Grav/Rad build, thoughts?
sorted out the code problem
I think you need to take Crushing Field as early as possible. Why not switch out Swift, and use 16-18-20 for swift / health / stamina. I think you will get FAR more use out of crushing field at 8 than you will at 18.
Crush, Gravity Distortion, and Seismic Smash all have an inherent 20% accuracy bonus, so I would trade one of the Acc enhancements in those powers for a Dam and max out the damage. In general, I try to get three Dams in attacks that do more than minor damage.
You may find that you want a third EndRed in Enervating Field. I usually wait until after Stamina to take EF. It's an end hog but well worth it.
Even at level 50, Crushing Field only does about 18 points of damage with containment, so you get very little bang for your buck slotting Dam there. My recommended basic slotting would be Acc, Acc, EndRed. Contrary to MrSuzi's suggestion, I'm generally not a proponent of taking AOE immobilizes early. They use a lot of endurance and draw quite a bit of aggro for not a lot of benefit. So if anything, I'd suggest postponing Crushing Field until after Stamina.
Choking Cloud doesn't need recharge enhancement.
I recommend using Wormhole and Crushing Field as a Ghetto hold for when GDF or EMPulse is down it works great. The build really depends on your playstyle, myself I use Lift instead of crush, I know Crush sets up containment but lift gives that bit of Knockdown that gives more control while waiting on Gravity Distortion to recharge. Personally I slot Gravity Distortion with 1Acc/2Hold/2Recharge but I also run Tactics. The build all revolves around your playstyle.
.. I'm generally not a proponent of taking AOE immobilizes early. They use a lot of endurance and draw quite a bit of aggro for not a lot of benefit ...
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Consider your blaster and scrapper! That AoE immobilize should let them line up THEIR AoEs for best effect, and they can dish it out! If you have a tank with you things will change a bit, and you should not have to worry *as much* about agro, you will, but not as much.
I see a huge benefit to an AoE at level 8. Quite simply, I believe Crushing Field is far better than Swift, and thus I give it priority.
My favorite memory of using Crushing Field was shortly after joining a team in mission. We came up to the first mob and the scrapper ran in (I believe we were short a tank). I fired off Crushing Field, and the rest of the group sort of stood there. The scrapper on the team pipes up "Its a lot easier when they don't move".
I cleaned up what I could, but I would still change a number of things. I kept it as close as to what you had.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Ionyze: Level 50 Mutation Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Crush -- Acc-I(A), Dmg-I(3), Dmg-I(7), Dmg-I(11), TotHntr-Dam%(21)
Level 1: Radiant Aura -- Heal-I(A), Heal-I(25)
Level 2: Gravity Distortion -- Acc-I(A), RechRdx-I(3), RechRdx-I(7), Hold-I(9), Hold-I(17), Dmg-I(23)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(5)
Level 6: Swift -- Flight-I(A)
Level 8: Radiation Infection -- EndRdx-I(A), ToHitDeb-I(9), ToHitDeb-I(15), ToHitDeb-I(15)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
Level 12: Air Superiority -- Acc-I(A), Dmg-I(13), Dmg-I(13)
Level 14: Fly -- Flight-I(A), Flight-I(43)
Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(37)
Level 18: Crushing Field -- Acc-I(A), Acc-I(19), EndRdx-I(19), TotHntr-Dam%(40), ImpSwft-Dam%(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(27)
Level 22: Lingering Radiation -- Acc-I(A), Acc-I(23), RechRdx-I(29), RechRdx-I(37)
Level 24: Propel -- Acc-I(A), Dmg-I(25), Dmg-I(36), Dmg-I(37)
Level 26: Gravity Distortion Field -- Acc-I(A), Acc-I(27), Hold-I(31), Hold-I(31), RechRdx-I(34), RechRdx-I(34)
Level 28: Wormhole -- Acc-I(A), Acc-I(29), Dsrnt-I(34), Dsrnt-I(43)
Level 30: Lift -- Acc-I(A), Dmg-I(31), Dmg-I(43), Dmg-I(46)
Level 32: Singularity -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: EM Pulse -- Acc-I(A), Acc-I(39), Hold-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Fissure -- Acc-I(A), Acc-I(42), Dmg-I(42), Dmg-I(42), RechRdx-I(46)
Level 44: Seismic Smash -- Acc-I(A), Dmg-I(45), Dmg-I(45), Dmg-I(45), RechRdx-I(46)
Level 47: Rock Armor -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48), EndRdx-I(48)
Level 49: Earth's Embrace -- Heal-I(A), RechRdx-I(50), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
This is partially true IMO. Early on it takes a bit of getting used to, and sometimes you have to use range and position to your advantage.
Consider your blaster and scrapper! That AoE immobilize should let them line up THEIR AoEs for best effect, and they can dish it out! If you have a tank with you things will change a bit, and you should not have to worry *as much* about agro, you will, but not as much. I see a huge benefit to an AoE at level 8. Quite simply, I believe Crushing Field is far better than Swift, and thus I give it priority. My favorite memory of using Crushing Field was shortly after joining a team in mission. We came up to the first mob and the scrapper ran in (I believe we were short a tank). I fired off Crushing Field, and the rest of the group sort of stood there. The scrapper on the team pipes up "Its a lot easier when they don't move". |
Also, I see almost no purpose in taking Swift or Hurdle at level 6 . . . there are so many other powers that will give you far more benefit. I generally wait as late as possible to take these, as the benefit to my build is so small.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
To some degree, I think it depends on your secondary. With a Rad Secondary, an AoE Immobilze + Radiation Infection becomes almost a continual hold. The AoE immob keeps them from moving, and RI slotted with ToHit Debuffs keeps them from hitting you (much -- and that can be healed with Radiant Aura). Since CF recharges before it runs out, and RI can be on continually as an Anchor-based toggle, it acts like a low-level continual hold.
Also, I see almost no purpose in taking Swift or Hurdle at level 6 . . . there are so many other powers that will give you far more benefit. I generally wait as late as possible to take these, as the benefit to my build is so small. |
Gravity has so little AoE control early on that the pseudo hold of AoE immob + Rad debuffs is your best damage mitigation tool.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
OK, build 2... thoughts?
Hero Plan by Mids' Hero Designer 1.401
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Click this DataLink to open the build!
Ionyze: Level 50 Mutation Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Lift -- Acc(A), Acc(3), Dmg(5), Dmg(19), Dmg(34)
Level 1: Radiant Aura -- RechRdx(A)
Level 2: Gravity Distortion -- Acc(A), Dmg(3), Dmg(15), Dmg(17)
Level 4: Crush -- Acc(A), Dmg(5), Dmg(15), Dmg(34)
Level 6: Accelerate Metabolism -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Crushing Field -- Acc(A), Acc(9), Immob(9), EndRdx(37)
Level 10: Radiation Infection -- EndRdx(A), ToHitDeb(11), ToHitDeb(11), ToHitDeb(19), DefDeb(21)
Level 12: Air Superiority -- Acc(A), Acc(13), Dmg(13), Dmg(17), Dmg(37)
Level 14: Fly -- Flight(A), Flight(46)
Level 16: Swift -- Flight(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(23)
Level 22: Enervating Field -- EndRdx(A), EndRdx(23)
Level 24: Lingering Radiation -- Acc(A), Acc(25), RechRdx(25), RechRdx(42)
Level 26: Gravity Distortion Field -- Acc(A), Acc(27), Hold(27), RechRdx(40), RechRdx(42)
Level 28: Propel -- Acc(A), Acc(29), Dmg(29), Dmg(36), Dmg(37)
Level 30: Wormhole -- Acc(A), Acc(31), RechRdx(31), RechRdx(31)
Level 32: Singularity -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34)
Level 35: Hasten -- RechRdx(A), RechRdx(36), RechRdx(36)
Level 38: EM Pulse -- Acc(A), Acc(39), Hold(39), RechRdx(39), RechRdx(40), RechRdx(40)
Level 41: Fissure -- Acc(A), Acc(42), Dmg(43), Dmg(43), Dmg(43), RechRdx(46)
Level 44: Seismic Smash -- Acc(A), Dmg(45), Dmg(45), Dmg(45), RechRdx(46)
Level 47: Rock Armor -- DefBuff(A), DefBuff(48), EndRdx(48), EndRdx(48)
Level 49: Earth's Embrace -- Heal(A), Heal(50), RechRdx(50), RechRdx(50)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Containment
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Personally I'd take Hover over Air Sup - Grav/ packs decent attacks early, and Grav/ doesn't have any reason to close into melee range (well, your build might in the 40s, since you're going ././Earth). Hover over Air Sup. also frees up a couple of enhancement slots. Hover also gives you more flexibility with Wormhole placement.
The Immob in Crushing Field isn't really needed - 28 second duration/8 second recharge unenhanced.
I'm partial to slotting End Mod in Accelerate Metabolism (Rech first, of course) - you could probably shift the DefDebuff from Rad Infection there, for example, to overall better effect.
I'm a big fan of Range mods in Wormhole - it makes a great power even better.
Singy is just fine with 1 Acc.
looks very end heavy..
i would remove 2 slots from health (since you have a healing aura) and add more end reduction to some powers.
i would switch the dam IO's in Crushing Field to end reduction IO's (enhancing CF's low base damage wont do much)
sumthing like this..
[color:#489AFF]Hero Plan by Mids' Hero Designer 1.401[/color]
[color:#489AFF]http://www.cohplanner.com/[/color]
[color:#B1C9F5]Click this DataLink to open the build![/color]
2nd build looks ok...you really have too many attacks...i would drop something..
if it was me, i'd drop Air Superiority for hover (how often do you want to be in melee? and the KD of AS is nullified once you land one of your holds)
i'm not sure if singy really benifits from damage enhancements (worth checking)
perma jump is ---> /up 1
Personally I'd take Hover over Air Sup - Grav/ packs decent attacks early, and Grav/ doesn't have any reason to close into melee range (well, your build might in the 40s, since you're going ././Earth). Hover over Air Sup. also frees up a couple of enhancement slots. Hover also gives you more flexibility with Wormhole placement.
The Immob in Crushing Field isn't really needed - 28 second duration/8 second recharge unenhanced. I'm partial to slotting End Mod in Accelerate Metabolism (Rech first, of course) - you could probably shift the DefDebuff from Rad Infection there, for example, to overall better effect. I'm a big fan of Range mods in Wormhole - it makes a great power even better. Singy is just fine with 1 Acc. |
You have slotted everything for a lot of damage and very little control -- is this a solo build? If going for a team build, I try to focus more on control. In a solo build, you might want to consider taking Propel in those low levels instead of Lift. It does a lot more damage on a solo build, but gets frustrating on a team build. Personally, I would move a few things around -- Wormhole at 26. Ling Rad can be delayed since your Grav powers already provide a slow.
Wormhole is worth 6 slots -- 2 acc, 2 Recharge, 1 Stun, 1 Range.
Are you planning on using EM Pulse a lot? Three Recharge is a lot, since that third one doesn't provide that much of a benefit. I mostly save EM Pulse as a "Panic Button" or "select situations" power. Two recharge is usually more than enough, since you also have GDF.
Personally, I like some Recharge in my Single target Hold, since I use it so much. I also prefer a different APP than Earth for this build. Ice, Fire or Psi. Different type of damage and more utility for a ranged controller.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
OK, I've had a tinker with it yet again, what do you think now...?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Ionyze: Level 50 Mutation Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Lift -- Acc(A), Acc(3), Dmg(5), Dmg(19), Dmg(34)
Level 1: Radiant Aura -- Heal(A), Heal(13), RechRdx(13)
Level 2: Gravity Distortion -- Acc(A), Dmg(3), Dmg(15), Dmg(17), RechRdx(17)
Level 4: Crush -- Acc(A), Dmg(5), Dmg(15), Dmg(34)
Level 6: Accelerate Metabolism -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Crushing Field -- Acc(A), Acc(9), EndRdx(9), EndRdx(37)
Level 10: Radiation Infection -- EndRdx(A), EndRdx(11), ToHitDeb(11), ToHitDeb(19), ToHitDeb(21), DefDeb(37)
Level 12: Hover -- EndRdx(A)
Level 14: Fly -- Flight(A), Flight(46)
Level 16: Swift -- Flight(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(23)
Level 22: Enervating Field -- EndRdx(A), EndRdx(23), EndRdx(34)
Level 24: Lingering Radiation -- Acc(A), Acc(25), RechRdx(25), RechRdx(42)
Level 26: Gravity Distortion Field -- Acc(A), Acc(27), Hold(27), RechRdx(40), RechRdx(42)
Level 28: Propel -- Acc(A), Acc(29), Dmg(29), Dmg(36), Dmg(37)
Level 30: Wormhole -- Acc(A), Acc(31), RechRdx(31), RechRdx(31), Range(40)
Level 32: Singularity -- Acc(A), Dmg(33), Dmg(33), Dmg(33)
Level 35: Hasten -- RechRdx(A), RechRdx(36), RechRdx(36)
Level 38: EM Pulse -- Acc(A), Acc(39), Hold(39), RechRdx(39), RechRdx(40)
Level 41: Fissure -- Acc(A), Acc(42), Dmg(43), Dmg(43), Dmg(43), RechRdx(46)
Level 44: Seismic Smash -- Acc(A), Dmg(45), Dmg(45), Dmg(45), RechRdx(46)
Level 47: Rock Armor -- DefBuff(A), DefBuff(48), EndRdx(48), EndRdx(48)
Level 49: Earth's Embrace -- Heal(A), Heal(50), RechRdx(50), RechRdx(50)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Containment
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I rolled a Grav/Rad controller the other day and I've roughly planned out a build. Now considering I don't currently use IO sets, what do you think? Any tips would be greatly appreciated
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Ionyze: Level 50 Mutation Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
------------
Level 1: Crush Acc-I(A), Acc-I(3), Dmg-I(7), Dmg-I(11), Immob-I(21)
Level 1: Radiant Aura Heal-I(A), Heal-I(25)
Level 2: Gravity Distortion Acc-I(A), Acc-I(3), Dmg-I(7), Dmg-I(9), Hold-I(23)
Level 4: Accelerate Metabolism RechRdx-I(A), RechRdx-I(5), RechRdx-I(5)
Level 6: Swift Flight-I(A)
Level 8: Radiation Infection EndRdx-I(A), EndRdx-I(9), DefDeb-I(15), ToHitDeb-I(15)
Level 10: Enervating Field EndRdx-I(A), EndRdx-I(11)
Level 12: Air Superiority Acc-I(A), Acc-I(13), Dmg-I(13), Dmg-I(17)
Level 14: Fly Flight-I(A), Flight-I(43)
Level 16: Health Heal-I(A), Heal-I(17), Heal-I(37)
Level 18: Crushing Field Acc-I(A), Acc-I(19), Dmg-I(19), Dmg-I(40), Immob-I(40)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(27)
Level 22: Lingering Radiation Acc-I(A), Acc-I(23), RechRdx-I(29), RechRdx-I(37)
Level 24: Propel Acc-I(A), Acc-I(25), Dmg-I(36), Dmg-I(37)
Level 26: Gravity Distortion Field Acc-I(A), Acc-I(27), Hold-I(31), Hold-I(31), RechRdx-I(34), RechRdx-I(34)
Level 28: Choking Cloud EndRdx-I(A), EndRdx-I(29), Hold-I(34), RechRdx-I(43)
Level 30: Lift Acc-I(A), Acc-I(31), Dmg-I(43), Dmg-I(46)
Level 32: Singularity Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33)
Level 35: Hasten RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: EM Pulse Acc-I(A), Acc-I(39), Hold-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Fissure Acc-I(A), Acc-I(42), Dmg-I(42), Dmg-I(42), RechRdx-I(46)
Level 44: Seismic Smash Acc-I(A), Acc-I(45), Dmg-I(45), Dmg-I(45), RechRdx-I(46)
Level 47: Rock Armor DefBuff-I(A), DefBuff-I(48), EndRdx-I(48), EndRdx-I(48)
Level 49: Earth's Embrace Heal-I(A), Heal-I(50), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl Acc-I(A)
Level 1: Sprint Run-I(A)
Level 2: Rest RechRdx-I(A)
Level 1: Containment
| Copy & Paste this data into Mids' Hero Designer to view the build |
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