grav/ so time for my last alt.


Airhammer

 

Posted

With this guy ill have all my slots used up. This guy us important thow he is a pay respect to the guy who got me into coh he had a grav/storm I loved watchin him play

Lookin for a good combo..
I know basics of grav like dont get demension shift. And worm hole ill use in a 2nd build for solo tell I feal I can use well on a team.

I know /storm is strong but alot of kb worys be. Just because a lack skillz with it but up for learnin. Whats a nother good set up. Lookin for good teamin solo play on 2/8 (would love higher but not a must do)


 

Posted

Hmm, this is a fairly vague request (questions like "what's good" don't really have objective answers), but I'll do what I can with it.

1) I'd seriously consider going with Storm and putting in the playtime to learn it, as it's going to be one of the best choices for solo play. Radiation or Time (if you have it) would also be decent choices, although really anything can work well and several other secondaries that aren't as well-suited to solo will really shine on teams.

2) Wormhole is an excellent power and I'd strongly recommend it as it is one of the main reasons to pick Gravity Control in the first place.

3) Dimension Shift is situational but not useless. There are actually certain TFs where it can be exceptionally useful. Not a power you want to be using on every mob, certainly but not necessarily a must-skip.

4) Knockback is only a problem when the player using it is careless or doesn't know what he/she is doing. Storm Summoning is one of the easier sets to mess up in this respect since a bad Stormie can make things rough on everyone, but a good Stormie is a juggernaut.

Good luck!


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Posted

Quote:
Originally Posted by Justaris View Post
Hmm, this is a fairly vague request (questions like "what's good" don't really have objective answers), but I'll do what I can with it.

1) I'd seriously consider going with Storm and putting in the playtime to learn it, as it's going to be one of the best choices for solo play. Radiation or Time (if you have it) would also be decent choices, although really anything can work well and several other secondaries that aren't as well-suited to solo will really shine on teams.

2) Wormhole is an excellent power and I'd strongly recommend it as it is one of the main reasons to pick Gravity Control in the first place.

3) Dimension Shift is situational but not useless. There are actually certain TFs where it can be exceptionally useful. Not a power you want to be using on every mob, certainly but not necessarily a must-skip.

4) Knockback is only a problem when the player using it is careless or doesn't know what he/she is doing. Storm Summoning is one of the easier sets to mess up in this respect since a bad Stormie can make things rough on everyone, but a good Stormie is a juggernaut.

Good luck!
Hmm ill try storm or rad. Ill read some guide while I am at work today and post a build when I get home.

If anyone wellin to give me some pointers on storm it would be nice.


 

Posted

OK, a few points and impressions of my Grav/Storm . . .

I tried several times to find a Gravity Controller I liked . . . I tried Grav/Rad, Grav/Kin, Grav/FF, but it finally worked with Grav/Storm. I took that one up to 50, mostly solo. Gravity has pretty good single-target damage, but is really weak on AoE control. It relies heavily on the pet, Singularity, but you don't get that until 32, so the road up is tough. There are really only three "interesting" powers in Grav . . . Propel, Wormhole and Singularity. All of the other powers are pretty boring other than the Intangibility . . . and I have found that I hate Intangibility powers.

There is both synergy and some problems with Storm. Leveling up, there is a wonderful synergy with Freezing Rain since the AoE Immob does not have -Knocback. Once I hit level 16, Freezing Rain+Crushing Field was my main AoE control. On the other hand, since the AoE Immob does not have -knockback, Tornado becomes a huge cause of chaos.

I skipped Lift and Dimension Shift from Gravity. Crush actually does more damage than Lift and it sets Containment. Since I played mostly solo, my single target attack chain was Grav. Dist.-Crush-Propel. Propel with Containment does a large amount of damage . . . and add the -Resist from Freezing Rain and it is even more impressive. However, that attack chain takes a while to animate, so you need some protection from other foes while you pound one into submission. This is where Hurricane is great . . . keeping other foes away and debuffed while I would pound on one. I use Hurricane more with my Grav/Storm than any of my other */Storm controllers. (I have Ice/Storm, Ill/Storm, Earth/Storm and Grav/Storm all at 50.)

Another key to my playstyle is Steamy Mist + Super Speed for full invisibility. It lets me scout out the situation and plan the best way of dealing with each group. It lets me get in just the right position for powers where positioning is imporant, like Lightning Storm, Hurricane and even Gale. It also lets me lead Singularity into the fight to draw the aggro before I attack -- Singy is one of the toughest pets and makes a great tank.

I found Wormhole to be a situational but fun power. I usually look for special situations to make best use of it, which is easy solo but not quite so easy on teams. It is great fun to throw foes off of buildings, or put them in tough situations. My favorite is to set up a corner with Lightning Storm and Singy, turn on Hurricane and then Wormhole a group into the corner (or cul de sac), then throw out Tornado. Hurricane holds them in the corner and debuffs their ToHit while Singy, Lightning Storm and 'Nado beat up on them. I call it "the Corner of Doom."

The only power I skipped from Storm was O2 Boost. I like this power on other Stormies, but since I mainly played solo and you can't heal Singularity, I didn't see much of a need for it. I got the Medicine Pool instead, with Aid Self for me.

Plan to slot the two pet +Resist procs into Singy since he already has high Resistance, and those procs make him much tougher.


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

Funny IMO you already listed one of the better secondaries to go with Grav which is Time.

I just finished getting a Grav/Time troller to level 50 and in all honesty it was surprisingly good.

Reasons why Time works well

1) Time Stop is a nice single target hold to stack with Grav Distortion to Hold Bosses. It also has a small - regen effect

2) Temporal Mending is a nice AoE Heal that would on You and your team

3) Time Juncture is a nice little to hit debuff that is a little end heavy ( which has driven the cost of Enzyme HO's through the roof )

4) Temporal Selection will add +Damage, Recharge and Regen to an Ally.. well how does that help you.. Well your Singularity is an Ally right?? Although the + Recharge will not affect him, The Damage buff and the + Regen will... but wait.. you cant heal a Singularity... True.. you cant heal it.. but you CAN boost its regen so it heals faster !!

5) Distortion Field.. - Recharge, -Speed and a chance to hold.. doesnt seem like a big deal... Until.. you Wormhole people into the field and then drop Crushing Field on them to KEEP them there...

6) Farsight... This is simple + Defense to ALL, To Hit Buff for you AND your Singy.. and if the team benefits thats ok too.. Plus can be made Perma with a lil work

7) Nice debuff with Time Crawl and Slower Response..

8) Chrono Shift.. More Regen and More recharge for you and the team !!!! and Plus Recovery as well.. Also can be made perma with some work ( and should be easier as it looks like the recharge time on this power will be reduced come Issue 21.5 )

Time really works well with Grav IMO..


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

The trouble is with the synergy that time has with Gravity is that time is just a good, well rounded set, and it has synergy with most controller primaries.

Time Stop - a nice ST hold to stack with every ST hold that every controller primary gets

Temporal Mending, will heal every other primaries lvl 32 pet (cept mind of course), fire likes this with 3 pets.

Time Juncture good solid debuff, bit of a high end cost, gets the same slotting as hurricane for me, again, brilliant on fire.

Temporal Selection, ignoring the +rech problem we all have, you can easily stack this twice, and hey Fire gets 3 pets, so 2 of those guys can have it.

Distortion field, yeah thats a good tactic with wormhole, or you can just drop it on the group to start with and use AoE immob.

Slowed response -res -def to go with a high damge control primariy, or fire

Farsight, fire has more pets to benefit from this and the toHit

Chronoshift is time's oddity, you dont really need much recharge yourself, but the end mod can be nice.


My point is, everything you said makes Time brilliant with Grav makes it brilliant with other primaries too, possibly fire being a runaway winner especially since it provides a bit more control to an otherwise damage heavy primary. Don't get me wrong, im not saying its not viable, it totally is, but in my opinion Time fixes the control issues Gravity has and makes it feel like your playing one giant control primary. Whereas Time supliments other primaries in much better ways, as opposed to just rounding out a sub-par set.

What makes Grav/Storm awesome is Wormholing a group into a corner (if one is available) Hurrican on to lock them in, Freezing Rain Tornado and Lightning Storm and watch the death unfold.

In Theory anyway, its quite a situationally useful combo, but I enjoy that, if my interest in my grav controller fizzled out in the mid 30s


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

Storm benefits from the -kbless immob that grav offers, and gives you something to do that can establish control while you wait on level 26 and wormhole. So that's something.


 

Posted

Quote:
Originally Posted by Mega_Jamie View Post
The trouble is with the synergy that time has with Gravity is that time is just a good, well rounded set, and it has synergy with most controller primaries.

Time Stop - a nice ST hold to stack with every ST hold that every controller primary gets

Temporal Mending, will heal every other primaries lvl 32 pet (cept mind of course), fire likes this with 3 pets.

Time Juncture good solid debuff, bit of a high end cost, gets the same slotting as hurricane for me, again, brilliant on fire.

Temporal Selection, ignoring the +rech problem we all have, you can easily stack this twice, and hey Fire gets 3 pets, so 2 of those guys can have it.

Distortion field, yeah thats a good tactic with wormhole, or you can just drop it on the group to start with and use AoE immob.

Slowed response -res -def to go with a high damge control primariy, or fire

Farsight, fire has more pets to benefit from this and the toHit

Chronoshift is time's oddity, you dont really need much recharge yourself, but the end mod can be nice.


My point is, everything you said makes Time brilliant with Grav makes it brilliant with other primaries too, possibly fire being a runaway winner especially since it provides a bit more control to an otherwise damage heavy primary. Don't get me wrong, im not saying its not viable, it totally is, but in my opinion Time fixes the control issues Gravity has and makes it feel like your playing one giant control primary. Whereas Time supliments other primaries in much better ways, as opposed to just rounding out a sub-par set.

What makes Grav/Storm awesome is Wormholing a group into a corner (if one is available) Hurrican on to lock them in, Freezing Rain Tornado and Lightning Storm and watch the death unfold.

In Theory anyway, its quite a situationally useful combo, but I enjoy that, if my interest in my grav controller fizzled out in the mid 30s
Yes Time is a very good secondary which works well with other primaries as well. But the OP didnt ask about other primaries. They want to play Grav. so all the references to fire are kind of moot.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by Airhammer View Post
Yes Time is a very good secondary which works well with other primaries as well. But the OP didnt ask about other primaries. They want to play Grav. so all the references to fire are kind of moot.
Yes, Time is a good secondary, but I think the point was that while Time works well with Gravity, there is nothing in Time that makes it work especially well with Gravity.

Compare that to Storm, which has the Freezing Rain+Crushing Field synergy. Plus, Gravity's focus is single target damage, so the chaos in Storm presents less of a problem. In fact, Hurricane helps Gravity more than other primaries because it allows the Controller to focus on that slow attack chain while Hurricane pushes foes away and debuffs their ToHit -- it forces foes into only attacking from range while debuffed. Time has the ToHit Debuff in Time's Juncture, but the foes can still run into melee and attack.

Plus the stun in Thunderclap can stack with the stun in Wormhole (which both Fire and Earth can do). The chaos from Lightning Storm and Tornado are less of a problem when you have a ranged single-target attack chain. And those pets help protect the controller while he spends the time on his single-target attack chain.

These are examples of how Gravity can take advantage of Storm differently than other primaries, and how Storm complements Gravity differently than other secondaries.


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
Yes, Time is a good secondary, but I think the point was that while Time works well with Gravity, there is nothing in Time that makes it work especially well with Gravity.
I thought I had mentioned that was my point. I wasnt trying to sell another primary just commenting on what alot of people have mentioned when discussing Grav/Time.

The references to fire were just to pick one primary that I could use examples throughout.

Time's good, but it doesnt make Grav amazing in the same way I think Storm could achieve, but yes, if it was someone wanting to play any primary as long as its paired with time, then Grav/Time would not be too high on anyones list of things to reconmend as being uber, but when looking at what you can combine Grav with, then Time does come out as passably decent.


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

I went Grav/FF. Since I knew I would be busy controlling I want a secondary that was easy to manage. FF brings defense to the team, as well as Toxic and End Drain resistance. Wormhole has been great tool on teams, though I usually use it to let them drop from the ceiling. When there are 2 groups of mobs that are split you can fix that, or even take one group and put it on whatever (the Tank, any area patch that someone used, the Tank).

Just got him to 32 and wow Singularity can be aggressive. She is like my own personal bodyguard when she charges someone into a corner and repel exploits them, lol.


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