Gravity's New Damage Values: Good Enough for a Dominator?


dugfromthearth

 

Posted

I'm wondering if the numbers gurus have crunched the new Propel and Lift to see if they are worth taking on Gravity Doms. Has Gravity met its goal of having strong single target attacks? Propel certainly seems more damaging than before, but I can't yet tell if its actually competitive enough with something like Fire Assault to justify taking powers that do nothing but damage.


 

Posted

Lift was already good and my Grav/NRG used it in its attack chain.

The main question is whether propel is any good.

Of course, the larger elephant in the room is what is the point of a Grav/ dom at all if a Grav/ controller also has competitive damage?

It's a damned-if-you-do, damned-if-you-don't scenario, as far as I can tell. If both propel and lift are worth taking to form your core attack chain, then surely you might as well be rolling a controller because they get the extra nice (de)buffage and could take 1 epic attack to round out the attack chain. If they are not, who the hell cares about the buff because it is irrelevant?

I guess the entire secondary of NRG might be pointless but I can be happy in the knowledge that I am permadom and so can instantly hold bosses...

Regardless, the Grav/ buffs are surely more about controllers than anyone else. They really, really need to make the impact buffs also affect your secondary. Otherwise, this is more of the same "villain ATs are second rate" B.S. we have basically gotten since villains were introduced.


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Posted

Haven't run the numbers, but I also use Lift on my grav/nrg dom, and extra damage will add nicely to its KU utility. Propel... the numbers probably only tell half the story. The extra Impact damage might be nice, but I still don't know if I'll still be Impacting corpses.

So yeah, seems the changes could prove a boon for Controllers (I also have a grav/kin whom I'll enjoy firing up again), but not so much for Doms.

For the record, I would have preferred to see Gravity changed to emphasise slows and -recharge in addition to the knockup and knockback. Like changing Crushing Field to be a location-based AoE slow field rather than an AoE immob, likewise changing Gravity Distortion Field into a location-base AoE hold field or something akin to Telekinesis.

But that would have been a fairly radical change, so these may end up doing the trick, at least for Controllers.

At the moment, the only thing that brings be back to my grav/nrg Dom is his concept - not his overwhelming power.


 

Posted

It should be noted that Lift is not changing at all for dominators. It already had the higher base damage, which it got way back in I think issue 13, when they did the revamp of dominators as a whole. I remember I even PMed Castle about it, the one and only time I've ever done that, to ask why Controllers didn't get the same damage increase. I never did get a reply.

Controller Lift has had lower damage than it should for a long time. On a dominator it was buffed to do the same damage as Mind Control's Levitate, which has the same endurance cost, animation and recharge time but inexplicably did more damage. Only now are Controllers finally getting that buff as well.


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Posted

Quote:
Originally Posted by Rebel_Scum View Post
Controller Lift has had lower damage than it should for a long time. On a dominator it was buffed to do the same damage as Mind Control's Levitate, which has the same endurance cost, animation and recharge time but inexplicably did more damage. Only now are Controllers finally getting that buff as well.
Lift has a shorter animation than Levitate.


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Posted

Gravity is not worth taking on a dom still if you care about numbers, there are far better sets

if you don't care about numbers, then Propel is fine

if you really care about numbers you are running a ss/fa brute