Grav/Nrg - How's it do?


BlissfulChaos

 

Posted

I am interested in Grav/Nrg for concept reasons and it just seems cool, but I cant play something that is too bad on the min/maxing, it will eventually make me nuts.

How is Grav/Nrg on teaming as far as providing control and doing dps? I have a fire/kin controller at 41 as a point or reference, but this is drop dead my first dom try.

I want something that can solo well enough to get by, but that can execute the control and dps functions on a team well enough to feel like a solid contributor.

Any thoughts or tips?

Thanks.


 

Posted

imo, there are better options for doms...grav does ok on dmg but its control is somewhat lacking. wormhole is lots of fun but its got a long recharge and isnt too friendly for fast-faced teams.

grav will basically let you immob things permanently but they will still likely be fighting back. other sets generally just have more options and better forms of control.

i love concept toons and if you like the set go it. but you said you are also something of a min/maxer and grav will likely leave you slightly underwhelmed. grav/nrg can work well b/c its lots of ST damage but the control just isnt there..least not in my own definition of crowd control.

so yeah...unless you just really like grav control id look into other sets. as a dom you cant go wrong with /nrg(they ALL do well with it)


@Injenius~Virtue
Stonefather - 50 Stone/WP/Soul brute
Sable Affliction - Earth/Dark/Fire Dom
Wild Cipher - Beast/Time MM

 

Posted

/Nrg is fine. Quite good single target damage, good ranged and melee damage, good single target mitigation through knock and stuns, has powerboost. Nearly no AoE damage, however, which makes it good solo but not as much so on teams (though ST damage is still good, even there).

Grav/ is not fine. The problem is that grav has very little team-friendly control. Your three AoE control options (immob is not a control) are grav distortion field (low duration offset by power boost, but still way too long of recharge to use as a staple control), dimension shift (no, just... no), and wormhole (teleport effect often confusing to teammates, AoE knockback is often frowned upon, small radius makes it hard to actually control the big spawns you get on teams, and if you can't find something to hide behind you'll take an alpha from those big spawns). All of these have problems actually providing useful control on a team.

Solo you're in better shape. With smaller spawns and no teammates, wormhole becomes much easier to use, and with less chaos (and no teammates), you might even be able to find some useful way to use dimension shift. Your ST control with singy will be good, however you're still saddled with a pair of attacks that you don't need (propel sucks, and lift is redundant given the 4 good ranged attacks from your secondary), and your AoE control is still iffy. Keep spawn sizes down to play to your strengths in ST control and damage and you'll be able to solo fairly well, but your team contribution will still be anemic.

Honestly, for a dom who wants to spend at least some of their time on a team, I really would recommend something other than grav.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

Sadface.

It is what it is, however.


 

Posted

Elec/NRG is great fun if you can stretch your concept. Fairly thematic in a tech sort of way and entertaining.

Gravs whole problem is the fact that on Controllers it does alright single target damage, on domis that single target damage is overshadowed by your secondary. There's no point having Lift or Propel, they're laughable compared to any secondary blast.

Elec on the other hand was designed with Dominators in mind, it's a busy, layered set.