Lopp Syded Ice/Rad Controller Guide Vol III.
Are you missing anything on this Guide?
I have to say it is in debth and informative. You go over every possible power in both setsn plus all the Epic Powers, I like that.
I agree with most of your reasoning, thoughts and build, but why SS and SJ? Why not Shiver? I understand your phylosophy on why you put only 1 Reharge Reduction in Conserve Power, but I would rather get the full use out of CP and 6 slot it.
I hear that TS is great, how hard is it for me to install my own server? Can I play CoH on the same computer if I set it up as a TS Server?
Again, nice job.
Thanks Evad I appreciate your comments.
To answer some of your questions.
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I agree with most of your reasoning, thoughts and build, but why SS and SJ?
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Since I am a hasten person I automatically take SS. Dealing with SJ, I believe the +defense in Combat Jumping and immobilize resist is a must. Plus I am a firm believer in Acrobatics. The time that it takes to get up when knocked down or knocked back could mean the difference between life and the hospital. I have acrobatics on every one of my characters that doesn't have a knockback power in there main powers.
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Why not Shiver?
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I would have loved to take Shiver, but I had to make a choice between Shiver and LR with what I wanted out of my build. With the new changes to LR, I thought it was the better choice.
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I understand your phylosophy on why you put only 1 Reharge Reduction in Conserve Power, but I would rather get the full use out of CP and 6 slot it.
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Most people go your route, my thoughts on CP is that it is only there for a safety net for me.
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I hear that TS is great, how hard is it for me to install my own server? Can I play CoH on the same computer if I set it up as a TS Server?
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It took my dad (who is non technical) 30 minutes to setup a TS server. If you are a technical person or good on reading instructions it shouldn't be hard at all for a novice person.
Dealing with running a TS server and CoH, most people use a 2nd computer for TS, but if you have a good computer, you shouldn't have any issues running both at the same time. I don't know this from experiance, I use a 2nd computer.
This is a great guide! I wish it was secret, because I seem to be somewhat unique right now as a level 20 ice/rad
Thanks for the info, its helping me work out an optimal build for myself
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This is an Ice/Rad Controller Guide.
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Thanks for the guide. It's very good. Building an Ice/Rad is nerve-wracking. There's no way to do it without missing out on some excellent powers.
I wish I could skip Radiant Aura and Stamina.
Here are some comments.
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Chilblain Spell Available at Level: 1
Description: Ranged Mod Dot (Cold), Foe Immobilize, -Recharge, -speed
Stats: Acc 95%, Cost 11.5, Dur 10, Act 1, Recharge 4, Range 80
IMPORTANCE LEVEL: 1-2
Enhancement Selection: RecRed, EndRed, Acc, ImbDur, Dmg, IncRng
Note: Good for immobilizing AVs. My thoughts are this power is a waste.
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If you plan to solo, taking this power and slotting for damage is effective. It's better than most power pool attacks.
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Frostbite Spell Available at Level: 2
Description: Ranged Target AoE, Minor Dot (Cold), Foe Immobilize, -Recharge, -Speed
Stats: Acc 65%, Cost 22.5, Dur 10, Act 2, Recharge 8, and Range 80
IMPORTANCE LEVEL: Pre Glacier 3-5, Post Glacier 1-3
Enhancement Selection: RecRed, EndRed, Acc, ImbDur, Dmg, IncRng.
My Thoughts: Works great with Arctic Air at lower levels. Taken out when I respected at level 34.
Note: Good Spell for immobilizing herds for tankers and Rikti Monkeys in PI
Note: DO NOT USE WITH Ice Slick or an Earth Controller who are using Earthquake. EVER!!!!!
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There are three other disadvantages to this power, with the worst one first.
1. Its endurance cost. 22.5 every 10 seconds will drain you quickly.
2. It draws a lot of aggro. Without good teammates it can be a "Defeat Me" button.
3. It requires slotting to be effective, with three +ACC SOs necessary to hit the Accuracy cap.
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Accelerate Metabolism - Spell Available at Level: 4
Description: Close (AoE), Ally, +Dmg, +Recharge, +Recovery, +Res (Effects), +Speed
Stats: Cost 22.5, Dur 120, Act 2, Recharge 9 Min
IMPORTANCE LEVEL: 5+
Enhancement Selection: RecRed, EndRed, Run, EndRec
My Thoughts: 4 slotted RecRed with Perma Hasten will give you Perma AM. Most people 6 slot this power, 4 RecRed and 2 EndRec.
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If you team most of the time, I think 3 RecRed and 3 EndRec is another good slotting strategy. It won't be perma, but you need time to get people to "gather", anyway. The increased EndRec should be much appreciated.
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Fallout Spell Available at Level: 35
Description: Ranged Extreme Damage (Energy)
Stats: Act 1, Recharge 300, Range 40
IMPORTANCE LEVEL: 1
Enhancement Selection: RecRed, EndRed, IncRng, Dmg
Note: Can only be used when a teammate dies. I think that this spell is USELESS
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Is the blast radius big enough? It seems like it might be a nice combo with Mutation. The damage is certainly good enough.
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TEAM SPEAK:
Do you play with family, friends or SG? Would you rather talk to them thru the computer or type information on the keyboard? If you are like most of us, talking is the only way to go. This is a great time saver to get information to your Family, Friends or SG members while playing CoH or any online game. Here is the Web Link to Team Speak. Team Speak Web Site It takes about 30 minutes to download and setup a team speak server. It takes about 5 minutes to setup a team speak client. Cost to you and your team speak partners is $0.00
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You may need to check with your ISP before setting up a Teamspeak server. Some ISPs are configured so that it won't work. Fortunately, there are many free Teamspeak servers all over the place that you may use.
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I hope that this helps any person that ever wanted to know anything about the Primary controller power of ice and the secondary controller power of Rad. Different people play different styles, so my build my might not fit how you play, but it works great for me. If you would like to find out why I chose some of my powers or why I slotted the way I did, please feel free to ask here on the boards or in the game.
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Could you please comment on your choice of the Leadership Pool? It seems like Shiver, Arctic Air, or Chillblain might have been good alternatives.
When building my Ice/Rad, it makes me nervous to be taking so many powers from my secondary. Are they *really* better than what I can get from my Primary?
Thank you Teylan and Space_Goat for the comments, I realy appreciate it.
Space_Goat,
I will give you my thoughts on some of your questions
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Building an Ice/Rad is nerve-wracking. There's no way to do it without missing out on some excellent powers.
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No doubt, you can switch out some powers and be very happy doing so. You can't take everything that you want with an Ice/Rad controller
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CHILBLAIN: If you plan to solo, taking this power and slotting for damage is effective. It's better than most power pool attacks.
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Great point!!! At the lower level I grouped with my brothers scrapper, so I didn't need any dmg output.
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FROSTBITE: There are three other disadvantages to this power, with the worst one first.
1. Its endurance cost. 22.5 every 10 seconds will drain you quickly.
2. It draws a lot of aggro. Without good teammates it can be a "Defeat Me" button.
3. It requires slotting to be effective, with three +ACC SOs necessary to hit the Accuracy cap.
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Another great point, I used this power up until I respected out of it at level 24, it always crushed me on the End and the agro of the NPC's
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ACCELERATE METABOLISM: If you team most of the time, I think 3 RecRed and 3 EndRec is another good slotting strategy. It won't be perma, but you need time to get people to "gather", anyway. The increased EndRec should be much appreciated.
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I never thought of that, I think that I will check that out and see how it works. Good Idea!!!
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FALLOUT: Is the blast radius big enough? It seems like it might be a nice combo with Mutation. The damage is certainly good enough
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I never took this power, but my nephew did and while grouping with him I seen that it didn't do enough damage. It didn't kill even level minions. Plus I think that there was a death maybe 1 time per level max in my groups. Meaning that this power wasn't used enough to take. Like you wrote above, there are a lot of good powers to take and this power is not one of them.
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Could you please comment on your choice of the Leadership Pool? It seems like Shiver, Arctic Air, or Chillblain might have been good alternatives.
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Hasten: I always take for the obvious reason.
Super Speed: Is always taken as my first movement power just because of Hasten is a must for me.
Manuevers The defense is ok (10% base) and I truely believe in the more defense the better for this character. I just didn't have enough enh slots to max this power out. The base Defense on this power is the most important thing. Adding DefDuf Enh to CJ is better then adding to Manuevers so I threw what I could into CJ. With Manuevers, Hasten, CJ, RI and EF I didn't get hit that much. The biggest issue fo me was End. This was my first power I would turn off if I was running low on End.
Tactics I believe that this power is a must on a controller or a defender. Nothing pisses me off more then when I miss a Boss on a BoI.
Swift or Hurdle, Health and Stamin: The Ice/Rad controller is heavy on End, Stamina is a must on this character just like most other characters in this game.
Combat Jumping: As you see, I have defBuff in this power. With CJ and Hasten, my defense is quite hi for a controller, now add in RI with the tohitdebuff and I don't get hit that much if at all. This is a major power for this build in my opinion. If I had more chances at more powers, I would have taken Weave also.
Super Jump: Nice Vertical movement power, but I mainly took this to get to Acrobatics.
Acrpbatics In my opinion, one of the most under rated powers in the game. You never get knocked back, down or immobilized. Plus there is a small hold resistance on this power which helps. To many people die because they don't get a chance to cast a power because they are getting their butt off the ground. Before I stopped going to Hami Raids, I loved casting a hold on him and watching all the other controllers get knocked down while I was still standing there.
You asked why I didn't take some of the following powers, here is my reasoning:
Shiver: Lingering Radiation is a much better power then Shiver and they do about the same thing. Also, Shiver would only be used on AV's. There are a lot of other powers that I can and will use more so I decided to leave this power out of my build.
Arctic Air I had this power up until I respeced out of it at level 24. I enjoyed this power a lot, but you need to 6 slot it to make it worth it's weight. Once I got Glacier and EMPulse, I would have never used this power. My thoughts are that if they can't move then no one gets hit and dies. With this thought, I took Primal as my EPP just so I could get Power Boost and lock down everything from the start of the fight until they where all dead. Also, there are a lot of other powers that I liked better and needed the enhancement slots for those powers.
Chilblain What do I need this power for? AV's only? My thought is who cares if an AV wants to run, I know all the AV's and there tendancies anyway. I always kill everything around an AV before attacking them, just so they don't agro more groups and cause our groups issues. Besides AV's this power is a waste because you have BoI and Ice slick to use. If an AV runs, what does it cost me? A couple of minutes? My thoughts are who cares they will die anyway.
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When building my Ice/Rad, it makes me nervous to be taking so many powers from my secondary. Are they *really* better than what I can get from my Primary?
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It all depends on how you want to play your character, AA and Frostbite are the only 2 powers that I might/would use for my play style besides the powers that I took. The rest would never be taken by me. In my opinion Fallout and Flash Freeze are 2 of the worst powers that a character can get.
I know that I am adiment about some powers, but I think that everyone should be. That being said, I know that there are plenty of people that use some powers that I think are no good and they love them.
Space_Goat,
Hopefully, this gives you more of an understanding on how I think and play my character. Plus hopefully it gives you some answers on some of the powers you had questions on.
Thanks for the input and you gave me some ideas and things to think about also.
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Thank you Teylan and Space_Goat for the comments, I realy appreciate it.
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Thanks for the detailed response.
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FALLOUT: Is the blast radius big enough? It seems like it might be a nice combo with Mutation. The damage is certainly good enough
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I never took this power, but my nephew did and while grouping with him I seen that it didn't do enough damage. It didn't kill even level minions. Plus I think that there was a death maybe 1 time per level max in my groups. Meaning that this power wasn't used enough to take. Like you wrote above, there are a lot of good powers to take and this power is not one of them.
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I've thought about what you wrote above, and its got to be the lack of Build-Up and Aim that makes this power's damage seem so tame. It seems like Flash Freeze, though situational, will be more useful after all.
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Manuevers The defense is ok (10% base) and I truely believe in the more defense the better for this character. I just didn't have enough enh slots to max this power out. The base Defense on this power is the most important thing. Adding DefDuf Enh to CJ is better then adding to Manuevers so I threw what I could into CJ. With Manuevers, Hasten, CJ, RI and EF I didn't get hit that much. The biggest issue fo me was End. This was my first power I would turn off if I was running low on End.
Tactics I believe that this power is a must on a controller or a defender. Nothing pisses me off more then when I miss a Boss on a BoI.
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Thanks. As long as the endurance costs aren't too bad, those powers must work well. I'll have to try them out.
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You asked why I didn't take some of the following powers, here is my reasoning:
Shiver: Lingering Radiation is a much better power then Shiver and they do about the same thing.
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If it is between Shiver and Lingering Radiation, I think Shiver is easier to use, and cheaper.
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Also, Shiver would only be used on AV's. There are a lot of other powers that I can and will use more so I decided to leave this power out of my build.
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I can see how, once EMP and Glacier are slotted, there'd be little use in slowing most things.
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Chilblain What do I need this power for?
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At my level, it keeps me busy, it keeps me safe, and it does decent damage. At your level, it *is* pretty much useless. I'll have to respec it out eventually.
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Space_Goat,
Hopefully, this gives you more of an understanding on how I think and play my character. Plus hopefully it gives you some answers on some of the powers you had questions on.
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Yup. Thanks much.
Nicely done Lopp Syded. Also thank you for permission to use your guide on Coldfront!
NOTICE!!!!
I've teamed with Lopp. His information is solid. It was because of his ice/rad that I built my ill/rad and my fire/rad. Thanks to you Lopp for all the info you've provided.
-Match
Thanks for the reply Matchstickboy, I do appreciate the nice comments.
On a side note, some of the information in the EPP section is not 100% correct, I will be posting an update soon.
This is an updated version on the Controller Epic Pool Powers.
Controller Epic Pool Powers
Your choices are Primal, Psionic, Fire, Ice or Stone.
With the help of the rest of the controller community in particular, Frost, Murphland, Infernal_Girl, CircuitBoi, KokopelliJoe, gSolo, Suckachump, Sailboat, SirMaxalot, F22Major & Brawl. Please make comments on things that are wrong on this guide so I/we can get them corrected and make it better for everyone that needs the information. Thanks for the help.
NOTE: There is 2 small notes in the Primal and the Fire Mastery Power Sets dealing with the I5 changes otherwise there is nothing in this thread that pertains to the I5.
NOTE: The most popular EPP's are Primal and Psionic followed by Fire, Ice and then Stone. Fire and Ice are grouped together in popularity. Fire should be at the top or the top IMO.
NOTE: Dealing with Suggested Slotting the * to the right of a multiple suggested slotting is what I would slot.
NOTE: All shields are toggles and should always stay active on your character. You can activate any shield while moving.
NOTE: Most people think that Conserve Power from the Primal Power Pool is the best EndRec in the EPP. You should also look at the Fire Masters Power Pool and Consume. Consume might be a better EndRec power depending on your playing style.
NOTE: If you are going to mainly be a PvP controller then Psionics or Fire is the best way to go.
NOTE: This guide is not here to say take what ever power you enjoy to take, this guide is to help you be more effective in game.
NOTE: Any type of controller can take any EPP. Some controllers are better set to take certain Epic power sets. A controllers secondary more then his primary will help determine what Epic Power Pool to take.
Primal Force Mastery Power Pool:
Thoughts: This Pool best goes with End heavy builds and builds that are lock down controllers. If you have endurance problems you can use conserve power. The Resistance Power is in the middle of the road for all the Power Pools Power Boost is a must have power if you take this pool. The attack power in my opinion isnt worth taking. This pool has 3 great powers. Best used by Force Field, Storm and Rad controllers. The reason Storm and Rad are best suited is because of the heavy use of Endurance. Not the best pool for Empathy or Kinetics controllers because of the endurance recovery powers in those sets. If you are not going to PvP any radiation controller should take this power pool. The reason is the added hold times from Power Boost will make your character a lock down controller. Force Field Controllers get the most powers affected by Power Boost out of any secondary controller power. Not sure if Pets Holds are affected from Power Boost. If they are then Ice and Gravity controllers would benefit more from this power pool.
Power Blast: Power Available at Level: 41
Description: Ranged, Mod Dmg (Energy, Smash), Foe Knockback
Stats: Acc 75%, Act 2, Range 80, Recharge 8, Cost 10
Act Type = Click
Power Target = Single Target Foe
Enhancement Selection: Rchg, EndRdx, Acc, Dmg, IncRng, Knockback
Thoughts: This is a moderate Damage Power that I wouldnt take, I would rather save my end for my controller abilities.
Suggested Slotting: 1 Acc-5 Dmg* or 1 Acc-1 EndRed-4 Dmg
Conserve Power: Power Available at Level: 41
Description: Self-Endurance Discount. After activating this power you expand less endurance on ALL your powers.
Stats: Cost 9, Recharge 10 min, Dur 90, Act 1
Act Type = Click
Power Target = Self
Enhancement Selection: Rchg, EndRdx
Notes: Probably 95% of the people 6 slot this power with RecRed to get this up as much as possible.
Thoughts: Why 6 slot this with Recharge reductions? It will still be down 40% of the time. The 5 enhancements that you dont use on this are better suited on other powers. When this power is recharged and I need the end, I use it. My thinking is that this is used only in emergencies.
Suggested Slotting: 6 RecRed or 1 RecRed*
Temp Invulnerability: Power Available at Level: 44
Description: Toggle: Self +Resist (Smash, Lethal).
Stats: Cost 0.38/s, Recharge 3, Act 3
Act Type = Toggle
Power Target = Self
Pre Requisites: Power Blast or Conserve Power
Effect of Power = Resist: Lethal, Smash (32.5%) Self
Enhancement Selection: Rchg, EndRdx, DmgRes
Thoughts: Good damage resist power that if you take you must 6 slot and keep this toggle power running all the time.
Suggested Slotting: 1 EndRed-5 DmgRes
Power Boost: Power Available at Level: 47
Description: Greatly increases the base value of Disorients, Holds, Immobilize, Fear, Run and flight speed, Endurance drain, Heals, accuracy buffs and Defense buffs.
Stats: Act 1, Recharge 120, Duration 15, Cost 10
Act Type = Click
Power Target = Self
Pre Requisites: Any 2 of the following: Power Blast, Conserve Power or Temp Inv
Effect of Power = Buff: Gives 200% boost to most of the effected powers. Meaning holds and such last 3xs as long as normal.
Enhancement Selection: Rchg, EndRdx
Thoughts: 6 RecRed and Perma Hasten will make this power active about the same as your AoE holds. The best thing about this power is that holds and powers that control last 3xs as long when casting this power before a hold.
This is the best power in the Primal EPP. This Power is Great
Thoughts: Cast this power before your AoE hold and you can almost go afk while your pets or team cleans house.
Powers this power helps: Any Disorientate, Sleep, Confuse, Fear, Immobilize and Hold. Also Knockback or knock-up distance, Repel Strength, Run/Fly Speed, Heal, End Drain, Fortitude, Personal Force Field, Deflection Shield, Insulation Field & Disbursement Bubble. Not sure on the following Freezing Rain & Hurricane (I think both are effected)
Note: Not sure if Pet Holds are affected from Power Boost. If they are then Ice and Gravity controllers would benefit more from this power.
Note: This power should help tremendously to the lack of hold times from the I5 changes.
Suggested Slotting: 6 RecRed
Psionic Mastery Power Pool:
Thoughts: If you want to PvP this and Fire are the best power pools to chose. This pool has the best resistance in it and the mez resistance in Indomitable Will is great for those pesky mezzers. In my opinion the resistance in the Power Pool is the best of all the Pools. The damage powers are average at best when 6 slotted. You will take this pool for IW and MoB. This pool has 2 great powers. This pool is best taken by Kinetic and Empathy Controllers because they have an Endurance recovery already. Force Field Controllers should not take this power pool because of there hold resistant powers they have already.
Mental Blast: Power Availability at Level: 41
Description: Ranged, Mod Dmg (Psi), Target Recharge
Stats: Acc 75%, Act 3, End 7.5, Recharge 4, Range 100
Act Type = Click
Power Target = Single Target Foe
Enhancement Selection: Dmg, Acc, RecRed, EndRed, Range
Thoughts: This Psionic attack does moderate damage, a very slow animation and great Range. Not the greatest of powers because of the moderate damage and slow casting time. I would rather save my end for my controller abilities.
Suggested Slotting: 1 Acc-5 Dmg
Indomitable Will: - Power Availability at Level: 41
Description: Self Res (Confuse, Disorientate, Hold, Sleep & Fear) Def (Psionics)
Stats: Act Time: 2, End Cost: 15, Dur: 90, Recharge: 360
Act Type = Click
Power Target = Self
Enhancement Selection: DefDeb, EndRed, RecRed
Effect of Power = Resist: Confuse, Disorientate, Hold, Sleep & Fear (Self) +Def Psi (25%) Self
Thoughts: If you dont want to get held take this power and 6 slot it to keep it up as much as possible. IW also grants a high defense to Psionic based attacks. This is one great Power.
Suggested Slotting: 6 RecRed
This Power is Great
Mind Over Body: - Power Availability at Level: 44
Description = When you toggle on this power, you become highly resistant to Smashing, Lethal and Psionic damage.
Stats = Act Time: 2, End Cost 0.38/s, Recharge: 6
Act Type = Toggle
Power Target = Self
Enh = EndRed, DmgRes, EndRed
Effect of Power = Resist: Lethal, Smash, Psi (20%) Self
Pre Requisites: Mental Blast or Indomitable Will
Thoughts: 1 EndRed and 5 DmgRes give you 43.5% Resistance against Lethal, Smashing and Psionic damage. Best Resistance power on all the EPPs
Suggested Slotting: 1 EndRed-5 DmgRes
Psionic Tornado: - Power Availability at Level: 47
Description = A whirlwind of Psionic energy to a target, tossing most nearby foes into the air. The Tornado damage foes and slows their attack speed.
Stats = Acc 75%, Act Time: 3, End Cost: 27, Recharge: 20, Range: 100
Act Type = Click
Power Target = Foe AoE
Enh = Acc, Dmg, EndRed, RngInc, RecRed, KB, Slow
Effect of Power = Dmg: Mod Dot (Psi) Foe Knock-up
Pre Requisites: Pre Requisites: Any 2 of the following: Mental Blast, Indomitable Will or Mind over Body
Thoughts: Slow Activation and High End Cost is not worth taking this power. I would rather save my end for my controller abilities.
Suggested Slotting: 1 Acc-1 EndRed-4 Dmg
Fire Mastery Power Pool:
Thoughts: If you want to put out offensive Fire damage take this Power Pool. If you have Endurance issues Consume is a nice PBAoE power to help you with your endurance issues. The Resistance power in this pool covers 4 types of damage, which is the most out of any power pool. The resistance for the 4 types of powers is the lowest of any power pool. Great Power Pool for the controller that will be doing PvP the damage output is massive. This pool has 4 great powers. No other EPP you can say that about. This pool should be taken more. Any controller is good for this set. Kinetics controllers get the most out of this pool because of Fulcrum shift and Siphon Power. With the minus Defense from Radiation Infection and the minus resists from Enervating Field a Radiation controller is a good choice for this pool.
NOTE: This set should be big in with I5 changes to damage for a controller.
Fire Blast: - Power Availability at Level: 41
Description = Sends a blast of fire at a targeted foe and sets the target on fire for a short period of time.
Stats = Acc 75%, Act 1, End Cost: 8, Recharge: 4, Range: 80
Act Type = Click
Power Target = Single Target Foe
Enh = Acc, Dmg, EndRed, RngInc, RecRed
Effect of Power = Ranged Damage: Mod (Fire)
Thoughts: Nice Single Target Fire Damage power. This power is best used to help take down a Boss and held foes in PvP. Nothing is sweeter then watching a held tank taking all that damage.
Suggested Slotting: 1 Acc-5 Dmg
Fire Ball: - Power Availability at Level: 41
Description = Hurls an exploding fireball that consumes a targeted and all nearby enemies.
Stats = Acc 75%, Act 1, End Cost: 17.5, Recharge: 16, Range: 80
Act Type = Click
Power Target = Targeted AoE
Enh = Acc, Dmg, EndRed, RngInc, RecRed
Area Effected = 40 Ft.
Effect of Power = Range Targeted AoE, Damage: Mod (Fire, Smash)
Thoughts: Great power for big groups. Because of the high endurance I would throw an EndRed on this power.
Suggested Slotting: 1 Acc-5 Dmg or 1 Acc-1 EndRed-4 Dmg*
Fire Shield: - Power Availability at Level: 44
Description = While this power is active, it gives good resistance to Lethal and Smashing damage. Fire Shield also provides some resistance to Fire damage and minimal resistance to cold damage.
Stats = Act Time: 2, End Cost: 0.38/s, Recharge: 2
Act Type = Toggle
Power Target = Self
Enh = EndRed, RecRed, DmgRes
Effect of Power = Resist: Lethal, Smash (30%) Moderate, Fire (30%) Moderate, Cold (10%) Minimal
Pre Requisites: Power Blast or Fire Ball
Thoughts: This power helps defend against the most (4) types of attacks but has the lowest resistance ability per type. The question that you have to ask yourself, would you rather have resistance against 4 types of damage at a lower rate or would you rather have resistance against less types of attacks but a better over all resistance per type? I think that the 4 types of resistance is the more important thing here. This is a very good power.
Suggested Slotting: 1 EndRed-5 DmgRes
Consume: - Power Availability at Level: 47
Description = you can consume Endurance from your nearby enemies to recover Endurance for yourself. Better power then Conserve Power in the Primal Power Pool.
Stats = Acc 75%, Act Time: 2, End Cost: 1, Recharge: 180
Act Type = Click
Power Target = Targeted Foe AoE, Self EndRec
Enh = Acc, Dmg, EndRed, RecRed, EndRec, EndDra
Area Effected = 20 Ft.
Effect of Power = Damage: Mod (Fire) Self +End
Pre Requisites: Any 2 of the following: Power Blast, Fire Ball or Fire Shield
Thoughts: Better End Recovery then Conserve Power from the Primal Power pool because you can recast this power every 30 seconds with Perma Hasten and 5 RecRed on this power. You will need 1-accuracy on this power.
Suggested Slotting: 1 Acc-1 EndRec-4 RecRed* or 1 Acc-5 RecRed or 1 Acc-2 EndRec-3 RecRed
This Power is Great
Ice Mastery Power Pool:
Thoughts: Best Concept for an Ice controller. The visual looks of hibernate and Frozen Armor are great. This pool has 2 ok damage powers that have a minus Foe Recharge effect. The Armor power is under average and Hibernate helps when ***** hits the fan or you need a quick heal. Best used for concept on an Ice Controller other wise I wouldnt touch this pool.
Ice Blast: - Power Availability at Level: 41
Description = Ice blast hurls shards of ice at foes that slows their attacks and movement speed.
Stats = Acc 75%, Act Time: 1, End Cost: 10, Recharge: 8, Range: 80
Act Type = Click
Power Target = Single Target Foe
Enh = Acc, Dmg, EndRed, RngInc, RecRed
Effect of Power = Damage: Mod (Cold, Smash) - Recharge. - Speed
Thoughts: This is a below average damage power. I would rather save my end for my controller abilities.
Suggested Slotting: 1 Acc-5 Dmg
Hibernation: - Power Availability at Level: 41
Description = When the Hero activates this power, he encases himself in a block of solid ice, making him invulnerable, although he himself is left frozen and can not act. While within this block of ice, the Hero heals at an incredible rate. The Hero can emerge at will by deactivating. This power cant be used with Frozen Armor.
Stats = Act Time: 2, Recharge 60, End: 0.25/s? (Not Sure)
Act Type = Toggle
Power Target = Self
Enh = EndRed, RecRed, Heal
Effect of Power = Defense: Invul (Self) Regen (Self)
Thoughts: Good power for a controller without a heal
Thoughts: More times then not this power is for the bad controller. Harsh? Yes but I have seen more controllers cast this on themselves then take control of the situation. Does this power have its uses? Of coarse it does.
Suggested Slotting: 1 EndRed If you are a controller with out a heal, you can use multiple RecRed for a self heal between or during battles.
Frozen Armor: - Power Availability at Level: 44
Description = While this power is active, the Hero coats himself in rock hard Frozen Armor. The hardness of the Frozen Armor makes smashing and lethal based attacks less likely to land. Also, cold attacks deal less damage.
Stats = Act Time: 1, End Cost: 0.38/s, Recharge 2
Act Type = Toggle
Power Target = Self
Enh = DefBuf, EndRed, RecRed, DmgRes
Effect of Power = Defense: Lethal, Smash (20%) Self, Resist Cold (20%) Self
Pre Requisites: Either Ice Blast or Hibernation
Note: This power cant be active at the same time as Hibernate.
Thoughts: When active the look of your Super Hero is cool. Has pretty good defense to lethal and smashing damage. You would rather have damage resistance then defense as your Epic armor. This and Rock armor are the worst of any of the Epic armors. If you are looking to increase your Resistances dont take the Ice Power Pool
Suggested Slotting: 1 EndRed-5 Defbuf
Ice Storm: - Power Availability at Level: 47
Description = This power deals Minor damage to a large area with an Icy Rain
Stats = Acc 175%, Act Time: 2, End Cost: 30, Dur: 10, Recharge: 60, Range: 60
Act Type = Click
Power Target = Target AoE
Enh = Dmg, EndRed, RngInc, RecRed, Slow
Area Effected = 40 Ft.
Effect of Power = Dmg: Minor DoT (Cold) foe Recharge and - SPD
Pre Requisites: Any 2 of the following: Ice Blast, Hibernation or Frozen Armor
Thoughts: Very High End Cost. Good extra damage power when everything is held. It will cause things to scatter or run.
Suggested Slotting: 1 EndRed-5 Dmg
Stone Mastery Power Pool:
Thoughts: This power pool has the highest damage power in it, but the power has the slowest activation time. A 2nd damage power is an AoE with a chance to disorientate. The defense power is under average and the last power increases your total HPs. This pool has 1 great power and 2 average powers in it. Just like Ice, this power pool is used best with concept other wise I would not touch this power pool.
Hurl Boulder: - Power Availability at Level: 41
Description = You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is a close ranged attack and deals heavy damage. There is a chance to get a Knock back on your foes.
Stats = Acc 75%, Act. Time: 4, End Cost: 13.5, Recharge: 8, Range: 40
Act Type = Click
Power Target = Single Targeted Foe
Enh = Acc, Dmg, EndRed, RngInc, RecRed, KBDist
Effect of Power = Dmg: Heavy (Smash) Foe Knockback
Thoughts: This power has a cool looking visual effect, because of this it makes this power sickening long to cast it. This power has very good Damage output. Another bad thing about this power is that you have to be very close in range to activate it.
Suggested Slotting: 1 Acc-5 Dmg* or 1 Acc-1 EndRed- 4 Dmg
Fissure: Power Availability at Level: 41
Description = A powerful foot stomp that can throw nearby enemies into the air, possibly disorienting them.
Stats = Acc 75%, Act Time: 2, End Cost: 14.5, Recharge: 20, Range: 20
Act Type = Click
Power Target = Targeted Foe AoE
Enh = Acc, Dmg, EndRed, RngInc, RecRed, DisDur, KBDist
Area Effected = 25 Ft.
Effect of Power = Dmg: Mod (Lethal, Smash) Foe Disorient, Knockback
Thoughts: They need to work on this power the Acc doesnt seem to hit enough. When it does hit the disorientate effect in this power works fine. Nice extra controlling power. Heavy on the Endurance so I would put in 1 EndRed on this power.
Suggested Slotting: 2 Acc-3 DisDur-1 EndRed* or 2 Acc-1 EndRed-2 DisDur-1 Dmg or 2 Acc-4 DisDur or 2 Acc-2 DisDur-2 Dmg
Rock Armor: - Power Availability at Level: 44
Description = While this power is active, the Hero's skin becomes Stone. Rock Armor makes the Hero highly resistant to Smashing and Lethal based attacks.
Stats = Act. Time: 1, End Cost: 0.38/s, Recharge: 4
Act Type = Toggle
Power Target = Self
Enh = DefBuf, EndRed, RecRed
Effect of Power = Defense: Lethal, Smash (20%) Self
Pre Requisites: Hurl Boulder or Fissure
Thoughts: You would rather have damage resistance then defense as your Epic armor. This and Frozen armor is the worst of any of the Epic armors. If you are looking to increase your Resistances dont take the Earth Power Pool
Suggested Slotting: 1 EndRed-5 DefBuf
Earth's Embrace: - Power Availability at Level: 47
Description = Activating this power increases the Hero's maximum hit points.
Stats = Act Time: 1, End Cost: 15, Dur: 60, Recharge: 360
Type = Click
Power Target = Self
Enh = EndRed, RecRed, Heal
Effect of Power = Buff: Health (Self +Max HP)
Pre Requisites: Any 2 of the following: Hurl Boulder, Fissure or Rock Armor
Thoughts: Works just like a tankers or scrappers Dull Pain. This power is great.
Note: If you dont know how Dull Pain works it goes like this. When this power is activated you will add a specific % of HP's then instantly heal up the added HP's that you just added. This power adds to the total amount of HPs your character has. You will keep the added hit points for 60 seconds then you will loose that amount that was added to you when you activated this power. When this power fades you will look like you get more health back, but in essence your % health is more and your total HPs are decreased to your normal HPs without this power being activated.
Example: If your character has a total of 1,000 HPs and you activate this power when you are full health, your health will stay at 1000 HPs but your total HPs will raise to 1,200 HPs. You will then heal up to the 1,200 HPs. When this power fades your total HPs will drop back down to 1,000. The numbers I put in this example are fictitious they are only put in for the example.
Slotting Suggestions: 4 RecRed-2 Heal* or 6 RecRed or 3 RecRed-3 Heal
Would anything here change with I6 and beyond?
I assume many things would.
Any updated guides?
Hi all, I would like to throw in a new twist to the Ice/Rad Controller. Most folks would pish-post if I told them that my ice/rad can melt down +4/+8 difficulty mobs. Well.... It can thanks to 14, yes 14 chance for damages, two great confuses, and two chance for holds. Here's the build's powers and what I have on them:
1. Chilblain: 6 slot Enfeebled Operation IO Set
2. Frostbite: 6 slot Enfeebled Operation IO Set
3. Arctic Air: Chance for damages (Malaise Illusion, Cacophony, Impeded Swiftness)
Coercive persuasion chance for confuse and coercive persuasion end/conf, malaise illusion end/conf
4. Ice Slick: 2 rech
5. Radiant Aura: Miracle end/heal, heal/end/rech, end redux
6. Rad Infection: Achilles heal chance for res debuff, Touch of Lady Grey chance for damage, Dark watchers despair to-hit/end, DWD to-hit/end/rech, DWD Chance for rech slow
7. Enervating Field: 2xend redux
8. Choking Cloud: Chance for damages (GW Embrace, Neuronic Shutdown, Unbreakable Constraint), Lockdown chance for hold, Basilisk chance for rech slow, Unbreakable Constr hold/end
9. Fallout: Siphon Insight set x 5
10. Lingering rad: 1xacc
11. The following powers have IO set Kinetic Combat 4 slotted: Brawl, Boxing, Kick, Flurry)
12. Hasten: 3xrech
13. Super Speed: Blessing of the Zephyr KB Protection
14. Hurdle: 1xJump
15. Health: Miracle +recovery, Miracle Heal, Numina regen/recovery
16. Stamina: Performance Shifterx4, I took the chance for end in that set
17. Tough: Reactive Armorx4, Steadfast Protection defense+3%
18. Weave: Gift of the ancients def/end and def/end/rech
19. Maneuvers: Gift of the ancients def/end and def/end/rech
20. Indomitable Will: 2xrech redux
21. World of Confusion: Chance for damages (Eradication, Obliteration, Armageddon, Scirocco, Cacophony and Malaise)
22. Mind over Body: Reactive Armorx4
Nets you 41% defense to smash/lethal and 64% resistance to smash/lethal. Although it does limit you a bit to that damage type. You can still mish just fine, since you also have around a 32% to-hit debuff from rad infection. All in all, the build has 3 aura confuses from arctic air, world of confusion and the contagious confuse; it has two holds from choking cloud and Lockdown; it has some damage mitigation from the 3 recharge slows from arctic air, basilisk gaze and dark watcher. What you have is a very survivable build, with some wonderful fireworks roughly every 8 seconds from 14 chance for damages. And it also has two resistance debuffs, one from Enervating field and the other from Achilles heal.
Try it out and have fun with it!
This is an Ice/Rad Controller Guide.
This guide will give you a description of each power, stats on each power, Spell level Availability, importance of the power, Epic Pool Power information, my build, my thoughts on each power. Included are links to in game maps (Store locator), a link to Team Speak and how to find locs for badge hunting.
Section I. Importance Rating System
Section II. Powers, Stats, Notes and Descriptions
Section III. Power Pool Suggestions
Section IV. Epic Pool Powers
Section V: My Build
Section VI. Important Links & Location Finder
Section I. Importance Rating System:
1 = Useless Power, Think to take something different
2 = Under Average Power, Use Situational
3 = Average Power
4 = Good Power, used 75% or more
5 = Great Power, used all the time
5+ = Dont leave home with out it. Make sure you 6-Slot these powers!!!
Section II. Powers, Stats, Notes and Description:
My Thoughts & Note: = Power Leveling Spells, Tips, Pet Concerns and extra info
Enhancement Selection = Available Enhancements you can put on that power.
PL = Power Leveling
Archetype: Controller
Primary Powers - Control: Ice Control
Secondary Powers - Buff/Debuff: Radiation Emission
(Starting Secondary): Radiant Aura Spell Available at Level: 1
Description: PBAoE Heal
Stats: Cost 19, Act 2, Recharge 8.
IMPORTANCE LEVEL: 5+
Enhancement Selection: RecRed, EndRed, Heal
My Thoughts: Lowest AE heal in the game, but is very useful for you and your groups
survival. You should put a min of 5 slots on this power..
Block Of Ice Spell Available at Level: 1
Description: Ranged, Med Dmg (Cold), Foe Hold, -Recharge, -Speed
Stats: Acc = 95%, Cost 12.5, Dur 10, Act 2, Recharge 8, Range 80, Dmg (Cold=2.7778)
IMPORTANCE LEVEL: 5+
MAG: 3 - 10% Chance to Critical Hit
Enhancement Selection: RecRed, EndRed, Acc, Hold, Dmg, IncRng
My Thoughts: Great Single target hold, you should have this 6 slotted. Main use is to hold bosses.
Chilblain Spell Available at Level: 1
Description: Ranged Mod Dot (Cold), Foe Immobilize, -Recharge, -speed
Stats: Acc 95%, Cost 11.5, Dur 10, Act 1, Recharge 4, Range 80
IMPORTANCE LEVEL: 1-2
Enhancement Selection: RecRed, EndRed, Acc, ImbDur, Dmg, IncRng
Note: Good for immobilizing AVs. My thoughts are this power is a waste.
Radiation Infection - Spell Available at Level: 2
Description: Toggle: Ranged (Targeted AoE), Foe Def, -Acc
Stats: Cost .58/s, Act 3, Recharge 8, Range 70
IMPORTANCE LEVEL: 5+
Enhancement Selection: RecRed, EndRed, HitDeb, DefDeb, IncRng
My Thoughts: This is one of your most important spell that you have. 5 or 6 slotted tohitdeb will cause most baddies to miss. In the early game do not cast this on big groups unless you have a taunting tank or a healer that knows you will get your butt handed to you. After getting Ice Slick you should cast this power first thing in every battle. Range is good without any slotting and you will not get agro casting this power at the outside range it initially has unless you are fighting Pretorians or snipers. In the early game when Accuracy isnt good, you might think of splitting your slots into both DefDeb with ToHitDeb. After Tactics is 6 slotted put in 5 or 6 tohitdeb onto this power, if you 5 slot tohitdeb, put in 1 EndRed. Always cast this on a Boss/AV/Monster or Hami.
Note: Great PL Power.
Frostbite Spell Available at Level: 2
Description: Ranged Target AoE, Minor Dot (Cold), Foe Immobilize, -Recharge, -Speed
Stats: Acc 65%, Cost 22.5, Dur 10, Act 2, Recharge 8, and Range 80
IMPORTANCE LEVEL: Pre Glacier 3-5, Post Glacier 1-3
Enhancement Selection: RecRed, EndRed, Acc, ImbDur, Dmg, IncRng.
My Thoughts: Works great with Arctic Air at lower levels. Taken out when I respected at level 34.
Note: Good Spell for immobilizing herds for tankers and Rikti Monkeys in PI
Note: DO NOT USE WITH Ice Slick or an Earth Controller who are using Earthquake. EVER!!!!!
Accelerate Metabolism - Spell Available at Level: 4
Description: Close (AoE), Ally, +Dmg, +Recharge, +Recovery, +Res (Effects), +Speed
Stats: Cost 22.5, Dur 120, Act 2, Recharge 9 Min
IMPORTANCE LEVEL: 5+
Enhancement Selection: RecRed, EndRed, Run, EndRec
My Thoughts: 4 slotted RecRed with Perma Hasten will give you Perma AM. Most people 6 slot this power, 4 RecRed and 2 EndRec.
NOTE: LEVEL 6 THE 1st 2 POWER POOLS ARE NOW AVAILABLE AT THIS LEVEL
Arctic Air Spell Available at Level: 6
Description: Toggle PBAoE, Foe Fear, - Recharge, - Speed
Stats: Cost 1.46/s, Act 2, Recharge 15
IMPORTANCE LEVEL: Pre Glacier 1-5, Post Glacier 1-3
Enhancement Selection: RecRed, EndRed, ConfDur, SlowEf, Fear
My Thoughts: Great lower level spell. Use this with Frostbite to cause the bad guys to stay inside the circle. Taken out when I respected at level 34. Almost useless at higher levels. If you use it make sure to 6 slot it. My belief is to put on 2, EndRed, 2 ConfDur and 2 SlowEf. This power works great with Ice Slick.
NOTE: Works well with Ice Slick or Frostbite.
Shiver Spell Available at Level: 8
Description: Ranged cone, Foe Recharge, -Speed
Stats: Acc 75%, Cost 15, Act 2, Recharge 12, Range 60
IMPORTANCE LEVEL: 1-4
Enhancement Selection: RecRed, EndRed, Acc, SlowEf, ConeRng
Note: Great Power for use on AVs, Monsters and Hami otherwise a waste of Endurance
Enervating Field Spell Available at Level: 10
Description: Toggle: Targeted AoE, Foe Dmg, -Res (All)
Stats: Cost 1,48/s, Act 1.5, Recharge 8, Range 70
IMPORTANCE LEVEL: 5+
Enhancement Selection: RecRed, EndRed, IncRng
My Thoughts: Great de-buffing power and should be casted on a boss and all AVs/Monsters/Hami. This is one of your most important powers. Always cast this on the baddies. Put on a min of 2 EndRed to help with end cost. Most people put on 3 EndRed on this power
Note: Great PL Power.
Ice Slick Spell Available at Level: 12
Description: Ranged Location AoE, Foe Knockdown, -Speed
Stats: Cost 15, Dur 15, Act 3, Recharge 45, Range 50
IMPORTANCE LEVEL: 5+
Enhancement Selection: RecRed, EndRed, IncRng
My Thoughts: Pop Corn it good. Ice Slick does not work on flying Villains. Do not cast this first in battle unless you have to, cast RI first and then Ice Slick.
Note: Anything con grey will get knocked off of Ice Slick
Note: Casting an Ice Slick on top of an Ice slick will give both a knockdown and Knockback effect
Note: Ice Slick is more important before you get glacier and EMP. Put extra RecRed on this power before you get your AoE holds. After you get your holds you will use Ice Slick less and less until you dont have to use it except when there is an ohh S.H.I.T. situation. After getting Glacier I would leave 1 slot on this power and only have an EndRed on it. You will have Ice slick available before your initial slick has disappeared.
NOTE: NEVER CAST AN IMMOBILIZE OVER ICE SLICK
NOTE: LEVEL 14 THE 3rd POWER IN THE POWER POOLS ARE NOW AVAILABLE AT THIS LEVEL. Most People take their movement power at this level.
Mutation Spell Available at Level: 16
Description: Ally Rez +Special
Stats: Cost 56.5, Act 3, Recharge 3 min, Range 15
IMPORTANCE LEVEL: 1-4
Enhancement Selection: RecRed, EndRed, IncRng, EndRec
My Thoughts: I use this during battle, so I have an EndRed on this power. The thought is if our group needs multiple rezzes the hospital is the better way to go.
Note: Rezzed player gets a bonus to Damage, Accuracy, Endurance Recovery, attack Speed
Flash Freeze Spell Available at Level: 18
Description: Ranged Target (AoE), Minor Dmg (Cold, Lethal), Foe Sleep
Stats: Acc 55%, Cost 22.5, Dur 20, Act 3, Recharge 45, Range 60
IMPORTANCE LEVEL: 1
Enhancement Selection: RecRed, EndRed, Acc, SleepDur, IncRng, Dmg
My Thoughts: With all the AE classes in the game and the random firing of your pets, I would never take this power.
Note: This can be a useful power if you team with a single target damage dealer. The Bad Guys can/will break free if disturbed
Lingering Radiation Spell Available at Level: 20
Description: Ranged Target (AoE) Foe Slow
Stats: Acc 75%, Cost 22.5, Dur 15, Act 1.5, Recharge 25, Range 80
IMPORTANCE LEVEL: 1-5
Enhancement Selection: RecRed, EndRed, Acc, IncRng, SlowEf
Note: Great Power for use on AVs and Monsters. This is a great power to use in PvP.
NOTE: LEVEL 20 THE 4th POWER IN THE POWER POOLS ARE NOW AVAILABLE AT THIS LEVEL.
Glacier - Spell Available at Level: 26
Description: PBAoE, Foe Hold, -Recharge, -Speed
Stats: Acc 55%, Cost 22.5, Dur 30, Act 2, Recharge 2 min.
IMPORTANCE LEVEL: 5+
Enhancement Selection: RecRed, EndRed, Acc, Hold
MAG: 3 10% Chance to Critical Hit
My Thoughts: This is your main Area Effect Hold. Without any extra enhancement slotted on this power anything in the radius around you with a magnitude of 3 and below will have a 55% chance to be held. After you put in Accuracies and/or slot up tactics your chance to-hit will increase dramatically. The initial hold time is not good you will have to put in a minimum of 2 Hold enhancements on this power. This is one of your most important spells. A minimum of 2 Acc and 2 holds should be put on this power. 6 slotting this power is a must.
Great PL Power. This power has causes zero Dmg.
Choking Cloud Spell Available at Level: 28
Description: PBAoE, Foe Hold
Stats: Cost 1.21/s, Act 2, Recharge 90
IMPORTANCE LEVEL: 1-3
Enhancement Selection: RecRed, EndRed, Hold
Note: This power has a 50% accuracy check each time it pulses
My Thoughts: I don't use this spell that often, but it has its places where you will/can use it. Some Rad people leave this on all the time. I do not. Putting 2 EndRed on this power will not cause you to loose any endurance.
Note: Will enhance hold times for Glacier and EMPulse
Note: Decent PL Spell.
Jack Frost - Spell Available at Level: 32
Description: Summon Jack Frost, Melee/Range Mod Dmg (Cold)
Stats: Cost 37.5, Dur 2 min, Acc 75%, Act 2, Recharge 2 Min, Range 60
IMPORTANCE LEVEL: 5+
MAG: 3 on all holds
Enhancement Selection: RecRed, EndRed, Acc, Hold, Dmg, IncRng
My Thoughts: Hurray, You reached 32 and now can solo. 3 RecRed, Perma Hasten and AM you will have 3 Jacks up almost perma. With RI on your targets and tactics 6 slotted with 5 Tohitbuffs, you will not need to put on any Acc enh into your Jacks. The most important thing is the more Jacks you have the better you will be and the more damage you have the better you will be. Jacks can hold and slow your enemies, but Jack needs to be in Melee range to do so.
Fallout Spell Available at Level: 35
Description: Ranged Extreme Damage (Energy)
Stats: Act 1, Recharge 300, Range 40
IMPORTANCE LEVEL: 1
Enhancement Selection: RecRed, EndRed, IncRng, Dmg
Note: Can only be used when a teammate dies. I think that this spell is USELESS
EM Pulse Spell Available at Level: 38
Description: PBAoE, Foe Hold, End-Drain, Dmg (Robots)
Stats: Acc 75, Cost 30, Dur 45, Act 3, Recharge 5 Min
IMPORTANCE LEVEL: 5+
Enhancement Selection: Rchg, EndRdx, Acc, Hold
MAG: 3 50% Chance to Critical Hit
My Thought: This is the best Area Effect hold in the game. EMP has a longer casting time then Glacier, but is a longer lasting hold and has a better initial Accuracy. If you plan on using Glacier and EM Pulse at the same time to hold multiple bosses, cast Glacier first then EMP, the hold will last longer. This power has a big radius which can be good and can be bad for agro purposes. You can not recover End for a short time after casting EMP. If you pop a CAB your end will start to be recovered immediately. Has an End-drain component on this power. Causes damage to any robots (Freakshow are considered robots)
Note: Great PL Spell.
NOTE: LEVEL 41 EPIC POWER POOLS BEGIN. The 1st 2 powers in EPP are available.
Section III. Power Pools suggestions.
Everyone has his wants/needs for their power pools so let me first say, take what you want and enjoy. My suggestions for power pools on this build are as follows.
Speed Pool: Hasten 5 slotted with RecRed. Note: Perma Hasten with 5 RecRed
Speed Pool: Super Speed with 1 EndRed. Note: I put on an EndRed because there are times I forget to turn this power off when in battle and I want to save on end. Putting it a run Enhancement means very little in getting somewhere compared with the end that you will save when/if you dont turn this power off.
Fitness: SwiftNote: If you decide to take SS I would take hurdle, if you take SJ I would take Swift
Fitness: Health
Fitness: Stamina with 6 slotted EndRec. Note: This build is heavy on End and stamina 6 slotted is a must
Leadership: Maneuvers with 1 EndRed Note: Defense is big when you are a squishy
Leadership: Tactics with 1 EndRed and 5 ToHitBuff Note: 1 RedEnd and 5 ToHitBuff is necessary to help be accurate on +3 Mobs
Leaping: Combat Jumping Note: Again, defense is big on this build
Leaping: Super Jump
Leaping: Acrobatics Note: A must for any class that doesnt get a resistance to Knockback/knockdown/immobilizes
Section IV. Epic Pool Powers
Your choices are Primal, Psionic, Fire, Ice or Stone.
Primal Force Mastery Power Pool
My Thoughts: This Pool best goes with this build. If you have endurance problems you can use conserve power. Being an Ice/Rad controller you will more then likely be a lock down controller and Power Boost only enhances your controlling abilities. The Defensive Power is in the middle of the road for all the Power Pools
Power Blast Spell Available at Level: 41
Description: Ranged, Mod Dmg (Energy, Smash), Foe Knockback
Stats: Acc 75%, Act 2, Range 80, Recharge 8, Cost 10
Act Type = Click
Power Target = Single Target Foe
Enhancement Selection: Rchg, EndRdx, Acc, Dmg, IncRng, Knockbck
My Thoughts: Fun Moderate Damage spell that was a waste for my playing style.
Conserve Power Spell Available at Level: 41
Description: Self-Endurance Discount. After activating this power you expand less endurance on ALL your powers.
Stats: Cost 9, Recharge 10 min, Dur 90, Act 1
Act Type = Click
Power Target = Self
Enhancement Selection: Rchg, EndRdx
My Thoughts: Why 6 slot this with Recharge reductions? It will still be down 40% of the time. The 5 enhancements that you dont use on this are better suited on other powers. When this power is recharged and I need the end, I use it. My thinking is that this is used only in emergencies.
Temp Invulnerability Spell Available at Level: 44
Description: Toggle: Self +Resist (Smash, Lethal).
Stats: Cost 0.38/s, Recharge 3, Act 3
Act Type = Toggle
Power Target = Self
Pre Requisites: Power Blast or Conserve Power
Effect of Power = Resist: Lethal, Smash (35%) Self
Enhancement Selection: Rchg, EndRdx, DmgRes
My Thoughts: I keep this running all the time, the 1 EndRdx and 5 Def Buffs give a 43% defense to Smashing and Lethal Damage.
Power Boost Spell Available at Level: 47
Description: Self +Special. Greatly improves the secondary effects of your powers. Disorients, Holds, Immobilize, Heals and Debuffs are all enhanced.
Stats: Act 1, Recharge 60, Duration 15, Cost 9
Act Type = Click
Power Target = Self
Pre Requisites: Any 2 of the following: Power Blast, Conserve Power or Temp Inv
Effect of Power = Buff: Secondary Power Effects (300%)
Enhancement Selection: Rchg, EndRdx
My Thoughts: 6 RecRed and Perma Hasten/AM will make this power Perma. Holds last 3Xs as long when casting this power before a hold. This is the best power in the Primal EPP.
Psionic Mastery Power Pool
My thoughts: If you want to PvP this is the best power pool to chose. This pool has the best defense in it and the mez resistance in Indomitable Will is great for those pesky mezzers.
Mental Blast Spell Availability at Level: 41
Description: Ranged, Mod Dmg (Psi), Target Recharge
Stats: Acc 75%, Act 3, End 7.5, Recharge 4, Range 100
Act Type = Click
Power Target = Single Target Foe
Enhancement Selection: Dmg, Acc, RecRed, EndRed, Range
My Thoughts: This Psionic attack does moderate damage, and can slightly reduce a target's attack speed.
Indomitable Will - Spell Availability at Level: 41
Description: Self Res (Disorientate, Hold, Sleep) Def (Psionics)
Stats: Act Time: 2, End Cost: 15, Dur: 90, Recharge: 320
Act Type = Click
Power Target = Self
Enhancement Selection: DefDeb, EndRed, RecRed
Effect of Power = Resist: Sleep, Disorient, Hold (Self) +Def Psi (25%) Self
My Thoughts: Activating this power greatly boosts your resistance to Sleep, Disorient and Hold effects for 90 seconds. Indomitable will also grant a high defense to Psionic based attacks. One great Power
Mind Over Body- Spell Availability at Level: 43
Description = When you toggle on this power, you become highly resistant to Smashing, Lethal and Psionic damage.
Stats = Act Time: 2, End Cost 0.38/s, Recharge: 6
Act Type = Toggle
Power Target = Self
Enh = EndRed, DmgRes, EndRed
Effect of Power = Resist: Lethal, Smash, Psi (30%) Self
Pre Requisites: Mental Blast or Indomitable Will
My Thoughts: 1 EndRed and 5 DefBuff give you 64.5% Defense against Lethal, Smashing and Psionic damage. Best Defensive power on all the EPPs
Psionic Tornado - Spell Availability at Level: 47
Description = A whirlwind of Psionic energy to a target, tossing most nearby foes into the air. The Tornado damage foes and slows their attack speed.
Stats = Act Time: 3, End Cost: 27, Recharge: 20, Range: 100
Act Type = Click
Power Target = Foe AoE
Enh = Acc, Dmg, EndRed, RngInc, RecRed, KBDist, Slow
Effect of Power = Dmg: Mod Dot (Psi) Foe Knockback
Pre Requisites: Pre Requisites: Any 2 of the following: Mental Blast, Indomitable Will or Mind over Body
Fire Mastery Power Pool
My thoughts: If you want to put out offensive Fire damage take this Power Pool. If you have Endurance issues Conserve Power is a nice PBAoE power to help you with your endurance issues. The Defensive power in this pool covers 4 types of damage, which is the most out of any power pool. The defense for the 4 types of powers is the lowest of any power pool.
Power Blast - Spell Availability at Level: 41
Description = Sends a blast of fire at a targeted foe and sets the target on fire for a short period of time.
Stats = Acc 75%, Act 1, End Cost: 8, Recharge: 4, Range: 80
Act Type = Click
Power Target = Single Target Foe
Enh = Acc, Dmg, EndRed, RngInc, RecRed
Effect of Power = Ranged Damage: Mod (Fire)
My Thoughts: Nice Single Target Fire Damage power. This power is best used to help take down a Boss.
Fire Ball - Spell Availability at Level: 41
Description = Hurls an exploding fireball that consumes a targeted foe, and all nearby enemies. Anyone in that radius is burned and set ablaze.
Stats = Acc 75%, Act 1, End Cost: 17.5, Recharge: 16, Range: 80
Act Type = Click
Power Target = Targeted AoE
Enh = Acc, Dmg, EndRed, RngInc, RecRed
Area Effected = 40 Ft.
Effect of Power = Range Targeted AoE, Damage: Mod (Fire, smash)
My Thoughts: Great power for big groups.
Fire Shield - Spell Availability at Level: 43
Description = While this power is active, it gives good resistance to Lethal and Smashing damage. Fire Shield also provides some resistance to Fire damage and minimal resistance to cold damage.
Stats = Act Time: 2, End Cost: 0.38/s, Recharge: 2
Act Type = Toggle
Power Target = Self
Enh = EndRed, RecRed, DmgRes
Effect of Power = Resist: Lethal, Smash (21%) Mod, Fire (20%) Mod, Cold (11%) Minor
Pre Requisites: Power Blast or Fire Ball
My Thoughts: This power helps defend against the most (4) types of attacks but has the lowest defense ability per type. The question that you have to ask yourself, would you rather have defense against 4 types of damage at a lower rate or would you rather have defense against less types of attacks but a better over all defense per type?
Consume - Spell Availability at Level: 47
Description = you can consume Endurance from your nearby enemies to recover Endurance for yourself. Better power then Conserve Power in the Primal Power Pool.
Stats = Acc 75%, Act Time: 2, End Cost: 1, Recharge: 180
Act Type = Click
Power Target = Targeted Foe AoE, Self EndRec
Enh = Acc, Dmg, EndRed, RecRed, EndRec, EndDra
Area Effected = 20 Ft.
Effect of Power = Damage: Mod (Fire) Self +End
Pre Requisites: Any 2 of the following: Power Blast, Fire Ball or Fire Shield
My Thoughts: Better End Recovery then Conserve Power from the Primal Power pool because you can recast this power every 30 seconds with Perma Hasten, AM and 5 RecRed on this power. You will need 1 Accuracy on this power.
Ice Mastery Power Pool:
My Thoughts: Best Concept for an Ice controller with 2 ok damage powers that have a minus Foe Recharge effect. The defensive power is average and Hibernate is an Oh **** Power.
Ice Blast - Spell Availability at Level: 41
Description = Ice blast hurls shards of ice at foes and slows their attacks and movement for a time.
Stats = Acc 75%, Act Time: 1, End Cost: 10, Recharge: 8, Range: 80
Act Type = Click
Power Target = Single Target Foe
Enh = Acc, Dmg, EndRed, RngInc, RecRed
Effect of Power = Damage: Mod (Cold, Smash) - Recharge. - Speed
Hibernation - Spell Availability at Level: 41
Description = When the Hero activates this power, he encases himself in a block of solid ice, making him invulnerable, although he himself is left frozen and can not act. While within this block of ice, the Hero heals at an incredible rate. The Hero can emerge at will by deactivating. This power cant be used with Frozen Armor.
Stats = Act Time: 2, Recharge 60, End: 0.25/s? (Not Sure)
Act Type = Toggle
Power Target = Self
Enh = EndRed, RecRed, Heal
Effect of Power = Defense: Invul (Self) Regen (Self)
Frozen Armor - Spell Availability at Level: 43
Description = While this power is active, the Hero coats himself in rock hard Frozen Armor. The hardness of the Frozen Armor makes smashing and lethal based attacks less likely to land. Also, cold attacks deal less damage. This power cant be active at the same time as Hibernate.
Stats = Act Time: 1, End Cost: 0.38/s, Recharge 2
Act Type = Toggle
Power Target = Self
Enh = DefBuf, EndRed, RecRed, DmgRes
Effect of Power = Defense: Lethal, Smash (20%) Self, Resist Cold (20%) Self
Pre Requisites: Either Ice Blast or Hibernation
Ice Storm - Spell Availability at Level: 47
Description = Shred your foes with this ice storm (Rain). This power deals a Minor damage to a large area.
Stats = Acc 175%, Act Time: 2, End Cost: 30, Dur: 10, Recharge: 60, Range: 60
Act Type = Click
Power Target = Target AoE
Enh = Dmg, EndRed, RngInc, RecRed, Slow
Area Effected = 40 Ft.
Effect of Power = Dmg: Minor DoT (Cold) foe Recharge and - SPD
Pre Requisites: Any 2 of the following: Ice Blast, Hibernation or Frozen Armor
Stone Mastery:
My Thoughts: This power pool has the highest damage power in it, but the power has the slowest activation time. A 2nd damage power is an AoE with a chance to disorientate. The defense power is average and the last power increases your total HPs
Hurl Boulder - Spell Availability at Level: 41
Description = you are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals heavy damage, and can Knockback foes.
Stats = Acc 75%, Act. Time: 4, End Cost: 13.5, Recharge: 8, Range: 40
Act Type = Click
Power Target = Single Targeted Foe
Enh = Acc, Dmg, EndRed, RngInc, RecRed, KBDist
Effect of Power = Dmg: Heavy (Smash) Foe Knockback
Fissure - Spell Availability at Level: 41
Description = A powerful foot stomp that can throw nearby enemies into the air, possibly disorienting them.
Stats = Acc 75%, Act Time: 2, End Cost: 14.5, Recharge: 20, Range: 20
Act Type = Click
Power Target = Targeted Foe AoE
Enh = Acc, Dmg, EndRed, RngInc, RecRed, DisDur, KBDist
Area Effected = 25Ft.
Effect of Power = Dmg: Mod (Lethal, Smash) Foe Disorient, Knockback
Rock Armor - Spell Availability at Level: 43
Description = While this power is active, the Hero's skin becomes Stone. Rock Armor makes the Hero highly resistant to Smashing and Lethal based attacks.
Stats = Act. Time: 1, End Cost: 0.38/s, Recharge: 4
Act Type = Toggle
Power Target = Self
Enh = DefBuf, EndRed, RecRed
Effect of Power = Defense: Lethal, Smash (20%) Self
Pre Requisites: Hurl Boulder or Fissure
Earth's Embrace - Spell Availability at Level: 47
Description = The Hero is so connected to the earth, that he can draw upon its power to add to his own health. Activation this power increases the Hero's maximum hit points.
Stats = Act Time: 1, End Cost: 15, Dur: 60, Recharge: 360
Type = Click
Power Target = Self
Enh = EndRed, RecRed, Heal
Effect of Power = Buff: Health (Self +Max HP)
Pre Requisites: Any 2 of the following: Hurl Boulder, Fissure or Rock Armor
Section V: My Build
Archetype: Controller
Primary Powers - Ice Control
Secondary Powers - Radiation Emission
01: Radiant Aura heal(01) heal(23) EndRed(40) heal(42) heal(42)
01: Block of Ice RecRed(01) RecRed(3) acc(5) EndRed(7) hlddur(9) hlddur(11)
02: Radiation Infection thtdbf(02) thtdbf(3) thtdbf(7) thtdbf(15) thtdbf(21) thtdbf(37)
04: Accelerate Metabolism RecRed(04) RecRed(5) RecRed(13) RecRed(17) EndRec(19) EndRec(37)
06: Maneuvers EndRed (06)
08: Hasten RecRed(08) RecRed(9) RecRed(11) RecRed(13) RecRed(15) DefBuf(46)
10: Hurdle jump (10)
12: Ice Slick EndRed (12)
14: Super Speed EndRed (14)
16: Tactics EndRed(16) thtbuf(17) thtbuf(19) thtbuf(21) thtbuf(34) thtbuf(36)
18: Health heal (18)
20: Stamina EndRec(20) EndRec(23) EndRec(29) EndRec(31) EndRec(36) EndRec(36)
22: Enervating Field EndRed (22) EndRed (25) EndRed (37)
24: Lingering Radiation acc (24) EndRed (25) RecRed (43)
26: Glacier acc(26) hlddur(27) acc(27) EndRed(29) hlddur(31) RecRed(31)
28: Combat Jumping EndRed(28) DefBuf(42) DefBuf(43) DefBuf(43) DefBuf(50)
30: Super Jump EndRed (30)
32: Jack Frost RecRed(32) RecRed(33) RecRed(33) dam(33) dam(34) dam(34)
35: Acrobatics EndRed (35)
38: EMP Pulse acc(38) RecRed(39) EndRed(39) hlddur(39) acc(40) RecRed(40)
41: Conserve Power RecRed (41)
44: Temp Invulnerability EndRed(44) damres(45) damres(45) damres(45) damres(46) damres(46)
47: Power Boost RecRed(47) RecRed(48) RecRed(48) RecRed(48) RecRed(50) RecRed(50)
49: Mutation EndRed (49)
Section VI: Important Links
In Game MAPS:
You cant find your way around Perez Park and you have the entire zone uncovered? You dont know where the level 20 Science store is? You want to know where the Rikti are at in Creys Folley and what level they are? Well, download all in game maps from this site. In Game Maps Web Site At the top of the screen you can click on the Maps link to download any and all in game maps. At this site you can get information on Villains and Villain levels, Zone merchants, Enhancement venders, Contacts, Task Force NPCs and Trainers.
TEAM SPEAK:
Do you play with family, friends or SG? Would you rather talk to them thru the computer or type information on the keyboard? If you are like most of us, talking is the only way to go. This is a great time saver to get information to your Family, Friends or SG members while playing CoH or any online game. Here is the Web Link to Team Speak. Team Speak Web Site It takes about 30 minutes to download and setup a team speak server. It takes about 5 minutes to setup a team speak client. Cost to you and your team speak partners is $0.00
Badge and History Locations:
How to find a badge location is fairly simple if you know how to do it. When you are close to the spot you think is the location that you need to be. Face your character in 1 direction and line up the navigation bar. Example, I choose north I put the line above the N directly under the direction line. Type in /loc and you will get your North/South location, your up/Down location and your East/West Location. Move north a couple of feet and type in /loc again. Your 1st number should go up or down, your 2nd number might move a little and your 3rd number will not move at all. You can determine the direction you need to go from using this technique.
I hope that this helps any person that ever wanted to know anything about the Primary controller power of ice and the secondary controller power of Rad. Different people play different styles, so my build my might not fit how you play, but it works great for me. If you would like to find out why I chose some of my powers or why I slotted the way I did, please feel free to ask here on the boards or in the game.