Jump to content

Gravity/Arsenal dom trying to choose a "heal" power.


Recommended Posts

Posted

 

For the sake of survivability, and because I have lots of room for pools on my build, I want to choose a self heal/survival Pool.   The choices I'm considering are :  


A: Medicine

 

B: Presence/Unrelenting

 

C  Force of will/Unleash potential. 

 

I want to have some way to heal mid combat.               I'm considering how "Power Up" could be useful if I use it just before activating one of the longer lasting powers, but Medicine overall heals you more, and faster.   

 

 

 

 

 

 

Posted

Dunno what you are trying to do with the build but in general you either can handle spawns or you can't, none of those options are going to consistently get you thru a mission unless you go very slowly.

 

Now if you are just getting stuck on EBs or similar, then powerboosted unleash is pretty good if you are avoiding insp.

  • Like 3
Posted

I've also been pondering a gravity / arsenal build. It's got some nice synergy not only with wormhole and trip mine, but also with wormhole and ignite, with singularity and trip mine / ignite, and with lift, immediately followed by trip mine.

 

Included is one possible build that should solo just fine in a pretty wide range of content (probably not the best AV hunter, though, as there are better builds for that). It should also function well in teams. 

Totally agree with Frosticus that power boosted unleash potential is a great way to improve sustainability in tougher fights. Toggle both of those powers on in the attached build to see how much defense totals improve, as well as endurance recovery. 


Hopefully you have a blast with a gravity / arsenal dom however you decide to build them, in the end. 

 

Screenshot (107).png

Dominator (Gravity Control - Arsenal Assault - Fire Mastery).mbd

Posted (edited)

 

 

I'm curious why you are taking both Stealth and Infiltration?    And why you are taking Aid other, but not Aid self?

 

The rest of the build makes sense.    My character has to take fly for thematic reasons, so I will choose some power to sacrifice for it.   Perhaps I'll even take both fly and Mighty Leap, despite the redundancy.   

 

Also I've noticed both the above builds have Combat Jumping in them?   Is that to add speed to Mighty Leap, or does the immunity to immobilize help you in battle enough to make it worth taking the power for that reason?          I figure it's not for the the 2.15% defense. 

Edited by normalperson
Posted

Combat jumping offers several helpful benefits. First, your character can bunny hop around a battlefield quicker and easier. Landing exactly where you want is also helpful. Quicker movement and better movement control are tactically very helpful, as well as being a nice quality of life feature.

 

That combat jumping can serve as a mule for a LoTG global recharge / defense IO also makes taking it appealing. Once in a while the immobilize protection comes in handy. Also, the boost to defense is not to be underestimated in its value, especially when added together with other defense bonuses. Finally, the endurance cost per second is very low (0.07 endurance per second), which helps to make managing endurance a bit easier. 

 

That said, if you need hover and fly for thematic reasons, then that's a solid reason to skip combat jumping if your build is tight.  

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...