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Posted

I originally played a Grav/Rad on live and soloed a lot. I have been enjoying a Dark/Dark on here since launch so I feel like I'm in a good position to answer this.

 

I was not aware that some changes were made to Gravity just before the game shut down that now tilt it unambiguously to being the friendliest set to solo with the highest direct target damage in basic attacks. This is because

 

1) Lift was given about 63% damage increase (Controller only) putting it ahead of Mind Control's Levitate by about 25% as a direct damage attack

2) Lift was given a bonus damage packet called Impact! that triggers if you use it on someone held specifically by Gravity Distortion; looks like about 20% base damage

3) Propel had its cast time reduced making it a bit more spammable though still slower to recharge than a tier 2 blaster attack; it's about 75% more damage than Fire Blast in the Fire Mastery epic too.

4) Propel was converted into a hybrid-aoe; it's single target with respect to damaging it's main target (and takes single target blast IOs) but also has an AoE knockback piggybacked on to it. It also has a knock DOWN component built in that I'm trying to figure out, I put a chance to knockdown proc in it muddying the results. But I'm seeing a guy being shot by this and if he doesn't go flying he and 3 friends all get knocked on their butts so that's great.

5) Propel was also given a bonus damage packet called Impact! that triggers if you use it on someone held specifically by Gravity Distortion.

 

The upshot of this is that at about level 12 with only the prestige starter enhancements slotted I can usually kill up to a yellow lt with the chain of: Gravity Distortion, Lift, Propel. This is a kill speed controllers do not normally achieve and what's making it work very well is that the secondary is /rad. With inherent stamina it's possible to take and run Radiation Infection and Enervating Field with no difficulty at all. With the toggle change, once you kill your anchor you can finish off his 2 buddies before the anchors fade. The combined effect of these 2 anchors is -25% tohit and -30% damage for them which greatly protects you; while also being -25% defense and -22.5% damage resistance. In other words, they're going to miss you like crazy and do a lot less damage when they do; you're going to hit them like crazy, and do a lot more damage when you do. Crushing Field will act as a great clumping tool. Frankly it'll be on a par with fearing a group and then immobilizing them.

 

For soloing, Grav/Rad is now in my opinion hands down way ahead of every other combo I can think of.  Now if you're teaming most of the time, that's less valuable. But I think it's great to have it as an option.

 

As far as /Dark Affinity it's a really solid set and comes with a bonus pet who spams holds which provides you with a lot of bonus control. Both the primary and the secondary have a phase shift power, and they're typically not popular. If you do take Dimension Shift you absolutely don't need Black Hole too, so that opens space up to take an extra epic power. I think either set is a great choice for both concept and play, though if you are interested in soloing I think rad edges out dark.

 

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Posted

I'm playing a Fire/Dark and Grav/Traps right now, and I had extensive experience with Grav on the old servers, as well as lots of Rad. Thoughts on both:

 

Powers: -tohit, -dam, -def, -res

- Rad gets -res from Enervating Field, and -tohit/def from Radiation Field. Both are target toggles. This can be a little bit of an issue if your anchor gets out of range. Base totals from these are -25% tohit, -25% def, -22.5 res, -20% damage. This is accomplished with two toggles each with radius of 15, and a total of 1.56 base endurance per second

- Dark gets -res (and a slow) from Tar Patch, -tohit and damage from Darkest Night. This totals -15% tohit, -0% def, -30% res, -30% damage. This is accomplished with one toggle with a radius of 25, and a total of .52 base endurance per second, the other a click power with a 25 radius. It also gets -fly out of Tar Patch, which helps keep flying anchors from getting out. It also picks up -10% tohit out of Soul Absorbtion.

 

From just the totals, one might say that these are about equal, with Dark having lower endurance and low while Rad gets -def. However, and this is a big one, the area covered by dark is nearly THREE TIMES THE SIZE. That extra Rad -tohit doesn't count for anything if the mob attacking is 16 away. Rad is also much more endurance heavy. I give the edge to Dark on this.

 

Powers: Def, Resist, -Regen, -rech, slows

- Rad gets a huge -regen buff and -rech out of Lingering Radiation. This is a very nice power. No resistance or defense powers, though.

- Dark gets a huge -regen and disorient out of Howling Twilight. Nice, but not up every fight. Dark also gets close to 10% defense out of Fade, and just about 10% Smash, Lethal, 15% Energy, 25% Negative and Psi resistance - and all of that is for the team, not just the player. Dark gets its slow from Tar Patch.

 

Honestly, this isn't close. Dark wins handily in this category. The -rech from Lingering Radiation is quite nice and a big bonus for Rad, but all the other channels are equal or heavily in favor of Dark

 

Heals:

- Rag gets an AoE ~12% base heal.

- Dark gets an AoE ~47% base heal that needs to hit, but also provides -5% to hit debuff.

 

I hate that the Dark version requires a hit, but the Rad version needs to be spammed to keep you alive - both are equally meh.

 

Powers: Grab Bag (+rec, +rech, controls, misc)

- Rad gets a big one here in Accelerate Metabolism. One of the best powers in the game, offering +30% recovery, +30% recharge, +20% damage, and some status resists. It also gets a really nice AoE hold. Choking Cloud is a great power, but endurance-hungry - and you already have two other endurance-heavy toggles. The other two powers in this category are ally death or rez related and are situational

- For Dark, Soul Absorption is a great power. Basically, you get a little bit of recovery and regen for each enemy (dead or alive) in range. It also adds some resists - great power. Dark also gets Dark Servant, a really handy pet for a controller that stacks -tohit, and has a hold to help with bosses. Black Hole should be deleted from the game.

 

Rad wins the Grab Bag category, but not by as much as you'd think. Dark Servant and Absorption are two great powers. just not as great as Accelerate Metabolism and Choking Cloud.

 

 

Summary:

 

I used to love Rad, but one 1/4 second stun from a Rikti infantry or Carnie brute drops three toggles (Rad Infect, Enervate, Choking) and leaves you extremely vulnerable. Also, the 15 radius (Rad) vs. the 25 radius (Dark) is a big honkin' deal. Lastly, I far prefer the mechanics of Tar Patch over similar Rad powers. My process is to throw Darkest Night, run around a corner, when I see the outline of the target get close, I drop Tar Patch at the corner. All the mobs bunch up nicely, then I pop around the corner and go to town. The fact that I have a chunk of defense when I get mezzed and DN drops, keeps me alive long enough to let it recharge and throw it again.

 

Dark will get you better defense and set up capabilities. Rad will get you better utility. Personally, unless I'm planning a specific build around +rech (like to perma Indomitable Will), I prefer Dark.

 

 

Posted

I used to play a Ice/Rad that functioned based off of PBAOE. Hit them with something to take the alpha (jack frost summon, ice slick, whatever) then run up to them, hit shiver, and jump in the middle of them with arctic air and choking cloud both running while hitting the group root power. Everything was held, confused, or had -rech so low it could do nothing. Rad toggles sprinkled on as well of course.

 

How would /Dark do if subbed out for /Rad on this sort of tanktroller?

Posted

I would 100% try Grav/Dark.  And it is my next character after I bring my Fire/Kin and Elec/Rad to places I like and feel like I need another Alt... maybe tonight cause Alts are what this game is about.

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Posted

I used to play a Ice/Rad that functioned based off of PBAOE. Hit them with something to take the alpha (jack frost summon, ice slick, whatever) then run up to them, hit shiver, and jump in the middle of them with arctic air and choking cloud both running while hitting the group root power. Everything was held, confused, or had -rech so low it could do nothing. Rad toggles sprinkled on as well of course.

 

How would /Dark do if subbed out for /Rad on this sort of tanktroller?

 

That's how I'm playing my Fire/Dark. It does quite well in this regard. You don't get the hold out of Choking Cloud, but the extra pet helps with holds and debuffs and you get a lot of defense powers (and resists) with /Dark. Also, Fade and Soul Absorption are team buffs, so your pets get nice regen and defense/resistance bonuses.

 

I'm going to be trying a Fire/Time too, I think it will be superior to Fire/Dark, but I won't know 'til I try :)

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