Wormhole with Kb Proc
It happens when the power hits, before the TP. Also, it is the most useless proc I have encountered. It frustrates me to no end because, like you, I wanted that sweet, sweet defense. But I would rather have an IO that increases the potency of the power than that waste of a proc.
The only somewhat slight use it has is actually with Wormhole, since mobs are alerted to your presence right when the power activates, allowing them some time to attack. With the KB proc, sometimes a couple of them might get knocked back, meaning that they wont be attacking you before the Wormhole TP.
But on most stuns, I honestly can't see the point. I mean, I just stunned them. What does also knocking them back accomplish? Any stun I use is going to last longer than the KB, so knocking them back doesn't mitigate anything. Maybe for powers that only have a chance to stun, now you also have a chance to KB? I guess.
We often sit and think of you,
We often speak your name;
There is nothing left to answer,
But your photo in the frame.
-Anon.
It happens when the power hits, before the TP. Also, it is the most useless proc I have encountered. It frustrates me to no end because, like you, I wanted that sweet, sweet defense. But I would rather have an IO that increases the potency of the power than that waste of a proc.
The only somewhat slight use it has is actually with Wormhole, since mobs are alerted to your presence right when the power activates, allowing them some time to attack. With the KB proc, sometimes a couple of them might get knocked back, meaning that they wont be attacking you before the Wormhole TP. But on most stuns, I honestly can't see the point. I mean, I just stunned them. What does also knocking them back accomplish? Any stun I use is going to last longer than the KB, so knocking them back doesn't mitigate anything. Maybe for powers that only have a chance to stun, now you also have a chance to KB? I guess. |
Oh I see. Yeah, if the proc happens right when the teleport hits, that's a GOOD thing for wormhole. Maybe the proc was designed for wormhole. Who knows. You are right. Why do you need knockback when the target is stunned. hehe. Well, I have it on my Fortunata mag 4 stun. It is a pretty serious mag 6 knockback.
Now come to think about it, the stun set has +range as well which is kinda unnecessary for most stun attacks. The +range works quite well in wormhole though!
Thanks. I meant to create this thread under Dominator forum. oops.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Although changes to Gravity's animation are in the pipeline somewhere. Castle said in GR beta that they were going to look at the set's animations. So hopefully the case of "dieing before wormhole has finished activating" will be a thing of the past.
Although changes to Gravity's animation are in the pipeline somewhere. Castle said in GR beta that they were going to look at the set's animations. So hopefully the case of "dieing before wormhole has finished activating" will be a thing of the past.
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Being able to color powers makes Gravity a lot better now because I used to have trouble seeing the animation. The "floating" animation is buggy and the new coloring makes the hold easier to see.
They should just switch Dimension Shift and Wormhole position.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
We should probably just be thankful they turned it into an AoE Stun, originally it was single target only. Taken from Issue 4 patch notes:
Gravity Control/Wormhole is now an AoE (Wormhole applied a Disorient, so now Gravity Control has another AoE Control power). Recharge Time was increased to compensate. Gives Gravity Controllers another AoE control power. |
I miss those earlier patches, we had loads of changes to the controller sets to make them balanced, good and bad. Now not so much, just the occasional damage change.
It happens when the power hits, before the TP. Also, it is the most useless proc I have encountered. It frustrates me to no end because, like you, I wanted that sweet, sweet defense. But I would rather have an IO that increases the potency of the power than that waste of a proc.
The only somewhat slight use it has is actually with Wormhole, since mobs are alerted to your presence right when the power activates, allowing them some time to attack. With the KB proc, sometimes a couple of them might get knocked back, meaning that they wont be attacking you before the Wormhole TP. But on most stuns, I honestly can't see the point. I mean, I just stunned them. What does also knocking them back accomplish? Any stun I use is going to last longer than the KB, so knocking them back doesn't mitigate anything. Maybe for powers that only have a chance to stun, now you also have a chance to KB? I guess. |
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I love that proc on my Archery Blaster. It makes Stunning Shot look so much better to have it actually knock them on their butt instead of just bounce off their head. I slotted it for the defense but the improved look is great, not to mention being able to occasionally stop a stun-resistant mob from attacking.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
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Yeah, Wormhole and theStupefy proc are very bad together. I found that out the hard way early on in I9.
The Stupefy Proc in genral isn't all bad though. It knocks back bosses where most attacks its placed in wouldn't stun them straight away. Its main purpose is to look cool though. I've had some good mileage out of it.
Slot it into Oppressive Gloom in Dark Armor for the "Yoda Uses The Force" effect. In Oppressive Gloom, when it procs, it procs on everything all at once. Unfortunately, the knockback hurls everything out of OG radius ... so it's more of a "funzie" than a useful combo.

It has been suggested for many years, but I doubt it will ever happen. You can always hope of course, but I'm just being realistic.
We should probably just be thankful they turned it into an AoE Stun, originally it was single target only. Taken from Issue 4 patch notes: Before i4, Grav's only AoE control was Dimension Shift, Crushing Field and Gravity Distortion Field. I miss those earlier patches, we had loads of changes to the controller sets to make them balanced, good and bad. Now not so much, just the occasional damage change. |
They should just change Dimension Shift to Group Lift. I've tried using DS but I just don't like it. Sure, it has its use but it is soooooo limited and most people don't even "need" it at lvl 18. It would be nice to have Wormhole earlier. I mean Wormhole already has that "love it or hate it" relationship.
It nice they eventually increased Lift's damage for Dominator because Dom really doesn't need Propel's damage. Propel takes 3.5s.... when Dominator has assault powers to choose from.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I'm going to preface this with: It's been a while since I saw this, it may have been fixed since.
Yes, the KB proc is horrible in wormhole, not because knockback is inherently bad, but because mobs in the middle of being knocked around would NOT get teleported by the wormhole.
Oh and in other fun gravity facts, singularity used to have a power to phase shift enemies (and it may still take intangibility enhancements as a relic of that.)
Yes, the KB proc is horrible in wormhole, not because knockback is inherently bad, but because mobs in the middle of being knocked around would NOT get teleported by the wormhole. |
I have never seen this happen. Once Wormhole hits, it hits. That is, if I use Wormhole and it rolls as a hit on a baddie, then it doesn't matter what happens after that, the guy is getting TP'd wherever I want him to be TP'd. I've had guys on the far edge of a spawn get knocked back, but they would always get TP'd.
We often sit and think of you,
We often speak your name;
There is nothing left to answer,
But your photo in the frame.
-Anon.
I know this has been discussed before but it was a long time ago.
Does any of you know if the knockback proc happens right when the "teleport" starts or AFTER the hole "spits them out"? I am trying to get more ranged defense and the full stun set gives good range but I don't want the knockback to mess with my wormhole. It's cool if the knockback happens as soon as the teleport hits. If it happens after, does it mean that the mobs get pushed back even further?
Basically, if you have the full Stupefy set, do you notice anything different?
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.