I didnt see any Grav/Storm guides out there so
here you are! I may not be level 50 but Im level 49 and moving fast. This is being written before any real details of the Issue 4 (Arena) update are known.
My character is used almost exclusively in groups and mostly groups that are a bit above her level, at that. While she is very group oriented, she has become quite a solo powerhouse in the upper levels.
Grav Powers
Crush: Does anyone get this? It just doesnt look very handy. Single target only, just immobilizes, doesn't do much damage. Bah, just wait for the AoE version.
Lift: Get it for damage when you are low level. Once you get in the teens, though, it becomes better as a make-shift hold. When you hit with this, the enemy flies up, falls down, and has to stand up again all the while not shooting at anyone. By the time that happens, your real hold power should be ready. I wouldnt six-slot this but the power is quite useful. Damage enhancers are good early on, but migrate to accuracy and knockback when you start getting DOs.
Gravity Distortion: This is your main power until you hit 18. Even after 18 it's a vital power. Six slot it soon! Youll want accuracy and hold time in there, and possibly a recharge as well. Dont bother with damage or endurance reduction.
Propel: Copy your character to the Test server then get this power there. Its fun to watch it a few times but the power is really pretty horrible. By the time it actually fires off, the target will probably be dead already. It uses a ton of endurance and does little damage. It can do knockback but, with your secondary, thats not an issue for you anyway. If you really want a damage power, look to the power pools.
Crushing Field: This is a good power but you might want to put it off for a few levels. You can use it to keep the bad guys in your freezing rain. If other people in your group have AoE DOT powers (burn, fire rain, and so on) it gets even more useful. Damage is minimal so dont slot for that. It recharges pretty fast and lasts long enough for me so I didn't slot for those. As an AoE it does burn some endurance so you might want to put an enhancer or two in there to take the edge off. Otherwise, crank that accuracy. The anti-fly aspect of this power has come in handy only on rare occasion, but could prove very helpful in PvP.
Dimension Shift: I got this in beta but skipped it in production. It can be a good power to use. Youll need to train the people you often group with on how it works, though. Also, unlike most AoEs, with this one youll probably want to miss a lot of the enemies. Instead of aiming for the center of a group, pick on the right or left edge. Shift them out then have your group attack the baddies on the opposite side.
Gravity Distortion Field (GDF): This is the defining power for Grav Controllers, IMHO. Its got good range, holds a lot of bad guys, has no accuracy penalty, makes it easy for everyone to see who is held without obstructing vision... the thing is just plain great! Six slot it ASAP and make it the priority for SOs when you get in the 20s. It burns a pretty good hunk of endurance but I piled on the accuracy SOs for this one. Hold duration is a good one here, too, but not as important for a Grav/Storm as some other builds. You might toss a recharge enhancer in here, too.
Wormhole: If you plan on doing the solo thing much, youre going to want this before level 38. Honestly, Ive used this power a ton from the time I got it onward. Use it to send enemies away (especially immobile ones and most especially those pesky D.E. fungi), use it to pull enemies to you, and use it to feed that Lightning Storm! Sending enemies straight up in the air can be fun but it doesn't do much damage. When using it for pulling, youll need at least one range SO and preferably two. Accuracy is nice, of course, and endurance reduction is a good idea. This most definitely does not need six slotting but you might want to give it one or two extra slots.
Singularity: Before Singularity, you can not solo in any kind of reasonable time. It will take you 30 seconds to take down a minion ten levels below you! After Singularity, you can take on red minions without much trouble. Even outside of solo they are extremely handy critters. They can act as tanks, they can hold bad guys all over the place, and they can do some real damage. Crank them up with some recharge and some damage enhancements. Six slot for sure. Watch your endurance, though, because they suck about half of it away.
Storm
Gale: Pretty handy in your earliest levels just for doing damage and keeping the bad guys away. After level 10, though, it becomes a solo-only power and you better not be going solo. Mostly fun for laughs at the higher levels. Could be a very handy power in PvP, depending on how knockback is put in for players. Slots? Nah.
O2 Boost: This is a mighty fine heal, never mind what other folks are saying. True, it doesnt do as many points of healing as some other power sets but it is a lot easier to use. Just pick who you want to heal and heal them. No worries about whether you (or an enemy) are standing near the person. No worries about that enemy dying before you get the power off. No worries about missing. Plus you get some stun/sleep protection thrown in to boot! (And rumor has it that it will have some sort of endurance-sapping protection in issue 4, too!)
At the low levels, O2 Boost was terribly important for me. After I had done the hold on whatever looked more dangerous, I mostly did O2 Boosts on people, tossing out more holds as they became available. Not only is this group friendly, it generates very little agro so you might find yourself the last one standing in quite a few battles. (A good thing, given that you cant heal yourself with it.) Six slot this one. Put in some recharge, some endurance reduction (its definitely and end hog), and fill the rest up with heal enhancements. Once you hit level 18 youll find yourself doing it less often, but it still comes in very handy.
Snow Storm: The best power I hardly ever use. Not only does it slow the target down, the thing increases the recharge time for a lot of foes standing near target! If you need help understanding how nice that is, there are some storm shamans out there ready to give you some lessons. I didnt use it early on, though, because it brought too much agro my way. Later, I didnt use it because the enemies were mostly held anyway so why waste endurance slowing them down? It has come in very handy in the end game, though, for slowing down AVs and monsters. This can be an endurance hog.
Steamy Mist: This is your bubble! Its main use is against all those fire and energy attacks of the Circle of Thorns, Clockwork, and Freakshow. It adds some all-around defense, too, but its the energy/fire/cold attacks that really will have troubles working on you and your group. Its stealth is also handy for those grab-the-glowy missions and helping you use your travel power in high level zones safely. Its a toggle so you will likely need an endurance reduction or two in there.
Freezing Rain: Fun and handy!! It makes your enemies easier to hit (very handy against those spirit masks), it gives about a 30% increase in damage, it makes the enemies run slower, and enemies will often fall down. Enemies will scatter (or at least try to scatter) when the rain falls on them, so you can use this when enemies get past the melee people and start beating on squishy heroes. If you dont want them to scatter, use your crushing field or put them in a hold.
Hurricane: Situational, but sometimes handy particularly before Singularities and their repel effect come into play. When battles start to go bad and a lot of bad guys start in on you, this works great for keeping them out of melee range. You can use it to block doors, too. If theres a corner handy and you can back them in to it (either with hurricane or good old wormhole), this power can leave enemies eternally falling down and standing up! It does burn some endurance but a couple of enhancements will take care of that. Beyond that, I didnt slot it.
Thunder Clap: This is how you take care of gravitys infamous control gap. Once the GDF wears off, you jump in and fire one of these off followed by a crushing field to keep the bad guys from wandering off. Doesnt work so well on lieutenants, never mind bosses, so hopefully most of those will be gone by the time the GDF falls. Youll probably want to lean toward accuracy on this one.
Tornado: I just got this at 49 so Im still playing with it. Honestly, it mostly seems a plaything right now. Damage is about as much as Grav Distortion per tick. I suppose if you were to keep the enemy held and the tornado concentrated on it, it would do reasonable damage. It recharges fast enough that some slotting would not only make this perma but you could probably manage to get a couple of tornadoes out there all the time. Still, the knockback on this is so large and unpredictable that it should only be used for fun when in groups. (But, as playthings go, this is a pretty good one. Herd a bunch of low level bad guys around you then toss it out!) PvP use of this power might be quite interesting.
Lightning Storm: Now you can start doing some serious damage! This thing plus freezing rain plus two or three singularities can really dish it out. It will not follow you around but, with wormhole, youre pretty good at moving things to it. It also has a pretty big knockback to make those corner fights more enjoyable. With haste and no recharge enhancers, Im able to put up a new cloud as soon as the old one vanishes. It does burn a truckload of endurance and the knockback can be a problem in groups. I like to jump in the air just as I cast it, too, in order to keep it from blocking my camera.
The Lightning Storms targeting seems a little strange. It seems to go after things that are close to you. If you get too far away, it wont shoot anything even if there are enemies right under the cloud. This means you cant put your cloud up far away from a spawn then just shoot enemies into it with wormhole. You have to be there for it to work.
Pools
Speed/Hasten: I hate to be so cliché, but youre going to need this one. At early levels you need it to get your O2 boosts out and speed up the single-target hold. Youll need it for Grav Distortion Field very badly. Youll need it for the Singularity, too, and freezing rain could certainly use it. Get it, slot it, and make it your auto-fire power.
Fitness/Stamina: Not needed as badly as most. You certainly do not need to sacrifice powers to get it at 20th. Just keep an eye on your endurance and dont use toggle powers when you dont need them. You will want this power once you get up to the big drain powers like Singularity and Lightning Storm, though.
Teleport/Recall Friend: I hang around the Shadow Shard a lot so I got this at 41. Its pretty good for bringing your pets up elevators, too, though hopefully pets will be learning how to use elevators themselves soon.
Leaping Travel: I went for this mostly because its just so much fun. It also seems to work real well with O2 Boost when battles get separated. Just click the person you want to heal, click O2 Boost, jump by them, and youll heal them when you land regardless of how far away you land. Steamy Mists stealth is a big help in safely leaping through high level zones.
Leaping/Acrobatics: Seems kinda so-so so far. I got it in the 40's thinking it might be handy in PvP battles.
Epic Pool
I got the Hibernate in the Ice set. I had other plans for my character so I really couldnt get enough of the Energy epic powers to get the power boost. Anyway, Hibernate has been a life saver almost every night Ive played. Its a way to heal yourself something O2 Boost just cant do! Its superb when you suddenly get a ton of agro, too (most often because one of your pets got a ton of agro and then died/expired). Given that your Singularities, Lightning Storm, and maybe Tornado will be doing most of your damage anyway, why not go under ice and protect yourself?
My only real problem with it is that it sometimes leaves me sitting there watching my entire team get wasted. For a support archtype, thats just harsh to watch! Luckily, it can be turned off pretty fast so you can save the day with a quick GDF. Even with Stamina, Hibernate needs an endurance reduction SO to work well for me. A recharge might be nice, too, if you find yourself using it often. I really dont think it needs more slots than that, though.
Strategy
Pre-18: Hold the boss. Toss Freezing Rain up if you have it, followed by a crushing field (presumably the tank will have agro by this time, so thats safe). Then just start O2ing anyone with so much as a scratch. Youll get very little agro this way. You wont be nearly as effective as an empath but youll carry your weight. Barely.
18-32: Follow the melees in to keep them in Steamy Mist range, particularly against energy/fire/cold enemies. Try to wait a few seconds to let the bad guys clump around the melee people, then drop the GDF on them. Follow with freezing rain. (If blasters are going in for a nuke, try to get the rain started a split second before they blow up.) If a boss escapes the GDF, lock him down with the single target Grav Distort. If the battle lasts long enough that the GDF drops, leap in and Thunder Clap them, followed by crushing field. Freezing rain comes back up fairly quickly so be sure to use it again in the long battles. If the enemies have annoying pets or particularly slow bosses, wormhole them away. This goes triple for D.E. fungi, which will cancel all your mez effects! Cornering tactics start to come into play at these levels, too.
32+: While your character may be reasonably safe going solo before this point, your sanity will suffer. Even a small spawn of green minions and lts will take agonizingly long for you to gum to death. Your Singularity has some teeth particularly once you get two out there. Lightning Storm adds even more and Tornado doesn't hurt, either. Obviously you wont be matching the damage output of blaster or scrapper but, with all the holds going on, your enemies damage output is going to be near nothing.
When battles look pretty easy, Ill start by jumping just behind the spawn and clicking the GDF power while Im in the air. The Singularities will get in range without coaxing that way. Then do the lightning storm and the freezing rain. If any are still alive when the GDF wears off, hit them with a single-target hold or the old lightning clap/crushing field bit. If the spawns are close together, have patience and dont use the lightning storm or it will take a shot at another spawn and draw a lot of agro right to you. If the battle finishes quickly, use wormhole to bring something from the next spawn under your lightning storm.
When battles are harder, get the singularities between you and the spawn then wormhole the boss out preferably into a corner or at least up against a wall. Hold then use lightning storm and freezing rain on the boss. If the rest of the spawn comes, the singularities will keep them at bay for a good while. Finish the boss then start using wormhole to feed your lightning storm. Make sure you keep an eye on your singularities and, if it looks like they are going to go down, run away and try something easier.
Corner Fighting: You are death incarnate in a corner. Lightning Storm strokes come fast enough that a single cornered enemy will have a hard time getting any shots off between the knockbacks. Hurricane can put enemies in eternal knockback in a corner. Dropping a singularity just in front of an enemy in a corner will keep leave it bouncing up and down between holds. Using all three is just downright mean. Do it.
AVs are, of course, pretty much immune to this tactic but even large bosses are going to be in a whole world of hurt here. Whats more, none of these powers require your attention once you start them up. Get the enemy trapped and you can turn your back on them and take care of the rest of the spawn! (Or use the ;newspaper emote, if youre in that kind of a mood.
)