Grav/FF
As a general rule, Damage procs should be added (a) in a power that does decent damage only after the power has been fully slotted for damage, or (b) in a power that does no or little damage and is activated frequently or is activated against a large group -- and there isn't something better to use that slot for.
In a power that already does decent damage, like Grav Distortion (single target hold), you should only consider slotting a damage proc if you have the power already slotted to over 90% or so on Damage. Slotting the power for damage below that will generally do more total damage. With Single Target Holds, you can also slot them for Hold, so I generally don't recommend using a damage proc there -- I prefer to slot for Acc, Hold, Rech and Damage.
The problem with putting a damage proc in GDF, the AoE Hold, is that it has a slow recharge so you won't get to use it all that often -- you may have a better use for that slot.
Damage procs work well in AoE Immob powers, like your Crushing Field. AoE Immobs do a low amount of damage (except for Plant's Roots) and can be used quite often, so the damage from the proc has a good chance to be greater than slotting the power for Damage. The Posi Blast Chance for Energy Damage is good for this.
As for Propel: Generally slotting the power for Acc, Dam and Rech will net you more damage than slotting a damage proc.
An exception to the "general damage proc rules" above are the procs from the purple sets . . . they have a higher chance to proc and do more damage than the common ones.
I have a Grav/Storm. Personally, I prefer Crush over Lift . . . it does more damage over time and it also sets Containment for Propel in case GD misses. (Lift really should have its damage increased to the same as Mind's Levitate.) My single target attack chain is GD-Crush-Propel when solo or small team. HOWEVER, Propel is so slow that on larger teams, Lift is probably more useful -- I find that I am often throwing things at foes who have already been terminated by my teammates by the time Propel finishes animating. (I call this "Necroblasting.") So, to me, I take GD and Crush, then choose between Propel or Lift depending on whether I plan to mostly solo or team.
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
I wanted to reply to you sooner because I took some of your advice and changed my build to my second build, which I hate doing because it means my first build was poopy.
I Changed and added the following
((Grav))
Crush
Lift
Propel
Grav Distortion
Grav Distortion Field
Worm Hole
((FF))
Personal Force Field
Deflection Shield
Insolation Shield
Dispursion Bubble
((Fighting Pool))
Boxing
Kick
Weave
((Medicine))
Stimulent
Aid Self
((Teleport))
Recall Friend
Teleport
I would explain the slotting or have used mids but frankly I am Frankenslotting at the moment and have generally no concept of how I want her to turn out. But Thematically she was a Warshade who were seperated and she mutated carrying over some of her Warchade powers.
Ill be adding the Ghost Widows embrace to Grav Distortion and not the field.
The only sacrifice I had to make to make this build better was changing air superiority for Crush, which actually now makes things much better.
Your idea is working much better than my concept.
Now I have one powerpool left, and Although I know I want Singularity, the End FF powers, while good are not as team friendly as I would like. I will take them, however more for solo control than anything else. Minimal chaos in an already chaotic build is desired, however I have learned to minimize knockback with my playstyle.
So for my last power pool I was thinking to stick with the Kheld/Warshade theme to take perhaps Consealment, which I could see the benefit of. But again, I am undecided on this at the time being.
Propel is so slow that you are correct it's viability in large teams is debateable, but Ill use it on Purples or things I know will take the damage. Or as a soft control to get something off of a defender or blaster.
It looks to me that you have pretty good power choices there. I understand why you went with Teleport, but I would personally prefer Hasten/Superspeed with a Celerity Stealth IO in Superspeed . . . when you get Singularty, leading him into groups of foes can be a main way of controlling smaller groups. Singy draws aggro while knocking foes every-which-way, while you stand back and pick them off one by one with your GD-Crush-Propel attack chain.
You are a bit lacking in AoE because you are missing Crushing Field, the AoE Immob. I use CF a lot in combination with other powers. Wormhole-CF will stun foes and then keep them from wandering off; the combo of a stun + AoE Immob is often referred to as a "pseudo-hold" since it has all the same overall effect as an AoE Hold -- used a lot by Fire and Earth Controllers. The AoE Immob can also be used defensively . . . if you are being chased by a group, you can AoE Immob them and then hide around a corner. You can also AoE Immob the foes to keep them at range, which is safer than melee.
One unique aspect of CF is that it does not prevent knockdown. As I mentioned above, my Grav build is Grav/Storm (but I also have a Mind/FF, so I have experience with both sets, just not together). An added benefit to the AoE Immob to me is that Freezing Rain is a knockdown/debuff power, and CF lets me keep foes in its area of effect. You might be able to do a one-shot version of the same thing . . . Crushing Field followed by Repulsion Bomb would be an AoE knockdown in place. (However, I tried Repulsion Bomb on my Mind/FF, and I find it to be disappointing. Not enough damage, not enough guarantied knockdown, too long an animation.)
However, I agree that Crushing Field is less needed on your build than on mine.
For a team-friendly build, you may want to consider Maneuvers from the Leadership pool to add to everybody's defense. On a mostly team build, I would probably take Maneuvers over the Fighting Pool. It is only one power rather than three and helps the entire team. Adding Combat Jumping can also add a little bit of defense.
I'm not a fan of the Stealth Pool ever since Stealth IOs were introduced. If I want invisibility, I generally go for Hasten/Superspeed and get a Celerity Stealth in Superspeed. That way, I get a travel power PLUS full invisibility. I take Hasten on almost all Controllers anyway, so choosing SS lets me stay in the same powerpool and uses only one power choice for multiple benefits. (I also have Hasten/Superspeed on my Warshades, so it would fit the theme. Shadow Cloak + Super Speed is full invis.)
Singularity probably provides a greater benefit to Gravity than any other pet to its powerset other than Phantom Army in Illusion. Singy's damage is moderate, but it provides a lot of control and protection. Before Singy, Gravity is pretty lacking. Once you get Singy, the set becomes a lot more 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
I wanted to thank you again for the help in building my Warshade-esque themed toon. And yeah, teleport is not for everyone, but I got used to it using my widow and I find it usefull, and considdering I often bubble tank, I find it usefull in bad situations to return the team to a safer local.
The toon is only level 30 at the moment, so I am missing some of the effective powers. The Group imob I have danced around because although usefull I find them only really handy during the later levels, and dont use them much until later on. But it could be added to my list easily now that I have a general plan.
Thanks for the helpfull advice. You know your stuff! So I definately appreciate it.
I know some people think this combo is a pain in the bum to play with.
Im finding it cheap and effective. I have so far done the following.
Lift
Gravity Distortion. The Hold
Propel
PFF
All of the buffing shields
And The Mass Gravity Dostortion Field
Dispersion Bubble
Worm Hole (Which I love love love, but use mainly as a soloing tool or a pulling tool for tanks)
Then I have taken
Teleport
Recall Friend
Punch
Kick
Weave
Air Superiority
Stimulent
Aid Self
So, Im not entirely sure what Im doing. People are not entirely sure what I am trying to do. But I noticed with Punch Kick and Air Superiority, Im doing more damage quicker than launching a Propel which is slow animation.
I am findind it really ok...except when Im fighting smashing resistant enemies.
Now I just recently lucked upon a Ghost Widow's Embrace Enhancement that does Psionic damage on Holds. Where should I put it. I have two holds, thats it, just two. How will this proc? Will it be effective In Gravity distortion the single hold which does damage. Or should I put it in the other mass hold? I am hoping that the Psionic Damage would amp up my DPS a little more.
Overall though this toon is rather knockback friendly and tanks dont hate her
Edit. Another Question.
I would like to enhance Propel to have another Proc effect and not focus on it's knockback, but add another damage type. I am far to smashy and need some oomph. Any suggestions?