Syzler Posted May 4 Posted May 4 (edited) I put this together having never played either power set, only reading forum posts. I can't help feeling I'm missing something. Any criticism is welcome. Is this the preferred way to post these builds? Or should I use screenshots? Hero Controller Build plan made with Mids Reborn v3.7.5 rev. 31 ────────────────────────────── Primary powerset: Gravity ControlSecondary powerset: TrapsPool powerset (#1): SpeedPool powerset (#2): TeleportationPool powerset (#3): FightingPool powerset (#4): LeadershipEpic powerset: Earth Mastery ────────────────────────────── Powers taken: Level 1: Lift A: Cupid's Crush: Damage/Recharge3: Cupid's Crush: Endurance/Recharge3: Cupid's Crush: Accuracy/Damage/Endurance5: Cupid's Crush: Accuracy/Damage/Recharge5: Cupid's Crush: Accuracy/Damage/Endurance/Recharge7: Cupid's Crush: Damage/Chance for Confuse Level 1: Caltrops A: Ice Mistral's Torment: Damage/Slow Level 2: Gravity Distortion A: Superior Will of the Controller: Accuracy/Control Duration7: Superior Will of the Controller: Control Duration/Recharge9: Superior Will of the Controller: Endurance/Recharge9: Superior Will of the Controller: Accuracy/Control Duration/Endurance11: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge11: Superior Will of the Controller: Recharge/Chance for Psionic Damage Level 4: Hasten A: Invention: Recharge Reduction13: Invention: Recharge Reduction Level 6: Super Speed A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance13: Blessing of the Zephyr: Knockback Reduction (4 points) Level 8: Triage Beacon A: Invention: Healing Level 10: Acid Mortar A: Shield Breaker: Defense Debuff15: Shield Breaker: Accuracy/Defense Debuff15: Shield Breaker: Accuracy/Recharge17: Shield Breaker: Defense Debuff/Endurance/Recharge17: Shield Breaker: Accuracy/Endurance/Recharge19: Shield Breaker: Chance for Lethal Damage Level 12: Teleport Target A: Invention: Recharge Reduction Level 14: Kick (Empty) Level 16: Force Field Generator A: Luck of the Gambler: Defense/Increased Global Recharge Speed19: Luck of the Gambler: Defense/Recharge21: Luck of the Gambler: Defense Level 18: Gravity Distortion Field A: Superior Overpowering Presence: Accuracy/Control Duration21: Superior Overpowering Presence: Control Duration/RechargeTime23: Superior Overpowering Presence: Endurance/RechargeTime33: Superior Overpowering Presence: Accuracy/Control Duration/Endurance39: Superior Overpowering Presence: Accuracy/Control Duration/Endurance/RechargeTime42: Superior Overpowering Presence: RechargeTime/Energy Font Level 20: Tough A: Gladiator's Armor: TP Protection +3% Def (All)23: Steadfast Protection: Resistance/+Def 3%25: Steadfast Protection: Knockback Protection25: Gladiator's Armor: End/Resist Level 22: Wormhole A: Sudden Acceleration: Knockback to Knockdown27: Stupefy: Accuracy/Stun/Recharge27: Razzle Dazzle: Accuracy/Stun/Recharge Level 24: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed29: Shield Wall: +Res (Teleportation), +5% Res (All)29: Kismet: Accuracy +6%31: Kismet: Defense/Endurance Level 26: Singularity A: Call to Arms: Accuracy/Recharge31: Call to Arms: Accuracy/Damage31: Call to Arms: Damage/Endurance33: Call to Arms: Accuracy/Damage/Recharge33: Call to Arms: Endurance/Damage/Recharge Level 28: Seeker Drones A: Cloud Senses: Accuracy/ToHitDebuff34: Cloud Senses: Accuracy/Recharge34: Cloud Senses: ToHit Debuff/Endurance/Recharge34: Cloud Senses: ToHit Debuff36: Stupefy: Accuracy/Stun/Recharge36: Stupefy: Stun/Range Level 30: Temporal Bomb A: Sudden Acceleration: Knockback to Knockdown36: Efficacy Adaptor: EndMod/Recharge37: Efficacy Adaptor: EndMod/Accuracy/Recharge37: Efficacy Adaptor: EndMod/Accuracy Level 32: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed39: Luck of the Gambler: Defense/Endurance39: Luck of the Gambler: Defense40: Luck of the Gambler: Defense/Endurance/Recharge Level 35: Fissure A: Sudden Acceleration: Knockback to Knockdown40: Positron's Blast: Chance of Damage(Energy)40: Bombardment: Chance for Fire Damage42: Javelin Volley: Chance of Damage(Lethal)42: Rope A Dope: Accuracy/Stun Level 38: Tactics A: Adjusted Targeting: To Hit Buff/Endurance43: Adjusted Targeting: To Hit Buff/Endurance/Recharge43: Adjusted Targeting: To Hit Buff43: Adjusted Targeting: Endurance/Recharge Level 41: Vengeance A: Miracle: +Recovery Level 44: Rock Armor A: Reactive Defenses: Defense45: Reactive Defenses: Defense/Endurance45: Reactive Defenses: Endurance/RechargeTime45: Reactive Defenses: Defense/RechargeTime46: Reactive Defenses: Defense/Endurance/RechargeTime46: Reactive Defenses: Scaling Resist Damage Level 47: Seismic Smash A: Basilisk's Gaze: Endurance/Recharge/Hold48: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold48: Basilisk's Gaze: Accuracy/Hold48: Basilisk's Gaze: Recharge/Hold50: Lockdown: Chance for +2 Mag Hold50: Ghost Widow's Embrace: Chance of Damage(Psionic) Level 49: Earth's Embrace A: Invention: Healing50: Invention: Recharge Reduction ────────────────────────────── Inherents: Level 1: Containment Level 1: Brawl (Empty) Level 1: Sprint A: Quickfoot: Endurance/RunSpeed Level 2: Rest (Empty) Level 1: Swift A: Invention: Run Speed Level 1: Hurdle A: Invention: Jumping Level 1: Health A: Panacea: +Hit Points/Endurance Level 1: Stamina A: Performance Shifter: Chance for +End37: Power Transfer: Chance to Heal Self46: Performance Shifter: EndMod Level 6: Speed Phase |MBD;23242;1473;1964;BASE64;| |G8laEdWbOIAWB7w5F/KCpUI0sGHlj2u/PpWisyNSj/y40DYzWwY6kDdpTmlGKC9U4OQ| |LmzHcLDpdfd2BeL60xFQtq9pA6N01QeoBVxqveUeLAkklv9//fumJ2ygZ42LxPbcRNs| |Z+eC9MDliWaIJT/ieqIExAFUhVVSE5t9Vyov6dsly7sm7XVQj5I2v/sul1W81TBpfwI| |4q8DkbBonClQnxogbVaGh354nx4zAbll7QcN7fxhnush4iBaCU2BPoZ+cewLc5Ttfnr| |OKWQqpZPdwj3UOt1N0z4MGM0vk4Rg1mpFIOUP5u6OWuohzC8Yfn6c3VOR3yMZOMRr6x| |sXT32w+g+Gh3zaluaDt2iAZx2pJCVTQ8n3Y7SV15hKtEoKJHM+g98oSyvRtbHxJPRpf| |2I8kk0vLT01UYhr4jubGvPzF3jYcFxMBSdNjeok45jbV+0mvGRsxIl1aDVYMtC7aUP7| |8q+hFtkWd+x1SvFvBic9Wpe+ZYcx5vFfrCceHRGaVMCI0X2qru5Cd0a/orH1ZfHqKMF| |VXtygPfSkeDYeQGNQ0i0w7q+mKXw/s+deym75+UpXPcVIxSec0P9yj/MdC2OoR/zt9k| |fvjZLUUsCCsOmtRSgKGxeug0d21MHbB0u7ON2sFiFr3S3IgLCzzUcctZTi040mhViie| 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Uun Posted May 5 Posted May 5 Don't skip Poison Trap. It's arguably the best power in the set and one of the most potent regen debuffs in the game. It's also a very good AoE hold (far better than Gravity Distortion Field) and a potent source of damage when slotted with %dmg procs. Trip Mine isn't to everybody's taste and it's slow on teams, but it's one of the main reasons to pair Gravity and Traps (so you can Wormhole foes onto Trip Mines). You skip Crushing Field, greatly limiting your sources of AoE containment. Crushing Field is also a very useful follow up to Wormhole to stop the stunned foes from wandering. Triage Beacon is trash. Skip it. I assume you're going for the set bonuses, but Acid Mortar doesn't need 6 slots. You would be also better served with Analyze Weakness (which caps at lvl 50 instead of lvl 30) and to focus more on recharge. Note, %dmg procs don't work in Acid Mortar. Slot Teleport Target with acc not recharge (accuracy is required if you want to TP foes). Slot Singularity with Expedient Reinforcement instead of Call to Arms (caps at lvl 50 instead of lvl 30). I wouldn't bother slotting Seeker Drones for stun. The stun only has a 25% chance to fire and only effects minions. Not sure what you're going for, but slot Temporal Bomb for damage, not end mod. Fissure doesn't do knockback and kb>kd isn't required. Miracle +recovery needs to be in an active power and won't work in Vengeance (except when you click it). Slot LOTG +rech instead. Slot Seismic Smash for damage, not hold. The +2 mag proc is pointless, as it's mag 4 out of the box. Uuniverse
Syzler Posted May 6 Author Posted May 6 7 hours ago, Uun said: Don't skip Poison Trap. It's arguably the best power in the set and one of the most potent regen debuffs in the game. It's also a very good AoE hold (far better than Gravity Distortion Field) and a potent source of damage when slotted with %dmg procs. I'll look into it. What makes it a better hold than GDF? Other than the regen/recharge debuff (which I agree is nice and I shouldn't overlook) it looks like a worse cast time, worse recharge, and a shorter duration. Trip Mine isn't to everybody's taste and it's slow on teams, but it's one of the main reasons to pair Gravity and Traps (so you can Wormhole foes onto Trip Mines). Such a long cast time and being interruptable made me pass it up. I'll play with it though and decide. You skip Crushing Field, greatly limiting your sources of AoE containment. Crushing Field is also a very useful follow up to Wormhole to stop the stunned foes from wandering. I don't find myself using Immob too much. My thinking was that between Wormhole, GDF, Caltrops, and fissure, I'd be keeping mobs central and unable to wander. Triage Beacon is trash. Skip it. Understood, you're right. I assume you're going for the set bonuses, but Acid Mortar doesn't need 6 slots. You would be also better served with Analyze Weakness (which caps at lvl 50 instead of lvl 30) and to focus more on recharge. Note, %dmg procs don't work in Acid Mortar. I picked Shield Breaker for the added AOE and Melee DEF. But I'll revisit. I could definitely use the slots elsewhere. Slot Teleport Target with acc not recharge (accuracy is required if you want to TP foes). Just using it to move my Singularity. Slot Singularity with Expedient Reinforcement instead of Call to Arms (caps at lvl 50 instead of lvl 30). The set bonus's on Call to Arms are just straight up better than Expedient Reinforcement, and from what I've read, Singularity doesn't really need the RES or DEF aura. I wouldn't bother slotting Seeker Drones for stun. The stun only has a 25% chance to fire and only effects minions. I debated whether to take the drones at all. I figured the stun would stack with Wormhole and Fissure though, and the -ToHit is just a bonus. I haven't tried them out myself yet. Not sure what you're going for, but slot Temporal Bomb for damage, not end mod. The damage here was pretty weak. I was slotting it for the Recharge/Recovery buff it gives. I'm not married to the idea though. Fissure doesn't do knockback and kb>kd isn't required. Mids shows it having knockback, but I just looked and it's only 0.01. Thanks. Miracle +recovery needs to be in an active power and won't work in Vengeance (except when you click it). Slot LOTG +rech instead. You're totally right. Slot Seismic Smash for damage, not hold. The +2 mag proc is pointless, as it's mag 4 out of the box. I don't understand the mechanic that well. Doesn't the +2 from Lockdown help if the AV has resistance to controls?
Uun Posted May 6 Posted May 6 13 hours ago, Syzler said: I'll look into it. What makes it a better hold than GDF? Other than the regen/recharge debuff (which I agree is nice and I shouldn't overlook) it looks like a worse cast time, worse recharge, and a shorter duration. Gravity Distortion Field has a 240s recharge while Poison Trap has a 90s recharge and can be used much more frequently. Duration is more complicated. GDF has a 14.9s hold. Poison Trap summons a pseudo-pet with a 30s duration. The pseudo-pet has has an initial 5.96s hold, then a 2% chance for a 5.96s hold every 1s. 13 hours ago, Syzler said: The set bonus's on Call to Arms are just straight up better than Expedient Reinforcement, and from what I've read, Singularity doesn't really need the RES or DEF aura. I don't agree on the set bonuses or the auras, but I'm not going to argue that. The point I was trying to make is that the actual enhancement values are different because Call to Arms caps at lvl 30. A full set of Call to Arms provides 60.9% acc, 77.47% dmg, 39.15% end red and 56.55% recharge. A full set of Expedient Reinforcement provides 73.78% acc, 91.78% dmg, 47.7% end red and 68.9% recharge. 14 hours ago, Syzler said: I don't understand the mechanic that well. Doesn't the +2 from Lockdown help if the AV has resistance to controls? Most controller holds are mag 3 with a 20% chance of an additional mag 1. It takes mag 4 to hold a boss. When slotted in a mag 3 hold, the Lockdown proc increases the chance of holding a boss in one shot. It doesn't really add anything to a mag 4 hold since it can already do that. Most AVs have the purple triangles, which gives them mag 50 mez protection while the triangles are up and boss level mez protection while the triangles are down. In practice, you can only hold an AV when the triangles are down, in which case boss mechanics apply. https://homecoming.wiki/wiki/Purple_Triangles Uuniverse
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