How do I make a good gravity dominator?


AnElfCalledMack

 

Posted

I know that gravity is subpar but I just love the animations on propel, I think it may be my favorite power in the game.

I've never played a dominator. I tried to find a guide for a good gravity dominator but I could not find one which was up to date. Can anyone give me suggestions on what a good grav/x build would be?


 

Posted

I know very little about Grav. If your singularity is tanking I would take fire as damage. Maybe energy for damage and mitigation.


 

Posted

Gravity Dominators typically take Lift, Gravity Distortion, Wormhole and Singularity. Maybe Gravity Distortion Field, it's up to you but it's probably worth it on something with such little control. I'd only take Propel if you have room for it, you have better attacking powers in your secondary even though it is really fun.

Gravity, unlike other sets such as Ice, Fire, Earth, Electric, Plant and Mind doesn't have a big control power up fast enough to keep yourself safe in melee so I prefer to play my Gravity Dominators from range, even if I sacrifice melee damage.

It's for this reason that I like to pair it up with Energy Assault (as well as being a sucker for thematic combinations ). With Energy you can use the knockback as another form of control. It is, however, very much single target based so you won't be able to take on large mobs very easily. I like to play it as a game of tag - always try and stay out of melee - whether it's through Crush, Lift, Gravity Distortion, Wormhole, Power Push or any of your other ranged attacks. I think it's fun to be running around blasting things away from you. I typically use Gravity Distortion on one target, Crush on another, Power Push on a different one, and then repeat the process adding in other ranged attacks whenever possible. Singularity is also really good because it helps keep things away from you.


 

Posted

not to discourage the OP, I wouldn't recommend Gravity for a first time Dom. With Gravity, you don't get your primary soft control until 26 while other sets get theirs usually by 12, and its the Pet( Singularity) that reallly helps out the set.

Now if I were to make a Gravity Dom, I'd actually go with earth assault, both b/c of the control offered in that set, and the fact between Seismic Smash, your ST hold, and Sing, you should be able to stack hold mag pretty easy.


 

Posted

Quote:
Originally Posted by Wooden_Replica View Post
not to discourage the OP, I wouldn't recommend Gravity for a first time Dom. With Gravity, you don't get your primary soft control until 26 while other sets get theirs usually by 12, and its the Pet( Singularity) that reallly helps out the set.

Now if I were to make a Gravity Dom, I'd actually go with earth assault, both b/c of the control offered in that set, and the fact between Seismic Smash, your ST hold, and Sing, you should be able to stack hold mag pretty easy.
Grav/Earth could work, but it locks you into melee. Grav, lacking good AoE control powers, will struggle in melee before you get Wormhole, though heavy use of Crush could help you keep it down to one melee enemy at a time. SS and Singy are going to help you stack mag once you get to 28, but before then you have to deal with the fact that Gravity Distortion has -KB. So once you apply that first hold, the boss you're trying to hold is immune to knockup and knockdown. That can be a very long eight seconds, especially when the mitigation in your secondary just shut down, too.

I've played Grav/Energy and Grav/Fire, but never got either up to Singy due to altitis. Both work quite well at range, but I wouldn't be inclined to melee with them. With Energy, I never used to bother stacking mag on bosses - holds and immobs were to stop minions and LTs, and bosses could be chain KBed. ST damage is great, AoE might as well be nonexistent. Fire, on the other hand, is great at both ST and AoE, paying a little survivability. Fire's definitely my preferred option.


 

Posted

Quote:
Originally Posted by Snowzone View Post
It's for this reason that I like to pair it up with Energy Assault (as well as being a sucker for thematic combinations ).
While the practical reasons for pairing Gravity Control with Energy Assault are fine, I am mystified... HOW are Gravity Control and Energy Assault a 'Thematic Combination?' If Gravity did some energy-based damage somewhere, maybe I could see it, but it is all Smashing damage. They just... really don't seem all that matched, to me.


-This Space Intentionally Left Blank.-

 

Posted

I think it is a thematic combination.
I think the thematic combos are:
Plant/Thorn
Fire/Fiery
Earth/Earth
Elec/Elec
Ice/Icy
Mind/Psi
Grav/Energy


 

Posted

Immobilizing angry enemies and blasting at them from a corner that I can duck around is one of my lowbie Gravity/Energy Dom's most used survival strategies. And Lift is also quite handy when I find someone nasty has gotten near me. I don't know why someone would consider a mass hold, even with a long recharge to be a 'maybe' kind of power on a Dom, but I guess I'm not an uber-player or something. I play all sorts of powersets, regardless of if others consider them sub-par.


Proud member of Everyday Heroes (Infinity Heroes), Dream Stalkers (Infinity Villains), Devil Never Cry (Freedom Heroes), Enclave of EVIL (Pinnacle Villains), Phobia (Infinity Villains), Les Enfant Terribles (Freedom Villains), Gravy Train (Virtue Heroes), and more!

Full, detailed character list

 

Posted

I've usually played mind doms, so gravity was a bit of a learning curve. Gravity is the only dom I've -had- to take the aoe immob and aoe hold, to give myself more utility when teaming, as I've found most teams aren't aware or used to wormhole so it gets mostly used when solo.

I really like Grav though and I find it very good solo, and while it has a weaker aoe set, it does have a very nice ST attack chain. I wouldn't take propel, unless you mainly solo, as on a team it will get frustrating when every mob is wiped out before your propel fires off.

I went Grav/Elec and it works well, though I feel the damage is a little under-par, though it's not bad. I take it that she's taking gravitic energies and discharging them as electricity. But overall I like it best. It has a good mix of ranged and melee attacks.

Grav/Energy is good thematically I think. Energy is nice for mitigation, but overall I found it too chaotic and a bit team unfriendly. But it's safer as far as most the secondaries go. Thematically-wise, I take it that you're manipulating energy to alter gravity and the damage is caused by the force of gravity.

Grav/Fire is good for damage. Never liked the combination thematically or animation wise, I just prefer the way Grav/Elec blends more. But, if you want damage, then fire is the way to go.


 

Posted

i really like the gravity set, but i tried it with /icy at 50 and it was pretty slow in my opinion (maybe because i had come off a ice/fiery dom before that). kept the mobs slowed way down though.

i rolled a grav/elec and i really like how fast the elec attacks are, and you'll make up for the lack of AoE control with BU and fast hard hitting elec attacks.

i'll copy what others have said: use your single target controls to your advantage, pick up:

crush
GD
lift
GDF
wormhold
singy

before wormhole, use crush, lift and GD on separate targets. if there are 4+ in the group, attack who wasn't controlled, otherwise go for the lift or crushed target. keep track of the other two, make sure they are hit with some control between attacking. after wormhole you'll be able to handle larger spawns, as long as you can clear them quickly or teaming as wormhole can be dropped to 45 seconds recharge.

propel has like a 3.5 second animation, although it deals twice as much damage on a dominator than controller but deals smashing damage (104 base at lvl 50). elec is not bad at range, you have charged bolts, lightning bolt and static discharge, but the damage of charged brawl and/or havoc punch shouldn't be ignored for that final hit or on a held target and it won't be as resisted most of the time. if you do take propel with elec, its horrible animation time means it should only be used if no other ranged power is recharged, and probably most effectively if used at the tail end of BU (ie, hit BU, using short animating attacks and right before BU ends hit propel - or use propel right after and once again before it ends as propel recharges in 8 seconds).


50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004