Grav/Kin


Gabriel Fry

 

Posted

I am new to controllers, and I chose Grav Kin because I liked the concept, and even named her Bia (In Greek mythology, Bia (Ancient Greek: Βία, English translation: "Force") was the personification of force, daughter of Pallas and Styx. She was the sister of Nike, Cratos, and Zelus; she and her siblings were constant companions of Zeus.)

I am loving playing her as a support crowd control and buffing character. because of this I have not taken lift or propel.

My first question is, Am I gimping here by leaving out those two powers?

I have not had a problem taking single +3 enemies (it takes a while, but I don't take a scratch) and with wormhole and GDF my crowd control seems very effective.

My second question is, Do hold/stun effects become less effective with consecutive application on the same enemy?


 

Posted

Quote:
Originally Posted by Gabriel Fry View Post
I am new to controllers, and I chose Grav Kin because I liked the concept, and even named her Bia (In Greek mythology, Bia (Ancient Greek: Βία, English translation: "Force") was the personification of force, daughter of Pallas and Styx. She was the sister of Nike, Cratos, and Zelus; she and her siblings were constant companions of Zeus.)

I am loving playing her as a support crowd control and buffing character. because of this I have not taken lift or propel.

My first question is, Am I gimping here by leaving out those two powers?

I have not had a problem taking single +3 enemies (it takes a while, but I don't take a scratch) and with wormhole and GDF my crowd control seems very effective.

My second question is, Do hold/stun effects become less effective with consecutive application on the same enemy?
Hi there, good concept and glad you are enjoying Grav/Kin :-)

Just some quick answers:

1st) The short answer is no you aren't gimping yourself by not taking those 2 powers.

The long answer is that for solo play you will miss Propel as it does do good single target damage. However in team play you wont miss it as you can rely on other people to do damage while you focus on more important matters. As for lift, it does have uses but it does low damage and is something you can safely skip.

2nd) Holds and Stuns do not become less effective with consecutive applications. There are no diminishing returns so feel free to constantly apply and reapply them. Due to this you should find it fairly easy to lock everything down while you solo, especially once you get Singularity at 32 as he will help you with this also.

Hope that helps, how are you enjoying your Grav/Kin? Mine was one of my first ever characters and I do have a lot of affection for it. It is great for buffing and once you get wormhole does decent group control as well.


 

Posted

Quote:
Originally Posted by Peacemoon View Post
Hope that helps, how are you enjoying your Grav/Kin? Mine was one of my first ever characters and I do have a lot of affection for it. It is great for buffing and once you get wormhole does decent group control as well.
I have really been enjoying it. My biggest mistake is to forget to use Singularity... especially since I can stand in it if soloing and have an end free repel.

On that line of thought, is it rude to have singy out while grouping? I have gotten some comments about the knockback, so I generally don't have it out while grouped. but I feel like I am ignoring free hold/damage when I don't have it out.

As an aside, wormhole slotted with acc rech and stun is AWESOME unless you fat-finger it and throw the enemies somewhere you didn't intend. (I usually try to get them to land at the feet of the tank.)


 

Posted

I thought I would post my planned build, she is 37 atm and this is what I am shooting for, please critique it, and shoot it full of holes, I have no sets, just basic IO's
+----------------------------------------------------------------
+ Built with SuckerPunch's Online Planner v5.0
+ http://planner.cohtitan.com/planner
+----------------------------------------------------------------
Archetype: Controller
Primary: Gravity Control
Secondary: Kinetics
+----------------------------------------------------------------
01: Transfusion => Accuracy(1), Accuracy(3), Recharge(3), Recharge(11), Heal(11), Heal(21)
01: Crush => Accuracy(1), Accuracy(5), Recharge(5), Recharge(15), Damage(15),Damage(34)
02: Gravity Distortion => Accuracy(2), Accuracy(7), Recharge(7),
04: Siphon Power => Accuracy(4)
06: Recall Friend => Range(6), Range(40), Range(43)
08: Hasten => Recharge(8), Recharge(9), Recharge(9)
10: Swift => SpeedRunning(10)
12: Siphon Speed => Accuracy(12), Accuracy(13), Accuracy(13), Recharge(19), Recharge(19), Recharge(21)
14: Teleport => Range(14), Range(46), EnduranceDiscount(50)
16: Crushing Field => Accuracy(16), Accuracy(17), Recharge(17), Recharge(31), Damage(31), Damage(34)
18: Health => Heal(18)
20: Speed Boost => Recovery(20)
22: Stamina => Recovery(22), Recovery(23), Recovery(23)
24: Gravity Distortion Field => Accuracy(24), Accuracy(25), Accuracy(25), Recharge(31), Recharge(34), Recharge(34)
26: Wormhole => Accuracy(26), Accuracy(27), Recharge(27), Recharge(29), Stunned(29), Range(31)
28: Inertial Reduction => Jump(28)
30: Increase Density => Res_Damage(30)
32: Singularity => Accuracy(32), Hold(33), Damage(33)
35: Transference => Accuracy(35), Accuracy(36), Recharge(36), Recharge(36), Recovery(37), Recovery(37)
38: Fulcrum Shift => Accuracy(38), Accuracy(39), Accuracy(39), Recharge(39), Recharge(40), Recharge(40)
41: Indomitable Will => Recharge(41), Recharge(42), Recharge(42), Buff_Defense(42), Buff_Defense(43), Buff_Defense(43)
44: Mind Over Body => EnduranceDiscount(44), EnduranceDiscount(45), EnduranceDiscount(45), Res_Damage(45), Res_Damage(46), Res_Damage(46)
47: World of Confusion => Accuracy(47), Accuracy(48), Confuse(48), Confuse(48), Recharge(50), Recharge(50)
49: Team Teleport => Range(49)
+----------------------------------------------------------------
+ Inherent Powers
+----------------------------------------------------------------
01: Brawl => Empty(1)
01: Sprint => Empty(1)
02: Rest => Empty(2)


 

Posted

If you solo, at all, I think it is good idea to have either Lift or Propel. I prefer Propel if you mostly solo, and Lift if you mostly team. Propel is a hard-hitter that does huge damage with Containment, but takes a long time to animate (Castle hinted that they are looking at animation times). Due to the long animation, it is not uncommon on teams to have Propel hit after a teammate has already killed a foe, so Lift may be better on a mostly-team character. Lift's damage is a little bit light, but it also provides the control of a knock-up power.

To me, Crush is a damage power. It has an accuracy bonus, so 1 Acc, 3 Dam is my minimum slotting.

GD can also be used for damage. I like 2 Acc, 1 Hold, 1 Rech, 2 Dam.

Siphon Power: Eventually, I usually slot 2 Acc, 1 Rech. Not a high priority, though. It helps a lot when solo and you have smaller groups, or when going up against AVs.

If you have IR, do you really need Teleport? Just use a Raptor/Jet pack for vertical travel. And Recall Friend is overslotted. The only zones where Recall's range is not long enough with no slotting are the length of Independence Port and parts of the Shadow Shard -- 3 slotting for Range simply is not needed. Use those slots other places.

Siphon Speed: I find 2 Acc is plenty . . . there is a 95% Acc cap, and any more than 2 is generally wasted.

Crushing Field doesn't do much damage -- you would probably get more damage from damage procs than slotting CF for damage.

Grav Dist Field: I prefer 2 Acc, 2 Rech, 2 Hold. The third Acc is probably wasted, and the third Recharge is doing little.

Singularity: Singy can, in the long run, do a decent amount of damage. Look at some of the pet IOs, as they are not very expensive. Acc/Dam and Damage from Blood Mandate, Acc/Dam and Acc/Dam/End from Brilliant Leadership will give you good accuracy and cap your damage in only 4 slots. Then you can add Hold.

Fulcrum Shift: 2 Accuracy is enough.

Indomidible Will: I'm not sure if the Defense in IW is worth 3 slots. I think it is not that high, and it is only to Psi.

Mind Over Body: 1-2 EndRdx is enough -- that third one is not doing much, as they have deminishing returns. I think 1 is enough.

World of Confusion has a tiny radius -- the general view is that it stinks other than as a mule for IO sets. And I have only seen two good uses for Team Teleport -- Masterminds moving their pets, and a full team of Fire/Rads running Hot Feet and Choking Cloud. In other words, get rid of WoC and Team Teleport -- they stink. Psi Tornado is pretty decent.


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

 

Posted

It's expensive-ish but someone recently suggested placing the purple Ragnorak: Chance for Knockdown proc in the Crushing Field. That proc has a 20% chance to knockdown. If you were to get Crushing Field down to 4 second recharge time and spam the heck out of that power it could be very nice mitigatton.

(Come to think of it that would be a fantasic fix for Gravity as a whole if they simply added a chance for knockdown to this power, and not a huge violation of the cottage rule. The power already comes later than "standard" Controller AoE immobs, and Gravity sure does need the help.)