Grav / TA


Amazing_Shnyet

 

Posted

So my first Union char is a Tech Grav / TA controller. Liked the sound of Grav and didn't want to replay storm so TA appealled to me. No build but I'd welcome one.

In Grav I'm thinking :
Lift, Grav Distort, Propel, Crush Field, Grav Dist Field, Wormhole & Sing

TA:
Entangle, Glue, Ice, Acid, Disruption, Oil Slick & EMP

Couple of questions :
Crushing Field & Oil slick. Given that Crushing Field (AOE Immob) doesn't stop knockback I assume they'll slip up but be unable to move?

Ice Arrow : Worth getting? I have the idea that it could be nice for boss crushing. Ice Arrow > Gravity Distortion > Propel > Lift seems like a nasty little chain. Solo it means 2 minions held while the 3rd gets netted and Propel > Lifted.

Any ideas on Travel Power would be appreciated too. And peoples experience of using this without stamina.


 

Posted

As singularity can fly... maybe fly? Then you can hover/fly above mobs and rain down holds on them

Also, then you can take air super for doing a bit of damage in the early lvls!

Ice Arrow is... ok, not that great on its own but stacked it enables you to quickly hold a boss which can be pretty handy.

Why no flash arrow? the -acc can be pretty handy (at the low lvls... which is the only place I have experience of it... and I only took it after someone said the same about a build I proposed for my TA/Dark defender).


 

Posted

[ QUOTE ]
Crushing Field & Oil slick. Given that Crushing Field (AOE Immob) doesn't stop knockback I assume they'll slip up but be unable to move?

[/ QUOTE ]

I wouldn't care so long as they still burn baby burn.

Ice Arrow is handy for stacking with your other holds, against bosses and the like. Something I have done is slot my primary single target hold for damage (instead of recharge) and Ice Arrow for Hold duration.

I think you will probably need stamina.

Agree with Psygon, Flash Arrow is very handy at low levels for traversing zones like the Hollows. You can always respec it out later.


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Posted

Flash is basically Fire Controls smoke isn't it? 5% acc debuff? Thats what I though anyway, if its a decent bonus then I'll use it. Was worried about having no decent -acc power in the set alright.

I'm sorta sick of Air Sup (heresy!) and with Lift and Propel I'm not sure it'll fit into an attack chain. It is nice with Containment and would fit the theme (all my midget robot squad have it so far). Fly is very annoying after a while though (except for the option for smoke breaks which comes in handy).

Haste & SS maybe, just to get them arrow debuffs as close to perma as poss (going on the fairly slow recharge of Glue Arrow yesterday)?

[ QUOTE ]
I wouldn't care so long as they still burn baby burn.


[/ QUOTE ]
Made sure I had my Tech taser especially for this

I reckon I'm skipping the Hollows this time around and going for Kings. I think I'd be better off starting fighting smaller more powerful groups compared to the Hazard sized spawns my Fire / Rad thrived on.


 

Posted

I would get Haste, since you can stack Disruption Arrow for extra debuffy goodness with it. I have superspeed on my Ill/TA. I don't think Air Sup would be very useful in your attack chian.

Flash Arrow is about 5% (actually I think the controller version is probably 4%). don't bother with it for -acc, just use it as a -perception power.


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Posted

Can you TA experts shed some light on the targetting & how the AOEs work. For example Glue Arrow is a targetting AOE, everyone gets auto-hit by it and is then slowed, rather than being Location based it seems. Are the rest like this? Once you've hit them with the AOE of the power they're debuffed for the duration regardless of how they scatter or if they move off the current location?

Also with Oil Slick (which I'm guessing is a placeable AOE) when it goes up is it basically a Burn patch? Do they still slip or is that effect removed?


 

Posted

Glue Arrow is about the worst possible example, since it is both targeted an location based.

You have to target the mob, but it actually drops a location pseudo-pet at the feet of the target, and proceeds to affect everything within the aoe radius for the duration. Hence if the original target can move out of the aoe they are no longer affected, new targets can move into the aoe, and you can stack glue arrows.

Acid and Poison gas work the way you discribe however.

Oil Slick and disruption are strieghforward location aoes, however oil slick can only be targeted on the ground, wheras disruption can be located in the air.

Oil Slick continues to do knockup when it burns, however it doesn't seem to knock up as reliably as an Ice Patch (I dunno if it ticks more slowly, it has a probablility assigned which is lower, or it is just my imagination).


I really should do something about this signature.

 

Posted

[ QUOTE ]
In Grav I'm thinking :
Lift, Grav Distort, Propel, Crush Field, Grav Dist Field, Wormhole & Sing

[/ QUOTE ]

When levelling, I used Lift and Propel (despite it's horrible animation time) as an attack chain (after GD), but then swapped Lift (which does have handy knockup) for Crush (for containment purposes on bosses/AVs). At higher levels (post Epics), since I don't (can't) really solo much, Propel can easily be dropped. I also took Crushing Field to use with Wormhole, just keep in mind the well-known risks of using AoE immobs at low levels.


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

I have Flash Arrow on my Mind/TA. It is useful, despite being really annoyed when I found out it was a rubbish to hit debuff power. However as an aggroless power it has a great synergy with confuse so I won't be getting rid of it. I generally use it on closeby spawns to stop them from aggroing to us.

For a grav, I'm not sure of the benefits of it. I would go for Glue Arrow instead and get a solid debuff rather than a slightly odd one.

Ice Arrow was pretty rubbish until I got SOs and slotted it. ( Probably because I started slotting it in the late teens ) It's base duration is such that it won't perma hold anything, so for stacking holds it is only really useful as an opener. With 2 hold duration SOs, the duration is now reasonable and so I use it in my attack chain.

Don't overlook Web Arrow ( the tier 1 power that you have to get at level 1 ), I used it last night to pin the Moonfire taskforce AV in place whilst we attacked her at range. This stopped her from using her Dark Regeneration type power. Most of the time it is rubbish for anything other than containment though.

The other power I have from TA is Poison Gas arrow. This is an autohit 20% damage debuff and a chance of a sleep on any of the targets. It is a good opener as the sleep removes aggro and sets up containment and the damage debuff is good for protecting the team ( or yourself ). It looks cool too.

I think if you use an AoE immob with a knockdown power like Oil Slick the knockdown doesn't happen.

The problem with TA as a secondary is that all the powers seem pretty good and cover a debuff base. This means I tend to want all of them.


@Unthing ... Mostly on Union.

 

Posted

[ QUOTE ]
I think if you use an AoE immob with a knockdown power like Oil Slick the knockdown doesn't happen.


[/ QUOTE ]

Except for Gravity's AoE immob (and Tenebrous Tentacles iirc)


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

[ QUOTE ]
Glue Arrow is about the worst possible example, since it is both targeted an location based.

You have to target the mob, but it actually drops a location pseudo-pet at the feet of the target, and proceeds to affect everything within the aoe radius for the duration. Hence if the original target can move out of the aoe they are no longer affected, new targets can move into the aoe, and you can stack glue arrows.

Acid and Poison gas work the way you discribe however.

Oil Slick and disruption are strieghforward location aoes, however oil slick can only be targeted on the ground, wheras disruption can be located in the air.


[/ QUOTE ]
Ah. It fooled me. I could see an area AOE but my brain was thinking "No you've targetted someone with it, it must be 'fire and forget' like Lingering Rad or something"

[ QUOTE ]

Oil Slick continues to do knockup when it burns, however it doesn't seem to knock up as reliably as an Ice Patch (I dunno if it ticks more slowly, it has a probablility assigned which is lower, or it is just my imagination).

[/ QUOTE ]
Ok. So hopefully my AOE immob will deal with it. Not actually planning to get the AOE immob until the 20s since I've no AOE damage / disorientate until 26 anyway, unlike the Fire controller who benefitted from Flashfire &amp; Hotfeet early on.

I skipped Crush because I've Net Arrow for immob Okton, no choice, and I thought Lift may do more damage than Crush? Looking on No Future I think I'm wrong here.

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Except for Gravity's AoE immob (and Tenebrous Tentacles iirc)

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Exactly why I'm wondering about Oil Slick so much. A fally down burn patch they can't escape. Mmmmmm. With 2 resist debuffs also stacked on them. *drools*


 

Posted

I havn't got Poison Gas, as feel I have the mobs well enouh controlled with my primary powers that they dont get chance to do any damage anyway. The sleep chance is only about 30%, so it's not as good as a propper controller power for setting up containment.

Immobilisation Arrow is useful at low levels for setting up containment, and at higher levels for bringing down fliers and against AVs that you cant hold.


I really should do something about this signature.

 

Posted

[ QUOTE ]
I havn't got Poison Gas, as feel I have the mobs well enouh controlled with my primary powers that they dont get chance to do any damage anyway. The sleep chance is only about 30%, so it's not as good as a propper controller power for setting up containment.

[/ QUOTE ]
True.

For AVs it is one of your two damage mitigation powers ( the other is glue ).

Remember that the resistance debuffs of Acid Arrow and Disruption Arrow multiply up the damage debuff so you can probably stack about a 60-80% resistance debuff on it. That gives you about 32-36% damage debuff. Hmmm, that isn't as great as I thought, but it might help keep the tank upright, assuming the large periods of perma-holds haven't helped enough.


@Unthing ... Mostly on Union.

 

Posted

With Poison Arrow are the ones that just get debuffed aggroed on you? The Containment isn't really an issue, Grav has 3 AOE containment powers anyway (Crush Field, Grav distort field, Wormhole).

I'm also thinking of getting the Medicine pool, primarily for Aid Self.


 

Posted

Yeah poison gas gets agro.

There are 4 damage mitigation powers, but those are the ones I feel I can leave out as a controller, but would be more important as a defender. I only tend to use them when fighting AVs.

The minor ones are Net Arrow (-recharge) and Flash (-acc).


I really should do something about this signature.

 

Posted

Your grav choices are the same as mine, and the GD -&gt; Propel -&gt; Lift combo will see you right I think. Grav sucks end a lot and I wouldn't like to try it without stamina...my secondary is a kin and even with transference and stamina it can run low...

Don't really think you need AS if you have propel and a grav/ta surely should not be spending extended time at close quarters?

Superspeed/hasten for travel suggestion? Would help you get propel and some of the longer recharging arrows up quicker.

A lot of guides suggest taking recall friend for moving Singy about. I must have used it about 3 times ever He moves about just fine by himself, even if he does seem to have got a bit keen to take on mobs recently...


 

Posted

Why did you go Lift instead of Crush (I did too and am considering switching already).

You're right about AS. Even at the lowbie level of 4 I found kiting mobs with Net, Lift &amp; Grav Distort seems to be the way to go. Plus no good -acc powers to help me survive melee.

[ QUOTE ]
Sister of Mersey - scouse nurse gone bad

[/ QUOTE ]
Nice toon name.


 

Posted

Lift has the handy knockup but Crush does a bit more damage (although it's DoT) and has a small accuracy bonus (as well as -Fly, which you already get elsewhere being /TA).


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

just a note but with hasten and crush you can spam crush every 2 seconds or so and put a huge amount of DoT on a target .. is allso good for stalkers to stop hide from coming back on.


Defiant's GoEH/MILITIS METUS

 

Posted

I think Lift knocks flyers out of the skies too.

But a double immob might be of use against AVs and in PvP. And DoT or not doesn't matter. Lift has that annoying delay in dealing the damage anyway. Plus since they're normally netted when I Lift the Knockup doesn't occur anway

Reckon I'll remake with Crush.

Looking at TA again I see both the net &amp; glue have -recharge effects too. Thats nice too, esp for PvP.

*Edit :
Home now so heres my sample build up to 40

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 40
Archetype: Controller
Primary: Gravity Control
Secondary: Trick Arrow
---------------------------------------------
01) --&gt; Crush==&gt; Acc(1) Dmg(5) Dmg(13) Dmg(13)
01) --&gt; Entangling Arrow==&gt; Acc(1)
02) --&gt; Gravity Distortion==&gt; Acc(2) Hold(3) Hold(3) Dmg(5) Dmg(9) Hold(15)
04) --&gt; Glue Arrow==&gt; Rechg(4) Rechg(15)
06) --&gt; Propel==&gt; Acc(6) Dmg(7) Dmg(7) Dmg(9) Acc(17)
08) --&gt; Hover==&gt; Fly(8)
10) --&gt; Ice Arrow==&gt; Acc(10) Hold(11) Hold(11) Hold(17)
12) --&gt; Swift==&gt; Run(12)
14) --&gt; Fly==&gt; Fly(14)
16) --&gt; Health==&gt; Heal(16)
18) --&gt; Gravity Distortion Field==&gt; Acc(18) Hold(19) Hold(19) Rechg(25) Rechg(25) Acc(34)
20) --&gt; Stamina==&gt; EndMod(20) EndMod(21) EndMod(21)
22) --&gt; Acid Arrow==&gt; Acc(22) Acc(23) Rechg(23)
24) --&gt; Crushing Field==&gt; Acc(24)
26) --&gt; Wormhole==&gt; Acc(26) DisDur(27) DisDur(27) DisDur(29) Rechg(29) Rechg(31)
28) --&gt; Disruption Arrow==&gt; Rechg(28) Rechg(37)
30) --&gt; Hasten==&gt; Rechg(30) Rechg(31) Rechg(31)
32) --&gt; Singularity==&gt; Hold(32) Hold(33) Dmg(33) Dmg(33) Dmg(34) Hold(34)
35) --&gt; Oil Slick Arrow==&gt; Dmg(35) Dmg(36) Dmg(36) Rechg(36) Rechg(37) Rechg(37)
38) --&gt; EM Pulse Arrow==&gt; Hold(38) Rechg(39) Rechg(39) Rechg(39)
---------------------------------------------
01) --&gt; Sprint==&gt; Empty(1)
01) --&gt; Brawl==&gt; Empty(1)
01) --&gt; Containment==&gt; Empty(1)
02) --&gt; Rest==&gt; Empty(2)
---------------------------------------------
Took Hover / Fly for dealing with Wormhole knockback as per Mr Cuddles suggestion before on how to deal with Lightning Storm... Just be above the target when firing it off.


 

Posted

[ QUOTE ]
Why did you go Lift instead of Crush (I did too and am considering switching already).

[/ QUOTE ]
Just better control than a single target immobilisation I think. Have to admit I might well swap it out too It doesn't add much these days although I haven't really slotted it. Plus Singy can do it.

You already have stackable immob for AVs with crushing field and entangle though so maybe you can keep lift for some variation...


 

Posted

Another vote for Crush being a good attack power here - although the majority of players seem to think very little of the single target immobilises, they're almost without exception excellent attack powers. The amount of DoT you can throw out with Crush is just frightening, it's an extremely efficient damage power. My level 50 tanker even has it from an epic pool as part of his chain.

Even the non-damaging immobilises tend to be very good, web grenade for example has -Fly and -Jump and a big fat slow on it.


 

Posted

TA rules, the slows rock

Ice arrow is a very good secondary single person hold which means in practice you can chain hold a boss quicker than cryptic says nerfs mean more fun


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Posted

More thread-o-mancy on my part. Soz, was answering a question on Grav/Sonics and decided my blurb on Grav/TA was better here :

I'm level 25 now. Only things I changed from the build towards above were I swapped Stamina &amp; Acid Arrow around. And I didn't need to immediately 3 slot Stamina, so I spent the slots elsewhere at 23 and added one slot at 25.

I did get Poison Arrow instead of Crushing Field at 24 to test it, as the Vet Respecs were coming anyway. I'll be dropping it. Sleep is just too useless a control power in any sort of team. I've found it a nice panic button at times but one AOE and they just wake back up. If it was a Fear effect instead of Sleep it might be worthwhile but currently I find it mostly useless, especially since I'm getting Wormhole at 26.

The disadvantages of these sets are no defenses (no shields/auras &amp; no accuracy debuffs) and no self-heal, the idea is to mez them from afar before they get into melee with you (so it'll work very well with the Sing). If something gets through they can hit very hard (currently Ancestors SS &amp; Yellow Ink Mens NRG attacks are causing me all sorts of trouble).

In teams I've found my aggro "footprint" to be very low, I tend to flit between Lieuts &amp; Bosses Acid Arrowing &amp; locking them down before Propel+Crushing them to death. Glue Arrow &amp; GDF give you good ranged AOE control for the minions.


 

Posted

Lift slotted x 3 for knockback is SO funny!


@Under Control