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Redlynne

[v2.0] Gravity/Time ... Propelling the Future, NOW™

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So ... a while back (as in, May 2019) ... I took a stab at making a Gravity/Time Controller build.  Some of you may have read it and made your own.  Other people were inspired by it, and for a little while we had a bit of a ... craze, I guess you could call it ... of people trying out playing Gravity/Time and enjoying the Well of the Furies (WotF?) out of the combination.

 

Well ... a little time has passed since then ... and a fair amount of research has been done in the meantime on how procs work (credit to @Bopper for a lot of that research!) and how a variety of different powers ACTUALLY work, particularly when those procs get slotted into those powers (*ahem* ... Tactics with Gaussian's!) ... and ... you get the idea.  In other words, it's time for brushing off the old build and giving it a touch up for the sheer amount of knowledge (and let's be honest, cleverness!) that has been (re)discovered since Homecoming burst onto the scene like a meteor falling onto Galaxy City (help keep Galaxy City clean!).

 

Which is a long winded preamble to say, if you've read my previous thoughts on this specific subject, don't worry ... I didn't shift the goalposts THAT far down the field regarding the build.  However, if you're still interested in knowing the "shape" of my current thinking (and playstyle) on this topic, now that I've gotten a few Levels into my Controller, feel free to read on.

 

 

 

Oh and this won't QUITE be (quite as much of) a WALL OF TEXT CRITS YOU!!! situation as usual, since I'm dealing with somewhat well tilled ground here, but the build will be in the next post down below after this one if you just want to grab the data and run with it.

 

 


 

 

So one of the BIG discoveries of the past few months was the research into procs and how they inter(re)act with various enhancement options.  At the same time, credit needs to be given where credit is due for little discoveries such as this one ...

On 9/18/2019 at 8:56 PM, VV said:

Wormhole, literally my favorite power in the game. If you team a lot, drop in one of those KB>KD enhancements and suddenly it goes from a conditional/annoying power, to one of the most useful powers in the game. The thing I did not realize till I did that is that Wormhole actually deposits your opponents in a tight pile. This is great for stacking dispersed enemies tightly on a tank. I have seen people tank with Wormhole as their opener. BOOM suddenly you have a bunch of delirious baddies where you want them. I do slot WH for stun, but at lower levels, make sure you have plent of ACC in it.

So wait ...

  • You can slot a Sudden Acceleration KB>KD proc into Wormhole ... and it won't negate the aggro-less aspect of how Wormhole works?
  • And it will cluster up widely dispersed (within 20ft radius of the selected $Target) spawn groupings and dump them out in a neatly collected PILE without needing to resort of use of terrain/corners to keep them clustered up and avoid Knockback scattering?
  • You still have 5 remaining slots left over ... which is EXACTLY how many slots you'd want/need to 5-slot the Overwhelming Presence set and ITS proc into Wormhole, where it will do you the most good?
  • And you can use it as an Alpha Strike ... to prevent retaliation?  So ... aggro DENIAL by use of Wormhole?

 

And as if that wasn't enough of a gravy train, @Sir Myshkin had to go out and discover this ...

On 8/20/2019 at 8:17 AM, Sir Myshkin said:

Wormhole a group into Dimension Shift. I don't remember ever seeing anyone talk about doing or trying this, especially not in recent couple of months. I didn't see a reason why it couldn't, but I also understand why it wouldn't logistically. Dug around RWZ for two close-knit patches of enemies relatively tightly packed themselves, shifted one, and then spammed the other into it. And it worked. If I did it fast enough (before the 10/s trigger) I could also get that new group to feel the wrath of the Shift. What I don't know is whether there is an effective limitation for Dimension Shift in how many enemies it could potentially damage in one shot.

 

So let me get this straight.

It's not only possible, but also desirable(!) to use Wormhole AND Dimension Shift (of all things!) to neutralize an entire spawn group AND prevent them from wandering away?

So ... Stun + Immobilize = (ghetto) AoE Hold that you can deploy more than once per minute?!?

 

Um ... yeah ... I'll take two (per minute) ... and call me from the Zig when you figure out you've been arrested and just haven't gotten the memo yet (see above, Space and Time Controller!).

 

/em polite cough

 

Oh and by the way ... that Overwhelming Presence proc is going to have a really nice and high chance to spawn an Energy Font pet that will broadcast a PBAoE Stun aura around itself to help keep everything in lockdown.

Have a nice day (being arrested before you even know what happened, $Targets).

Okay, that's enough of an EBIL IDEA™ that it seems like something ought to be done to make this happen pretty routinely.  spacer.png

 

 


 

 

Now, one of the side effects of pulling such a ... stunt ... is that needing a full suite of Defensive oriented protection powers stops being quite AS important when you can just "neutralize $Targets into a compost heap for disposal" TWICE per minute using Wormhole ... meaning that Maneuvers in the previous builds turned into something of an unnecessary set mule power given the overall context of the build.  City of Wormholed Statues in a Dimension Shift anyone?

 

So with that in mind, one of the things that I've been noticing while playing my Gravity/Time Controller is that, of all things, I miss not having Crush available (see previous builds).

I say that simply because I've run into situations where sure I could just rely on Gravity Distortion, Lift, Propel (and have) ... but Propel now has a Target AoE Knockback component to it, which widens its aggro "reach" potential.  Fighting Vahzilok zombies, I found myself frustrated by the fact that I could defeat them one by one using single target ranged attacks, but as soon as I'd use an AoE I'd have to deal with the entire dogpile all at once.  If I had Crush available to me, I'd be able to manage them with a 3 power rotation of single target attacks only, rather than trying to make do with 2 singles and a single target that splashes Knockback (and aggro) around my $Target.

 

Is Crush "all that great" on its own as a power?  Well, maybe not, if you're talking about "perfect attack chains" and so on.  But if you're looking for a single target ONLY attack chain (for ... reasons), you really want to be using a 3 power rotation rather than just 2 for that.  And while Propel is technically a single target attack and takes single target Ranged set slotting, the Knockback "splash" around your $Target makes it an "aggro noisy" single target attack that can draw the attention of more than one $Target onto yourself.  Now, granted, Vahzilok are kind of unique in this regard, in that if there are no "leaders" for the zombies (Reapers, Mortificators, Eidolons, etc.), you can pull off the single target sequential pickoff strategy with relative ease because they won't "communicate" their aggro state to those around them (while the "leaders" would do so to give the zombies their marching orders).

 

Point being, there's an edge case where Crush can be more useful than the alternative ... and that's not even including how Immobilize works on AVs and GMs to keep them pinned in place where you'd want them.

 

 

 

So I dropped Maneuvers out of the build and replaced it with Crush as the Level 1 power pick for greater flexibility in use of the attack chain, both in the early game and in the Incarnate Trials endgame.

 

 

 

Research done by myself and others into the interactions of Build Up relative to straight up damage procs yielded some interesting islands of stability in unexpected places/combinations of powers.  For Defenders and Masterminds this synergy tended to manifest when carrying the Build Up proc through multiple attack rotations in a way that would offer multiple bites at the apple (so to speak) and when that attack rotation included an AoE attack of some kind (in my Defender and Mastermind builds this wound up being a mix of Cones and Target AoEs) the increased damage throughput became multiplicative rather than merely additive like you'd see with a straight damage proc.  Well that logic changes in the context of a Controller ... because of Containment.  That's because the +64% damage bonus of a Build Up proc modifies the damage produced BEFORE it gets doubled by Containment.

 

Well, I've worked out that with an attack chain of Crush (1.33s), Gravity Distortion (1.83s), Lift (1.03s) and Propel (2.07s) ... in that order, for a total of 6.26s of animation for all 4 attacks (a rate of better than 1.6s per attack, on average), yields 4.19s of time elapsed before returning to Propel ... meaning that from a single Build Up proc out of Propel (in this case) you can "wrap back around" to activate Propel again(!) while the Build Up buff remains active.  So if you're just chain casting on a 132413241324 type rotation, so as to get the most out of Containment and Impact against hard(ish) $Targets that aren't Minions (who will crumple "too quickly" for this kind of damage appreciation!), you'll be able to leverage a single Build Up proc for +64% damage through Containment AND Impact for both Lift AND Propel ... even if the Decimation Build Up proc is put into Propel!  The attack chain will animate fast enough(!) for Propel to benefit "directly" from the Build Up proc slotted into it!  In a lot of cases, you won't get that kind of return on investment going with the Decimation Build Up proc (although I seem to have started to make a specialty out of it in my builds).

 

This then yields an unexpectedly robust single target attack chain for a Controller ... especially if both Lift and Propel are also slotted with Force Feedback procs for the bonus recharge needed to make Chrono Shift effectively perma in this build.

 

 


 

 

There are a few other aspects of this revision that will be "familiar" to anyone who has been following the evolution of my build plan schemes ... such as the slotting for Chrono Shift (now a "standard" on all of my Time Manipulation builds) and also Health and Stamina for maximizing yield on endurance recovery.

 

I put the Decimation set into Propel, rather than into Lift, in this build for the very simple reason that the Build Up buff duration of 5.25 seconds doesn't begin until the power it's slotted into completes its animation.  Essentially, the buff doesn't "start" until the next power gets used, that way it doesn't buff the power that procs the Build Up during the use that triggered the proc.  The animation times of Crush, Gravity Distortion and Lift add up to 4.19s of duration before getting back to Propel, meaning that Propel "gets to use" the Build Up buff's remaining duration to apply to Propel on the repeat of the attack chain.  The same does NOT hold true if Decimation is slotted into Lift!  The animation times of Propel, Crush and Gravity Distortion combine to be 5.23 seconds ... which makes it extremely likely(!) you'd have a situation where the Build Up buff would only apply to 3 attacks, instead of 4(!), by slotting the Decimation set into Lift instead of Propel.  It CAN be done, of course ... at the expense of the "yield" derived from the Build Up proc (3 attacks instead of 4).  However, if you REALLY want to push your recharge, it can be done by simply dropping Crush from the rotation, which having Force Feedback procs in both Lift and Propel may very well be able to do for you (depending on Exemplar Level at the time).

 

 

 

Which then brings up the point that not everyone would want to add Crush to their build (let alone slot it) like I'm doing here, which is a fair criticism.  However, if you're the type of Player who would easily ditch Crush for something else/better/anything(!) then this build offers a ready made alternative (although some serious power picks and slot shuffling will be needed to implement it).

 

Swap Crush for Enflame from the Sorcery pool(!).

 

 

 

Since Crush is 6 slotted in this build, if you swap it for Enflame you'd be able to 6-slot Enflame without needing to pull slots from other powers, so all of that would stay relatively the same.  However, the "yield" of the overall build would change rather markedly ... thanks to the ready made combo of Wormhole and Dimension Shift.

 

Why?

 

Because you could Wormhole a group into a unified "compost heap" to defeat them without drawing aggro.

Cast Enflame onto your $Target, who will presumably be in the center of the dogpile after the Wormhole.

Cast Dimension Shift to "close the oven door" and let your $Targets "cook" until done while they're Stunned by Wormhole, Immobilized by Dimension Shift and can't get away from the burn patch lit up by Enflame.

 

As an added extra spice for your flambe cuisine preparation ... you can dump the "compost heap" onto your Singularity (or any old aggro magnet you have handy) and then "light 'em up" with Enflame before you "slam the oven door" on them with Dimension Shift and sit back and wait in relative safety for the (cosmic) microwave (background) to finish turning them into an accretion disk of XP and drops for you.  And that's not even including the added seasonings of Distortion Field and Slowed Response for additional tenderizing.

 

"Feed them to the Sharkticons!" indeed ...

 

Dimension Shift will reach its 20 second expiration just in time for Wormhole to be recharged ... so you can wash/rinse/repeat if needed.

And if that kind of EBIL IDEA™ sounds like just the fresh baked XP kitchenware you're looking for ... you might want to consider taking the build I'm posting below and make a few ... alterations ... to it, in order to achieve that outcome.

 

You're welcome.

 

 


 

 

There are of course a couple other bits of trickery involved in this build, but compared to the above, they're pretty minor ... mainly just ways to stay relevant during AV/GM battles and attacks on Hamidon where stacking Holds is the answer to a lot of questions.  Anyway, they're there for any Disinterested Observers™ to find for themselves, if they're so inclined.

 

Oh and pay attention to the proc chances I calculated, since there's some interesting stuff there too ...

Edited by Redlynne
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Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer
 

Spoiler

 

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Level 50 Technology Controller
Primary Power Set: Gravity Control
Secondary Power Set: Time Manipulation
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Leadership

 

Hero Profile:

Level 1:    Crush    
 (A) HamiO: Peroxisome Exposure (+3 Dam/Mez)
 (3) HamiO: Peroxisome Exposure (+3 Dam/Mez)
 (3) Devastation - Accuracy/Damage/Endurance/Recharge: Level 31
 (5) Devastation - Chance of Hold: Level 30
 (5) Winter's Bite - Accuracy/Damage/Endurance: Level 27
 (7) Winter's Bite - Recharge/Chance for -Speed & -Recharge: Level 10


Level 1:    Time Crawl    
 (A) Accuracy IO: Level 50+5


Level 2:    Lift    
 (A) Entropic Chaos - Accuracy/Damage: Level 27
 (11) Entropic Chaos - Damage/Endurance: Level 27
 (13) Entropic Chaos - Damage/Recharge: Level 27
 (13) Entropic Chaos - Damage/Endurance/Recharge: Level 27
 (17) Entropic Chaos - Chance of Heal Self: Level 20
 (19) Force Feedback - Chance for +Recharge: Level 21


Level 4:    Gravity Distortion    
 (A) HamiO: Peroxisome Exposure (+3 Dam/Mez)
 (15) HamiO: Peroxisome Exposure (+3 Dam/Mez)
 (15) Devastation - Accuracy/Damage/Endurance/Recharge: Level 31
 (27) Devastation - Chance of Hold: Level 30
 (29) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
 (29) Lockdown - Chance for +2 Mag Hold: Level 30


Level 6:    Mystic Flight    
 (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10


Level 8:    Propel    
 (A) Decimation - Accuracy/Damage: Level 27
 (9) Decimation - Damage/Endurance: Level 27
 (9) Decimation - Damage/Recharge: Level 27
 (11) Decimation - Accuracy/Damage/Recharge: Level 27
 (21) Decimation - Chance of Build Up: Level 25
 (21) Force Feedback - Chance for +Recharge: Level 21


Level 10:    Crushing Field    
 (A) Enfeebled Operation - Accuracy/Endurance: Level 50+5


Level 12:    Dimension Shift    
 (A) Trap of the Hunter - Chance of Damage(Lethal): Level 20


Level 14:    Temporal Mending    
 (A) Preventive Medicine - Heal: Level 27
 (39) Preventive Medicine - Heal/Endurance: Level 27
 (40) Preventive Medicine - Endurance/RechargeTime: Level 27
 (40) Preventive Medicine - Heal/RechargeTime: Level 27
 (40) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
 (42) Preventive Medicine - Chance for +Absorb: Level 20


Level 16:    Time's Juncture    
 (A) Dark Watcher's Despair - To Hit Debuff: Level 27
 (46) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27
 (46) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27
 (46) Dark Watcher's Despair - Chance for Recharge Slow: Level 21


Level 18:    Gravity Distortion Field    
 (A) Basilisk's Gaze - Accuracy/Hold: Level 27
 (23) Basilisk's Gaze - Accuracy/Recharge: Level 27
 (23) Basilisk's Gaze - Recharge/Hold: Level 27
 (25) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
 (25) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
 (37) Lockdown - Chance for +2 Mag Hold: Level 30


Level 20:    Temporal Selection    
 (A) Doctored Wounds - Heal/Endurance/Recharge: Level 50+5


Level 22:    Distortion Field    
 (A) Basilisk's Gaze - Recharge/Hold: Level 27
 (45) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
 (45) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
 (45) Basilisk's Gaze - Chance for Recharge Slow: Level 10


Level 24:    Time Stop    
 (A) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized: Level 27
 (42) Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge: Level 27
 (42) Will of the Controller - Endurance/Recharge: Level 27
 (43) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance: Level 27
 (43) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge: Level 27
 (43) Will of the Controller - Recharge/Chance for Psionic Damage: Level 10


Level 26:    Wormhole    
 (A) Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized: Level 27
 (34) Overpowering Presence - Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/RechargeTime: Level 27
 (36) Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance: Level 27
 (36) Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance/RechargeTime: Level 27
 (37) Overpowering Presence - RechargeTime/Energy Font: Level 10
 (37) Sudden Acceleration - Knockback to Knockdown: Level 21


Level 28:    Farsight    
 (A) HamiO: Cytoskeleton Exposure (+3 Def/End/ToHit)
 (31) HamiO: Cytoskeleton Exposure (+3 Def/End/ToHit)
 (31) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25


Level 30:    Hasten    
 (A) Recharge Reduction IO: Level 50+5
 (31) Recharge Reduction IO: Level 50+5


Level 32:    Singularity    
 (A) HamiO: Endoplasm Exposure (+3 Acc/Mez)
 (33) Expedient Reinforcement - Damage/Endurance: Level 31
 (33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31
 (33) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31
 (34) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30
 (34) Sovereign Right - Resistance Bonus: Level 25


Level 35:    Slowed Response    
 (A) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50+5
 (36) Achilles' Heel - Chance for Res Debuff: Level 10


Level 38:    Chrono Shift    
 (A) Efficacy Adaptor - EndMod/Recharge: Level 50+5
 (39) Performance Shifter - EndMod/Recharge: Level 50+5
 (39) Doctored Wounds - Heal/Recharge: Level 50+5


Level 41:    Assault    
 (A) Endurance Reduction IO: Level 50+5


Level 44:    Tactics    
 (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27
 (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27
 (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27
 (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27
 (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27
 (50) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21


Level 47:    Spirit Ward    
 (A) Doctored Wounds - Heal/Recharge: Level 50+5


Level 49:    Rune of Protection    
 (A) Recharge Reduction IO: Level 50+5
 (50) Recharge Reduction IO: Level 50+5

 

 

Spoiler

 

Level 1:    Brawl    
 (A) Accuracy IO: Level 50


Level 1:    Containment    
Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Run Speed IO: Level 50+5


Level 1:    Sprint    
 (A) Celerity - +Stealth: Level 15


Level 2:    Rest    
 (A) Interrupt Reduction IO: Level 50


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Run Speed IO: Level 50+5


Level 2:    Health    
 (A) Panacea - +Hit Points/Endurance: Level 10
 (17) Miracle - +Recovery: Level 20
 (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30


Level 2:    Hurdle    
 (A) Jumping IO: Level 50+5


Level 2:    Stamina    
 (A) Endurance Modification IO: Level 50
 (7) Performance Shifter - EndMod: Level 27
 (19) Performance Shifter - Chance for +End: Level 21


Level 0:    Portal Jockey    
Level 0:    Task Force Commander    
Level 0:    The Atlas Medallion    
Level 0:    Freedom Phalanx Reserve

 

 

Spoiler

Set Bonus Totals:
14% DamageBuff(Smashing)
14% DamageBuff(Lethal)
14% DamageBuff(Fire)
14% DamageBuff(Cold)
14% DamageBuff(Energy)
14% DamageBuff(Negative)
14% DamageBuff(Toxic)
14% DamageBuff(Psionic)
1.25% Defense(Smashing)
1.25% Defense(Lethal)
1.25% Defense(Fire)
1.25% Defense(Cold)
7.81% Defense(Energy)
7.81% Defense(Negative)
2.5% Defense(Melee)
8.13% Defense(Ranged)
2.5% Defense(AoE)
4.5% Max End
5% Enhancement(Confused)
5% Enhancement(Held)
3.75% Enhancement(Max EnduranceDiscount)
5% Enhancement(Stunned)
5.5% Enhancement(Terrorized)
10% Enhancement(Sleep)
9% Enhancement(Accuracy)
10% Enhancement(Immobilized)
63.75% Enhancement(RechargeTime)
15% SpeedFlying
GrantPower Preventive Medicine (10% chance, if Scourge)
83.93 HP (8.25%) HitPoints
15% JumpHeight
15% SpeedJumping
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 28.75%
MezResist(Held) 28.75%
MezResist(Immobilized) 28.75%
MezResist(Sleep) 28.75%
MezResist(Stunned) 28.75%
MezResist(Terrorized) 28.75%
12% (0.2 End/sec) Recovery
34% (1.44 HP/sec) Regeneration
26.75% Resistance(Smashing)
26.75% Resistance(Lethal)
27.5% Resistance(Fire)
27.5% Resistance(Cold)
23% Resistance(Energy)
23% Resistance(Negative)
20% Resistance(Toxic)
20% Resistance(Psionic)
15% SpeedRunning

 

Spoiler

 

Set Bonuses:
Devastation
(Crush)
  12% (0.51 HP/sec) Regeneration


Winter's Bite
(Crush)
  2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%


Entropic Chaos
(Lift)
  10% (0.42 HP/sec) Regeneration
  2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  2.25% Max End
  6.25% Enhancement(RechargeTime)


Devastation
(Gravity Distortion)
  12% (0.51 HP/sec) Regeneration


Lockdown
(Gravity Distortion)
  3% DamageBuff(All)


Blessing of the Zephyr
(Mystic Flight)
  Knockback (Mag -4), Knockup (Mag -4)


Decimation
(Propel)
  1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  11.45 HP (1.13%) HitPoints
  2.25% Max End
  6.25% Enhancement(RechargeTime)


Preventive Medicine
(Temporal Mending)
  2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  19.08 HP (1.88%) HitPoints
  3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  3.75% Enhancement(EnduranceDiscount)
  8.75% Enhancement(RechargeTime)
  GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)


Dark Watcher's Despair
(Time's Juncture)
  15.26 HP (1.5%) HitPoints
  2.5% (0.04 End/sec) Recovery
  5% Enhancement(RechargeTime)


Basilisk's Gaze
(Gravity Distortion Field)
  2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  2% (0.03 End/sec) Recovery
  7.5% Enhancement(RechargeTime)


Lockdown
(Gravity Distortion Field)
  3% DamageBuff(All)


Basilisk's Gaze
(Distortion Field)
  2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  2% (0.03 End/sec) Recovery
  7.5% Enhancement(RechargeTime)


Will of the Controller
(Time Stop)
  2.5% DamageBuff(All)
  6% Enhancement(Immobilized), 6% Enhancement(Sleep), 3.3% Enhancement(Terrorized), 3% Enhancement(Confused), 3% Enhancement(Held), 3% Enhancement(Stunned)
  9% Enhancement(Accuracy)
  8.75% Enhancement(RechargeTime)
  3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)


Overpowering Presence
(Wormhole)
  4% Enhancement(Immobilized), 4% Enhancement(Sleep), 2.2% Enhancement(Terrorized), 2% Enhancement(Confused), 2% Enhancement(Held), 2% Enhancement(Stunned)
  19.08 HP (1.88%) HitPoints
  4.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%
  3% (0.05 End/sec) Recovery


Luck of the Gambler
(Farsight)
  7.5% Enhancement(RechargeTime)


Expedient Reinforcement
(Singularity)
  1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  3% DamageBuff(All)
  6.25% Enhancement(RechargeTime)
  10% Resistance(All)


Sovereign Right
(Singularity)
  10% Resistance(All)


Gaussian's Synchronized Fire-Control
(Tactics)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  19.08 HP (1.88%) HitPoints
  2.5% (0.04 End/sec) Recovery
  2.5% DamageBuff(All)
  2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)


Performance Shifter
(Stamina)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning

 

 

Spoiler

 

Crush: Devastation (3PPM), Winter's Bite (4PPM)
3 * ((4 / ( 1 + 20.52 / 100 )) + 1.33) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 23.24%
4 * ((4 / ( 1 + 20.52 / 100 )) + 1.33) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 30.99%

 

Lift: Entropic Chaos (3PPM), Force Feedback (2 PPM)
3 * ((6 / ( 1 + 37.91 / 100 )) + 1.03) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 26.90%
2 * ((6 / ( 1 + 37.91 / 100 )) + 1.03) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 17.94%

 

Gravity Distortion: Devastation (3PPM), Lockdown (2.5PPM)
3 * ((8 / ( 1 + 30.80 / 100 )) + 1.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 39.73%
2.5 * ((8 / ( 1 + 30.80 / 100 )) + 1.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 33.11%

 

Propel: Decimation (1PPM), Force Feedback (2PPM)
1 * ((8 / ( 1 + 37.91 / 100 )) + 2.07) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 13.12%
2 * ((8 / ( 1 + 37.91 / 100 )) + 2.07) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 26.24%

 

Dimension Shift: Trap of the Hunter (3.5 PPM)
3.5 * ((60 / ( 1 + 0 / 100 )) + 1.17) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 93.59%) upon cast per each $Target
3.5 * 10 / (60 * (1 + 25 * (11 * 360 + 540) / 40000)) = 15.30% after 10s duration per each $Target

 

Time's Juncture: Dark Watcher's Despair (3.5PPM)
3.5 * ((10 / ( 1 + 16.85 / 100 )) + 0.67) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 79.59% upon cast per $Target
3.5 * 10 / (60 * (1 + 25 * (11 * 360 + 540) / 40000)) = 15.30% after each 10s duration per each $Target

 

Gravity Distortion Field: Basilisk's Gaze (3.5PPM), Lockdown (2.5PPM)
3.5 * ((240 / ( 1 + 72.04 / 100 )) + 1.83) / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 253.67%) per $Target
2.5 * ((240 / ( 1 + 72.04 / 100 )) + 1.83) / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 181.20%) per $Target

 

Distortion Field: Basilisk's Gaze (3.5PPM)
3.5 * ((60 / ( 1 + 52.66 / 100 )) + 2.03) / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 74.19% upon cast per $Target
3.5 * 10 / (60 * (1 + 20 * (11 * 360 + 540) / 40000)) = 17.95% after each 10s duration per each $Target

 

Time Stop: Will of the Controller (4 PPM)
4 * ((16 / ( 1 + 61.99 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 80.31%

 

Wormhole: Overpowering Presence (1 PPM)
1 * ((90 / ( 1 + 40.93 / 100 )) + 3) / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 34.29% per each $Target

 

Slowed Response: Achilles' Heel (3.5PPM)
3.5 * ((90 / ( 1 + 26.50 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 112.33%) per each $Target

 

Tactics: Gaussian's Synchronized Fire Control (1PPM)
1 * 10 / (60 * (1 + 60 * (11 * 360 + 540) / 40000)) = 6.5% (Pre-clamp: 2.15%) per each Teammate

 

  • Team-1: 1 - (1 - 0.065)^1 = 06.5% chance to proc every 10 seconds
  • Team-2: 1 - (1 - 0.065)^2 = 12.5% chance to proc every 10 seconds
  • Team-3: 1 - (1 - 0.065)^3 = 18.2% chance to proc every 10 seconds
  • Team-4: 1 - (1 - 0.065)^4 = 23.5% chance to proc every 10 seconds
  • Team-5: 1 - (1 - 0.065)^5 = 28.5% chance to proc every 10 seconds
  • Team-6: 1 - (1 - 0.065)^6 = 33.1% chance to proc every 10 seconds
  • Team-7: 1 - (1 - 0.065)^7 = 37.5% chance to proc every 10 seconds
  • Team-8: 1 - (1 - 0.065)^8 = 41.5% chance to proc every 10 seconds
  • League-16: 1 - (1 - 0.065)^16 = 65.8% chance to proc every 10 seconds
  • League-24: 1 - (1 - 0.065)^24 = 80.0% chance to proc every 10 seconds
  • League-32: 1 - (1 - 0.065)^32 = 88.3% chance to proc every 10 seconds
  • League-34: 1 - (1 - 0.065)^34 = 89.8% chance to proc every 10 seconds
  • League-35: 1 - (1 - 0.065)^35 = 90.0% (Pre-clamp: 90.4%?) chance to proc every 10 seconds

 

Controller - Gravity Control - Time Manipulation.mxd

Edited by Redlynne

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On 8/20/2019 at 8:17 AM, Sir Myshkin said:

Single Target Attacks

There's four ST attack options with Gravity, which is kind of a lot in a Controller set. I skipped Crush since it didn't have the same flex as animation/options the other three did (and just general space in the build). Lift and Gravity Distortion were the two strongest picks and obvious need-to-take powers, and Propel was mostly just a choice thing. Propel might not be the best choice in a Proc Monster though, it looks like. On its own in regular standard view, Propel was always that go-to ST hitter, but with 3-4 +Dam procs that can be loaded into each of the ST attacks, they can easily overshadow it by at least 10 damage per average activation. I looked back after the fact at Crush over Propel, and with 4x+Dam procs at 1.5/s for 108 damage vs. Propel at 2.2/s for 150, Crush is doing marginally better DPS (by about 4 pts), tightens the chain for Lift and GD, and a if I flip around some of the proc choices in Lift, we can toss Decimation +BU in there and run Redlynne's "Chuck lots of dice" mantra in there and get the 2-3 chances to fire that per minute which'll net a marginal uptake for all three powers being able to go off in that window (Lift twice).

 

I know Propel is a fan-favorite, but Proc Monsters are hungry beasts, and I don't think it has a home with them.

Quoting myself on this one, as a consideration from some of the review I did before, did you consider dropping Propel altogether in favor of Lift > Crush > GD? Just from overview of how it performed in a Proc-World, Propel felt underwhelming when Procs so dramatically change the game for Controllers, and Gravity has so many ST hitters to play around with.

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58 minutes ago, Sir Myshkin said:

Quoting myself on this one, as a consideration from some of the review I did before, did you consider dropping Propel altogether in favor of Lift > Crush > GD? Just from overview of how it performed in a Proc-World, Propel felt underwhelming when Procs so dramatically change the game for Controllers, and Gravity has so many ST hitters to play around with.

Yes ... but you and I orient what we value around different priorities for this.  You tend to slot procs for damage, while I tend to slot procs for other purposes (usually control or force multiplier type applications).  In that sense, I prefer to manipulate/control the battlefield, rather than just simply overrun it (if that makes any sense in this context).

 

I guess the real answer in this case is that I wanted the flexibility of having Propel available for those situations that call for it, mainly because Impact is such a force multiplier for both Lift and Propel.  However, that does bring to the fore the notion that Propel falls into the Nice To Have™ category, rather than in the MUST Have bucket.


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I'm wondering about usage - the stock advice on Dimension Shift, I know, is basically "don't do that", in groups. Would you throw caution to the windows and dump baddies in it anyway, in this context, or what? 🙂

 

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First, thanks for quoting me! Seems like a great build, lots of flexibility, with solid battlefield management, plus good support buffs and debuffs. A few questions.

1) Dimension Shift + Wormhole, I do not understand the use of it. Is it just to stun them and keep them from wandering off? Because WH + Crushing Field is good for doing that.

1b) I see that you have Energy Font on WH, and the Trap of the Hunter Proc on DS, but is that enough damage to kill everything in there? Or do you have to go into the DS and do it yourself?

2) I thought you had decided to put the Overpowering presence into Crushing Field because it can be procced more often. I did that and it rocks. Why still leave it in Wormhole?

3) How often does the Gaussian's Build Up proc fire while Tactics is toggled?

3b) I don't understand the 6 slotting of Gaussians in Tactics at all. The set bonuses in it are not that exciting in this case.

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2 hours ago, Redlynne said:

I guess the real answer in this case is that I wanted the flexibility of having Propel available for those situations that call for it, mainly because Impact is such a force multiplier for both Lift and Propel.  However, that does bring to the fore the notion that Propel falls into the Nice To Have™ category, rather than in the MUST Have bucket.

I was more curious as to whether you'd run numbers on it and came down to "Nah, Propel is still worth it anyway." Or if it had just been a "I like this Pony Trick more." Not really anything beyond that. I just used the quote as a reference for where I was coming from. But you answered it either way 🙂

 

1 hour ago, ParaBruce said:

I'm wondering about usage - the stock advice on Dimension Shift, I know, is basically "don't do that", in groups. Would you throw caution to the windows and dump baddies in it anyway, in this context, or what?

Only speaking from my experience, Wormhole an extra mob on top of whatever mob your team is currently engaged in, and then Shift the entire thing, team and all. You'll probably find out that they don't even notice half the time. Either way, this tactic works both teamed or not teamed, but if you can demonstrate how you can use it competently, well, honestly most people wont even realize you're doing it. If you have a lot of ranged folks, be open on the topic with them though, to be fair.

 

1 hour ago, VV said:

1) Dimension Shift + Wormhole, I do not understand the use of it. Is it just to stun them and keep them from wandering off? Because WH + Crushing Field is good for doing that.

Redlynne will have their own comment to this, I'm certain, but there is a unique aspect to the nature of WH+DS that has a varying assortment of approaches you can take that make it better than WH+CF.

 

The Shift, as best I could tell with just two spawns of 10-16 each, seems to have a pretty appreciable cap on what fits inside it, meaning I can feed it far more than normal powers would hit. Depending on how you utilize the combo, it can serve as either a greater measure of control (as Redlynne built), or as a source of excess damage (as I tested it). DS can take the Controller AT-O Damage Proc, as well as Trap (otH) and get two trigger events, ontop of the fact you can get a Font trigger in there, as well as FF+Rech proc (in WH, to effect yourself), the KD effect procs, there's a ton of utility happening there.

 

The very basic of it: WH one spawn into another, and Shift the entire thing into what tantamount as an AoE isolation hold. With all the assorted Procs involved, you're almost guaranteed a ton of effects, let alone the potential to do two sets of proc damage on a collective of two spawns at the same time (once at activation, and then 10/s later on a trigger for the Shift). You are also not restricted from dropping additional effects into the Dimensional Shift like proc'd-out Distortion Field, Singularity, or just about anything that has a location-based drop point.

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7 hours ago, ParaBruce said:

I'm wondering about usage - the stock advice on Dimension Shift, I know, is basically "don't do that", in groups. Would you throw caution to the windows and dump baddies in it anyway, in this context, or what? 🙂

The stock advice of "don't do that" is predicated upon Dimension Shift being a Click power that can't be canceled early (it is now a Toggle that CAN be detoggled early) and also being a power that "puts $Targets beyond reach no matter what you do" (which is also no longer true).  What Dimension Shift does now is move EVERYTHING inside the AoE (Foes, Allies, etc.) into a different Phase.  This creates a "bubble" of AoE where attacks can't cross the boundary ... but inside to inside works and outside to outside works ... you just can't do inside to outside or outside to inside.

 

The trick here is that you can use that phase shifting to your advantage to whittle away at groups of Foes while doing it in a team friendly way (your team just needs to know What It Means when they see it, since most will have never seen it done before).

 

 

7 hours ago, VV said:

First, thanks for quoting me! Seems like a great build, lots of flexibility, with solid battlefield management, plus good support buffs and debuffs.

We make every pretense of competency around here.  😎

7 hours ago, VV said:

1) Dimension Shift + Wormhole, I do not understand the use of it. Is it just to stun them and keep them from wandering off? Because WH + Crushing Field is good for doing that.

You can, and there will of course be situations where that is a superior option to Wormhole + Dimension Shift, so it really just depends on the context of what is happening.  Which is another way of saying that Situational Awareness is important.  The thing is, almost everyone who plays Gravity Control "knows" about the combination of Wormhole + Crushing Field ... but few people know about the alternative of Wormhole + Dimension Shift, so I was wanting to point out this alternative option for those who didn't know what it would mean.  It's not something that you can grok intuitively just by looking at the build.  It's something that needs to be pointed out and EXPLAINED how it can be a useful combination.

7 hours ago, VV said:

1b) I see that you have Energy Font on WH, and the Trap of the Hunter Proc on DS, but is that enough damage to kill everything in there? Or do you have to go into the DS and do it yourself?

By itself?  Almost certainly not.

If you're soloing, you'll almost certainly need to enter the Dimension Shift in order to start delivering damage to make arrests ... assuming you didn't Wormhole everything right next to yourself and/or your Singularity (so when the Dimension Shift goes up you're already inside of it rather than outside).

 

In a group, you'd want to Wormhole the compost heap onto the nearest aggro magnet and the put up the Dimension Shift AFTER so that the 90% chance to hit each $Target inside the Dimension Shift can harm them upon casting.

7 hours ago, VV said:

2) I thought you had decided to put the Overpowering presence into Crushing Field because it can be procced more often. I did that and it rocks. Why still leave it in Wormhole?

Because I could slot out EITHER Crushing Field OR Wormhole ... and Wormhole needs at least 2 slots (Accuracy and KB>KD) to produce the effect(s) I'm aiming for here.  A lack of Accuracy slotted into Wormhole will cripple the power, and a lack of the Sudden Acceleration/Overwhelming Force proc will require use of terrain to corral the $Targets gathered up by Wormhole due to the (unwanted?) Knockback spew out of the Wormhole.

 

What I was mainly aiming for with this change was getting the recharge time on Wormhole under 27 seconds, so it can be used twice per minute, while also getting the recharge up to over 30 seconds, so as to be able to make Wormhole "perma" as an aggro neutralization tool, which Gravity Control DESPERATELY NEEDS as a powerset.  In order to do that, you need to dedicate slots to Wormhole.  Crushing Field, conversely, functions "just fine" as a One Slot Wonder power, especially since it is just too ruinous on endurance to keep using every time the power recharges.  Crushing Field is already "perma" out of the box without any enhancement whatsoever, while Wormhole is not.  So just as a matter of balancing priorities, I wanted to put slots into Wormhole to enhance it and DIDN'T need to put slots into Crushing Field to enhance it.

 

The other thing is that slotting the Energy Font proc into Crushing Field means that you need to have a sizeable number of $Targets being cast against in order to have a "decent" chance of getting Energy Font to proc.  The fast recharge time and 30 ft spherical radius really works AGAINST getting high proc chances per $Target in the AoE on Crushing Field.  You CAN make it work in large teams (or on AE Farm maps) obviously, but performance declines when soloing and/or not fighting against large quantities of $Targets simultaneously.  Conversely, putting the proc into Wormhole yields a performance where you have a 90% chance to proc the Energy Font even against a single target.  This means you'll have fewer Energy Font pets getting spawned, but they'll also be spawning "when you need them" (after use of Wormhole) in order to help with the lockdown stunning of everything that just got shoved through the Wormhole ... and with Wormhole available every ~28 seconds or so under Hasten and Chrono Shift, and with a duration of ~38 seconds, you can aggro neutralize entire groups of $Targets until you've defeated them all in detail in relative safety ... a performance profile you WOULDN'T necessarily get by having Overwhelming Presence slotted into Crushing Field instead.

 

In other words, putting Overwhelming Force into Wormhole instead of Crushing Field made other engagement options possible, and I found those possibilities to have enough merit to warrant moving Overwhelming Force back into Wormhole after comparing the proc chances between the two options (and what that would mean for how to use the respective powers, both when soloing and when in groups).  Besides, putting it into Wormhole just incentivizes you to use Wormhole as often as possible (for what should be obvious reasons), which winds up being safer and wiser than using Crushing Field as often as possible (which is ruinously expensive on the endurance budget).

7 hours ago, VV said:

3) How often does the Gaussian's Build Up proc fire while Tactics is toggled?

Potentially as often as once every 10 seconds.

When it does proc, the buff lasts for 5.25 seconds.

 

So in a Team-8 context, you're looking at a (statistically averaged) 41.5% chance to proc a +64% damage buff with a 5.25s duration ... every 10 seconds.

In League-35+ contexts, you can potentially be looking at a (statistically averaged) up to 90% chance to proc a +64% damage buff with a 5.25s duration ... every 10 seconds.

If that sounds "pretty decent" to you ... there's a reason for that.  💫

7 hours ago, VV said:

3b) I don't understand the 6 slotting of Gaussians in Tactics at all. The set bonuses in it are not that exciting in this case.

Granted ... and if I was desperate enough to want to salvage/harvest slots from somewhere to assign elsewhere, Tactics would be the power I'd pull those slots from to apply to other powers.

 

 

 

6 hours ago, Sir Myshkin said:

Only speaking from my experience, Wormhole an extra mob on top of whatever mob your team is currently engaged in, and then Shift the entire thing, team and all. You'll probably find out that they don't even notice half the time. Either way, this tactic works both teamed or not teamed, but if you can demonstrate how you can use it competently, well, honestly most people wont even realize you're doing it. If you have a lot of ranged folks, be open on the topic with them though, to be fair.

So long as you dump the "compost heap" onto the Melee Monsters on your team, they simply won't notice use of Dimension Shift (since they'll be inside the AoE and shift with the $Targets that they're wanting to damage, so it's all a matter of Different Sameness™ to them).  The only ones who might be affected will be Ranged Attackers who would be outside the bubble when you use Dimension Shift and whose attacks can't "cross" the bubble boundary.  Let them know what's going on so they don't waste attacks trying to harm what they can't harm and they'll learn to adapt to the different context of the group dynamics (or they won't and they'll just complain, ye ken hoo i'tis).

6 hours ago, Sir Myshkin said:

The Shift, as best I could tell with just two spawns of 10-16 each, seems to have a pretty appreciable cap on what fits inside it, meaning I can feed it far more than normal powers would hit. Depending on how you utilize the combo, it can serve as either a greater measure of control (as Redlynne built), or as a source of excess damage (as I tested it).

Basically it depends on how you slot up Dimension Shift.  If you pile in the damage procs as @Sir Myshkin did you can produce quite a bit of AoE beatdown with Dimension Shift, which Gravity Control is sorely lacking in.  The big thing though is that you want to herd THEN use Dimension Shift, due to the high proc chance(s) upon casting.  Doing the reverse where you've laid down a Dimension Shift and then herd stuff into it will "waste" that high proc chance upon casting of Dimension Shift.  So herd (via Wormhole, usually) first, Dimension Shift second.

 

You CAN, of course, as @Sir Myshkin found, Dimension Shift first and Wormhole a group INTO the Dimension Shifted area successfully ... but that's wasteful of Dimension Shift's duration and proc potential compared to doing the reverse.


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This sounds freaking incredible! I'm so excited to level my grav/time character now because this is as close to how I imagined him as I could conceivably get in a videogame. Thank you for figuring all of this out and sharing it!

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Resurrection!

 

I recall stumbling upon this post ages ago with intent to eventually build my Gravity/Time Controller. Whelp, I finally put forth the effort to respec out of the nonsense I was at the time holding to follow this build-path. (Teleport? Hover? Teleport Friend? Fire Ball? Consume? Fire Shield? What was I thinking...!?)

 

Quite honestly, I love it. I never bothered with Mystic Flight before but I managed to make it fit with my theme while also realizing how amazing Spirit Ward and Rune of Protection are in addition to my other tools of support with time and control. Force Feedback is one of my favorite IO's available so it definitely caught my eye seeing it put into use.

 

Sometimes people ask what the "skip-able" powers are in Gravity or Time. If you ask me, there are none. Thank you for not shying away from any of the tools to fit in another bogus soft-capped defense oriented build.

Edited by Nayeh
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1 hour ago, Nayeh said:

Sometimes people ask what the "skip-able" powers are in Gravity or Time. If you ask me, there are none.

Agreed.

1 hour ago, Nayeh said:

Thank you for not shying away from any of the tools to fit in another bogus soft-capped defense oriented build.

😇

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11 hours ago, Nayeh said:

Thank you for not shying away from any of the tools to fit in another bogus soft-capped defense oriented build.

Part of that is simply a question of ... when everything is Stunned/Immobilized/Held ... how much Defense are you going to need (really)?  I mean, you're a Controller.  So long as you can move 99% of the game into lockdown so mobs can't attack you, Defense starts becoming somewhat superfluous in a LOT of situations.  There will, of course, be edge case exceptions (AVs and GMs being the most obvious), but they're the 1% exceptions rather than the rule.  And while you can build towards specializing in being able to handle that 1% edge case scenario, that means you're substantially sidelining your potential against 99% of the game (or words to that effect).

 

So ... yeah.  For Controllers, I consider +Defense and the complimentary -ToHit to be "nice to have" but nowhere NEAR as necessary to have as on other Archetypes who lack the mez power(s) to neutralize $Targets as effectively.

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So I had an Overpowering Presence: Energy Font laying around and decided to try it out on Dimension Shift.

 

Result: Energy Font, although a very low proc-rate that seems to fire upon initial cast only (as in it does not seem to spawn on ticks or entry/exit), can spawn off of both players and enemy monsters. The neat thing about energy font is if you're standing outside of it he will rush inside and still dish damage to the enemies.

 

 

Overall, a pretty rad option for an ability that only accepts Controller ATO and Immobilize IOs. Overpowering Presence IO provides a generous Spawn and gives Recharge, about the only things worthwhile slotting.

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11 hours ago, Nayeh said:

So I had an Overpowering Presence: Energy Font laying around and decided to try it out on Dimension Shift.

 

Result: Energy Font, although a very low proc-rate that seems to fire upon initial cast only (as in it does not seem to spawn on ticks or entry/exit), can spawn off of both players and enemy monsters. The neat thing about energy font is if you're standing outside of it he will rush inside and still dish damage to the enemies.

 

 

Overall, a pretty rad option for an ability that only accepts Controller ATO and Immobilize IOs. Overpowering Presence IO provides a generous Spawn and gives Recharge, about the only things worthwhile slotting.

I slot the OP: Energy Font in Wormhole since Wormhole stuns & the Energy Font has a chance to stun, so it is possible to stack stuns.  Not game-breakingly effective, but a nice bonus.


Keep Redside Alive!

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As a gravity main(/storm) I have to disagree with the use of dimensional shift. The benefit of its use do not outweigh the negatives in a team setting. The game moves to fast for intangibility powers on mobs. The use of dimensional shift is a more for style then anything else.

 

 

between wormhole, AoE immob,single hold, and singularity, my control seems to be plenty. That leaves you more time to also be applying secondary powers instead of micro managing a toggle that only you appreciate.

 

That being said everyone has an opinion, that's just mine.

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My problem with my Grav/Time is something that Drazah mentioned in a way...

 

Do I focus on my Grav powers to try and lock down mobs or do I buff teammates/debuff enemies?  They're so many powers to choose from!

 

And, also like Drazah, it seems that the teams I get in steamroll most of the content (even at +4) that my Grav powers aren't used as much so I usually stick with debuffing and buffing with the Time powers.  Occasionally I'll actually get to use Wormhole but that's it.... :|

 

Not sure what I want to do with him build wise yet...

 

If I solo'd more, I'd probably go with the build listed here as I do enjoy powers that most don't like (Dimension Shift, etc...).

 

*shrugs*

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5 hours ago, energizing_ion said:

Do I focus on my Grav powers to try and lock down mobs or do I buff teammates/debuff enemies?  They're so many powers to choose from!

Specialization is for insects.

 

My build is structured to allow you to do both or either when you need to and the situation calls for it.  Just because you aren't using some powers on specific runs with specific groups does not extrapolate out to you NEVER wanting (or needing) to use those powers.

 

If a team is steamrolling "too hard" simply keep up with them and buff/blast as the opportunity arises.  It's not like you're a One Trick Pony™.

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Also, just as a fair warning to everyone ... I'm currently working on a v3.0 of this build where I made some ... pretty significant changes ... and am currently looking at cross-pollinating it into a Gravity/Kinetics build for use by a Praetorian alt.


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On 3/23/2020 at 5:50 PM, Redlynne said:

Also, just as a fair warning to everyone ... I'm currently working on a v3.0 of this build where I made some ... pretty significant changes ... and am currently looking at cross-pollinating it into a Gravity/Kinetics build for use by a Praetorian alt.

How close is V3 to being done?

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19 minutes ago, jagspowar said:

How close is V3 to being done?

Um ... it's been done for 16+ hours already?


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