Request for Grav/Kin Builds


Grimlek

 

Posted

Decided to take one to 50 and starting to look at full set slotting.
Anyone have one they'd like to post?
Prefer non-purple sets if possible.
Haven't decided on epic pool, but not going with fire.

Any advice welcome!


 

Posted

ok, how about this one?

--- Removed build due to negative feedback ---

I pretty much played this all the way through and had many compliments. Very fun to play.


 

Posted

You skipped Wormhole (and Lift and Propel)? Why roll Gravity?


 

Posted

Wormhole and Propel stink, thats why I skipped them. Propel is simply a very bad sniper attack. Hey! you did not mention Dimension Shift???

Crush, Crushing Field, Gravity Distorition, Gravity Distortion Field, and Singularity are all solid Gravity powers. All fit the 'Gravity Concept' IMO.

Propel is easily skippable, the activation time is unacceptable, I can fire off a Crush and GD in the same time Propel fires, I will do more damage and I will immob/hold enemy.
Wormhole is kind of silly. Far too much clicking for not a heck of alot.
Lift - Yes this is a good power, and too bad I could not fit it in. Crush is available all the time anyway.

/Kin, to me is about doing damage, and quickly. Thus; no Dimension Shift (no damage), no Wormhole (no damage), and no Propel (not quick).

I tried wormhole, and when I was out with another Grav controller who actually used it, I realized that was not a power for me (or anyone else). It is *very* annoying.

I always get a kick out of people using Propel, makes me laugh when I see those pieces of garabge hitting an enemy which is long gone, and if you use gravity you know that 1/2 the time you are teamed that propel garbage hits already 'arrested' enemies. Why stand around for 3.5 seconds when you could use that time to apply a control power? I am a controller, I use control powers. Damage? I'll leave that for the SB'd blaster.

Why roll Gravity? Gravity/Potential(/Kinetic) energy are closely related thus my concept.


 

Posted

If all you're taking are the two immobilizes and the two holds, you might as well roll another primary unless you're really sold on Singularity. Wormhole does not "stink", nor is it "annoying" or "silly". It is the signature power of the set and it requires strategy and skill to use it effectively. It is also the longest duration AoE stun in the game, not to mention a mag 4+ teleport. It is certainly a better choice than Maneuvers, Tough or Weave. If it was annoying or ineffective, the problem is the user, not the power.

On the one hand you talk about wanting to do damage quickly, on the other you talk about using control powers and leaving damage for the blaster. While any /Kinetics controller will buff damage, nobody seriously considers a pairing with Gravity as a damage dealer. How can you control stuff if you're skipping the control powers?


 

Posted

Quote:
Originally Posted by _Uun_ View Post
If all you're taking are the two immobilizes and the two holds, ... unless you're really sold on Singularity.
Singularity is a decoy.

Quote:
Originally Posted by _Uun_ View Post
It [Wormhole] is the signature power of the set
For me its a toss up between Crush and Gravity Distortion. I like Crush because its fantastic, but really Gravity Distortion is the best power in the set.

Quote:
Originally Posted by _Uun_ View Post
... [Wormhole] certainly a better choice than Maneuvers, Tough or Weave.
In this build Tough is a mule that holds +3% def(all) IO, Weave grants ~7% defense to all, and holds a +7.5% recharge IO. Maneuvers is 4% def(all) that I can share with my teammates. Besides Maneuvers holds 4 slotted LotG, and opens up a key power Tactics. Myself, I think 14% def(all) on all the time (4% shared), is better than a wormhole every so many seconds.

Quote:
Originally Posted by _Uun_ View Post
If all you're taking are the two immobilizes and the two holds, ... How can you control stuff if you're skipping the control powers?
Ummm ... Yeah I took 4 immobilize/hold. But they are also -run/-fly/-jumpheight/-jumpspeed powers. All of those powers will slow the enemy, and aside from Gravity Distortion Field all do damage. Great powers! I think those ARE the control powers?!?!

I use Crushing Field, Crush, and Gravity Distortion (Field) to immobilize as many enemy as I can. I like to keep all the mobs on the ground and limited to ranged attacks. I suggested in my sample build a high ranged def as generally not *all* the enemies will be held as GD Field is not up all the time and GD can't hold an entire mob.

This is controlling isn't it!??

I don't think the addition of a radius 15 stun would change much. Besides, I have two /kin powers that buff damage, and Wormhole doesn't do any. Crush, Lift, Gravity Distortion, Crushing Field, and Gravity Distortion Field are the best powers in the gravity set (IMO).

And as far as /kin buffing damage, of course it does! That is my 'buff' set. Most of those powers are intended for a team. They help me when I solo, because really, this is a controller AT, I dont think it is intended for damage. Unfortunately doing damage is how you win, so in this sample build (very much like my own) I slotted 2 damage sets, and have one 'real' attack (Mental Blast). I do the best damage I can without sacrificing holds, I tried slotting damage in the holds they simply did not work as well.

Quote:
Originally Posted by _Uun_ View Post
nobody seriously considers a pairing with Gravity as a damage dealer
Yeah this is (mostly) a concept build, I thought Gravitational Energy and Potential/Kinetic Energy were a good fit, so I made a Grav/Kin. I got what I got and made the best of it. If I wanted to make a damage dealer I would make a blaster, I made a controller because I wanted to control, not summon pool tables. From what I know of this game you have to take the enemy to zero health before they fade away to jail, and when I solo no one is going to do damage for me.

I just posted a grav/kin build that I use to team and solo some very difficult challenges.

Quote:
Originally Posted by _Uun_ View Post
If it was annoying or ineffective, the problem is the user, not the power.
well well well


 

Posted

Well I got something out of it MrSuzi so thanks. People can have 2 builds can't they, so one build can be about one thing whilst another build is about another. There is nothing wrong with any one build for a suggestion as it doesn't have to be the only build plus any slotting examples help too.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Wormhole and Propel really are the signature powers of the set, not Crush (Generic Tier 1 ST Immobilize) or Gravity Distortion (Generic Tier 3 ST Hold).

And if you dont take Propel there goes your damage pretty much. Wormhole is, IMO, the best AoE Stun in the game. Large area, decently long Stun, frickin Mag 4 Teleport! It's like herding for dummies.


And Singy is not a decoy. He is god, he is great, he is an amorphous grouping of non-collective molecules and atoms bunched up into the form of a large, visible-to-the-naked-eye atom.

Essentially he's a copy of you. He has all your powers (Save Wormhole and [Duh] Singularity), he's completely (IIRC) invincible, and he comes with his own Repel "aura" thingy. What gets better than that?

Edit: And! Since you're Grav/Kin, you can spawn Singy in a large group and his Fulcrum Shift. Bam! Super Singy.


Seven years of heroism. Seven years of friendships. Seven years of saving the world. Seven years of virtuous selflessness.

You will return, for you are the mighty City of Paragon, the City of Heroes.

 

Posted

Quote:
Originally Posted by Neutrino_Siphon View Post
And if you dont take Propel there goes your damage pretty much. Wormhole is, IMO, the best AoE Stun in the game. Large area, decently long Stun, frickin Mag 4 Teleport! It's like herding for dummies.
Actually it has smaller radius than other stuns : 15ft instead of 25ft making the area about 2.75x smaller. Which sucks quite a bit when you're used to "regular" stuns.
Also range slotting is much better for this than other stuns if you wanna hit from behind corners, which makes slotting slightly harder.

Still, WH is Grav's signature power imo. If you don't want it, you don't want grav!


 

Posted

Quote:
Originally Posted by Neutrino_Siphon View Post
And Singy is not a decoy. He is god, ... He has all your powers ..
A God?! But he doesnt have Propel or Wormhole!? Singularity is a highly resistant, hard to hit, repel using agro magnet. Singularity is a computer controlled ally, who has *4* powers (not all) and uses them at random, on almost random targets. This is not a smart ally, its a dumb decoy. Singularity's damage is nothing compared to mine, but then again I spam Crush, GD, and Transfusion.

Considering my tactics of using range to my advantage Singularity does even less, as enemies must almost be in melee range for him to do anything at all, otherwise he sits there while I whittle the mob away, I rarely summon him. As I suggested before, staying at range from enemies is a good thing.

Quote:
Originally Posted by Neutrino_Siphon View Post
And if you dont take Propel there goes your damage pretty much.
In the 3.5 seconds it takes to use Propel I have applied both Crush and GD. I have used a hold and an immobilize, I have not done damage immediately, but I believe I have done more or very close to the same. Besides, you can miss with Propel, I can not miss with both attacks, streakbreaker sees to that. If Propel is so great then please demonstrate an attack chain using propel that trumps an attack chain using both Crush and GD, and can still retain the hold/immobilize.

Someone called out for a build, so I posted one. They asked to not include Purple sets, I didn't. The cost of this build is, imo, rather reasonable (aside from the LotGs, Miracle and Numina's). I use a build very much like this and have great success.

I guess I should probably include that this build is able to solo +4 content and EBs (no insp, no temps). The next step I am taking with this is soloing an AV (again without Inspirations or Temp powers). You can tell me "the problem is with the user", "You are missing the point", or "You are using Gravity wrong" but this is where I, and this build, are at. If you have an AV soloing Grav/Kin build then please post it.

Quote:
Originally Posted by New Dawn View Post
Well I got something out of it MrSuzi so thanks.
You are very welcome New Dawn! If you have a Grav/Kin you should try something like this and let me know how it works for you. Works fantastic for me!


 

Posted

I skipped Propel and Lift in my Gravity/TA build and have no damage concerns whatsoever. It really does depend on what works for you and in this case, the traditional "signature" gravity powers didn't work for me.

I did take Wormhole and use it situationally, but after AoE debuffs and maybe the AoE hold is applied I can tab between targets and using 2 single target holds and 2 single target immobilize powers everything is pretty locked down. Gravity's single target hold and immobilize each do nice damage over time as well, and holding bosses is never a concern for me.

Now, if I can only stop playing alts long enough to get Oil Slick Arrow I might use Wormhole to invite more "friends to my barbeque"


 

Posted

Quote:
Originally Posted by Neutrino_Siphon View Post
Edit: And! Since you're Grav/Kin, you can spawn Singy in a large group and his Fulcrum Shift. Bam! Super Singy.
Bad idea. Singy's repel will muck up this move.

I have an ice/kin whose build resembles MrSuzi's quite a bit in terms of IO slotting--with roughly the same amount of Ranged/AoE and a little more Melee defense. (My grav respec'd out of Propel, because of the animation time. I imagine it would seem even worse on a /kinetic.)

An argument for Wormhole, per MrSuzi's build. The +4 defense (all) from Maneuvers for the team really isn't that useful. Fully capped defense for a team is often better than mezzing a spawn (not dependent on reacting, targeting, spawn spread, or activation times), but +4 ain't gonna provide near as much protection as an almost constant Wormhole that a hastened, siphon-speeded grav/kin can put out.

Wormhole also will be of more use while leveling, because the character's main self-defense of +def (ranged) is something that won't be achieved until the 40s, since most of the defense bonuses require six slotting. The +def (ranged) is very nice for Wormholing* actually, since you don't have to hide behind something.

Skipping Wormhole also means missing out on the chance of combining two spawns into one for maximum Fulcrum Shifting/AoE carnage, for when you're not playing on full teams. It also means missing out on Wormholing critters into the ceiling and sky, a source of (in my case, nearly endless) chuckles. As said before, if you take immobx2 + holdsx2 + pet only from primary, you should select Fire as a primary. (Yeah, yeah, I know.)

Always standing at long range also minimizes some of the benefits of playing /kin; it means you can't take full advantage of Fulcrum Shift and Transfusion (if needed).

Using MrSuzi's build, I would sub out the Leadership powers for Hasten and Wormhole, slot Wormhole with Stupefy and put Blood Mandate into Singularity in place of Expedient Reinforcement.


*Ahem.


 

Posted

Quote:
Originally Posted by Reptlbrain View Post
Using MrSuzi's build, I would sub out the Leadership powers for Hasten and Wormhole, slot Wormhole with Stupefy and put Blood Mandate into Singularity in place of Expedient Reinforcement.
That could work out very well. If I could spend the time to get the wormhole mechanic working quickly I can understand how much easier it would make mobs. Unfortunately the loss of the leadership pool, means the loss of Tactics. With the AoEs having .9 and .8 Acc base, I think Tactics turns these powers into 95% hit chance, which is great.

Yes the 4% def(all) is pretty marginal, but its something, and I share it with my team. If a team of 8 each 'shared' 4% def(all) the team would have 32% def! I took it to help me, and my team, really the tohit buff from Tactics is the 'best in class' power of leadership, Maneuvers topped up my Def and opened Tactics. When I team my priority is to use primary powers to control, keep speed boost up, use Fulcrum Shift/Siphon Power on as many teammates as I can, and use transfusion as often as possible (not always in that order, on a fast team its something like Use Fulcrum Shift as often as possible, make sure SB is always up, stand around and watch the team nuke things)

As far as slotting goes the build I posted is a bit off. I whippped it up at work. I dont belive fully slotting transference with Performance Shifter is a very good idea, as I recall the 'chance for +end' will actually give the nasty endurance, not that it really matters. It would probably do just as well fully slotting stamina over Transference.

I tried to avoid hasten, although I am thinking if I want to solo AVs I will probably need it, and maybe Indomitable Will up all the time. Getting there is a stretch, and likely left to those who can afford some very pricy sets. Not sure if the DPS is enough at the end of the day anyway. My regen debuff is only -50%, so far behind a /rad. Not sure if AVs are possible, I can do +4 EBs, so this build must be close.


 

Posted

Quote:
Originally Posted by MrSuzi View Post
With the AoEs having .9 and .8 Acc base, I think Tactics turns these powers into 95% hit chance, which is great.
This certainly makes tactics helpful*--and being a /kinetic when tohit debuffs are flying, it's important too.

Quote:
Originally Posted by MrSuzi View Post
Yes the 4% def(all) is pretty marginal, but its something, and I share it with my team. If a team of 8 each 'shared' 4% def(all)** the team would have 32% def!
And how many teams have you been on with 8 people running Maneuvers? Ever? (And if you're on a static team, with this plan, then you don't need to IO +def all over the place) Sharing mezzed mobs (-bosses) thrown and packed into a corner for delicious Fulcrum + AoEs is nearly always a better thing to share with the team.



*Both my Ice/Kin and Grav/TA have Tactics, though it's somewhat redundant on the /TA.

**Scrap/Tank/Blaster Maneuvers is a little shabbier. Try 2.something%.