Snowlily

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  1. I miss the dancing Scarf_girl avatar

    O, the pic is lovely too! >.>
  2. no wonder! I was wondering what happened. That's the worse kind of web extortion imo. Glad you are getting a new host.
  3. Snowlily

    Drawing Tablets

    [ QUOTE ]
    The only thing that always seem to bother me is keeping tabs on what you're looking at and where you're actually drawing on.

    [/ QUOTE ]
    I like to have the piece I'm working on open in two windows, one for 100% zoom, and the other for the zoom I work at on an area. Photoshop at least updates both windows simultaniously, so it's easy to ref both windows and see.

    Another tip for graphire users is binding rotate image to the two buttons at the top of the pad, bind the left one to rotate counterclockwise, and the right to rotate clockwise. Might help you paper twirlers
  4. I'd Kill someone for something like this for CoH.

    "It uses the data files included with the game to display the models from the game: creatures, characters, spell effects, doodads, items, etc. You can dress up and customise the character models or just view NPC models."
  5. Snowlily

    Drawing Tablets

    I switch back and forth all the time between dual screen and single screen all the time (My TV is hooked into my computer for watching AVIs and stuff) and it has no adverse effect on my tablet. the only thing I notice is the 'workspace' on the tablet changes slightly to accomedate the new screenspace.

    I think widescreen moniters would be the real issue.
  6. Snowlily

    Drawing Tablets

    I have a graphire 4, 4x5 and it works great for me. I tend to work zoomed in quite a bit and with very subtle strokes most of the time. (not to say that's all I do, but it's 70% of it) so I don't really need anything bigger. When I am just screwing around and sketching wildly, it seems to do fine for me even being pretty small.

    It is my first though, and I've never used anything larger (couldn't afford it even if I did want it :P) so take my opinion with a grain of salt. For a first tablet though, I wouldn't think you'd need anything enormous.
  7. If you Must have art for your character (and who doesn't? >.&gt Offer Something in return You don't need money all the time; use the barter system. I've done a couple "Virtual Commisions" before, IE, the person paid me in game money. There's also Powerleveling, Web Design, Homework doing, (Yo, I'm leet at math, I'll do your calcus homework! <.&lt Influence/Infamy trading, Hami-O's, Halloween Salvage (What artist isn't a sucker for an extra costume?) and on and On. There are any number of things that an artist might find valuable enough to do a piece for you. If you can't do art yourself to trade, chances are good you have Something to offer in it's place. Just the simple fact that you did make the offer will go a long way towards putting you in a favorable light the next time the free art thread bug hits that paticular artist.

    (ftr, offering free critiques of their work is probably not enough <.&lt
  8. That is an incredibuly brilliant idea. Site galleries are such a pain to set up and look professional, and most artists would rather spend (vaulable commision time) working on art.

    I hope this bears fruit for both you and the artist!
  9. Snowlily

    Why oh Why...

    Oh! march 4th! Yay!

    Thank you!
  10. Snowlily

    Why oh Why...

    Can't some other game that shall remain namless (but just came out with an expansion that sucked me in... >.&gt have an art board with the CoH art board people in it? :-/


    I'm so burned out on CoH I can barely stand to be logged in for 5 minutes, but I still keep my account active for the art board (among a couple of reasons too, but this is a big one!)

    in summary. I miss this place! :-(

    sigh..

    I've done a few more screenshot manips from this nameless game, that I will not post here (as it's kind rude to post shots of another game here) but if you are curious what I've been up too, I put them up at my DA Page.

    I even missed the valentine's event

    Can someone put up screenshots of any costume pieces so I can kick myself repeatedly for missing them?
  11. Snowlily

    Tarot Cards

    That is and.. nice avatar scarf! like your old one only.. you!
  12. Nice effect lighting Jug, you are so good at that.
  13. Yes, dodge and burn take a whole lot of finesse. I never use them on intensity higher than 6 or so. and make lots of passes
  14. Those aren't bad, nice cutouts and use of layering

    The best friend you have when using photoshop to do screenshot manips is the smudge brush.. set it to really low strength (less than ten%) and a small brush (less than 5) and smudge down the edges of your characters to take away the pixely edges.

    Also, practice using the dodge and burn brush to create highlighs and shading. Also you can use the image adjustments for brightness, hue adjustment, etc on just a section of your piece by using the lasso tool

    I'd write more, but there's a ton of good tutorials out there by just googling 'photoshop tutorial' and I am still just waking up, heh.

    All the images in my DA were made with just screenshots and photoshop. If you have any questions on how I did any of them, just ask
  15. Another thing you can to to test the waters as well is maybe start by doing art trades? Trades are still something in exchange for Art, and probably a better first step than jumping straight into comissions.

    I have a friend who does comissions (but is not a CoH player) and she's said that free art, people love to get.. art people pay for is a whole other standard, and a hard one to get into.

    She's been 'accepting' commsions for over a year now, and still only gets occasional jobs. She said the hardest thing was setting up her commsion page after being told 'wmg You're so fantastic!' and then nothing but crickets for weeks and weeks.

    Name is very big too. "I bought a Graver' or "Hey I just got a Gill Bates commision' and people instantly know what kind of quality of work you got, without even seeing the piece. Establishing yourself (again through trades) might be a better way to go. Otherwise you're a lemonade stand in the middle of a blizzard. open for business but no one's buying.

    Also. If you do commissions, you should be a little more stingy with the art you give away. No one is goign to want to pay for Art from you if you've got an open queue for freebies they can wait on.

    Some comission artists do it, and I'm not saying you can't. But their queues are like holy relics, that get flooded the second they open up, even for one a month (See Jug's Calander thread)

    Still, if you decide too, I hope it goes well for you. Making even a little pocket money with art is somethign a lot of us can only dream of.
  16. absolutely gorgeous. Eagerly awaiting the finished piece
  17. Uhm.. yeah.. o.O

    More love from this corner...

    @_@ still oogling the details
  18. [ QUOTE ]
    I humbly submit Snowlily for a Calander shot. See my character ref page. I'll be updating it in the next couple of days with a large number of shots too!


    [/ QUOTE ]


    As Promised Jug, just for you and this thread (>.&gt I updated and organized my Character reference page (in the siggy). I even sized all the pics so it wasn't so chaotic to look at, and organized by character! All current costumes except in the case of Snow, who has one old one in there.
  19. I never really ran into endurance problems once I picked up stamina. So conserve power seemed kind of a waste for me. Indom. Will from Psi is far more useful to me personally.

    The refresh timer on Glacier is still to long for me, even if I can make it last 30-45 seconds. And I don't want to have to hit a second power just to make the hold worth it. Glad it works for you though I never missed it when I took it out of my build. I know lots of people have it, I guess I just wanted other things more.
  20. Thanks, Did it change? For some reason I have it stuck in my head it was pbaoe. ah well. editing and changing that, thanks :-)
  21. Added a guide for Ice/Storm, it's fairly non-issue specific, but the little bit of APP info I have is in line with issue 8.

    My Guide to Ice/Storm
  22. Eye of the Storm, The Not-So-Definitive guide to Ice / Storm controllers.

    When I reached “Hero of the City” on my first character, I found myself reflecting back on her career. She was my first controller – and my favorite one. It was a long road. I created Snowlily in Issue 2; played her off and on through out her teens and early twenties. I respec’d her, re-slotted her; even re-rolled her once when she was 16. At times it was very frustrating. I kept coming back though. Above everything else, playing her was some of the best fun I had in City of Heroes, and it took me a long time to put my finger on why that was.

    This guide is meant to be an insight into the powerset combination that is Ice Primary, and Storm secondary. I realize there are good guides out there for both already. This guide is not meant or intended to detract from them. Indeed, read them. Read controller guides for Ice, read defender guides for Storm. The more you study this set, the more depth you realize it has. Ice/storm is truly a ‘toolbox’ character. You have a tool for almost every job, and the mark of a truly great player, in my opinion, is the ability to quickly recognize what tool you need, and apply it in the manner that best benefits you and your team.

    I want to take a moment here and emphasize one point before I go on. In the last paragraph I said, “You and your team.” I feel that this is a team powerset. You will get the most out of this type of character playing in a team setting. Not necessarily a full eight man team. I, in fact, prefer four and five man teams to be honest. But it is very difficult to solo (though by no means impossible) with ice/storm, before Jack, Tornado, and Lightning Storm. More on that later, but I just want to clarify that here at the beginning.

    At the end of this guide, I’ll post my own build. It may or not be useful to you, as it’s a respec build; the one that carried me through my mid forties to fifty. I do try to be as backwards compatible with power selection as possible, in case I find myself exemplaring, but I was less careful with slotting. What I’d rather do instead is go over each power in the set, offer my thoughts on it, possible slotting, and ways I use it. After that, I’ll offer a ‘tactics’ session in which I’ll try to cover as many situations where various power combinations can be applied to mitigate as much incoming damage to you and your team as possible. I’ll also try to cover how to apply your strengths around other controllers. We (controllers) seem to be fairly common now, and knowing how to play nice with other controllers is something I think ice in particular finds difficult sometimes. I’ve logged over 300 hours on Snowlily, and in my opinion, the best thing an ice controller can do is learn how not be the only controller on the team.

    This guide assumes that you understand the difference between holds and immobilizes; movement slows and recharge reducers. Also, I am not always going to go into extreme detail about what each power does, or the numbers behind it. Frankly, numbers can change; and the only thing new I can add to a powers section, is my own opinion of them.

    One last thing before I delve into the rest of the guide. This guide is not short. If you can’t tell already, I am a wordy person. I like long thoughtful posts that are unhurried. If you are looking for a ‘How do I build Ice/Storm to dominate!!!’ or a ‘Quick and Dirty guide to Ice/Storm’ this is not the guide for you. This is a long thoughtful look at a complex and powerful set. You have been warned; now please don’t complain about the length.

    Seriously. It’s very long.

    Ice Control

    Chilblain
    Your first power: your single target Immobilize. I would take this power first, if for no other reason than it’s your best source of low endurance damage for several early levels. I would not however, put more than one more additional slot in it for some time. Probably a second accuracy while you are still in trainings and DO’s. Perhaps a recharge and an accuracy when you hit SO’s. This power remains useful throughout your career, but after tenth or so it is no longer the workhorse it starts out as. It’s handy for when Frostbite misses someone in a group, or you get a runner, or any other time you want a foe planted in place without spending a lot of time or endurance on them. Personally, this power found its way in and out of my respec’s and I’ve finally left it in. When I don’t have it, I want it. When I have it, I always find times where I can use it.

    Block of Ice
    Your ranged single target hold. It does decent damage, and is the way you solo bosses and lieutenants for quite some time. It’s slow to recharge in the beginning. I recommend getting it to five slots quickly. Two accuracies, two recharge and one hold duration I think is optimum. I can keep two things held without stress easily with this slotting, or one boss with room for error. This power is better than a heal in most cases for saving ‘soft’ AT’s in a pinch. The defender pull agro on an orange lieutenant? Block it up, and give the defender some breathing room. Blaster on the run? Hold a couple of his pursuers and his day got a whole lot easier. As your storm powers develop this power will see slightly less use, as you get into teams that are taking on more and more foes. But always get it, never respect out of it, and keep at minimum of three slots in it. This is one you want two accuracies in. Not because it has a hard time hitting, but because the times you most want it to land, are on foe who are very tough, and a few levels higher than you.

    Frostbite
    This is the first power you can skip until later. This power needs some of your storm powers to really shine. However, taking it after you have Block of ice and Chilblain is acceptable. Just be aware it’s not going to see a lot of use after you pick up Ice slick, until much later in your career. With that in mind, no more than three slots to start. This power needs two accuracies, and at this pre-stamina point in your life, an endurance reducer is probably a good idea too. This is one of those situational powers I’ll cover in more depth in the Tactics section.

    Artic Air
    This power is a love it or leave it power. It’s a power that seems to do a lot, but really isn’t that good at any of them. That doesn’t mean it’s not a good power though! The very fact it is doing several things at once can be turned to your advantage. What it does, is slow the movement and recharge of any foe in its area. In addition to that, it has a confuse pulse. Like Caltrops, or a rain power, it also scatters foes as they try to run out of its effect. This power, when applied in a deliberate fashion, is a very good damage mitigator. I’ll cover this power more in the Tactics section “Shiver vs. Artic Air”. As far as slotting, if you’re going to take this power, do yourself a favor and give it three endurance reductions. If you can spare the slots, two confuse enhancers will make the confusion effect much more noticeable. The Slow factor is very good already right out of the box, and won’t benefit from more than one Slow.

    Shiver
    Shiver is a very wide cone that has a hefty movement slow and recharge reduction. That’s it. However, it is so good at both of those, that combined with almost any other power that does one of those, that it will come very close to ‘flooring’ that effect. Shiver is most useful when fighting very difficult foes that will take a long time to defeat: Archvillians, deep red and purple bosses and elite bosses. Using this power on blue minions, which your blaster friend is going to drop with one built up fireball is a waste of endurance. I’ll cover a bit more in “Shiver vs. Artic Air” in the tactics section. For slotting, a single accuracy, and perhaps a range enhancement is really all you need if you run Hasten. If not, a single recharge reducer with the accuracy is plenty.

    Ice Slick
    Here it is, the power that made you (presumably) want to play an ice controller in the first place; a nice wide patch of ice that knocks down everything but very tough foes. It’s not quite as effective as it once was, however that’s no reason not to take it. It’s still devastatingly effective for a long time, and the best source of damage mitigation you bring to the table for an equally long time. Triple recharge reducers and a range enhancement are highly recommended: As well as a lot of practice in laying it down. This power does not require Line of Sight to use. Which means it is one of the few ways you have (one of the few ways in the game in fact, short of an AOE hold) of mitigating the alpha strike before it happens. Used from around a doorway, or around a corner on the main group of foes, then let the tanker jump in an gather agro, he can now do so without having to take the often deadly first strike that such a large number of foes would have (early in the game anyway, later in the game most tankers live for alpha strikes, it’s the only time they see their health bar move.) More in tactics, as this is such an important power for you, do not skip it, do not wait to give it it’s four slots, and do not respec out of it.

    Flash freeze
    A sleep power, which I ordinarily would not mind; I like sleeps. What I don’t like, is having to be in the middle of a group of foes who are awake in order to put them to sleep. This power is not ranged, it requires you to be in the center of the area you wish to effect. I’ve never taken this power, and I’ve never found myself wishing for it. Edit: Apparently I was mistaken, this is not a pbaoe, it is ranged. Either way. with so many other great powers, I've never missed this one. ymmv of course.

    Glacier
    Ah, Glacier, our area of effect hold. We waited so long for it! And, Wow, is it disappointing. Short duration, long long refresh timer, and again, point blank area of effect. And you have to be on the ground. I had this power a long time and tried to figure out a way to make it work. Throughout my thirties, I had it slotted with two accuracies and three hold durations. My thinking was to make it an ‘emergency’ power. That I didn’t need to use it very often, but when I did, damnit, I wanted it to work well! It ended up sitting on my tray, unused for several levels. I respec’d out of it and have never missed it. Yes, gasp, I’m a controller without an aoe hold. No group has ever asked me about it, or asked me to use it. It’s really just fluff in my opinion, left over from a time when all controllers were expected to do was hold things still for their team mates to beat on.

    Jack Frost
    Your pet, your friend, your silent companion in those long dark missions you end up soloing. He gets five slots, two accuracies and three damage. ASAP. Now.

    On behalf of my faithful friend, I offer you a few words on what Jack is not: Jack is not fire imps. He’s not going to suddenly make you a soloing god. He is not going to replace real live teammates, and he is not going to tank elite bosses for you without a considerable amount of help from you. Jack is a fantastic pet, and I wouldn’t trade him for any other controller pet out there. Jack is a nice source of damage when soloing. He’s another target besides you for foes to shoot at (that’s important!) while soloing. He has a decent hold that he is not shy about using. Jack is not hard to get into melee range, where he has a couple of really heavy damage attacks that have far more front loaded damage than anything you can generate. Jack is your assistant; he is not your replacement. Jack has his own section in tactics, like the rest of our really important powers.

    Storm Summoning
    Before I get into the storm set. I want to say a few words to my storm defender brethren. First, I’m sorry. I’m sorry that in many cases, the set works better for me than you. They aren’t my design decisions, but I’m certainly going to take advantage of them. Second, Thank you. Watching good storm defenders (not controllers who had storm secondary) is how I learned what a gold mine of a set I had stumbled upon. A well played storm defender is a true asset to a team and something awe inspiring to witness. I’m sorry for all the times you get skipped over by ignorant players who think they want a ‘real’ defender set, with heals, rez’s and buffs. They don’t know what they are missing out on.

    If Ice Control is the tool box, then Storm Summoning in the power house. Applied properly, there are few ways to gain such geometric gains in your ability to control the flow and tide of battle. Storm Summoning is powerful all by itself. Combined with the ‘hard’ controls of ice, it will make you a god among mortal foes. The wrath of the heavens set loose upon the sins of mankind.

    On to the powers.

    Gale
    You have to take it, but do not bemoan this humble power! While it never needs more than its single free slot, it is useful for positioning. Sweeping up stragglers onto the pile that is your tanker; knocking runners back into your debuffs; and is the yet one more way of telling the enemy “No, you can’t come over here. This is my ground.” It takes more finesse than you might think to angle foes ‘just so’ to get them where you want. Some practice on grey foes might be worth your time.

    O2 boost
    A single target heal, that you can not use on yourself. It also has a nice, though short lived, secondary effect of breaking sleep and adding resistance too it. In the teens, fighting Lost, Clockwork and Circle of thorns, your companions will cry for this again and again once they realize you have it. It is not a fantastic heal however, and it won’t make you a healer. So don’t rely on it for that! As Ice/storm, damage mitigation is your game, not healing. Slot it with enough heals to make you feel comfortable and an endurance reducer. Put it in a convenient slot in your tray and remember to watch for snoozing teammates. It’ll save a ‘soft’ AT from immediate death, but it won’t keep them alive with a mob of foes on them.

    Snow Storm
    This power is useful though out your career, but doesn’t really come into it’s own until you are fighting tough foes that take a while to defeat, just like shiver. You can put this off until later if you must, but you’ll want it by the time you hit the Archvillian runs in your forties. Slot it with a couple endurance reducers and not worry about more.

    Steaming Mist
    Take. This. Power. Slot it quickly with three endurance reducers. Turn it on when you log in, and never turn it off unless you’re hanging out in Pocket D. It gives you a ‘minor’ stealth effect (meaning it reduces the range at which foes see you, but does not make you invisible) adds a noticeable defense boost, and gives a very good bonus to fire, cold, and energy resistance. Good enough that you’ll see an immediate reduction in the amount you take from those three types even without slotting it. Even better, this affects all team mates around you for 20 feet. Jack too. I would hazard to guess this probably maxes out Jack’s cold resistance when slotted. In the late thirties and forties, when you have some extra slots, it wouldn’t hurt to finish this one out with three more and get the full benefits of the damage resistance. Combined with the armor from your epic pool, it will give you noticeable and substantial (for a controller) defense against most damage types.

    Freezing Rain
    A rain power, that slows, knocks down, debuffs damage resistance and defense, and sends foes running to get out from underneath it. What’s not to like? Take it as soon as you can and slot it with recharge reduction. Important note: with three SO recharge reductions in each, it is possible with good timing to keep Ice Slick and Freezing rain alternating so that you have a constant slippery patch. It’s a skill worth practicing. I prefer it for it’s debuffs rather than its knock down, however and often drop both, or just Rain. Its damage is negligible and not worth slotting.

    Hurricane
    Another love it or hate it power. Range reduction, accuracy reduction, and a tremendous knock back. It takes a lot of practice and finesse, however to use this power to its full potential and not just fling foes all over the place. Immobilizes and holds will not save foes from being moved by hurricane! Even if under the ten seconds of knock back protection your immobilizations and holds provide, foes will scoot along the ground, pushed away by the hurricane. With a corner, and/or some terrain obstructions however, this power is exceptionally powerful. With its accuracy debuffing slotted up, you can lower their To Hit by almost 40%! Combined with your other numerous knockdown powers, you can keep very tough foes (though not archvillians, who tend to be immune to it) locked in a corner, unable to do anything but helplessly be flung about. More about Hurricane in the Tactics section.

    Thunder clap
    Every power set has its stinkers, and Thunder Clap is Storm’s I guess. I tried for a long time to like this power. I tried various slotting methods, and nothing seemed to make it worth the weak magnitude and long animation time. I tried, I really did. I just couldn’t make it worth the power and slots. Some people swear by it though, so your mileage may vary. You might want to try it for yourself at some point. I, however, dislike it and it fell off my build in favor of things I personally, got more use out of.

    Tornado
    This power is unskippable. It is worth all six slots you should give it. It will also take you a long time to master and not make your team mates scream at you. Tornado’s use is involved enough that it too has its own section in tactics, so I’ll only cover slotting here. Three damages, two recharges and an endurance reducer should do you just fine.

    Lightning Storm
    Summons a cloud that throws out lightning bolt cones at anything it and you can both see. The storm only shoots things that are in a certain radius of you. It actually has quite a long range though, so if you move away from the cloud, it will continue to shoot things from behind you. The bolts it fires are in a tight cone and have a hefty knock back component.

    This is another power that gets six slots. I found one accuracy is all you really need, especially if you run Freezing Rain a lot. Two recharges allow you to have a cloud up whenever you like (but not two) if you run hasten, and with its huge endurance cost, I have mine slotted with three endurance reducers. This is generally the second or third power I activate in a given battle. Sometimes the first if I am setting up a ‘pull too’ area.


    Travel Powers and Pool Powers
    Theme is always a factor when selecting travel powers for me. If I don’t have a specific theme in mind, I generally default to Flight, as it is my favorite. However, when selecting a travel power, there are two additional things to consider: will you use anything else in the power pool; and when are you going to get it? With the addition of the police band missions, it is no longer necessary to pick up a travel power right at 14th. In fact I know several people, including myself, who put it off until the early twenties now, due to the safeguard mission rewards. It is certainly fine to do so, just know about when you’d like to have it, so you can properly plan for it.

    Flight
    Flying is certainly thematically appropriate for Ice/Storm, especially storm. I would choose Air Superiority over Hover, as it’s a nice damage attack that benefits from containment; very useful in your early levels, and not bad in your later ones for single foes. Hover is also nice too, as it offers some knock back resistance and some defense. Flight is a good solid choice, and the one I made.

    Speed
    Hasten is nice. Especially once you pick up your longer refresh powers such as Lightning Storm and Tornado. It also makes keeping Ice Slick / Freezing rain patches constantly up very easy. Flurry is not as strong as Air superiority, and I wouldn’t bother with it. Super Speed is very nice, and will stack with steaming mist to give almost total invisibility from foes. Speed is as solid of choice as flight really. I myself have Hasten from here in addition to Flight. Vertical movement is limited, but that’s not as crippling Hero side as it is Villain side.

    Teleportation
    Recall friend is always nice, and teleportation is a fun travel power. But I never could make it work thematically, and never found room for it in my builds. I don’t see teleportation being a particularly strong (or weak) choice for Ice/storm.

    Leaping
    Combat Jumping is nice for the Immobilization resistance. Super Jumping works ok thematically, especially if you see it as sort of ‘ice surfing’ rather than jumping. Acrobatics is a nice toggle. Unless you see yourself always near the center of the pile of foes, however, it’s probably going to be tough to fit into your build. It’s a decent choice for ice/storm, better than teleportation, but not as strong as flight or speed, in my opinion.

    Medicine
    The medicine pool could certainly fill a few holes in ice/storm. Namely a self heal and a Rez. However, Aid Other is roughly equal to O2 Boost, and O2 Boost gives nearly the same buff as Stimulate, so your first choice to break into the pool is kind of a waste in my opinion. Personally, I always just carry Awakens to pass out, and green inspirations for self heals.

    Leadership
    The leadership pool is a strong choice, Jack will defiantly benefit from Assault and Tactics. Not a bad choice if you want to go that route. I did for a while, but dropped them in favor of more powers from my primary and secondary sets.

    Stamina (err, I mean the Fitness) Pool.
    Stamina is probably one of those powers you aren’t going to want to skip. You have a lot of toggles in this power set, and keeping them all up and having enough endurance to be a good controller is tough without Stamina. It’s possible, though I wouldn’t recommend it. Swift or hurdle by personal preference, Health, and then two additional slots for stamina. But then you already knew that.

    Epic pools
    Our Controller APP’s recently took a hit damage wise, but they are by no means gimped. I myself have tried out three of them, so I’ll offer my thoughts on those here.

    Ice Mastery
    Ice is certainly a good thematic fit. It has some nice powers, and was my first choice. Hibernation is very useful, especially due to the lack of a self heal in our set. Ice Armor adds good lethal and smashing defense, as well as giving us some nice defense to stack with the fire/cold resistance we get from steaming mist. Ice blast is ‘ok’ single target damage with containment, but by this point, I think you’ll find you don’t need it. Ice Storm now benefits from containment (supposedly), and is an ok choice for a 47th level power, as by now you probably have everything else you want anyway.

    Fire Mastery
    Ah, Fireball. It is ok; I recently tried it out during the last round of freespec’s we just got. It was nice, but I didn’t see what all the fuss was about; my soloing was only slightly faster than before. On a team, I found if I was busy worrying about setting up contained fireballs, I was ignoring other aspects of my controlling. Personally I have enough to do without worrying about blowing stuff up too. Fire Shield adds nice resistances and Consume can be handy, though I never got that far with it. No one is going to fault you for this choice, and can make the tedious soloing in the forties a little less so.

    Psionic
    This is the APP I finally settled with for myself. Indomitable Will is very handy. With Hasten and three SO reductions there is only about a minute or so you don’t have access to it. It makes fighting Carnies, Rikti, and anyone else who sleeps and mez’s much less of a pain. (And there are a lot of them in the forties) Mind over Body compliments Steaming Mist greatly. In fact with the two, Toxic damage and Dark energy are the only damage types you don’t have any resistance to.

    The other two have their strong points and their weak points. I can’t comment too much on them as I never tried them out personally I suggest finding some one with personal experience with them post damage adjustment and gathering their opinion.

    That covers your power choices. If this is not the first guide you’ve read, it was probably all review though. Hopefully you took away something new. Now, however, is when I am going to cover some of the better combinations within the powerset and offer some strategies for getting more out of Ice/Storm’s synergy.

    Tactics
    Everyone and everybody who has even briefly looked at Ice/Storm have gone, “Wow Ice slick + Freezing Rain = Lock down!” and... It’s not quite true, though it is very close on equal level minions and lieutenants. It is such an easy combo to pull off, that I am hardly going to bother with it besides mentioning it here. However, that is only one of the many combinations available too you as a weather manipulator.

    First, two important points. Storm and Ice, both rely to some extent on knocking things back and down for soft control. Controversially, Ice holds and immobilizes have approximately ten seconds of knock back protection attached to them. Meaning when you drop that Ice slick under a group of foes, and then Frostbite them, they are going to ignore your ice slick as if it wasn’t there; you just gave them protection from it. Also, Fire controllers and Earth controllers both also have this same attachment to their immobilizations and holds; which often times leads to some controversy within groups, as two controllers battle over which style of control is used. I must admit, in my early days, before I understood the versatility of my set, I was guilty of myself. I tore into more than one hapless earth controllers for stone caging my ice slicked group, or fire controllers for virtually ignoring my existence altogether.

    Now that I am older and wiser, I say Phooey to all that rubbish! I am a manipulator of the very weather! I use my weaknesses as strengths and my team benefits from it.

    One of the problems storm defenders face when trying to unload the full fury of their powers is a tendency to, well, scatter foes to hell and gone. Not generally a problem in indoor missions when they have a room in which they can unleash the forces of nature within and keep the foes inside with them; but on outdoor maps, where blowing foes away with hundred mile an hour winds – smack dab into another group of foes – is, shall we say, a tad dangerous at times. Fortunately, as an Ice Controller, you have the power to keep those bad guys nailed firmly to the ground, unable to escape the awesome power of your storm debuffs.

    Pulling with Snow Storm
    The team I find myself with most often is two or three others. A tanker who knocks back, a Peacebringer, and sometimes an Earth/Radiation controller Now at first glance to an ice controller, this team seems like an exercise in frustration, If you try to just ice slick and debuff, the tanker and peacebringer will knock your foes all over the place, the other controller with radiation can’t unleash her abilities efficiently, nor can you. In this case, the Ice Slick / Freezing Rain combo that’s brought you so far is less useful, though not entirely.

    I am generally the puller (Gasp! You say, Not the Peacebringer? Or the tanker?) No, me. In fact, this pull works well for about any team willing to let you try it. It takes a little finesse, but is worth the practice.

    Imagine you have a room with two groups of foes packed in fairly close. Charging in will get you both groups, which might be a bit more than your team can handle. Now, in almost every map that has rooms, there is a way to funnel the foes towards you, a corner, a doorway, a pillar, whatever. All you need is a way to break line of sight.

    Target a foe on the edge of the closer group. You don’t want one in the middle; you want one on the edge close to you. Lay down an Ice slick so that the leading edge of it is just brushing up the edge of your funnel point. This is your front line, so you want it far enough way that fighting at it will not agro the other group. Now, activate Snow storm. Now Snow Storm has about a second between the moment of agro, and the completion of the animation which lets you move again. You are going to use that moment to slide behind the Line of sight breaker you have selected (in this case, lets say it’s a corner, you are pulling from one hall, around the corner, to another section of hallway.) What you have just done, is done a ‘sweep’. Your Snow storm, once activated, does not require line of sight to stay toggled, it will grab the mob you anchored it too, and all of his friends, and they will run (slowly) around the corner to you – and run into the edge of your ice slick. Now, they fall on their butts, realizing they have been ambushed. Your tanker, now taunts, which generates far more hate than your snow storm. Now, either you, or another controller drops an AOE immobilize on the now tightly bunched and funneled foes. And the two of you let loose with the debuffs. Freezing Rain, Quicksand, Rad’s debuffs (from the earth controller). Defense and damage resistance is now significantly lower, The peacebringer runs up and does her huge AOE attack (which they have a couple of) and it does insane amounts of damage due to the debuffs, with almost no danger of foes being knocked into the next group, due to the immobilizations. Clean up any stranglers and rinse and repeat as needed.

    What you managed to do, in case it wasn’t clear, was separate two close groups without an alpha strike from either group, no danger of accidentally agroing the second group while fighting the first, no runners, and no fear of your storm powers scattering the foes to hell and gone. This method works well for almost any kind of pulling you want to do.

    You’ll notice in this case, I wasn’t using snow storm to debuff: frankly the foes wouldn’t last long enough for it to be noticeable. I just wanted to safely agro a lot of them without exposing myself to an alpha strike. Nor was I using Ice slick to incapacitate foes while we fought them. I just wanted a nice neat stack for the Peacebringer’s area of effect. Since as soon as my pulls reached the front edge of it, they start tripping and falling down, they stack up nice and neat right on our funnel point. They were almost immediately immobilized after that, so the Ice Slick had done its job and its knock down was no longer needed. The tanker has agro, so the AOE immobilize is safe to use, a few second after that, the foes have been debuffed, and are dispatched by the peacebringer. This works for any kind of team. I found it works especially well in teams without a tanker. Since the alpha strike is greatly reduced, you don’t need the bulky meat shield to soak it up for you. It’s faster than single pulling, but nearly as safe.

    Pulling with Lightning Storm
    Another method that can be used is to let your Lightning Storm pull. Cast it on the edge of a corner and peek around as it zaps the nearest foe. Then run around and lay your ice slick so the leading edge is right on the edge of the corner (You can also do this first). Foes, angry at you for the lightning, will run around the corner into your ice patch and trip and fall. Debuff and dispatch. I often employ this method when soloing, or duo’ing with another ‘soft’ AT. The cloud will tend to string out the foes, rather than them coming in a large clump, due to its knock back. This makes them easier to deal with.

    ‘Fun with Dorothy’ or Pulling with Tornado
    (Yes, I named my Tornado, Dorothy… what?)
    This is almost exclusively a soloing technique, but if you are duo’ing with a defender, or a blaster, it comes in handy sometimes for breaking up large groups into more manageable chunks. I wouldn’t recommend doing it outside though. Basically the idea is to set loose your tornado into a group of foes, and let it do its thing while you concentrate on the tougher boss or elite boss (This is how I solo elite bosses as an ice/storm controller. I used this method with 100% success rate to solo the Baby Time missions, fighting Snaptooth on Rugged. The conditions were ideal. A red elite boss who could kill me in one or two blows, who was very difficult to hold, and always had friends in the room with him. But it was a contained room, with only one exit.)

    Stepping into the room, I let loose tornado right at the bosses feet. Quickly, before they can retaliate I duck around the corner again, giving tornado a couple seconds to get their attention. While this is happening, I toggle on hurricane to defend me from melee, position, and debuff their accuracy and range. With hurricane on, and Jack now engaged in the fight as well, turning some of the attention to him, I rush back into the room and concentrate on the Elite boss. I run right up to him and use hurricane to fling him away. While he’s recovering, I lay an Ice slick against the wall I aimed him at. I toggle on Snow Storm and run up to him again. My goal is to use the combined knock down/back of hurricane and ice slick to keep the boss busy while I turn my attention now to his friends.

    Between Tornado and Jack, the friends of the boss are probably in a sorry state. I might toss Jack an O2 Boost if needed. Now more or less in the center of the room, I summon a Lightning Storm for further damage and knock back assistance. I assist Jack and the Tornado with dispatching the remaining friends, and turn my attention to the helpless Elite Boss bouncing in the corner of the room where I have him pinned.

    This method works very well for safeguard missions, where you are in the relatively tight quarters of the bank lobby. It won’t work at all on an outdoor map with no place to corner the boss.

    Frostbite
    Frostbite, once again, is your AOE immobilize power. It stacks nicely with some of your Ice powers (Artic Air, Shiver) and very poorly with some of the others (Ice Slick, for instance.) It will pull fliers to the ground and has a recharge decrease that is worth noting. It also prevents its victim from being knocked down or back for ten seconds.

    It’s that last benefit that I want to discuss for a moment. Yes, knock back prevention is a benefit. Just because something doesn’t stack with Ice Slick, doesn’t mean it is not beneficial. There are many ways to use this little gem of an ability to your advantage. Especially with your Storm powers.

    Freezing Rain is the big one for a while. Like any Rain power, foes will scatter trying to get out from underneath it (albeit, slowly while slipping and sliding with this particular one.) Now, Frostbite has a duration that is a bit longer than its knock back protection if slotted, up to 48 seconds longer with three SO immobilizations, but we’ll assume you only have one, or two, so it lasts about twice as long. You can open up with Frostbite (after Jack or your tanker agros the group of course, giving time for the tanker to get a taunt off), Blast them with a Shiver – now flooring their recharge rate. Maybe Hold the boss or lieutenant, and toggle Snow Storm on him. It’s now been eight seconds or so, but your Frostbite still has another 20-30 seconds of duration. Drop Freezing Rain on the group now, by the time the animation finishes (or within another second or two) they will be tripping and falling in place, and kept from running away by the immobilization portion of Frostbite, but no longer defended by it’s knock down prevention.

    Frostbite’s knock back protection also offers up a realm of Tornado that Storm Defenders can only dream of. Use the ‘Pulling with Snow Storm’ technique to make yourself a nice stack of foes. Frostbite them and fling a Tornado into them. Tornado will grind away like a meat grinder. Just make sure you keep hitting Frostbite every time it refreshes or your foes will be flung away from the tornado like so many leaves before a lawn blower. Here is where your single target immobilization, Chilblain is handy too, for hitting foes that Frostbite misses. This works just as well with Lightning Storm’s cone as well.

    Keep in mind, that you can use these techniques around other controllers who like to use their AOE immobilizations too. Don’t sigh at the Fire Controller who’s setting up containment with his cages, use them! Just because you can’t use Ice Slick doesn’t mean you are useless. Ice Slick is only one of your powers. Frostbite is another. Use both. Use whichever one is the best for the situation. Don’t bicker with your teammates; adapt to their strategies and make them better by being there. They probably don’t have the versatility you do, so be flexible!

    Artic Air vs Shiver
    The common school of thought, is that if you are aggressive and like to be in thick of things, you take the PBAOE toggle, Artic Air; and if you like to hang back at range, take the cone, Shiver. I can find no fault with that logic, and Ice/Storm has so many great powers, you’re going to have to make a few hard choices and some ‘either-ores’ while leveling up.

    Artic Air, I think is a more useful power while leveling up, before you get access to Hurricane. Frostbiting a group of foes, and then jumping into them with Artic Air and Snowstorm results in a bunch of foes spinning around in place confused, occasionally shooting you, each other, or just wishing they could get out of this mess. It mitigates a lot of damage. It’s not going to let you gleefully watch them all kill each other, but it is going to stop them from attacking you every chance they get. It is not however, as useful against Archvillians, whom you generally don’t want to be in melee range of. And it flat out doesn’t work with Hurricane unless you have a steady supply of corners to pin things into. Even then, Artic Air is just wasted endurance if you already have something pinned with Hurricane.

    Shiver’s recharge reduction is really not noticeable until you start fighting things that take more than forty seconds or so to defeat, when its recharge reduction really has a chance to shine. Things like Elite Bosses and Archvillians. Which you generally don’t see until the late thirties and forties with any regularity; and, it’s not mutually exclusive with Hurricane, the two work pretty well together.

    I would say therefore, that pre-thirty, you will probably get more mileage out of Artic Air than Shiver. Post-thirty, you could respec out of it, and pick up Shiver, which requires less slotting, and by then, have enough other damage mitigation tools that you won’t miss Artic Air so much.

    Jack Frost
    Jack is a great pet. Don’t think for a second otherwise. You keep your bouncing little fiery gremlins. I’ll keep Jack. We know and respect one another’s strengths and weaknesses.

    Jack is a pretty smart pet when you consider that it’s a bit of computer code that controls his actions, not you, or another player. (He’s smarter than some blasters I’ve grouped with >.&gt Everyone bemoans that Jack ‘likes to blast’ wishing he would get in there and use his very fantastic melee attacks. I think it’s not so much that Jack likes to blast, as Jack likes to stay close to you, his controller. The best way to get Jack into Melee is to get in there your self. Here is where having Artic Air and Air Superiority is really nice. I have found that if I run into a group of foes that I have just debuffed, perhaps with Ice Slick and/ore Rain, and Snow Storm, jack follows after he finishes up a cycle or two of Blasting. Better yet, Jack is really good at chasing down runners, which allows me to ignore them for the most part and concentrate on the toughest foe in the bunch.

    Jack is smart enough however, that I tend to ignore him in missions for the most part, he does his thing, and he does it well enough that he doesn’t require much from me beyond the simple factor of me doing what I do best, controlling the battle. He blasts, he freezes, he occasionally runs up and swings his sword, he adds more damage than you think he does while you aren’t paying attention to him. He also likes to stick close to you, so he’s not going to run off too far. And if you are in the middle of things, so is he.

    Pre-battle Preparation
    A few of our powers require no target, and have decent durations, enabling us to set them up before a battle, saving us valuable animation time once the bullets and fists start flying. Especially when solo, I encourage you to set up a ‘Pull To’ area. Summoning your Lightning Storm, and lay down your ice patch before you pull the mobs. That’s two less powers you have to spend time activating when stuff is trying to kill you, and more time you can spend attempting to stop them.

    In Conclusion…
    There was more I was going to add to the Tactics section, perhaps some day I will. For now I think, 14 pages and nearly 7500 words is enough for a forum guide. I’m going to wrap up with my current build and a few more thoughts on the set as a whole.

    My Build

    Name: Snowlily’s 44 respec
    Level: 50
    Archetype: Controller
    Primary: Ice Control
    Secondary: Storm Summoning
    ---------------------------------------------
    01: Block of Ice - Acc(1) Acc(3) Hold(5) Rechg(5)
    01: Gale - Acc(1)
    02: Chilblain - Acc(2) Immob(3) EndRdx(43)
    04: O2 Boost - Heal(4) EndRdx(46)
    06: Arctic Air - EndRdx(6) EndRdx(7) EndRdx(7) ConfDur(17) ConfDur(23) Slow(45)
    08: Snow Storm - EndRdx(8) EndRdx(9) EndRdx(9)
    10: Steamy Mist - EndRdx(10) EndRdx(11) EndRdx(11) DmgRes(42) DmgRes(43) DmgRes(43)
    12: Ice Slick - Rechg(12) Rechg(13) Range(13)
    14: Air Superiority - Rechg(14) Dmg(15) Dmg(15) Dmg(17)
    16: Fly - Fly(16)
    18: Freezing Rain - Rechg(18) Rechg(19) Rechg(19) DefDeBuf(21) DefDeBuf(21) EndRdx(23)
    20: Swift - Fly(20)
    22: Health- Heal(22)
    24: Stamina - EndMod(24) EndMod(25) EndMod(25)
    26: Hurricane - EndRdx(26) EndRdx(27) TH_DeBuf(27) TH_DeBuf(29) TH_DeBuf(29)
    28: Hasten - Rechg(28) Rechg(31) Rechg(31)
    30: Frostbite - Acc(30) Acc(31) EndRdx(34) EndRdx(34) Immob(37) Rechg(40)
    32: Jack Frost - Acc(32) Acc(33) Dmg(33) Dmg(33) Dmg(34)
    35: Tornado - Dmg(35) Dmg(36) Dmg(36) Rechg(36) Rechg(37) EndRdx(37)
    38: Lightning Storm - Acc(38) Dmg(39) Rechg(39) EndRdx(39) EndRdx(40) EndRdx(40)
    41: Indomitable Wil l- Rechg(41) Rechg(42) Rechg(42)
    44: Mind Over Body - EndRdx(44) EndRdx(45) DmgRes(45) DmgRes(46) DmgRes(46)
    47: Psionic Tornado - Acc(47) Dmg(48) Dmg(48) Dmg(48) Rechg(50) EndRdx(50)
    49: Shiver- Acc(49) Rechg(50)

    You’ll probably notice that I ignored some of my own advice from earlier. For instance I have both Artic Air and Shiver. Frankly, there was nothing else I wanted at Fifty. I also don’t have three recharge reductions in Ice Slick – honestly with Hasten I didn’t need the third, it’s still up every battle. Block of Ice only has four slots, not five. What can I say, by the time I took this respec, single target holding wasn’t as important to me.

    I understand, that this build, and this guide for that matter, represent only one method of thinking. There are others. Other’s whose lines of thinking and approaches are as equally valid as mine. Mine is born from three hundred hours of experience on my Ice Controller, my personal tastes and play style. Shaped also by the people I commonly team with, as well as what I like to bring to a team in the first place. I’ve spent many fine hours in pick up groups (and many not so fine hours) and many – many hours slugging my way through missions solo, waiting for a spot on a team.

    I encourage everyone to find their own style. Experiment with your powers. You get a chance for a minimum of three respec’s. More with veteran rewards. Use them. Don’t be afraid to try a power you aren’t sure of, you can always get rid of it later. I myself, between the Respec trials, freespec’s and veteran rewards have respec’d Snowlily six times. With one early reroll when she was 16. The only power I haven’t tried is Flash Freeze, so I can honestly say I’ve personally used 95% of the powers in the set for some length of time. You should try the same if you can. Try weird combos, don’t be afraid to break the mold and play around. Ice/Storm is a very forgiving set, and it’s pretty hard to ‘gimp’ yourself. At worst, you’re stuck with a bad power choice for a few levels while you work for another respec trial.

    Above all, enjoy yourself, and be confident you are one of the most powerful and versatile of all the control powerset combinations.
  23. I'm surprised so many people play with the default set up! I can't stand having my health bar, target window and team bar so seperated. I want them all in one place so my eyes arent darting all around the screen.

    But, after seeing this.. *drool* omg I need a widescreen

    Thanks for sharing guys
  24. So posting the last screenie of Snow's played time got me thinking, How do other people organize their play space?

    My Layout

    Hotbar tray one is stuff I use every fight (or nearly) (Block of Ice, O2 Boost, Frostbite, Snow Storm, Ice Storm, Chilblain, Ice Slick, Freezing Rain, Tornado, Lightning Storm)
    Tray two is stuff I use often enough that I don't like to mouse click it (alt#) (Air Super, Shiver, Gale, Golden Rings, Hibernate, Jack - Then Toggles. I do a lot of toggle management mid fight - Ice Armor, Artic Air, Steaming Mist, Hurricane)
    Tray three is stuff I only ever click rarely, temp powers, rest, my control-clicked hasten. Fly (which I never click, bound to mouse button 5) The middle thing in the top is snowballs, not brawl. brawl hasnt been on my tray since level 12 :P


    That was probably way more information than you ever cared about But I care about yours! post your UI, don't shrink the resolution, let us see it in all it's glory (or not). Windowed mode or no? Window UI scale? (Mine's 70% set to desktop resolution in windowed mode). And don't be shy about giving insights as to the whys!

    Chalk this up to me having too much time on my hands >.&gt