Looking for Input - Grav Pairing


AWRocketman

 

Posted

I'm just getting ready to start playing a new duo with my duo-buddy. He is playing a Traps/Sonic defender so naturally I MUST take Grav for all the fun Wormhole possibilities. The question is what to do for a secondary?

I've already got a Grav/Storm to 50 so don't want to play another. The next on the list are:

Grav/Traps
This is what I'm leaning toward right now. I'm thinking that with a number of arrows (most notably Oil Slick) you could add to a nice Wormhole trap cluster with the Trip Mines setting off Oil Slick. Disruption Arrow could be used in this manner as well. Flash Arrow would help cap effective defense. The -res stacking would be insane with the /Sonic on the defender. I also like the fact that if I go the Primal epic route that I would be able to stack insane amounts of hold mag.

Grav/Cold
Another -res extravaganza plus the Cold shields and Arctic Fog help cap defense. And I haven't played a /Cold controller yet.

Any input? Advice?


Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)

Ice/Kin Guide

 

Posted

Quote:
Originally Posted by AWRocketman View Post
I'm just getting ready to start playing a new duo with my duo-buddy. He is playing a Traps/Sonic defender so naturally I MUST take Grav for all the fun Wormhole possibilities. The question is what to do for a secondary?

I've already got a Grav/Storm to 50 so don't want to play another. The next on the list are:

Grav/Traps
This is what I'm leaning toward right now. I'm thinking that with a number of arrows (most notably Oil Slick) you could add to a nice Wormhole trap cluster with the Trip Mines setting off Oil Slick. Disruption Arrow could be used in this manner as well. Flash Arrow would help cap effective defense. The -res stacking would be insane with the /Sonic on the defender. I also like the fact that if I go the Primal epic route that I would be able to stack insane amounts of hold mag.
You obviously mean Grav/Trick Arrow . . . we only wish we could do a Grav/Traps. Grav/TA looks like an interesting combo, as TA can fill in for some of the lack of AoE Control in the Grav set. I found TA to be very much a "stand back and shoot" set, which is why it worked so well for Illusion/TA -- the Phantom Army distracted for foes while I fired off my arrows. Your Traps buddy can do that somewhat with Acid Mortar drawing some aggro and Caltrops keeping the foes away from you.

Quote:
Grav/Cold
Another -res extravaganza plus the Cold shields and Arctic Fog help cap defense. And I haven't played a /Cold controller yet.
The defense-based Cold shields will stack with the defense from the Shield Generator for some pretty nice overall defense . . . for your buddy. He should be able to do some tanking. He can draw the aggro with his noisy blasts, while you pick off foes one by one with your GD-Crush-Propel combo.

Quote:
Any input? Advice?
Of course, Rad goes with any primary, because it is so flexible. An AoE Immob+Radiation Infection is almost a hold. EF to boost damage and debuff their damage. LR for -Regen and Slow. And an AoE Self-heal and the goodness of AM.

Kinetics would be nice to help the traps recharge much faster, and for the heal and damage buff, but it has almost no defensive powers.


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Posted

Your Traps buddy is giving all the defense needed really, if you 2 play it smart.

I think /kinetics would be a good pairing.

Wormholed mobs to trap, FS, start blasting...
/transfusion for some stop-gap healing...
And as awesome as grav/ is for ST damage upping that with a damage boosting secondary would be my ideal at least.

It actually sounds like a really fun idea.
Using /sonix AoE sleep to let you hit fulcrum shift aggro free to start each battle.
You two could steamroll or set up traps to deal with more difficult content.

Have fun with whatever you choose!!!


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Posted

When I read the title I automatically thought /Storm but you've already levelled one! hehe

But I would throw in a vote for Grav/TA. It would be a cool combo with extra damage coming from Oil Slick Arrow/Disruption Arrow/Acid Arrow. The extra ST and AoE hold, slows, sleep etc help fill some of the control holes from Grav.

Grav/TA also allows you to stay completely at range as there are no PBAoE powers to worry about.

Also the ToHit debuff from Flash Arrow will help boost the effectiveness of your friends FFG.


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Posted

I totally agree with the /Trick Arrow suggestions. The kill zone of doom you guys can make (and port foes into) will be truly sick, and nothing much will be able to escape it thanks to your controls, slows, knockdowns, and his Caltrops. Good times. Plus, as Tired Angel said, Flash Arrow -tohit or whatever stacks with the FFG defense. Having a real good reason to take Flash Arrow is kinda unique.

Using placement of singularity to knock guys into your killzone could be amusing. Anyway. Sounds fun.

Lewis


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