Grav/?
Energy is great for the self buff you get in that set - Power Boost will make your control powers kick [censored] for 20s Also, I'd say that Energy works best with gravity, theme wise.
Huh, just seen you also get power boost in Ice too. Groovy.
IN MEMORIUM OF GAYBABY
CRUELY TAKEN FROM THIS WORLD WHILE SO YOUNG
I made a Gravity/Psionics toon
I felt like an evil Jean Grey
There was a good Jean Grey?
I really like my grav/thorns.
A Paragon Defender
[ QUOTE ]
I felt like an evil Jean Grey
[/ QUOTE ]
So do I, if you ever find one, let me know where...
/ducks
Synaesthetix:if your mum wasn't already dead I would go kill her for bringing
you into the world
Grav/Energy seems quite effective to me - hold 'em and blast away! White conned mobs normally drop before the hold is over (at least as soon as you have 3 Energy attack powers).
New and improved(?): @Changa
DIPLOMACY, n. The patriotic art of lying for one's country.
Ambrose Bierce, Devil's Dictionary
I'd probably do Grav/energy assault cause then you get the most from Rag Doll
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
[ QUOTE ]
I really like my grav/thorns.
[/ QUOTE ]
Grav/Thorns for life!
I'm a Newbie and am Grav / Psi, of course I read up about it after I started... Still going though.
[ QUOTE ]
I'm a Newbie and am Grav / Psi, of course I read up about it after I started... Still going though.
[/ QUOTE ]Well, any combo is good really, you can't gimp yourself badly with your choice of powersets in this game.
Invidual power choices are a different thing of course
So what would you suggest?
I am trying to keep my attacks ranged as I feel that will be more beneficial to a team... No point me getting in the way or disorientated whilst trying to keep eveyone locked down..
Get drain psyche for sure, that's great for giving you END boost when required. Other great powers are psychic shockwave, subdue and TK thrust, but pretty much every power in the set apart for mental blast is good.
For grav, the hold, the AoE hold, wormhole and singularity are a must, and other powers are not bad either.
Subdue is lovely *nodding* and drain Psyche is essential. Depends how you want your powers split over control and damage, but they're two I wouldn't skip
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
Cheers chaps...
I've got a grav/psi dom but dont think much of drain psyche, it hardly ever seems to hit or do anything. Maybe im just never in the right situation but it doesnt seem worth it.
I tried wormhole and it has its uses but its not that effecive in most situations. I rarely find a room big enough to make the teleportation worth while, the stun effect is usefull but doesnt lsat long and the damage caused is minimal
Same for TK thrust, its fun and usefull in some situations but you should only need it if your getting swamped and dont have time to kill/hold them, in which case knocking back one guy isnt going to help you much.
Mental blast is a strong attack but its range is a problem, handy if someones got a bit close and needs finishing off but better idea to keep them at distance and used ranged attacks.
My main problem is staying alive after, group immob, hold and psychic shockwave have aggroed the whole mob onto me
Just thought I would give you my thoughts on Psi since ive been a Mind/Psi dominator for some time:
Drain Psyche is a good power, however it does need some slotting to make the increase in health and endurance noticeable. However ive slotted it with 2 Heal, 2 Endurance and 2 recharge. It saves me having to waste skill points in the Fitness pool as whenever Im low on endurance I just drain my enemies psyche and voila, my own pools replensih pretty damn quick.
Mental blast really is a power to take with the thought in mind "Respec out at earliest opportunity". Its moderate damage with a hellish animation and seemingly quite poor accuracy makes this a bad choice of skills to be keeping. Subdue is far superior in everyway and if possible you should hold off until you can take it. However if you need a damaging skill early on, its all youve got really. But its a dreadfully inefficient skill.
Psychic thrust is really only a bit of eye candy. Another skill to take if you really dont have anything else to take. Its mildly useful in solo but in groups not really that fab. Its fun but not does not make you any more of an effective dominator
Psychic scream is amazing and very cool to watch. Get the hang of the cone arc and your sorted. Moderate damage which is of course boosted by most living creatures makes the damage rather good. Plus it slows the enemies attacking spee even if slightly. The group you have just screamed at would normally get 2 attacks off at you on all other aoe damage skills, where as the with scream they only get the one before your able to deal with them.
Ive all ready mentioned subdue, it really is a super skill. Quick firing, good accuracy and more often than not it immobilises the enemy. THe damage potential is quite good to with the inherent Psi boost against living creatures.
The last 2 powers in the set ive not picked up yet, but from I can tell they are both rather juicy skills to have. A long range psi snipe with fantastic damage once slotted and an even better AOE psychic blast which recharges at a great rate and does huge damage.
Hope this helps.
Just realised i was talking about mind probe in my above post not mental blast, i never got mental blast and looks like i made the right choice.
Can someone explain how drain psyche works? only vary rarely does the icon pop up showing its working, the rest of the time i just get a pretty animation and nothing happens, i thought it was alwasy missing or something but i dont get the miss text.
Well thats the flaw im afraid with drain psyche. There is no accuracy slot, so your best shot is to use it in a big group of enemies. At least then theres a good chance of catching 2 or 3. Like most Psi powers (not mind), there seems to be a slight accuracy handicapp. So if ur fighting enemies higher than yourself all the time, i would suggest using it in close proximity to a big group. If they are just 1 or 2 level higher then it should be hitting half the time. and yes, if it has worked you will notice green and blue rings around yourself to show the health and endurance boost. and of course the little symbol.
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Just realised i was talking about mind probe in my above post not mental blast, i never got mental blast and looks like i made the right choice.
Can someone explain how drain psyche works? only vary rarely does the icon pop up showing its working, the rest of the time i just get a pretty animation and nothing happens, i thought it was alwasy missing or something but i dont get the miss text.
[/ QUOTE ]Every enemy it hits gives you a boost to your health and endurance, best used in big groups.
Yes there is a major problem with the psy drain that it cannot take accuricy enhancements.
it does drain from all around you, a go trick is to use a yellow insperation, AoE hold a group then jump in and drain.
not sure on my current slotting, I think it's 2 endurance recovery's and maybe 1 recharge
One thing to note is that Tatics from the leadership pool does boost it's accuricy but dominators don't get much of a boost from the leadership pool.
The Psi push is rubbish, I respected it out.
I've not bothered with the single target immoblise, why when you already have get one? ok not as much damage but it recharges twice as fast so it will actually do more overall damage.
Mind probe is great for solo work, hold, run up close, zap!
Psi scream is great for team work, nice damage, nice AoE, also good on AoE held mobs
Psi lance is your sniper attack, so long range, high damage, takes ages to fire off and is interuptable. I'm still undecided if sniper attacks are worth it, esp at level 35 by that time pulling is rare and what tends to happen is that by the time it's fired off someone else in the team has already killed my target.
I'm still one level short of Psi shockwave so cannot say anything about that.
I know psi is listed as a rarely resisted damage, but I'm not so sure about this in PvE, it seems to have weak damage to start with, most mob's seem to have a base damage resistance based on level differnce. I don't actually spot many mobs who are weak vs one damage type, there's a few that have additional resistance to 1 damge type (robots & turrets are resistant to Psi)
In PvP it's more noticeable, few people have resistance or defence vs Psi, so it tends to hit more often and the damage doesn't get reduced often.
I had a good running battle with a stone/stone tank in granite armour the other day, I died when a controller came up behind me and held me not that I had done any real damage to the tank, but I was hitting him which is like "a red rag to a bull"
Grav/Psi always seems to catch alot of flack, and most of it is undeserved.
Wormhole: Don't think of it as a teleport foe. Think of it as soft control that just happens to let you put the enemy where you want them. Slot it heavily with stun duration and it becomes pretty much a bread and butter power.
Mind Probe: If you don't pick it, you are ignoring one of your most powerful attacks. Slot with damage and accuracy.
Drain Psyche: I skipped Stamina because of Drain Psyche. That's how good it is. Designed to be used against multiple opponents. Can't take Psi and not take Drain Pyche. If they fix it with accuracy enhancements, then it becomes perfect.
Dimension Shift: Much maligned. Simple fact is, most people don't know how to use it. I'll be the first to admit it takes some thought, and you have to have really practiced with the damn thing to make use of it, but I don't regret taking it, and I didn't respec out of it. It's the other grav soft control. Once you learn its timer and the limit of the AoE, you will begin to see uses for it. The more you use it, the more you will see how useful it is.
Some education of your group mates may be needed.
Singularity: The Fuzzy Glowball of Doom. If Gravity is the weakest set at control, then the FGD remedies that. He's tough, he flies and he's an absolute lunatic.
Keep him between you and the enemy, and watch them fail terribly at getting into melee range. He's the ultimate bouncer.
Put all those together, and Grav/Psi becomes a strong pairing. Add in Psychic Shockwave later, and... well. Good night.
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Dreamseed Grav/Psi Dominator
Im making a Gravity dominator, i heard there very good, they seem fun looking at the powers. But what is a good build for gravity, i was thinking energy assualt. But then again theres psi.
Give me your opinions guys. Thanks.