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Quote:I'm glad I don't have such a restrictive rule. Fire/Rad plays very differently than Ill/Rad, which is very different than Earth/Rad, which is different than Plant/Rad. I have all of those at 50. I also have Ill/Storm, Earth/Storm and Ice/Storm. The combination of the two sets, plus different playstyles and concepts, makes each character unique.I sometimes hate my self-imposed rule of not duplicating powersets within an AT. Because of it, I'm sorta *stuck* w/playing an Elec/Therm. Not a bad combo or anything, but no real synergy. If I had my druthers, I'd take Elec/Rad in a heartbeat, much for the same reasons Local describes above.
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Quote:But Cold's Sleet has the same issue as Storm's Freezing Rain -- both neutralize Static Field. And Sleet/Freezing Rain is one of the best powers in each set./cold will make u a sapper from hell and provide some durability to your pets
On the other hand, Heat Loss added to Electric's sapping powers would help an Elec/Cold drain endurance better.
Elec/Rad just has great synergy with Choking Cloud + Conductive Aura + Static Field + Jolting Chain. I tried an Elec/Kin and just like Elec/Rad better.
There isn't much synergy between the sets, but Elec/Therm might work well for a team-focused character. But if you want damage from your secondary, Elec/TA is really the best choice. -
Quote:Without really rushing or doing a "Speed run," my teams of fairly experienced players were completing the STF in about 1:10 to 1:20. That included some stealthing (to the Vines Room) and a few other standard shortcuts, but we weren't really doing an full speed run.It is for me. Not that I think I could do an STF in an hour and a half (never done an STF. Don't really play blueside.) I don't think I've done a run of the LRSF in less than two hours ever (often, it's about at the 2:30 or 3 hour mark that we give up and go to bed.)
With Kahn last night, I ran 3 with PUGs. 40 min, 40 min and 37 Min. Again, standard shortcuts but not really a "speed run." -
Quote:It is really pretty easy to earn 180-200 mil every 4 days just by doing 5 Tip missions per day and the Morality Mission when it comes up every 10 Tip Missions. (If you have 50 reward merits and 20 Mil Infl, you can buy an A-Merit once a day, speading up the process.) Two A-Merits will let you buy a Luck of the Gambler Recharge, the Kinetic Combat triple or one of several other highly desired recipes. Craft it and they usually sell on the market in the range of 200 Mil.I dunno how expensive the particular purple sets are that you allude to... but they are likely outside of my fiscal reach.
Admittedly, those purple sets have become extremely expensive. It just takes some time to get them. Once you have the Influence, make a low-ball bid and wait a while. Then inch it up and wait again.
It took me a few weeks to earn the purple Stun set for one character using this method, but I wasn't working it every day. -
I have the 12 extra thumb buttons bound to several keys and key combos so that I can have instant access to various powers that are not my main attack powers.
I use combinations of u, i, o and k with Shift and Control to give me 12 combos to load as binds to be controlled by the buttons on the mouse. Then I use the old CityBinder program to set up my binds. CityBinder lets me use the same set-up on every character, customized to that character's powersets.
#1 on the mouse is "u," and is bound to a power in my primary that I use often but not as one of my first 6 attacks.
#2 is "shift-u" and is usually bound to Build Up or the equivalent if my character has it.
#3 is "ctrl-u" and is usually another primary power that is used less. For Controllers, this is usually my AoE Hold.
#4 is "o" and is an often used secondary power.
#5 is "shift-o" and is Aim if I have it, or otherwise an often used secondary power.
And so forth.
#10 is "k" set up to trigger Hasten if my character needs to manually trigger Hasten. #12 is "ctrl-k" and usually triggers the Raptor Pack on characters who do not have Fly. If the character has Fly, then #12 triggers Ninja Run. -
I'm planning on the Nerve tree on my Plant/Kinetics/Earth controller (currently 49) and when my Mind/FF/Primal controller (currently 44) reach 50 -- they can use Acc, Hold, Confuse and Defense buffs. That provides more benefits than any of the other trees.
Both of them will really benefit from the Hold and Confuse enhancement, as well as the Defense and Accuracy. -
If Hot Feet, Choking Cloud and Fire Cages are slotted well for EndRdx and the build has lots of Recovery, it is not too bad. I have the Numina and Miracle procs in Health. I was on my Fire/Rad last night for an STF, who is going the Nerve Boost route and not Cardiac. I had a few moments of endurance issues when AM was nearly ready to be cast, but not many.
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We have been getting a lot of "Make me a build" requests lately, so those often don't get many (or any) responses. Plus, Grav/FF is not an overly popular combo.
You would do better to ask specific questions or post a proposed build. Open ended questions like "Any suggestions for what I should do with him?" are asking for a snarky response. You should explain your playstyle, how much you team or solo, and what your goals are. Try making a reasonably priced build and ask if that build will work with your goals. -
Both builds are pretty solid. All other things being equal, I would say Defense is better than Resistance. Additionally, Defense can help you avoid being mezzed, while Resistance cannot. Another factor is that since you took Maneuvers, you share defense with the team at the cost of a continual drain of endurance.
Ice has a single target blast almost as good as Fire and Frost Breath, a cone attack that adds some Slow. If you took it, Hibernate is a great "panic button" power.
However, Fire does more damage than Ice. Not only does the single target blast do more due to the DoT after the initial blast, but Fireball is a Targetted AoE that can hit 16 targets while Frost Breath is a cone limited to 10. Plus, I happen to like hitting things with Fireball . . . it is just plain satisfying.
I have the Fire APP on my Ill/Rad and my Ill/TA. I have the Ice APP on my Ill/Cold and my Ill/Storm. Both are great choices. The question is whether you want to trade some extra protection for extra damage. I take Fire for Fire Blast and Fireball. Rise of the Phoenix is a nice addition to the set -- The armor and Consume are OK but not great. I like those Fire attacks better than Ice Blast and Frost Breath, but Ice's secondary powers, Ice Armor and Hibernate, are better. (Ice Storm is good on some builds, but not that great for Illusion/Rad.)
One thing that might have an effect: I have Hover/Fly for travel instead of Super Speed. That lets me stay out of melee and be less likely to get hit. I can fire my attacks from range with less danger, so I can be more offensive. If you are down on the ground in melee range, you may need the higher defense. -
There is no "conscensus" on what to skip. I skipped Salt Crystals and Stone Prison on mine, took everything from Storm, and took Hasten/Super Speed. I like Super Speed on a Stormie to enable me to "herdicane." Plus, the stealth combines with Steamy Mist for full invisibility without having to get a Stealth IO. Other pool power options include the Medicine Pool, Leadership, Recall Friend. Some people going for a high defense build may want the Fighting Pool.
Some folks might want to skip either Quicksand or Snow Storm, as they are both Slow powers. However, Quicksand is a location-based power with a massive Defense debuff and some nice strategic uses. Snow Storm is a foe-AoE toggle with -Fly and substantial -Recharge. So I took them both.
Stalagmites and Thunderclap are both stun powers, but both are made better by having both -- you can stun Bosses with the combo. -
Quote:That's why I said it in terms of my personal preference. Lots of people like Leadership. The main point I was making was that Assault was not a great choice on a Plant/Kin due to the other damage buffs. Maneuvers is an OK choice, and as you said, can be a good place for some good slotting. Maneuvers can be a great choice if you already have a lot of Defense.I will respectfully disagree with Local's assessment of the Leadership pool. While controller buffs aren't on par with Defender's, they are still quite useful. I'd hesitate to thumb my nose at a 10% tohit buff. Additionally, the Leadership pool is very friendly towards earning recharge buffs. Manevuers and Vengeance both offer a place to slot LotG: +7.5% and Tactics can garner 5% recharge with 5 slots from Adjusted Targetting.
Personally, I find the Leadership toggles kind of boring, and the animation is kind of annoying. I'd rather take a power that DOES something, rather than a small boost. On the other hand, stacked Leadership is pretty darn effective, and a lot more people have Leadership now-a-days since inherent Fitness. -
Mental Maden has started up the All Controller Task Forces again on Guardian . . . we really should try to do an All Fire/Rad one . . . just to see how fast we can go!
Somewhere around here is a thread of a bunch of Fire/Rads leveling up together. Once you get Hot Feet, Choking Cloud and the Imps slotted up, it is just too easy. -
Quote:Choking Cloud has a really unique way of working. First, it pulses every 5 seconds. It checks a ToHit on every foe in range. If it hits, then there is an 80% chance for a Mag 1 and a 50% chance for a Mag 2. Those two stack, but they do not stack with multiple pulses. The duration of the hold at level 50 is 7.45 sec. With full slotting, you can almost double that to just short of 15 seconds, or 3 pulses. As a result, for each pulse you have:Thinking of pullling my 41 Fire/Rad out of retirement and I have been looking at various builds on the forums which has led me to wonder a few things
1. With Chocking cloud having only a mag 1 hold, how effective is it
2. How much defense do I need to slot for considering radiant infection can hit 40% to hit debuff
3. For wiping out mobs how does it compare to fire/kin
And finally I know Ill/Rad can take out AVs and GMs thanks to PA, are the Fire Imps to squishy to do the same
10% chance of Mag 0.
40% chance of Mag 1 (which does nothing other than against a few very low foes like Rikti Monkeys)
10% chance of Mag 2 (Minions only)
40% chance of Mag 3 (Minioins and Lieutenants)
The next pulse, you get the same chances . . . if the foe was previously held, the hold is extended. While each pulse is unimpressive, over time the majority of foes are held. Also, any Boss in the area usually has at least a Mag 1 on him (90% chance), so a single Char will hold him.
What makes this so good with a Fire/Rad is the combination of Choking Cloud, Hot Feet and an inital Flashfire+Fire Cages to get things started. When hit with Flashfire+Fire Cages, all but the bosses and the few missed are stunned+Immobilized. You run in with CC+HF running. By the time the Stun wears off, most of those foes will be held, and will be slowly roasting away their hit points thanks to hot feet.
What about the foes not held? Well, Hot Feet has Damage, Slow and "Afraid." That means that any foes not held will try to run away, but they will only be able to do so slowly. Hopefully, they won't be able to get away before the next pulse, with another chance that they will be held. (If you Immobilize the foes, they will stay in place for the next pulse and won't be able to run, but it makes them more likely to turn around and shoot at you.)
In effect, this means that you run CC+HF most of the time. You stand outside of a group and hit them with Flashfire+Fire Cages, run in and hit any bosses with Char. While the Imps follow you and start to attack foes, you use Char on anything that moves. In a few seconds, Hot Feet and the Imps will have killed off everything . . . next group!
As mentioned above, you want to slot Choking Cloud for capped Hold and capped or nearly capped EndRdx. If you can, the Lockdown +2 Mag proc is wonderful here, since it stacks with the others to hold a lot of foes who would otherwise not have been held.
A Fire/Rad is NOT as fast as a Fire/Kin . . . but it is far safer. Tough Foes can be hit with RI and EF and LR, while Kinetics has virtually no defensive powers. A Fire/Kin's best defense is to kill everything before they can do much damage to him. A Fire/Rad controls first, then kills.
Defense is a matter of opinion. Some folks will say you need a lot, while others will say they get along fine without it. I'm in the latter camp. I use the Psi APP pool on my two level 50 Fire/Rads for the Mez protection of Indomidible Will. That means I get a Resistance Shield and not Defense. I do fine anyway, but I'm not a solo farmer type . . . I can solo, but I don't all that much.
Where Fire/Rads reallys shine is when they are teamed with other Fire/Rads. 3 or more are almost unstoppable, and a full team of Fire/Rads will steamroll over everything in the game faster than anything else you have seen. -
Quote:The Call To Arms set is a Recharge Intensive Pet set, but still there are problems. The OP's original build has a number of problems: slotting Blind for Sleep when it should be slotted for Hold, Damage or both; putting a damage proc in Deceive to ruin the No-aggro aspect; underslotting Phantom Army for Recharge; overslotting Ling Rad; slotting EM Pulse for EndMod (that set should be in AM) rather than Hold; and even mis-slotting Indomidible Will for Defense when it should be slotted first for Recharge.I don't see how you say you want Perma PA then put zero recharge or recharge intensive pets in the power.
Hopefully he can look at my guide and several of the other builds posted for ideas. -
I finally got caught up on last Monday's Chuck this weekend . . . and it was a great episode. One of the great lines of the season was:
Lester: Pregnant women, ewwww. (disgusted)
Jeff: Pregnant women, ewwww. (interested)
(Just soooo creepy!)
That and Jeffster playing "Push It" for the birth -- was simply fall-on-the-floor funny.
Yes, it came across as a season finale. I'm glad it is not. -
In the past week, I have run the STF about a dozen times. Only failed once, due to an experienced but badly formed team. Good players, but the team was made up of 4 scrappers, 2 blasters, something else without support and my Plant/Kin Controller (who started at level 48). No tank. No other support.
In spite of the above, we did pretty well until LR. We tried several ways to handle him. My buddy is a softcapped BS/Shield scrapper, and tried to tank LR with my Plant/Kin healing him next to a tower . . . and he just couldn't hold the aggro. LR would lose interest, smack me for a quick faceplant and then run around to slaughter everyone else. We gave up after a couple of hours.
Every other team I was on found a way to succeed, from teams with great players who I have known for a while and teamed with regularly (did one in 1:09 without rushing . . . just going through it normally), to a few pure PUGs on secondary servers. The only other team that succeeded without a Tank was the All-Controller WTF on Guardian -- we made up for the lack of a tank with FOUR Illusion Controllers boxing LR in with four sets of PA. (That one got done in 1:10 without rushing.)
A good tank is nearly, but not absolutely, essential. You have to have some way to manage LR's aggro. I tanked two of the runs with minimal problems. My Invul/Axe tank faceplanted twice with LR because I had not gotten loaded up with the right Inspirations and he had no support. My Stone/Fire Tank had a Fire/Empathy backing him up and his green bar barely moved.
On one of my PUG teams, we started out with our only Tank being WP/Mace with no taunt . . . I saw a failure likely, mentioned that it would be hard for a WP/Mace without Taunt to hold LR's aggro and suggested that we try to get another tank . . . and the WP/Mace suddenly quit anyway. In his place we got an Invul/SS who did a fine job without much support. I was on my less-than-optimally-slotted Ill/TA who isn't anywhere close to Perma-PA, and I was the one who faceplanted the most due to my AoE debuffs drawing a lot of attention.
A decent team can complete the STF, as long as you have a decent tank or some other way to manage aggro. It can certainly be failed without that element. -
The proc definitely does NOT draw Aggro. I have it on all 4 of my level 50 Illusion Controllers in Deceive. It is wonderful in Arctic Air. It helps fill a few gaps in Seeds of Confusion and Synaptic Overload.
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I see my deciples have been here before me. . . .
To the OP, take a look at my Illusion/Rad guide. See the link in my sig. It goes through each of the powers and explains why each should slotted how it is. I still need to finish the updates to be I-19 compliant, but as Call Me Awesome and Griff said, there is easily some room for variation depending upon what you want. -
Storm is a fun and challenging powerset. It has a lot of tools for just about every situation, but a lot of those tools are situational. A good Stormie is a huge benefit to a team, while a bad Stormie can create a mess.
Fire/Storm is one of the highest endurance drain characters anywhere. So you will probably have to manage your powers with an eye towards the endurance costs at all times. You may want to play to get some Endurance and Recovery buffs early . . . use your other characters to help you earn the Numina and Miracle procs at low levels to buff your Recovery rate. Plan on slotting everything for EndRdx. You also may want to expect to use "frankenslotting" instead of SOs -- using Dam/End from two sets is better than using a Damage and an EndRdx SO.
On Storm powers:
Gale: This is the one power that most */Storm controllers wish they could skip, but can't. It has some minimal use in early levels. It has a 10% Accuracy penalty, pitiful damage. If you want to use it with regularity, it needs a minimum of 2 Accuracy. Personally, I put a single Acc in the default slot and only use it rarely as a "get out of my face" power.
O2 Boost: A wimpy single target heal that adds some other nice buffs: protection from Stun and Sleep, Endurance Drain and a perception buff. Nice to have for a team or to heal your pets, but one of the more skippable powers in the set.
Snow Storm: Slot it with 2 EndRdx and you're done. A ranged toggle AoE slow with a huge -Recharge and -Fly. Some folks skip it, but I really like it. In the late game, this is wonderful on the ITF. It's pretty good in the rest of the game, too, to slow bunches of foes to a crawl, and more importantly, substantially reduce their ability to attack. I think the playerbase underrates the effectiveness of Slow powers. Add Fire Cages and Snow Storm, and the foes can't move and can't shoot very often . . . pretty good control to me, and available very early.
Steamy Mist: Another power that does a lot of little things. Stealth, but it needs something else to be full invis like Super Speed or a Stealth IO. You can slot it for Defense OR Resistance, so it is a perfect place for either a Steadfast or Karma -Knockback. Resistance to 3 types of damage is decent, but you may want to slot for Defense if you are going for a defensive build. On teams, I have had Steamy Mist allow my team to turn corners and come up against a group of foes without aggroing them . . . very nice. (I take Steamy and Super Speed.)
Freezing Rain: The most important power in the Storm set, and another power that does a lot of stuff. Defense Debuff, Resistance Debuff, Slow and Knockdown, with a minimal amount of damage and an "afraid" component that makes foes want to run out of the Rain. Don't bother slotting for damage. You want 3 recharge as minimum slotting. Some people slot for Defense Debuff, but it is not really needed. The Achilles Heal -Resist proc is great here. Many people slot various damage procs here -- a nice luxury if you have slots to spare.
Hurricane: This is a tricky one to master. A PB AoE toggle that repels away foes and applies a significant ToHitDebuff. You want to slot it for EndRdx and ToHit Debuff. Hurricane is a great "panic button" power that can also be used strategically to push foes into corners or trap them in rooms. It also has a lot of strategic uses. A great way to deal with an Ambush is to turn on Hurricane and get around a corner -- As the foes turn the corner, they are debuffed by the ToHit Debuff and pushed away. With practice, you can learn to "herdicane" or run around groups to push them together -- I love Super Speed for that. This is an example of a good power that can be used badly -- Hurricane and Hot Feet do NOT go together unless there is a corner involved.
Thunderclap: It is a flashy PB AoE stun that is only Mag 2 -- it only will stun minions on its own. However, you have Flashfire! You can stack Flashfire's Mag 3 with Thunderclap's Mag 2 to stun bosses. This becomes a very powerful aspect of a Fire/Storm. Slot for 2 Acc, 2 Stun, 2 Recharge as standard SO slotting. By using Frankenslotting, you can combine Acc/Stun/Rech from several sets to reduce the slots to 5 or maybe 4. Thunderclap recharges pretty quickly, so it should be available every group.
Tornado: Many people underestimate the amount of damage that can be done by this pet. Over the time of its life, the damage really adds up -- if it focuses on one target. But 'Nado grenerally runs around the room, hitting and throwing every foe every which way. You can prevent the chaos with the 12 seconds of -Knockback in Fire Cages -- as long as you keep hitting Fire Cages every 12 seconds, you can keep foes from being tossed around. 'Nado is great for "panic button" moments, on AVs and on other things that can't be knocked back (Like the computer console in the ITF), and adds some stun. And by the way, it is one of the few "auto-hit" powers in the game, so it can take down foes that you can't otherwise hit like Paragon Protectors who just hit their MOG. Slot for Damage, Recharge and EndRdx.
Lightning Storm: Another pet, but this one is stationary while it fires out lightning bolts. Nice damage with knockback. Another advantage of Super Speed is being able to run in close to cast LS, then run back out. Slot for Damage, Recharge and EndRdx. -
Quote:Agreed, but that's why you have to look at the other boosts. From Nerve, you can use the Acc, Hold, Defense (depending on your build) and Confuse buffs (and Fly speed, useless unless you have Hover). The Taunt is useless.My evaluation of the alpha boosts for a Kinetics are as follows:
1) The damage boost from Musculature is worthless. As a Kinetics, Fulcrum Shift should have you sitting at the damage cap from the moment you enter combat to 30 seconds after the mission ends (by the same token, normal damage enhancements are also of limited value).
2) The endurance reduction from Cardiac is worthless. You can always find a target to refill your endurance bar from using Transference; if you can't, you aren't using endurance fast enough to have problems.
3) The accuracy boost from Nerve is nice when fighting higher-level enemies (such as the +4s found in the Apex and Tin Mage TFs), but is largely unneeded most of the time.
4) The recharge boost from Spiritual is nice, but because you should have significant global recharge from other sources, it's not as big as you'd expect.
Cardiac has EndRdx, Range and Damage Resistance that might be helpful, and maybe Sleep if you took Spores. The Fear and Intang are useless
Musculature has Damage, Immob, Defense Debuff, EndMod, Runspeed and ToHit Debuffs -- you don't have the last one, but the others might be of use.
Spiritual has Recharge, Heal, Stun, Slow, Jump and ToHit Buff. The Stun might be useful if you took Fissure and the ToHit Buff is not useful.
It really depends on your build, but each one has some other stuff that may be useful. -
RealBomber, that is an Impressive, outragiously expensive, and I bet very effective build.
There are a couple of small things you may want to consider. In Health, putting a Numina's Health (Lev 50), will actually get you more regen than the Regenerative Tissue proc.
My experience with Speed Boost is that a single EndMod is plenty in the power. The endurance cost is minimal and I am usually boosting the team between battles when endurance doesn't matter. I'm not sure I have ever seen someone slot Range in SB . . . my feeling is that if a teammate isn't close enough to me to receive SB, then he must not have wanted it very badly. That would free up two slots, to add more Defense and some EndRdx in Maneuvers or some EndRdx in Weave, or a lot of other places. You could put a Hold in Strangler and/or a Grav Anchor Chance for Hold in Roots.
In Fly Trap, if you replace the Call to Arms with level 50 Expediant Reinforcement, you will increase your damage from the 70's to 91.
Those are pretty minor tweeks. Overall a nice (but expensive) build. -
Quote:It is quite simple: Cast Tom Welling and you have a movie version of Smallville. That's what the public will expect. And Smallville has used up so much of the DC universe that it would be restrictive to the kind of movie they want to make.OMG no, no, no, please kill it with fire quickly. Another movie down the drain. Why do they not pick Tom Welling for Superman? He has done it longer than anyone else. Just make him a money offer so big he cant refuse it.
Don't get me wrong. In spite of the not-so-great writing and the wimping out on special effects to save money in Smallville, I like the show and like Welling. But casting him would be bringing a lot of baggage.
Same problem with casting Brandon Routh. You bring the baggage of the previous version. I don't blame Routh for the train wreck that was Superman Returns. But casting him would be a sequel to it, and and that would suck.
Nolan and Snyder want a mostly fresh start. We know the origin well enough to gloss over it, but throw out the stupid plot choices from previous movies and start fresh with a better, tougher villain, and some REAL action. Brainiac would be my choice because you can do almost anything with him. -
Quote:Yeah, I'm pretty familiar with that. I spent a large section in my Illusion/Rad guide going over the myths and truths of confusion. Basically, Seeds is a wonderful control power. Yes, some foes will do damage to one another, making a small reduction to the amount of available XP. However, as long as you do a lot of the damage, you actually get bonus XP you didn't earn. The net effect is you might get a little bit less XP per foe and per mission, but you may be able to defeat foes and complete missions a little faster. So you can defeat more foes and do more missions in the same amount of time.While you absolutely should slot Roots for damage & damage procs, the confused mobs costing XP is a bit of a fallacy. Sure, the damage they do to each other does take away some of your XP, but then they're killing each other faster than you alone, which means an increased XP flow. I believe tests have shown it's a net positive at the end of the day. If you're on a high DPS team, it may end up being a tiny net negative, but likely not noticeable.
However, that is all based upon certain presumptions that are not always true. In total, the numbers don't make that big a difference because Seeds + Roots are important for the control of a Plant controller. The most important thing is to make sure that you are doing damage to the foes being attacked by Confused foes. Slotting Roots for Damage will accomplish that easily. Not slotting Roots for damage will mean a greater chance that you and your team will have less available XP to earn.
Quote:As for slotting stealth powers for def, I slot some stealth powers (SI, SM, AF, the latter two don't suppress anyway), but then I build for def. Even after suppression, SI (and I guess Stealth) gives you 2.25%, which is about the same as Maneuvers (though only for you), and if that can get you closer to def cap, it's absolutely worth slotting. If you're sitting below 20% overall def, it's likely not. And of course, sometimes you're not attacking, but are at risk, whether from high-perception mobs or just AoEs, and the full 4.5% + slotting is nothing to sneeze at. -
You haven't gotten any responses because folks around here are kind of tired of the "make me a build" requests. Yes, since you are on a Mac, you can't use Mids so your request is not quite the same as others. Sorry. You may want to try the on-line builder HERE.
Part of the problem is that Gravity Controllers are not very popular. I have a Grav/Storm who has almost entirely solo'ed his way to level 44, but stalled there. He's fun, but my buddies play on a different server. I haven't come up with a "end game" build for him, since I'm not sure he'll ever get there. (I was hoping for Free Server Transfers again this winter, but Oh Well.)
One problem with the "make me a build" requests are that there are a lot of different ways to make builds. I think a Team-Friendly build could be quite a bit different than a solo build. Therefore, your playstyle can make a big difference. There are also a lot of choices to make. Do you want the Medicine Pool? Slot for Recharge? Damage? Defense? And if you go for Defense, do you go Smash/Lethal? Ranged? Singy can protect you from most melee attacks for as long as he lasts, but the epic shields give you a good start on Smash/Lethal defense if you go that way.
I have gone with the Cardiac boost for my Ice/Storm, and will go for it on my Earth/Storm (she just hit 50 over the 2XP weekend and did the Incarnate arc last night). I went with the Spiritual Boost on my Illusion/Storm to boost the recharge of Phantom Army. I can see where Cardiac is probably the best choice for a Grav/Storm. One interesting thought is that the upper level Cardiac also boost Intangibility. Now, I generally hate Intang powers, but agree that they can be useful solo (or if the team understands what you are doing). The upper level boost to Intangibility might make me tempted to throw Dimension Shift into the build just for the heck of it.
From Grav, I took everything except Dimension Shift and Lift. I have Crush slotted purely for damage, so my attack chain is GD-Crush-Propel. That mostly insures that I get Containment for Propel. (On a team build, I might be tempted to take Lift over Propel.) When I hit 47, I will think about using some Acc/Mez and Dam/Mez Hami-Os in Singy to enhance the multi-aspects of the power. On the Storm side, I skipped O2 Boost on my solo build since Singy can't be healed.
In terms of slotting, I mostly go for Recharge, Recovery, Regen. I rely upon Hurricane and Singy to protect me, so I have not gone for the High Defense build. Others will do it differently. -
The key to using Wormhole in a group is to get the group to buy into it. And that takes a lot of communication. You have to have fun with it. If your team has players who can set up a "zone of death," ask them to set up such an area around a corner from a big bunch of baddies, and you'll bring the main dish. Just imagine what the bad guys are thinking when Wormhole hits them . . . "Hey, what's this . . . What the . . . Oh, crap!" Wormhole is one of those powers that is more fun than practical. Actually, Propel fits in that mold, too.
On the other hand, if you have a team that only wants to steamroll through content and kill stuff as fast as possible, then Wormhole isn't very useful. You can still use it to stun some every now and then. I still wouldn't skip it. There are places where you can make use of it effectively even on a fast-moving team. You know those open, multi-floor rooms? While your team attacks a group on the bottom floor, you can Wormhole more guys from the other parts of the room into the area your teammates are killing, allowing them to kill stuff faster.