Another look at a stalled Grav/Storm


Amygdala

 

Posted

Dusted off my 32 Grav/Storm, and played him a bit last night. I have to say it's much improved. Wormhole is now completely awesome, the changes make it an incredible power. Grav/ is absolutely the best powerset for pulling/separating spawns in the entire game.

Dim shift is even decent, not a major power, but much more useful.

The modified Propel is excellent.

Overall, I was quite pleased. This validates my long standing policy of never deleting any controller over lvl 20, 'cause you never know.

Arg


 

Posted

I have not yet found the slightest use for Dimension Shift. Not in trials, itrials, or soloing.

I do love my grav/storm despite always feeling completely irrelevant in itrials.


I took Gravity for Wormhole and Propel.
Nothing says Lovin' like hitting 'em with an oven. -AddamsFamily

 

Posted

Quote:
Originally Posted by Easily_Noobed View Post
I do love my grav/storm despite always feeling completely irrelevant in itrials.
I find my Gravity/Dark Controller to be highly useful on iTrials to the point where it's become my main trial toon. Wormhole makes pulling mobs away from terminals so much easier. This applies to Keyes, TPN, and UGT (where pulling mobs from crystals lowers their regen). You can also use it to pull Voids in MoM to position them exactly where you want.

As for Dimension Shift, I use it mostly on Lambda during the collection phase. You can put it down behind you as you're running through the map so that anything following you gets trapped in it, or you can Wormhole troublesome mobs into it.



Leader of Renaissance de la Veritas
Moderator of ChampioNexus
Amygdala's Guide to the Cathedral of Pain Trial

 

Posted

I agree... Grav/ is awesome. I was on a team with a nervous tank who didn't like aggro. So I started pulling mobs into corners with wormhole. Makes things sooo much easier.

Dimentional shift CAN be very useful. Best example is on a Sister TF when you need to defeat the boss and it's like 4 groups all stacked on each other (a good team makes this a non-issue). Once you aggro and get a few too many adds... hit DS. It's all about placement. Use it to catch a handfull of the adds. Once your team evens the odds... be ready to toggle DS off.

DS was a broken power, but now it's not bad. I think it's also about having teammates who are aware of how it works. Lots of people still think the phased baddie can't be attacked. Inside the "bubble" anyone can attack anyone. Also... anyone who is "phased" can attack others that are phased. So if you play with a static team... get them to get a phase temp power. They can attack from outside the bubble(and be attacked).

I understand that these kind of tactics are not great for PUGs, but it has it's uses.


Check out this!!!! http://www.youtube.com/user/LastRoninCoH/featured

 

Posted

Agreed.

If only Grav's immob had a -KB component to it, it would be awesome. Wormhole spawn into a tight knot in a corner, lock them in place and debuff them with hurricane while you slaughter them with Tornado. I know that GD has -KB, but that's just not a practical answer. I know some folks like to use the - KB-less immob to keep 'em flopping on the Freezing Rain KD patch, but it's of of strictly limited utility esp in the mid to late game.

Arg