Grav/Kin PvP build: Have I a clue what I'm doing?


MBarUK

 

Posted

All critiquing welcome.

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Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
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Name:
Level: 50
Archetype: Controller
Primary: Gravity Control
Secondary: Kinetics
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01) --> Crush==> Acc(1)Acc(37)
01) --> Transfusion==> Acc(1)Acc(40)Heal(43)Heal(46)Heal(46)
02) --> Gravity Distortion==> Acc(2)Acc(3)Hold(3)Hold(5)Rechg(13)Rechg(43)
04) --> Siphon Power==> Acc(4)Acc(5)
06) --> Propel==> Acc(6)Acc(7)Dmg(7)Dmg(11)Dmg(13)
08) --> Hover==> Fly(8)Fly(9)Fly(9)
10) --> Siphon Speed==> Acc(10)Acc(11)
12) --> Swift==> Run(12)
14) --> Fly==> Fly(14)Fly(15)Fly(15)
16) --> Health==> Heal(16)Heal(17)Heal(17)
18) --> Gravity Distortion Field==> Acc(18)Acc(19)Rechg(19)Rechg(25)Hold(40)Hold(40)
20) --> Speed Boost==> EndMod(20)EndMod(21)EndMod(21)
22) --> Stamina==> EndMod(22)EndMod(23)EndMod(23)
24) --> Assault==> EndRdx(24)EndRdx(25)
26) --> Wormhole==> Acc(26)Acc(27)DisDur(27)DisDur(34)
28) --> Tactics==> EndRdx(28)EndRdx(29)TH_Buf(29)TH_Buf(31)TH_Buf(31)
30) --> Repel==> EndRdx(30)EndRdx(31)
32) --> Singularity==> Acc(32)Acc(33)Hold(33)Hold(33)Dmg(34)Dmg(34)
35) --> Transference==> Acc(35)Acc(36)Rechg(36)Rechg(36)EndMod(37)EndMod(37)
38) --> Fulcrum Shift==> Acc(38)Acc(39)Rechg(39)Rechg(39)
41) --> Mental Blast==> Acc(41)Acc(42)Dmg(42)Dmg(42)Dmg(43)
44) --> Mind Over Body==> EndRdx(44)EndRdx(45)DmgRes(45)DmgRes(45)DmgRes(46)
47) --> Psionic Tornado==> Acc(47)Acc(48)Dmg(48)Dmg(48)Dmg(50)
49) --> Indomitable Will==> Rechg(49)Rechg(50)Rechg(50)
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01) --> Power Slide==> Empty(1)
01) --> Power Quick==> Empty(1)
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
01) --> Containment==> Empty(1)
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Do I really need 2 Acc's in all those powers if I'm running Tactics, even if PvP'ing?

Or should I be looking at other powersets if PvP'ing? Mind/Storm?


 

Posted

I'll slap my PvP build up on here for you, even though I'm a /emp you can just remove the empathy powers and replace them with kinetics ones or rearrange them or whatever. I'd like to think it's pretty good in PvP, since I tend to do quite well with it.

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01) --> Lift==> Acc(1) Acc(3)
01) --> Healing Aura==> Rechg(1) Rechg(3) Rechg(5) Heal(5) Heal(7) Heal(7)
02) --> Gravity Distortion==> Rechg(2) Rechg(9) Rechg(9) Hold(11) Acc(11) Acc(13)
04) --> Heal Other==> Rechg(4) Rechg(13) Rechg(15) Heal(15) Heal(17) Heal(17)
06) --> Propel==> Acc(6) Acc(19) Dmg(19) Dmg(21) Dmg(21) Rechg(23)
08) --> Hasten==> Rechg(8) Rechg(23) Rechg(25)
10) --> Assault==> EndRdx(10)
12) --> Swift==> Run(12)
14) --> Super Speed==> Run(14) EndRdx(25)
16) --> Clear Mind==> Rechg(16)
18) --> Hurdle==> Jump(18) Jump(27) Jump(27)
20) --> Stamina==> EndMod(20) EndMod(29) EndMod(29)
22) --> Gravity Distortion Field==> Rechg(22) Rechg(31) Rechg(31) Hold(31) Acc(33) Acc(33)
24) --> Tactics==> EndRdx(24) TH_Buf(33) TH_Buf(34) TH_Buf(34)
26) --> Vengeance==> DefBuf(26) DefBuf(34) DefBuf(36)
28) --> Recovery Aura==> Rechg(28) Rechg(36) Rechg(36) EndMod(37) EndMod(37) EndMod(37)
30) --> Combat Jumping==> Jump(30) Jump(39)
32) --> Singularity==> Acc(32) Rechg(39) Rechg(39) Dmg(40) Dmg(40) Dmg(40)
35) --> Regeneration Aura==> Rechg(35) Rechg(42) Rechg(42) Heal(42) Heal(43) Heal(43)
38) --> Adrenalin Boost==> Rechg(38) Rechg(43) Rechg(45) Heal(45)
41) --> Power Blast==> Acc(41) Acc(45) Dmg(46) Dmg(46) Dmg(46) Rechg(48)
44) --> Temp Invulnerability==> DmgRes(44) DmgRes(48) DmgRes(48)
47) --> Power Boost==> Rechg(47) Rechg(50) Rechg(50)
49) --> Crush==> Acc(49) Acc(50)
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Few build notes for you:

Lift only has two accuracies in it since it does [censored] damage compared to Propel, and is only really useful for the -fly factor (thats imo of course). The slots are better used elsewhere.

The most important thing about holds in PvP is that they stack. Controller holds last for ages at base, so one duration is all you need to be able to stack 3 without hasten and hold a scrapper/stalker. For tanks and brutes you need hasten since you'll have to stack 5 (unless, of course, your hold "crits" for double magnitude).

Propel has a huge recharge on it, so I put a recharge in there. You might want to consider an endurance reduction instead, since I have RA to cope with the heavy end cost.

Superspeed is just better than fly in PvP. You can move faster, and the supression is much less pronounced when you attack. The only problem if you're going to go to sirens a lot is the weird terrain in the villain end, but that can be overcome with my next point:

Take Hurdle, not Health. Health is pretty useless for anything apart from FF trollers (since you can't use rest in PFF) imo, and the extra movement from Hurdle will keep you alive for longer. It also means that you can clear the pesky terrain in sirens MUCH easier.

I'd swap Speed Boost with Stamina, since then you'll have it at the 13-21 weight class in the arena. I used to have it at 22 with Xanthus, but I really used to suffer when in 13-21 arena fights. Then again, I suppose you might want Speed Boost before 21. I guess it's up to you, but I'd probably choose Stamina (especially since grav is incredibly end heavy).

If you're going to take Wormhole as a tp-foe type power rather than as a disorient (which it isn't very good for in PvP, since the animation time is horrible if you miss), slot it 3 acc 3 range. I actually dropped it from my build because I found that even with 3 range it was still painfully short range and I had more use for Vengeance.

Speaking of Vengeance, its absolutely killer in PvP. Like it or not, chances are someone on your team will die at some point during the fight. With Vengeance, you make the rest of your team pretty much unstoppable. I only have 3 defence buffs in it since the tohit buff is very good anyway, and the team heal just isn't worth slotting for.

I took Combat Jumping because a) I hate wasting break frees on immobilizes, b) it stops spines scrappers immobilizing me and c) it gives me extra movement. Movement is key in PvP. Standing still is death.

Singularity has stupidly high accuracy from base, so one accuracy is enough just to make sure it never misses in PvP. I don't think it's worth slotting it for hold duration either, since you'll be stacking holds as well. I also slotted it for 2 recharge because it's incredibly annoying to die and not have it up for next time.

I went for Primal Forces instead of Psi because I don't like the psi attacks. Power Boost makes my Empathy buffs painfully awesome, and also doubles the duration of my holds so I can stack over tanks hold protection without Hasten. With Hasten and Power Boost, I can stack over Granite by myself. The blast is pretty good as well, short animation and low endurance cost and Temp. Invulnerability provides a pretty good S/L resistance for annoying anyone with S/L damage. I didn't take Conserve Power since it has a HUGE recharge and I already have RA.

Mind Over Body is nice, but it's not perma anymore and it's pretty easy to stack over when fighting other controllers. Since it's click-based, if you die with it running you'll have to wait for it to come back. It's easier to just bring a full tray of break-frees instead.

I moved Crush to level 49 since I never seemed to use it in PvP, but I use it in PvE to hold AVs etc. Only has two accuracies on it because I didn't need any more slots for damage or anything, and I can stack it pretty good so duration isn't really needed. This is personal preference, though.

If you want to practice some in the arena, I'll be glad to oblidge

Edit: Yes, you need two accs in all your powers. Tactics provides a nice tohit buff, but you have to be prepared to have it drop A LOT.

One day, I'll write a guide for all this :P


 

Posted

[ QUOTE ]
Mind Over Body is nice, but it's not perma anymore and it's pretty easy to stack over when fighting other controllers. Since it's click-based, if you die with it running you'll have to wait for it to come back. It's easier to just bring a full tray of break-frees instead.

[/ QUOTE ]

Remember though the Controller you're fighting would have to stack three on you to get you held, but they'll have to do that around getting held by you, as they'll get held off the bat.


World of Jackcraft.

 

Posted

[ QUOTE ]
[ QUOTE ]
Mind Over Body is nice, but it's not perma anymore and it's pretty easy to stack over when fighting other controllers. Since it's click-based, if you die with it running you'll have to wait for it to come back. It's easier to just bring a full tray of break-frees instead.

[/ QUOTE ]

Remember though the Controller you're fighting would have to stack three on you to get you held, but they'll have to do that around getting held by you, as they'll get held off the bat.

[/ QUOTE ]

Unless you're sensible and pop a break free before engaging the enemy 'troller.


 

Posted

What's stopping them doing the same? Or even poping a break free as soon as two hold effects are on him? If he did so his break free tray would last longer, granting teh winz.


World of Jackcraft.

 

Posted

[ QUOTE ]
What's stopping them doing the same? Or even poping a break free as soon as two hold effects are on him? If he did so his break free tray would last longer, granting teh winz.

[/ QUOTE ]

It's rock/paper/scissors talking like this. Powerboosted holds would mean that he could easily stack over a break free AND indom. will.

I suppose I have Singularity who's dropping holds as well as me though.


 

Posted

Trollers are used in different ways in team PvP, and you have to think about your role before choosing epic.
In team PvP, its so important to stick to your role. Your teams has to be sure, you are buffing them, otherwise you gimp your team. The main problem in team PvP on defiant is the lack of good buffing/buffers.

Protection trollers. Storm/ff trollers need all the protection they can get. indomitable will isnt a bad choice here. They are often main targets cause of their ability to protec squishies with hurricane/forcebubble. Actually FF's have their own mezprotection, so even here you have to think about before you take it. It will help against hold spiking of cause.

Support trollers. These are basicly defenders, but with a holding primary instead. Emp and kin secondaries.
Here powerboost is a wise choice since they add to the amount of healing/buffing they are doing.

Fire is often a good primary for the aggressive/attacking controller. Yes, you can use trollers for damage, if the opposing team has weak mez protection (no kins/emps/sonics).

Ice epic has a phaseshift power which is kinda nifty. Hibernate is really good, if the opposing team is trying to spike you + plus it adds more slows, which is very, very good if the team you are fighting has no kin buffer.


A Paragon Defender

 

Posted

Good post.

I also think staying out of the way is very important for most secondaries. Bubblers and Storms should probably mix it up but others do well to be out of the way till needed.


World of Jackcraft.