So on live I used to run a physics-themed Grav/Kin controller. The only issue I had with him was that his damage output was basically nothing so soloing with him wasn't really an option, and while I like being on crowd control duty in a team setting (my main is a tank), I don't really enjoy being relegated to a purely support role. But now that Dominators aren't strictly a villain thing, I'd like to try remaking him as either Grav/Energy or Grav/Rad, my only questions are around which specific powers I should be taking, since the combination of powersets, particularly Grav/Energy seems kind of wonky.
For example, as a Grav/Kin controller, my main damage powers were Lift and Propel, but as a Dominator with an entire secondary set full of damage powers, they both seem kind of redundant. Should I be skipping / not slotting them and focusing on my secondary powers for damage? Or do they still serve a purpose? On my Grav/Kin I would skip Crush entirely as it seemed redundant with both Crushing Field and Gravity Distortion (which I always saw as just a better version of Crush) available pretty early on, and I needed a damage-dealing power more than a hold in those first few levels. But for a Grav/Energy it seems like I don't really want either? I would expect that as a Dominator I'm going to be using Gravity as my crowd-control set, and Energy as my damage set, so I don't really need a Gravity power that just deals damage. I have a whole other powerset for that! I'm also told that Power Bolt is kind of useless, so it seems like I'm going to have to pick up a bunch of powers that I don't actually want early on as placeholders until the "better" ones are available.
So what to do? Am I going to be forced to take a bunch of "useless" powers to begin with, or is there some synergy here I'm not seeing? I figured that Gravity's holds would at least counteracts Energy's knockback somewhat, but other than that these don't seem like sets which gel together all that well.