Crush (Level 1)
Ranged Foe Immobilize, -Fly, -Speed, Dot(Smashing)
Range: 80 ft
Cast time: 1.33 s
Recharge time: 4 s
Endurance cost: 7.8
Accuracy modifier: 1.2
Damage: 0.2 DS * 5 = 1.0 DS (Smashing)
Mez: Mag 4 Immobilize
One of the two level 1 picks. I would typically take it over Lift because it enables Containment, the damage (though DoT) is slightly better, and Immobilizes are often handy against AVs. Crush can be slotted as an attack if desired. Note that Crush is a mag 4 effect, which means it will immobilize a boss in one shot.
Rating: 4/5
Suggested slotting: 1 Accuracy, 0-3 Damage
Lift (Level 1)
Ranged Foe Knockup, Damage (Smashing)
Range: 80 ft
Cast time: 1.03 s
Recharge time: 6 s
Endurance cost: 6.86
Accuracy modifier: 1.0
Damage: 0.8 DS (Smashing)
The other level 1 pick. It's quite satisfying to fling bad guys into the air, but Crush is overall more effective. While the animation is very quick, there's an annoying 2-second delay between the power's activation and the enemy taking damage. Lift can be useful if taken as part of an early attack chain, and respecced out later once it's no longer needed; this is what I did.
Rating: 3/5
Suggested slotting: 1 Accuracy, 3 Damage
Gravity Distortion (Level 2)
Ranged Foe Hold, -Fly, -Speed, -Knockback, DoT(Smashing)
Range: 80 ft
Cast time: 1.83 s
Recharge time: 8 s
Endurance cost: 8.53
Accuracy modifier: 1.2
Damage: 0.22 DS * 5 = 1.1 DS (Smashing)
Mez: Mag 3 Hold, with 20% chance of +1 mag
Your single-target hold. Take it at level 2, slot it out immediately, and use it forever. You may note that Gravity Distortion (and the AoE version GDF) impart knockback protection to the target; this is in contrast with most other primaries, which have knockback protection in the immobilizes. Gravity Distortion does significant damage, and slotting it as an attack is a valid approach if you feel that your other powers provide enough control so that additional duration won't be missed. Remember that control durations increase with security level, so hold enhancements may be less critical at high levels than you might think.
Rating: 5/5
Suggested slotting: 1 Accuracy, 2 Recharge, 0-3 Hold, 0-3 Damage
Propel (Level 6)
Ranged Foe Knockback, Damage (Smashing)
Range: 60 ft
Cast time: 3.5 s
Recharge time: 8 s
Endurance cost: 9.36
Accuracy modifier: 1.0
Damage: 1.96 DS (Smashing)
The highest-damage single target attack in any Controller primary. The animation, while fun, is decidedly inconvenient, so Propel can be skipped if damage is not a priority for you (i.e. you do not plan to solo at all). I have had it for a very long time, but I am considering dropping it as I find myself leaving it out of my attack cycle due to the cast time. I suggest slotting for range if possible, as the base range is much shorter than your other Gravity powers.
Rating: 3/5
Suggested slotting: 1 Accuracy, 3 Damage, 1 Range, 1 Recharge
Crushing Field (Level

Targeted AoE Foe Immobilize, -Fly, -Speed, DoT(Smashing)
Range: 80 ft
Radius: 30 ft
Cast time: 1.33 s
Recharge time: 8 s
Endurance cost: 15.6
Accuracy modifier: 0.9
Damage: 0.1 DS * 3 = 0.3 DS (Smashing)
Mez: Mag 3 Immobilize, with 50% chance of +1 mag
An AoE Immobilize with a token DoT. It's handy if you need AoE Containment for one of the Ancillary Power Pool attacks, or if you find the wandering of disoriented mobs to be troublesome (though Lingering Radiation also addresses this issue).
The damage is abysmal, but Crushing Field can be slotted with no less than three different damage procs (Positron's Blast, Impeded Swiftness, Trap of the Hunter) which might add up to respectable damage (I haven't tried it). As noted above, the immobilization powers in Gravity do not have -knockback, so feel free to spam your fully-proc'd CF on top of your teammates' Ice Slicks and Earthquakes.
If you don't have one of the above specific applications in mind for Crushing Field, I suggest you skip it.
If you do take it, remember that Crushing Field (like most AoE controls) has an accuracy penalty, so slot accordingly.
Rating: 2/5
Suggested slotting: 2 Accuracy
Dimension Shift (Level 12)
Targeted AoE Foe Phase, Immobilize
Range: 60 ft
Radius: 20 ft
Cast time: 1.17 s
Recharge time: 90 s
Endurance cost: 13
Accuracy modifier: 1.0
Mez: Mag 3 Phase; Mag 3 Immobilize
Dimension Shift has the distinction of being one of only two AoE Foe Phase powers in the game, and the only one available to Controllers (the other is Black Hole from Dark Miasma). The typical prescribed use for DS is as a panic button, but I feel that taking any power for such occasional use is wasteful. An alternative application (for which I credit Enantiodromos) would be to forego accuracy slotting and use DS to thin large groups; however, players are notoriously bad at identifying phased mobs, so you are likely to cause much grief for your teammates unless you train them to identify and ignore the untouchable bad guys, which is far easier said than done as the FX for Dimension Shift are indistinguishable from those of the other Gravity powers to anyone who doesn't know what to look for. I personally don't see it as worth the effort.
It should be noted that, unlike all other control powers, slotting to enhance Intangibility increases the magnitude of the effect, not the duration (which is fixed at 30 seconds). If you desire, you can slot DS to phase bosses. And a special note of warning; don't ever use Dimension Shift on enemies which resist Immobilize (such as wolves), as they will merrily run right up to you and further muddle the issue of which enemies can be hurt.
Rating: 1/5
Suggested slotting: 0-1 Accuracy, 0-1 Intangibility
Gravity Distortion Field (Level 18)
Targeted AoE Foe Hold, -Speed
Range: 80 ft
Radius: 20 ft
Cast time: 1.83 s
Recharge time: 240 s
Endurance cost: 15.6
Accuracy modifier: 0.8
Mez: Mag 3 Hold, with 20% chance of +1 mag
Your AoE Hold, with the typical short duration (around 15 seconds at level 50) and long recharge. Some players feel that since it is no longer available for every fight (as it was before the Issue 5 changes), Gravity Distortion Field is no longer useful. I find that I can still get good mileage out of it by using it when it is available, and using Wormhole while I wait for GDF to recharge. The knockback from Wormhole is a little too annoying for me to use it exclusively.
Rating: 4/5
Suggested slotting: 2 Accuracy, 2 Hold, 2 Recharge
Wormhole (Level 26)
Targeted AoE Foe Teleport, Disorient, Knockback
Range: 80 ft
Radius: 20 ft
Cast time: 3 s
Recharge time: 90 s
Endurance cost: 15.6
Accuracy modifier: 1
Mez: Mag 3 Disorient, with 20% chance of +1 mag; Mag 4.1 Teleport
There's nothing else quite like Wormhole. You get an AoE Teleport Foe together with the game's longest-lasting AoE Disorient, plus you get to place the mobs where you want them (at least until the knockback kicks in). Wormhole can and always should be activated from out of sight of the targeted mobs, as they will be aggro'd at the beginning of the animation, which is lengthy. When possible, try to aim the exit point into a corner to contain the knockback. If you add an application of Crushing Field you eliminate disorient wander and effectively create a second AoE hold, but I don't typically find it to be necessary. As noted above, Lingering Radiation with its -speed could also be used for this purpose if you don't take CF.
Rating: 4/5
Suggested slotting: 2 Accuracy, 2 Disorient, 1 Range, 1 Recharge
Singularity (Level 32)
Summon Singularity
Range: 60 ft
Cast time: 2.03 s
Recharge time: 240 s
Endurance cost: 20.8
For me, Singularity is the reason to pick Gravity Control. Your Singularity is more or less a second Gravity controller who only uses Crush, Lift, and Gravity Distortion, and does more damage with them than you can. It can't be healed, but that shouldn't matter often as it has 90% Psi and Toxic resists (the cap for pets), and 50% resistance to all other damage types. In addition, it has a built-in Repel aura, so your foes will rarely be able to use their hard-hitting melee attacks on it. Also, it can still benefit from buffs, including regen buffs.
Singularity tracks your movements closely until it finds a target, at which point it stops moving and starts cycling its powers. So long as there are targets in range, it will not move unless you go too far away. This means that it will essentially never pick up aggro from enemies you aren't ready for. It also means that Singularity can be strategically placed for area denial; try dropping it in the towers at the end of the STF and watch the Arachnos Repairmen go flying. And don't forget to use it to soak the alpha from any psi-heavy AVs such as the Psychic Clockwork King.
While the basic slotting below is satisfactory, I suggest that you invest in Set IOs for your Singularity rather than ever using basic IOs or SOs, as the Pet Damage sets are typically very cheap Hero-side. I've slotted mine thusly:
* Dam/Mez HO x2
* Sovereign Right Acc/Dam and Resist Aura(all but Psi) Unique
* Blood Mandate Acc/Dam and Acc