Getting Started on Grav/Time Con


Draeth Darkstar

 

Posted

Ok! First off, I have never, ever made a true build for CoH yet. Ya' know, picking the perfect amount of slots for all your powers, picking the right powers and when, etc, etc.

I have found that I really, really like the powers of both of these sets and they are so fun to use, especially making mobs unable to do anything layer after layer of effects on them, aha.

But basically, I am just getting overwhelmed with the character process when it is coming down to it all. I want all of my primary and secondary powers 'cause I think they are all useful, but obviously, if I do that, I won't have many other powers to choose from to help boost the controllers icky defenses and resistances.

I plan on making a character who focus's on his controlling abilities and buffing powers, but a little more in the buffs. After that, survivability. Damage is nice, but I plan to do mostly stuff in teams, so I'll just put stuff at -1 and use my Singularity if I have to solo a mission.
--

But the main thing i need help on is when to choose the powers and when to the slots in them. That comes with knowing what enhancements i should use and what not as well. Except for some basic frankenslotting and stuff like Hasten recharge and End Mod in Stamina, i don't know where to begin even.

I am not asking for someone to just copy and paste a build here or anything, just tips and suggestions on what i should do. But if you want to, go right ahead, just try to explain some of the choice and what not so I am not a newb at this stuff anymore =)


 

Posted

I'm running low on time at the moment, so just a couple quick notes to hopefully get you started and I'll check back later.

If you want to do an IO set build for a Controller, get Mids, pick your power sets, and choose your powers in the order you think you would want to have access to them in-game.

Look through the sets available to a given power for bonuses that you want. The most common bonuses to stack are Recharge and Defense. /Time Manipulation can get to 45% Defense (soft-capped) against EVERYTHING if you're clever about your IO build. Tip on that: Power Boost (From the Energy mastery) affects the buffs on Farsight.

Some sets to consider, assuming you don't want purples:
Ranged Damage: Thunderstrike (Ranged, Energy, Negative Defense), Decimation (+Recharge)
Targetted AoE Damage: Positron's Blast (+Recharge)
Immobilize: Trap of the Hunter (Ranged, Energy, Negative Defense), Enfeebled Operation (Recharge Time & Smashing, Lethal, Melee Defense).
Holds: Basilisk's Gaze (Recharge Time & Ranged, Energy, Negative Defense), Lockdown (Ranged, Energy, Negative Defense, AoE, Fire, Cold Defense).
Disorients: Stupefy (Recharge Time & Ranged, Energy, Negative Defense)

That's all I have time to point out at the moment. I've attached my (quite expensive) Elec/Time build as well to maybe give you some ideas. Hope it helps!

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Tesla Cage

  • (A) Unbreakable Constraint - Chance for Smashing Damage
  • (3) Unbreakable Constraint - Hold/Recharge
  • (3) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (5) Unbreakable Constraint - Accuracy/Recharge
  • (5) Unbreakable Constraint - Endurance/Hold
  • (7) Damage Increase IO
Level 1: Time Crawl
  • (A) Accuracy IO
Level 2: Chain Fences
  • (A) Gravitational Anchor - Chance for Hold
  • (7) Gravitational Anchor - Immobilize/Recharge
  • (9) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (9) Gravitational Anchor - Accuracy/Recharge
  • (11) Gravitational Anchor - Immobilize/Endurance
  • (11) Positron's Blast - Chance of Damage(Energy)
Level 4: Temporal Mending
  • (A) Doctored Wounds - Heal/Endurance
  • (13) Doctored Wounds - Endurance/Recharge
  • (15) Doctored Wounds - Heal/Recharge
  • (15) Doctored Wounds - Heal/Endurance/Recharge
  • (17) Doctored Wounds - Heal
Level 6: Time's Juncture
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (17) Dark Watcher's Despair - Recharge/Endurance
  • (19) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (19) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (21) Impeded Swiftness - Chance of Damage(Smashing)
Level 8: Conductive Aura
  • (A) Efficacy Adaptor - EndMod
  • (21) Efficacy Adaptor - EndMod/Accuracy
  • (23) Efficacy Adaptor - EndMod/Accuracy/Recharge
Level 10: Super Speed
  • (A) Celerity - +Stealth
Level 12: Static Field
  • (A) Fortunata Hypnosis - Sleep/Recharge
  • (23) Fortunata Hypnosis - Chance for Placate
  • (25) Fortunata Hypnosis - Accuracy/Sleep/Recharge
  • (25) Fortunata Hypnosis - Accuracy/Recharge
  • (27) Fortunata Hypnosis - Sleep/Endurance
Level 14: Hasten
  • (A) Recharge Reduction IO
Level 16: Distortion Field
  • (A) Impeded Swiftness - Chance of Damage(Smashing)
  • (27) Lockdown - Chance for +2 Mag Hold
  • (29) Neuronic Shutdown - Chance of Damage(Psionic)
Level 18: Paralyzing Blast
  • (A) Neuronic Shutdown - Accuracy/Recharge
  • (29) Neuronic Shutdown - Endurance/Hold
  • (31) Neuronic Shutdown - Accuracy/Endurance
  • (31) Neuronic Shutdown - Hold/Range
  • (31) Neuronic Shutdown - Accuracy/Hold/Recharge
  • (33) Neuronic Shutdown - Chance of Damage(Psionic)
Level 20: Jolting Chain
  • (A) Devastation - Accuracy/Damage
  • (33) Devastation - Chance of Hold
  • (33) Explosive Strike - Chance for Smashing Damage
Level 22: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (34) Luck of the Gambler - Defense
  • (34) Luck of the Gambler - Defense/Endurance
Level 24: Boxing
  • (A) Empty
Level 26: Synaptic Overload
  • (A) Coercive Persuasion - Confused
  • (34) Coercive Persuasion - Confused/Recharge
  • (36) Coercive Persuasion - Accuracy/Confused/Recharge
  • (36) Coercive Persuasion - Accuracy/Recharge
  • (36) Coercive Persuasion - Confused/Endurance
  • (37) Coercive Persuasion - Contagious Confusion
Level 28: Farsight
  • (A) Luck of the Gambler - Recharge Speed
  • (37) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Defense/Endurance/Recharge
  • (39) Luck of the Gambler - Defense/Recharge
Level 30: Tough
  • (A) Aegis - Resistance
  • (39) Aegis - Resistance/Endurance
  • (39) Aegis - Psionic/Status Resistance
Level 32: Gremlins
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (40) Expedient Reinforcement - Accuracy/Damage
  • (40) Expedient Reinforcement - Damage/Endurance
  • (40) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (42) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (42) Soulbound Allegiance - Chance for Build Up
Level 35: Slowed Response
  • (A) Achilles' Heel - Chance for Res Debuff
  • (42) Accuracy IO
Level 38: Chrono Shift
  • (A) Doctored Wounds - Heal
  • (43) Doctored Wounds - Recharge
  • (43) Doctored Wounds - Endurance/Recharge
  • (43) Doctored Wounds - Heal/Recharge
  • (45) Doctored Wounds - Heal/Endurance/Recharge
Level 41: Power Blast
  • (A) Decimation - Accuracy/Damage
  • (45) Decimation - Damage/Endurance
  • (45) Decimation - Damage/Recharge
  • (46) Decimation - Accuracy/Endurance/Recharge
  • (46) Decimation - Accuracy/Damage/Recharge
Level 44: Temp Invulnerability
  • (A) Reactive Armor - Resistance
  • (46) Reactive Armor - Resistance/Endurance
  • (48) Reactive Armor - Resistance/Endurance/Recharge
  • (48) Reactive Armor - Endurance
  • (48) Steadfast Protection - Knockback Protection
  • (50) Steadfast Protection - Resistance/+Def 3%
Level 47: Power Boost
  • (A) Recharge Reduction IO
Level 49: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Defense/Endurance
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Agility Core Paragon
------------
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (13) Performance Shifter - Chance for +End
------------
Set Bonus Totals:
  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 5.5% Defense(Smashing)
  • 5.5% Defense(Lethal)
  • 6.13% Defense(Fire)
  • 6.13% Defense(Cold)
  • 6.75% Defense(Energy)
  • 6.75% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.13% Defense(Melee)
  • 8.63% Defense(Ranged)
  • 4.56% Defense(AoE)
  • 2.25% Max End
  • 2% Enhancement(Held)
  • 4% Enhancement(Confused)
  • 8% Enhancement(Heal)
  • 61% Enhancement(Accuracy)
  • 90% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 87.75 HP (8.63%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 8.55%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 6.9%
  • 21.5% (0.36 End/sec) Recovery
  • 58% (2.46 HP/sec) Regeneration
  • 10.08% Resistance(Fire)
  • 10.08% Resistance(Cold)
  • 3% Resistance(Psionic)
  • 10% RunSpeed
------------
Set Bonuses:
Unbreakable Constraint
(Tesla Cage)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Gravitational Anchor
(Chain Fences)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Doctored Wounds
(Temporal Mending)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Dark Watcher's Despair
(Time's Juncture)
  • 15.26 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Efficacy Adaptor
(Conductive Aura)
  • 11.45 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
Fortunata Hypnosis
(Static Field)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Neuronic Shutdown
(Paralyzing Blast)
  • MezResist(Immobilize) 2.2%
  • 15.26 HP (1.5%) HitPoints
  • 7% Enhancement(Accuracy)
  • 2% Enhancement(Held)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Devastation
(Jolting Chain)
  • 12% (0.51 HP/sec) Regeneration
Luck of the Gambler
(Maneuvers)
  • 10% (0.42 HP/sec) Regeneration
  • 11.45 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Coercive Persuasion
(Synaptic Overload)
  • 4% (0.07 End/sec) Recovery
  • 4% Enhancement(Confused)
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
  • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
Luck of the Gambler
(Farsight)
  • 10% (0.42 HP/sec) Regeneration
  • 11.45 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Aegis
(Tough)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 3% Resistance(Psionic)
Expedient Reinforcement
(Gremlins)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Soulbound Allegiance
(Gremlins)
  • 16% (0.68 HP/sec) Regeneration
Doctored Wounds
(Chrono Shift)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Decimation
(Power Blast)
  • MezResist(Immobilize) 2.75%
  • 11.45 HP (1.13%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Reactive Armor
(Temp Invulnerability)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Steadfast Protection
(Temp Invulnerability)
  • 1.5% (0.03 End/sec) Recovery
  • Knockback (Mag -4), Knockup (Mag -4)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Luck of the Gambler
(Weave)
  • 10% (0.42 HP/sec) Regeneration
  • 11.45 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

I am just having troubles on picking the powers that I really want, because if I get them all, i won't be able to focus as well as on what I want to do. I need to figure out what attacks I need to cut in order for me to fit everything in the build. Purely for using, i find using Lift is a hella fun to fling guys way up in the air, espically if you can fling 'em up really high =p

What are the caps with the holds and slows and what not?

Like, should i have both Crushing Field and Distortion Field? Both slow down the enemy, but one is hugly more effective at doing it, but the other last a lot longer.

And I was thinking, will just how much AoE slowly that I have, do I really need Gravity Distortion? I really like how it's just like, they don't move, at all, ever, when under it's effect. I am sure you coudl get it to recharge fast enough that you could do it on a lot of critters, but then you'd be using up a lot of end either way, while you oculd use the two AoE ones from above. Sure, they will get some attacks in, but not a ton =p

God, so many options! This is much worse than trying to build a TCG deck, lol.