Upcoming Grav tweaks
Trial Bosses and the Crates/Containers have a high-magnitude (9001) power that forces them into a specific phase, that's why DS/Black Hole don't work on them. |
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I think another good question is "how often are you on a weak enough team that you need to get rid of a mob SO BADLY that you aren't allowed to attack it?"
:S
I could get all funky with this and pick up Phase shift, and just phase out when I shift the baddies so I can hurt them.
This should work. I tested it out a few months ago. I phased out and was able to actually buff Phantom Army...it was wild.
I could get all funky with this and pick up Phase shift, and just phase out when I shift the baddies so I can hurt them.
This should work. I tested it out a few months ago. I phased out and was able to actually buff Phantom Army...it was wild. |
However, I have noticed a few times that PA has been damaged by various things in iTrials. One of them, IIRC, was the explosion from Lambda crates. There may have been something in the UG that was capable of hitting them too.
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
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I do NOT want to bash PvPers in any way (other than good-natured ribbing we all get) however, This is still a primarily PvE Game, even more so in the Freedom era. And when a Set like Grav has a power that is almost universally skipped, PvE play has to come first.
I can't remember when is was said (maybe at the summit or a coffe chat) but the current Devs have stated that they know PvP is really busted in it's current state but they want to address it as a complete revamp and not just patch up it's current state. Therefore it becomes a question of resourses, and Freedom made them even more tight, so the PvP community may need to (unfortunately) learn to adapt till that time comes. As for the changes? Yes- my first thoughts were as Hawk pointed out, denial of doorways etc. To use my previous example, an ITF. The First mission, the ambushes at the Oracle come primarily from one direction.. they can now be stopped to allow the team to try and complete the mission without getting wiped. Same goes for the Clyclops/Minotaur ambushes in the 2nd mission. Anothere idea I had was the Hero Respecs.. Dropping DS Right AT the reactor for the last few waves... |
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
It doesn't seem to work with the temp power Ethereal Shift.
However, I have noticed a few times that PA has been damaged by various things in iTrials. One of them, IIRC, was the explosion from Lambda crates. There may have been something in the UG that was capable of hitting them too. |
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Could this be the Dark Control Pet?
Edit:
I could get all funky with this and pick up Phase shift, and just phase out when I shift the baddies so I can hurt them.
This should work. I tested it out a few months ago. I phased out and was able to actually buff Phantom Army...it was wild. |
If you phased after activating the toggle, you'd no longer be in the same phase as your anchor, and the toggle would drop because it lacks a valid target.
That's a shame Oathbound because I could think of some nice combos if the phase trick worked! I would actually take DS!
Oh and yes that's the Tier 9 Pet for Dark Control!
The day I'm universally considered a detriment for using knockback on teams is probably the day I go looking for a game with a saner playerbase. However, on a scale from one to a hundred, where one represents minimal complaint and a hundred represents universal complaints about knockback, I am currently safely experiencing a zero.
These changes do come along right as I've started leveling a Grav/Time controller (because gravity/time, just gotta). It'll be interesting to see how these changes affect my ability to deploy everything in my arsenal, because I always try to. |
Not sure what to make of the "use it with Dimension Shift" idea of Hawk's, either. Other aoe mez powers that you can kind of equal Wormhole to don't call for using other powers with them. They hold their foe, or KB them, etc., in a far more simple manner. I think that's my main beef with it is that it behaves so differently from similar powers and is more difficult for it.
If nothing else, I wouldn't mind a lower cast time on it. I feel even worse about the KB and disappearing of foes if it's not going to throw off my teammates as easily. I know I could run ahead of my team more, but I'm often buffing between mobs and have a hard time making sure I'm so far ahead that I can use Wormhole and find a good place to toss mobs.
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Guys, VIP Beta is live now. Go test Gravity controls! Read the patch note. There are many good improvements on Singy.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Guys, VIP Beta is live now. Go test Gravity controls! Read the patch note. There are many good improvements on Singy.
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For reference, the new Dimension Shift summons two psuedopets, one stays in the caster's phase, and one phases along with the targets in order to pulse there and keep them phased.
Been running a Grav/Dark controller (admittedly it'll be a bit different from Doms). Not very high level yet, but here are my impressions of the Propel changes so far:
Casting time = awesome. The animation needs tweaked a bit, but other than that it's made of win.
Impact...... resounding Meh. The damage bonus is trivial. To the point that honestly I didn't see much difference in using Propel on an Impact target vs a non-impact target.
Impact...... resounding Meh. The damage bonus is trivial. To the point that honestly I didn't see much difference in using Propel on an Impact target vs a non-impact target.
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I do notice Impact damage. I kinda like it. I just haven't come up a dominator build that can take advantage of Propel/Lift. Maybe Gravity/Earth? Since /Earth has even more terrible range attacks.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Hey all,
We have some more changes coming for Gravity Control in i22 to help improve the sets control capabilities. In addition to the new Impact mechanic and the quickening of Propel (which helps soft-control from Knockback), weve made a major change to Dimension Shift and some minor tweaks to Wormhole. Dimension Shift:
You'll see these changes on the i22 VIP Beta soon after it goes up. |
Can [Black Hole] get the same treatment as Dimension Shift?
I think Black Hole needs to do something else.
Dimension Shift you shift the mobs to another Dimension so they can't hit you and you can't hit them. Makes sense.
Black Hole sounds like once you are in, you are gone...
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
This might be an interesting tweak for Doms who like to stay at range. Plop D.S at your feet, fire from range. Any heavy hitting meleer that gets close to you will be neutured.
I can also see it as a useful way to deal with over-aggro and ambushes.
My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi
in the end it just means bigger numbers.