Damage in wormhole?


Carnifax_NA

 

Posted

After dinging 26 the other day and picking up wormhole for the first time EVER in over 6 years...i gotta say i'm really enjoying this power. Its just so darned fun to use. Anyhoo, i was thumbing thru my enhancements screen and checked to see what kind of IO's it could slot and it hit me. Is there a damage proc i could slot into it?

Sure enough, there was. Explosive Strike: Chance for Smashing Damage. Question is...would this really be worth it to slot into wormhole? I'm already planning for at least 2 acc, and 2-3 recharge, with the last 1-2 remaining slots for either the damage proc or the damage proc and stun duration.

any suggestions?


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Posted

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Originally Posted by RaikenX View Post
After dinging 26 the other day and picking up wormhole for the first time EVER in over 6 years...i gotta say i'm really enjoying this power. Its just so darned fun to use. Anyhoo, i was thumbing thru my enhancements screen and checked to see what kind of IO's it could slot and it hit me. Is there a damage proc i could slot into it?

Sure enough, there was. Explosive Strike: Chance for Smashing Damage. Question is...would this really be worth it to slot into wormhole? I'm already planning for at least 2 acc, and 2-3 recharge, with the last 1-2 remaining slots for either the damage proc or the damage proc and stun duration.

any suggestions?
I have it slotted in one of my gravs. Extra dmg is extra dmg I always say, but he could afford a 6th slot with it in there.

The one thing I'd look at instead of that proc though is a range enhancement. WH's best property is that it doesn't require LOS... if you're in range. So boosted that is great. So if I had the choice (and I'm talking I have it 5 slotted with Stupefy to begin with or I'm frankenslotting early in my career until I can get the Stupes), then I'd pick a range over the proc.

But with cardiac incarnate alpha slotting, you can now get free range boosting. So you could take advantage of that at lvl 50 and go with the proc more easily.

My 2 cents. Whatever you do, dont' put the chance for kb in there. Talk about scatter! It procs before the teleport kicks in. Which reminds me that the dmg proc is the same way. So if it kicks in, you'll definitely aggro the spawn before you tp and stun them. Expect return fire.


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Posted

Quote:
Originally Posted by je_saist View Post
http://paragonwiki.com/wiki/Inventio...Damage_Scaling

At level 50 the proc will only buy you 71.75 damage.

You'll only have a 1 in 5 chance of it going off: http://paragonwiki.com/wiki/Explosiv...mashing_Damage

Is that really worth it?

That's up to you.
thanks for the number there, Je. Now i've got a rough idea of what it could do.

Quote:
Originally Posted by DarkCurrent View Post
I have it slotted in one of my gravs. Extra dmg is extra dmg I always say, but he could afford a 6th slot with it in there.

The one thing I'd look at instead of that proc though is a range enhancement. WH's best property is that it doesn't require LOS... if you're in range. So boosted that is great. So if I had the choice (and I'm talking I have it 5 slotted with Stupefy to begin with or I'm frankenslotting early in my career until I can get the Stupes), then I'd pick a range over the proc.

But with cardiac incarnate alpha slotting, you can now get free range boosting. So you could take advantage of that at lvl 50 and go with the proc more easily.

My 2 cents. Whatever you do, dont' put the chance for kb in there. Talk about scatter! It procs before the teleport kicks in. Which reminds me that the dmg proc is the same way. So if it kicks in, you'll definitely aggro the spawn before you tp and stun them. Expect return fire.
Was considering popping a range enhancement in there, as i've seen that very thing mentioned on the boards here and there. Didn't realize that the proc would hit BEFORE yanking stuff to where ever i stuff them. That alone kinda makes me reconsider. And no...there was no WAY i was gonna pop in the knockback proc. I'm not that much of a sadist. LOL

Thanks for the feedback you 2...appreciate it. Definitely gave me somethin to think about.


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Originally Posted by RaikenX View Post
Was considering popping a range enhancement in there, as i've seen that very thing mentioned on the boards here and there. Didn't realize that the proc would hit BEFORE yanking stuff to where ever i stuff them.
Actually, due to the way Wormhole works, enemies will fire on you anyways. The Stun effect is only applied after the teleport effect... so for the whole time that the teleport is animating a mob can turn and unload on you.

Of course, since you can activate Wormhole without being in line of sight of said enemy... a simple corner or barrier will offer an effective solution to taking that alpha strike.

One of the major problems that many players have with the gravity set is the lack of any quick power to mitigate alpha strike damage. Ignoring the mass holds, all other control sets get some kind of power that offers an immediate alpha shut down on the part of the player: Salt Crystals - Sleep; Stalagmites - immediate stun; Static Field - Sleep; Smoke - perception debuff; Flashfire - immediate stun; Flash Freeze - Sleep; Mass - hypnosis - sleep; Spre Burst - sleep. Illusion gets a different alpha mitigation as Phantom Army can be launched while stealthed.

The problems with Gravity have been brought to the developers attentions. Colin was assigned to work on the set: http://boards.cityofheroes.com/showp...1&postcount=11

Beyond that, there hasn't been so much as a peep.

* * *

Now, for my own Grav, I just tossed two teleport enhancements for the 8% regen boost and found better places to put slots.


 

Posted

Damage would be nice and all I can really say is that if you're using it outdoor, just teleport mobs straight up for fall damage. Really fun to do when you're 50 doing it to level 5s in the Hollows - takes forever for them to come down.

If you have the slots, I'd say slot for acc/rech/range. The range portion only affects the max distance from the mob you can activate the power, which gives you more opportunities to use Wormhole while out of sight.


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Posted

After thinking it over, I decided against the damage proc in favor of range. Being able to yank groups from a longer distance is a bit more alluring than a few points of damage that'll just piss stuff off.

Thus far at lvl 29...WH is becoming a staple power for me, although part of that may just be due to me trying to find the best ways to use it. Love smacking guys up against walls and commencing the beatdown. It's even more fun when i stick them to a war wall....or more accurately...IN a war wall. hehehe.


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Posted

If you want to lever Damage procs then the best place for them is a wide area, quick recharging AOE with low damage which you can spam. In other words Crushing Field.

I have 2 of them in my Grav/Trick Arrow controllers build and they work quite well. But my Grav/TA takes and spamming Crushing Field anyway, your Domi may not want to since you've a secondary full of damaging powers anyway.


 

Posted

Carnifax is dead on here. I have 5 pieces of Positron's Blast, including the energy proc, and the chance for smashing proc from Impeded Swiftness. Gives 6.25% global recharge and gives you a hugely wide AOE pseudo-nuke. When you're solo, it's some free damage when you use Crushing Field to manage mobs. When you're grouped, you can spam it.