Gravity/Empathy Controller
To me, there are three most important powers out of the Gravity Control set: Propel, Wormhold and Singularity. Propel is high damage and is fun, but is actually skippable on a team-focused build due to the slow activation; Wormhole is the really fun and unique power in the set; Singularity is more important to Gravity than most pets to other controllers. You skipped Wormhole -- I can't see making a Gravity Controller without it. I agree with skipping Dimension Shift and Lift, although Lift has it uses. I'm not very knowledgable of Empathy, so I won't comment much on your secondary.
I think it is a good idea to indicate how you use your character. Mostly solo, mostly teamed or mixed? Do you prefer to stay back out of melee, or try to be in the middle of everything?
Is there a particular focus for the IOs in this build? I don't have access to Mid's right now, but it does not appear that you have focused your IO sets on any particular attribute. In general, I would suggest aiming for Recharge on most controllers. Some folks choose to focus on Defense. If you are going to spend the Influence for all those purple sets, it seems to me that you should probably focus on Recharge. Global Recharge will help your controls and Emp Buffs recharge faster and be up more often.
On the other hand, if you want to go for Defense, then you need to go all out. Take the Ice or Earth APP set, and use the Defense-based shield. Take Maneuvers or the Fighting Pool. Take Combat Jumping. Look for IO sets that will give you Smash/Lethal Defense. Small amounts of Defense have minimal value, but as you get more and more Defense stacked up, then small amounts become more effective.
If you do focus on Recharge, then you need to get as much Recharge as you can. That means using 5 Devistation in Ranged Damage powers like Crush and Fire Blast. You can put 4 Basilisk's Gaze, with an Acc/Dam Hami-O and a common Damage in Gravity Distortion. Put a 5th Grav Anchor in GDF. Singularity can have 4 Expediant Reinforcement, plus the Dam/Rech and Chance for Build Up from Soulbound. Fireball can have 5 Posi Blast. Wormhole can have 5 Stupify (with a 6th slot for common Recharge) or 5 Absolute Amazement. Put a Luck of the Gambler +7.5% Recharge in Hover. Your healing powers can have 5 Doctored Wounds. 5 Efficacy Adapter in Recovery Aura. Just watch out for the "Rule of 5" -- no more than 5 of the same type of bonus as the 6th won't count.
A couple of quick points: Fly's speed is now capped with NO Flight speed enhancements. Enhancing Flight Speed in Fly is completely wasted. I usually put a single EndRdx in Fly and that's it.
In Health, you will actually get more Regen by replacing that Regenerative Tissue proc with a Numina's Heal IO.
I'm not a big fan of the Stealth Pool. You can achieve full PvE Invisibility by taking Super Speed + Celerity Stealth IO, and you get a fast travel power for free. If you are not aiming for high Defense, then taking Stealth and slotting it for Defense is mostly wasted. I'm not a big fan of Phase Shift, either, but you can now get that power as a temp from drops, and it is cheap on the market. At best, it should be used as a rarely-used "panic button" power. So that is three powers that could be replaced with one power and a temp power.
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
Erm, where's Adrenalin Boost?
try this on for size...
-no purples
-permahasten
-around 35% s/l defense..pop a small purple and be softcapped for s/l. i went for a lot of defense b/c your role as empath is to be a support character. higher defense means you can avoid being the character who always need support
-improved most aspects of the build in general by focusing the set bonuses and kept most of your power choices
-fire mastery is good, but for support types ice is better. here's why..ice blast is just a good attack and will fit into a ST attack chain nicely when you arent gettin your empath on. frozen armor alone is good enough reason. defense power that has a steadfast unique nicely squeezed in. and im leaving the lvl 49 slot open so you can pick either hibernate or phase shift, whichever suits you better. hibernates to heal you faster in a nasty pinch or phase shift so you can safely ghost if there are things that see thru stealth
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Controller
Primary Power Set: Gravity Control
Secondary Power Set: Empathy
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Crush
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (13) Decimation - Damage/Recharge
- (29) Decimation - Accuracy/Endurance/Recharge
- (48) Decimation - Accuracy/Damage/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (3) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal/Recharge
- (17) Doctored Wounds - Heal/Endurance/Recharge
- (25) Doctored Wounds - Heal
- (A) Basilisk's Gaze - Accuracy/Hold
- (5) Basilisk's Gaze - Accuracy/Recharge
- (7) Basilisk's Gaze - Recharge/Hold
- (15) Basilisk's Gaze - Endurance/Recharge/Hold
- (50) Lockdown - Chance for +2 Mag Hold
- (A) Doctored Wounds - Heal
- (5) Doctored Wounds - Heal/Endurance
- (17) Doctored Wounds - Endurance/Recharge
- (23) Doctored Wounds - Heal/Recharge
- (36) Doctored Wounds - Heal/Endurance/Recharge
- (A) Decimation - Accuracy/Damage
- (9) Decimation - Damage/Endurance
- (9) Decimation - Damage/Recharge
- (15) Decimation - Accuracy/Endurance/Recharge
- (34) Decimation - Accuracy/Damage/Recharge
- (A) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (11) Enfeebled Operation - Accuracy/Recharge
- (11) Enfeebled Operation - Endurance/Immobilize
- (23) Enfeebled Operation - Accuracy/Endurance
- (34) Enfeebled Operation - Immobilize/Range
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Freebird - +Stealth
- (A) Endurance Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (19) Basilisk's Gaze - Accuracy/Recharge
- (19) Basilisk's Gaze - Recharge/Hold
- (21) Basilisk's Gaze - Endurance/Recharge/Hold
- (31) Ghost Widow's Embrace - Accuracy/Hold/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense/Recharge
- (31) Luck of the Gambler - Defense/Endurance/Recharge
- (48) Luck of the Gambler - Endurance/Recharge
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (43) Luck of the Gambler - Defense
- (46) Luck of the Gambler - Defense/Endurance/Recharge
- (46) Luck of the Gambler - Defense/Endurance
- (A) Stupefy - Accuracy/Recharge
- (27) Stupefy - Endurance/Stun
- (31) Stupefy - Accuracy/Endurance
- (40) Stupefy - Stun/Range
- (43) Stupefy - Accuracy/Stun/Recharge
- (A) Performance Shifter - EndMod
- (29) Performance Shifter - EndMod/Recharge
- (37) Performance Shifter - EndMod/Accuracy/Recharge
- (37) Performance Shifter - Accuracy/Recharge
- (40) Recharge Reduction IO
- (A) Empty
- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Damage/Endurance
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (34) Expedient Reinforcement - Endurance/Damage/Recharge
- (A) Doctored Wounds - Heal/Endurance/Recharge
- (36) Doctored Wounds - Heal/Endurance
- (36) Doctored Wounds - Recharge
- (37) Doctored Wounds - Endurance/Recharge
- (50) Doctored Wounds - Heal/Recharge
- (A) Doctored Wounds - Heal
- (39) Doctored Wounds - Endurance/Recharge
- (39) Doctored Wounds - Recharge
- (39) Doctored Wounds - Heal/Recharge
- (50) Doctored Wounds - Heal/Endurance/Recharge
- (A) Decimation - Accuracy/Damage/Recharge
- (42) Decimation - Accuracy/Damage
- (42) Decimation - Damage/Endurance
- (42) Decimation - Damage/Recharge
- (43) Decimation - Accuracy/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (45) Luck of the Gambler - Defense/Endurance
- (46) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Empty
- (A) Empty
- (A) Miracle - +Recovery
- (40) Numina's Convalescence - +Regeneration/+Recovery
- (A) Endurance Modification IO
- (21) Endurance Modification IO
Set Bonus Totals:
- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 5.5% Defense(Smashing)
- 5.5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 4.25% Defense(Melee)
- 5.5% Defense(Ranged)
- 3% Defense(AoE)
- 6.75% Max End
- 3% Enhancement(Stun)
- 107.5% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 16% Enhancement(Heal)
- 5% FlySpeed
- 95.38 HP (9.378%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 10.75%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 11.3%
- 9% (0.15 End/sec) Recovery
- 40% (1.698 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 1.875% Resistance(Negative)
- 5% RunSpeed
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@Injenius~Virtue
Stonefather - 50 Stone/WP/Soul brute
Sable Affliction - Earth/Dark/Fire Dom
Wild Cipher - Beast/Time MM
Since others have not comment much on the empathy side of things, I'll offer some advice. Over all, Empathy benefits a good deal from global recharge bonuses. Fortunately, so do control sets. Building for maximum recharge would be one of my goals with this combo. As for individual powers, my advice follows:
Healing Aura: I generally use this to patch up the team after fights, and it's typically for a very small amount of damage. However, I find it isn't often my primary heal. That duty falls to Heal Other.
Heal Other: In my experience, it is usually only a single target that needs a heal to bring them back from the brink of death. I would suggest moving a slot from Healing Aura to here. I find it less time consuming and more endurance friendly to quickly target those that need heals than trying to hit them in the aura.
Resurrection: This power will cost nearly a quarter of your endurance bar when you must use. Fortunately, you have primary and secondary both directed a prevent that scenario from arising. The situations you'll need it should be rare, on those occasions I like to make sure it doesn't trash my endurance. My preferred slotting is a single endurance reduction IO rather than the recharge.
Clear Mind: Build for recharge and you won't need the enhancement here. I generally prefer an Endurance Reduction IO or range. The range makes it a bit easier to keep this on teammates who are spreading out.
Fortitude: This is Force Fields' ally shields rolled into one power. With Psi defense. And +to hit. And +damage. It is, to me, the most essential power in Empathy. Out of the box, you may only be able to buff 2-3 teammates with it. However, a recharged focused build can keep it on 4-5 teammates. It's even better if you couple it with Power Boost (31% defense isn't too shabby), which will also boost the duration of your mezzes and the amount you heal. I'd definitely put 5 or 6 slots in this one.
Recovery/Regen Auras: You've got the right idea with these. The more up-time you've got with your auras the better.
Adrenalin Boost: I've already covered this one. I would most definitely find a way to fit it into my build.
Pools and Epics: Hasten, as you can imagine, is an essential power in my opinion. Super Speed, as Local, noted can provide you with stealth though from a conceptual stand point I avoid it sometimes. The stealth pool is nice as a place to mule LotG's. Grant Invisibility isn't too bad for topping off some defense (with Power Boost), though I question the use of Phase Shift outside of PvP. Dying is unpleasant, but you can recover with Rise of the Phoenix. Personally, I like taking Leadership: it's got two places to slot LotG's and it's nice to use Vengeance before you rez someone.
As for epics, did I mention Power Boost? It's generally useful for controllers by extending their control durations. Empathy also gets a nice boost from it; it makes your direct heals stronger and enhances the defense and tohit in Fortitude. A well-slotted Fortitude alone is only around 17% defense. With Power Boost, it's nearly 31%.
Fire isn't a bad second choice. The damage is a good addition, especially if you have to solo a bit. Being able to rez one's self is nice as well. If you can come back quickly and bring a teammate along with Resurrection it may prevent a total team wipe.
...
As for epics, did I mention Power Boost? It's generally useful for controllers by extending their control durations. Empathy also gets a nice boost from it; it makes your direct heals stronger and enhances the defense and tohit in Fortitude. A well-slotted Fortitude alone is only around 17% defense. With Power Boost, it's nearly 31%. Fire isn't a bad second choice. The damage is a good addition, especially if you have to solo a bit. Being able to rez one's self is nice as well. If you can come back quickly and bring a teammate along with Resurrection it may prevent a total team wipe. |
I'm really stuck betwixt the two, Power Blast and Conserve Power are two totally meh openers on Primal and Energy Torrent is alright but not stellar, whereas in Fire I can see lots of use for Fireball, Fire Blast and Rise of the Phoenix.
I kind of like having Conserve Power, though I went into Primal for Power Boost. Generally, when Recovery Aura is down I'll have Conserve Power up so I can go at full tilt all the time. Of course, Consume can help cover endurance management as well.
One of the downsides to Power Boost is that it won't be up for every single Fortitude so I do reserve it for when I'm Fort'ing someone that will benefit more from the defense. Timing PB'ed heals is a difficult thing as well; when someone needs that much healing I generally don't have time to PB the first heal. Instead, I end up healing them enough to keep them standing with the first heal then PB'ing a second heal to put them back at full health. Of course, if you have Vengeance then it's tempting to let them die, Power Boost Vengeance, and rez them. A little down time in exchange for a team soft-capped to everything? Sounds like a good exchange.
I kind of like having Conserve Power, though I went into Primal for Power Boost. Generally, when Recovery Aura is down I'll have Conserve Power up so I can go at full tilt all the time. Of course, Consume can help cover endurance management as well.
One of the downsides to Power Boost is that it won't be up for every single Fortitude so I do reserve it for when I'm Fort'ing someone that will benefit more from the defense. Timing PB'ed heals is a difficult thing as well; when someone needs that much healing I generally don't have time to PB the first heal. Instead, I end up healing them enough to keep them standing with the first heal then PB'ing a second heal to put them back at full health. Of course, if you have Vengeance then it's tempting to let them die, Power Boost Vengeance, and rez them. A little down time in exchange for a team soft-capped to everything? Sounds like a good exchange. |
I'll basically be trying to bribe people into dying (or letting them die) for Vengie Bait with the promise of Rezzing them and buffing them into god mode with Power Boosted Fort and AB (I know Power Boost does nothing for AB but it's still AB) as compensation.
I think I'll probably go Primal, sacrificing some damage isn't a big concern because that character never finds it hard to get a team.
I thought I was pretty much alone in having a Grav/Emp controller! I've never seen one in-game besides me. Here's the build I am driving towards. I tried Wormhole, and decided it didn't fit my playstyle, so I respec'd out of it at i19. The big advantage to this build is it is soft-capped for Ranged defense. Note: this is a respec build, so the power and slot order may not be totally optimal for use from the start.
Edit: My use of the leadership pool was driven by the fact that, when soloing, I found I had to rely a lot on the Veteran attacks (Blackward, Nemesis Staff) to get a decent attack chain, and I used Tactics and the Karma in Manuevers to get enough accuracy to make them useful at higher levels. Maneuvers also contributed to the defense soft-cap, so it was good for that as well.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Verdigrisia: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Empathy
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
------------
Level 1: Crush
(A) Thunderstrike - Accuracy/Damage
(3) Thunderstrike - Damage/Endurance
(9) Thunderstrike - Damage/Recharge
(17) Thunderstrike - Accuracy/Damage/Recharge
(19) Thunderstrike - Accuracy/Damage/Endurance
(34) Thunderstrike - Damage/Endurance/Recharge
Level 1: Healing Aura
(A) Healing IO
(5) Healing IO
(11) Healing IO
Level 2: Gravity Distortion
(A) Lockdown - Accuracy/Hold
(3) Lockdown - Accuracy/Recharge
(9) Lockdown - Recharge/Hold
(13) Lockdown - Endurance/Recharge/Hold
(19) Lockdown - Accuracy/Endurance/Recharge/Hold
(27) Lockdown - Chance for +2 Mag Hold
Level 4: Heal Other
(A) Doctored Wounds - Heal/Endurance
(5) Doctored Wounds - Endurance/Recharge
(13) Doctored Wounds - Heal/Recharge
(15) Doctored Wounds - Heal/Endurance/Recharge
(36) Doctored Wounds - Heal
(36) Doctored Wounds - Recharge
Level 6: Propel
(A) Thunderstrike - Accuracy/Damage
(7) Thunderstrike - Damage/Endurance
(7) Thunderstrike - Damage/Recharge
(15) Thunderstrike - Accuracy/Damage/Recharge
(17) Thunderstrike - Accuracy/Damage/Endurance
(29) Thunderstrike - Damage/Endurance/Recharge
Level 8: Fly
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 10: Crushing Field
(A) Trap of the Hunter - Accuracy/Recharge
(11) Trap of the Hunter - Endurance/Immobilize
(37) Trap of the Hunter - Accuracy/Endurance
(37) Trap of the Hunter - Immobilize/Accuracy
(37) Trap of the Hunter - Accuracy/Immobilize/Recharge
(39) Trap of the Hunter - Chance of Damage(Lethal)
Level 12: Super Speed
(A) Celerity - +Stealth
Level 14: Boxing
(A) Empty
Level 16: Clear Mind
(A) Recharge Reduction IO
Level 18: Gravity Distortion Field
(A) Lockdown - Accuracy/Hold
(23) Lockdown - Accuracy/Recharge
(23) Lockdown - Recharge/Hold
(27) Lockdown - Endurance/Recharge/Hold
(40) Lockdown - Accuracy/Endurance/Recharge/Hold
(40) Lockdown - Chance for +2 Mag Hold
Level 20: Tough
(A) Steadfast Protection - Resistance/+Def 3%
Level 22: Fortitude
(A) Recharge Reduction IO
Level 24: Hasten
(A) Recharge Reduction IO
(25) Recharge Reduction IO
(25) Recharge Reduction IO
Level 26: Maneuvers
(A) Kismet - Accuracy +6%
(29) Endurance Reduction IO
(31) Karma - Knockback Protection
(42) Defense Buff IO
(42) Defense Buff IO
(48) Luck of the Gambler - Recharge Speed
Level 28: Tactics
(A) Endurance Reduction IO
(31) Endurance Reduction IO
(31) To Hit Buff IO
Level 30: Recovery Aura
(A) Recharge Reduction IO
Level 32: Singularity
(A) Blood Mandate - Accuracy/Damage
(33) Blood Mandate - Damage/Endurance
(33) Blood Mandate - Accuracy/Endurance
(33) Blood Mandate - Accuracy/Damage/Endurance
(34) Blood Mandate - Accuracy
(34) Blood Mandate - Damage
Level 35: Weave
(A) Endurance Reduction IO
(39) Defense Buff IO
(39) Defense Buff IO
(40) Defense Buff IO
(48) Luck of the Gambler - Recharge Speed
Level 38: Regeneration Aura
(A) Recharge Reduction IO
(50) Recharge Reduction IO
(50) Recharge Reduction IO
Level 41: Adrenalin Boost
(A) Recharge Reduction IO
(48) Recharge Reduction IO
(50) Recharge Reduction IO
Level 44: Mental Blast
(A) Thunderstrike - Accuracy/Damage
(45) Thunderstrike - Damage/Endurance
(45) Thunderstrike - Damage/Recharge
(45) Thunderstrike - Accuracy/Damage/Recharge
(46) Thunderstrike - Accuracy/Damage/Endurance
(46) Thunderstrike - Damage/Endurance/Recharge
Level 47: Indomitable Will
(A) Luck of the Gambler - Recharge Speed
Level 49: Hover
(A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Recharge Reduction IO
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift
(A) Flight Speed IO
Level 2: Hurdle
(A) Empty
Level 2: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(42) Numina's Convalescence - Heal
(43) Numina's Convalescence - Heal/Endurance
(43) Numina's Convalescence - Endurance/Recharge
(43) Numina's Convalescence - Heal/Recharge
(46) Numina's Convalescence - Heal/Endurance/Recharge
Level 2: Stamina
(A) Endurance Modification IO
(21) Endurance Modification IO
(21) Endurance Modification IO
------------
Set Bonus Totals:
6% DamageBuff(Smashing)
6% DamageBuff(Lethal)
6% DamageBuff(Fire)
6% DamageBuff(Cold)
6% DamageBuff(Energy)
6% DamageBuff(Negative)
6% DamageBuff(Toxic)
6% DamageBuff(Psionic)
3% Defense(Smashing)
3% Defense(Lethal)
9.25% Defense(Fire)
9.25% Defense(Cold)
23.94% Defense(Energy)
23.94% Defense(Negative)
3% Defense(Psionic)
3% Defense(Melee)
33.63% Defense(Ranged)
12.69% Defense(AoE)
35% Enhancement(RechargeTime)
10% Enhancement(Heal)
5% Enhancement(Held)
30% Enhancement(Accuracy)
5% Enhancement(Immobilize)
12% FlySpeed
38.15 HP (3.751%) HitPoints
12% JumpHeight
12% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Held) 10.45%
MezResist(Stun) 1.65%
MezResist(Terrorized) 2.2%
7.5% (0.125 End/sec) Recovery
12% (0.51 HP/sec) Regeneration
1.26% Resistance(Fire)
1.26% Resistance(Cold)
1.26% Resistance(Toxic)
1.26% Resistance(Psionic)
12% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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I thought I was pretty much alone in having a Grav/Emp controller! I've never seen one in-game besides me. Here's the build I am driving towards. I tried Wormhole, and decided it didn't fit my playstyle, so I respec'd out of it at i19. The big advantage to this build is it is soft-capped for Ranged defense. Note: this is a respec build, so the power and slot order may not be totally optimal for use from the start.
Edit: My use of the leadership pool was driven by the fact that, when soloing, I found I had to rely a lot on the Veteran attacks (Blackward, Nemesis Staff) to get a decent attack chain, and I used Tactics and the Karma in Manuevers to get enough accuracy to make them useful at higher levels. Maneuvers also contributed to the defense soft-cap, so it was good for that as well. |
My Gravity Controller is a Grav/Storm, and he solos almost exclusively. I have damage in Grav. Distortion as well as Crush and Propel, so I have a pretty good single target attack chain of GD-Crush-Propel. I generally don't need vet attacks.
Wormhole is a signature power for Gravity. It is the main AoE control power, but is admittedly difficult to learn to use because of the knockback and the line-of-sight attacks. But I learned to use it from behind cover and throw foes into walls and ceilings, or occasionally the sky (which is fun, but it should do some bonus damage!). The AoE Stun in Wormhole + Crushing Field is a second AoE Hold. Playing solo, I don't see how you could NOT have a use for it . . . Wormhole guys into a corner, Immobilize them with Crushing Field, take them out one by one with GD-Crush-Propel. On teams, it is a little tougher. I have used it to bring groups into an AoE "Area of death" set up by my teammates. You can Hover overhead and aim Wormhole down, turning the knockback into knockdown.
And if you are lucky enough to team with a Traps Defender/corrupter or a /Devices Blaster, it is amazingly fun to let him set up field of trap mines and then Wormhole foes on top of them. If Traps ever gets proliferated into a Controller secondary and looks substantially the same as the Defender primary, I bet you will see a TON of Grav/Traps controllers for that very reason . . . Wormhole+Trip Mines = WIN. Not fast, but fun.
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
WOW thanks alot guys for all the input. And I always thought I was the only grav/emp out there, never seen another one. But this gives me a lot to think about. I do solo this char. ALOT. I prefer solo'ing sometime because I get tired of hearing " Why are you not CM or Fort us?" It gets on my nerve, especially when you have a tank/brute that needs the help and you are solely worried about him. Just my opinion. As far as Wormhole, i have yet to find any team who likes it. I did have it to begin with and respec'd out of it because the team doesn't like it. I play with certian ppl all the time, never a pick up team so I have to meet thier wishes. I wasnt aware that flight was capped and that i didnt need it slotted, that will free up a few slots for me, thanks for that info, no one told me. As far as my fire epic, i LOVE the damage when solo'ing. With GD, CF, propel and fireball, the enemy is GONE quick. IMO! but I am going to do some respec'ing. and hopefully see how things go. Thanks alot for all your comments and if any of you are Virtue, look me up, characther is Grav Star, global is @Storm Fire. See yall in game. Good hunting.
The key to using Wormhole in a group is to get the group to buy into it. And that takes a lot of communication. You have to have fun with it. If your team has players who can set up a "zone of death," ask them to set up such an area around a corner from a big bunch of baddies, and you'll bring the main dish. Just imagine what the bad guys are thinking when Wormhole hits them . . . "Hey, what's this . . . What the . . . Oh, crap!" Wormhole is one of those powers that is more fun than practical. Actually, Propel fits in that mold, too.
On the other hand, if you have a team that only wants to steamroll through content and kill stuff as fast as possible, then Wormhole isn't very useful. You can still use it to stun some every now and then. I still wouldn't skip it. There are places where you can make use of it effectively even on a fast-moving team. You know those open, multi-floor rooms? While your team attacks a group on the bottom floor, you can Wormhole more guys from the other parts of the room into the area your teammates are killing, allowing them to kill stuff faster.
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
WOW thanks alot guys for all the input. And I always thought I was the only grav/emp out there, never seen another one. But this gives me a lot to think about. I do solo this char. ALOT. I prefer solo'ing sometime because I get tired of hearing " Why are you not CM or Fort us?" It gets on my nerve, especially when you have a tank/brute that needs the help and you are solely worried about him. Just my opinion.
|
But overall, it sounds like you'd prefer a more offensive role and less supportive. I think some of the debuff secondaries lend themselves better to that approach than Emp, which is purely support.
As far as Wormhole, i have yet to find any team who likes it. I did have it to begin with and respec'd out of it because the team doesn't like it. I play with certian ppl all the time, never a pick up team so I have to meet thier wishes. I wasnt aware that flight was capped and that i didnt need it slotted, that will free up a few slots for me, thanks for that info, no one told me. As far as my fire epic, i LOVE the damage when solo'ing. With GD, CF, propel and fireball, the enemy is GONE quick. IMO! but I am going to do some respec'ing. and hopefully see how things go. Thanks alot for all your comments and if any of you are Virtue, look me up, characther is Grav Star, global is @Storm Fire. See yall in game. Good hunting. |
Any thoughts on this build? Any help would be appreciated.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Grav Star: Level 50 Mutation Controller
Primary Power Set: Gravity Control
Secondary Power Set: Empathy
Power Pool: Flight
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Concealment
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Crush
- (A) Devastation - Accuracy/Damage: Level 50
- (3) Devastation - Damage/Endurance: Level 50
- (3) Devastation - Damage/Recharge: Level 50
- (5) Devastation - Accuracy/Damage/Recharge: Level 50
- (5) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
- (7) Devastation - Chance of Hold: Level 50
Level 1: Healing Aura- (A) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (7) Numina's Convalescence - Heal/Recharge: Level 50
- (9) Numina's Convalescence - Heal/Endurance: Level 50
- (9) Numina's Convalescence - Heal: Level 50
- (11) HamiO:Golgi Exposure
- (11) HamiO:Golgi Exposure
Level 2: Gravity Distortion- (A) Thunderstrike - Accuracy/Damage: Level 50
- (13) Thunderstrike - Damage/Endurance: Level 50
- (13) Thunderstrike - Damage/Recharge: Level 50
- (15) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (15) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (17) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 4: Heal Other- (A) Miracle - Heal/Recharge: Level 40
- (17) Miracle - Heal/Endurance: Level 40
- (19) Miracle - Heal/Endurance/Recharge: Level 40
- (19) Miracle - Heal: Level 40
Level 6: Propel- (A) Apocalypse - Damage: Level 50
- (21) Apocalypse - Damage/Recharge: Level 50
- (21) Apocalypse - Accuracy/Recharge: Level 50
- (23) Apocalypse - Damage/Endurance: Level 50
- (23) Apocalypse - Chance of Damage(Negative): Level 50
- (25) Decimation - Chance of Build Up: Level 40
Level 8: Crushing Field- (A) Gravitational Anchor - Immobilize: Level 50
- (25) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50
- (27) Gravitational Anchor - Accuracy/Recharge: Level 50
- (27) Gravitational Anchor - Immobilize/Endurance: Level 50
- (29) Gravitational Anchor - Chance for Hold: Level 50
- (29) Positron's Blast - Chance of Damage(Energy): Level 50
Level 10: Resurrect- (A) Recharge Reduction IO: Level 50
Level 12: Hover- (A) Kismet - Accuracy +6%: Level 30
Level 14: Fly- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (31) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (31) Flight Speed IO: Level 50
Level 16: Hasten- (A) Recharge Reduction IO: Level 50
- (33) Recharge Reduction IO: Level 50
- (33) Recharge Reduction IO: Level 50
Level 18: Recall Friend- (A) Recharge Reduction IO: Level 50
Level 20: Stealth- (A) Luck of the Gambler - Recharge Speed: Level 50
- (33) Luck of the Gambler - Defense: Level 50
Level 22: Grant Invisibility- (A) Recharge Reduction IO: Level 50
Level 24: Gravity Distortion Field- (A) Unbreakable Constraint - Chance for Smashing Damage: Level 50
- (34) Unbreakable Constraint - Hold: Level 50
- (34) Unbreakable Constraint - Endurance/Hold: Level 50
- (34) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
- (36) Recharge Reduction IO: Level 50
- (36) Ghost Widow's Embrace - Accuracy/Endurance: Level 50
Level 26: Clear Mind- (A) Recharge Reduction IO: Level 50
Level 28: Fortitude- (A) Recharge Reduction IO: Level 50
Level 30: Recovery Aura- (A) Performance Shifter - EndMod: Level 50
- (36) Performance Shifter - EndMod/Recharge: Level 50
- (37) Performance Shifter - Accuracy/Recharge: Level 50
- (37) Performance Shifter - EndMod/Accuracy: Level 50
- (37) Performance Shifter - Chance for +End: Level 50
- (39) Recharge Reduction IO: Level 50
Level 32: Singularity- (A) Soulbound Allegiance - Damage: Level 50
- (39) Soulbound Allegiance - Damage/Recharge: Level 50
- (39) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
- (40) Soulbound Allegiance - Accuracy/Recharge: Level 50
- (40) Soulbound Allegiance - Damage/Endurance: Level 50
- (46) Soulbound Allegiance - Chance for Build Up: Level 50
Level 35: Regeneration Aura- (A) Miracle - Heal/Recharge: Level 40
- (40) Miracle - Heal/Endurance: Level 40
- (42) Miracle - Heal/Endurance/Recharge: Level 40
- (42) Miracle - Heal: Level 40
- (42) Recharge Reduction IO: Level 50
- (43) Recharge Reduction IO: Level 50
Level 38: Phase Shift- (A) Recharge Reduction IO: Level 50
Level 41: Fire Blast- (A) Entropic Chaos - Chance of Heal Self: Level 35
- (43) Entropic Chaos - Accuracy/Damage: Level 35
- (43) Entropic Chaos - Damage/Endurance: Level 35
- (45) Entropic Chaos - Damage/Recharge: Level 35
Level 44: Fire Ball- (A) Positron's Blast - Damage/Range: Level 50
- (45) Positron's Blast - Accuracy/Damage: Level 50
- (45) Positron's Blast - Damage/Recharge: Level 50
- (46) Positron's Blast - Chance of Damage(Energy): Level 50
Level 47: Fire Shield- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (48) Aegis - Psionic/Status Resistance: Level 50
- (48) Impervious Skin - Status Resistance: Level 30
- (48) Impervium Armor - Psionic Resistance: Level 40
Level 49: Rise of the Phoenix- (A) Recharge Reduction IO: Level 50
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: ContainmentLevel 4: Ninja Run
Level 2: Swift
- (A) Empty
Level 2: Hurdle- (A) Empty
Level 2: Health- (A) Regenerative Tissue - +Regeneration: Level 30
- (46) Miracle - +Recovery: Level 40
- (50) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 2: Stamina- (A) Performance Shifter - Chance for +End: Level 50
- (50) Performance Shifter - EndMod/Recharge: Level 50
- (50) Performance Shifter - EndMod: Level 50
------------Set Bonus Totals: