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Posted

I'm not talking about powers and slotting (although that's certainly helpful), but also about tactics. I keep hearing good things about the combo, but I've never played either set.

Posted

I'm sure there are some Grav/ or /Storm guides, maybe even a Grav/Storm guide, but I haven't seen them.  I've played enough of all of that to give some tips but I don't think I have a 'guide-level' screed within me.  Best I can do is some bulletpoint stuff based on how *I* run this sort of thing.

 

  • Slot Stamina early, get the Atlas Medallion at your earliest convenience, and find a place to slot a Kismet +Acc.  The good stuff comes late, it's nice to be ready when it arrives.
  • Gravity gets an extra pair of single-target attacks in Lift/Propel; take advantage of that early, and use Gale/Freezing Rain to keep things from beating on your directly.
  • I don't use Hurricane all that often myself, but YMMV.  If you do pick it up, it might be worth running a -1 mission or two to get a feel for how it works.  Basically, you don't want to run into stuff head-on with Hurricane, as that will just split the mob and make it harder for your AoEs to hit them.  I've found it's best to find a destination where you want things to go, then run across the mob and back-track to shore up the edges as needed.  That... will make more sense when you actually do it.  
  • Among other things, Wormhole doesn't require line of sight, AND Steamy Mist gives you a little stealth, so you can peek around corners, tag a bad guy, then dip back around to safety & bring the mob to where you want them.  Just make sure Singularity doesn't follow you too closely, because that thing is a notorious bean-spiller.
  • When you get the chance to do so, slot KB:KD in Gale, Tornado, and Lightning Storm.  You lose out on a bit of enhanced values, but a Tornado that isn't chasing one target across the map is instead beating on multiple targets in a small area, whilst those targets get hammered by a Lightning Storm and knocked around by Gale.  
  • I prefer to use targeting macros for Tornado and Freezing Rain, so they can be dropped in a single click.  It just makes beating stuff to a pulp that much easier.

That's about all I can think of at the moment.

 

  • Like 2

CEOs come and go, and one just went/The ingredients you got bake the cake you get

Posted

I'm currently working a Grav/Storm controller up and have a 50 Grav/Savage Dom

 

I agree with roleki completely.

 

I skipped Hurricane and do not miss it.

 

Remember also that wormhole does not need line of sight, it also does not agro the ones it left behind.  

 

I took the sorcery pool.  While gravity is GREAT for single target attacks, adding Arcane Bolt was helpful.  Mystic Flight is useful, but then you can get Enflame and Rune of Protection.

 

Enflame is great fun to put on an enemy that you just wormholed into a corner with all of its friends.  Add in Freezing Rain, Tornado and, maybe, Lightning Storm if you want.  Or put it on your Singularity.  

 

Rune of Protections is also nice to break holds.  

 

Gravity I skip Crush, Dimension Shift and Crushing Field.  Arcane bolt is more fun and does more damage than crush.  Lift and propel get bonus damage when used Gravity Distortion.  

 

Posted

Wormhole is amazing, but does require a bit of practice. It doesn't aggro, so using it around corners is optimal. Place the exit point in a corner or against a wall so you can pulverize them with Tornado and Lightning Storm. If you don't have corners, you want to use it as close to max range (80 feet) as you can, then put the exit point outside the spawns aggro range. That way any mobs it misses won't attack you. Known issue, it won't TP lvl 54 bosses. On teams, you can use it to drop a spawn on top of another spawn.

 

I find Crushing Field useful for preventing mobs stunned by Wormhole from wandering off. It also sets up containment. I also take Crush, since it will root a boss or AV and set up containment in one shot.

 

Dimension Shift is situational, but it can do some interesting things since it was changed in I22 to allow you to fight the phased enemies. For example, you can drop Freezing Rain, Tornado and Lightning Storm inside the phased area and create a little popcorn popper of doom.

 

You can stand inside of Singularity. Particularly useful when you're being attacked by melee mobs. 

 

Hurricane is also situational, but it's also one of the strongest tohit debuffs in the game (as well as a range debuff). Takes a bit of practice to learn how to debuff mobs by just kissing them with the outside age of the AoE. Works really well on indoor maps where you can back them into walls/corners.

Posted

The reason I don't like Hurricane is any situation dangerous enough to need, it it's likely you'll just get detoggled and wind up vulnerable. By the time you've built mezz protection in, you don't really need Hurricane anymore. If you just need to reposition something, you're already stuck with Gale, might as well just use that. Not that Grav/Storm should have many issues positioning things.

  • Like 1

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