Gravity/Time tips
My Grav/time is lev 46 - I've gone through the same as yourself - here's a couple of thoughts
It gets much easier after you get singy at 32 as it will tank for you.
Teleport foe is prety much redundant - wormhole is superior in everyway (get recall friend instead as you'll want to team as much as possible.
You don't have propel - get propel. you'll hear how bad the animation time is - which is true , and on teams its use is reduced as mobs die while your using it. But is a lot of fun if you like RP and when soloing it has great single target damage for bosses.
I'd go for hero side ancillary powers - my choices are either psionic (shield , mez protection and an aoe) or primal (shield , power boost which adds to defense from farsight and to other powers aspects and a cone attack - has KB but nevermind)
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If you're getting squished with all those holds and immobilizes, you're probably trying to run at too high a difficulty. Running at +0/x1 you should have everything locked in place or held within a few seconds. Since damage is not a Gravity controller's strong point, trying to run solo against larger spawns is mainly an exercise in frustration.
Also, the +Stealth in TP Foe will be very inconvenient to use. As I understand it, it requires that you attack a foe to activate it for two minutes. Not a good way to turn on invisibility. Better to put a Jump or Run +Stealth in Sprint instead. That way you can activate it at will.
Not sure the extra slot for Rectified Reticle is worth it, considering how much +Perception Farsight is already giving you.
Grav is weak, but it's helped by the fact that you picked a top-tier controller secondary to go with it.
Leadership is very hard to pass up, especially on controllers who get good mods for it. Unless it's completely critical to your concept, I would drop CJ instead for leadership. It eats more end (and you probably won't be able to run it without cardiac), but benefits your teammates and gives more defense. TP foe and dimension shift are unreliable, have very limited uses, and should not be needed anyway with softcapped defense.
As a pro-concept player I can see the draw of wanting to let concept dictate all build decisions. In my experience, however, it's better to let minmaxing take priority and then try to come up with IC justifications for the powergaming. It trains the mind to be creative and unconventional, and can lead you to better, more interesting ideas.
looking at the Mids' build I see the following issues.
- Grav distortion should be slotted like a blast, not a hold (the base hold time is plenty). Slot 5 decimations + apoc proc, if you can afford it.
- Temporal mending should be slotted 5 doctored wounds.
- Crushing field should be frankenslotted for acc, endredux, and damage and have 2-4 damage procs in it. It triggers interface DoT procs and is your main source of AoE damage.
- The slots in TP foe add no useful bonuses. Remove them.
- Wormhole is underslotted. It needs to be ED-capped on recharge.
- Slowed response is underslotted. It needs to be ED-capped on recharge.
- You can skimp on recharge in Farsight since it is very easy to make permanent. The +Per proc does nothing useful unless you want to PvP. Farsight itself already gives a huge perception bonus.
- Chronoshift is overslotted for endmod. You don't need that much endmod if you're using cardiac.
Try this. All attacks cap hitchance against +3 enemies, tons more damage from attacks and procs, Chronoshift is perma and slotted for heal, and better recharge on your key powers.
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I mostly leveled up my Grav/Storm solo. I'm still working on several */Time characters, but I haven't gotten any of them up to 50 yet. But there are a few suggestions I would make:
If you are playing solo mostly, you want DAMAGE. You have Crush slotted for damage . . . good. You also want damage in Grav Dist and you need either Lift or Propel. Lift is kind of sucky, but may be better for teams. Propel is better solo because, although it is slow, with containment it hits HARD. I had my standard attack chain of GD-Crush-Propel for taking down foes and it really works well. Even if GD misses, Crush will then set Containment for Propel. On teams, Propel is so slow that you will sometimes clobber foes who have been already killed by teammates. I call this "Necro-blasting." You can avoid this by mostly focusing on the foes with more HP, like bosses and Lieutenants. Let the teammates with lots of AoE handle the minions.
The two hold procs in GD: GD will hold minions and lieutenants and 20% of bosses on its own. Those procs will only have a chance to do anything against the 80% of bosses not held by GD. (The procs look like they are doing a lot more than they are because they play the tesla cage animation even of a foe is already held by GD alone.) You already have two single target holds for bosses, so those procs have minimal benefit. I would suggest replacing those procs with Damage. I like an Acc/Dam Hami-O and a common Damage.
Temporal Mending: Pull a slot from Temporal Selection to 5-slot Doctored Wounds.
Crushing Field: Your slotting is great if you want S/L defense as your focus. Otherwise, go for Accuracy, EndRdx and as many damage procs as you can.
Temporal Selection: One slot is enough. I just have a Recharge.
Teleport Foe: I wouldn't take it, but if you want it, it needs ACCURACY. The Stealth is wasted. This is considered an attack, which disables stealth.
If you want stealth, I suggest you reconsider your travel power and use Super Speed with a Stealth IO. My Grav/Storm uses Super Speed and Steamy Mist, and the invis is a key part of my strategy. While invisible, I can lead Singy into a fight, let him draw the aggro, and then pick off foes one-by-one. If you need to fly, you can always use a Raptor Pack without using a power choice.
Singularity has high Resistance, so it can really, really benefit from the two +10% Resistance procs. That makes Singy a much tougher tank! (Remember that you can't heal Singy.) I have used Singy to tank EBs and even an AV or two.
Recall Friend is a really good place for a -knockback IO. The Range only helps for long zones like the length of IP or the Shadow Shard.
I agree that the Rectified Reticule is probably not worth a slot.
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
I have been having an absolute blast with my grav/time. S/L def is superb, recharge is awesome, and he is a beast. I have a couple of small suggestions for you.
- consider dropping Time's Juncture. I know this is a handy power. It might even fit your theme. However, it is thirsty and redundant in my eyes. Time is chock full of slows. I would rather see you keep Time Distortion Field and drop Juncture, as it is a better method of control in my eyes. It might be a play-style preference, but my grav/time is primarily a ranged and almost perma-fly toon, so I find little utility for this power.
- consider Lore pets that are NOT storm elementals. Purely a play style choice here, but I think there are just better options. You can probably r/p a lore pet that is better than storm elementals. Sure, they look great with grav, but I think there are just better choices.
Words to the wise aren't necessary- it's the stupid ones that need them.
"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality
Here's my Grav/Time, and like everyone else has said about their own, it is truly a awesome combo to play. And as for lore pets? Do what I did. Grab the Cimerorans. You want a RP reason for why? You ripped open a rift in time and pulled them out.
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"L'on'das: "Query: madness? Current location: SPARTA!!!!!!""
-gnosis05
Here is my Grav/Time as he is on live.. a lot better than my Grav/Psi..still working on Incarnates
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Prime: Level 50 Technology Controller
Primary Power Set: Gravity Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Crush -- HO:Nucle(A), HO:Nucle(3), HO:Nucle(3)
Level 1: Time Crawl -- Acc-I(A), Acc-I(36)
Level 2: Gravity Distortion -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34)
Level 4: Temporal Mending -- Dct'dW-Heal(A), Dct'dW-Rchg(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal/EndRdx(37)
Level 6: Propel -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Crushing Field -- HO:Nucle(A), HO:Nucle(11), HO:Nucle(11), ImpSwft-Dam%(15), Posi-Dam%(17), TotHntr-Dam%(42)
Level 12: Time's Juncture -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(13), DarkWD-ToHitDeb(13), DarkWD-Rchg/EndRdx(15)
Level 14: Super Speed -- Run-I(A)
Level 16: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Rchg/Hold(39)
Level 18: Gravity Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Rchg/Hold(21)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Rchg/Hold(37)
Level 22: Temporal Selection -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(25), Dct'dW-Rchg(25), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(50)
Level 24: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(50)
Level 26: Wormhole -- Amaze-Stun(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(34)
Level 28: Farsight -- HO:Membr(A), HO:Membr(29), HO:Membr(29), LkGmblr-Rchg+(40)
Level 30: Recall Friend -- EndRdx-I(A)
Level 32: Singularity -- HO:Nucle(A), HO:Nucle(33), HO:Centri(33)
Level 35: Slowed Response -- HO:Lyso(A), HO:Lyso(42), HO:Lyso(42)
Level 38: Chrono Shift -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(39), Dct'dW-Heal/Rchg(39), Dct'dW-Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40)
Level 41: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
Level 44: Indomitable Will -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
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Set Bonus Totals:
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 3.75% Defense(Ranged)
- 6.75% Max End
- 12% Enhancement(Heal)
- 24% Enhancement(Accuracy)
- 92.5% Enhancement(RechargeTime)
- 49.6 HP (4.88%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 8.25%
- MezResist(Terrorized) 6.6%
- 15% (0.25 End/sec) Recovery
- 7.88% Resistance(Fire)
- 7.88% Resistance(Cold)
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-
Thanks for the great feedback guys, I really appreciate it.
In defense of the original build, that was created by someone else when I was asking for suggestions on a complete support build. My initial intention was to be pure support, hence the lack of damage. For whatever reason that got in my head, I didn't take this character into my group to do what it was he we built for. And to prove my boneheadedness, I kept the same build as I continued to solo him.
So these suggestions to make him solo-able has been very helpful. I've taken Laevateinn's build and made one tweak. I followed Local Man's suggestion about using Propel. Instead of Hasten I took Propel. So far, it has worked out nicely. I don't find the recharge time without Hasten is terrible at all, so I think it is a good compromise.
So I'm going to use Laevateinn's slightly tweaked build for my solo version and then go back to my original, non-Teleport build, as a pure group support character. I'm going to see how that plays out.
If anyone has any other suggestions, please say so.
Here is my Grav/Time as he is on live.. a lot better than my Grav/Psi..still working on Incarnates
Hero Plan by Mids' Hero Designer 1.952 http://www.cohplanner.com/ Click this DataLink to open the build! Prime: Level 50 Technology Controller Primary Power Set: Gravity Control Secondary Power Set: Time Manipulation Power Pool: Speed Power Pool: Flight Power Pool: Teleportation Power Pool: Leadership Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Crush -- HO:Nucle(A), HO:Nucle(3), HO:Nucle(3) Level 1: Time Crawl -- Acc-I(A), Acc-I(36) Level 2: Gravity Distortion -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34) Level 4: Temporal Mending -- Dct'dW-Heal(A), Dct'dW-Rchg(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal/EndRdx(37) Level 6: Propel -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9) Level 10: Crushing Field -- HO:Nucle(A), HO:Nucle(11), HO:Nucle(11), ImpSwft-Dam%(15), Posi-Dam%(17), TotHntr-Dam%(42) Level 12: Time's Juncture -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(13), DarkWD-ToHitDeb(13), DarkWD-Rchg/EndRdx(15) Level 14: Super Speed -- Run-I(A) Level 16: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Rchg/Hold(39) Level 18: Gravity Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Rchg/Hold(21) Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Rchg/Hold(37) Level 22: Temporal Selection -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(25), Dct'dW-Rchg(25), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(50) Level 24: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(50) Level 26: Wormhole -- Amaze-Stun(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(34) Level 28: Farsight -- HO:Membr(A), HO:Membr(29), HO:Membr(29), LkGmblr-Rchg+(40) Level 30: Recall Friend -- EndRdx-I(A) Level 32: Singularity -- HO:Nucle(A), HO:Nucle(33), HO:Centri(33) Level 35: Slowed Response -- HO:Lyso(A), HO:Lyso(42), HO:Lyso(42) Level 38: Chrono Shift -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(39), Dct'dW-Heal/Rchg(39), Dct'dW-Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40) Level 41: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46) Level 44: Indomitable Will -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45) Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50) Level 49: Assault -- EndRdx-I(A) ------------ Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31) ------------ Set Bonus Totals:
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Time Crawl: That second Acc slot is probably needed more in other places. It's not bad to have it, but slots are in short supply on this build.
Crushing Field: I'm not sure the Nukes are providing all that much benefit. Might want to go for more Acc/EndRdx or some Acc/Mez Hami-Os (unless you have the Cardiac Alpha). The three procs are great though. Again, not bad slotting at all, but might be slightly better if slotted differently.
Super Speed: Try to get a Celerity Stealth in there. Full Invisibility makes a BIG difference. It lets you lead Singy into battle to draw aggro without getting any aggro yourself.
GDF: The Baz Gaze set alone doesn't have enough Accuracy to make up for the 20% Acc penalty. Consider taking that slot out of Time Crawl for an Acc/Hold/Rech here, assuming you use the power fairly frequently.
Temporal Selection: 5 slots here for a 5% Recharge? Personally, I think you can get by with a simple Recharge here, and use those 4 slots in other places. To make up for the 5% Recharge lost, you could replace Recall Friend with Combat Jumping (immob protection and maneuverability) and slot it with a LotG Recharge.
Hover: If you are going to keep Recall Friend, you could slot Recall Friend with a Zephyr -Knockback and thus free up a slot out of Hover.
Singy: Consider replacing the Centriole with a Dam/Mez. Also, if you get some spare slots, put both +10% Resistance for pets procs here. Those procs make Singy much tougher.
With a spare slot, you could put another LotG Recharge into Indomidible Will . . . so you would gain 15% recharge from those slots given up out of Temporal Selection.
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
Instead of Hasten I took Propel. So far, it has worked out nicely. I don't find the recharge time without Hasten is terrible at all, so I think it is a good compromise.
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- Higher DPA (about 25% better)
- Higher damage due to proccing DoT interfaces more often and corpseblasting less
- KU which is more useful than KB
- -Fly in case you need it
Propel's long animation, nearly 3.7 seconds long, is bad on defense-based characters who need to react quickly when the lucky hits start coming in. It's deadly (to you, not enemies) in trials where you have to move quickly to avoid autohit unresistables.
I don't think dropping haste is a good idea (it means that your chronoshift is no longer permanent, and the overall drop in recharge bigger than what Mids' shows you), but it's hard to find something else to drop that would give enough slots to properly slot Lift. Probably Poison Ray, but even that's pretty useful for the single-target -Res on AVs.
- consider dropping Time's Juncture. I know this is a handy power. It might even fit your theme. However, it is thirsty and redundant in my eyes. Time is chock full of slows. I would rather see you keep Time Distortion Field and drop Juncture, as it is a better method of control in my eyes.
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Words to the wise aren't necessary- it's the stupid ones that need them.
"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality
This is, overall, a pretty nice build. I'd make a few minor changes in slotting, but overall pretty good. All the Hami-Os help with the lack of slots.
Time Crawl: That second Acc slot is probably needed more in other places. It's not bad to have it, but slots are in short supply on this build. Crushing Field: I'm not sure the Nukes are providing all that much benefit. Might want to go for more Acc/EndRdx or some Acc/Mez Hami-Os (unless you have the Cardiac Alpha). The three procs are great though. Again, not bad slotting at all, but might be slightly better if slotted differently. Super Speed: Try to get a Celerity Stealth in there. Full Invisibility makes a BIG difference. It lets you lead Singy into battle to draw aggro without getting any aggro yourself. GDF: The Baz Gaze set alone doesn't have enough Accuracy to make up for the 20% Acc penalty. Consider taking that slot out of Time Crawl for an Acc/Hold/Rech here, assuming you use the power fairly frequently. Temporal Selection: 5 slots here for a 5% Recharge? Personally, I think you can get by with a simple Recharge here, and use those 4 slots in other places. To make up for the 5% Recharge lost, you could replace Recall Friend with Combat Jumping (immob protection and maneuverability) and slot it with a LotG Recharge. Hover: If you are going to keep Recall Friend, you could slot Recall Friend with a Zephyr -Knockback and thus free up a slot out of Hover. Singy: Consider replacing the Centriole with a Dam/Mez. Also, if you get some spare slots, put both +10% Resistance for pets procs here. Those procs make Singy much tougher. With a spare slot, you could put another LotG Recharge into Indomidible Will . . . so you would gain 15% recharge from those slots given up out of Temporal Selection. |
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-
Temporal Selection: 5 slots here for a 5% Recharge? Personally, I think you can get by with a simple Recharge here, and use those 4 slots in other places. To make up for the 5% Recharge lost, you could replace Recall Friend with Combat Jumping (immob protection and maneuverability) and slot it with a LotG Recharge.
|
Sometimes slotting helps the base effects of the power and not just the global bonuses.
Great advice. Yes the superjump is not needed. With the new changes (LORD have I been waiting for them) gravity will be better off. I cannot begin to tell you how much you will need Lift AND Propel (gotta love the new "Impact" secondary effect). Devs I love you...
Indigo
City of Gaymers on Guildportal.com
http://www.guildportal.com/Guild.asp...3&TabID=295104
Grav/Time is an awesome combo. /Time helps fill gravity's early control gaps and gravity has a great single target damage potential that can hammer at the targets you're slowing in your patch and with your aura.
I picked up Spring Attack for some AoE and so I can get into melee fast with my slow aura if needed. I can also use it for a double knockdown control right after a worm holed group I tossed into a corner tries to get to their feet.
Please buff Ice Control.
Grav/Time is an awesome combo. /Time helps fill gravity's early control gaps and gravity has a great single target damage potential that can hammer at the targets you're slowing in your patch and with your aura.
I picked up Spring Attack for some AoE and so I can get into melee fast with my slow aura if needed. I can also use it for a double knockdown control right after a worm holed group I tossed into a corner tries to get to their feet. |
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-
Grav/Time is an awesome combo. /Time helps fill gravity's early control gaps and gravity has a great single target damage potential that can hammer at the targets you're slowing in your patch and with your aura.
I picked up Spring Attack for some AoE and so I can get into melee fast with my slow aura if needed. I can also use it for a double knockdown control right after a worm holed group I tossed into a corner tries to get to their feet. |
City of Gaymers on Guildportal.com
http://www.guildportal.com/Guild.asp...3&TabID=295104
So, Gravity has now been tweaked. How is everyone feeling about the changes? Impact certainly gives some good punch to what was very weak damaging Primary power.
What changes have you made now because of the changes to Lift, Propel, Wormhole, Singularity, and Dimension Shift? What about the additions of the AT IO's? How has Will of the Controller changed your build formula?
As for tactics, I've found that I've altered what I normally did with my Grav/Time 'troller, which was mostly getting sent to the hospital. Now that Wormhole does not cause aggro or reveal your location, I use it a lot to pick apart mobs and work on softening them up. Most of the time, this is my tactics:
- Spot a mob and move back to a location with a wall or large structure/object
- Place a Distortion Field down near the wall/structure/object I'm going to use
- Wormhole a selection of the mob on the Distortion Field effect area
- Keep range with stunned mob so that Time's Juncture is in effect
- Time Crawl one of the mob members
- Gravity Distortion
- Lift
- Crushing Field
- Propel
- Rinse and Repeat
I throw around Gravity Distortion Field, Time Stop, and Farsight whenever I need. With all the stun from the Wormhole and the Distortion Field, I usually have a lot of time to zap my foes. With a few Time Stops thrown around, I keep damage suffered to myself to a minimum.
So any changes to your tactics with the changes in Gravity?
Despite a lot of negative things I have read on the forums about Gravity, I have decided to go with as my first Controller a Gravity/Time. This is due mostly to conceptual reasons, as I'm more of an RPer than a Min/Max player. While I don't Min/Max I don't want to build completely stupid (i.e. unplayable) characters.
So here is the build I am working on, which is a slight adaption of a suggested Grav/Time.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Relativity Paradox: Level 50 Technology Controller
Primary Power Set: Gravity Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
------------
Level 1: Crush Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(40), Thundr-Dmg/Rchg:50(40), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 1: Time Crawl Acc-I:50(A)
Level 2: Gravity Distortion BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(5), BasGaze-Rchg/Hold:30(5), BasGaze-EndRdx/Rchg/Hold:30(46), Dev'n-Hold%:50(46), Lock-%Hold:50(46)
Level 4: Time's Juncture DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/Rchg:50(7), DarkWD-ToHitdeb/Rchg/EndRdx:50(7), DarkWD-ToHitDeb/EndRdx:50(9)
Level 6: Temporal Mending Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/EndRdx/Rchg:50(9), Numna-Heal/Rchg:50(37), Numna-Heal/EndRdx/Rchg:50(37)
Level 8: Crushing Field Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(11), Enf'dOp-Acc/EndRdx:50(11), Enf'dOp-Immob/Rng:50(15), Enf'dOp-Acc/Immob/Rchg:50(17), Enf'dOp-Acc/Immob:50(19)
Level 10: Temporal Selection Numna-Heal/Rchg:50(A), Dct'dW-Heal/Rchg:50(15)
Level 12: Hasten RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Fly Zephyr-ResKB:50(A)
Level 16: Distortion Field RechRdx-I:50(A), RechRdx-I:50(17)
Level 18: Gravity Distortion Field BasGaze-EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Hold:30(19), BasGaze-Acc/Rchg:30(21), BasGaze-Rchg/Hold:30(23), G'Wdw-Acc/Hold/Rchg:50(25)
Level 20: Time Stop G'Wdw-Acc/Hold/Rchg:50(A), EoCur-Acc/Hold/Rchg:50(21)
Level 22: Hover LkGmblr-Rchg+:50(A), Srng-EndRdx/Fly:50(23)
Level 24: Teleport Foe TSM'n-Stlth:50(A), TSM'n-Rng:50(25), TSM'n-EndRdx:50(27)
Level 26: Wormhole Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(27), Stpfy-Acc/EndRdx:50(34), Stpfy-Stun/Rng:50(34), Stpfy-Acc/Stun/Rchg:50(37)
Level 28: Farsight LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(29), RedFtn-Def/Rchg:50(29), S'dpty-Def/Rchg:40(31), GftotA-Def/Rchg:40(31), Rec'dRet-Pcptn:20(31)
Level 30: Combat Jumping LkGmblr-Rchg+:50(A)
Level 32: Singularity ExRmnt-Acc/Dmg:50(A), ExRmnt-Acc/Rchg:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(33), HO:Perox(34)
Level 35: Slowed Response AnWeak-Acc/DefDeb:50(A), AnWeak-Acc/Rchg:50(36), AnWeak-DefDeb/EndRdx/Rchg:50(36), AnWeak-Acc/Rchg/EndRdx:50(36)
Level 38: Chrono Shift Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Rchg:50(39), P'Shift-EndMod/Acc/Rchg:50(39), P'Shift-EndMod/Rchg:50(39), EndMod-I:50(40)
Level 41: Scorpion Shield LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Def:50(42)
Level 44: Poisonous Ray Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(50), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 47: Summon Tarantula ExRmnt-Acc/Dmg:50(A), ExRmnt-Acc/Rchg:50(48), ExRmnt-Acc/Dmg/Rchg:50(48), ExRmnt-EndRdx/Dmg/Rchg:50(48), RechRdx-I:50(50)
Level 49: Recall Friend Range-I:50(A)
Level 50: Cardiac Core Paragon
Level 50: Ion Radial Final Judgement
Level 50: Gravitic Radial Flawless Interface
Level 50: Storm Elemental Core Superior Ally
------------
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-End%:50(A), P'Shift-EndMod:50(3), EndMod-I:50(3)
Level 1: Brawl Mako-Dam%:50(A)
Level 1: Containment
Level 1: Sprint Run-I:50(A)
Level 2: Rest Heal-I:50(A)
Level 4: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build |
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The original suggestion was to have Leadership instead of Teleport for the power pools. I changed it to Teleport for a few reasons:
I understand I'm giving up Defense by not taking Leadership > Maneuvers, but I hope that is minimized by being able to pull one or two mob members at a time.
Currently, he is level 25. Solo is not easy, that is for sure. I recently worked on a 4 person team of Mortimer Kal SF and he worked very nicely there. I'm seeing where the Grav/Time works well in small-ish groups.
Do you think Dimension Shift, despite all its problems, might be a good thing to consider as a solo player? DS part of a mob and deal with other sections. Conceptually, that seems to have merit. What do you think?
What are other people's opinions on what I'm trying to do here with a Gravity/Time?