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using Gravity Well doesn't fulfill endeavors

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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    protoneous wrote: »
    tom61sto wrote: »
    protoneous wrote: »
    Umm, about that GW1... seems to work fine on a balanced build with about 150 Cx combined with spiking your aux power. Good enough to ball up borg spheres in ISA.

    Bump that up to GW3 with a little more Cx (say 250 ish) and with that event we had a while ago in which mega-wells were popular you could still gather up about a half the map instead of the entire map.
    nixboox wrote: »
    I don't think Gravity Well works as advertised at all anymore. Haven't you noticed that enemy ships just sort of ignore it?
    Nope, haven't noticed this.
    I wouldn't class 150 CrtlX as 'balanced', that'd be Science-leaning at minimum to me. There's only 100 CtrlX in the Skill tree itself, so you'd have to particularly go for additional gear to hit 150. Also, Aux power seems to increase the damage, not the negative repel, of Gravity Well. I figure the average energy build has between 0 and 50 CtrlX, and with that range Gravity Well 1 is mainly a screen decoration post S13.
    Alas terminology... :wink: If an energy build is 11E/8S/27T or so then yes your GW1 will be weak sauce. When I make reference to a balanced build that is anything from 15E/15S/16T (see how those numbers are balanced?) to a high of 20T so yup, science leaning at minimum if not full science. That would be another yes for additional gear to get to 150 (the deflector in my case).

    I knew I couldn't pull the wool over anyone's eyes with you hanging around this thread :disappointed:

    The point was more or less if you don't spec into it why would you expect it to work well? Kind of like complaining about an energy build with 0-50 in energy weapon training and no tac consoles. Balanced = you can do reasonably well in a variety of areas, with the loss of max dmg via the tac ultimate being offset by the ability to control, push, pull, drain, or burn.

    It may not be technically optimal from a DPS standpoint unless you're in a science ship, but I find these builds both fun and effective, even in the right cruiser.
    I've always found it amusing to tinker with the Dyson consoles. The ones that add Proton damage to exotic abilities are amusing. More exotic damage? sure, why not? :D
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    My character Tsin'xing
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  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    Gravity well is potentially the biggest force multiplier in the game. At 400 CtrlX the diameter caps out at 20km for gravity well 1 and 24km for gravity well 3.

    Pulling together enemies that would otherwise be fought individually is a strait up multiplication of damage potential with any ability that hasn't reached its max target cap and thanks to research lab consoles that provide boosts to CtrlX, EPG and Exotic damage all at once this means that a dedicated exotic build can AoE all of the things whilst ignoring shields and even fly away or dye only to continue the destruction through persistent hazards.

    Yes the pull of a gravity well one with less then 100 CtrlX is week. But if I don't fit for DrainX then energy syphon is week. If I don't fit for conventional damage then it is also week.

    This seems like it is working as intended to me. If you want to maximize the potential of something then you need to build for it. If you don't want to do that but do want a gravity well with some pull then just pop your romulan rep ability before you use it.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    then there's chain breaching people with GW. :p The warp core explosions are devastating damage even to NPCs.
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    My character Tsin'xing
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  • trennantrennan Member Posts: 2,839 Arc User
    edited February 2019
    Edit: Nevermind, misread the ability I was thinking of.

    Oh right, wasn't thinking of an ability. The easiest source of physical damage for space...

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    Post edited by trennan on
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