Grav/Elec help. Problems with wormhole


187nut

 

Posted

When i first got this power i did like it a little but now i dont like it. I team alot and the 1 thing people hate is when u scatter a mob which wormhole does about 75% of the time for me. I would use it on a mob but instead of moving them to a different area i would just put them in the same spot they were in before hoping that it wouldnt scatter. It seems that it doesnt matter at all where u tp them to they just scatter. Now that i think of it, why the hell does this power have Knockback when its a tp power that disorients the foe?

Im thinking about respec out of it but not sure since theres very few good powers. Any thoughts. My dom is an Grav/Elec lvl 45.

Here's my build
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Magic Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Electricity Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Lift -- Empty(A), Empty(50)
Level 1: Charged Bolts -- Empty(A), Empty(3), Empty(17), Empty(17), Empty(43), Empty(45)
Level 2: Gravity Distortion -- Empty(A), Empty(3), Empty(5), Empty(7), Empty(11), Empty(11)
Level 4: Lightning Bolt -- Empty(A), Empty(5), Empty(13), Empty(15), Empty(43), Empty(45)
Level 6: Propel -- Empty(A), Empty(7), Empty(13), Empty(15), Empty(43), Empty(45)
Level 8: Hasten -- Empty(A), Empty(9), Empty(9)
Level 10: Hurdle -- Empty(A)
Level 12: Charged Brawl -- Empty(A)
Level 14: Super Speed -- Empty(A)
Level 16: Health -- Empty(A)
Level 18: Gravity Distortion Field -- G'Wdw-Acc/Hold/Rchg(A), EoCur-Acc/Hold/Rchg(19), NrncSD-Acc/Hold/Rchg(19), Para-Acc/Hold/Rchg(25), EoCur-EndRdx/Hold(25), EoCur-Acc/Rchg(31)
Level 20: Stamina -- Empty(A), Empty(21), Empty(21)
Level 22: Build Up -- Empty(A), Empty(23), Empty(23)
Level 24: Swift -- Empty(A)
Level 26: Wormhole -- Rope-Acc/Rchg(A), Rope-EndRdx/Stun(27), Rope-Acc/EndRdx(27), Rope-Acc/Stun/Rchg(29), Rope-Acc/Stun(29), Stpfy-Acc/Stun/Rchg(31)
Level 28: Static Discharge -- AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(31), Det'tn-Acc/Dmg/EndRdx(34), Det'tn-Dmg/Rchg(37), EndRdx-I(39), RechRdx-I(39)
Level 30: Hover -- Flight-I(A)
Level 32: Singularity -- C'Arms-Acc/Dmg(A), C'Arms-Acc/Dmg/Rchg(33), Acc-I(33), Dmg-I(33), Hold-I(34), Hold-I(34)
Level 35: Thunder Strike -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(37), Empty(37)
Level 38: Voltaic Sentinel -- Empty(A), Empty(39), Empty(40), Empty(40), Empty(40), Empty(42)
Level 41: Power Sink -- Empty(A), Empty(42), Empty(42), Empty(50)
Level 44: Ball Lightning -- Empty(A), Empty(46), Empty(46), Empty(46), Empty(48), Empty(48)
Level 47: Surge of Power -- ResDam-I(A), ResDam-I(48)
Level 49: Charged Armor -- Empty(A), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination


 

Posted

I would keep wormhole despite its faults. It is still the best AOE control option you have that is frequently up.


"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator

 

Posted

Try placing the reticle about ten feet from the mob's original position, towards you. When they bounce, they'll likely be back in the same spot. Won't stop the scatter, but it will help.


Doom.

Yep.

This is really doom.

 

Posted

I too was frustrated with Gravity for the very same reasons. I rarely play my Gravity Dominators.


 

Posted

Don't slot it for kb? Slot it for stun. See if that helps.


 

Posted

Not slotted for kb, its built in.


 

Posted

Does the Immob for grav keep foes from being knocked back like a few other sets?


 

Posted

No. Grav's -kb is built into its holds, not its immobs.


Doom.

Yep.

This is really doom.

 

Posted

If you really want to get your money's worth out of wormhole... try these few tips outs before respec'ing out of such an outstanding power:

If you really want to wormhole a group and avoid the KB, Hit the group with GDF first. It's the only Ranged AoE hold with -KB and will cause those wormholed to line up in a single filed line. The tricky part is that the -KB effect of GDF only lasts a few seconds. Usually I'll alpha a group with GDF, follow witha ST hold on the boss (if any) and then wormhole group to a better spot, or place them neatly wherever the group has aggroed them. If you wait past about 4 secs... you'll get the same messy result.

I know I know. It seems silly to invest two powers to do the job another primary can do with one. This is simply because we too often desire only the AoE stun of wormhole and not the actual "porting" aspect of it.

Stop treating wormhole as a timid AoE. It is quite dramatic, and it should be the first alpha. A couple successful wormholes into a mission will have other Doms, Brutes and Corruptors waiting for your expertise before laying down thier AoE powers and patches. A simple bind helps a lot. ( for example: "Wormhole in Effect! please stand by")

Stop treating Wormhole as if HAS to hit 16 people! The best use of this power is found in its ability to create a group of 16, not effect the group of 16 thats already there! Wanderers and ambushes come to mind. Keep an eye out for mobs that aren't included in the aggroed group, and put them where they should be. This may sopund silly, but wormhole it's probaly best friends to any other Doms, cause they will love another 1-16 mobs beling plucked from the next group and placed on their icepatch or voltanic gasses before it expires into redundancy due to fast moving DPS group damage.


"Situational power? Sure. Although in a sense... all powers are situational. It's just that some situations occur more than others." Understand the situation needed in order for the power to be most effective... and make that situation happen.

 

Posted

Wormhole is definatly not a power to give up. It has a lot of "undocumented uses" especially on a dom. I watched a buddy wormhole the exposures out of a hami.

The KB is good for positioning. You just have to get used to the KB distance and learn how/where to position it.


 

Posted

You can use geometry to contain the scatter. Wormhole them into any kind of corner from walls, crates, etc. The only issue with this is it may mean moving the spawn from where the melee types are tearing into it, which can be an annoyance to some people (god forbid they have to move 15 ft to continue the beatings). If you have hover you can also Wormhole them straight down which reduces (but does not eliminate) the scatter.


 

Posted

You can wormhole around the brutes feet and basically disable a whole mob. WHat I am trying to figure out right now is if the players with the wh questions really cant grasp how to use the power or if the power is INDEED different than it has been for 15 issues.


 

Posted

I haven't used it on a dom, but I have played a grav/rad troller quite a bit.

1. hover above and cast WH down = moderate scatter
2. locate exit point about 10 ft infront of point of origin = minimal scatter
3. port them into a corner = actually tighter pack

The problem is that it is disorienting for team mates when the mobs are suddenly pulled away, even if they are put pack in a similar/same spot.

For fun I've even pulled a few groups away when the blaster goes to nuke and they nuke air lol. Well fun for me

The BEST use I ever found for WH was actually porting mobs into the fight. Once the team is engaged with one spawn I would port a second in on top of that group. The scatter is almost meaningless then and it makes for some very fun fights facing upwards of 30 enemies at once

That way you actually work with patch debuffers, toggle debuffers, melee toons, and kineticists.

If I could make it happen, WH would have kd rather than kb and it would be a bigger aoe as it can be very difficult to get 16 targets without first herding, which sort of defeats the purpose of a portal power.


 

Posted

I know about the little things u can do like the corner route or using walls and things to stop the scatter, but in an open area its a pain. I dont mind it when im soloing but you know how it is in teams. The problem is it's not a consistant scatter. Some times its minmal and other times its like a bomb went off sending them flying. You know teams really hate scattering mobs and KB. I wont get rid of it because there's nothing else worth taking.

Seriously though, i need to talk to a dev about that, why the hell does it have KB anyway. They already wonder around due to the stun. TP foe doesnt have kb.


 

Posted

The power description says that you open up a wormhole and then push all the targets through it, so I guess the KB is to simulate this pushing effect. They could just change it to knockup and get the same effect.


Global @Diellan - 5M2M
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Posted

Wow, that WAS a cool read (the link). I pretty much play like that anyway, but it was neat to see it written down.

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

I thought it was a pretty fun Guide. Can't believe I missed it 3 years ago The premise is perfect and in all honesty the tips can be applied to just about any archetype.