Grav/Kin/Psi Build
I don't have time for a full analysis, but here are a few points:
Transfusion: The Energy Manip proc is a 10% chance for an 8 second Mag 2 (minions only) stun. Because Transfusion is a siphon power, it will only have a chance to hit the one target. I'm not impressed that it is worth a slot. I would rather have a Recharge or maybe an Acc/Rech (Efficacy Adapter) in that slot.
Gravity Distortion: I'm gonna give you my standard "Lockdown Proc" post, but the same reasoning applies to the Decimation Chance for Hold proc. It is just not worth a slot. The Chance for Build Up slot would be better used for a pure Damage IO, which hits all the time. I suggest you replace those two procs with an Acc/Dam Hami-O and a common Damage. Here's the standard Lockdown post:
Lockdown +2 Mag proc in a controller's Single Target Hold: Let's use a little bit of reasoning to decide if it is worth a slot. A controller's single target hold (STH) will hold minions and lieutenants in one shot, and has a 20% chance to hold a boss on its own, if it hits. Accuracy varies, so even if we assume you are at the 95% level, you have to factor that in. So if that proc fires, it will do nothing at all unless it happens to fire on the 80% of bosses who were not held by the STH on its own. The proc only fires off 15% of the time. And Bosses are, guessing, maybe 20% of the overall population of foes (The actual number is, I believe, lower than that). So if we do the simple math: 20% of population, times 80% of the bosses not held, times 95% chance to hit, times 15% chance to hit equals 2.28%. So the Lockdown proc will have any effect whatsoever only 2.28% of the time. It looks like it is having a lot more effect that that small percentage because if the proc hits on a foe already held, it adds its tesla cage animation to the already-held foe including bosses who were held by the 20% overpower. But it has accomplished nothing. . So the question is whether a proc that has an effect 2.28% of the time is worth a slot. Compare this to slotting for damage or hold, where it hits ALL THE TIME. At level 50, my preferred slotting for most STHs is 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage IO. But if you don't care about damage, you could go with 4 Baz Gaze and an Acc/Mez Hami-O. Mids actually shows that using two damage procs will average more damage, but I prefer the sure thing rather than a "chance for" damage. . That Lockdown proc has it uses. It is great in Choking Cloud or Poison Gas Trap or other low mag hold powers where stacking mag will allow the power to hit foes it could not otherwise hit. But not in a Single Target Hold. |
GDF: Needs more Accuracy! Far more important than Recharge.
Speed Boost: One common EndMod is all it needs. Those slots will be more usefull somewhere else.
I'm not a fan of the Invis pool. Throw a Celerity Stealth IO in Super Speed instead. If you need a place for a Luck of the Gambler Recharge, consider Combat Jumping (Immob protection) or Hover (float overhead). I'm not a big fan of IR . . . I find it irritating.
You skipped Wormhole, which I consider to be a signature power for Gravity. yeah, it is situational, but still a signature power. Wormhole is one of the main reasons to make a Gravity Controller. You can wormhole foes into a corner, then use them to buff off of while they are stunned.
Transference: 6-slot with the Efficacy Adapter set.
Vengence and Recall Friend? As a Kinetics, you want damage powers! Take Psi Blast and Psi Tornado!
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
Aside from the IO suggestions - what's crazy is on the current build, I have wormhole and Psi tornado.
I actually had about 10 slots left over and was trying to find a good place to put them.
Good catch on the GDF. I hadn't noticed the .8 modifier.
I placed the recharge in there because in its current lackluster build, I can only use it every other battle - and I want it to be up as soon as possible.
I'll have to think about the celerity stealth option. I can zip through a room okay, but it's really easy to miss hostages when using SS. Invis provides an easier time of looking around.
As for inertial reduction, my current build doesn't have it - but one of my alts does - and I find it useful for the vertical problem encountered using SS.
The current build has fly, as I generally prefer flight - but it's far slower than the other travel powers - unless I got Afterburner - but I don't want to waste a power on it. If I could skip fly, I'd take it, though. Sadly, they won't let me skip flight.
And in my mind, kin!=slow.
In looking through some of the other builds, I saw a pair of Perixisomes, a pair of Devestation (one proc) and two lockdowns (one proc) ib Gravity Distortion and I liked it, so I've changed that.
I also put an endoplasm and another Perixisome with the expedient reinforcement in Singularity. I'm going to sleep on the travel power issue.
Wormhole - honestly, I don't know how I left it out. Thanks for catching that.
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"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase
On the travel power situation: On many of my controllers, I have changed over to Super Speed with a Stealth IO for full invisibility, and then any vertical issues are handled by having a Raptor Pack and the Jump Jet. The Raptor pack is barely slower than Speed-capped Fly, so there really is no reason to take Fly unless you want the other powers in the pool.
You don't have to be moving to be fully invisibile with Super Speed+Stealth IO. I use it all the time. It is just a matter of getting used to the speed. With some practice, you will have no problem "missing" things. If you are looking for stuff, just move in short bursts. Since the Stealth IOs came out, I have felt that the Invis power pool is a waste . . . one IO replaces the tier 1 power, and Stealth IO + Super Speed replaces the Tier 2 power, but better and you get a travel power too. It is great for leading Singularity into battle to tank for you.
My preferred slotting in a controller's single target hold, assuming you are looking for more Recharge, is 4 Baz Gaze, the Acc/Dam Hami-O and a common Damage. It provides a nice mix of Damage, Hold, Accuracy and some Recharge. There certainly are other slottings you could use. On characters where I don't care about set bonuses, I have 1 Acc/Dam, 2 Dam/Mez, 1 Acc/Mez (all Hami-Os) and 2 Common Recharge. That caps Damage and Hold, with good accuracy and very good Recharge.
Pretty much all controller AoE holds have a .8 Accuracy AND slow Recharge AND short duration -- especially compared to the "old days" when the original Devs felt that Controllers were overpowered and players were fighting "statues." The AoE Hold is not and cannot be an every-group control power. To make it close, you need to 6 slot it to try to cap Acc, Hold and Recharge. Instead, we adjust our tactics to make it an every-other-group power or a situational power. On some characters, I will go long periods of time without using the AoE Hold, but I still just about always take it -- it has its uses. Gravity, in partitcular, is weak on AoE control and Kinetics doesn't add any, so that AoE Hold is needed and probably deserves some slots. On the other hand, I rarely use it on my Grav/Storm because he has so many other good options.
If you have slots to spare, try adding a Steadfast -knockback in Increase Density, then trade out the Zephyr -knockback in Super Speed for the Celerity Stealth, and throw in a slot for EndRdx if you have a spare slot. The Steadfast -knockback is a lot cheaper than the Zephyr and works just as well, plus you get a small recovery bonus.
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
Gravity Distortion: I'm gonna give you my standard "Lockdown Proc" post, but the same reasoning applies to the Decimation Chance for Hold proc. It is just not worth a slot. The Chance for Build Up slot would be better used for a pure Damage IO, which hits all the time. I suggest you replace those two procs with an Acc/Dam Hami-O and a common Damage. Here's the standard Lockdown post:
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This is why I like using a Frankeslotting for (ranged) single target holds of 2 Hami-O, 2 Devastation, 2 Lockdown which nets me two Hold Procs (Lockdown *and* Devastation) on top of the chance to Overpower because you're a Controller. Comes out to something like a 40% chance to one shot Hold a Boss, which can be non-trivial in terms of affecting the flow and pacing of combat. I'd agree that perhaps ONE Proc for +Hold isn't worth it ... but in my experience, TWO Procs certainly is.
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Your slotting gives up a lot of the Hold duration that you could otherwise have. It is personal choice, but I question whether devoting two slots to a 20% additional chance to hold a boss is worth giving up the hold duration. Remember that the hold duration can be stacked, allowing the Boss to be held much longer. . . .
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
Plug this into your Mids' and see what you get. You might be surprised at how effective it is.
Level 2: Dominate
- (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
- (3) HamiO: Peroxisome Exposure (+2 Dam/Mez)
- (3) Devastation - Accuracy/Damage/Endurance/Recharge: Level 31
- (5) Devastation - Chance of Hold: Level 30
- (5) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
- (7) Lockdown - Chance for +2 Mag Hold: Level 30
Devastation
(Dominate)
- 12% (0.51 HP/sec) Regeneration
(Dominate)
- 3% DamageBuff(All)
A little off topic, but why did you pick a level 31 instead of 30 or 35?
I can see, on the procs, in most cases, the lower the better. But the quad?
"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase
Plug this into your Mids' and see what you get. You might be surprised at how effective it is.
Level 2: Dominate
Devastation (Dominate)
(Dominate)
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Ah, when you said Hami-Os in the earlier post, I assumed that you meant Nucleus (Acc/Dam). You used Dam/Mez, but are very low on Accuracy. I suppose that might work for even con foes, but that accuracy is too low for high level foes or if you are around ToHit Debuffs. I suppose that other accuracy bonuses or Tactics may make up for some of it, but those may not work when exempted.
I'm still not convinced that an increase from 20% of bosses held in one shot to 40% is worth two slots when you have so many other tools available. I'd rather have better accuracy. And if you use 4 Baz Gaze, an Acc/Dam and a Damage, you get that always-badly-needed Recharge bonus.
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
A little off topic, but why did you pick a level 31 instead of 30 or 35?
I can see, on the procs, in most cases, the lower the better. But the quad? |
Moonfire TF has an upper bound limit of Level 28.
There's also an entire batch of Flashback Arcs with an upper bound limit of Level 29.
And of course the Citadel TF is Level 30.
I picked Level 31 so as to make sure that the Set Bonus(es) applied while running Moonfire (ie. anything Level 28+).
When the SSA first came out, greedy fellow that I am, (always feel like I'm broke in this game), I set out to accumulate as many Hero merits as I could, as that first mission went rather fast compared to other efforts.
While doing so, I realized that my grav/kin has been neglected - and only has level 35 and 40 generic IOs. I confess that although it was obvious to me that an illusion/radiation controller should shoot for recharge, I wasn't altogether clear what to aim for with this build.
I'm sure this could easily be picked apart - as I'm no expert in either powerset. Previously, I'd shied away from kin because I never liked spending my time doing little else but speed boost every 2 minutes. But, with it being an AoE, it's less of a hassle.
So, here's my effort at creating an IO build, that if I'm impatient, will easily cost me a billion, but I've got lots of Hero Merits on lots of toons, so I expect it to be less painful than that.
This toon is likely to only be played doing hero tips, or possibly weekly Task Forces. I'm not a whiz at mids, and don't know how to have some slots at 35 and others at 50, so I just slot them at 50 and shoot for a little over the defense soft cap, hoping that when exemped down, I'll be close to it, or at it.
It's my first time posting a build, but, I have thick skin, so please feel free to correct or advise.
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Pundit: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Crush
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (9) Thunderstrike - Damage/Endurance: Level 50
- (11) Thunderstrike - Damage/Recharge: Level 50
- (11) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (15) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (15) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 1: Transfusion- (A) Touch of the Nictus - Healing: Level 50
- (3) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
- (3) Touch of the Nictus - Accuracy/Healing: Level 50
- (7) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50
- (9) Touch of the Nictus - Chance for Negative Energy Damage: Level 50
- (37) Energy Manipulator - Chance to Stun: Level 20
Level 2: Gravity Distortion- (A) Decimation - Chance of Build Up: Level 40
- (31) Devastation - Chance of Hold: Level 50
- (31) Basilisk's Gaze - Accuracy/Hold: Level 30
- (34) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (46) Basilisk's Gaze - Recharge/Hold: Level 30
- (46) Basilisk's Gaze - Chance for Recharge Slow: Level 30
Level 4: Siphon Power- (A) Accuracy IO: Level 50
- (5) Accuracy IO: Level 50
- (5) Recharge Reduction IO: Level 50
- (7) Recharge Reduction IO: Level 50
Level 6: Propel- (A) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (34) Thunderstrike - Accuracy/Damage: Level 50
- (34) Thunderstrike - Damage/Endurance: Level 50
- (36) Thunderstrike - Damage/Recharge: Level 50
- (36) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (37) Thunderstrike - Accuracy/Damage/Recharge: Level 50
Level 8: Crushing Field- (A) Positron's Blast - Accuracy/Damage: Level 50
- (29) Positron's Blast - Damage/Endurance: Level 50
- (29) Positron's Blast - Damage/Recharge: Level 50
- (31) Positron's Blast - Damage/Range: Level 50
- (43) Positron's Blast - Chance of Damage(Energy): Level 50
- (43) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 10: Super Speed- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 12: Hasten- (A) Recharge Reduction IO: Level 50
- (13) Recharge Reduction IO: Level 50
- (13) Recharge Reduction IO: Level 50
Level 14: Siphon Speed- (A) Accuracy IO: Level 50
- (23) Recharge Reduction IO: Level 50
- (25) Recharge Reduction IO: Level 50
Level 16: Increase Density- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 18: Gravity Distortion Field- (A) Basilisk's Gaze - Recharge/Hold: Level 30
- (19) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (19) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (21) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (25) Recharge Reduction IO: Level 50
Level 20: Speed Boost- (A) Performance Shifter - Chance for +End: Level 50
- (21) Performance Shifter - EndMod: Level 50
- (23) Performance Shifter - EndMod/Recharge: Level 50
- (42) Performance Shifter - EndMod/Accuracy: Level 50
Level 22: Grant Invisibility- (A) Luck of the Gambler - Recharge Speed: Level 50
Level 24: Invisibility- (A) Luck of the Gambler - Recharge Speed: Level 50
- (43) Gift of the Ancients - Defense: Level 40
- (45) Gift of the Ancients - Run Speed +7.5%: Level 40
Level 26: Maneuvers- (A) Luck of the Gambler - Recharge Speed: Level 50
- (27) Luck of the Gambler - Defense: Level 50
- (27) Luck of the Gambler - Defense/Endurance: Level 50
- (45) Gift of the Ancients - Defense: Level 40
- (45) Gift of the Ancients - Run Speed +7.5%: Level 40
Level 28: Inertial Reduction- (A) Recharge Reduction IO: Level 50
Level 30: Assault- (A) Endurance Reduction IO: Level 50
Level 32: Singularity- (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
- (33) Expedient Reinforcement - Accuracy/Damage: Level 50
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (33) Expedient Reinforcement - Damage/Endurance: Level 50
- (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
- (42) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
Level 35: Transference- (A) Performance Shifter - EndMod/Accuracy: Level 50
- (36) Performance Shifter - EndMod/Recharge: Level 50
- (39) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (42) Performance Shifter - Accuracy/Recharge: Level 50
- (46) Energy Manipulator - Chance to Stun: Level 20
Level 38: Fulcrum Shift- (A) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (39) Accuracy IO: Level 50
- (40) Accuracy IO: Level 50
Level 41: Vengeance- (A) Luck of the Gambler - Recharge Speed: Level 50
Level 44: Recall Friend- (A) Recharge Reduction IO: Level 50
Level 47: Indomitable Will- (A) Luck of the Gambler - Recharge Speed: Level 50
- (48) Luck of the Gambler - Defense/Recharge: Level 50
- (48) Recharge Reduction IO: Level 50
- (48) Recharge Reduction IO: Level 50
Level 49: Mind Over Body- (A) Impervium Armor - Resistance: Level 40
- (50) Impervium Armor - Resistance/Endurance: Level 40
- (50) Impervium Armor - Resistance/Endurance/Recharge: Level 40
- (50) Impervium Armor - Resistance/Recharge: Level 40
Level 0: Freedom Phalanx ReserveLevel 0: Task Force Commander
Level 0: Portal Jockey
Level 0: The Atlas Medallion
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Level 2: Swift
- (A) Run Speed IO: Level 50
Level 2: Health- (A) Miracle - +Recovery: Level 40
- (37) Miracle - Heal: Level 40
Level 2: Hurdle- (A) Jumping IO: Level 50
Level 2: Stamina- (A) Performance Shifter - Chance for +End: Level 50
- (17) Performance Shifter - EndMod: Level 50
- (17) Performance Shifter - EndMod/Accuracy: Level 50
- (40) Performance Shifter - EndMod/Recharge: Level 50
Level 1: Brawl- (A) Empty
Level 1: ContainmentLevel 1: Sprint
- (A) Empty
Level 2: Rest- (A) Empty
Level 4: Ninja Run"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase