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Gravity well

this1isavailablethis1isavailable Member Posts: 228 Arc User
As a tactical officer / b'rel bop, I find gravity well 3 quite underwhelming.

Its damage are pathetic even with 123 aux power, a total of 201 in particles generator and all tactical buffs+enhanced cloak bonus damage. I think it should bypass shields which greatly reduce gravity well damage but aren't affected by it (so you need 1 shield hp to negate its damages).

On top of that, repel strength is unaffected by auxiliary power nor graviton generators (quite odd because science captains need 6 points in graviton generators to learn gravity well 3).
I see a lot of people escaping it with no effort...

Gravity well is only good to clear carrier's spam and is on a 1 minute cd.
I think it should either do direct damage to hull (like repulsors) or scale with graviton generators.

What do you think?
Post edited by this1isavailable on

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    synkr0nizedsynkr0nized Member Posts: 0 Arc User
    edited June 2012
    As much as I like GW, I've always kind of assumed it's a PvE skill.
    Unlike the Borg, players aren't stupid and can avoid it. They can spec points into inertial dampeners, get points in the skill from consoles, and make use of engine boosts (evasive, EPtE, etc.) and batteries to escape without hardly any difficulty (though I've sat near one without doing anything to prevent it and been tossed around by the well, kind of fun seeing your ship pulled all over).
    The damage was never meant to be lethal, afaik, but maybe back before I was playing it was.
    _______
    equal parts cynical and helpful
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    iampulsariampulsar Member Posts: 0 Arc User
    edited June 2012
    I think your misguided into thinking gravwell should be a hull destroying attack.

    Spec into graviton generators (for repel), Run a purple gravity well doff + a tractor and watch as your enemy helplessly sits idle in the middle of up to 3 wells.

    He or she is not going anywhere, now assuming you have good dps, fire your weps for a ko.

    I use this to devestating effect, be it carrier, cruiser or escorts.

    Also FYI, fully buffed tac pilot and specced into particle generator you can do 1200+ dps with gravwel.
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    rdm1958rdm1958 Member Posts: 822 Arc User
    edited June 2012
    i try to have the GW or TR equiped on all my ships. i love it.

    i don't do a lot of pvp so i can't vouch for it there.
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    mehenmehen Member Posts: 0 Arc User
    edited June 2012
    iampulsar wrote: »
    I think your misguided into thinking gravwell should be a hull destroying attack.

    Spec into graviton generators (for repel), Run a purple gravity well doff + a tractor and watch as your enemy helplessly sits idle in the middle of up to 3 wells.

    He or she is not going anywhere, now assuming you have good dps, fire your weps for a ko.

    I use this to devestating effect, be it carrier, cruiser or escorts.

    Also FYI, fully buffed tac pilot and specced into particle generator you can do 1200+ dps with gravwel.


    Yeah, but that's before kinetic resists kick in, so that 1200+ dps actually translates more into 200+ instead. I actually think grav well is more useful in interdicting carriers, since you can toss a well on top of them, snaring any of their fighters as they throw them out, and they're already slow so it takes them a little more time to escape the well with evasive. Remember, the changes to grav well makes it easier to get out from the center, even if you don't escape entirely...so it's not like they'll be sitting still while the wells are active. So, while really useful in PvE when your teammates need to be bailed out, it's just another highly situational science power in PvP. :frown:
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    this1isavailablethis1isavailable Member Posts: 228 Arc User
    edited June 2012
    Problem is, graviton generators add nothing to the repel strength of my gravity well (nothing suggests it in the tooltip, it stays at -0.57).

    Although I have a total of 130 in graviton generators, enemy players escape it with no effort (no effort = no need to use an ability).

    EDIT : ok I compared both gravity well 1 and 3.
    None of them scale with graviton generators.
    Gravity well 1 has -0.54 repel strength while grav 3 has -0.57. Why would I use rank 3 when rank 1 is almost as powerful?

    Well I wanted a full torpedo / exotic particles build because transphasic torpedoes look fun on Tribble but seemingly science skills exist only for minor annoyance.
    Repulsors deal good damages but throw ennemies away and feedback pulse is ok because it's still buffed by tactical powers (I thought it was nerfed in a previous build).
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    ryuuenjinryuuenjin Member Posts: 0 Arc User
    edited June 2012
    Problem is, graviton generators add nothing to the repel strength of my gravity well (nothing suggests it in the tooltip, it stays at -0.57).

    Although I have a total of 130 in graviton generators, enemy players escape it with no effort (no effort = no need to use an ability).

    EDIT : ok I compared both gravity well 1 and 3.
    None of them scale with graviton generators.
    Gravity well 1 has -0.54 repel strength while grav 3 has -0.57. Why would I use rank 3 when rank 1 is almost as powerful?

    Well I wanted a full torpedo / exotic particles build because transphasic torpedoes look fun on Tribble but seemingly science skills exist only for minor annoyance.
    Repulsors deal good damages but throw ennemies away and feedback pulse is ok because it's still buffed by tactical powers (I thought it was nerfed in a previous build).

    yeah there seems to be something wrong with gravity generators right now. i just tried taking my mkxii consoles off of it and it still stayed at .58. it's a bummer considering that i originally switched out of particle generators with the intent of sacrificing my well's damage for a better hold. what doubly sucks about it is i could have probably sold these consoles instead of keeping them for myself when i succeeded in creating them.

    edit : if i had to take a guess, this change occured when they changed gravity well in one of the previous patches, now that it crossed my mind.

    additional edit : it seems graviton generators still DO affect gravity well, and i was mistaken. however, it affects it at a ridiculously minute amount. with my gravity generators going from 223 to 137 (swapped out 2 mkxii very rare graviton generators and a rare mkxi one for 3 rare mkxi particle generators), my gravit well's repel went from .58 to .57 that is such an absurdly low change given the almost 100 point difference.
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    stellardriftstellardrift Member Posts: 21 Arc User
    edited June 2012
    I personally like GW3. I use it in PVP and PVE alike to slow enemies, and also to group them together. Having your targets in one little area makes it easier for a cruiser or an escort that can do more damage than me, to come in and have at it, or for me to come by with a Theta Radiation cloud.

    I don't use it as a stand-alone ability. It's easy to get out of, and to resist the damage, but used with something else, it's annoying. Personally, I like using it with Tractor Beam, Theta Radiation, and/or Photonic Shockwave. Photonic Shockwave is used as a "hip check", but be careful with this one as to not accidentally bump the target out of the Gravity Well.

    Grab a purple quality doff that buffs Gravity Well, and you have that chance of having an extra one show up when you spawn it. That's fun too.

    I will agree that it feels like it, along with other science abilities are broken. There was a time when gravity well was a lot more threatening by itself, but it's been nerfed quite a bit.
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    sovakofvulcansovakofvulcan Member Posts: 103 Arc User
    edited June 2012
    It is one of my favorite abilities -- Although it has been nerfed

    I believe that I get close to 1200 hull damage per sec with it

    Granted that is with: Purple DOFF, Sensor Scan, Mrk XII Graviton Generator, Mrk XII Particle Generator.

    While some players are able to escape in PVP...I find that a Gravity Well, Subnucleonic Beam combo can help with this.
    Admiral Jisil T'ror
    Admiral Sovak
    “Does anyone remember when we used to be explorers...”
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    gypsybladegypsyblade Member Posts: 730 Arc User
    edited June 2012
    Skill: Graviton Generator improves Radius (the "pull" gets stronger closer to the center, ignore the tooltip)
    Skill: Particle Generator improves Damage slightly

    GW was changed a few months ago..

    I personally like the changes and even was the one who PM'd Borticus asking for the changes.

    Science Skills are meant to be Buff/Debuff/Control.... not damage.. I strongly believe in this mechanic...

    It wasn't nerfed.. the damage was brought to scale due to the radius increased
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    this1isavailablethis1isavailable Member Posts: 228 Arc User
    edited June 2012
    Ok then is it worth speccing into graviton generators? Is rank 3 really better than rank 1?
    Thanks for the information.
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    ryuuenjinryuuenjin Member Posts: 0 Arc User
    edited June 2012
    gypsyblade wrote: »
    Skill: Graviton Generator improves Radius (the "pull" gets stronger closer to the center, ignore the tooltip)
    Skill: Particle Generator improves Damage slightly

    GW was changed a few months ago..

    I personally like the changes and even was the one who PM'd Borticus asking for the changes.

    Science Skills are meant to be Buff/Debuff/Control.... not damage.. I strongly believe in this mechanic...

    It wasn't nerfed.. the damage was brought to scale due to the radius increased

    the thing is, and this is just checking it on my carrier, the graviton generators do so little to affect it in comparison to particle generators. as i stated earlier, taking off 3 very rare mk xii graviton generators only decreased my well's pull by .01. on the other hand, putting on three mkxi rare particle generators (and on 97 aux) increased my well's damage from 1044 to around 1400. i agree that science should be about crowd control and not damage. i just find it saddening that skilling into damage for it has a more visible effect than skilling into its hold.
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    borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited June 2012
    The primary effect of Graviton Generators is to increase the radius of Gravity Well, not the pull.

    GW Rank 1 radius is 2.7km base, or 3.4km with 99 Graviton
    GW Rank 2 radius is 2.85km base, or 3.56km with 99 Graviton
    GW Rank 3 radius is 3.0km base, or 3.75km with 99 Graviton
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
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    this1isavailablethis1isavailable Member Posts: 228 Arc User
    edited June 2012
    Ok thank you !
    I tested it against pve targets and it's really effective against them (even damages are nice).

    I thought my torpedo build would limit me in pvp only but in fact it's the opposite :D
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    gypsybladegypsyblade Member Posts: 730 Arc User
    edited June 2012
    Also keep in mind that players have resistances to these powers and other activated powers that get them out.

    Engine Battery, Evasive, APO, EPtE, Deuterium <---- this plus Dampeners... make GW3 nearly useless in PvP
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    simeion1simeion1 Member Posts: 898 Arc User
    edited July 2012
    Prior to season five and the new skill tree my Gravity Well(GW) 3 was dealing 18-1900 in DPS. It was also harder to get out of but not impossible. When the new skill tree came over in season five the DPS dropped to 12-1400. Depending on console and skills. Both were at 125 Aux. The down fall with GW is it takes to many skill point to spec into to maximize the ability. This kills science builds. Sceince builds have to spec into hull, weapons, and other skills like everyone else, then they have ablilites that require 2-3 captain skills to maximize the ability. Take photonic shock wave to maximize this ability a player has to spend 63000 points into three different skill on their capatain. While this is a good skill it cost to much to use.

    Think about this minimum ground points are set a 66000 skill point. If you wanted to run a skill like photonic shock wave you will have 129000 skill point in ground and one ability. The same thing happens with GW just not as bad. A player has to spend 36000 skill point to max it out. I do not like this design at all. It is unfair to science captains to spend so much in point and thier abilities are easily counter with attack pattern omega, emergency poer to engines, detirium, and poloarize hull. Cryptic need to make it where these skills only keep the target on the outer edges of the pull reducing damage, not letting them out of the pull.


    The primary effect of Graviton Generators is to increase the radius of Gravity Well, not the pull.

    GW Rank 1 radius is 2.7km base, or 3.4km with 99 Graviton
    GW Rank 2 radius is 2.85km base, or 3.56km with 99 Graviton
    GW Rank 3 radius is 3.0km base, or 3.75km with 99 Graviton

    It is nice to see someone from Cryptic still reeds and responds.
    320x240.jpg
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    simeion1simeion1 Member Posts: 898 Arc User
    edited July 2012
    Sorry duplicate post error. Please remove
    320x240.jpg
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    mehenmehen Member Posts: 0 Arc User
    edited July 2012
    Graviton generators, with the recent changes to grav well, should increase the hold at the center of the well. Increasing the radius a bit does nothing to stop people from activating a myriad of abilities to escape, and that's assuming they weren't an escort at full engine power when you fired it off anyway. Right now, gravity well is a pathetic waste of points to try and max out, just like most science skills since they require multiple skills to effectively use. It takes less skill points to max energy weapons than it does to max photonic shockwave...
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    dwhornetdwhornet Member Posts: 108 Arc User
    edited July 2012
    Well from a PvE standpoint it's probably fine, although I would like to see the radius buffed more from graviton generators. Especially GW3 as it can only be run on dedicated sci ships (luna, pancake, intrepid, meow carrier), and not the MVAE or sadly the oddy.

    An alternative tweak maybe to the gravimetric doffs, maybe upping the chance of having multiples.
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    carl103carl103 Member Posts: 1 Arc User
    edited July 2012
    Yeah from a PVE standpoint it's in a pretty good place, get enough extra wells coming up and oplace it on somthing like a transformer or gate or cube being DPS'd and the damage output is downright scary. Likewise when you really need mass crowd control this thing delivers in spades. It';s the bread and butter and golden darling of PVE sci builds IMHO.
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    dwhornetdwhornet Member Posts: 108 Arc User
    edited July 2012
    Well, It's by far the most effective sci ability in the utility aspect.

    Crowd control just slowing them down, High Yield plasma torpedo denial for borg, Decent damage out right, Extreme damage when combined with a sensor scan and multiple warp core breaches.

    The issue in PvE is most ships don't fly fast enough and the NPCs are just idiotic. Thats why it's most effective there. In PvP you could avoid it rather easily. It's a pretty static object, and if your lucky maybe you'll get another aftershock well. Now even if your targeted you can break free rather easy. Thats what would be needed to addressed. Maybe make the pull a new type of hold in the code so it would influence ships differently based on ships inertia? However this is something they would have to do in a broader revamp of PvP.
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    dapperdrakedapperdrake Member Posts: 254 Arc User
    edited July 2012
    Sorry, I know that's not the point. But... How to increase GW? I'm sci and I have not this ability but my sci boff has it. So I would increase it. Because when I'm running KASE STF. Most of time, my job is taking probes. With GW I can stop 3 or 4 and kill all of them with a nice comfort.
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    ryuuenjinryuuenjin Member Posts: 0 Arc User
    edited July 2012
    Sorry, I know that's not the point. But... How to increase GW? I'm sci and I have not this ability but my sci boff has it. So I would increase it. Because when I'm running KASE STF. Most of time, my job is taking probes. With GW I can stop 3 or 4 and kill all of them with a nice comfort.

    gravity well is affected by several factors, but these are the 3 you wanna pay attention to :

    aux power - affects damage
    graviton generators - affects the size of the well
    particle generators - affects damage
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    dareaudareau Member Posts: 2,390 Arc User
    edited July 2012
    The problem I gather from the OP isn't specifically that GW 3 is a rotten power. I believe the OP is complaining that, in PvP, GW 3, like many of the science CC powers, feels (is) nigh completely worthless after the resists/escapes are factored in.

    What is great in PvE - GW / Tractor beams bringing targets to a complete halt, 1200+ per tick kinetic squishes get resisted 50%+ by consoles, "rapid" shield regeneration quickly replaces the "shield reduction of kinetic" effect, AP:O, polarize hull, heck, evasive maneuvers is usually enough to break a hold, some pilots have enough "hold resist skill" (can't remember them off the top of my head) that they are barely affected by holds even without the aforementioned powers, etc. etc. (see related threads in PvP and gameplay forums)...

    Doesn't help that the skill tree is a bit "messed up" - Tactical has 2 skills covering the majority of offensive skills, engineering has 3 skills that cover ship defenses, healing, and ship-bonuses, science has 3 skills that cover science-resists , science-damage, and crowd control. By the time a Tac buys their class-skills, they have offense covered, and their leftovers go right into engineering and science resists - maybe splash into science-damage or minor CC to make their science BOff useful. Engineering has their ship bonuses, and defenses covered, their leftovers go into offense and splash into science just like a Tactical. Sciences though, have a problem. They can either build like a tac/engie (max out ship offense/defense/bonuses/sci resists) then get saddled with light hull and the least weapons to take advantage of all this, or give up some of those for their science abilities - to run CC and have semi-decent Sci damage I gave up a lot of my ship-based defense, so my semi-paper hull gets even weaker, once shields go on me I'm dead, and to finish out my sci damages I sacrificed some high-end damage (Tactical critical skills)...

    Yes, to be a decent science officer in a science ship, I frequently have less hull than escorts and pathetic DPS. To top this off, my science skills don't make up for these sacrifices - at least in PvP and only in certain situations in PvE (probe duty on KA, great. Helping blow a transformer before the rush hits or even trying to care for Kang, not as well.

    I stand by the belief that science is on the short end of the balance stick. While I'd rather see some sort of balance come to science skills and maybe a return of weapons to the Sci (I heard they had at least the escorts 4/3 at one point...) so that they can at least attempt to rival an engie in DPS / survivability, or maybe even do between engie/Tac DPS but be a bit squishier...)
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
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    xgorillapxxgorillapx Member Posts: 234 Arc User
    edited July 2012
    Other things that effect this are your deflector dish and, auxiliary power, doffs and consoles obviously.

    The borg Deflector gives +15 to Graviton Generator (and +5 to Aux. Power)

    The borg Console give +23 to Graviton Generator

    If you have Gravity Well III, (you should use Tykens Rift II as well to take advantage of the consoles already in use)

    Graviton Generator Console Blue MK XII (cheap on exchange now) +28.1 to graviton generator

    Blue MK XI Particle generator, (cheap on exchange now) +26.2 to particle generators

    Gravimetric officer - Chance to spawn an additional 4x gravity wells (depending on quality)

    Deflector Officer - 25% chance: Set recharge time to 50% of normal recharge time. Chance to reduce the time for all Deflector abilities to recharge after use. Affected abilities include Tachyon Beam, Energy Siphon, Tyken's Rift, Gravity Well, and the Breen Energy Dissipator.
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