Grav/ff


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Awww a shame about only one pet Having two would have made my life a lot easier... Finding groups is starting to become hard for some reason

I'm waiting on some inventions from Wents at the moment, will slot the Sing. accordingly then. Rather expensive to buy SO enhancements now, and for some strange reason there never seems to be any stock of the inventions I need....

On the bright side, with my pet I can sit back and dish out some damage now. Aggro is a bit of a pain since the Sing. is always trailing behind. However the mobs seem to move between the two of us a lot so at least I'm not taking 100% of the hits anymore. A self heal would have been really nice to have

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Welcome to the 30s, teams tend to thin a bit unfortunately. I've found SG teams of about the same level are really handy in the 30s, PuGs are a bit thin on the ground sometimes. I've also found putting "Happy to Sidekick" helps a bit too, you can get sidekick invites to PI teams doing 40+ missions.

With Singy I took Recall Friend with a Range which gives me just enough range to plonk him around corners into combat range when soloing. You could also slap on PFF, aggro them, leg it around the corner through Singy and let his Repel grab the aggro.

Remember you don't need LoS for wormhole either so wormholing them from outside a room into a corner of the corrider with Singy blocking the doorway works well to keep aggro off you too. Any you miss need will attempt to run through Singy and get repelled and attacked by him, soaking up the aggro for you.

I've a non-healing secondary too and found it made a huge difference when I respecced in Medicine. I'd get it over Leadership.


 

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Cool thanks I've started using wormhole a lot more in the exact way you just mentioned :P However how do you know when the WH will grab a group instead of a single target?

I've noted a few times where I pickup two or three people and other times six. But no MISS message or anything to note that it is accuracy problems? I've added the 2nd acc invention to WH last night so I'm hoping it makes a difference.

Next respec is at 34 right? Just a bit of healing would go a long way in keeping me alive


 

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Its AOE is pretty small compared to GDF or other Controller mezzes like Flashfire. So things can frequently be just outside the range. It is slightly more accurate than GDF though so its more likely the small AOE affecting you rather than it missing. Like you said you'll see misses shown too.


 

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Health is kind of a waste on trollers, if you get it dont waste any slot on it.

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I've found it very useful on my Grav/FF, due to lockdown powers and good personal defence, and I wouldn't consider it a "waste" on controllers generally. Non-devices/cold blasters are probably the least optimal users of Health on the Hero side IMO, as they have the least capability to slow the fight down on average. The longer you can make fights draw out, the more optimal Health is... and Controllers are excellent at drawing out fights, Grav/FF especially. In addition to that, Health is a great target for some of the set bonuses and procs in the IO sets.

Luciora - Aid Self is a dynamite power for Grav/FF; the ability to PFF and heal yourself while your Singy holds aggro adds measurably to your overall ability. I respecced into Aid Self about a year ago and I'd never go back now. That same character also has Health, and Swift for the flight bonus.

As for travel powers and knockback, I'd really advise the flight pool for Grav/FF, and I wouldn't bother with getting Acrobatics for -Knockback. A well-slotted Hover can move fairly fast and grants "soft immunity" to Knockback, and furthermore can be slotted with nice bonuses from Defence sets. Hover and Combat Jumping provide comparable defence, and you don't need the immob protection from CJ or the Hold protection from Acrobatics due to Dispersion Bubble. Dispersion Bubble can also be slotted with the Knockback Protection IO from the Karma set, which I consider to be the optimal place to put it.

You can have pool powers from up to 4 pools - but as many as you like from each pool.

All the tactics Carnifax are suggesting are good, and part of my basic arsenal. Grav/FF is slow but *safe*; my Grav/FF controller can survive situations that few of my other characters, even tankers, could survive. The foundations of this safety are Dispersion, PFF and Singularity - everything else adds onto that in my experience.


 

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Health is kind of a waste on trollers, if you get it dont waste any slot on it.

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I've found it very useful on my Grav/FF, due to lockdown powers and good personal defence, and I wouldn't consider it a "waste" on controllers generally. Non-devices/cold blasters are probably the least optimal users of Health on the Hero side IMO, as they have the least capability to slow the fight down on average. The longer you can make fights draw out, the more optimal Health is... and Controllers are excellent at drawing out fights, Grav/FF especially. In addition to that, Health is a great target for some of the set bonuses and procs in the IO sets.

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Health +heal is proportional to the AT hp, and trollers are the heroes with less hp in game. Roughly, a 3 slotted health will enable you to cope with an extra hit every 10 seconds... which is not good, mainly when you can recharge 2/3 of your bar with aid self in one second. Swift+hurdle unsupressed movement grants more survavility than health will ever do, imo. As much, it can help with downtime between fights, but that isn't a porblem with aid self, either


 

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Oh, I don't disagree that Aid Self adds more to survivability than Health, but that's not the comparison I'm making. Do bear in mind that Health can be taken on the way to Stamina and thus could be seen as "free", whilst Aid Self is 2 powers.

For a flying /FF character, I rate Health over Hurdle - I've tried both through several respecs. I love extra movement, but when you're floating all the time, Hurdle does nothing. Hurdle also takes no IO sets, whilst Health takes the excellent Heal sets... this in itself is a big deal if you're the Inventions type. Regardless, being able to take an extra hit every 10 seconds is a big deal, especially when you have relatively good self-defence.


 

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Thanks again the tips I've reached lvl 34 and will try do another respec trial this weekend. Maneuvers isn't doing much else other than sapping my endurance at the moment.

Having the Aid Self will be very nice indeed, I am not usually in the midst of a battle. More hanging a little behind throwing in my different lifts/slows and immobs and of course adding bubbles as we go. This tends to leave me out of the defenders area heals which leads to some difficulties as the team walks into a room and aggros 3 or 4 groups I must hide in my pff more often i think...

Also how are you slotting hover/pff etc?

Currently I've got pff 2 slotted (both def buff inventions) and hover one def buff and a flight invention (just so i don't crawl round the back).

Also what invention sets are good to look at? Will take time to gather them all but would be good to know. I've just managed to fit all inventions (35) for quite a bit cheaper than 35 SO enhancements so no more yellow and red slots


 

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Also how are you slotting hover/pff etc?

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Hover - Well, I've respecced for an Inventions-heavy build so have 4 slots in it right now (at level 39), looking for the Freebird set (with Stealth IO) plus an additional flight speed. You want all the flight speed you can get in Hover - at least an 80% bonus if you can. For a Grav/FF I wouldn't be using it for defence unless you were after procs or set bonuses, as it's more efficient to slot up Dispersion Bubble for this purpose.

PFF - I currently have 1 Endurance Reduction, 2 Defence. Many folks don't believe in slotting this power. I do, because I use it quite a lot and notice the difference. I always use this with Dispersion Bubble as PFF doesn't stop mezzes (and I think it should).

For invention sets, concentrate first on the rarer effects you have - in this case Stun for sure. Defence, healing and so forth are very popular and tend to be expensive and hard to get as a result, but you can relatively easily get a full set of Stun enhancers. I tend to go for the best uncommon set rather than rares, with a view to upgrading to the rare sets as a long-term goal (if they're better). You might be able to 6-slot an uncommon set for say a million or two, whereas 6-slotting a rare set could easily cost 10 million or more. It's much more effective for your character to use the uncommon sets firsts.

Some that might be of interest... wow, that's a huge subject that is guideworthy just in itself. However some tips for good bang-for-buck sets:-

Fly - Soaring (although Freebird is the rare set I'm going for first, for the stealth). With Soaring in Hover and Fly, you can easily get 2% recovery bonus and 1.5% Health, which are great bang-for-buck.

Stun (in Wormhole) - Several interesting possibilities. Stagger is very easy to put together, and 2.5% Recharge Bonus is tempting, but for optimal use of the power combined with nice set bonuses, I might go for the 2 Rares in Stupefy that use Tech (conveniently Accuracy/Recharge and Acc/Stun/Recharge), and 3 from Rope-a-Dope (including Stun/Range and Recharge ones). If I were to 6-slot, I'd probably pull the Stun/Range from another set... Range is very useful in Wormhole.

Holds - I don't like the sets for Hold. GWE has very nice bonuses but of course it's a rare and extremely expensive set to put together. EOC has mediocre set bonuses for this character IMO. I think I'll go Paralytic and possibly dabble in the Ranged Damage sets (although they're very popular and thus can be hard to get hold of). My tip for anyone who's not totally hardcore when it comes to getting IO sets is to remember to optimise the power percentages primarily - there's nothing wrong with getting no set bonuses due to mix-and-matching sets if the benefits to the power outweigh the possible set bonuses.

Immobilize - A good early target (not many people buy them), although tricky to balance with power effectiveness if you're using Crush for damage as I am. I like Enfeebled Operation a lot, although I expect it to become expensive and highly-desired as Crushing Impact and Thunderstrike have been. Simply compare the set bonuses for Enfeebled Op and Rooting Grasp and take the one you feel works best for you - I think both have strong arguments.

Defense - Again assuming you're not spending millions on proc sets, I think Serendipity and Red Fortune are both great sets. I've gone Serendipity in my single-target bubbles as I don't expect to give them many slots, and Red Fortune is a late bloomer - I am considering 5 Red Fortune's in my Dispersion Bubble though, as I like the 5% Recharge time there.

I would try hard to get the Knockback Protection from Karma for Dispersion Bubble though... that would close a defensive hole in Grav/FF and is genuinely worth millions.


 

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Also how are you slotting hover/pff etc?

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The def boost from Hover is tiny, meaning enhancements add very, very little. Think of it as a little bonus, and slot it for flight speed if you're going to slot it for anything. Especially when you have no other knockback protection, having Hover fast enough to move around missions is very nice.

I have PFF three-slotted for def, but then I go into PvP with the character. If I never did any PvP, I'd probably still want to slot it for emergency situations, but I'd feel it was less important.


As far as Flight vs. Super Jump, if you go Combat Jumping/Super Jump/Acrobatics you get a bit of +def and immob protection from CJ, a fast travel power, and knockback protection with a little extra bit of hold protection. However, on a Grav/FF Acrobatics can be a big end drain.

With the knockback protection IOs available now, you can probably stick to Hover/Flight without really missing much, because you get immob and hold protection from Dispersion Bubble. If you just find it to slow, even slotted, then one possibility is to also take Super Speed. This only works if you already have the Speed pool open for Hasten, really, but Fly and SS work pretty well together. SS for the flat areas, and then Fly over any obstacles.


 

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One other little tidbit about Hover - it's really, really nice when Speed Boosted and noticeably faster with Accelerate Metabolism. Given that Kinetics and Rad seem to be quite common at high levels, it's worth bearing this in mind.