Grav/Energy ... Bone Smasher or Power Bolt?
I'd keep Bone Smasher. It's fast, has a decent chance to stun and does a quite a bit of damage so it's useful if something slips past into melee with you.
I'd keep Bone Smasher. It's fast, has a decent chance to stun and does a quite a bit of damage so it's useful if something slips past into melee with you.
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I have several Grav/Energy doms (I just love the combo) and the melee powers do come in handy if something gets in close. Although with Power Push, they don't stay close for long. I usually keep the melee powers just to give me options, but of course, YMMV, especially if you want different options.
Thanks for the replies. I will hang on to Bone Smasher then. It seems to be the consensus, and I didnt have a super strong feeling either way.
Gracias!
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
With permadom levels of Recharge, I find that whenever Power Bolt is recharged, so too is something better like Power Push or Power Blast, or in your case Lift.
I'd also stick with Bone Smasher.
As others have said, with Lift, maybe Propel with the upcoming changes, Power Push, Power Blast, etc., Grav/NRG has ranged ST attacks coming out of its eyeballs... Now this *can* mean you can safely play at range because you will always have an attack and Singy and your other abilities are certainly ranged-friendly. So it is going to be entirely possible to have an all-ranged attack chain and still not use power bolt.
But you did take Total Focus, so you apparently want to stay in melee. So you might as well also take Bone smasher. One thing that confuses me is why you did not also take whirling hands. It seems to me that basically the *only* benefit Grav/NRG really gets from melee is that there is more AOE there. Otherwise, with all of the knockback from power push and singy and everything else, fighting at range seems much more natural.
Best of luck!
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
I just never liked Whirling Hands on a non-melee character who has an AOE Immob but has no confuse power to cause clumping. It also has a super small area. I just dont see melee/aoe as a prime mode of operation for this character. However, holding a single tough foe and putting melee and power burst on real fast for a quick kill of necessity seems ok. Basically, single target melee is surgical.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I just never liked Whirling Hands on a non-melee character who has an AOE Immob but has no confuse power to cause clumping. It also has a super small area. I just dont see melee/aoe as a prime mode of operation for this character. However, holding a single tough foe and putting melee and power burst on real fast for a quick kill of necessity seems ok. Basically, single target melee is surgical.
Lewis |
In fact, my Grav/NRG is just ST ranged for the most part because of this. It is what the combo is good at IMO. Some people, however, are happy trying to make them AOE. I know people who like to proc out crushing field and say it is a "mini-nuke". I tried this and found its damage laughable. To each their own though.
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
All,
I have a Grav/Energy Dominator build in which I am planning to take Bone Smasher and Total Focus. I have perma dom in the build and a good ranged defense. I am trying to decide whether to go with the build I have below (in which Power Bolt is unslotted and unused) or whether to move the Bone Smasher slots over to Power Bolt and stay almost entirely at range.
Which do you think would be best? I know from other /Energy Doms I've played in the past that I have a tendency to not use the melee attacks once I have Push, Blast and Burst. But I'm not sure.
Thanks for any suggestions/thoughts!
Lewis
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
GRAV NRG: Level 50 Science Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Primal Forces Mastery
Villain Profile:
Level 1: Lift -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 1: Power Bolt -- Decim-Acc/EndRdx/Rchg(A)
Level 2: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(34)
Level 4: Power Push -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Acc/Dmg/EndRdx(37)
Level 6: Propel -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(36), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Acc/Dmg/EndRdx(37)
Level 8: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 10: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(34), Thundr-Acc/Dmg/Rchg(37), Thundr-Dmg/EndRdx/Rchg(40)
Level 12: Crushing Field -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(15), GravAnch-Acc/Rchg(39), GravAnch-Immob/EndRdx(40), GravAnch-Hold%(40)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Gravity Distortion Field -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(50)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(25), Zephyr-Travel/EndRdx(25)
Level 26: Wormhole -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(29), Stpfy-Acc/Stun/Rchg(29), Stpfy-KB%(31)
Level 28: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 30: Boxing -- Acc-I(A)
Level 32: Singularity -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-+Res(Pets)(48)
Level 35: Conserve Power -- RechRdx-I(A)
Level 38: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(39), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
Level 41: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Temp Invulnerability -- EndRdx-I(A)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 50: Cardiac Total Core Revamp
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan