Grav/Time Synergy?
I was trying one on the beta, and I didn't get very far (lots of lag plus DoT damage makes for agonizingly slow leveling), but looking at the powers and it seems pretty good. With Decelerated and Time Stop, you can set up a mag 4 hold with Time Manip, and then stack it with your ST hold.
Other than that, you have a toggle PBAoE debuff, so you could possibly wormhole things onto yourself, and have them lose accuracy, speed, and damage.
Aside from that, I think the synergy is about as good as with any other controller set. They certainly don't work against each other, though.
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I don't really see any more synergy between gravity control and time manipulation than there would be between any control set and time manipulation. The holds in TM will stack with the holds in any control set, so that doesn't make grav/time anymore special than anything/time. The movement debuff in gravities powers could be considered synergistic - but time manipulation has SO much movement debuff that using it alone you are likely to hit the movement speed debuff cap.
I actually see more effective synergy between ice control and time manipulation, as they both possess recharge debuffs and stacking them up IS a good thing, far more than movement slows. Even earth control's quicksand is likely to better combine with time manipulation than gravity - stacking it with the slow field in TM will make sure nobody moves at all or at least give you the ability to drop slows on two groups at once. Volcanic gasses will also go well with time manipulations slow field, since it has a pulsing chance to hold that would stack nicely with VG and both have a fairly long duration.
Now, thematically speaking the two seem to be a natural combo - but mechanically I don't really see any advantage.
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I don't really see any more synergy between gravity control and time manipulation than there would be between any control set and time manipulation. The holds in TM will stack with the holds in any control set, so that doesn't make grav/time anymore special than anything/time. The movement debuff in gravities powers could be considered synergistic - but time manipulation has SO much movement debuff that using it alone you are likely to hit the movement speed debuff cap.
I actually see more effective synergy between ice control and time manipulation, as they both possess recharge debuffs and stacking them up IS a good thing, far more than movement slows. Even earth control's quicksand is likely to better combine with time manipulation than gravity - stacking it with the slow field in TM will make sure nobody moves at all or at least give you the ability to drop slows on two groups at once. Volcanic gasses will also go well with time manipulations slow field, since it has a pulsing chance to hold that would stack nicely with VG and both have a fairly long duration. Now, thematically speaking the two seem to be a natural combo - but mechanically I don't really see any advantage. |
I have to agree.
Time Manipulation doesn't synergize with Gravity any more than any other control set.
What it DOES do is fill Gravity's control gap better than most other secondaries. Distortion Field comes in at level 16 (right around where most sets start to get their Every-spawn control powers to working well enough) and it's massive -Recharge and chance for hold are incredibly helpful to a powerset that really only has Crushing Field for AoE control until level 26.
Add to that Time's Juncture at level 4 and you can heavily reduce incoming damage.
However, Time does the same thing for every other set too, they just don't NEED it to like Gravity does.
Pretty much as noted above. There's no synergy at all, Time just helps the fact that Gravity is an extremely underwhelming and, honestly, underpowered set.
I was hoping it would be looked at for i21, but alas.
If you want to roll it as a concept, by all means. But it (and Mind) are arguably the weakest of the Controller primaries.
That PBAoE toggle... man, those always make me want to roll a primary with a similar toggle. I was going to roll a Grav/Time too, but now I maybe have to roll a Ice or Fire/Time...
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I will make a Grav/Time Day one.. because what Grav is missing is adequate soft controls mixed in with the hard.
The hard things I can do--- The impossible just take a little bit longer.
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Gravity does have some movement slow which I guess with will stack with Time. But otherwise, no special synergy. I do think there will be some interesting tactics. If you stand around a corner and set down the location based slow/chance-for-hold field to protect/block the corner, you can wormhole bad guys near you against the wall. Your point blank -tohit toggle will be affecting those guys after wormhole's stun wears off. Also anybody you missed that aggros has to run through the slow field and into your -tohit field.
I think the most interesting combos will be Fire/Time and Illusion/Time. The melee-range hot feet with point blank -tohit toggle, pbaoe heal/hot, and other longer recharge pbaoe effects will be super complimentary. With enough recharge, that -resist debuff can be made perma. Illusion rocks with anything, and Time will fill out some its control gaps as well as add to the distraction factor. Plus the -resist thing can be made perma, to help your perma PA.
Ice/Time will also be pretty slick (sorry) for those who like Arctic Air. The -hit toggle will make that much safer. The amount of slows youll have might be serious overkill.
Earth/Time will have a little -slow and -defense meshing, but there wont be any particular positional synergy. Of course, nothing stops you from jumping ino melee on earth control. Earth/Time/Stone with air superiority could be a fun high control punchy melee set.
I think Elec/Time will have a lot of harmony due to both sets having lots of point blank effects. Other than -hit toggle making your -end toggle safer, I dont see much synergy really. Just positional harmony.
I think the aoe confuse powers of plant and (with enough global recharge) mind will make it fun to confuse dudes, then run in with your -hit toggle and lay waste from melee range, esp with fissure and seismic smash from the stone epic.
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I've been looking to make a grav/time controller as well (again for thematic reasons).
I however think there would be more synergy with fire, especially in the late game. Although any controller with pets would benefit from Time's buffs, you'll likely see more benefit with fire due to the 3 high-damaging pets (similar as one would see with fire/kin).
I was thinking as an alternative to grav/time would be mind/time. However, mind and plant controllers are heavily dependent on their AOE confuse powers. I've always found that confuse's benefits are diminished with holds or debuffs. I especially hated playing my plant domwhen there was an ice domin the group because they'd slow or hold all my confused minions.
Malakim
-Playing since COH beta and still love the game!
I've been looking to make a grav/time controller as well (again for thematic reasons).
I however think there would be more synergy with fire, especially in the late game. Although any controller with pets would benefit from Time's buffs, you'll likely see more benefit with fire due to the 3 high-damaging pets (similar as one would see with fire/kin).
I was thinking as an alternative to grav/time would be mind/time. However, mind and plant controllers are heavily dependent on their AOE confuse powers. I've always found that confuse's benefits are diminished with holds or debuffs. I especially hated playing my plant domwhen there was an ice domin the group because they'd slow or hold all my confused minions.
Malakim
-Playing since COH beta and still love the game!
Grav is terrible outside of the pet.
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The only pet in the entirety of Controllers that controls with regularity.
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Do not ever give Mind Control a pet. We need more control sets without pets.
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Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
I don't really see any more synergy between gravity control and time manipulation than there would be between any control set and time manipulation. The holds in TM will stack with the holds in any control set, so that doesn't make grav/time anymore special than anything/time. The movement debuff in gravities powers could be considered synergistic - but time manipulation has SO much movement debuff that using it alone you are likely to hit the movement speed debuff cap.
I actually see more effective synergy between ice control and time manipulation, as they both possess recharge debuffs and stacking them up IS a good thing, far more than movement slows. Even earth control's quicksand is likely to better combine with time manipulation than gravity - stacking it with the slow field in TM will make sure nobody moves at all or at least give you the ability to drop slows on two groups at once. Volcanic gasses will also go well with time manipulations slow field, since it has a pulsing chance to hold that would stack nicely with VG and both have a fairly long duration. Now, thematically speaking the two seem to be a natural combo - but mechanically I don't really see any advantage. |
That PBAoE toggle... man, those always make me want to roll a primary with a similar toggle. I was going to roll a Grav/Time too, but now I maybe have to roll a Ice or Fire/Time...
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I think I'll take it when it goes live, but I may respec out of it.
Well... it's pretty hard to argue that any set that can get perma +50% recharge with some IOing synergizes poorly with a Control primary.
Tried it and the biggest issue as always for gravity is damage. Plus with time you almost need to go cardiac since its such an end hog. The gravity/time is a set for grouping with other sets of total chaos. The opponents eventually give up after being tossed around.
On a side note I could see gravity being an interesting secondary for masterminds.
I got one to lvl 14 so far. I like the synergy thus far but I have never played controllers (just doms) so if anyone else has more input that would be awesome. What is the -SPD % cap? I'm curious if this set will have any merit on teams in pvp too..
I got one to lvl 14 so far. I like the synergy thus far but I have never played controllers (just doms) so if anyone else has more input that would be awesome. What is the -SPD % cap? I'm curious if this set will have any merit on teams in pvp too..
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If you have never played a controller before, I generally don't recommend Gravity . . . it is not exactly the best control set. It has poor AoE control since Wormhole is really a situational power. It has good single target damage . . . as long as you have a long time to apply it . . . on teams, Gravity is really lacking.
I played my Grav/Storm mostly solo and finally got him up to 50. I enjoyed the character, but don't plan on doing another Gravity Controller unless Traps is proliferated.
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The -speed cap is 90%.
If you have never played a controller before, I generally don't recommend Gravity . . . it is not exactly the best control set. It has poor AoE control since Wormhole is really a situational power. It has good single target damage . . . as long as you have a long time to apply it . . . on teams, Gravity is really lacking. I played my Grav/Storm mostly solo and finally got him up to 50. I enjoyed the character, but don't plan on doing another Gravity Controller unless Traps is proliferated. |
I did roll a grav/time controller. And it was my first controller. I am level 23 right now.
Solo-Lordy how it is slow. Particularly slow because I am used to the brute method of SMASH! Compared to non-melee types I would say it is faster than my corruptor and slower than my dominators and blasters. I really lean on vet powers to fill in attack sequence.
Teamwise: First I don't usually team a lot. This build kinda forces me to, which is good for me. That said-
It really shines is small groups (2-4). The /time helps a lot and grav can still help out. In fact in a duo with a fire/emp controller we both really shined.
In large groups the grav is mostly useless. The attacks are too slow if you are steamrolling and not helpful enough if you are not. On the other hand, the /time powers keep me busy buffing, healing and debuffing so I still feel useful.
As far as synergy- the stacking holds are nice against bosses AND mez resistant foes (looking at you arachnos!). So there is that.
The idea is still neat and I am enjoying being the overlord of space and time (I am a villain after all) and the lack of synergy and slowness hasn't turned me off yet. I am hoping things pick up a bit later on, particularly after I get the pet. That and adding my name to list of those that want to see grav/ improved.
Also, as the OVERLORD of Time and Space (as opposed to Whining Coward) you will be able to use Farsight, Time's Juncture and Wormhole with relative impunity, right up in someones face. None of this crap where you activate your powers from behind a wall.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I really want a grav/time controller for concept reasons (well, it just seems cool).
However, I would like to think that there will be some synergy between these two. Best I can see is the holds might stack, but that seems a little overkillish.
I am not really well versed in the ways of controllers, my grav/storm being abandoned at level 16 when I heard about TM.
So putting aside the coolness factor, does Grav/Time seem to be a decent combo?