Crow's Messy Guide to Gravity/Energy Domination


Bob_The_Healer

 

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Here’s my guide to Gravity and Energy. All below are opinions based off my build of bouncing and knock back fun. All power description were torn out of Sherkan (Sherk Silver)’s CoH/CoV Character Builder. Much thanks to you for saving a lazy guide writer time.


Gravity Control


Crush - Creates a localized gravitational field strong enough to immobilize a single foe. Crush can also bring down flying entities. This power deals some crushing damage over time and can slow the movement of targets that escape.

# A single target immobilize your first choice and in my opinion not worth taking. Enemies can still attack you with ranged damage and while their range damage is usually less than their melee damage your other option is better than this. I would skip this one.

Lift - Negates the gravity around a single target, violently sends a villain straight up into the air, then slams them on the floor for smashing damage. If the target is flying, he will not take falling damage.

# Decent damage early on and knock up. Your other first choice and the one I recommend taking. With this you can bounce your enemy up and prevent him from attacking your temporarily. An excellent control option. Early on you want to slot this with at least one acc enhancement, and perhaps 1 damage enhancement. Later on you will find its damage drops off as you get more damaging powers, so you will want to get rid of that damage enhancement and switch to 2 acc enhancements to use it as a control option.

Gravity Distortion - Causes a single foe to experience an intensely misshapen gravitational field, rendering them unable to take any action. Gravity Distortion deals smashing damage to the target.

# Your main control of choice. This is your first hold take it as soon as possible. This will allow you to hold an enemy for an entire fight while you clear out any of his friends. Does a small amount of damage for 4 or 5 ticks. You want to 6 slot this ASAP, I recommend 2 accs, 2 hold durations, 1 recharge and 1 endurance redux (after you get stamina I would switch the endurance redux to a 2nd recharge).

Propel - The Hero can open up a portal and pull in a heavy object that he can then levitate and propel at foes!

# Very good damage, awesome looking animation, good knock back, and a really long activation time. I see quite a few people taking this power. It looks amazing and does good damage, but the activation time means it takes forever to go off. In a group the target is often already dead by the time your power finally hits. Solo this power takes too long and messes with your ability to keep your foes held and off balance. I would definitely skip this power unless you want it for concept or coolness factor.

Crushing Field - Creates a large gravitational field strong enough to Immobilize multiple foes. Crushing field can also bring down flying entities. Slower and less damage than Crush, but can capture multiple targets. Crushing Field can slow the movement of some targets that escape.

# Not much to say on this one. Immobilizes don’t work well with gravity, other power sets may have an AoE disorient or confuse which would work well in combination with an AoE immobilize but not gravity. This generates some nasty agro and just makes you a target for everyone’s ranged attacks. Some people take this as a panic/escape button; personally I skip it and eventually take the next option.

Dimension Shift - Your mastery of gravity allows you to manipulate dimensions, sending multiple foes out of synch with reality. Your enemies become completely intangible, and can not affect or be affected by those in normal space.

# Hate it or love it, its all about knowing how to use it. This is a very situational power that many people in groups hate. If you use it wrong, it is entirely justified. There are a few uses for this power. (A) a panic and run button. (B) your group getting overwhelm by too many mobs, hit power boost + this to take a bunch of them out the fight for a bit. (C) if 2 groups are too close together watch the second group and have this ready if they start moving towards you. Basically whatever you do, don’t toss this out during a fight if your winning; people hate having their targets suddenly stop taking damage. Let your group know ahead of time you have this power, and how your going to use it (emergency’s and certain pulls) and what it does (if they don’t understand what AoE hold + phase shift does). Personally I take this and only put a single acc or recharge in it. While soloing since the acc is low I use it to take 1-2 mobs out of a fight while I take care of the ones it missed. In a group I pop a yellow or two before using this in an emergency or pull situation. That being said this power is very situational, and you need to know how to use it right. I take this but wait to much later to do so taking more important powers first. You can easily skip this if you don’t like it.

Gravity Distortion Field - Creates a large intensely misshapen gravity field that encompasses several foes, rendering them unable to take any action.

# Your AoE hold. Take this; it’s important though not as important as it was for a controller. The hold time is much less but with a power boost or domination it is still good. With both it’s pretty amazing. I 6 slot this as soon as possible I recommend 2 accs, 2 recharges, and 2 hold durations.

Wormhole - The Hero opens a Wormhole behind a targeted foe, and violently pushes him through. The victim is sent flying out the other end of the Wormhole and is left Disoriented. The location of the destination end of the Wormhole is determined by the Hero, and may be placed high in the air, or over the end of a cliff if desired. More powerful foes may be resistant to the wormhole effects.

# This power is great fun. It can temporary put an enemy out of a fight I love it for the fun factor as well. Mainly use this power for soloing. You can use it to pull enemies, and get rid of them. If you like to pull with this slot it with a range or 2 and 2 accs. I personally stick a pair of recharges in it because its so fun.

Singularity - You create a very powerful Gravitational Singularity. The Singularity will engage your foes, assaulting them with various gravity powers. Any foes that attempt to approach the Singularity will be violently hurled away. The Singularity can be healed and is highly resistant to all forms of damage, and nearly impervious to Control powers

# Yea, this is what you’ve been waiting for. Get it, 6 slot it immediately. Just be careful with it, since it’s not a MM pet you can’t control it. It tends to attack anything in range so beware.


Energy Assault


Power Bolt - A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down.

# Require power, can’t skip this one. Decent starting attack, minor damage but fast. You could slot this with dual accs and a damage or two, but I never did. I just slapped a single acc in it and left it.

Bone Smasher – Performing a Bone Smasher attack can be slow, but it compensates for this by dealing a greater amount of damage and having a better chance to Disorient than Energy Punch.

# We don’t get Energy Punch, what can I say I copied the description straight out of CoH/CoV Builder. Great attack, good damage, decent chance to disorient, only downside is the melee factor. I get this to help get my enemies off balance. I recommend 6 slotting it with 2 accs, 3 damage, and 1 disorient.

Power Push - This ranged attack deals minor damage, but will knock a foe back and down (unless the foe resists knock back). 100% Chance of normal knock back on this attack. Great when used against a boss, as it can keep the boss from getting up and attacking you.

# Blah, this is a fun power but just not enough slots to get it. I personally skip it. If you do get it I recommend 2 accs to help it hit and use it as a control option.

Power Blast – A more powerful version of Power Bolt, doing more damage.

# Next good attack power, grab it and either 5 or 6 slot it. I recommend 2-3 accs, 3 damage.

Power Boost – Greatly boosts the secondary effects of your powers. Disorient, Hold, Immobilize, Knock back Distance, Fly, Run, etc... Basically ANY of your power secondary effects are boosted by 100% for the duration of this power.

#Great power, all the controllers wish they had this. Take it and 3 slot it with recharge. Think mini domination without the damage boost.

Whirling Hands – By focusing your energy into the muscles in your arms, you can launch a dizzying flurry of attacks against every foe you are in melee with. Some foes may be hit hard enough to be Disoriented as well.

# I don’t know much about this power, never touched it. Dominators are soft, very soft so when I do move into melee range I try to keep away from large clumps. Plus this really didn’t fit my characters concept. Personally I skipped it. I would welcome the opinions of anyone that has used this.

Total Focus – Total Focus is complete mastery over Energy Melee. This is a very slow, but incredibly devastating attack that can knock out most opponents. Due to the exhausting nature of the Focus, you will leave yourself Disoriented for a short time after performing this attack.

# This thing is slower then propel and disorients you after you use it. That being said I still take it and 6 slot it. It does massive damage and is a really strong disorient. I recommend 2-3 accs, 3 damage, and 0-1 disorient.

Sniper Blast – A focused sniper blast that requires time to aim. This attack can be interrupted.

#Very useful, though with wormhole not required. Personally I take it and slap a single acc into it.

Power Burst – Short range, but devastating attack.

# Nothing special but it is your last range attack and most powerful. I would 5-6 slot it, 2-3 accs, and 3 damage.


--Power Pools—


Flight – My favorite though one of the slowest. Some people go hover then fly for additional defense. My personal preference is Air Superiority to help unbalance my foes, and then fly.

Fitness – Pretty much required. I wish I could get around this pool but grav/nrg eats end like the cookie monster eats… well cookies. I take swift, health, and a 3 slotted stamina.

Teleportation – Fun travel pool, if you take get recall friend and teleport. Group teleport is horrible and Wormhole is much better then teleport foe.

Concealment – A fun pool but just no room in my build. Good for pvp but I skipped.

Leadership – Why? There are many more important things to take in my opinion for a dominator. I skipped this.

Leaping – Great travel pool, fastest next to teleport. The bonus defense on combat jumping is nice. Personally I prefer fly but this is still a very good choice.

Presence – Ummm, No.

Speed – Gravity/Energy really doesn’t have a need for hasten. Also in CoV the only worse travel pool then SS is sprint.

Medicine – My 3rd pool. Yes I used to be a /kinetics controller very low level though. I like to be able to heal my self some… and my pet as well with aid self and aid other.


Any comments/questions/advice is welcome. I just slapped this guide together while stuck on campus in between classes. It’s definitely nothing great but I got tired of waiting for someone to write a grav/nrg guide so I did.


 

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Saved for editing space!


 

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This ranged attack deals minor damage, but will knock a foe back and down (unless the foe resists knock back). 100% Chance of normal knock back on this attack. Great when used against a boss, as it can keep the boss from getting up and attacking you.

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Uh, 100% chance? No.

It doesn't always knock back, and when it does, Bosses have a high chance of resisting it as they have the most status resistances. Especially the Trolls when it comes to knockback.


 

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Total Focus – Total Focus is complete mastery over Energy Melee. This is a very slow, but incredibly devastating attack that can knock out most opponents. Due to the exhausting nature of the Focus, you will leave yourself Disoriented for a short time after performing this attack.

# This thing is slower then propel and disorients you after you use it. That being said I still take it and 6 slot it. It does massive damage and is a really strong disorient. I recommend 2-3 accs, 3 damage, and 0-1 disorient.


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Last I checked, this did NOT dissorient you. THe Brute version also mentions it dissorients you, but that does not either. Double check to make sure it actually does.


 

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This ranged attack deals minor damage, but will knock a foe back and down (unless the foe resists knock back). 100% Chance of normal knock back on this attack. Great when used against a boss, as it can keep the boss from getting up and attacking you.

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Uh, 100% chance? No.

It doesn't always knock back, and when it does, Bosses have a high chance of resisting it as they have the most status resistances. Especially the Trolls when it comes to knockback.

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You notice the power states (unless the foe resists knock back). The 100% chance of knockback means if not resisted the target will be knocked back. That is in contrast to powerbolt which has a 30% of knockback if not resisted and power blast that has like a 50% chance of knockback if not resisted. These 2 powers mainly do damage but have chance of doing knockback if not resisted. Power push is guarnteed to do knockback if it is not resisted... The wording on the power description is kinda hard to read... Sorry I cut and pasted it from CoH/CoV character builder.


 

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Total Focus – Total Focus is complete mastery over Energy Melee. This is a very slow, but incredibly devastating attack that can knock out most opponents. Due to the exhausting nature of the Focus, you will leave yourself Disoriented for a short time after performing this attack.

# This thing is slower then propel and disorients you after you use it. That being said I still take it and 6 slot it. It does massive damage and is a really strong disorient. I recommend 2-3 accs, 3 damage, and 0-1 disorient.


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Last I checked, this did NOT dissorient you. THe Brute version also mentions it dissorients you, but that does not either. Double check to make sure it actually does.

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Doh... actually I'm not sure myself only had the power a short time during beta due to level boost, to be perfectly honest I don't remember. I should be getting it soon again just been busy with classes and haven't had time to get my villain back up.


 

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I was under the belief that Singularity could not be buffed, nor healed...


 

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A few small updates...

Confirmed: Total focus does not cause self disorientation... miss print on the power list.

I've switched from dimensional shift to crushing field after I've slotted up wormhole.

Wormhole's final slotting is gonna be 2acc, 2 disorients, 2 recharge. Rather then using it to pull and throw extra mobs away i'm starting to use it like flashfire. I hit a group with crushing field and then wormhole them. Wormhole does have a knockback when they are teleported but crushing field keeps them from walking too far off when they are disoriented after the wormhole... Beware this can cause some nasty aggro if wormhole misses to many of the ones caught in crushing field. You might want to flip it around and use wormhole first... however when they are teleport.. they are knocked back pretty randomly from the selected spot so unless you wormhole them into a corner its gonna be hard to catch them all with crushing field.

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Exported from Ver: 1.6.7.0 of the CoH_CoV Character Builder - (http://home.comcast.net/~SherkSilver/index.html)
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Name:
Level: 40
Archetype: Dominator
Primary: Gravity Control
Secondary: Energy Assault
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01) --> Lift==> Acc(1) Acc(11)
01) --> Power Bolt==> Acc(1)
02) --> Gravity Distortion==> Acc(2) Acc(3) Hold(3) Hold(5) Rechg(5) Rechg(7)
04) --> Bone Smasher==> Acc(4) Acc(7) Dmg(9) DisDur(9) Dmg(25) DisDur(36)
06) --> Air Superiority==> Acc(6)
08) --> Swift==> Run(8)
10) --> Power Blast==> Acc(10) Acc(11) Dmg(13) Dmg(13) Acc(15) Dmg(15)
12) --> Aid Other==> IntRdx(12)
14) --> Fly==> Fly(14)
16) --> Power Boost==> Rechg(16) Rechg(17) Rechg(17)
18) --> Gravity Distortion Field==> Acc(18) Acc(19) Hold(19) Hold(21) Rechg(21) Rechg(37)
20) --> Health==> Heal(20)
22) --> Stamina==> EndRec(22) EndRec(23) EndRec(23)
24) --> Aid Self==> IntRdx(24) Heal(25)
26) --> Wormhole==> Acc(26) DisDur(27) Rechg(27) Acc(31) DisDur(31) Rechg(34)
28) --> Total Focus==> Acc(28) Acc(29) Dmg(29) Dmg(31) DisDur(36) DisDur(36)
30) --> Crushing Field==> Acc(30) Acc(37)
32) --> Singularity==> Empty(32) Empty(33) Empty(33) Empty(33) Empty(34) Empty(34)
35) --> Sniper Blast==> Acc(35)Dmg(37)
38) --> Power Burst==> Acc(38) Acc(39) Acc(39) Dmg(39) Dmg(40) Dmg(40)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Domination==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------

This is my build plan for lv. 40

Note: Singularity is 6 slotted with emptys since i haven't decide on final slotting for it yet.

Power Blast and Power Burst both have 3 accs. This is a bit overkill 2 accs are fine. If I get into pvping more I'll probably take 1 acc out of both of them and switch them over into fly so I will have 3 slotted fly enhancements. Being able to catch your target is aways good. =P


 

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IMHO, you're really overboard on the accuracy. Granted, my experience with energy blast comes from a CoH blaster but there are no inherrent accuracy buffs in the AT so that shouldn't matter. I've found the best slotting for EB attacks is 1 acc / 3 dam / 1 endredux / 1 recharge. I have very little difficulty hitting what I'm aiming at, and the attack chain cycles faster and costs less end this way. Even before ED I never slotted more than 2 acc and I would definately not slot 3 now.


 

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No, Sing is a real pet and can be buffed and healed.

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Sings can be buffed, but they cannot be healed..I wish they could especially after all the nerfing that they went through.


 

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32) --> Singularity==> Empty(32) Empty(33) Empty(33) Empty(33) Empty(34) Empty(34)


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I assume you don't leave them empty.

How do you slot this? Do ACC enh improve its acc?


 

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yes. Currently mine on my Troller is slotted...well wait I forgot I've got HO's...if I didn't have them I guess I would slot
1acc 3dmg 2mez or 3dmg 3mez.


 

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I'd say your slotting for the melee attacks is a bit borked. You're slotting disorient duration, but really, they have a rather low CHANCE to disorient. You have better tools than that available than relying on a what, 20% chance? I'd slot them 1 acc 3 dam 2 recharge. Disorient duration only enhances the duration when it disorients, not the probability of a disorient.


Currently playing:
Infinity;
Lady Breeze (50 fire/storm)
Virtue;
Moon-kiss (44 tri-form warshade)
Scarlet Whisper (33 sonic/energy)
Ravenflight (41 archer/elec)

 

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Propel - The Hero can open up a portal and pull in a heavy object that he can then levitate and propel at foes!

# Very good damage, awesome looking animation, good knock back, and a really long activation time. I see quite a few people taking this power. It looks amazing and does good damage, but the activation time means it takes forever to go off. In a group the target is often already dead by the time your power finally hits. Solo this power takes too long and messes with your ability to keep your foes held and off balance. I would definitely skip this power unless you want it for concept or coolness factor.


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I disagree with it's lack of utility when solo. This is a great CONTROL power when you're solo!

Control? Yep. Use Gravity Distortion on Taget #1, locking them down. Then, hit Target #2 with lift, then kick this off, by the time they get back up, they get hit with the Propel'd item, and it does another knockback/knockdown. That's one target out of commission for a good 6-8 seconds. More than enough time for your Gravity Distortion to recharge so you can hit them with it. Then you can work on Target #1. Alternate back and forth, and you're golden.

Gives pretty decent solo'ing ability to an AT that shouldn't really be soloing at all



I used this "ghetto hold" combo to great effect on my Dominator in the early levels. Still get great use out of it, even in my 30s. And the extra damage from Propel really takes them down a peg.


 

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I think you're missing out on the synergy of some of the powers in this set. For instance:

1) Lift + Propel: Lift the enemy in the air. As he's getting up, you have enough time to fire off your propel. As he's recovering from propel, lift... and so on, and so on.

2) Wormhole + Crushing Field: It's annoying when disoriented foes wander all over the place. No problem. Stick a crushing field on them and they stick. This combo plus GDF gives you TWO AoE holds. Very nice.

As far as crush goes, I love it. It's great in hero fights and PvP, and it's one more attack while you're growing up. One more attack means you're that much closer to domination, which is where we all want to be. And the -fly is a great ability to have. Your melee companions will LOVE you for dropping those flyers.


 

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I generaly agree with you. But I went grav/ice instead of energy because it builds domination faster with its faster casting times. i.e. ice bolt,- blast, are great to build up domination vs single units. avoiding to much agro. your singularity takes care of adds.

then when you do hit domination try to max your damage on bosses by using ice swords + the fastests powers like ice bolt+ blast+ lift and toss in your hold power to make sure he dont kill you. at the moment you activate domination add reds and hasten. and use your swords as often as you can.

I also tok superspeed to solo rush most missions. it works fine when you learn to navigate the maps. and your half stealthed as long as you keep moving. My record is finishing a relentless mis solo in less than 1 minute. got lucky with spawning location of a mission item with its 3 minions. lol

I also take 4 on stamina and 1 end red on each attack power so i can keep constant attack. All my AoE powers are single slotted while all my single attack powers are max slotted. mostly with 2acc, 3dam, 1 end. my hold power got 3 acc, 2dam, 1 recharge.

if you want pvp you should trade the two damage with more recharge or hold duration.

Energy < Ice
because of its faster casting time (not recharge time)


 

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No, Sing is a real pet and can be buffed and healed.

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Singularity can be buffed, but not healed.


/t @Flame Enchantress, /em sends tell

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