What do I do with you, grav/storm?
I dunno. Grav is the only one I haven't played past 28. I just can't seem to get into it and have deleted each and everyone of them.
If controllers ever get /traps (which I doubt will ever happen). I might try a Grav/traps just to wormhole a spawn on top of a pile of trip mines or a time bomb. I doubt I'll stick with it long enough to get up to level 36 though unless grav gets a serious buff in the future.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
If controllers ever get /traps (which I doubt will ever happen).
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Is it worth slotting for some endurance modification considering that I can have two out simultaneously? |
And your doubts are wrong. It and "poison" will be one of the next added for controllers. If you think otherwise, talk to Posi.
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<--------- Really wants Traps on controllers
Arc #40529 : The Furies of the Earth
I don't have access to Mids at the moment. As for slotting of Lightning Storm, I like Dam/Rech and Dam/EndRdx/Rech from Thunderstrike and Entropic Chaos, plus Dam/Rech and Chance for Hold from Devastation.
I have slotted my Grav/Storm up as a solo character, but he's not yet 50. I focus on single target damage, relying upon Hurricane to keep foes away and the ToHit Debuff as my defense. GD, Crush and Propel all slotted up for damage, with Air Superiority in there as well. Singy is slotted for damage and the Resistance Procs to make him nearly unkillable. Tornado is use more to throw foes around to protect me than anything else -- until I run into a hard-to-hit foe, when Tornado becomes a major damage dealer.
I had previously been quite critical of the Grav set. But now that I have gotten my Grav/Storm up into the 40's, I find that I really enjoy the set. It is not fast, but the strategy of using Wormhole to thin out groups is a lot of fun -- Wormhole just doesn't get old. Singy is a great pet as a tank and controller, but only OK for damage. I use Steamy Mist+Super Speed to lead Singy into the fight, and while he keeps them busy, I can pick off foes one by one. Alternatively, I can peek around a corner, target a foe, the set up out of line-of-sight to Wormhole them into a corner or against a wall, then Immob, Freezing Rain, Lightning Storm, Thunderclap if needed, and pick them off one by one while Singy helps.
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
The pet uniques are pretty worthless unless you're /Cold or /FF, and Singy's pretty tough out of the box.
I usually always at least 5-slot Lightning Storm. I also try to max it for damage.
I don't think the chance for recharge items in there are worth it. Hurricane and Gale aren't the best powers for sticking them into, just because largely you'll be doing other things, so trying to trigger the recharge that way is kinda self limiting. Chance for recharge is best in powers you fire and forget.. Also, your recharge (71.25% without Hasten or either of your chance for recharge items figured in) is good enough as it is, in my opinion.
With that in mind, I'd move the 6th slot from Hurricane over to Lightning Storm and throw a Thunderstrike Acc/Dam in it. Then, while you are at it, I'd put all of the Dark Watcher's set in Hurricane EXCEPT the chance for recharge slow. Its honestly not a big deal to have the chance for recharge slow in it. Also, throw an accuracy into Gale instead of the change for recharge item.
Your Singularity is pretty well slotted, considering that you were going for the recharge bonus.
I would move the Absolute Amazement purple set to Wormhole. Put in the first 5 items, and skip the chance for hit debuff. In the 6th slot, put a Rope a Dope Acc/Rech. That way you'll have really good numbers in Wormhole. Then, in your 5 slots for thunder clap, put the first 5 items from Stupefy in it. Thunderclap recharges so fast and has such a good duration that even with just 5 Stupefy in it, you'll have well over perma-Thunderclap, AND you'll pick up an extra 6.25% global recharge.
That would optionally allow you to drop your cost a wee bit by dropping one of your LOTG recharge items, or you can keep it and just have that much more recharge.
You can still get much better numbers out of your hold powers (Gravity Distortion and Gravity Distortion Field) while still retaining your set for recharge. The chance for +2 mag is nice, but not at the expense of your basic numbers in my opinion. I'd go with the first 4 Basilisk items (skip the a/e/r/h since it is expensive, and skip the chance for recharge slow). Then put in an acc/end/rech/hold from Lockdown and an acc/hold/rech from Essence of Curare. Do this for both powers. You'll keep all your global recharge, but you'll also have 95% recharge and hold duration on your hold powers, with 81% accuracy and 35% end reduction. That's plenty of accuracy with your global accuracy.
I don't think there is much point in using Temp Invulnerability as a defense mule for the steadfast unique. Your defense numbers are too low for it to matter, and with Hurricane debuffing enemies, the defenses you have stacking will be high enough that it won't matter. Basically, you'll either be way low on defense, or way over on defense + def debuff whether you have it or not. But, I guess you may as well.
One other issue here is that even though you have the stealth item in sprint to stack with Steamy Mist, I'd almost consider taking Super Speed in place of Temp Invulnerability, simply because its more convenient, and you can get the combo sooner and for no cost and have a travel power at a much lower level. Still, either way. If you do go with Super Speed, you might try going with Hasten/SS at levels 6 and 14, so that you can get the stealth sooner. The downside to that is that you'd have to take Health at 14, GDF at 24, Hover at 30, and Fly at 49. Or, you could just stick with your steadfast idea, or take Super Speed late. I'm just rambling on ideas here.
I think you'll find Hover to be tediously slow with only 1 flight enhancer. Steamy Mist could use more endurance reduction. Sure, you've got plenty of global recovery, but still, that's a pet peeve for me. I'd almost be tempted, if it were me, to put a resist/end titanium coating instead of the LOTG, since you can pick up 6.25% more global recharge anyway by following my Wormhole/Thunderclap option. Still both of these are minor concerns.
I'll also point out that a strength of gravity at low levels is having an attack chain, and you pretty much skipped over that. I also prefer to skip propel as you did, but I usually take Lift to use in conjunction with GD and Crush. I also usually take an epic single target attack also. But, no biggie. Just keep in mind that you are less oriented towards a single target damage chain than a lot of Gravity controllers are.
OK, those are just some thoughts off the top of my head. Maybe they will help. Use some or ignore them all, as you prefer.
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
Some good suggestions here. Thanks folks.
I checked out the wiki page on Force Feedback and found a vary good reason to move it out of hurricane. It seems that if it triggers too often it will spend most of its duration in the surpressed state. Removing that from Hurricane left an extra slot to add some more damage and accuracy to Lightning Storm.
I also took your suggestion on slotting the holds for the AoE hold, Uni. With the single target hold, I stuck with the proc though. For the single target, replacing the proc only added 3.7 secs to the duration and shaved off .12 secs on the recharge. Also, with global bonuses its accuracy was already sitting around 188%. I find the extra chance to overpower a boss a little more useful than the added duration.
I also like your suggestion for changing the sets in Wormhole and Thunder Clap. I gladly welcome more recharge. Speaking of which, I'm going to drop Temp. Invincibility and pick up Combat Jumping for another LotG: +7.5 recharge.
Finally, as for Superspeed... well, I've never liked it much. I find it hard to control indoors and like the safety and ease of flight outdoors. I've used steamy mists and the stealth proc on other characters without issue. The suppression time when clicking glowies isn't too bad.
And your doubts are wrong. It and "poison" will be one of the next added for controllers. If you think otherwise, talk to Posi.
No. End drain is such a hit, or miss type of thing in this game and that's even when playing a Kin/elec that I don't think slotting for end mod is worth it. I vastly slot for damage and recharge with some end reduc. This being based on SO type slotting. |
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
There was an interview that Posi did and he mentioned he wanted to use Powerset Proliferation to give all of the ATs as many of the possible combinations as they could. Some sets may never get ported, ie brutes getting Ice/cold, stalkers getting Shields. There really is no reason Traps doesn't come to controllers.
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Don't get me wrong, I HOPE Controllers get both Poison and Traps. I'll be making Fire and Earth versions of both, as well as Gravity/Traps and possibly Illusion/Traps. I would love to eat crow on this. However, at this stage, it seems like a stretch that anything was said for sure.
Lewis
/hoping A_A is right
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
That sounds like wishful thinking. Posi didn't say that they would port Traps at all. They just said they wanted to proliferate every set they could. That leaves plenty of room for reasons why they "cant" ... from technical reasons, to balance reasons, to preference reasons, to manpower and scheduling reasons.
Don't get me wrong, I HOPE Controllers get both Poison and Traps. I'll be making Fire and Earth versions of both, as well as Gravity/Traps and possibly Illusion/Traps. I would love to eat crow on this. However, at this stage, it seems like a stretch that anything was said for sure. Lewis /hoping A_A is right |
Balance reasons? It's already been "nerfed." How would /traps be overpowered compared to what controllers already get? I don't exactly see a bunch of Traps defenders running around these days. Again, it's in the three other sets and it's not even considered "the best" in any of them.
Manpower? Name me another support set that controllers don't have that would be easier to port? DM? No. "Poison?" No.
Preference? Using traps to help control something. Hmmm. It fits thematically as well.
You really have to go out of your way to think of why controllers wouldn't get /traps. Again, look at the reason certain sets that we know of that aren't getting ported are deemed that way. Ice/cold brutes? Fury issues. /shield for stalkers, Emp, and Poison? Due to theme even though there will be modified versions of the last two to fit within the theme. /traps suffers from none of that.
And yes, I really do need to roll a Garv/storm and just let the chaos happen.
If Traps ever gets ported into Controllers, there will be a HUGE surge of Grav/Traps characters. The image of Wormhole into a "Pit of Hell" is just too tempting.
I have a Robots/Traps at 40 and a Traps/Rad Defender at 23. Traps will never be popular with the "rolling through missions" crowd. I mostly solo with mine, which isn't easy with the Defender. My Traps Defender seems to work best on a team with a Blaster and a Tank/Scrapper, and that's about it.
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
Technical reasons? It already exist in the other 3 support sets.
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Balance reasons? It's already been "nerfed." How would /traps be overpowered compared to what controllers already get? |
Manpower? Name me another support set that controllers don't have that would be easier to port? DM? No. "Poison?" No. |
Preference? Using traps to help control something. Hmmm. It fits thematically as well. |
But they may. All I'm saying is that you made it seem, in your original comment on the matter, that Posi had outright said it would be ported. They only said they'll port everything they can, and I agree with you its hard for me to see why they wouldn't. But, human nature and lack of behind the scenes knowledge and past history mean that there could be reasons it won't happen, or that it may take longer than we'd wish.
But of course, they very well could lets traps Cross Over with the Going Rogue release.
Here's hoping!
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
If Traps ever gets ported into Controllers, there will be a HUGE surge of Grav/Traps characters. The image of Wormhole into a "Pit of Hell" is just too tempting.
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[[I mostly solo with mine, which isn't easy with the Defender.[/QUOTE]
I really enjoy a Traps/Sonic Defender for solo play. Its got a good single target chain, and its got the damage resistance from the Sonic Blasts to stack with the acid mortar goodness. Its a bit faster than the other traps combos for soloing (on Defenders). You might enjoy it.
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
Hmm Mind or Ice with Poison
Gravity is the only control set I haven't taken to 50 yet. I started this toon quite some time ago, but it didn't appeal to me much. A costume change later and a bit of playing with wormhole, and I may have found the motivation to make it 50.
I've mostly focused on the recharge with the build, but tried to retain high values in some key powers. However, I wasn't sure on the slotting of some powers and I'm worried about the level of endurance consumption. I also have Temp. Invulnerability as a mule for Steadfast Protection: +3% def though I don't imagine I'll use it outside of soaking the occasional alpha strike. So I'm seeking some general advice as well as answers to a few specific questions that follow.
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: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Crush -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/Rchg(5)
Level 1: Gale -- FrcFbk-Rechg%(A)
Level 2: Gravity Distortion -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(7), BasGaze-Acc/Rchg(7), Lock-%Hold(9), BasGaze-EndRdx/Rchg/Hold(43), G'Wdw-Acc/Hold/Rchg(45)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(9)
Level 6: Hover -- LkGmblr-Rchg+(A), Flight-I(50)
Level 8: Crushing Field -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/EndRdx(13), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/Rchg(15), GravAnch-Hold%(15)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/EndRdx/Rchg(45)
Level 12: Swift -- Flight-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), UndDef-DefDeb/EndRdx(17), UndDef-DefDeb/Rchg(17), LdyGrey-DefDeb/EndRdx(23), LdyGrey-DefDeb/Rchg/EndRdx(25), LdyGrey-DefDeb/Rchg(25)
Level 18: Gravity Distortion Field -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/Hold(19), BasGaze-Acc/Rchg(21), G'Wdw-Acc/Hold/Rchg(21), Lock-%Hold(23)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(27), DarkWD-Rchg/EndRdx(27), DarkWD-Slow%(29), EndRdx-I(29), FrcFbk-Rechg%(48)
Level 22: Stamina -- EndMod-I(A), P'Shift-EndMod(31), P'Shift-End%(31)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(45)
Level 26: Wormhole -- Stpfy-Stun/Rng(A), Stpfy-Acc/Stun/Rchg(31), Stpfy-Acc/Rchg(33), Rope-Acc/Stun/Rchg(33), Rope-Stun/Rng(33), Rope-Acc/Rchg(34)
Level 28: Thunder Clap -- Amaze-EndRdx/Stun(A), Amaze-Stun/Rchg(34), Amaze-Stun(34), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36)
Level 30: Fly -- Flight-I(A)
Level 32: Singularity -- HO:Endo(A), HO:Endo(36), ExRmnt-Acc/Dmg(37), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Dmg/EndRdx(39)
Level 35: Tornado -- Achilles-ResDeb%(A), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg(40), ExRmnt-Acc/Dmg/Rchg(40), LdyGrey-Rchg/EndRdx(40)
Level 38: Lightning Storm -- FrcFbk-Rchg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/Rchg(42), Thundr-Dmg/EndRdx(42)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
Level 44: Energy Torrent -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(46), Posi-Dmg/EndRdx(46), Posi-Acc/Dmg(48), Posi-Dmg/Rng(48)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(50)
Level 49: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment