Grav/Storm/Earth help
How do you play this character? Team only? Do you ever solo? Your build is very much a team-oriented, low damage build. There are a lot of things I would slot differently, but I play my Grav/Storm mostly solo.
I love Super Speed with my Grav/Storm. SS + Steamy Mist = full invisibility, and Super Speed gives great maneuverability for herdicaning and positioning foes. It also lets me easily drag Singy into the fight, drawing the aggro. I don't see much benefit of using Hover in your build -- just use a Raptor Pack. By dropping Hover and moving up your travel power, you can fit in Seismic Smash, which is probably the best power in the Earth APP. It is a single target high damage melee attack with a Hold that can stack with your other holds (or Singy's).
Personally, I would slot Singy for damage. Crushing Field doesn't need Immobs -- its recharge is faster than its duration. Add one EndRdx instead. Freezing Rain doesn't need a Slow, especially if you use it with Crushing Field, since CF doesn't prevent the knockdown -- Crushing Field + Freezing Rain is one of the best synergies with Grav/Storm.
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
Thanks for the tips.
I like to team, but find myself soloing a lot these days. So, I guess I should build towards that. Full invisibility sounds awesome, but I do love hover's maneuverability. I already have it, but when I get to SO's I'll use my second build to get rid of it.
Well, Hover is kinda nice if you use Hurricane to herd/debuff a lot. I feel it has a great feel in terms of control and speed for "herdicane" positioning.
However, Hover isnt compatible with Fissure, since I believe Fissure requires that you stay on the ground to use it. So, if you are going for the Earth epic, dropping Hover may make sense.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Personally I don't like the Earth APP/Storm pairing. Storm tends to be a ranged secondary, especially if you herdcane and the Earth APP is all about being up close and personnal.
Additionallly, I like Hover with /Storm. It can be fast enough to Herdcane with, allows you to throw out Lightning Storm above a fight to do more Knockdown than Knockback. It also applies to Gale, though I tend not to use it much. Same goes with Grav and Wormhole. It makes it a far less situational power in teams as you can float over a fight and force the knockback down. Lastly, I also like it for the additional defense (I took both Hover and CJ to cap my ranged defense).
So if not Earth, then what?
- Fire gets you Fireball which is nice for damage, but not much else.
- Primal is nice because Conserve Power helps out with the MOST ENDURANCE HUNGRY COMBO THERE IS. Power Boost is always handy with a Controller and Energy Torrent is useful when you've herdcaned stuff into a nice tight bunch. It also is a perfect spot for the +rech proc. Lastly the S/L resist in the shield offers the best numbers of any shield at the expense of another type resist. Since you've got a significant amount of resistance from Steamy Mist for other types, I consider this a bonus.
- The single most deadly thing to my Grav/Storm is the fact that it has no mez protection. It is for this reason that I have seriously considered switching to Psionic. The shield also gives you a full suite of resistances (except for negative). The AoE isn't horrid either.
- I played my Grav/Storm to 50 with the Ice APP. Hibernate is a defacto heal and endurance recharger, which is quite nice and has saved my butt many times. The S/L defense shield allows you to cap those two types if you so desire. Then, of course, there is the joy that is the combo of Freezing Rain and Ice Storm.
Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)
Ice/Kin Guide
I personally like the Ice APP with most of my */Storm controllers. Since Storm has no self-heal or self-Recovery powers, Hibernate provides both and only needs a Recharge in the default slot. Ice adds two AoE damage powers, a nice single target blast (if you need it -- Grav doesn't) and a defense-based armor that looks a lot better than the Earth armor.
No offense, AWRocketman, but I would say that Fire/Storm is more endurance hungry than Grav/Storm.
I consider Crush to be a damage power that happens to set up Containment, so I use minimum slotting of 1 Acc, 3 Dam. I also slot GD for damage, adding a little bit of hold. And I use Propel instead of Lift, mostly because I solo more than team. Lift is better for a mostly team build, but Propel hits so hard that I think it is better for a solo build where the animation time isn't a problem. Besides, I love to see what Propel will hit the foe with next. Even if you keep Lift, I would slot it with 3 damage -- I don't see that knockback does much good.
A little Range in Wormhole is very nice and makes it more useful, even at the cost of some Stun. That's because you can use Freezing Rain + Crushing Field, or go in and turn on Hurricane and debuff their ToHit before the Stun wears off. I like to clobber one foe while using Hurricane to debuff the others.
Singy gets a minimum of 1 Acc, 3 Damage. Tornado is slotted up for Recharge and Damage with some EndRdx. Same with Lightning Storm -- the EndMod in LS won't do much, as End Drain of foes isn't very useful. (I have tried it plenty -- I have a Kin/Elec built around End Drain.)
If you stay with Fissure, it should also be slotted as a damage power. And, of course, so should Seismic Smash.
I haven't had much of a problem with the knockback in Wormhole, such that I find a need to have Hover. Most of the time, I have been able to throw the foes into a nearby wall or rock or something. For extra fun, I throw them straight up . . . too bad they don't take falling damage -- they should, and imagine how good Wormhole would be if foes sent high in the air took falling damage!
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
Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)
Ice/Kin Guide
Okay, here's the latest. My primary objective was to build up disorients, but then it seems that I didn't have enough damage to take mobs down. So here is a (hopefully) more solo friendly build with damage slotted.
I'm not too happy with how things are slotted--I felt that some key powers were left wanting. Right now, I'm just level 23. After 26 or 28, I'll see how well Wormhole + Thunderclap works. And hoping that Wormhole + Thunderclap + Fissure + Tornado is all that I want i to be!
I didn't realize that Earth App requires you to be on the ground, so I dropped Hover and went Superspeed. If this doesn't work then I'll probably go Ice for the stacked Slows--and back to Hover/Fly. (Although Primal and the stacked resists sounds nice.)
Thanks for everyone who chirped in!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Terrella: Level 50 Mutation Controller
Primary Power Set: Gravity Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Crush -- Acc(A), Acc(7), Dmg(23), RechRdx(34), Dmg(37)
Level 1: Gale -- Acc(A)
Level 2: Gravity Distortion -- Acc(A), Acc(3), Hold(3), Hold(7), RechRdx(40), RechRdx(40)
Level 4: Snow Storm -- EndRdx(A), EndRdx(5), Slow(5)
Level 6: Hurdle -- Jump(A)
Level 8: Crushing Field -- Acc(A), Acc(9), EndRdx(9), RechRdx(15), RechRdx(40)
Level 10: Propel -- Acc(A), Acc(11), Dmg(11), RechRdx(15), Dmg(37)
Level 12: Hasten -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Health -- Heal(A)
Level 16: Freezing Rain -- RechRdx(A), RechRdx(17), RechRdx(17)
Level 18: Gravity Distortion Field -- Acc(A), Acc(19), Hold(19), Hold(23), RechRdx(43), RechRdx(43)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Super Speed -- Run(A)
Level 24: Steamy Mist -- EndRdx(A), EndRdx(25), ResDam(25)
Level 26: Wormhole -- Acc(A), Acc(27), Dsrnt(27), Range(34), RechRdx(37), RechRdx(46)
Level 28: Thunder Clap -- Acc(A), Acc(29), Dsrnt(29), Dsrnt(31), RechRdx(34), RechRdx(43)
Level 30: Hurricane -- EndRdx(A), EndRdx(31), ToHitDeb(31)
Level 32: Singularity -- Acc(A), Dmg(33), Dmg(33), Hold(33)
Level 35: Tornado -- RechRdx(A), RechRdx(36), Dsrnt(36), Dsrnt(36)
Level 38: Lightning Storm -- RechRdx(A), RechRdx(39), Dmg(39), Dmg(39)
Level 41: Hurl Boulder -- Acc(A), Acc(42), Dmg(42), Dmg(42), RechRdx(46), RechRdx(46)
Level 44: Fissure -- Acc(A), Acc(45), Dmg(45), RechRdx(45)
Level 47: Seismic Smash -- Acc(A), Acc(48), Hold(48), RechRdx(48)
Level 49: Rock Armor -- EndRdx(A), DefBuff(50), DefBuff(50), DefBuff(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Oh, and if I just can't live with Superspeed, am I majorly losing out by not coupling it with Steamy Mist for invisibility?
I've had it on a couple of my toons and was never a big fan; I constantly overshot my target. I'm hoping that the invisibility combo is awesome sauce over the positioning power of Hover.
Its OK to only have Steamy Mist. You'll just have to be a bit more careful. Also, you might be able to put a Celerity stealth IO (or the jumping stealth one) in sprint. It might stack with Steamy Mist for full invis (I know it stacks with Super Speed).
I personally hate to skip Hover on a Stormy. It makes a lot of the storm powers more fun and convenient. Plus theme, etc. But its all good.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Its OK to only have Steamy Mist. You'll just have to be a bit more careful. Also, you might be able to put a Celerity stealth IO (or the jumping stealth one) in sprint. It might stack with Steamy Mist for full invis (I know it stacks with Super Speed).
I personally hate to skip Hover on a Stormy. It makes a lot of the storm powers more fun and convenient. Plus theme, etc. But its all good. Lewis |
However, on most of my Stormies I use the Steamy Mist+Super Speed combo. (At this point, I think I have SS on my Ill/Storm, Earth/Storm and Grav/Storm, Mind/Storm, and my lowbie Plant/Storm and Fire/Storms.) I love Super Speed since it lets me get in position fast -- run in, cast Lightning Storm or Thunderclap, run out. It makes Gale actually useful by letting you get in just the right position -- granted, Hover might allow you to use Gale as a "knockdown" instead of a "knockback." SS is great for Herdicaning, by running around the outside of the group, using Hurricane to push foes back towards the center (while debuffing their ToHit) -- great for pushing foes back into Freezing Rain or catching runners.
Super Speed just takes some practice to get used to, and then you will stop overshooting your targets most of the time. Make a decision to stick with it, and you may like it once you get used to it. I use Fly or Super Speed for the majority of my characters -- most of my melee guys with Defense-based shields get Combat Jumping/Super Jump for the small amount of extra defense, and a few characters stay with Teleport. (Teleport is another travel power that you will hate a lot until you get used to it -- at which point you will only hate it a little.)
There's certainly nothing wrong with going with Hover/Fly -- just playstyle differences.
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
Okay, here's the latest. My primary objective was to build up disorients, but then it seems that I didn't have enough damage to take mobs down. So here is a (hopefully) more solo friendly build with damage slotted.
I'm not too happy with how things are slotted--I felt that some key powers were left wanting. Right now, I'm just level 23. After 26 or 28, I'll see how well Wormhole + Thunderclap works. And hoping that Wormhole + Thunderclap + Fissure + Tornado is all that I want i to be! I didn't realize that Earth App requires you to be on the ground, so I dropped Hover and went Superspeed. If this doesn't work then I'll probably go Ice for the stacked Slows--and back to Hover/Fly. (Although Primal and the stacked resists sounds nice.) Thanks for everyone who chirped in! Hero Plan by Mids' Hero Designer 1.601 http://www.cohplanner.com/ Click this DataLink to open the build! Terrella: Level 50 Mutation Controller Primary Power Set: Gravity Control Secondary Power Set: Storm Summoning Power Pool: Fitness Power Pool: Speed Ancillary Pool: Stone Mastery Hero Profile: Level 1: Crush -- Acc(A), Acc(7), Dmg(23), RechRdx(34), Dmg(37) Level 1: Gale -- Acc(A) Level 2: Gravity Distortion -- Acc(A), Acc(3), Hold(3), Hold(7), RechRdx(40), RechRdx(40) Level 4: Snow Storm -- EndRdx(A), EndRdx(5), Slow(5) Level 6: Hurdle -- Jump(A) Level 8: Crushing Field -- Acc(A), Acc(9), EndRdx(9), RechRdx(15), RechRdx(40) Level 10: Propel -- Acc(A), Acc(11), Dmg(11), RechRdx(15), Dmg(37) Level 12: Hasten -- RechRdx(A), RechRdx(13), RechRdx(13) Level 14: Health -- Heal(A) Level 16: Freezing Rain -- RechRdx(A), RechRdx(17), RechRdx(17) Level 18: Gravity Distortion Field -- Acc(A), Acc(19), Hold(19), Hold(23), RechRdx(43), RechRdx(43) Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21) Level 22: Super Speed -- Run(A) Level 24: Steamy Mist -- EndRdx(A), EndRdx(25), ResDam(25) Level 26: Wormhole -- Acc(A), Acc(27), Dsrnt(27), Range(34), RechRdx(37), RechRdx(46) Level 28: Thunder Clap -- Acc(A), Acc(29), Dsrnt(29), Dsrnt(31), RechRdx(34), RechRdx(43) Level 30: Hurricane -- EndRdx(A), EndRdx(31), ToHitDeb(31) Level 32: Singularity -- Acc(A), Dmg(33), Dmg(33), Hold(33) Level 35: Tornado -- RechRdx(A), RechRdx(36), Dsrnt(36), Dsrnt(36) Level 38: Lightning Storm -- RechRdx(A), RechRdx(39), Dmg(39), Dmg(39) Level 41: Hurl Boulder -- Acc(A), Acc(42), Dmg(42), Dmg(42), RechRdx(46), RechRdx(46) Level 44: Fissure -- Acc(A), Acc(45), Dmg(45), RechRdx(45) Level 47: Seismic Smash -- Acc(A), Acc(48), Hold(48), RechRdx(48) Level 49: Rock Armor -- EndRdx(A), DefBuff(50), DefBuff(50), DefBuff(50) ------------ Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Containment |
Crush: Replace that Rech with a Damage.
Grav Dist: If you are going to solo at all, replace one Hold and one Rech with Damage.
Snow Storm: The Slow is not needed unless you have slots to spare. the enhancement only affects Run Speed. The -Recharge is far more important than Run Speed, but it cannot be enhanced. Remember that Grav powers have a Slow component.
Crushing Field: 2 Acc, 1 EndRdx, but no Recharge is needed, as the duration is already longer than its Recharge
Propel: Add a third Damage.
Singularity: Add a third Damage. The Hold is nice to have if you have spare slots, but is not needed.
Tornado: This power can put out huge amounts of damage over time, so I would slot it for max Recharge, max Damage and some EndRdx -- IOs are better for this.
Hurl Boulder: Personally, I would take Fissure first and skip Hurl. I'm not a big fan of Hurl Boulder on a Grav/Storm, as you already have another slow, big hitting ranged attack in Propel. The combo of GD-Crush-Propel is an attack chain most of the time. Earth's Embrace is a much better choice since Grav/Storm lacks a self-heal. If you take Hurl Boulder, it should be slotted 1 Acc, 3 Dam to start, then add other slots for another Accuracy or some Recharge if you have spare slots.
Fissure: 1 Acc, 3 Dam to start, then others if you have slots.
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
I have a Grav/Storm/Earth, so I figured I'd post my build just for reference:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Astrasmash: Level 50 Science Controller
Primary Power Set: Gravity Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Crush -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg(9), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(23), Thundr-Dmg/EndRdx(36)
Level 1: Gale -- Acc-I(A)
Level 2: Lift -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(5), KinCrsh-Rechg/EndRdx(13), KinCrsh-Dmg/EndRdx/KB(21), KinCrsh-Acc/Dmg/KB(33)
Level 4: Gravity Distortion -- HO:Endo(A), HO:Endo(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(31)
Level 6: Propel -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(34)
Level 8: Snow Storm -- EndRdx-I(A)
Level 10: Steamy Mist -- ImpArm-ResDam/EndRdx(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(11), LkGmblr-Def/EndRdx/Rchg(29), ImpArm-ResDam(46)
Level 12: Hover -- DefBuff-I(A)
Level 14: Fly -- Flight-I(A)
Level 16: Crushing Field -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43)
Level 18: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/EndRdx(19), LdyGrey-%Dam(19), LdyGrey-Rchg/EndRdx(34), LdyGrey-DefDeb/Rchg/EndRdx(37), LdyGrey-DefDeb/Rchg(46)
Level 20: Gravity Distortion Field -- HO:Endo(A), RechRdx-I(25), EoCur-Acc/Hold/Rchg(40), HO:Endo(42)
Level 22: Swift -- Run-I(A)
Level 24: Health -- Heal-I(A), Heal-I(25)
Level 26: Stamina -- EndMod-I(A), EndMod-I(27), EndMod-I(27)
Level 28: Wormhole -- Rope-Stun/Rng(A), Rope-Acc/Rchg(29), Jnt-Rng(31), Jnt-EndRdx/Rng(36), TSM'n-EndRdx(37), TSM'n-Rng(40)
Level 30: Hurricane -- DarkWD-Slow%(A), DarkWD-ToHitDeb/EndRdx(31), DarkWD-ToHitDeb(34), DarkWD-ToHitdeb/Rchg/EndRdx(48)
Level 32: Singularity -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-+Res(Pets)(40)
Level 35: Thunder Clap -- Acc-I(A)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 41: Fissure -- Det'tn-Dmg/Rng(A), Det'tn-Dmg/EndRdx/Rng(42), Det'tn-Acc/Dmg/EndRdx(42), Det'tn-Dmg/Rchg(45), Det'tn-Dmg/EndRdx(46)
Level 44: Hurl Boulder -- HO:Centri(A)
Level 47: Earth's Embrace -- Numna-Heal(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48)
Level 49: Tornado -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(50), S'bndAl-Dmg/EndRdx(50), S'bndAl-Build%(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
The build isn't *quite* what is shown there, as I haven't actually worked toward getting the HOs or the Soulbound set. But it's close.
General thoughts:
* I soloed, so I figured I needed a little extra damage out of Crush, GD, sacrificing a little hold time.
* I used Crushing Field a decent amount, at least against larger groups.
* I used Lift a lot more than Propel in my build. Shorter animation, a bit of soft control while mobs aren't otherwise locked down.
* Wormhole -> Thunder Clap can stun bosses, but I didn't end up using that approach all that much. If I were to redo things, I'd take Thunder Clap a lot later, if at all (and Tornado much sooner).
* I found Hover to be very useful, and much prefer it to SS. I didn't feel I needed Hasten; it would have gotten GDF up faster, but I didn't often use GDF.
* Snow Storm: meh. I felt like I could use my endurance for better things, at least while solo.
* Earth APP was mostly for theme, though I do like the self-heal and I do like Fissure when I'm not hovering. Hurl Boulder is a decent quicker alternative to Propel.
Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
Local,
My stormies generally have both Hover and Super Speed. So, I don't have to make the decision. I still feel that Hover allows the greater control for use with Hurricane. But, if the OP doesn't have room, he doesn't have room.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I prefer Hover with /Storm as well, which is why I would look at the Cold APP. I find that with my Grav/Storm, opening with Freezing Rain followed by the aoe Immobilize and Snow Storm ( all three with procs) then flying over the top of them with Lightning Storm so they are knocked back into the ground rather than away works really well. I find I only use Tornado to help clean up a tough boss now and then because of the tendency of Tornado to cause scatter, removing the bad guys from my little pocket of frozen gravatic death.
I think I tend to use wormhole a lot less than most Gravs because the strength of that three trick pony is enough to make finding a suitable corner near enough the mob for wormhole actually slows things down over just going with the standard opener. This is true for both solo and teams. I tend to hold wormhole as an ohh &*(^ button rather than a pull.
If you can learn when you should and shouldn't be using Tornado and Hurricane, then Grav/Storm is an excellent combo with great synergy.
Note: If you are primarily going to team, then go with lift. Otherwise, Propel is too good to be true. On teams, the mob tend to die before you finish casting it, but solo, it is really gratifying to see that thing slam the life out of some poor bloke. It sped up my early play considerably over most other controller primaries with their low damage output.
Working on my new Gravity/Storm and was wondering if the Earth Epic would be a good fit because then I'd have four disorienting powers in Wormhole, Thunderclap, Fissure and Tornado. I also thought about building towards slows, but disorients seemed like a stronger status effect.
I usually play defenders, but can see why folks love to lock down mobs. This toon is still not as good as my Mind/FF--but my fingers are crossed for when I get my distorients.
Thanks in advanced!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Crush -- Acc(A), Acc(43), Dmg(43), Dmg(43), RechRdx(46)
Level 1: Gale -- Acc(A)
Level 2: Gravity Distortion -- Acc(A), Acc(3), Hold(3), Hold(5), RechRdx(15), RechRdx(42)
Level 4: Snow Storm -- EndRdx(A), EndRdx(5)
Level 6: Lift -- Acc(A), Acc(7), KBDist(7), KBDist(13), RechRdx(15), RechRdx(46)
Level 8: Crushing Field -- Acc(A), Acc(9), Immob(9), Immob(11), RechRdx(11), RechRdx(13)
Level 10: Swift -- Flight(A)
Level 12: Hover -- DefBuff(A)
Level 14: Health -- Heal(A)
Level 16: Freezing Rain -- RechRdx(A), RechRdx(17), RechRdx(17), Slow(42)
Level 18: Gravity Distortion Field -- Acc(A), Acc(19), Hold(19), Hold(40), RechRdx(40), RechRdx(42)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Hurricane -- EndRdx(A), EndRdx(23), ToHitDeb(23), ToHitDeb(37)
Level 24: Steamy Mist -- EndRdx(A), EndRdx(25), ResDam(25), ResDam(37)
Level 26: Wormhole -- Acc(A), Acc(27), RechRdx(27), RechRdx(34), Dsrnt(34), Dsrnt(34)
Level 28: Thunder Clap -- Acc(A), Acc(29), Dsrnt(29), Dsrnt(31), RechRdx(33), RechRdx(33)
Level 30: Hasten -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 32: Singularity -- Hold(A), Hold(33)
Level 35: Tornado -- RechRdx(A), RechRdx(36), Dsrnt(36), Dsrnt(36), DefDeb(37)
Level 38: Lightning Storm -- RechRdx(A), RechRdx(39), Dmg(39), Dmg(39), EndMod(40)
Level 41: Super Speed -- Run(A)
Level 44: Fissure -- Acc(A), Acc(45), Dsrnt(45), Dsrnt(45), RechRdx(46)
Level 47: Rock Armor -- EndRdx(A), DefBuff(48), DefBuff(48), DefBuff(48)
Level 49: Earth's Embrace -- RechRdx(A), RechRdx(50), Heal(50), Heal(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment