grav/earth build critique?


Alamo

 

Posted

I was looking around at the different powers and was wondering if this combo would be any fun. Could anyone could give me some feedback on this build i've made. I'd like to focus more on my slotting, I'm not sure where to put a lot of my slots and what enhancements would benefit the power the most

Please note:
-I'm not putting IOs in until I get some money.
-I'm considering lift a small hold based on the small cc it does create
-I've chosen this primary mainly for the singularity's ability for cc so I could focus on attacking and a second pet doesn't hurt (may get rid of the seer for hasten)

Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Lift -- Acc(A), Dmg(5), Dmg(7), Dmg(15)
Level 1: Stone Spears -- Acc(A), Dmg(3), Dmg(3), Dmg(11)
Level 2: Gravity Distortion -- Acc(A), Hold(7), Hold(40)
Level 4: Tremor -- Acc(A), KBDist(5), KBDist(19), KBDist(34)
Level 6: Propel -- Acc(A), Dmg(9), Dmg(9), Dmg(11), EndRdx(40)
Level 8: Combat Jumping -- DefBuff(A)
Level 10: Hurdle -- Jump(A)
Level 12: Stone Mallet -- Acc(A), Dmg(13), Dmg(13), Dmg(15), EndRdx(37)
Level 14: Super Jump -- Jump(A)
Level 16: Health -- Heal(A), Heal(17), Heal(17)
Level 18: Gravity Distortion Field -- Acc(A), Hold(19), Hold(40), RechRdx(46)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Heavy Mallet -- Acc(A), Dmg(23), Dmg(23), Dmg(27), EndRdx(27)
Level 24: Power Boost -- RechRdx(A), RechRdx(25), RechRdx(25)
Level 26: Boxing -- Acc(A)
Level 28: Seismic Smash -- Acc(A), Dmg(29), Dmg(29), Dmg(31), EndRdx(33)
Level 30: Tough -- ResDam(A), ResDam(31), ResDam(31)
Level 32: Singularity -- Acc(A), Hold(33), Dmg(33), Dmg(34), Immob(34)
Level 35: Mud Pots -- Acc(A), EndRdx(36), EndRdx(36), EndRdx(36), Slow(37), Slow(37)
Level 38: Fissure -- Acc(A), Dsrnt(39), Dsrnt(39), Dsrnt(39), Acc(43)
Level 41: Dark Consumption -- Acc(A), EndMod(42), EndMod(42), EndMod(42), RechRdx(43), RechRdx(43)
Level 44: Soul Drain -- Acc(A), ToHit(45), ToHit(45), RechRdx(45), RechRdx(46), RechRdx(46)
Level 47: Dark Embrace -- ResDam(A), ResDam(48), ResDam(48), EndRdx(48)
Level 49: Summon Seer -- Acc(A), Dmg(50), Dmg(50), Dmg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 6: Ninja Run






Thanks for the feedback.


 

Posted

The power picks look solid, no major complaints... EXCEPT THAT YOU SKIPPED WORMHOLE, which is easily one of the three most important Gravity powers. It's your only fast-recharging AoE control power, which also doubles as a unique group-teleport ability. Take it, slot it, live it, love it. Wormhole is more important than Gravity Distortion Field - faster recharging, more accurate, longer lasting, and generally cooler. I'd also take Hasten for sure, since Dominators generally benefit more from high recharge than any other archetype. With both mallets and Seismic Smash for jawdropping melee SMASH, and a handful of ranged attacks as well, I would say one of your ranged attacks (probably Propel) could be skipped unless you just really love killing things with furniture and statues. Alternatively, you can drop Boxing/Tough and take Hasten and Wormhole in their place - I'm not sure how much you really need the extra +resist on top of your patron shield when you are hopefully locking everything down.

Slotting-wise, I'd replace the KB enhancement in Tremor with Damage (or 2 Dam/1 End since it's pricy to use often). KB enhancement will only serve to turn its 50% chance for knockdown into a 50% chance for knockback, and low-damage powers that scatter all the enemies tend to do more harm than good. Similarly, I would replace the disorient slotting in Fissure with Dam and End, since it only has a 33% chance to stun in the first place, and slotting only increases the stun duration not the chance for stunning. I would put more slots in Grav. Distortion, since it is your main hold, and Seismic Smash, since it is both your best melee attack AND a solid hold. To get those slots, you can take a slot from Health, Mud Pots (1 or 2 end red should be fine, the third would only save you .07 end per second anyway), and Soul Drain (the +tohit doesn't make that much of a difference, and you should slot to be able to hit most things without it).

On that note, you may want to skip Mud Pots outright. While a combination slowing/damage aura sounds sweet, it's not a particularly good one. It only has a 8 foot radius, which means they'll only slow down while they are already in melee range, and it only hinders movement, not recharge, so they can still wail on you. As a damage aura, you are paying around .5-.75 endurance per second to deal an extra 11 dps to the few things that are already in melee range. It works, but it's not all that impressive - if you're expecting Hotfeet, you'll be disappointed.


Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.

 

Posted

Thanks for the feedback.

So I've updated my build. How would I slot wormhole?


Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Lift -- Acc(A), Dmg(5), Dmg(7), Dmg(15)
Level 1: Stone Spears -- Acc(A), Dmg(3), Dmg(3), Dmg(11)
Level 2: Gravity Distortion -- Acc(A), Hold(7), Hold(17), Hold(36), EndRdx(39)
Level 4: Tremor -- Acc(A), Dmg(5), Dmg(19), Dmg(34), EndRdx(36)
Level 6: Propel -- Acc(A), Dmg(9), Dmg(9), Dmg(11), EndRdx(40)
Level 8: Combat Jumping -- DefBuff(A)
Level 10: Hurdle -- Jump(A)
Level 12: Stone Mallet -- Acc(A), Dmg(13), Dmg(13), Dmg(15), EndRdx(37)
Level 14: Super Jump -- Jump(A)
Level 16: Health -- Heal(A), Heal(17)
Level 18: Gravity Distortion Field -- Acc(A), Hold(19), Hold(40), RechRdx(46)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Heavy Mallet -- Acc(A), Dmg(23), Dmg(23), Dmg(27), EndRdx(27)
Level 24: Power Boost -- RechRdx(A), RechRdx(25), RechRdx(25)
Level 26: Wormhole -- Acc(A), RechRdx(37), RechRdx(37), Dsrnt(45), Dsrnt(45)
Level 28: Seismic Smash -- Acc(A), Dmg(29), Dmg(29), Dmg(31), EndRdx(33), Hold(36)
Level 30: Hasten -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 32: Singularity -- Acc(A), Hold(33), Dmg(33), Dmg(34), Immob(34)
Level 35: Recall Friend -- EndRdx(A)
Level 38: Fissure -- Acc(A), Dmg(39), Dmg(39), Dmg(40), EndRdx(43)
Level 41: Dark Consumption -- Acc(A), EndMod(42), EndMod(42), EndMod(42), RechRdx(43), RechRdx(43)
Level 44: Soul Drain -- Acc(A), RechRdx(45), RechRdx(46), RechRdx(46)
Level 47: Dark Embrace -- ResDam(A), ResDam(48), ResDam(48), EndRdx(48)
Level 49: Summon Seer -- Acc(A), Dmg(50), Dmg(50), Dmg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 6: Ninja Run


 

Posted

I'd drop Summon Seer, Soul Drain, Dark Consumption and Recall Friend.

The reason for getting rid of those four powers: Dark Consumption is unneeded due to Stamina, Summon Seer is unneeded due to Singularity, and Soul Drain has too long of a recharge time. Recall Friend - sure its a useful power, but there are much better powers to take over it.

Instead of these powers, I'd grab Boxing, Tough, Weave, and Dark Obliteration (not necessarily in that order). I would also take Dark Embrace ASAP. This will improve your survivability and increase your AoE damage output.


Positron has stolen my Eludium Pu-36 Explosive Space Modulator!

 

Posted

One person says drop the fighting pool, and another says pick it up lol?.

The only reason I picked up recall friend was because I couldn't think of any other power to put in there. I'm going to keep dark consumption because stone is really end heavy. With hasten and the 2 recharge redux soul drain is only a 90.6 second recharge.


 

Posted

I noticed no crushing field. Now i think this is a great power to pick up with /stone for several reasons. Stone's AoE's offer knockdown which is great mitagation. Crushing field does not protect vs knockdown or knockback. With that being said you can keep mobs in one spot and constantly knock them down.
Also when you do start to IO, you can slott Ragnarok Chance for Knockdown in crushing field. Just for some added mitagation... and fun


 

Posted

Crushing Field is one of Grav's hidden treasures. I have mine slotted with 5 Positron's Blast and the impeded swiftness smashing damage proc, and unlike every other AOE immob, you don't prevent knockdown, so it's fantastic synergy with powers like ice slick and earthquake.

Propel, on the other hand, is a complete albatross on a Dominator. While the damage and guaranteed knockdown may sound great on paper, the hugely long animation and short range make for a very, VERY poor choice on a AT that's already struggling with too many active powers. Honestly, take Mud Pots instead, you'll thank me. You'll wormhole everyone into a corner, mash crushing field to keep them from wandering off, stick holds on the tougher mobs while you whittle down the minions with your attacks, with mud pots ticking away on the whole mob.

I also think you're heavily overinvesting in Patrol powers. These powers are generally terrible. Grab Dark Embrace for the Smashing/Lethal resistance and maybe the pet for when you need some extra help over what your bubble brings to the party, but the cooldowns on Drain Soul and Consumption are WAY too long for their effects.

I'm NOT a fan of the fighting pool for Doms, unless you're going for a Ranged-capped IO build that you plan to use to fight Elite Bosses/AVs. Your defenses are in your controls and your damage. Use them right and no one will get a swing on you.


 

Posted

So I've added in crushing field and took out propel, but now I'm stumped with the patron powers. What should I replace them with? I'm thinking grabbing aid other and aid self. What do you guys think?

Thanks


 

Posted

Well, I'm a big fan of leadership. I have assault, tactics and vengeance on my Dom, and they're all GOLD. Assault boosts my own damage, the bubble's and all my team. Tactics gives a solid to-hit buff and protects against blinds (I'm looking at you, Night Widows), and Vengeance is virtually mandatory with a set that boasts Power Boost. You'll stop teamwipes in their tracks, and it's a great spot to jam a Luck of the Gambler +7.5% global recharge IO when you can afford it.