Grav/Rad or Ill/Rad ????? help
I am wanting to make a new main controller and I can't pick between Grav/Rad or Ill/Rad i'll be doing a lot of solo and some time small team, please let me know your fav and i'm looking for some good builds. thanks
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Look at my Ill/Rad guide. It has several builds for different budgets and goals. The thread has more builds, and my current Perma-PA build is posted later in the thread.
Gravity is a fun set, with decent single target damage but a lack of AoE control. I found that it has some unique synergy with Storm, so I found Grav/Storm is a lot of fun. It also really doesn't become nearly as effective as many other sets until you get Wormhole at 26 and Singularity at 32. I also find that it is not as team friendly. Propel takes so long to animate that teammates will often kill your target before you can.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Every time I read your posts, Local_Man, I want to immediately jump on my baby ill/rad and finish leveling her. And your guide is phenomenal. I wish every power set had a cheerleader as thorough and exuberant as you are!
I am wanting to make a new main controller and I can't pick between Grav/Rad or Ill/Rad i'll be doing a lot of solo and some time small team, please let me know your fav and i'm looking for some good builds. thanks
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However, if we were to look at the "numbers" with the minimal investment, Ill/Rad comes up on top. The combination of indestructible pets (Phantom Army) and Rad's heavy debuffs and -regen makes Ill/Rad a great combination at taking down hardened targets.
If this is your first controller, Grav/Rad will take more effort and investment to set up. I personally wouldn't roll a Gravity controller until its revealed what "fixes" it will get in the future.
Thanks Local Man I love your Ill/Rad guide, it has hep a lot, and Eloora is right every power set needs cheerleader like you, you seem to know ever thing about Ill/Rad thanks again
Gravity is not held in particularly high regard. It's not terrible--nothing in this game really is--but its lacking in a lot of ways. We're keeping our fingers crossed for a buff. Meanwhile I would recommend Illusion.
I have considered writing something about my Grav / Rad for sometime now, so I guess to add to the response, now is a good time. Personally I think Singularity is the best pet in the game. This pet offers inherent Mez, Dmg, Intangibility, and of course Knockback. I have been able to slot it with anywhere from 3 to 6 slots depending on what you want it to do. Possibilities are: ACC / Dmg / End / Hold / Immobilize / Intangible / Knock back / Range / and recharge. Knock back is usually not preferred in PVE but you need it in PVP. The problem is that it really comes down to how you play, how you use this pet, and what levels your fighting. This pet can also help you solo. What I do, is summon Singi, then super speed stealthy past a group, Singi starts to follow me, and I let him take the aggro. I play in both PVP and PVE but know how to adjust for PVE.
Im assuming you have him slotted between 71% to 95% in the ACC / DMG / and 150% in the Knock Back fields. Basically when and where you summon him will also depend on the intensity of the mob and the individual situation. If you drop Singi over a scrappers head and your at Medium Con levels, KB will throw the mob back and upset the scrapper. At the same time if the scrapper is about to die, you could save his life, or anyone else under him. I have told squishy players they can hide under Singi for close range protection. If your team is focusing on an AV or any purple con, KB is no longer an issue, place Singi right over them.
In instances where KB could be a problem, you place Singi about 15 feet from the mob and KB is not an issue, and you get Mez, and Dmg either way. The hold is great, because he can hold several at a time, with a slow Dmg giving you time to act and get credit for the kill. You can always right click on Singi to dismiss him as well. Singi is the best at getting guys out of the wall that are stuck. The KB pulls them right out. Anytime Singi is taken out quick and easy, is when I get scared.
My preferred slotting is 6 slots using:
3 x ACC / MEZ Endoplasm Exposure Hammies
Dmg / End / Knock Back from ForceFeedback
Dmg / Knock Back from Kinetic Crash
Dmg / Knock Back from Force Feedback
Giving me a total of:
94% ACC
73% Dmg
21% End, not a problem as its only when he is summoned.
132% Knock Back
94% Mez which includes
Held, Immobilize, Untouchable or Intangibility.
The great part is that aside from the HOs you could just swap the others at anytime if you wanted different values for PVP versus PVE. In PVP, I can stay close to Singi or even sit inside Singi to get great protection from those sensitive to KB. Hes also great at throwing all of a masterminds pets across the street for a few seconds and giving me the first attack edge to work on the the MM.
I would pick whatever fits your concept. Both combinations are capable of soloing.
However, if we were to look at the "numbers" with the minimal investment, Ill/Rad comes up on top. The combination of indestructible pets (Phantom Army) and Rad's heavy debuffs and -regen makes Ill/Rad a great combination at taking down hardened targets. If this is your first controller, Grav/Rad will take more effort and investment to set up. I personally wouldn't roll a Gravity controller until its revealed what "fixes" it will get in the future. |
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While grav is fun I personally do not recommend it, to be honest gravity goes well with other sets, not to say grav wont be bad with illusions there is probably some synergy there but not half as much as you would with rad.
It really depends on what you want, the ill/rad is basicly the jack of all trades of the controller set, you can heal decent, you have a buff but its mostly for you and phantom army, you get basicly 3 pets even though 2 are temporary, phantasm does excellent damage once slotted so does your temp pet phantom army, you can keep phantom army all the time if you want to build that way, you can do some of your own damage, depending if you slot blind for more damage or hold, its a fast recharge however.
And once you get to choose epic power pool you can pick up the fire line and get a really nice attack chain going, and the debuffs man the debuffs are simply amazing. Your teams will love you, and you will keep the flow of battle, you get to pace it, because you are able to fill any hole on the fly, now you can get the rez easily since we dont need to get stam anymore or others.
And this set is very active my only complaint is that you do not get a real attack chain until late levels and anchors, it can get annoying but read local mans guide its probably the best guide out there.
Fixes to gravity? when did someone say they were going to fix gravity. Are these the same kind of "Fixes" that statesman did years ago, where he gutted the crap out of the Singuarity's resists and yet didn't add anything back like the ability for the singualarity to get healed? If those are the kind of "Fixes" then they can keep them.
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As far as answering your question about the fix; here is the short and the long:
I wouldn't get too excited, the fix only hinted at Propel getting a new shorter animation.
Pre-i18, one of the devs (Castle??) posted in the 'troller forums hinting that Gravity control was going to get some love in the form of shortening Propel's animation. Players, during the i18 closed beta(NDA has since been lifted), were speculating what the fix could possibly be and began discussing how they would fix Gravity if they were "a dev for a day". The same dev dropped in on that topic to let us know that Propel was in the animation department's queue for things to look at but it was unlikely that they would be looked at and addressed prior to the release of GR.
I'm gonna second Local's recommendation for Ill/Rad. It is incredibly fun both solo and on teams. And now with i19 rolling out you have enough power picks to have one build that is amazing for both. You can have a heavy single target hitter and still not lose effectiveness in a team environment. The investment was quite a bit I'll admit, but totally worth it. I spent similar amounts on toons I never played again because they were one dimensional (BS/SD farmer comes to mind) but invest heavily in your Ill/Rad and you have a toon that is useful in every single possible situation (except maybe farming AE but then again. Thats boring anyway)
Much as I would love to champion Grav/Rad's cause (it was my first 50) I really can't. Ill/Rad outclasses it in almost every way.
While Grav/Rad will produce a perfectly playable character, as Rad compensates for some of Grav's shortcomings, you are in the end using a strong secondary to patch up a weak primary. With Ill/Rad you are taking an already strong primary and boosting it even further.
My Grav/Rad was slotted to the nines. Eventually I gutted him to build my Ill/Rad with perma PA, and I haven't regretted it it for a second.
Go Ill/Rad and dont look back.
Gravity should be a LOT better.. simply put.. its not.. EVERY controller I have is better than Gravity.... And I have a level 50 Grav/Kin...
Grav/Rad and Grav/Storm are some of the better combos with Grav however.
Grav has been subpar for a while with no fixes in sight.
Maybe Issue 20.. or 21... or 22..
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
I am wanting to make a new main controller and I can't pick between Grav/Rad or Ill/Rad i'll be doing a lot of solo and some time small team, please let me know your fav and i'm looking for some good builds. thanks