyzing them. The target can break free of the hold and damage taken will weaken this hold effect as well. The special advantage of this power is called Mass Effect which will snare the target as well other foes near them, causing the foes to move slower.
Level 35 - Ego Storm OR Summon Nightmare: This is third and final choice between two powers for this archetype.
1. Ego Storm: This an area of effect attack that will deal Ego damage every 0.5 seconds and after 1 second of maintaining this power the targets will be held, making them unable to perform any action for a short time. The special advantage of this power is called Malevolent Manifestation which will transform this power from a maintained ability to a toggle one, making it an independent entity but this advantage will also increase the energy cost per pulse of this power by 20% and unable to score Critical Hits.
2. Summon Nightmare: This power will give us the ability to conjure an entity made of pure psychic energy that will damage our foes on tap. When this ability is fully charged it will summon two entities that will assault our enemy. The nightmare spawned in the field will expire in the middle of the battle. The special advantage of this power is called Night Terror which will cause the nightmares to have their lifespan increased, until the enemy is defeated and will no longer dissapear.
Level 40 - Mindful Reinforcement: This power will apply a protective Shield (bubble) to ourselves or an ally to protect us from harm and can absorb up to a certain amount of damage. This bubble will last for 8 seconds and if there is shield strength, this power will heal its target for twice the amount remaining of that strenght. The special advantages of this power are the following:
a. Revitalizating Boost which will restore the energy used to cast this bubble if it absorbs the full amount of its shield strength.
b. Breakout: Applies breakout damage to the target helping friendly allies to cause a Crowd Control effect to expire sooner.
Build Examples
1. Telepath Recommended for PVE
Level 1: Psi Lash
Level 1: Ego Blast (Rank 2, Mind Opener, Rude Awakening)
Level 6: Ego Sprites (Rank 2, Illumination)
Level 8: Aura of Radiant Protection (Rank 2, Rank 3)
Level 11: Empathic Healing (Rank 2, Rank 3)
Level 14: Compassion
Level 17: Ego Sleep (Rank 2, Plagued by Nightmares)
Level 21: Telekinetic Shield (Rank 2, Rank 3)
Level 25: Telepathic Reverberation
Level 30: Ego Hold
Level 35: Ego Storm (Rank 2, Malevolent Manifestation)
Level 40: Mindful Reinforcement (Rank 2, Rank 3)
2. Psionic Projector Recomended for PVE
Level 1: Psi Lash
Level 1: Ego Blast (Rank 2, Mind Opener, Rude Awakening)
Level 6: Mental Leech (Rank 2, Mental Weakness)
Level 8: Aura of Radiant Protection (Rank 2, Rank 3)
Level 11: Psionic Healing (Rank 2, Rank 3)
Level 14: Compassion
Level 17: Ego Sleep (Rank 2, Plagued by Nightmares)
Level 21: Telekinetic Shield (Rank 2, Rank 3)
Level 25: Telepathic Reverberation
Level 30: Ego Hold
Level 35: Summon Nightmare (Rank 2, Rank 3)
Level 40: Mindful Reinforcement (Rank 2, Revitalizating Boost)
3. Mind-Control Ray Recomended for PVP
Level 1: Psi Lash
Level 1: Ego Blast (Rank 2, Break Through)
Level 6: Mental Leech (Rank 2, Mental Weakness)
Level 8: Aura of Radiant Protection (Rank 2, Rank 3)
Level 11: Psionic Healing (Rank 2, Rank 3)
Level 14: Compassion
Level 17: Ego Sleep (Plagued by Nightmares, Nailed to the Ground)
Level 21: Telekinetic Shield (Rank 2, Rank 3)
Level 25: Telepathic Reverberation
Level 30: Ego Hold
Level 35: Summon Nightmare (Rank 2, Rank 3)
Level 40: Mindful Reinforcement (Rank 2, Rank 3)
Specializations for all builds[/u]:
Presence: Repurpose (2/3)
Presence: Selfless Ally (2/2)
Presence: Dominion (2/2)
Presence: Force of Will (2/2)
Presence: Vulnerability (2/2)
Sentinel: Caregiver (3/3)
Sentinel: Sentinel Aura (3/3)
Sentinel: Wither (2/2)
Sentinel: Genesis (2/2)
Sentry: Fortified Gear (3/3)
Sentry: Precise (3/3)
Sentry: Sentry Aura (3/3)
Sentry: Stalling Tactics (1/3)
Mastery: Sentinel Mastery (1/1)
Talents for all builds
Level 7: Showmanship (Ego: 5, Pre: 5)
Level 12: Daredevil (Ego: 5, End: 5)
Level 15: Prodigy (Pre: 5, End: 5)
Level 20: Amazing Stamina (Rec: 5, End: 5)
Level 25: Worldly (Ego: 5, Rec: 5)
Level 30: Lasting Impression (Pre: 5, Rec: 5)
For gearing this Archetype I suggest the following gear:
1. Baseline:
Primary Gear:
Heroic Gloves of Healing + Presence Enhancement x2 + Sentinel's Brooch
Heroic Breastplate of Defense + Constitution Armoring x2 + Impact Prism
Heroic Helmet of Efficiency + Recovery Enhancement x1 + Endurance Armoring x1 + Gambler's Lucky Gem
Secondary Gear:
Armadillo's Goggles
Armadillo's Ring
Armadillo's Boots
The Armadillo secondaries can be obtained in the Questionite store for 75000 points of refined questionite. You can obtain this currency by doing Adventure Packs, Comic Series, Serials and daily alert missions from the Alerts Coordinator in Renaissance Center near Defender.
2. Endgame
Primary Gear:
Virtuous Gloves of Precision + Presence Enhancement x2 + Sentinel's Brooch x2
Virtuous Armor of Freedom + Constitution Armoring x2 + Impact Prism x2
Virtuous Helmet of Efficiency + Recovery Enhancement x1 + Endurance Armoring x1 + Gambler's Lucky Gem x2
Secondary Gear:
Cosmic Presence + Special mod of your choice rank 5 max (Cosmic Presence drops from the Eidolon of Destruction)
Cosmic Talons of Rage + Special mod of your choice rank 5 max
Cosmic Vision of Rage + Special mod of your choice rank 5 max
The Endgame Gear refers to the items that can be unlocked by defeating Cosmic Threats (Teleiosaurus, Qwyjibo, Kigatilik and the Eidolon of Destruction) at level 40, who award Silver and Gold Champions Recognition tokens as well have a rare chance to drop cosmic secondary gear. The cosmic secondary gear can also be bought at the Champions Recognition vendors around the different maps with the respective perks. Be aware that you can only beat 3 cosmic monsters per day plus one fight against the Eidolon of Destruction and each fight will provide diminishing rewards.
Conclusion:
Well this is the guide, I hope it is helpful for you guys and have fun. If you have a question or suggestion on how to improve the guide, the feedback is always welcome!