The Ultimate Ice Blast Guide
By
Xanatos
Contents
1.0 Introduction
2.0 Comparison with other primaries
3.0 Ice Blast - the powers
3.1 -Ice Blast
3.2 -Ice Bolt
3.3 -Frost Breath
3.4 -Freeze Ray
3.5 -Aim
3.6 -Ice Storm
3.7 -Bitter Ice Blast
3.8 -Bitter Freeze Ray
3.9 -Blizzard
4.0 Analysis of Secondaries
5.0 Analysis of Power pools
6.0 Analysis of Ancillary Power pools
7.0 Final Word
1.0
Introduction
Well I've finally decided to write up a guide on Ice Blasting. Considering that I'm one of CoH's first Ice blasters - I thought it was about time I share some of the tricks of the trade. Ice blasters are by far my favorite character type and Im proud to own a level 50 ice/ice blaster on the Virtue server. I used to feel original - but with the emergence of the Arena it seems everyone and his dog is running an Ice Blaster. So I thought Id give the new icy legions some tips.
The ice power set is undoubtedly the master of single target damage. One on one, no other blaster (and very few scrappers) compare to the high speed damage output of the Ice Blaster. There is a tradeoff for this however - as the Ice Blasters Area of Effect powers (AoE's) will be considerably weaker than your blasting contemporaries. An Ice blaster will have some AoE at his disposal - but it is through the single target that the Ice Blaster truly shines. Contrary to popular belief, EVERY power in the Ice Primary has its uses. Unlike some of the guides out there I will advise on the good and bad points of each power, but not make a build for you. They'll be included at the end - but the main aim of this guide is to help players understand how each power works and what is good/bad about each one. Although there are some necessary powers - there are also some fringe powers.
Furthermore, I'll look at the secondary sets, the power pool sets, and the ancillary power pool sets and tell you how well each works with an Ice Blaster.
2.0
Comparison with Other Primaries
Fire Blast - Fire is rather appropriately the opposite of the Ice Blaster. Its AoE attacks are the prime requirements of its success. Combining AoE powers to take out large groups of enemies is Fire's main claim to fame. While fire does have some decent single target attacks, they pale when compared to the mastery that is Ice. More enemies resist Fire then Ice in the game.
Energy Blast - In terms of versatility the Energy blaster has it all. AoE, Single Target, crowd control, and an incredibly good final power. (Nova - similar to ignite but it looks cooler). Where an ice blaster manages holds and (theoretically) slows for success, an energy blaster manages knock back. However, Ice still as the edge over Energy as it's activation times are faster. Of all the blaster sets - Energy has the longest activation times - something done to ensure an equal playing field for such a versatile power set.
Electric Blast - Electricity is the black sheep of the Blaster set. It has only two single target attacks, one snipe, and one AoE attack. Its hold is inferior to ice due to its activation time. The only redeeming feature of the electricity power set is its alpha strike: Thunderous Blast. This is VERY good.
Assault Rifle - AR offers a mix of AoE and single target damage. It's activation times are its downfall however as it requires the weapon to both be drawn and then fired. It has one of the most useful alpha strikes - Full Auto. The recharge on it is crazy and it's very good for mowing down large groups of enemies.
Bow - No information available on the Bow power set at this time. Though I imagine it will be similar to the Assault Rifle.
Sonics - No information available on the Sonics power set at this time.
3.0
The Ice Blast Primary
When each power is assessed, the following information will be given, in addition to any information I felt it pertinent to add:
Cost: The endurance cost of the power
Activation Time: The time it takes to cast the power
Recharge Time: How long it takes for the power to recharge
Range: The range of the power
Recommended Slotting: Which enhancements to slot in the power
Devices Slotting: Which enhancements to slot in the power if a player is using targeting drone.
Brawl Index: The amount of damage the power does in comparison to Brawl.
Note about recommended slotting:
It works on the assumption that a player has the intention of six slotting each power to the full. Some powers don't need that many slots to function effectively, so it's wise to look at the commentary and not just six slot every power from the Ice Primary. The holds, for example, function very well when not six slotted. This guide isn't supposed to build an Ice Blaster for you, but show you how to use each power to the full. Also, the "Devices Slotting" option is for those blasters with the device secondary - and who are also using Targeting Drone.
Ice Bolt - One of Ice's three bread must have attacks. Ice Blast has three one second single target (ST) attacks that are an Ice blasters main method of doing damage to the enemy. The other two powers are Ice Blast and Bitter Ice Blast. When used in conjunction with Hasten - Ice is flying so fast through the air that it more then makes up for its wimpy AoE attacks.
Ice bolt does about 60% of the damage of Ice Blast, and recharges in half the time. Numerically that makes Ice Bolt superior - and it is the attack that will fill in the gaps around an Ice Blasters other attacks. You will use this power from level one to level fifty - so I would recommend slotting it up ASAP.
Type: Click
Cost: 6.0
Damage type: Cold/Smashing
Activation Time: 1.2
Recharge Time: 4.0
Range: 80
Recommended Slotting: 1 Accuracy 5 Damage
Devices Slotting: 6 Damage
Brawl Index: 2.2222 Cold + 0.5556 Smashing
Ice Blast - The second of Ice's must have attacks. Much like Ice Bolt you'll be using it throughout your life as an Ice Blaster, and six slotting it should take preference over everything else. Once slotted, an Ice Blaster should have no problems dropping a minion in two shots.
Type: Click
Damage type: Cold/Smashing
Cost: 9.8
Activation Time: 1.0
Recharge Time: 8.0
Range: 80
Recommended Slotting: 1 Accuracy 5 Damage
Devices Slotting: 6 Damage
Brawl Index: 2.7778 Cold + 1.7778 Smashing
Frost Breath - Ah. Frost Breath. Frost Breath is what I would call a "fringe" power - a reasonable power which is by no means essential. Once you get to level 18 and pick up Bitter Ice Blast you're going to be using this less and less as your single target attacks take preference, and the slow nature of Frost Breath becomes cumbersome. I know several Ice blasters who can use Frost Breath affectively, in fact most do, and the +20% accuracy bonus the power has does allow an affective Ice Blaster to hit every mob in the cone.
That said, Frost Breath is a good opener when used in conjunction with Build up and Aim. (Or just Aim for those players with Devices). It allows multiple mobs to be damaged, allowing a player to clean up with Slows/Hold/Single Target attacks. Frost Breath also works well when used right before Blizzard - the damage from this 1-2 combination is enough to take down *any* group in the game. Barring Archevillains and Monsters and other special cases of course.
Type: Click
Cost: 17.5
Damage type: Cold
Activation Time: 2.7
Recharge Time: 16.0
Range: 30 Degree Cone
Recommended Slotting: 6 Damage
Devices Slotting: 6 Damage
Brawl Index: 1.9444 Cold * 2
Aim - 100% accuracy boost and a 62.5% damage boost. Get it and slot it! With both Aim and Build Up 6 slotted for recharge you can have them ready at the beginning of every fight - which allows allot of enemies of0 be taken out very quickly. Do not slot this with accuracy to hit buffs as they will ultimately be a waste. Though accuracy to hit buffs do help in PvP - you'll want to have Aim available as often as possible in PvP matches as well. Using Aim and Buildup, followed by Frost Breath is a VERY affective opener for any fight. Six recharges are the best way to go, but if you're starved for slots 4 or 5 will suffice.
Type: click
Cost: 6.0
Damage type: --
Activation Time: 1.2
Recharge Time: 30.0
Range: Player
Recommended Slotting: 6 Recharge
Devices Slotting: 6 Recharge
Brawl Index: --
Freeze Ray - You know when I said there were three "must have" powers in the ice set? I lied. There is only one power and it's this one. Freeze Ray is what makes Ice Blasters so damn awesome. The combination of an incredibly fast activation time and an incredibly fast recharge time allow for Freeze Ray to be constantly available - which means that you're position as a pseudo-controller will dominate. Freeze Ray is a single target hold and a damn good one at that. Where Ice Blast, Bolt, and Bitter Ice Blast create the majority of an ice blasters damage - it's Freeze Ray which allows the Ice Blaster to survive. Learn to use it.
Some ice blasters put 3 hold and three accuracy enhancers in this. This can work when a blaster has other holds to rely on as it allows an ice blaster to have about an 100% accuracy and hold duration bonus. However, I feel that an ice blaster shouldn't need to rely on anything other than Freeze Ray - hence the recharge enhancements.
Type: click (Single target Hold)
Cost: 7.9
Damage type: Cold
Activation Time: 1.0
Recharge Time: 10
Range: 60
Recommended Slotting: 2 Hold 2 Accuracy 2 Recharge
Devices Slotting: 3 Hold 1 Accuracy 2 Recharge
Brawl Index: 0.2778 Cold
Ice Storm - Quite possibly the most versatile power in the ice set. Many ice blasters slot Ice Storm with 6 Damage enhancers and use it as an AoE attack - but THIS IS NOT WHAT ICE STORM IS FOR! Even with 6 slotted damage Ice Storm will still do minimal damage. Ice Storm has two primary functions:
The first function is that it acts as a control power. Ice blasters have a reputation as pseudo-controllers on account of two things: their slows and their holds. Ice Storm is one of the best slows available to a blaster. 6 slotted for slow might be a little over the top - but it allows you to get the most out of this power.
Its second function is an "oh damn" power. Ice Storm has a build in fear effect which causes the enemy to scatter and ignore the player whilst attempting to run away. Combined with the slow affect, Ice Storm allows the tactically minded ice blaster to control a group of enemies, while tearing them apart/holding them with his other powers. For a player with the Ice Secondary, Ice Storm works great in conjunction with Shiver.
Type: Click (Area of Effect)
Cost: 30.0
Damage type: Cold/Lethal
Activation Time: 2.0
Recharge Time: 60.0
Range: 60
Recommended Slotting: 5 Slow 1 Accuracy
Devices Slotting: 6 Slow
Brawl Index: 0.1389 Lethal + 0.1389 Cold per second for 15 seconds
Bitter Ice Blast - Ice Blasters don't get a snipe, but they get something almost as good. Bitter Ice Blast does about 140% of the damage Ice Blast does, and with Build Up and Aim can one shot a minion with no cold/smashing resists. Along with Ice Bolt and Ice Blast, "BIB" is the final power in the holy trinity. Available at level eighteen, Bitter Ice Blast will become a dominating factor in most Ice Blasters builds all the way to level fifty. Some Ice Blasters slot Bitter Ice Blast with 1 Range enhancement in place of one of the Damage enhancements so that its range is comparable to that of Ice Bolt and Ice Blast. I personally don't do this as I feel damage should always take priority.
Type: Click
Cost: 15.0
Damage type: Cold/Smashing
Activation Time: 1.1
Recharge Time: 12.0
Range: 50
Recommended Slotting: 1 Accuracy 5 Damage
Devices Slotting: 6 Damage
Brawl Index: 3.5556 Cold + 2.7778 Smashing
Bitter Freeze Ray - Not the best power in the set by any stretch of the imagination - many Ice Blasters just skip this power entirely. But it does have its uses. Although many consider it useless due to its almost four second activation time, those who do keep it use it either as an opener or as a snipe. With 2 range enhancers, the range of BFR jumps to about 130 yards which allows the power to take the place of a snipe, but the damage it does doesn't allow it to snipe awfully well. (There is no smashing or lethal addition - it just does cold damage.) Furthermore, Freeze Ray is always available - so six slotting Bitter Freeze Ray is a waste. Unless you have slots to spare, it's best to only put one accuracy enhancer in it. The recommended slotting below is for those who wish to use it as a sniper power.
Type: Click (Single target Hold)
Cost: 17.5
Damage type: Cold/Smashing
Activation Time: 3.7
Recharge Time: 20
Range: 80
Recommended Slotting: 2 Hold 3 Range 1 Accuracy
Devices Slotting: 2 Hold 4 Range
Brawl Index: 3.6667 Cold
Blizzard - The most damaging attack in the game! The most controversial power in the set! Where other blasters get level 32 "Alpha Strikes" that allow allot of damage to be dealt incredibly quickly, Ice Blasters get an AoE power which deals a large amount of damage incredibly slowly. Not only this, but unlike the other blaster alpha strikes, Blizzard cannot be boosted by Build Up, Aim, or inspirations.
That said Blizzard is a very good power when the situation dictates. If an Ice Blaster is teamed with a Controller with a mass-hold - then Blizzard can do its full damage and decimate anything the controller locks down. Blizzard would be a good "Oh damn" power if it didn't drain all of your endurance and stop functioning after you get KO'd.
Many think that the slow nature of Blizzard in dealing damage goes against the design ethic of Ice Blasters (and blasters in general) and that Blizzard is only good when used with other powers such as Frost Breath or Ice Storm. The truth is that Blizzard does the most damage of all the Alpha Strikes, and is therefore the most situational. I'm not a believer in Alpha strikes, so would recommend a blaster not to bother six slotting this unless he/she teams a lot. Only take this power if you intent to six slot it. And only put in damage Enhancements.
Type: Click (Area of Affect)
Cost: 48.0
Damage type: Lethal/Cold
Activation Time: 2.0
Recharge Time: 120.0
Range: 60
Recommended Slotting: 6 Damage
Devices Slotting: 6 Damage
Brawl Index: 0.4167 Lethal + 0.4167 Cold per second for 25 Seconds
4.0
Analysis of Secondaries
Ice Manipulation - There is a good deal of synergy with the ice primary. The melee attacks - Ice Sword and Frozen Fists - do pitiful damage but are still reasonably good for an ice/Ice Blapper. They also have a secondary slow effect which helps slow down the enemies attack recharge rate. Ice patch is good for the knockdown and therefore protection it gives an Ice Blaster. Shiver is an awesome Cone attack that slows like crazy and works great with Ice Storm for slowing down the enemy to a crawl. Freezing Touch is an excellent hold to use in conjunction with Freeze ray, its downfall is that its melee range however. Frozen Aura, the final power of this set, is utter garbage. It's supposed to be an AoE sleep but has atrocious accuracy.
Fire Manipulation - For the most part Fire is a very bad secondary. Consume is good for regaining endurance and the fire sword attacks looks damn cool, but the powers in this set are just rehashed Tanker and controller powers. This power set was just thrown together during BETA and you can tell.
Energy Manipulation - Possibly the best secondary power as it compliments Ice incredibly well, playing on both its weaknesses and strengths. The two main weaknesses of the Ice Blaster are that it runs out of endurance very fast due to the quick attacks and that it has the shortest range of all the blaster primaries. Conserve power removes the endurance worries 60% of the time, and Power Boost increases both range and hold duration. In addition, the melee attacks are the most damaging of all the blaster secondary - which is excellent for a blapper. Ice/Energy blasters are also kings of the Arena.
Electric Manipulation - Quite a good set actually. Its melee attacks are second only to Energy for a prospective blapper. It has a power to regain endurance back from enemies which is very useful. Shocking Grasp is also a good hold power, although no-where near as decent as Freeze Ray as Shocking Grasp is a melee hold. A good blapper set with some useful tools. Not that much synergy with Ice Blast however.
Devices - Arguably the best soloing set. As is evident throughout this guide - Targeting Drone allows you to forego accuracy enhancements in your attacks in favor of more damage. The counter to this however is the lack of buildup. Cloaking device is very good defensive power for an Ice Blaster (you'll always get the first hit in) and can be good when used in conjunction with Bitter Freeze Ray. Trip Mines are very good and very damaging in the hands of a competent blaster, setting them up in the middle of a large mob before hitting them all with Frost breath is a very affective combo. Even the lesser powers such as Caltrops and Auto Turret have their uses. This power set comes Xanatos recommended.
5.0
Analysis of Power pools
Leadership - Leadership isnt a good power set for a blaster. The toggles and endurance drain aren't made up for in the reward they provide. Leadership is best used in a team situation - and in most of those situations you have self sufficient killers (blasters/tankers/scrappers) and those who are able to assist better than a leadership-using blaster. (Defenders and Controllers) I'd recommend heavily not taking the Leadership pool for a blaster.
Fighting - This power pool is very useful. While the melee attacks have no place on a blaster, the powers of Tough and Weave provide a blaster with much needed damage resistance and defense. A very useful set - I would recommend it.
Presence - Not a very useful set for a blaster. An Ice Blasters holds are better than the fear effect, and taunting powers are not something a blaster would ever need or should ever need.
Medicine - Does what it says on the label. A good set that allows a blaster to become a mini-defender. Involving heals, buffs, and a revive. Not a bad set to choose if you want to rely less on inspirations.
Teleport - I can't see this power being very useful for a blaster. Most of the other travel powers can be used in combat but Teleport can't really. Although those who have mastered teleport combat are VERY impressive to watch. Teleport friend is always a useful power if a blaster is looking for an extra power to fill in empty slots. I can't count the amount of times this has saved me. (Go go Taxibots!)
Leaping - Combat Jumping provides a small defense boost which is good in the early game, and can be good later in the levels when combined with Weave or the Ice Armor ancillary power. Super Jump is a standard power - more dangerous then fly, but easier to use then super speed - Id say it ranks about second overall as a travel power. Acrobatics is also a blasters only was of getting mez protection. Acrobatics and Combat jumping provide some protection from knock back, hold,
Concealment - Not that useful for the devices blaster, but a good choice otherwise. Stealth not only allows a blaster to be almost invisible to the enemy, but also grants a small defense boost. Phase shift is also a very good power as it can act as an "oh damn" button for when things get too heavy and you need to be totally invincible.
Flight - Flight is the safest traveling power, but also the slowest. It's all down to personnel preference. The only other power in the Flight pool worth taking would be hover - and that would be to six slot it for use in combat. Due to recent suppression changes flight cannot be used in combat effectively.
Speed - Hasten is needed for an Ice blaster. Well perhaps not needed but I would recommend it greatly. It reduces recharge times on everything and is stupidly useful for a blaster whose best attacks have incredibly short activation times. Super speed is the only other power worth taking in the speed set - as it is the fastest travel power in the game and allows a blaster to move around FAST.
Fitness - An Ice blaster needs this power pool to function well. Six slotting stamina with endurance recovery enhancements should be very high on an Ice Blasters priority list. Swift and hurdle are reasonable powers for maneuverability, but by no means necessary for anything other than getting stamina. Health is also pretty good, and can decrease downtime. It's regen rate is too slow to be considered an adequate defense.
6.0
Analysis of Ancillary Power pools
Munitions - Not bad, but not overly good either. A blaster can get about 20% damage resistance from Body armor when it's six slotted - which is good because it costs no endurance. However this et really has no place on an ice blaster. Cryo Freeze Ray is a poor hold as it takes a longer time to activate then Freeze Ray. Sleep Grenade is slightly useful - but is more in line with a power an Assault Rifle or Devices blaster would use. Long Range Missile is good however as it compliments Ice Blast's lack of a snipe with an AoE snipe that is really damaging. However all of these powers, apart from body armor, require the assault rifle to be drawn. This takes time away from fighting - which doesn't gel well with the "fast and deadly" Ice Blaster.
Force Mastery - A very nice epic power pool. Force field is essentially a poor mans phase shift and can have its uses, repulsion field is similarly good in dealing with melee attacks - in that it pushes them away. Temporary Invulnerability is the best of the Blaster damage resistance powers - as it grants the largest resist to smashing and lethal damage Which is about 22.75% unslotted. When fully slotted and combined with Tough a blaster is very close to the smash/lethal resistance cap. Force of Nature is also a good situational power - better than the tanker original from which it was derived anyway!
Ice Mastery - Really good. Snow storm is a great anchor power when slowing enemies. And as an ice blaster specializes in single target damage, the anchor can be left until last when removing the enemies. Flash Freeze is a pretty good opener to use before any other attacks, as it is a very accurate power, although it is just a sleep. Frozen Armor is very good (although damn near useless in PvP) and when combined with weave, or possibly Power Boost from the energy manipulation secondary, an ice blaster can achieve close to the 95% defense cap to smash/lethal. Hibernate is really useful when an ice blaster is in over his head and needs a few moments to recuperate. It also acts as a better rest substitute due to its regeneration rate.
Fire Mastery - A very good set - favored by PvPers for Rise of the Phoenix - a power which provides a ten second invulnerability after a self-rez. In addition to this, Fire Mastery has Char. Char is a single target hold which could possibly give Freeze Ray a run for its money. With two ranged one second holds with short recharge times, and Ice blaster is a MACHINE. In addition Fire Shield is a very good power for providing damage resist. And when combined with tough can allow a blaster to get close to the smash/lethal resistance cap.
7.0
Final Word
Well I hope this guide has been informative, and I hope it's helped some of you put together and understand your ice blasters better. I had a lot of fun putting this guide together, and am looking forward to the inevitable revisions I'll have to make in the future. Issue #5 promises to "look at" blasters - so I assume ice blasters are going to be improved somewhat in the upcoming months. That said, I'm reasonably happy with the ice primary in what it can do. Every power has its use and can be utilized by a player however they want to. Ice Blast is also a very good power for PvP - which in my mind at least is a good thing.
Stay cool!