Wormhole slotting
It is unfortunately b, I had the set on my grav/ff for a bit and replaced the proc pretty fast (althouth stupefy is still a solid set without it.) It's not actually about the radius, its that anything in the middle of bing KBd is immune to being ported. Theoretically its possible with any KB/TP combo (and I think I've seen it happen on occasion to rikti using their own teleports) but the timing is tricky and the stupefy proc does it reliably.
On the plus side while it will somewhat split the spawn, the stun does still land on the things stupefy procs on.
Ah nuts. I was afraid that'd be the answer. Back to staring at mids trying to find that extra slot it keeps hiding from me ...
Eureka! Think I've got it. This is one tight build ...
My goals were: Capped ranged def, full stealth + tp for tf's etc, no purples (yet), no pvp's.
And this is what I have:
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
grav_storm_v3: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Crush
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Damage/Endurance/Recharge
- (A) Explosive Strike - Damage/Knockback
- (43) Explosive Strike - Accuracy/Knockback
- (46) Explosive Strike - Chance for Smashing Damage
- (A) Lockdown - Accuracy/Hold
- (25) Lockdown - Accuracy/Recharge
- (34) Lockdown - Recharge/Hold
- (34) Lockdown - Endurance/Recharge/Hold
- (34) Lockdown - Accuracy/Endurance/Recharge/Hold
- (36) Lockdown - Chance for +2 Mag Hold
- (A) Endurance Reduction IO
- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Damage/Endurance
- (9) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (17) Thunderstrike - Accuracy/Damage/Endurance
- (17) Thunderstrike - Damage/Endurance/Recharge
- (A) Enfeebled Operation - Accuracy/Endurance
- (31) Trap of the Hunter - Accuracy/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (11) Luck of the Gambler - Defense/Endurance
- (11) Luck of the Gambler - Defense
- (13) Luck of the Gambler - Defense/Endurance/Recharge
- (36) Steadfast Protection - Knockback Protection
- (50) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense/Endurance
- (15) Luck of the Gambler - Defense
- (15) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Lockdown - Accuracy/Hold
- (19) Lockdown - Accuracy/Recharge
- (19) Lockdown - Recharge/Hold
- (21) Lockdown - Endurance/Recharge/Hold
- (21) Lockdown - Accuracy/Endurance/Recharge/Hold
- (23) Lockdown - Chance for +2 Mag Hold
- (A) Dark Watcher's Despair - Recharge/Endurance
- (37) Dark Watcher's Despair - To Hit Debuff/Recharge
- (37) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (37) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (25) Unbounded Leap - +Stealth
- (43) Luck of the Gambler - Defense
- (A) Stupefy - Accuracy/Recharge
- (27) Stupefy - Endurance/Stun
- (27) Stupefy - Accuracy/Endurance
- (29) Stupefy - Stun/Range
- (29) Stupefy - Accuracy/Stun/Recharge
- (A) Stupefy - Accuracy/Recharge
- (31) Stupefy - Endurance/Stun
- (31) Stupefy - Accuracy/Endurance
- (33) Stupefy - Stun/Range
- (33) Stupefy - Accuracy/Stun/Recharge
- (33) Stupefy - Chance of Knockback
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Blood Mandate - Accuracy/Damage
- (40) Blood Mandate - Damage/Endurance
- (42) Blood Mandate - Accuracy/Endurance
- (42) Blood Mandate - Accuracy/Damage/Endurance
- (42) Blood Mandate - Accuracy
- (43) Blood Mandate - Damage
- (A) Accuracy IO
- (A) Thunderstrike - Accuracy/Damage
- (39) Thunderstrike - Damage/Endurance
- (39) Thunderstrike - Damage/Recharge
- (39) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Endurance
- (40) Thunderstrike - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Damage/Range
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (A) Positron's Blast - Accuracy/Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Detonation - Damage/Recharge
- (48) Air Burst - Damage/Recharge
- (A) Brilliant Leadership - Accuracy/Damage
Level 1: Brawl
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
Level 2: Swift
- (A) Flight Speed IO
- (A) Miracle - +Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (23) Endurance Modification IO
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Would have loved to be able to beef up the slotting on ice storm and put some damage in gravity distortion but can't see how ...
Of course swapping out the lockdowns in grav distortion for another set of thunderstrike would solve one of those issues ... And I'm going to stop replying to myself now
Hi All,
I'm trying to figure out what my end build should be for my lastest project - grav/storm. I'm shooting for the cap to ranged defence and it would be really helpful to be able to use the whole of stupefy in wormhole but that means taking the knockback proc in there ... Has anyone done this and can you tell me what happens? I'm thinking that either:
a) It's a good thing - anything tagged by the power when activated is still teleported regardless of where they end up in the meantime and so the knockback serves to mitigate retaliation during the activation window ... or ...
b) It's a bad thing - anything knocked out of the 15' power radius doesn't get ported leading to a greater chance of a split spawn.
The way it looks to be shaping up this is the difference between having to take the fighting pool or not (I hate burning powers to get weave - seems like such a waste).
Cheers!