Olepi

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  1. Amazing that my guide from 7 years ago is still posted
  2. I'll come to the next one. I have a 50 WS. Remember the Sushi Bar?
  3. I always loved Ignite, a much more powerful attack than it seems at first. I think they nerfed it since I last played (been a few months).

    My experience with AR/Dev was that is was more powerful than most people think. Most of the damage is lethal which can be resisted, but a lot of the damage is fire. If you really use Flamethrower and Ignite, you can dish out good fire damage.

    The fact that Full Auto is not a typical nuke makes for fun play too. You get to use it all the time.
  4. I haven't played in a while, coming back to play. I was working on my AR/Dev and discovered that Ignite is a monster! I could just sometimes spam Ignite and watch the mobs wither.

    I think they changed Ignite ..... not sure what they did. Is is still as monster as it used to be?
  5. As already mentioned, "Blapper" is a blaster playing as a scrapper. The secondary power sets of some blasters includes really strong melee attacks, mainly /elec and /nrg. The idea is to use these attacks as the heavy hitters, and it is extra fun since you have to be in melee to do it

    I would say the elec/elec combo is most tuned to being a blapper. Electric primary does not have as much range dmg as most other blasters, but /elec has huge melee. Electric primary does have endurance drain, which can prevent you enemies from using any attacks against you, or perhaps just their default attack.

    So a classic "blapping" session is:
    1) hit the mobs with Short Circuit, and then Power Sink
    2) mobs are now drained, standing around dumbfounded.
    3) you can now wail away on them using melee attacks in comparative safety.

    Blapping is going to involve more danger, and requires more movement and quick decisions, than just standing in the back using range attacks.
  6. The problem with END drain is that it is a binary power. Either the mobs are end-drained, and therefore helpless, or they are not. If you want to do the END-drain trick, then you must have Short Circuit and Power Sink.

    SC also has a control aspect -- the mobs are held for a couple of seconds, allowing for other things to happen. It also does some damage. I would always recommend an Elec blaster to take SC.

    I didn't like Lightning Field. As a blapper, I wanted to pick my targets, and use melee attacks to kill them quick, surgically. I don't want to draw any aggro except my target.
  7. Quote:
    Originally Posted by Hobo_Healer View Post
    Once epics come into play then the game changes. Being able to hit those big locked down groups with something like Fireball is pretty darn fun.
    I think Defenders underperform in several ways:

    FUN (Fireworks theory) -- studies have been done on why people like fireworks; the brain actually gets overloaded with stimulus, there is an electrical storm in the brain, and people like it. Fireball is a great fireworks power. Defenders typically have a lot more hidden powers: no real flash that causes the storm. Controllers and blasters do much more graphic action, I think, and that makes them more attractive. Beef up Defender's graphics effects. Make healing zazz, make the debuffing obvious. When a controller holds a full spawn, or a blaster throws a Fireball, people go ahhhhh!, but what does a Defender do that makes people go ahhhh?

    FUN (action) -- another really fun thing is to hit stuff, the more boom the better. Tankers and scrappers have a lot of direct action on the enemy. Blasters, especially blappers, also get to mash on enemies. There is a lot of dangerous action with the enemy. Defenders typically are not blapping or meleeing, and so don't get to have as much direct action on the enemy, or if they do, it is not graphically obvious.

    FUN (numbers) -- I will maintain that Controllers have better "numbers" than Defenders. For example, my 50 ill/emp has all the emp powers, and he is almost as good as an emp Defender. But he is also another complete toon, so he is really about 1.8 characters. Very powerful. A Defender is about 1.55 characters: full marks for support, but weak on the rest. The controller can play as two whole toons, the Defender as 1.5. I would lower the controller's secondary effectiveness (maybe to 65-70%), so that Defenders are noticeably better. I mean noticeably. (And also noticeably better than Corrupters.)

    FUN (roleplaying) -- ok, so what if one type of character is less played? Why does that matter? More people want to be fighter pilots, and fewer want to be ground mechanics. So what? Is there a shortage? The real problem here is that Defenders and Controllers overlap so much, that the roles are blurred. But why should the Devs care?

    So my suggested fixes are:
    - add some really cool graphics effects to Defender powers, let the people go ahhhh! over some powers. Example: Rad casts RI, all the team sees is a glow. Change to Rad throws a giant RI ball that explodes, causing the glow. Team goes ahhhh!, Rad ball! Controllers don't get the same graphics; they throw a little ball ....
    - adjust the Defender powers so that Defenders do really noticeably better with them. Noticeably. The Big Rad Ball does much better than the little one. Put debuff numbers above the mobs, perhaps similar to Scourge. People love big numbers, put the debuff numbers up and the team can see that Defenders far outstrip the rest.
    - make the Defender's Blaster powers the same scale as Controller Defender powers. This makes the Defender into almost two toons, like my Controller example. I would vote against this however; if we put in better graphics and more differentiation, we would be ok.

    The perception problem can be solved with better graphics; the "numbers" problem can be solved with a boost to Defender effectiveness; and the role playing problem cannot be fixed.

    BP
  8. Just a quick comment on Spores; it can be very useful to sleep mobs. I regularly use spores in two cases:

    1) another group has been aggro'd before the current group is done. In that case, sleeping the new guys is like keeping XP in the freezer

    2) in a large fight, with lots of bosses, you can sleep everyone but bosses, and then focus on them. With full Domination, you might be able to sleep everything, and let your team get a fresh bite at them.

    I agree spores are not in the main attack chain, but I would rate them a B in a build that went for control.
  9. A very nice guide. Well done

    I would change one part, that about Dark Detonation. If you are on a large team with good control, then DD becomes another blast in your chain, and has decent AOE effects. The knock-back is not much of an issue if you have good controllers. Full teams also mean large spawns and maximum benefits from the other players.

    In this case, DD is a great tool, giving the human form a decent AOE and good blast. Perhaps in smaller teams, or solo, then the KB is bad; but in a full team, it is very effective.
  10. Good guide!

    I have found Unchain Essence to be a lot of fun. I normally play on largish teams, so frequently have a tanker to bunch up the mobs. Then I focus on one mob, like a minion in the middle, and kill him. Then use Unchain Essence. I've found that you can use Unchain Essence, Stygian Circle, and Dark Extraction on the same mob, if you are alert Kill 'em, use his body as a bomb, then heal from the body, then turn the body into a pet LOL
  11. NOTE: This guide is obsolete now, with the advent of I6 and Enhancement Diversification. Putting more than 3 SO enhancements in any power is now a waste. Powers that this affects in my build are:

    Ice Bolt - big dmg reduction
    Ice Blast - big dmg reduction
    Bitter Ice Blast - big dmg reduction
    Freeze Ray - was slotted with 4-5 holds
    Bitter Freeze Ray - was slotted with 4-5 holds
    Frost Breath - big dmg reduction
    Ice Sword - big dmg reduction
    Blizzard - from 6 dmg to 3, big dmg reduction
    Hasten - reduced in effectiveness
    Stamina - reduced in effectiveness
    Hover - no more 5-6 slot Hover

    This has caused my blaster to play quite a bit differently, and so I have decided to retire him. I don't want to always be thinking of how it was in the good 'ole days

    BP
  12. Great guide, I just read it! I will add two comments:

    - Bitter Freeze Ray -- I level'd most of the time without it, to about 35. However, now I use it all the time, even in the middle of furious battles. It helps slow me down to regain endurance, kind of pacing the action. Also, I put at least one range in it, the idea being you are attacking a boss, so inch towards him until BFR is in range. Hit it, and if it hits, move in and FR; if BFR misses, you have room to run

    - Blizzard is good solo too, so I would recommend getting it, and 6-slotting it in all cases for dmg. You run up to a grp, and it's a choice: fight 'em, or just bliz 'em. Alternate, and you can really crank up the speed. In many cases, on a team, I can bliz a grp and let my team rest, again alternating.

    Great guide! especially having actual numbers, I'm too lazy and artistic for that
  13. I agree on that, slot FB for dmg. I put one cone range in it just to give me a few extra feet space in case I have to run It does take some time to get the cone just right, that's why it is like bowling to me LOL. Aim at one of the mobs in the middle/back of the group, and it should hit the most ... shoot for the 5-pin

    Although Ice is weak in AOE, I've been on some teams where I was the only blaster. Once the controller locks them down, BU/Aim, pop a red, and FB -- blam! you can do some real damage. It's fun, almost makes me want to roll a fire blaster LOL

    edit: interesting, they changed my cone range enh to a regular range, didn't notice that. So right now, 1acc, 1range, 4dmg is my slotting on FB.
  14. >I really see no way to use this ability in any way unless you're current level < 10 after I5

    This is exactly what I was thinking. At level 10, it takes a while to kill a small spawn of greens and blues. I bet the devs played to level 10 and figured: this makes sense. And it does; in a protracted battle against low mobs, it does make sense. I bet they never tried it at high levels, fighting stuff that can one-two shot you.

    Devs: make it kick in the instant the HP bar goes yellow, and by the time your HP bar goes red, Defiance should be at full value. This won't help high-level blasters much, but it will help the lowbies a lot. Add Adrenaline Boost or something too, since true defiance gives you a huge shot.
  15. Well, as an Ice Blaster, I go for big game: bosses, AV's, etc. Freeze them, and then blast them. If the freezes fail, or somehow one gets free, then he can kill me in maybe one shot, two for sure. Defiance is not going to help me. If I survive the first shot, then I run! 'Cause I know the deathblow is coming next.

    Maybe the developers want blasters to have to work to kill a handful of minions and a lt., in which case, Defiance makes sense. In a protracted battle, against greens, I can see it kicking in without me already running away.

    I'd rather have a "Corbomite" option: just before I die, I explode and kill all around me LOL
  16. Thanks for the comments!

    As for Blizzard, I recommend 6-slotting for damage. You will see some real damage that way.

    I almost went with Munitions, but my ice concept made me go with Cold Mastery

    I hit 50, and took Ice Sword again. It's fun to whack on a frozen mob LOL

    Olepi -- 50 ice.ice.cold on Protector
  17. The range for BIB is just a little shorter than the blasts, not melee range. However, if you sneak up and start blasting from maximum range, you will find that BiB is out of range. Can become a problem if you were counting on it hitting.

    Ice Patch usually does knockdown, but I have seen it slow higher level mobs, instead of knockdown. Not sure about knockback, tho.

    BU and Aim do NOT affect rain powers, alas. This is the one thing I would change: allow BU/Aim to cause 100% knockdown with Blizzzard.

    Olepi -- 47 ice.ice.cold blaster on Protector
  18. Olepi's Ice.ice Blaster Guide

    Copyright 2005 by Bill Peterson (Olepi)
    All uses allowed, if you credit me.

    v0.1 -- Feb 5, 2005



    Introduction
    ------------

    So, you want to be an Ice blaster? It is a lot of fun! There are several
    ways to go: like a pure blaster, a blaster-controller, or even a blapper. Some
    of the powers are good for all types of play, and others are used mainly for a
    specific play style. Personally, I like the controller aspects of Ice blasting,
    so that is what this guide is geared to.

    Olepi is a mutant, that somehow can do ice So for role playing purposes,
    I had to go with Ice.ice, and also Cold Mastery. This guide only covers powers
    in those sets.

    First, let me define some terms that are used in this guide:

    Blast -- ice blasters get three main blasts, Ice Bolt, Ice Blast, and Bitter Ice Blast
    In this guide, I will sometimes use terms like b1 + b2 .. , this means
    one blast, followed by another. Each blast hits one target only.

    AOE -- area of effect, meaning that the power affects more than one mob at a time.

    DoT -- damage over time, a power that causes damage for some time after it hits

    Freeze -- a freeze locks the mob in a solid block of ice, and they cannot move or
    shoot, even when they are taking damage.

    Root -- a root locks the mob in place, but they can still shoot back

    Sleep -- a sleep puts the mobs asleep, but they will wake up if they take damage

    Slow -- the mobs slow down, and some slows also add a -recharge effect. This means
    that not only do they move and shoot slower, but they also recharge their
    powers more slowly.

    Knockdown -- some powers cause the mobs to slip and fall down. The mob may get a
    shot off between being knocked down.

    Rain -- a power that causes an AOE effect of rain, usually slowing the mobs down
    and doing damage over time

    Stacking -- casting two powers, on the same mob, that have some component other than
    damage; like two slows, two freezes, etc. The overlap of these effects
    is called stacking, and is very effective.

    Ice blasters get to choose from these types of powers. Some Ice blasters (like
    me) tend to use all the roots, slows, freezes, etc, to affect the mobs. Other blasters
    may like to just concentrate on pure damage, and may skip some or all of the
    "controller" type powers. Other blasters may elect to focus on melee damage, and
    go for the "blapper" style of play.


    Features of the Ice Blaster
    --------------------------

    Probably the two most distinguishing features of the Ice Blaster is the rate
    of fire, and the controller powers. Ice blasters typically can fire off a blast
    in one second. That's right! Most of the main powers for Ice blasters can fire
    in one second. The other main feature is the controller powers. These type of
    powers don't do damage really, but they arrange the battle so that you can
    get the maximum advantage. Like a controller.

    Some Ice blasters go for the damage, and don't appreciate or use the controller
    powers much. I've seen posts from blasters saying that a slow, or sleep, or other
    type power is useless, since they don't damage the mob. They contend it is better
    to just kill something, not slow it or freeze it. This guide is aimed at the
    controller style of play instead; and I tend to stay away from melee range.


    Gum up the Works and Carry a Big Gun
    ------------------------------------

    Ice blasters may do the most single-target damage of any blaster. And once
    you factor in the rate of fire, the damage really adds up. I like to "gum up
    the works" too Here are a couple of examples:

    a) single target headed your way -- blast them to oblivion
    b) two targets headed your way -- blast one, take damage from the other, then blast
    the other one ( the blaster way)
    c) or, freeze one target, and then blast the other one. Then blast the first
    one at your leisure. (blastoller way)
    d) or, cast an AOE slow (like SHiver) and then both mobs are definitely "gummed
    up". (blastoller)

    -- Imagine: you cast a power and all the mobs in range move at a snail's pace, fire
    more slowly, and can't recharge very fast. ---

    Those slowed mobs have not been damaged, but they are definitely less dangerous.
    Almost all Ice powers have some slow component, and stacking them really helps. So
    casting two AOE slows (like a Shiver and then an Ice Storm) will slow the mobs down
    to almost nothing. It is funny to see them frantically running around, in slow
    motion!

    -- Imagine: a boss heads your way. One swipe from him and you are dead. You cannot
    blast him down with a few shots. What do you do? Freeze him!! ---

    Stack two freezes (I use Bitter Freeze Ray followed by Freeze Ray) and the boss
    cannot move. You can walk up and pick your teeth while he sits there. Chop him down
    at your leisure, take your time to rebuild stamina, etc. Like the Spider and the Fly
    Freezing a mob sometimes seems really evil hehe.

    -- Imagine: in a warehouse you come upon a room of mobs. If you go in, they all turn
    and you are toast. If you fire into the room, they all come streaming out. What do
    you do? Put down an Ice Patch! ----

    An Ice Patch is a small circle of ice on the ground that will cause the mobs to slip
    and fall. If they move at all, it will be very very slowly. Cast the patch in the doorway,
    and fire into the room. The mobs will just fall down in the doorway, and jam them all
    in. Very funny to watch.

    -- Imagine: while you are slowing, freezing, and slipping the mobs, you are also
    carrying a very BIG GUN. Your blasts are extrememly powerful, and you fire very
    rapidly. ---

    To me, this is the defining Ice Blaster role: you can "gum up" the mobs, like a
    controller, and also you can blast with as much damage as anybody.


    Ice Blasting Requirements
    -------------------------

    To keep blasting with maximum rate of fire with maximum damage, some power choices
    and slotting seems mandatory. As with a lot of blasters, endurance is a real problem.
    Firing once a second does no good if you are out of endurance. If you do have plenty
    of endurance, you still can't fire once a second, since you will be waiting on the
    powers to recharge. This means that two powers are mandatory:

    - Stamina -- you need stamina, and as soon as you can get it. Six slot it with
    endurance regens

    - Hasten -- hasten will increase your rate of fire, which really works once you
    get stamina.

    Ice blasters also get the option to get two more powers that are not controller or
    damage powers, but are mandatory:

    - Build Up -- this power adds 100% to your base damage, and also adds 62.5% accuracy
    boost. It really makes a difference.

    - Aim -- this power is the inverse of build-up: 100% acc boost, and 62.5% boost to
    base damage.

    Slot these at least with three recharges. I alternate them, and use one of them every
    time I really want to hit and hurt.

    You could skip getting these powers, and still be successful (maybe) as an Ice Blaster.
    All that you would have given up is:
    - more shots
    - faster shots
    - more accurate and damaging shots.

    Why would you want to give up that?? Get Stamina, Hasten, Build-Up, and Aim. Mandatory.


    The Ice Blasts
    --------------

    There are three main Ice Blasts; getting all three is mandatory. Six slot them, mostly
    for damage. Some people skip getting Ice Bolt, claiming it does too little damage. It is
    a great power though, since you can pick off a damaged mob with the least endurance cost.
    These blasts are "single target", meaning they will hit only one target. They never will
    damage another mob, except the one you aimed at.

    - Ice Bolt -- a nice power with good range, low damage, and low cost. Takes one
    second to activate. I would get it really early in the game, and
    slot it for damage as you go.

    - Ice Blast -- good damage, good range, some endurance cost. This is your main blast,
    available as the starting power. Take it, and slot it for damage. Once
    you get Blast and BOlt, you can hit one mob twice, or hit two different
    mobs, in two seconds.

    - Bitter Ice Blast -- great damage, low range, high cost. This is the most damaging
    attack you will get. It may be the most damaging attack in the game. Get
    it as soon as you can, and slot for damage. Remember that it's range is
    less than the other two blasts. This can get you in trouble sometimes.

    Before you get Aim and Build-up, you may want to add some ACC slots to the blasts. In fact,
    I still have one ACC and 5 DMG in my blasts.

    "Cycling Powers" means firing a power and waiting for it to recharge. With more powers,
    you can fire one, and while it is recharging, fire another power. In fact, with the three
    blasts above, you can pick a sequence that gives the fastest "cycling". BIB will take
    the longest to recharge, so fire it first. Then fire the other two, and then fire them
    again. BIB will be ready again. A good Ice blaster can throw out damage and freezes in all
    directions, once a second.

    The Ice Freezes
    ---------------

    The other defining power of Ice Blasters, besides the blasts, is the freeze ray. There
    are two freeze rays: Freeze Ray and Bitter Freeze Ray. Freeze Ray is mandatory, take it
    as soon as you can, and love it. If you don't like Freeze Ray, you should consider playing
    a different kind of blaster

    - Freeze Ray -- get it as soon as you can, and slot it for holds. I would recommend at
    least 2-3 holds, and maybe an ACC slot. FR also activates quickly, so
    you can "cycle" it in with the blasts.

    - Bitter Freeze Ray -- this is Ice's "snipe" power. It has long range, and a long windup,
    like a snipe. It does some damage, similar to a blast, but slot it for
    holds, like FR. BFR comes later in the game, and I played to level 35 or
    so before I got it. I shoulda got it sooner. You can freeze a mob, up
    to a lt., from beyond their aggro range. Cool!

    Stacking BFR and FR allows you to take on bosses. In fact, as an Ice Blaster, I hunt mostly
    bosses. Or, BFR one mob, FR another, and blast down the third. Take on three with no danger.

    Not everyone will recommend taking BFR, since stacking two FR's is just as good, and almost
    as fast. I would recommend taking it, but I personally did fine without it for a long time.


    Chillblain
    ----------

    If you went with Ice secondary, then you took CHillblain. THis is like the Ice controller
    Chillblain power, it "roots" the mob in place. The mob can still fire back, cast powers, etc,
    they just are "rooted" in place. Chillblain also does a little bit of damage, which in the early
    game, is a great thing. It also recharges quickly and is cheap to use. A good power in the
    early game. Cast a Chillblain on a melee mob, and they are helpless. Or, use it on a flier! It
    is fun to bring them down Learn to use Chillblain to force the battle to go your way. Pick one
    mob to stop (or freeze with FR) and then focus on the others. YOU control who you fight, and
    who is waiting to get blasted

    I also used Chillblain as a damage power when "cycling" on the mobs. It is a good power to
    throw at a mob that has a sliver of life left, and lets your other powers have that little
    extra time to recharge. I also like to Freeze Ray a mob, and then Chillblain em, just to see
    the graphics LOL. Chillblain has a small DoT (damage over time) that can have a good effect.
    I mostly quit using Chillblain in the middle to later game though.


    Let's Take Stock
    ----------------

    Ok, if you have read this far, and followed the guide, you will have a good, basic
    foundation to build an Ice Blaster. I consider all the above mandatory. From now on,
    though, it becomes a matter of choice as to how to play. Let's review what you should
    have, or be working towards:

    - get stamina and hasten, to fire more and faster
    - get Build-up and Aim, to fire more accurately and do more damage
    - take all three blasts, to DO the damage
    - take Freeze Ray and love it
    - learn to use Chillblain as a control and as a damage power
    - learn to "cycle", or sequence, your powers to get the maximum benefit

    Here is where the individual types of blasters differentiate; the "blappers" will start
    taking melee powers, the "blastollers" (like me) will take the controller powers, and
    pure blasters will probably have picked a different secondary. If you remove the melee
    and controller powers from ice.ice, there is not a lot left besides the blasts and Frost
    Breath.


    Frost Breath
    ------------

    Ice blasters have only a few ways of damaging groups of mobs at a time, AOE. We excel
    at damaging a single target, or targets, but we give up some AOE power for our controller
    powers. Frost Breath is our best AOE (besides Blizzard), although it is really a cone-shaped
    attack. In my mind, a blaster does damage, and how can you turn down one of our only
    good AOE attacks? So Frost Breath is mandatory. It is a great power, it reminds me of
    bowling You line up your cone like you would a strike on bowling pins, and fire it.
    I recommend slotting for damage, and at the end game, six-slotted. I also have one
    Cone Range enhancement slot.

    Frost Breath will get you killed however. All of the mobs it hits will turn on you,
    and boy are they mad! At level 45, I was hitting for over 200 per mob, so with a group,
    Frost Breath is doing 1,000's of damage. But that means lots of aggro. FB will not
    kill even con minions in one hit, but they are left with less than 1/2 health. Easy
    pickings for your slows, blasts, and freezes. With packed wolves in the can, FB was
    doing *insane* damage

    So the recommendation here is to take Frost Breath, and take it pretty early. Slot it
    some (2-3) for damage and maybe a cone range. Six slot it the later game. Learn to manage
    aggro and how to safely use Frost Breath. It is a great damage power (even against single
    targets); learn to "cycle" it in with the other powers.


    Ice Storm and Blizzard
    ----------------------

    Many Ice blasters don't use or like these powers, but I really do like them. They are
    both "rain" type powers. They affect a large area (AOE) and last for some time. Mobs
    caught in the rain suffer damage and other problems. They tend to try to run out of the
    rain area, turning to fire as they run. Once outside the area, they will attack or move
    as normal. Mobs also will not run INTO a rain area, so an Ice Storm can be used to block
    a hallway or other area. You do not have to cast these powers on an enemy. Both of these
    powers have a strong slow component, and stacking them will cause the mobs to slow to a
    crawl. However, Blizzard does a lot more damage, and is typically used as a damage power.

    - Ice Storm -- I recommend getting this power, and using it a lot in the early game.
    There are a lot of good uses for it that may not be readily apparent:

    a) "keep out" area -- mobs won't run INTO a rain, so block a hallway
    b) marks the little gears, monkeys, shards, etc so you can get em
    c) shows where the enemy is, even in the dark (numbers come out their heads)
    d) it does slow them WAY down, slot with a slow or two
    e) it does do some dmg, slot with a dmg or two

    In the early game, slot it with a dmg or two, and a slow, and use it
    to "gum up" the mobs. Stack it with other slows, slicks, and freezes.
    Remember, cast it on a group of mobs, and they will scatter, allowing
    you to pick them off one at a time. Tanks won't like that, but there
    are times you do want that. Learn to control the battle.

    - Blizzard -- like an Ice Storm, with teeth. It slows, but also adds a -recharge and
    -acc to the mix, along with knockdown. This is Ice's top "uber"power.
    Many people are disappointed in it, but I like it. It does great
    damage, although it takes 15-25 seconds to get the full effect. I
    recommend six-slotting Blizzard for damage, and stacking it with
    a slow. Blizzard is very good when a controller can lock down the mobs.


    ---- Imagine: you run into 12 even con minions, so you:
    - cast Build-up
    - run up, hit them with Frost Breath
    - cast Blizzard, and step back

    those 12 mobs will die in 4 seconds. You will take a hit or two, probably. ----

    So I like Blizzard. It does good knockdown too, and I've seen it
    keep an AV on it's beehind. When you cast it on a group of mobs, they
    are in a world of hurt, that lasts a long time. I've killed mobs
    coming at us, and they died when they ran into a Blizzard I cast 10
    seconds ago All those mobs who spawn little stuff when they die,
    well, all that little stuff dies too.


    Next Taking Stock, the Secondary
    --------------------------------

    Well, if you have gotten this far, we have covered all of the Ice primaries. I recommend
    taking them all. There is a good use for all of them. What remains then, is the choice of
    the secondary and the pool powers. Let me list the secondary powers and my take on them:

    - Chillblain -- already covered. A good power in the early game, good against melee
    and fliers, loses in the later game. Same as Ice Controller Chillblain.

    - Frozen Fists, Ice Sword -- melee powers. As with all Ice powers, they have a slight
    slowing side effect. I liked Ice Sword a lot, especially in the early
    game. I learned to stay out of melee later, and respec'd out of it.
    I may take Ice Sword at the end just for the nice graphics of it LOL
    It was very satisfyiing to "chop" down Totems with the Ice Sword

    - Chilling Embrace -- a slow that is "anchored" on you. I never took it, since I didn't
    go down the melee path.

    - Build Up -- get it, nuff said

    - Ice Patch -- I love this power It is a smaller version of the controller Ice Slick.
    It will make all mobs who cross it slip and fall, repeatedly. I recommend
    this power highly .. it is a lot of fun!!! Used strategically, it can
    have a huge effect, as in the doorway example above. Casting one so
    the tanker/scrapper can use it is fun to watch. If a mob is on me, and
    I am in danger but don't want to run, throw an Ice Patch. It can cause
    bosses to flounder.

    - Shiver -- the answer is "yes", get it. As the game says, "Dramatically slows the
    enemies' movement and attack rate." It will draw aggro, but it can have
    a huge effect. This is another Ice Controller power that blasters
    can get. Slot it for 2-3 slows.

    - Freezing Touch -- like a Freeze Ray, it freezes the mob. But you have to touch them,
    meaning it is a melee only power. It can give us three freezes, and
    allow for better stacking choices, but I am shying away from melee,
    so I respec'd out of it. A viable choice though, for those who want
    to play that way.

    - Frozen Aura -- don't make me puke. This is the highest level Ice Power, and it sucks.
    To be blunt, it is bad. What Ice always needed was an AOE freeze!
    And this is the next best thing, an AOE sleep. BUt, it misses, a lot.
    The book says "Causes all nearby enemies to fall asleep" .. HA! As
    a level 40+, I went hunting level 10's, 10's!!! and it missed!!!!
    Do. not. take. this. power. .. that. is. all. (see Flash Freeze)


    Now to the Cold Mastery Powers
    ------------------------------

    Cold Mastery allows us to get some more Ice Controller powers, Snowstorm and Flash
    Freeze. In addition, we can get Ice Armor, and Hibernate. So far, I picked the first
    three, so:

    - Snowstorm -- I like this power a lot. It is the same as the Ice Controller
    snowstorm power; basically a Shiver that is stuck, or "anchored"
    to a mob. It is a toggle, so a good use is to freeze a boss, cast
    Snowstorm on him, and then go after the minions. I slotted it for
    2-3 slows and 2-3 endurance reducers. It will stay up for me even
    after casting Blizzard, so stacking it is easy.

    - Flash Freeze -- this is what Frozen Aura (curse its name) was supposed to be.
    It sleeps all nearby enemies, except for bosses and maybe high
    lt's. Since Ice is mainly single target, this makes the mobs
    sitting ducks. It is the same as the Ice Controller's Flash
    Freeze. I definitely recommend it, I have a end reducer in it
    now, have not experimented enough to know what is best.

    - Ice Armor -- like the Tank's Ice Armor, it provides decent defense. However,
    it is another toggle, and once you get all your toggles going,
    you will need to prioritize. I took it, but find that I don't
    want to take damage anyway, so I would rather save the endurance
    and not fight where I would need armor.

    - Hibernate -- I have not tried this power yet.


    Pool Powers
    -----------

    I leave this part to personal choice; which travel power to pick, etc. I found
    that Hover was a good choice, and I liked blasting from the air. I went with
    Superspeed and Stealth as main travel powers. This combination provides almost full
    invisibility. Superjump is a lot of fun, and that seems a very viable way to go. It is
    really up to the individual.

    Taking Hasten and Stamina narrow the choices of Pool Powers, but they are
    absolutely required.


    Conclusion
    ----------

    Ice Blasters do not have a "bomb", like Nova, that instantly blasts all mobs.
    We are more like "gumming up" the works, with slows, freezes, sleeps, etc. And we
    carry a large gun! I go for bosses and AV's mostly; Ice blasters can do great
    damage against a target. And, they also can play as a controller; and in some teams,
    I have been the main controller More freezing, slicking, storming, and slowing,
    than blasting. It may be a special mentality, but the Ice Blaster/Controller with
    a big gun is a fun Hero to play! I welcome any feedback to this guide, and look
    forward to fun gaming.
  19. A very nice touch! Thanks! I especially liked the monsters (although I did get killed some)

    Olepi -- 34 ice.ice on Protector