Hows Gravity?
Trick Arrow tends to go well with Gravity as well. Decent synergy between the sets and TA gives you the extra control Gravity lacks. Bit of a slog through the first 20 or so levels but it's all good after that. (Shameless plug : see aging guide link below).
So, Shyft... how do you come up with enough control to keep things locked down during levels 1-25? Or do you have some other playstyle? (damage? team support?) I'm really curious. I've tried Gravity several times and never found what I contribute to a team. I want to know your secret, because I really want to get to Wormhole and Singularity some day. Running myself out of endurance with wimpy single-target damage has not been entertaining so far.
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Everything I slotted at lower levels (Crush, GD, Propel, Crushing Field) I slotted for accuracy, recharge and damage. (now keep in mind, I leveled the original Shyft in August '04). First pool power I went for was hasten. Spamming Crush, CF, GD, Transfusion and Siphon Power as fast as cooldowns came up, and busting out Propel when the last one or two mobs were left worked out great until I got Singularity. GDF became a "hit them first" power - and believe me, I took it at 18 and slotted it as quickly as I could. That was one I slotted for hold time. With the speed I would smash the rest of the group, only a few would be left by the time it wore off.
Did I get stamina at 20? Yes. Did I still eat through blues like they were going out of style? Yes. I knew relief was coming. At 35, I took Transference and never looked back. After i got Transferrance, I would often end fights at full Health and Stamina.
Then I started teaming with scrappers and tankers, and realized what I was meant to do.
Understand, blasters and Nova Form kheldians that team with me recieve zero intentional help from me most of the time. I focus at the ground zero of the fight. I run in with the tank and the scrappers, lock the whole thing down and start spamming everything in my repetoire.
Everything dies amazingly fast.
Now, in the era of AE-CoX, everything has changed about leveling in the lower level game.
In AE, until I got Fulcrum Shift, I played Shyft as a support character, standing back, using targeted holds (crush, GD, CF, GDF) and hitting Transfusion and Transference (once I got it) as often as they came up. Speed boosts and Increased density to the team as needed. People are addicted to Speed Boost. I had high level teams offer to carry me along as long as I could keep speed boost on them. And they did.
I'm an IT professional and work 45+ hours every week. I have two active children as opposed to an infant and a toddler when I first made Shyft on Pinnacle. My play time is limited. A couple hours a night at best. I decided I wanted my beloved favorite character back, but didn't want to move her from Pinnacle so I recreated her on Virtue on the 9th. I got her through Outbreak before logging for the night. I hit 45 on her last night (the 18th).
TDLR - Don't solo those first 25 levels.
Find teams. AE, Radio Mission, TF, whatever. Team up. The first 32 levels go by quickly, and I truly believe Fulcrum Shift and Transferrance TOTALLY change how you play the character.
FS changes the game for Grav/Kin. GDF from max range, Run In, FS, CF,CF, CF, CF, FS, CF, CF, CF, CF, repeat until they dead, dropping Transfusion and Transference as needed.
I have all my tools. The next five levels are academic. I can play her (and roleplay her) as I want, because she has all she needs to make things happen.
Gravity/Kinetics has the ability to deal alot of damage. It's not Fire/Kinetics, but I like it. My SO plays mostly scrappers or tankers, and duoing is far, FAR easier than soloing. But then again, it's a MMORPG, not a SPRPG. The different archetypes *can* solo, but they were designed to be part of a group. I find with Gravity/Kinetics, I shine more and more with a bigger team, and a bigger number of opponents.
Is it perfect? No. Lift's damage is terrible, and should be in line with Levitate. Repel sucks so much endurance, I can't ever say I've taken it, and only ever seen it used effectively by a player once. (Though I like my singularity having it. I can stand behind it and have it act as a force field for me.) Dimention Shift is TERRIBLE. Horribly annoying power that only serves as a way to annoy your teammates. (someone once proposed changing it to a AoE Lift field. Like an Ice Slick except it knocks people into the air. I would love that). Propel's animation takes WAAAAAAY to long for it to be as useful as It could be, but I still believe it is one of the most visually appealing powers in the game (to me).
But again, I'm a roleplayer. I play for concept, and I go for broke. And for Grav/Kin it's all about speed. Recharge speed is my friend.
Shyft - Gravity/Kinetics Controller - Virtue and Pinnacle - write up at virtueverse
Vigilant Eye - Sword/Shield Scrapper - Virtue - write up at virtueverse
October Star - Energy/Energy Blaster - Pinnacle
and a bunch of alts....
I love Gravity, super entertaining and great for solo. My first and only 50 is a Gravity/Empathy controller and I loved every minute of it.
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[ QUOTE ] hows Gravity? [/ QUOTE ] /e sticks hand out.... Feels like 9.8 meters per second, per second..... same as always. [/ QUOTE ] Fixed that for you. (Seriously, when is this country going to get off its rear and adopt a sensible measurement system like almost the entire rest of the world? ) |
I hear a lot about MC and stuff, but hows Gravity? is it good or bad?
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The first 20 or so levels are kinda painful. This is sorta par for the course until your holds mature.
In the mid 20's your powers begin to gel quite nicely. You start being able to lock small down mobs quite effectively. And, once you get Singularity and slot it up, your effectiveness MORE than doubles.
Combine this with the buffs from /Kin and things get ugly REAAAAAL fast.
Singy doesn't do enough damage to tank effectively.
Also: Intang's don't effect the Singularity. Like, at all. |
2: If I want damage, that's what Fulcrum Shift is for.
3: As for whether or not Intang enhancers affect Singy, I don't have hard data. Merely anecdotal play experience. So I choose not to argue this.
I always thought singy's problem was he doesnt have any AoE or cone attacks/controls that would allow him to attract the attention he deserves
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In my opinion Grav is a set you must have actively played before you can understand it; That may be one of the reasons it's not alll to popular.
I myself didn't think much of it because I prefer the regular AoE control to just lock enemies down, jump in and crush em to pieces (I'm actually playing a Dom, not a Controller, so you might want to take that into consideration).
The lower levels are kinda hard, since you're gonna have to juggle your foes to keep em occupied. That begins to change when you get GDF, which is by no means the ultimate solution, but it's a smooth transition to the rest coming later.
Then at 26 comes Wormhole - Take it, love it: You can teleport and at the same time stun a spawn; Anyway, it's hard to use in a team, since (at least in my experience) people don't understand it and then are considerably annoyed, so when I'm on a team I end up just using my secondaries and occasionally throwing in a GDF. However, the solo tactic might actually work well if they grant you moblead - I have yet to find a team that is willing to wait for me to get the mob instead of simply running towards it. Anyway, if you set the wormhole to open into a corner, you can REALLY clump the baddies together and tie them into a neat little package with your AoE Immob (which is the only one without knockback protection, hail the gods of gravity control!), so that you maximize whatever AoE damage you might get into the team (as a Dom, that would be me ^^)
Then Singy: I originally got Grav because I wanted to stack single target holds (due to Singy). I happen to be 32 right at the moment and noticed this: You don't really SEE an impact when Singy comes into play (unless you use the repel tactics mentioned in posts before) because the damage is negligible and well, the graphic effects of grav aren't exactly booms, but what you will most definitely notice is an increase in your survivability. Everything just runs smoother because Singy spams controls at a rate you would never have dared dream of.
That being said, as already mentioned by someone before, it's a good set for solo or small teams but gets run over by larger teams. However, it's really fun to play and a challenge everyone should have a taste at before judging the set, because honestly the mere power descriptions don't sound like it's gonna do anything at all (at least to me), but oh the fun!
1: Who the heck has been selling you a line about tanking being about damage? Tanking is about aggro control. Singy siphons up enough aggro that, so long as I'm not trying to scrap-troller things or jump multiple mobs simultaneously, I rarely have to worry about stray enemies coming after me.
2: If I want damage, that's what Fulcrum Shift is for. 3: As for whether or not Intang enhancers affect Singy, I don't have hard data. Merely anecdotal play experience. So I choose not to argue this. |
Without any taunt effects, Singy has to rely on damage output to gain aggro. And he doesn't put out enough damage to steal aggro from a decent Grav Troller. He also hangs back, unlike, say, Stoney who runs right in and starts Punch-Voking everyone.
Hard data: http://coh.redtomax.com/data/powers/...ts_Singularity None of the Singularities powers accept Intan Boosts.
Without any taunt effects, Singy has to rely on damage output to gain aggro. And he doesn't put out enough damage to steal aggro from a decent Grav Troller. He also hangs back, unlike, say, Stoney who runs right in and starts Punch-Voking everyone.
Hard data: http://coh.redtomax.com/data/powers/...ts_Singularity None of the Singularities powers accept Intan Boosts. |
Personally, I only did that with Elite Bosses. Most of the time its simpler just to use Wormhole to stun, and whack 'em before they come out of it. But I was playing a Dominator, not a Controller, it may take longer with a Controller.
I hear a lot about MC and stuff, but hows Gravity? is it good or bad?
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Be prepared for a slow trudge upto the late 20s, when you finally get your AoE stun.
Teamed you'll often be relying heavily on your secondary to be margially effective, becoming what amounts to a weak Defender.
Sure, certain secondaries fill in Gravity's weaknesses well, but any other Control set with the same secondary will still provide more to the team.
Gravity, storms and radiation are all very sciency, so finding links shouldn't be too bad. Scientists, especially physicists and such for Grav/rad. A meteorologist with wind type powers for Grav/storm. Alternatively, a star themed non-Kheldian would work for Grav-rad. Lots of ways to do it. Maybe that with get the juices flowing?
-OH