Grav/Kin thoughts?


Boomie

 

Posted

I rolled one up yesterday and so far I'm really diggin it.Been runnin around locking down purple con enemies like it's nothin.

How does the build progress? Anything to watch out for or dead spots in any of the leveling?

Been awhile since I was like "woah this is pretty good out of the box" and suggestions would be helpful and how is wormhole on enemies?

Thnx in advance.


 

Posted

Ok decided to post a build and maybe someone would answer on what looks good/bad, advice, etc. Was shooting for many def bonuses with a smattering of regen/recov.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Controller
Primary Power Set: Gravity Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Crush -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Dmg/EndRdx(7), GravAnch-Immob/EndRdx(36), GravAnch-Immob(37)
Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Heal/EndRdx/Rchg(11), Theft-Heal(21), Theft-Acc/EndRdx/Heal(37), Theft-+End%(40)
Level 2: Gravity Distortion -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(7), Lock-EndRdx/Rchg/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(46)
Level 4: Siphon Power -- EndRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(34)
Level 8: Crushing Field -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-Acc/Immob(39)
Level 10: Siphon Speed -- EndRdx-I(A)
Level 12: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(39), RedFtn-EndRdx(50)
Level 14: Combat Jumping -- Ksmt-ToHit+(A)
Level 16: Assault -- EndRdx-I(A), EndRdx-I(17)
Level 18: Gravity Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(43)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(31), GSFC-Build%(40)
Level 24: Grant Invisibility -- Krma-ResKB(A)
Level 26: Wormhole -- Stpfy-KB%(A), Stpfy-Acc/Stun/Rchg(27), Stpfy-Stun/Rng(27), Stpfy-Acc/EndRdx(29), Stpfy-EndRdx/Stun(29), Stpfy-Acc/Rchg(31)
Level 28: Inertial Reduction -- EndRdx-I(A)
Level 30: Vengeance -- Rec'dRet-Pcptn(A)
Level 32: Singularity -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(36)
Level 38: Fulcrum Shift -- RechRdx-I(A), Acc-I(39)
Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42), GftotA-Def(42), GftotA-Def/EndRdx(43), DefBuff-I(43)
Level 44: Poisonous Ray -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(45), ShldBrk-Acc/Rchg(45), ShldBrk-DefDeb/EndRdx/Rchg(45), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-%Dam(46)
Level 47: Summon Tarantula -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(48), SvgnRt-Acc/EndRdx(48), SvgnRt-Acc/Dmg/EndRdx(48), SvgnRt-Acc(50), SvgnRt-PetResDam(50)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(5), Efficacy-EndMod/Rchg(11), P'Shift-End%(31)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 13.5% DamageBuff(Smashing)
  • 13.5% DamageBuff(Lethal)
  • 13.5% DamageBuff(Fire)
  • 13.5% DamageBuff(Cold)
  • 13.5% DamageBuff(Energy)
  • 13.5% DamageBuff(Negative)
  • 13.5% DamageBuff(Toxic)
  • 13.5% DamageBuff(Psionic)
  • 6.875% Defense(Smashing)
  • 6.875% Defense(Lethal)
  • 5% Defense(Fire)
  • 5% Defense(Cold)
  • 9.375% Defense(Energy)
  • 9.375% Defense(Negative)
  • 10% Defense(Melee)
  • 18.75% Defense(Ranged)
  • 10% Defense(AoE)
  • 1.8% Max End
  • 11% Enhancement(Accuracy)
  • 28.75% Enhancement(RechargeTime)
  • 3% Enhancement(Stun)
  • 3% Enhancement(Immobilize)
  • 5% Enhancement(Held)
  • 5% FlySpeed
  • 114.45 HP (11.25%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 7.75%
  • MezResist(Held) 12.15%
  • MezResist(Immobilize) 7.2%
  • MezResist(Sleep) 7.75%
  • MezResist(Stun) 7.75%
  • MezResist(Terrorized) 5%
  • 20% Perception
  • 16.5% (0.276 End/sec) Recovery
  • 54% (2.293 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 21.26% Resistance(Fire)
  • 21.26% Resistance(Cold)
  • 20% Resistance(Energy)
  • 21.88% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 5% RunSpeed



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Posted

Speaking only towards the side of the Kin I can make a few suggestions:

Siphon Power and Siphon Speed would be more useful with two slots one Acc and one Recharge; if you only have room for one slot in your build I would go one Acc rather than one end redux.

Inertial Reduction really is a wasted power unless you’re planning on using it as your travel power, but I see you’ve got Leaping, any other use would be situational and you’re not even using it as an IO mule.

As a Kin Fulcrum Shift is your go to power for damage boost, I’d slot it two Acc’s and three Recharges that way it will be up twice every group for maximum damage. If you don't plan on fighting +3/+4's then you could drop it to one Acc and place the slot somewhere else.


Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006

 

Posted

I'm using #'s from Mid's and yes that is problematic at best.So the reason I did IR and siphon speed that way is primarily for travel powers.Although in Siphon Speeds case I would be using is on bosses,Av's,GM's etc.

Now according to my build on Mid's Siphon Speed and Siphon Power have acc at 142.91% hence the reason I didn't go with acc io's.Siphon Speed I'm not worried about rech and Siphon Power rech is 10 sec in a 30 sec duration which is plenty of stacking (in my book that is).

Thanks for pointing out that I didn't do anything with IR also forgot to put the Winters Gift Slow Res in there.

As far as Fulcrum is concerned I did move some stuff around and put a xtra rech io in there if I put a third it would have been a difference of 1 sec. Now it looks like rech is 21.2 and acc is 197.5

So new build with changes.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Controller
Primary Power Set: Gravity Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Crush -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Dmg/EndRdx(7), GravAnch-Immob/EndRdx(36), GravAnch-Immob(37)
Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Heal/EndRdx/Rchg(11), Theft-Heal(21), Theft-Acc/EndRdx/Heal(37), Theft-+End%(43)
Level 2: Gravity Distortion -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(7), Lock-EndRdx/Rchg/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(46)
Level 4: Siphon Power -- EndRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(34)
Level 8: Crushing Field -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-Acc/Immob(39)
Level 10: Siphon Speed -- EndRdx-I(A)
Level 12: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(39), RedFtn-EndRdx(50)
Level 14: Combat Jumping -- Ksmt-ToHit+(A)
Level 16: Assault -- EndRdx-I(A), EndRdx-I(17)
Level 18: Gravity Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(43)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(31), GSFC-Build%(40)
Level 24: Grant Invisibility -- Krma-ResKB(A)
Level 26: Wormhole -- Stpfy-KB%(A), Stpfy-Acc/Stun/Rchg(27), Stpfy-Stun/Rng(27), Stpfy-Acc/EndRdx(29), Stpfy-EndRdx/Stun(29), Stpfy-Acc/Rchg(31)
Level 28: Inertial Reduction -- Winter-ResSlow(A)
Level 30: Vengeance -- Rec'dRet-Pcptn(A)
Level 32: Singularity -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(36)
Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(39), Acc-I(40)
Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42), GftotA-Def(42), GftotA-Def/EndRdx(43)
Level 44: Poisonous Ray -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(45), ShldBrk-Acc/Rchg(45), ShldBrk-DefDeb/EndRdx/Rchg(45), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-%Dam(46)
Level 47: Summon Tarantula -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(48), SvgnRt-Acc/EndRdx(48), SvgnRt-Acc/Dmg/EndRdx(48), SvgnRt-Acc(50), SvgnRt-PetResDam(50)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(5), Efficacy-EndMod/Rchg(11), P'Shift-End%(31)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 13.5% DamageBuff(Smashing)
  • 13.5% DamageBuff(Lethal)
  • 13.5% DamageBuff(Fire)
  • 13.5% DamageBuff(Cold)
  • 13.5% DamageBuff(Energy)
  • 13.5% DamageBuff(Negative)
  • 13.5% DamageBuff(Toxic)
  • 13.5% DamageBuff(Psionic)
  • 6.875% Defense(Smashing)
  • 6.875% Defense(Lethal)
  • 5% Defense(Fire)
  • 5% Defense(Cold)
  • 9.375% Defense(Energy)
  • 9.375% Defense(Negative)
  • 10% Defense(Melee)
  • 18.75% Defense(Ranged)
  • 10% Defense(AoE)
  • 1.8% Max End
  • 3% Enhancement(Stun)
  • 28.75% Enhancement(RechargeTime)
  • 11% Enhancement(Accuracy)
  • 3% Enhancement(Immobilize)
  • 5% Enhancement(Held)
  • 5% FlySpeed
  • 114.45 HP (11.25%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 7.75%
  • MezResist(Held) 12.15%
  • MezResist(Immobilize) 7.2%
  • MezResist(Sleep) 7.75%
  • MezResist(Stun) 7.75%
  • MezResist(Terrorized) 5%
  • 20% Perception
  • 16.5% (0.276 End/sec) Recovery
  • 54% (2.293 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 21.26% Resistance(Fire)
  • 21.26% Resistance(Cold)
  • 20% Resistance(Energy)
  • 21.88% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 5% RunSpeed



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Posted

What are you trying to accomplish with this build? It looks like it's supposed to be a cheapish build but I can't tell what direction you're trying to take it. I have to say you are under slotting for +Acc in some powers though. The 142% is because the Gaussian's proc is firing off and inflating your Acc/Dmg. If you want to hit an AV/GM you need alot more accuracy, the closer to 200% the better. IMO the Kismet proc and the Rectified Recticle proc aren't worth it in this build both due entirely to Tactics. Also the Tarantula needs recharge badly unless you really don't plan to use it and have it as a set mule. I personally never slot the ST Immob for duration since it lasts long enough and that the power is on a very short recharge timer and thus very spammable.


Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
Take the Magic: The Gathering 'What Color Are You?' Quiz.

 

Posted

I think this build needs some focus. What are you trying to accomplish? What is your playstyle? If you are going for Defense, then focus on Defense. If you are going for Recharge, then focus on that.

In general, a Kinetics secondary means that you can get a lot of recharge from Siphon Speed if you stack it. You have a good heal power . . . if it hits. You have tons of endurance from Transference . . . if it hits.

Gravity is a set with good single target damage and weakish AoE control. I rely upon Singularity to be my tank while I clobber individual foes. Where the sets come together is to really buff that single target damage.

Your build skips both of the single target damage powers, Lift and Propel. Propel hits HARD with Containment, but takes a long time to do it -- so it is better solo and against tougher targets. Lift is kind of weakish damage, but it is faster and provides knockdown, so it is better on teams. I prefer Propel, because throwing stuff is cool, but at least one of them should be included. (I also mostly solo my Grav controller.)

I view Crush as a damage power that happens to Immobilize. If you are really going for ranged Defense, then slot it with a Thunderstrike set. It is cheap and provides a lot of Ranged Defense.

Transfusion: They made those Accurate Healing sets for a reason . . . powers like Transfusion need Accuracy. You want it to HIT, but it will still miss just when you need it the most. That +End proc? . . . not needed if you have Transference. I like the Nictus set.

Grav. Dist.: My single target attack chain is GD-Crush-Propel. That makes it likely that I will have Containment before Propel hits. Slotting Lockdown is good if you are going for Ranged Defense. You could even put another Thunderstrike set here, too, which might be better if you solo. Otherwise, I prefer to get some damage and Hold in this power. If you want Recharge, then 4 Baz Gaze and then some acc/Dam and Damage.

Siphon Power: Acc in Default slot, then a Recharge if you can. It helps stacking.

Crushing Field: Enfeebled Operation has Melee and S/L defense. Are you focusing on those, too? If not, putting the Grav Anchor purple set would be better here, especially the Chance for Hold proc. Or some damage procs after getting enough Accuracy and EndRdx.

Siphon Speed: You want to be able to stack this, and you want it to HIT. 1-2 Acc, 2-3 Recharge.

Propel or Lift: They can also be slotted with Thunderstrike if you are going for Ranged Defense. Or Decimation or Entropic Chaos if you are going for Recharge.



Maneuvers: 6 slots is a lot to devote to this power unless you are clearly going for a lot of Defense, as Red Fortune gets that added Ranged Defense.

I dislike IR . . . I would much rather have Super Jump or some other travel power that I don't have to re-cast over and over again. IR always seems to run out at just the wrong time.

Invisibility: Super Speed with a Celerity Stealth IO will give you invisibility in a single power, plus a travel power (so you can skip IR or SJ). Vertical issues aren't a problem since you can have a Raptor Pack which flies at Flight Speed cap. I see very few good reasons to take the Invisibility pool.


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

 

Posted

Quote:
Originally Posted by The_Larker View Post
I rolled one up yesterday and so far I'm really diggin it.Been runnin around locking down purple con enemies like it's nothin.

How does the build progress? Anything to watch out for or dead spots in any of the leveling?

Been awhile since I was like "woah this is pretty good out of the box" and suggestions would be helpful and how is wormhole on enemies?

Thnx in advance.

Okay, I happen to have a Grav/Kin. In the late 20's and very early 30's, they hit a bunch of enemies that start giving you a tougher time. So it's a slog for a couple levels where you're going to feel ineffectual.

Then you hit Singularity. Right off the bat, Singy won't seem so great. But after you throw a couple slots at him, you'll feel like you're running TWO controllers. Quite literally your effectiveness is doubled. With Transference to keep him full of End, he becomes an endless foe-tossing charge and a great pseudo-tank. KEEPING foes locked down becomes almost effortless at this point.



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