Grav/Kin/Psi - Back in the game


Local_Man

 

Posted

After getting back into the game after a long vacation, My Grav/Kin needs to be respeced for the Inherent Fitness. I play mostly Solo, and don't have a huge bankroll (yet), so this is a budget build that might eventually get some purples as cash/luck allow.

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

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Gravi Tonne: Level 50 Natural Controller
Primary Power Set: Gravity Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Crush -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(5), Decim-Build%:40(9), Decim-Acc/Dmg/Rchg:40(9)
Level 1: Transfusion -- Theft-Heal:30(A), Theft-Heal/Rchg:30(3), Theft-Acc/Heal:30(5), Theft-Acc/EndRdx/Rchg:30(11), Theft-Acc/EndRdx/Heal:30(43)
Level 2: Gravity Distortion -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(7), BasGaze-Rchg/Hold:30(7), BasGaze-EndRdx/Rchg/Hold:30(11), HO:Perox(13), HO:Perox(13)
Level 4: Siphon Power -- Acc-I:50(A), RechRdx-I:50(40), Acc-I:50(46)
Level 6: Propel -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(15), Thundr-Dmg/Rchg:40(17), Thundr-Acc/Dmg/EndRdx:40(17)
Level 8: Hover -- LkGmblr-Rchg+:50(A)
Level 10: Siphon Speed -- Acc-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
Level 12: Crushing Field -- TotHntr-Acc/Rchg:50(A), TotHntr-Dam%:50(15), TotHntr-Immob/Acc:50(21), TotHntr-Acc/EndRdx:50(43)
Level 14: Fly -- Frbd-Fly:50(A), Frbd-Stlth:50(40)
Level 16: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(21), LkGmblr-EndRdx/Rchg:50(23), LkGmblr-Rchg+:50(42)
Level 18: Gravity Distortion Field -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(23), Lock-Rchg/Hold:50(25), Lock-EndRdx/Rchg/Hold:50(25), Lock-%Hold:50(27), Lock-Acc/EndRdx/Rchg/Hold:50(27)
Level 20: Speed Boost -- EndMod-I:50(A)
Level 22: Assault -- EndRdx-I:50(A)
Level 24: Tactics -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/EndRdx:50(29), AdjTgt-ToHit/EndRdx/Rchg:50(29), AdjTgt-ToHit/Rchg:50(40)
Level 26: Wormhole -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(31), Stpfy-Acc/EndRdx:50(33), Stpfy-Stun/Rng:50(33), Stpfy-Acc/Stun/Rchg:50(33), RechRdx-I:50(34)
Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 30: Increase Density -- S'fstPrt-ResKB:30(A)
Level 32: Singularity -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(34), ExRmnt-Dmg/EndRdx:50(34), ExRmnt-Acc/Dmg/Rchg:50(36), Hold-I:50(36), Hold-I:50(36)
Level 35: Transference -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(37), Efficacy-Acc/Rchg:50(37), Efficacy-EndMod/Acc:50(37)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Indomitable Will -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: World of Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(45), Mlais-Acc/EndRdx:50(45), Mlais-Conf/Rng:50(45), Mlais-Acc/Conf/Rchg:50(46), Mlais-Dam%:50(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48)
Level 49: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(50), RctvArm-ResDam/Rchg:40(50), RctvArm-ResDam/EndRdx/Rchg:40(50)
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 50: Nerve Radial Paragon
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Containment
Level 1: Sprint -- Jump-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(43)

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Any thoughts/suggestions/recommendations?


 

Posted

Overall, a pretty good build. I can make a few suggestions here and there, however.

My Grav/Kin is pretty low level, but I have a high level Grav/Storm that I mainly solo, and I have several */Kin Controllers and Kin/* Defenders.

Solo, my attack chain is GD-Crush-Propel. I like to have Crush and Propel slotted up for capped damage, but that's probably less important for you with Siphon Power and Fulcrum Shift. 4 Baz Gaze in GD is good, but I prefer a little bit extra Accuracy for those tough targets. Consider changing one of those Perox to a Nucleous (Acc/Dam). I think the Decimation Chance for Build Up on Crush is a good idea.

Since you have Tactics, I'm not sure you need a second Acc in Siphon Power. I'd be more likely to put a second accuracy in Siphon Speed, but with Tactics, neither one really needs it.

In the last issue, the default Fly speed is the flightspeed cap. As a result, putting Flightspeed enhancement in Fly or in Swift is wasted -- flightspeed ONLY has an effect on Hover. Interestingly enough, the Raptor Pack temp power also flies at Flightspeed cap -- you can buy a Raptor Pack in the Shard and get capped flightspeed without using a power pick. As a result, I have taken Super Speed on many more of my characters -- put a Celerity Stealth in Super Speed and you get a travel power faster then Fly and full invisibility in one power and NO added slots. And you can still fly over stuff with the Raptor Pack. That invisibility is really nice for a Grav controller to be able to lead/drag Singy into a group to draw aggro and tank, allowing you to stay safe.

You have slotted some things for Defense, but you don't have a ton of it. If you really want to go for more defense, consider changing to the Ice or Earth APP -- Earth is nice for a Kinetics since you have to be close anyway, but the armor is UGLY. I have the Earth APP on my Plant/Kin, with Fissure, Stone Armor and Seismic Smash. Seismic adds a lot of single target damage, and Fissure is good short-range AoE with some stun that can stack with the Stun in Wormhole.

It is understandable if you want to stay with the Psi APP for Indomidible Will. However, the majority of folks feel that World of Confusion stinks because the Radius is too small and the confuse duration is too short. Most people who keep it mostly use it for a set mule for the comparably cheap purple Confuse set. If you want to keep the Psi APP, you may want to consider replacing WoC with Lift or Psi Blast. Or even Repel . . . I added Repel to my Plant/Kin and it has saved her backside on quite a few occasions. (On an ITF recently, Repel saved me several times when the aggro got out of control . . . like when the last wave of robots come to life as the computer console gets near to the end.) Repel also fits in with Singy, since you would be able to bounce foes back and forth between you and your pet and then clobber them from range.


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 TomG View Post
Any thoughts/suggestions/recommendations?
Looking past the cool factor and assuming the numbers in Mids are correct, Lift is actually better than Propel in an attack chain. Something to consider.


 

Posted

Quote:
Originally Posted by Saltyhero13 View Post
Looking past the cool factor and assuming the numbers in Mids are correct, Lift is actually better than Propel in an attack chain. Something to consider.
On a pure numbers basis, Propel has too long an animation. But it hits hard with nice burst damage, especially with Containment, and is one of the three interesting/fun powers in Gravity. Solo, I'm not concerned with killing stuff fast . . . I'd rather focus on fun and avoiding a faceplant. On teams, Lift makes a lot more sense since the animation on Propel is so long that your target is often dead before you can smack him with a forklift. (When a slow animation attack hits an already-dead target, I call it "necro-blasting.")

Not only is Gravity one of the weaker controller sets, but it is also pretty boring except for three powers. The animations for everything other than Propel, Wormhole and Singularty are pretty mundane. (And Lift is one of the boring ones -- and why does it do so much less damage than Mind's Levitate?) So to me, these three powers have to kind of make up for the rest of the set -- the fun factor of throwing around stuff is worth a little bit lower effectiveness in the numbers for Gravity.


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 Local_Man View Post
On a pure numbers basis, Propel has too long an animation. But it hits hard with nice burst damage, especially with Containment, and is one of the three interesting/fun powers in Gravity. Solo, I'm not concerned with killing stuff fast . . . I'd rather focus on fun and avoiding a faceplant. On teams, Lift makes a lot more sense since the animation on Propel is so long that your target is often dead before you can smack him with a forklift. (When a slow animation attack hits an already-dead target, I call it "necro-blasting.")

Not only is Gravity one of the weaker controller sets, but it is also pretty boring except for three powers. The animations for everything other than Propel, Wormhole and Singularty are pretty mundane. (And Lift is one of the boring ones -- and why does it do so much less damage than Mind's Levitate?) So to me, these three powers have to kind of make up for the rest of the set -- the fun factor of throwing around stuff is worth a little bit lower effectiveness in the numbers for Gravity.
I hear you man. You can't discount the fun factor!

My comment wasn't really an attack on the chain you posted, but more of a data point the OP could use and decide for himself. It wouldn't be a dramatic increase anyhow.

My first 'troller was a Grav/Rad which I played for years. It has since been deleted and replaced by Grav/Sonic and Grav/Kin. I am praying for the day Grav/ gets some love. Thematically its one of the coolest sets in the Controller/Dominator arsenal. Its too bad Grav/ is such a poor performer IMO. Regardless I would roll a Grav/Traps for the giggle factor (Landmines+Wormhole would be so full of win) if we ever did get /Traps.


 

Posted

Quote:
Originally Posted by Saltyhero13 View Post
Regardless I would roll a Grav/Traps for the giggle factor (Landmines+Wormhole would be so full of win) if we ever did get /Traps.
If Traps was ever ported over to a Controller Secondary, you will see a TON of Grav/Traps controllers. While Wormhole+Trip Mines alone would be giggle-worthy great, you could easily set up a "corner of death" with Acid Morter, Poison Gas Trap, Trip Mines and Caltrops slotted up with procs.


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 Local_Man View Post
If Traps was ever ported over to a Controller Secondary, you will see a TON of Grav/Traps controllers. While Wormhole+Trip Mines alone would be giggle-worthy great, you could easily set up a "corner of death" with Acid Morter, Poison Gas Trap, Trip Mines and Caltrops slotted up with procs.
AMEN! What I am really looking forward to is Ill/Traps/Mace. I would reroll my Ill/TA in a heartbeat!

OP sorry for the thread jack. I went on a day dream tangent there.

Back on topic: Propel looks very DPE friendly on the flip side to my DPA comment. It also allows for a seamless attack chain at lower levels as you pointed out.