Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Recommended Posts

Posted

Most of the powers and whatnot are pretty self-explanatory, but there's a few things I'm unclear about.

 

1) Wormhole. What is the point of this power? I'm struggling to see the use for it.

2) Singularity - what's the best way to slot this power in particular?

3) Fulcrum Shift - Is this power auto-hit? Mid's doesn't show an accuracy but it shows you CAN slot accuracy enhancements, so I'm wondering if they're necessary or if that's a trap.

4) Since I have Transference for endurance, do I need to put a ton of Recovery IOs into Speed Boost or is that a waste?

Posted
  1. Wormhole is one of the best powers in the game. It a) teleports up to 16 foes to a location you designate, b) stuns minions and lieutenants, c) knocks them down (you need to slot a kb>kd IO), d) doesn't require line of sight and e) doesn't aggro targets it misses.
  2. 4-6 Expedient Reinforcement. Many also slot a kb>kd IO, but this depends on playstyle.
  3. Fulcrum Shift requires accuracy. You generally want to use this in melee range so you receive both the target-centered buff and the caster-centered buff.
  4. Speed Boost doesn't buff your recovery, just the allies you cast it on. I generally just slot an endmod IO in the base slot and call it a day. Transference provides endurance (not recovery) to you and your allies in a 20 ft radius around the target. It also requires accuracy. I generally slot 4-5 pieces of an endmod set.
Posted

Wormhole is the 90s AOE stun that many control sets have, except it's also an improved version of Fold Space that lets you choose both the targets and the destination. With Wormhole, plus the way Singularity pulls things in, both slotted for KB>KD, grav control has a level of control over mob positioning that Axe Cyclone or Fold Space can only steam of.

  • Like 1
Posted

Grav is difficult to master for a few reasons, proper use of Wormhole is a big one. The general goal of Wormhole is to place a second pack of mobs on to the main pack of mobs your team is fighting. Why this is difficult:

 

Assuming you're 50 with level shift fighting +4 (therefore +3 mobs) you can't Wormhole bosses. This means any Wormhole you do cannot pull the entire pack where you want them, so you split the pack into 2 groups. Your team wipes out the original pack plus the ones you Wormhole'd over, then they have to perform janitor duty to clean up the mobs you failed to TP. From my observation people do not like dealing with this, often just choosing to ignore the mobs. This situation is frequent and it heavily limits how useful Wormhole can be. To add insult to injury mobs that resist the TP do not resist the knockdown effect, slowing the pull down even more. If you're fighting +2 mobs or less Wormhole gets a lot more opportunities to be used.

 

The goal I have with Wormhole is moving the entire pack of mobs. If I'm fighting +3 this means sometimes I simply won't use the power. My decision to use the power is mostly whether I believe I can successfully pull all the straggler mobs to the main pack before everything in the main pack dies. If your team has very high damage Wormhole is almost always bad to use. There's some exceptions, like if two packs are almost right next to each other and you don't expect a blaster to try to solo the 2nd pack then you can Wormhole them over. The bosses won't be terribly far behind.

 

The strats I use to pull the straggler mobs are a few things:

  • Slot a proc in Wormhole so the mobs aggro on to you. If you miss a mob or they resist the TP they will aggro on to you and run over when they can.
  • Sometimes the proc isn't enough because some mobs were too far away, in these cases I'll hit them with a power so they aggro to me, then run them over to the main pack
  • This is more advanced but I'll sometimes use Provoke and position myself so the taunted straggler mobs run straight into the main pack. If you don't do this the stragglers may attack at range for longer than the main pack will be alive
  • If the stragglers are not bosses you can do a late Fold Space (<16 mobs remaining) to pull them in but it's a bit of a waste
  • Kill stragglers yourself if they're minions/LT's and few in number

 

I'll talk about Singularity now. This is your strongest power if used correctly, if you don't use it correctly you're like a bird without wings. The goal with Singularity is to tighten up a pack of mobs, sing has a 45ft trawl aura (most effective around <25ft, the pull gets stronger the closer the mob is), so the goal with proper use of sing is to place sing in the middle of a pack of mobs. You can do this with Teleport Target or the pet goto command. I can't stand the goto move AI so I almost always TP but kin could use goto commands reasonably well because speed boost makes sing really fast, so moving it around is less annoying than other secondaries. You also want to TP the pet ASAP because if other people start hitting the mobs they'll start flopping around from knock-up effects and the sing trawl aura does nothing if mobs are flopping. You want to jump into fights fast or even initiate pulls which means you need to be careful of your defenses. I know you didn't ask about this power but I know for a fact a majority of people do not understand how to use sing like this yet it's the strongest mechanic grav has, so I had to bring it up.

 

A good grav is basically a play-maker, similar to tanks. They control what your team is fighting. Since you're not actually a tank you need to get a really good read on how your teams tanks are engaging fights, and what your other teammates will likely do when situations present themselves. If you Wormhole a pack away from a blaster nuke that wouldn't be good for example. This is why grav is so difficult to master, you need a strong understanding of what your team is likely to do, and what you need to do changes depending on your teammates, like if the team has good damage or not or you have teammates that like to split. As a kin you make your team do a lot of damage so you lessen the potential for good Wormhole opportunities.

 

If you don't understand the nuance with playing a grav you can be more a hindrance than an asset to your team. You don't have to be the best, and people generally expect a bit of chaos with a grav on the team I think, it's fine to make mistakes so you learn from it and improve. I wrote a guide about grav/ff in this controller sub-forum if you want more grav information. It repeats a lot of what I just wrote but there's more I didn't mention.

 

Both Wormhole and Singularity need KB->KD conversion.

  • 2 weeks later
Posted
On 8/2/2025 at 10:23 PM, khy said:

Most of the powers and whatnot are pretty self-explanatory, but there's a few things I'm unclear about.

 

1) Wormhole. What is the point of this power? I'm struggling to see the use for it.

2) Singularity - what's the best way to slot this power in particular?

 

 

As noted by others, Wormhole is a great power. as it both positions enemies and Stuns them. I typically 5-slot for Stun and put a KB->KD piece in it. Absolute Amazement is my choice at level 50, with each piece boosted.

 

Singularity is not a power that does 'tricks' particularly well... I've tried a LOT of different combinations of sets, extra control, %procs. KB->KD is practically unobservable(*1). I have two suggestions, depending on # of slots available:

  • 4x Expedient Reinforcement (skip the global)
  • 6x Cupid's Crush

I've been opting for Cupid's Crush in Controller Pets: I prefer its set bonuses (and the fact that the bonuses scale across more content than the level 35 set).

 

(*1) The current version of Singularity simply doesn't reliably do much with KB->KD in my experience. It is far less useful than putting such a piece in a patch. I'd say this is because its AoE effects %proc like toggles, and its single-target attacks don't need it.

Posted (edited)

I'd not done a deep dive into Singularity, so I just did to see what its non-autohit attacks were.

And was about to give my Rules of Thumb for most Pets (and MM Henchment when I looked at its Resistances:

https://cod.uberguy.net/html/power.html?power=pets.singularity.resistance&at=minion_controllerpets

 

2nd to last effect:  -25% ToHit Strength (self only) for 10.25s (Per-Caster stacking, Replaces, Ignores Enhancements and Boosts, Ignores Resistances)

 

Well damn, first time I've seen that on a Pet.  Someone in the past really really hated Singularity.

 

My advice to getting Singularity's final ToHit somewhere near 95% (hopefully):

  • The vast majority of Pets (including all MM Henchmen) do not receive the benefit of the Caster's Global Buffs, including Level Shifts, Global ToHit, and Global Accuracy.
  • MRB is mistaken about this.  It's such a large and fundamental bug it's effectively unfixable.  Need to use some guides to avoid needing to calculate a lot.
  • Slot the Singularity Cast Power with ED-capped Accuracy (~94% or more).
  • Normally if important Pet attacks are under Base Accuracy 1.2:
    • Just need Tactics with only the Base Slot (even on a MM) OR -Def debuff on the target.
    • But a Grav Controller wants BOTH and wants to add Slots to Tactics.
    • Have the Grav Controller take Tactics, give it an Extra Slot or Two, and enhance its ToHit, hopefully close to its ED-cap for Controllers, 16%
    • If have -Def debuffs, use it on the target.
  • Hope the Team also has more Tactics and -Def debuffs.

 

 

Edited by Jacke
  • Like 2
  • Thanks 1

Remember!  Let's be careful out there!   SAFETY NOTE:  If Leader not on Map holding the Mission  Door, First Toon through the Mission Door will set Notoriety.  Hold until Leader on the Map!

City Global @Jacke, @Jacke2 || Discord @jacke4913  

@TheUnnamedOne's BadgeReporter Popmenu

Commands Popmenu including Long Range Teleport Available Zones

Finding Your City Install Root on Windows for HC Launcher, Tequila, Island Rum  

Posted (edited)

Regarding wormhole, repositioning most of a large, loosely packed spawn on itself can be useful because mobs end up being packed closer together and many are stunned. Often another power choice would be better in those situations. But, sometimes the stun and repositioning ends up being worth the long casting time even if you're not dumping one spawn's members upon another spawn. Also, one reason for dumping another spawn onto one the group is currently fighting is that a fair number of sets these days have location-based debuffs and controls for mobs and leveraging what's already on the ground by bringing in more mobs often increases clear speed. I usually put in the purple stun set upon reaching level 50. I also put in the sudden acceleration KB to KD unique IO to make mobs move around less after they're teleported. YMMV on that slotting, of course.

Unless there's been a recent change, putting the overwhelming force (OF) "knockback to knockdown" (KB to KD) unique IO in singularity doesn't reliably make its repel / knocks team friendly, but putting the sudden acceleration (SA) KB to KD unique IO does make singularity's repel / knocks team friendly. By that I mean that singularity with the OF KB-to-KD unique IO in it will sometimes fling mobs around, while singularity with the SA KB-to-KD IO in it consistently makes mobs just fall over, and doesn't fling them around. The reverse repel effects seems to work the same way with either of the unique KB to KD IOs slotted into singularity. 

Edited by EnjoyTheJourney
Posted
On 8/17/2025 at 10:28 AM, Jacke said:

2nd to last effect:  -25% ToHit Strength (self only) for 10.25s (Per-Caster stacking, Replaces, Ignores Enhancements and Boosts, Ignores Resistances)

 

Well damn, first time I've seen that on a Pet.  Someone in the past really really hated Singularity.

 

Catherine Wheel inherited this, I'm guessing it was a copy paste from Singularity.

  • Sad 1
Posted
On 8/17/2025 at 9:28 AM, Jacke said:

2nd to last effect:  -25% ToHit Strength (self only) for 10.25s (Per-Caster stacking, Replaces, Ignores Enhancements and Boosts, Ignores Resistances)

Not sure why it's there, but it doesn't appear to do anything. While it shows up in game in the detailed power information, it doesn't show up under combat attributes. The damage resistance and mezz protection granted by the same power all show up. It doesn't show up under Debuff Resistance either.

 

In addition to Catherine Wheel, Reverberant and Animate Stone also have the same entry.

 

image.png.9e739f5c69b081f1dd778856fd223c5a.png

 

Posted
1 hour ago, Uun said:

Not sure why it's there, but it doesn't appear to do anything. While [ -25% Pet ToHit ] shows up in game in the detailed power information, it doesn't show up under combat attributes. The damage resistance and mezz protection granted by the same power all show up. It doesn't show up under Debuff Resistance either.

 

In addition to Catherine Wheel, Reverberant and Animate Stone also have the same entry.

 

I've seen other factors that don't show up in Combat Attributes still affect things in Combat.  Sometimes, the final value in Combat Attributes is accurate, sometimes not,   Would have to test such a Pet and check the Combat Logs to see what the actual final ToHit vales were in a situation where the relative Level difference between Pet and target are known, as well as anything that benefits the Pet like Leadership Auras (which are only disallowed in a few cases like Trip Mine).  I've done this before for other Toons, but I don't have any Earth Control, Grav Control, Pyrotechnic Control, or Symphony Toons.

 

I'll try asking in other places to see if I can find out more.

 

 

Remember!  Let's be careful out there!   SAFETY NOTE:  If Leader not on Map holding the Mission  Door, First Toon through the Mission Door will set Notoriety.  Hold until Leader on the Map!

City Global @Jacke, @Jacke2 || Discord @jacke4913  

@TheUnnamedOne's BadgeReporter Popmenu

Commands Popmenu including Long Range Teleport Available Zones

Finding Your City Install Root on Windows for HC Launcher, Tequila, Island Rum  

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...