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I put this together right after Homecoming came online in 2019, and I need some help tweaking it. My desire is a build that will work well as support at any level. I'm not using this as a farmer or anything because Gravity seems light on damage. I think I focused too much on +Recovery because I absolutely hate being out of endurance, but I don't know the caps and such. So chances are I am missing places where I could get more Def/Res for survivability without sacrificing recovery or maybe even control or damage. Any and all help is appreciated. 

 

Zen Graviation - Controller (Gravity Control).mxd

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There's no wonder it feels light on damage - you skipped Lift and Propel and didn't slot Crush or Gravity Distortion for damage. Gravity is one of the best control sets for ST damage.

  • Slot Crush for damage, not immobilize
  • Drop something for Lift. Lift has the highest DPA in the set.
  • 5 slots on AM is unnecessary. It doesn't require accuracy and the set bonuses aren't that useful. 
  • Only 2 recharges in Hasten (ideally 50+5)
  • 6 slots in Lingering Radiation is unnecessary. It doesn't do damage and the -speed doesn't really need to be enhanced. 2 recharge IOs is enough.
  • Chance for +end in Mutation is doing nothing. Slot a recharge IO and call it a day.
  • Not sure what the BotZ is doing in Wormhole. Slot a Sudden Acceleration KB>KD instead.
  • Power Boost isn't doing much for you. I would consider a different epic.
  • Slot the Gladiator's Armor and Steadfast Protection +def uniques

I did a quick tweak on your build and this is what I came up with:

 

Spoiler

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Zen Graviation: Level 50 Science Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Crush -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7)
Level 1: Radiant Aura -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11)
Level 2: Gravity Distortion -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(15), SprOvrPrs-EndRdx/Rchg(17), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(17), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(19), SprOvrPrs-Rchg/Energy Font(19)
Level 4: Fly -- Srn-Fly(A), Srn-EndRdx/Fly(21)
Level 6: Accelerate Metabolism -- PreOptmz-EndMod/Rech(A), PreOptmz-EndMod/End/Rech(21), PrfShf-EndMod/Rchg(23)
Level 8: Radiation Infection -- DmpSpr-ToHitDeb(A), DmpSpr-ToHitDeb/Rchg(23), DmpSpr-ToHitDeb/Rchg/EndRdx(25), DmpSpr-Rchg/EndRdx(25), DmpSpr-ToHitDeb/EndRdx(27), DmpSpr-Rchg(27)
Level 10: Hover -- LucoftheG-Def/Rchg+(A), Frb-Fly(29)
Level 12: Enervating Field -- EndRdx-I(A), EndRdx-I(29)
Level 14: Crushing Field -- GrvAnc-Immob(A), GrvAnc-Acc/Immob/Rchg(31), GrvAnc-Acc/Rchg(31), GrvAnc-Immob/EndRdx(31), GrvAnc-Hold%(33)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 18: Gravity Distortion Field -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-EndRdx/Rchg(33), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(34), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SprWiloft-Rchg/Dmg%(36)
Level 20: Lift -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(36), Thn-Dmg/Rchg(36), Thn-Acc/Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37)
Level 22: Lingering Radiation -- RechRdx-I(A), RechRdx-I(39)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Wormhole -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(39), Stp-Acc/EndRdx(39), Stp-Stun/Rng(40), Stp-Acc/Stun/Rchg(40), SuddAcc--KB/+KD(40)
Level 28: Assault -- EndRdx-I(A)
Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(42), GssSynFr--Build%(42)
Level 32: Singularity -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(43), OvrFrc-Acc/Dmg/End(43), OvrFrc-Dmg/End/Rech(43), OvrFrc-Acc/Dmg/End/Rech(45), OvrFrc-Dam/KB(45)
Level 35: Evasive Maneuvers -- BlsoftheZ-Travel(A), LucoftheG-Def/Rchg+(45)
Level 38: EM Pulse -- UnbCns-Hold(A), UnbCns-Hold/Rchg(46), UnbCns-Acc/Hold/Rchg(46), UnbCns-Acc/Rchg(46), UnbCns-EndRdx/Hold(48)
Level 41: Power Sink -- PreOptmz-EndMod/Rech(A), PreOptmz-EndMod/End/Rech(50)
Level 44: Charged Armor -- GldArm-ResDam(A), GldArm-RechEnd(48), GldArm-3defTpProc(48), StdPrt-ResDam/Def+(50)
Level 47: Teleport Target -- Empty(A)
Level 49: Maneuvers -- LucoftheG-Def/Rchg(A), LucoftheG-Def/Rchg+(50)
Level 1: Containment 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- UnbLea-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13)
Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15)
Level 50: Cardiac Core Paragon 
Level 50: Ion Radial Final Judgement 
Level 50: Paralytic Radial Flawless Interface 
Level 50: Warworks Core Superior Ally 
Level 50: Clarion Core Epiphany 
Level 50: Control Core Embodiment 
Level 4: Afterburner 
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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		|-------------------------------------------------------------------|

 

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  • 7 months later

Old thread but i have been playing grav with /rad and /nature and struggling with both trying to fit in fold space to double port mobs. The /rad really struggles to survive where /nature breezes through. Build needs help:

 

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

GRAV RAD: Level 50 Mutation Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
------------
Level 1:    Lift    
 (A) Superior Winter's Bite - Accuracy/Damage
 (11) Superior Winter's Bite - Damage/RechargeTime
 (13) Superior Winter's Bite - Accuracy/Damage/Endurance
 (13) Superior Winter's Bite - Accuracy/Damage/Recharge
 (15) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
 (15) Gladiator's Javelin - Chance of Damage(Toxic)


Level 1:    Radiant Aura    
 (A) Preventive Medicine - Chance for +Absorb
 (5) Preventive Medicine - Heal/RechargeTime
 (5) Preventive Medicine - Endurance/RechargeTime
 (7) Preventive Medicine - Heal/Endurance
 (7) Preventive Medicine - Heal
 (9) Preventive Medicine - Heal/RechargeTime/Endurance


Level 2:    Gravity Distortion    
 (A) Superior Overpowering Presence - Accuracy/Control Duration
 (36) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
 (46) Unbreakable Constraint - Chance for Smashing Damage
 (46) Ghost Widow's Embrace - Chance of Damage(Psionic)
 (46) Ice Mistral's Torment - Chance for Cold Damage
 (48) Gladiator's Javelin - Chance of Damage(Toxic)


Level 4:    Radiation Infection    
D-Sync Origin:D-Sync Marginalization


Level 6:    Accelerate Metabolism    
 (A) Preemptive Optimization - EndMod/Endurance/Recharge
 (17) Preemptive Optimization - Accuracy/Recharge
 (21) Preemptive Optimization - EndMod/Endurance
 (25) Preemptive Optimization - EndMod/Accuracy/Recharge
 (36) Preemptive Optimization - EndMod/Recharge
 (36) Preemptive Optimization - EndMod/Accuracy/Endurance


Level 8:    Crushing Field    
 (A) Superior Frozen Blast - Damage/Endurance
 (11) Superior Frozen Blast - Accuracy/Damage/Endurance
 (17) Superior Frozen Blast - Accuracy/Damage
 (21) Ice Mistral's Torment - Chance for Cold Damage
 (31) Positron's Blast - Chance of Damage(Energy)


Level 10:    Enervating Field    
 (A) Endurance Reduction IO


Level 12:    Fly    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
 (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range


Level 14:    Teleport Target    
 (A) Warp - Endurance/Range


Level 16:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (39) Reactive Defenses - Scaling Resist Damage
 (39) Reactive Defenses - Defense
 (45) Reactive Defenses - Defense/Endurance


Level 18:    Hasten    
 (A) Recharge Reduction IO
 (19) Recharge Reduction IO


Level 20:    Lingering Radiation    
D-Sync Origin:D-Sync Provocation


Level 22:    Wormhole    
 (A) Force Feedback - Chance for +Recharge
 (23) Sudden Acceleration - Knockback to Knockdown
 (23) Absolute Amazement - Recharge/Accuracy
 (25) Absolute Amazement - Stun/Recharge/Accuracy
 (27) Superior Overpowering Presence - RechargeTime/Energy Font
 (40) Superior Overpowering Presence - Accuracy/Control Duration/Endurance/RechargeTime


Level 24:    Choking Cloud    
 (A) Superior Entomb - Accuracy/Hold/Endurance
 (27) Superior Entomb - Recharge/Chance for +Absorb
 (29) Superior Entomb - Accuracy/Hold/Endurance/Recharge
 (29) Superior Entomb - Accuracy/Hold
 (31) Superior Entomb - Endurance/Recharge
 (34) Lockdown - Chance for +2 Mag Hold


Level 26:    Singularity    
 (A) Explosive Strike - Chance for Smashing Damage
 (31) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
 (33) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
 (33) Overwhelming Force - Accuracy/Damage
 (33) Overwhelming Force - Accuracy/Damage/Endurance
 (34) Overwhelming Force - Damage/Endurance/Recharge


Level 28:    Gravity Distortion Field    
 (A) Superior Will of the Controller - Recharge/Chance for Psionic Damage
 (37) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
 (37) Superior Will of the Controller - Accuracy/Control Duration/Endurance
 (37) Superior Will of the Controller - Endurance/Recharge
 (40) Superior Will of the Controller - Control Duration/Recharge
 (43) Superior Will of the Controller - Accuracy/Control Duration


Level 30:    Teleport    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
 (50) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 32:    Fold Space    
D-Sync Origin:D-Sync Provocation


Level 35:    Tactics    
D-Sync Origin:D-Sync Elusivity


Level 38:    Charged Armor    
 (A) Gladiator's Armor - TP Protection +3% Def (All)
 (45) Steadfast Protection - Resistance/+Def 3%
 (45) Unbreakable Guard - +Max HP
 (48) Unbreakable Guard - Resistance/Endurance
 (48) Unbreakable Guard - Resistance


Level 41:    Propel    
 (A) Force Feedback - Chance for +Recharge
 (42) Thunderstrike - Accuracy/Damage
 (42) Thunderstrike - Damage/Endurance
 (42) Thunderstrike - Accuracy/Damage/Endurance
 (43) Apocalypse - Chance of Damage(Negative)
 (43) Gladiator's Javelin - Chance of Damage(Toxic)


Level 44:    Hover    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (50) Shield Wall - +Res (Teleportation), +5% Res (All)
 (50) Kismet - Accuracy +6%


Level 47:    Evasive Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 49:    Power Sink    
D-Sync Origin:D-Sync Conduit


Level 1:    Containment    
Level 1:    Brawl    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 1:    Swift    
 (A) Empty


Level 1:    Hurdle    
 (A) Empty


Level 1:    Health    
 (A) Panacea - +Hit Points/Endurance
 (3) Miracle - +Recovery
 (3) Numina's Convalesence - +Regeneration/+Recovery


Level 1:    Stamina    
 (A) Performance Shifter - Chance for +End
 (9) Performance Shifter - EndMod


Level 12:    Afterburner    
------------

 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|

 

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On 2/19/2023 at 11:21 AM, Meknomancer said:

Old thread but i have been playing grav with /rad and /nature and struggling with both trying to fit in fold space to double port mobs. The /rad really struggles to survive where /nature breezes through. Build needs help:

 

 

  Reveal hidden contents

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

GRAV RAD: Level 50 Mutation Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
------------
Level 1:    Lift    
 (A) Superior Winter's Bite - Accuracy/Damage
 (11) Superior Winter's Bite - Damage/RechargeTime
 (13) Superior Winter's Bite - Accuracy/Damage/Endurance
 (13) Superior Winter's Bite - Accuracy/Damage/Recharge
 (15) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
 (15) Gladiator's Javelin - Chance of Damage(Toxic)


Level 1:    Radiant Aura    
 (A) Preventive Medicine - Chance for +Absorb
 (5) Preventive Medicine - Heal/RechargeTime
 (5) Preventive Medicine - Endurance/RechargeTime
 (7) Preventive Medicine - Heal/Endurance
 (7) Preventive Medicine - Heal
 (9) Preventive Medicine - Heal/RechargeTime/Endurance


Level 2:    Gravity Distortion    
 (A) Superior Overpowering Presence - Accuracy/Control Duration
 (36) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
 (46) Unbreakable Constraint - Chance for Smashing Damage
 (46) Ghost Widow's Embrace - Chance of Damage(Psionic)
 (46) Ice Mistral's Torment - Chance for Cold Damage
 (48) Gladiator's Javelin - Chance of Damage(Toxic)


Level 4:    Radiation Infection    
D-Sync Origin:D-Sync Marginalization


Level 6:    Accelerate Metabolism    
 (A) Preemptive Optimization - EndMod/Endurance/Recharge
 (17) Preemptive Optimization - Accuracy/Recharge
 (21) Preemptive Optimization - EndMod/Endurance
 (25) Preemptive Optimization - EndMod/Accuracy/Recharge
 (36) Preemptive Optimization - EndMod/Recharge
 (36) Preemptive Optimization - EndMod/Accuracy/Endurance


Level 8:    Crushing Field    
 (A) Superior Frozen Blast - Damage/Endurance
 (11) Superior Frozen Blast - Accuracy/Damage/Endurance
 (17) Superior Frozen Blast - Accuracy/Damage
 (21) Ice Mistral's Torment - Chance for Cold Damage
 (31) Positron's Blast - Chance of Damage(Energy)


Level 10:    Enervating Field    
 (A) Endurance Reduction IO


Level 12:    Fly    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
 (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range


Level 14:    Teleport Target    
 (A) Warp - Endurance/Range


Level 16:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (39) Reactive Defenses - Scaling Resist Damage
 (39) Reactive Defenses - Defense
 (45) Reactive Defenses - Defense/Endurance


Level 18:    Hasten    
 (A) Recharge Reduction IO
 (19) Recharge Reduction IO


Level 20:    Lingering Radiation    
D-Sync Origin:D-Sync Provocation


Level 22:    Wormhole    
 (A) Force Feedback - Chance for +Recharge
 (23) Sudden Acceleration - Knockback to Knockdown
 (23) Absolute Amazement - Recharge/Accuracy
 (25) Absolute Amazement - Stun/Recharge/Accuracy
 (27) Superior Overpowering Presence - RechargeTime/Energy Font
 (40) Superior Overpowering Presence - Accuracy/Control Duration/Endurance/RechargeTime


Level 24:    Choking Cloud    
 (A) Superior Entomb - Accuracy/Hold/Endurance
 (27) Superior Entomb - Recharge/Chance for +Absorb
 (29) Superior Entomb - Accuracy/Hold/Endurance/Recharge
 (29) Superior Entomb - Accuracy/Hold
 (31) Superior Entomb - Endurance/Recharge
 (34) Lockdown - Chance for +2 Mag Hold


Level 26:    Singularity    
 (A) Explosive Strike - Chance for Smashing Damage
 (31) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
 (33) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
 (33) Overwhelming Force - Accuracy/Damage
 (33) Overwhelming Force - Accuracy/Damage/Endurance
 (34) Overwhelming Force - Damage/Endurance/Recharge


Level 28:    Gravity Distortion Field    
 (A) Superior Will of the Controller - Recharge/Chance for Psionic Damage
 (37) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
 (37) Superior Will of the Controller - Accuracy/Control Duration/Endurance
 (37) Superior Will of the Controller - Endurance/Recharge
 (40) Superior Will of the Controller - Control Duration/Recharge
 (43) Superior Will of the Controller - Accuracy/Control Duration


Level 30:    Teleport    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
 (50) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 32:    Fold Space    
D-Sync Origin:D-Sync Provocation


Level 35:    Tactics    
D-Sync Origin:D-Sync Elusivity


Level 38:    Charged Armor    
 (A) Gladiator's Armor - TP Protection +3% Def (All)
 (45) Steadfast Protection - Resistance/+Def 3%
 (45) Unbreakable Guard - +Max HP
 (48) Unbreakable Guard - Resistance/Endurance
 (48) Unbreakable Guard - Resistance


Level 41:    Propel    
 (A) Force Feedback - Chance for +Recharge
 (42) Thunderstrike - Accuracy/Damage
 (42) Thunderstrike - Damage/Endurance
 (42) Thunderstrike - Accuracy/Damage/Endurance
 (43) Apocalypse - Chance of Damage(Negative)
 (43) Gladiator's Javelin - Chance of Damage(Toxic)


Level 44:    Hover    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (50) Shield Wall - +Res (Teleportation), +5% Res (All)
 (50) Kismet - Accuracy +6%


Level 47:    Evasive Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 49:    Power Sink    
D-Sync Origin:D-Sync Conduit


Level 1:    Containment    
Level 1:    Brawl    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 1:    Swift    
 (A) Empty


Level 1:    Hurdle    
 (A) Empty


Level 1:    Health    
 (A) Panacea - +Hit Points/Endurance
 (3) Miracle - +Recovery
 (3) Numina's Convalesence - +Regeneration/+Recovery


Level 1:    Stamina    
 (A) Performance Shifter - Chance for +End
 (9) Performance Shifter - EndMod


Level 12:    Afterburner    
------------

 

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My gravity / storm has a 14 or so second recharge on wormhole.  By time I drop them somewhere, cast my AOE's, I am pretty much ready to track down a different pack of monsters for dropping with wormhole ready to go again.  I was going to do fold space too but just couldn't justify needing it hardly ever in my build. 

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1 hour ago, Crossie said:

My gravity / storm has a 14 or so second recharge on wormhole.  By time I drop them somewhere, cast my AOE's, I am pretty much ready to track down a different pack of monsters for dropping with wormhole ready to go again.  I was going to do fold space too but just couldn't justify needing it hardly ever in my build. 

 

 

I don't run it on my grav storm theres plenty of damage from /storm, the rad secondary provides 0 extra dps powers so having 2-3 mobs stacked up for the puny aoe and single target attacks speeds things up and choking cloud provides some extra control, you really can't compare /storm secondary to anything else its in a class of its own.

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1 hour ago, Meknomancer said:

I don't run it on my grav storm theres plenty of damage from /storm, the rad secondary provides 0 extra dps powers so having 2-3 mobs stacked up for the puny aoe and single target attacks speeds things up and choking cloud provides some extra control, you really can't compare /storm secondary to anything else its in a class of its own.


???

Rad has 2 debuff toggles and a click that reduces critter damage, defense, tohit, resistance, regen, and recharge. Accelerate Metabolism has a straight up +damage buff and gives mez resistance, recharge, and recovery. Choking Cloud will periodically hold LTs and under, and makes it that much easier to hold a boss. It's a pretty awesome set.

Gravity's bread and butter power is Propel. Hit a critter with Gravity Distortion to trigger both Containment and Impact and it does a ton of damage. Lift also does more damage than most Controller single target attacks. Grav/Rad is a darn good pairing. I've had one since back on Live.

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15 hours ago, Captain Fabulous said:


???

Rad has 2 debuff toggles and a click that reduces critter damage, defense, tohit, resistance, regen, and recharge. Accelerate Metabolism has a straight up +damage buff and gives mez resistance, recharge, and recovery. Choking Cloud will periodically hold LTs and under, and makes it that much easier to hold a boss. It's a pretty awesome set.

Gravity's bread and butter power is Propel. Hit a critter with Gravity Distortion to trigger both Containment and Impact and it does a ton of damage. Lift also does more damage than most Controller single target attacks. Grav/Rad is a darn good pairing. I've had one since back on Live.

 

Nothing wrong with /rad i love the set. My point was you can't compare its dps to /storms. Unless you proc out choking cloud the secondary has no extra damage attacks in the way that /storm has with tornado and lightning storm. I wanted fold space as grav/rad has only crushing field in the primary as a source of aoe, if you wormhole 1 mob and fold space a second mob the debuffs will help you out big time in killing speed and you can take 3 mobs at once by stacking them on top of whatever mob you hit first. Comparing rad secondary to storm is like comparing a kin to an emp and saying its a better heal set because fulcrum lets you kill stuff faster therefore you don't need to use the heal.

 

As to the single target attacks, they are the same regardless of the secondary. Grav is far and away the best single target attack set for controllers but its aoe is never going to compare to something like fire. 

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On 2/25/2023 at 10:48 AM, Meknomancer said:

 

Nothing wrong with /rad i love the set. My point was you can't compare its dps to /storms. Unless you proc out choking cloud the secondary has no extra damage attacks in the way that /storm has with tornado and lightning storm. I wanted fold space as grav/rad has only crushing field in the primary as a source of aoe, if you wormhole 1 mob and fold space a second mob the debuffs will help you out big time in killing speed and you can take 3 mobs at once by stacking them on top of whatever mob you hit first. Comparing rad secondary to storm is like comparing a kin to an emp and saying its a better heal set because fulcrum lets you kill stuff faster therefore you don't need to use the heal.

 

As to the single target attacks, they are the same regardless of the secondary. Grav is far and away the best single target attack set for controllers but its aoe is never going to compare to something like fire. 

TECHNICALLY Fallout is a damage power in /Rad, even through it is a pretty stupid situational power that almost everyone skips.  Also, EM Pulse does damage to robots, and you could add some damage procs, too.

But, yeah, /Storm is a great secondary for Gravity -- there is lots of synergy plus good damage from Tornado and Lightning Storm.  Freezing Rain + Crushing Field is almost a fall-down field, giving Gravity some badly needed AoE control.  

Have you ever played "Minion Soccer" with Singy?  Use Hurricane to blow minions back into Singy's Repel and kick them back and forth.

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8 minutes ago, Area Man said:

TECHNICALLY Fallout is a damage power in /Rad, even through it is a pretty stupid situational power that almost everyone skips.  Also, EM Pulse does damage to robots, and you could add some damage procs, too.

But, yeah, /Storm is a great secondary for Gravity -- there is lots of synergy plus good damage from Tornado and Lightning Storm.  Freezing Rain + Crushing Field is almost a fall-down field, giving Gravity some badly needed AoE control.  

Have you ever played "Minion Soccer" with Singy?  Use Hurricane to blow minions back into Singy's Repel and kick them back and forth.

 

 

I havent tried ping pong with singy yet, it does sound fun, i usually skip hurricane, i cant stand repel or kb but i may have it on my old grav/storm with just and end red tossed in i might give it a go. Not sure how well it will work i'm pretty sure i tossed in an overwhelming kb/kd in the pet to minimise its annoying attacks.

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2 minutes ago, Meknomancer said:

 

 

I havent tried ping pong with singy yet, it does sound fun, i usually skip hurricane, i cant stand repel or kb but i may have it on my old grav/storm with just and end red tossed in i might give it a go. Not sure how well it will work i'm pretty sure i tossed in an overwhelming kb/kd in the pet to minimise its annoying attacks.


Hurricane is awesome, but it's highly situational. Ideally you use it to push critters into a corner and lock them down. With a base -tohit of 30% (~46% fully slotted) it pretty much neuters anything it touches. The -60% range also forces critters to only use their ranged attacks unless you're literally right on top of them. Also great for boss+ fights. You can't always corral them if they have KB and/or repel protection, but you can absolutely debuff them. Another good use is to protect the back line from any critters that get peeled off the tank and coming bearing down on the squishies.

The one thing you DO NOT want to do is turn it on and leave it on. I was recently on a PUG where the lead did this, and between him and a PB they were knocking critters all over the place, making my Scrapper's life pretty miserable.

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48 minutes ago, Captain Fabulous said:


Hurricane is awesome, but it's highly situational. Ideally you use it to push critters into a corner and lock them down. With a base -tohit of 30% (~46% fully slotted) it pretty much neuters anything it touches. The -60% range also forces critters to only use their ranged attacks unless you're literally right on top of them. Also great for boss+ fights. You can't always corral them if they have KB and/or repel protection, but you can absolutely debuff them. Another good use is to protect the back line from any critters that get peeled off the tank and coming bearing down on the squishies.

The one thing you DO NOT want to do is turn it on and leave it on. I was recently on a PUG where the lead did this, and between him and a PB they were knocking critters all over the place, making my Scrapper's life pretty miserable.

 

 

Thats the single reason i usually skip it, its a debuff you never want to see anyone using when teaming unless your taking out a gm/av and there's no mobs nearby. I tend to play mine in melee and use a macro to wormhole the mobs on top of me and the last thing i want is to see that mob splatter while the melee toons say 'f this' and run off to another mob. Players running hurricane on team annoy melee toons almost as much as controllers that open up with their aoe immob before the mob gets into melee range and pin everything down so toons have to run about and take out 1 enemy at a time.

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1 hour ago, Captain Fabulous said:


Hurricane is awesome, but it's highly situational. Ideally you use it to push critters into a corner and lock them down. With a base -tohit of 30% (~46% fully slotted) it pretty much neuters anything it touches. The -60% range also forces critters to only use their ranged attacks unless you're literally right on top of them. Also great for boss+ fights. You can't always corral them if they have KB and/or repel protection, but you can absolutely debuff them. Another good use is to protect the back line from any critters that get peeled off the tank and coming bearing down on the squishies.

The one thing you DO NOT want to do is turn it on and leave it on. I was recently on a PUG where the lead did this, and between him and a PB they were knocking critters all over the place, making my Scrapper's life pretty miserable.

 

Exactly! I consider Hurricane is a very useful tool if used judiciously.  I keep it on a quick toggle on my mouse, usually bound to button 5. I usually only run it for a few seconds before I toggle it off.  If you Immobilize a group and then hit them with Hurricane's ToHit Debuff, it is almost like an AoE hold for lower level foes.

It makes a nice defensive "Get-Away-from-Me!" power.  I also use it to "Herdicane" - to push scattered foes into a tighter group.  Hurricane is great for blocking doorways and especially for keeping foes away from the Reactor in the Respec mission.

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27 minutes ago, Meknomancer said:

 

 

Thats the single reason i usually skip it, its a debuff you never want to see anyone using when teaming unless your taking out a gm/av and there's no mobs nearby. I tend to play mine in melee and use a macro to wormhole the mobs on top of me and the last thing i want is to see that mob splatter while the melee toons say 'f this' and run off to another mob. Players running hurricane on team annoy melee toons almost as much as controllers that open up with their aoe immob before the mob gets into melee range and pin everything down so toons have to run about and take out 1 enemy at a time.

 

I consider Gravity Control to be a RANGED control set as there are no melee powers.  I like to stand back, often behind Singy so he takes any aggro, while I pick off individual foes with GD-Crush-Lift-Propel.

/Rad's Choking Cloud usually isn't worth taking without another PBAoE power like Fire's Hot Feet or Ice's Arctic Air.  Both powers combine for an effective PBAoE combo.

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31 minutes ago, Meknomancer said:

 

 

Thats the single reason i usually skip it, its a debuff you never want to see anyone using when teaming unless your taking out a gm/av and there's no mobs nearby. I tend to play mine in melee and use a macro to wormhole the mobs on top of me and the last thing i want is to see that mob splatter while the melee toons say 'f this' and run off to another mob. Players running hurricane on team annoy melee toons almost as much as controllers that open up with their aoe immob before the mob gets into melee range and pin everything down so toons have to run about and take out 1 enemy at a time.


There are plenty of opportunities to use Hurricane on indoor maps by pushing critters into corners and keeping them there. If anything, melee toons love this because everything is bunched up for them. But it takes a fair amount of practice and skill to learn how to do this effectively. This is much more difficult to do on a wide open outdoor map because everything just scatters.

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1 hour ago, Area Man said:

 

I consider Gravity Control to be a RANGED control set as there are no melee powers.  I like to stand back, often behind Singy so he takes any aggro, while I pick off individual foes with GD-Crush-Lift-Propel.

/Rad's Choking Cloud usually isn't worth taking without another PBAoE power like Fire's Hot Feet or Ice's Arctic Air.  Both powers combine for an effective PBAoE combo.

 

 

Wormholing the mob onto yourself with choking cloud is surprisingly effective especially if you already debuffed the boss and use it as an anchor, mobs stunned and the varying mag effect of CC pretty much grabs all the minions and lieuts instantly. You can them immob everything in a very tight area surrounding your debuffs, its simply the fastest way to bunch multiple mobs if you also have fold space.

 

 

1 hour ago, Captain Fabulous said:


There are plenty of opportunities to use Hurricane on indoor maps by pushing critters into corners and keeping them there. If anything, melee toons love this because everything is bunched up for them. But it takes a fair amount of practice and skill to learn how to do this effectively. This is much more difficult to do on a wide open outdoor map because everything just scatters.

 

 

This does work i agree, based on 2 things. 

 

1: your the first person to the mob

2: The team mates behind you are willing to mop up and not speeding (i haven't seen this happen for a looooooooooooooong time)

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47 minutes ago, Meknomancer said:

1: your the first person to the mob

2: The team mates behind you are willing to mop up and not speeding (i haven't seen this happen for a looooooooooooooong time)


It can be very helpful if you're on a PUG with a Brute or Tank who is having trouble keeping everything on him. But yeah, it's very situational, not something you're going to use all the time or even with every mob, as it's not often necessary.

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