Viable Grav/Kin Team Farming build?


Constant_Motion

 

Posted

Myself, and two other friends, want to level up a little 3-man farming team. I rolled a fire/ss tanker and tried to talk them both into going with fire/kins, but they think fire/kins are boring...

They have decided roll up Grav/Kin and Stone/Storm controllers instead.

I have no experience with Grav and very little with kin, so this build is something I threw together after reading a few forum posts.

We are only in the mid 20s still so I did not bother to research Set IOs.

The goal is to kill things fast within the context of said team.

Any insight would be greatly appreciated and thanks in advance!

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

DERIVATIVE': Level 50 Mutation Controller
Primary Power Set: Gravity Control
Secondary Power Set: Kinetics
Power Pool: Concealment
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
------------
Level 1: Crush Acc-I(A), Acc-I(5), Dmg-I(11), Dmg-I(17), EndRdx-I(31), RechRdx-I(31)
Level 1: Transfusion Acc-I(A), Acc-I(3), Heal-I(7), Heal-I(13), RechRdx-I(34), RechRdx-I(36)
Level 2: Gravity Distortion Acc-I(A), Acc-I(3), Dmg-I(7), Dmg-I(15), EndRdx-I(29), RechRdx-I(31)
Level 4: Siphon Power Acc-I(A), Acc-I(5)
Level 6: Stealth DefBuff-I(A)
Level 8: Crushing Field Acc-I(A), Acc-I(9), Dmg-I(9), Dmg-I(15), EndRdx-I(17), RechRdx-I(29)
Level 10: Siphon Speed Acc-I(A), Acc-I(11)
Level 12: Dimension Shift Acc-I(A), RechRdx-I(13)
Level 14: Hurdle Jump-I(A)
Level 16: Health Heal-I(A)
Level 18: Gravity Distortion Field Acc-I(A), Acc-I(19), Hold-I(19), Hold-I(23), EndRdx-I(23), RechRdx-I(27)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Speed Boost EndMod-I(A), EndMod-I(46)
Level 24: Propel Acc-I(A), Acc-I(25), Dmg-I(25), Dmg-I(37), EndRdx-I(37), RechRdx-I(37)
Level 26: Wormhole Acc-I(A), Acc-I(27), Dsrnt-I(43), Dsrnt-I(43), EndRdx-I(45), RechRdx-I(46)
Level 28: Inertial Reduction Jump-I(A), Jump-I(46)
Level 30: Assault EndRdx-I(A)
Level 32: Singularity Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(34), RechRdx-I(34)
Level 35: Transference Acc(A), Acc(36), EndMod(36), EndMod(40), RechRdx(42), RechRdx(43)
Level 38: Fulcrum Shift Acc-I(A), Acc-I(39), Range-I(39), RechRdx-I(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Tactics ToHit-I(A), ToHit-I(42), EndRdx-I(42)
Level 44: Hasten RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Fire Ball Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), EndRdx-I(50), RechRdx-I(50)
Level 49: Vengeance DefBuff-I(A), ToHit-I(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Containment


 

Posted

For team farming grav/kin will work fine.

Nothing wrong with the powers you have chosen, although personally I can't stand propel or dimension shift, but hey, to each their own .

On slots you really don't need recharge reductions in sing. They won't help sing attack faster iirc, and sing should last just fine to recharge quick enough before you would have to summon another.

You probably don't need the range in FS. Usually you will be pretty close to the mobs anyway trying to scoop up as many buffs as you can get.

A range in wormhole will be very benificial though.

Once you get transference you prob can do without the end red enhmts in click powers, except possibly crushing field.

edit: I'd also drop a rec in transfusion for a 3rd heal.


Spines/ D A lvl 50 Scrap, stone/wm lvl 50 tank, Kat/reg lvl 50 Scrap
Grav/Kin lvl 50 Cont, Fire/Enegry lvl 50 Blast
Warshade lvl 50, PB lvl 39, nightwidow lvl 50, crab lvl 42
plant/thorns lvl 50 dom, ice/fire lvl 40 dom, grav/nrg lvl 41 dom

 

Posted

Thanks so much for the feed back, especially the inside on the pet power.