SYN's Guide to AR/Ice Manipulation (POST-I5)
Nice guide GJ
Syn, change the title
Edit: Just looking out for you.
Do you have any sample builds?
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Syn, change the title
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K, changed it. And Thx!
Are you sure that's the I5 recharge time on Full Auto? 25secs?
Gah! Thx for reminding me. Made so many changes that it slipped by me to mention that the I5 Hero Planner still has Full Auto at 25 secs.
*I believe the base recharge time for Full Auto is 60 Secs*
Greetings, Syn. I checked out your guide, like you asked me to, and here are my thoughts, as requested.
Slug - Excellent attack. I use it more often than any of the others.
Burst - You are correct about it losing some effectiveness in the later levels, but I still use it almost as much as slug. It makes a good finisher.
Buckshot and Grenade - I got rid of Buckshot early on, because I found this power simply did not do enough damage, and the knockback was too random for me. I like crowd control. As for Grenade, this is a thoroughly wretched power. Nothing like hitting your enemies with a GRENADE and having it do less damage than a single bullet.
Sniper - I LOVE this attack. I almost always use this as an opener. The way I have it slotted makes it very effective when fighting all kinds of villains. Nothing like taking out a villain in a few attacks because of this one opener. The only thing better is LRN Rocket from the epic power pools.
Flamethrower - One of my favorite attacks. Great for crowds.
Ignite - I still have difficulty understanding why people hate ignite. One immobilize/hold + Ignite = Easily killed LT.
Full Auto - You are correct about Full Auto getting slammed in I5. However, it is still a great attack, and as long as one is careful, the long animation will not become a liability.
Like to read? Check out www.iuniverse.com and look for Chronicles of a Dreamfighter. I was just published, and that's my book.
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Do you have any sample builds?
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Here's my I8 build. Even more changes have occured since I last even looked at this guide so I may do a quick rehash now that the NERFpacolypse is over. Here we go...
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: SYN'dicate I8
Level: 50
Archetype: Blaster
Primary: Assault Rifle
Secondary: Ice Manipulation
---------------------------------------------
01) --> Slug==> Acc(1)Dmg(3)Dmg(3)Dmg(7)Rechg(11)Rechg(13)
01) --> Chilblain==> Acc(1)
02) --> Buckshot==> Acc(2)Dmg(5)Dmg(5)Dmg(7)Rechg(11)EndRdx(13)
04) --> Burst==> Acc(4)Acc(15)Range(15)
06) --> Hasten==> Rechg(6)Rechg(9)Rechg(9)
08) --> Hurdle==> Jump(8)
10) --> Stimulant==> EndRdx(10)
12) --> Swift==> Run(12)
14) --> Super Speed==> Run(14)
16) --> Build Up==> Rechg(16)Rechg(17)Rechg(17)
18) --> Flamethrower==> Acc(18)Dmg(19)Dmg(19)Dmg(21)EndRdx(23)Rechg(39)
20) --> Ice Patch==> Rechg(20)Rechg(21)EndRdx(39)
22) --> Stamina==> EndMod(22)EndMod(23)EndMod(25)
24) --> Aid Self==> Heal(24)Heal(25)Heal(29)Rechg(31)Rechg(37)EndRdx(39)
26) --> Ignite==> Dmg(26)Dmg(27)Dmg(27)
28) --> Shiver==> Acc(28)Acc(29)Slow(31)Slow(31)Slow(34)EndRdx(40)
30) --> Stealth==> EndRdx(46)
32) --> Full Auto==> Acc(32)Dmg(33)Dmg(33)Dmg(33)Rechg(34)Rechg(34)
35) --> Freezing Touch==> Acc(35)Acc(36)Hold(36)Hold(36)Hold(37)EndRdx(37)
38) --> Resuscitate==> Rechg(38)Rechg(40)Rechg(40)EndRdx(43)
41) --> Shocking Bolt==> Acc(42)Hold(42)Hold(42)Hold(43)EndRdx(43)
44) --> Static Discharge==> Acc(44)Acc(45)Dmg(45)Dmg(45)Dmg(46)Range(46)
47) --> Charged Armor==> DmgRes(47)DmgRes(48)DmgRes(48)EndRdx(48)EndRdx(50)
49) --> M30 Grenade==> Acc(49)Acc(50)EndRdx(50)
---------------------------------------------
01) --> Power Quick==> Empty(1)
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Defiance==> Empty(1)
02) --> Rest==> Empty(2)
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Some things to keep in mind and to be reminded of:
<ul type="square">
- This is an (almost) ALL Ranged build for PvE ONLY! I look forward to seeing how Invention Origins are going to spice up the AR primary attacks.
- Any powers that are NOT double-slotted for Accuracy are meant to be used during a build-up cycle or either don't need/deserve extra slots. The Holds and Support powers are double-slotted to allow for efficient set-up.
- If you have Dmg/Rng HO's laying around, I'd suggest you plug them into your Cone Attacks as well as putting one in Ignite as well. Shiver's Slow over Ice Patch SOOO makes Ignite worth taking, but the relatively short reticule range is annoying without a range enhancer or two.
- For post-50 play, I replaced Beanbag with the Rez from the Med Pool, but I DO NOT recommend this if you're still solo levelling. You'll want that Stun to take out annoying Lt's until you get your Hold powers later on. So TAKE Beanbag while levelling if you solo, but feel free to spec it out once you get your holds later. I never used it after Freezing Touch.
- My stance on M30 Grenade has somewhat changed since ED. While levelling, it's another source of AoE dmg and that's a good thing Post-ED. For the endgame (Yeah, I know...WHAT endgame LOL), I use it's KB component to get a mobs attention and herd them into the Ice Patch as well as to create a diversion during the rare group retreat. I replaced EMP with it simply because I still am unimpressed with EMP as an Ancillary Pool Power. If it's recharge wasn't longer than Martha Stewart's PMS cycle, then I'd keep it and stack it's stun with Beanbag for bosses.
- For this build, I'm still up in the air about the Snipe attack. With all the control you have plus AR attacks' range bonus (even without SO's plunked in them), you're better off firing 2 Slugs into a Held/Slowed/Slipping mob. And it's still crap for pulling because of the KD component. Use Burst for single-pulls and benefit from it's tick interrupting the pet dropper AI.[/list]
If you have any questions or additional input then feel free to post, gang. I'll use what I can as food for thought while I get enough energy to revise this guide.
Invention Origins might make you NOT hate frozen aura anymore.
Because with Call of the Sandman, as I believe it's called, you might be able to heal yourself.
go to ParagonWiki and look up Invention Origins.
Will do and thanks for the heads-up!
Slugsicles- Syns guide to AR/Ice Manipulation (POST-I5):
Hey, gang! This is a rehash from my pre-I5 AR/Ice Blast guide and, while most of the set hasn't been affected, there ARE some changes not only in tactics but my opinions on power selections. I KNOW there are more uber-duber Blaster set combos out there, but I was surprised by how well Assault Rifle and Ice Manipulation meshed and amazed by the balance of utility, firepower, and well lets just say it was nice for a min/maxer like me to still feel like Im efficient in combat and NOT have the same set as 80% of the rest of the servers blaster population. LOL
Before we get to the logistics of things, lemme FIRST remind you that this is a GUIDE from my OWN experiences. YMMV (your mileage may vary) with this mix. Some may find this build more difficult to play if they dont match my play style. Others may and most likely WILL find ways to make the set work even better! If its one thing I cant doubt about the players of this game, its that they attract other VERY intelligent and dedicated players that can make the most out of any build or situation. Secondly, I want you guys to be sure you want to spend time trying this build out before reading any further. This was originally a project for me that turned out to be surprisingly successful. Keep in mind that I built this toon as a MOSTLY RANGED BLASTER. I pleasantly had my fill of Blapping with my main...though I've been having a LOT of fun straight mob grinding an Elec/Fire blaster and may write my next guide on her. Will AR/Ice ranged blasting be for you? Lets find out! Heres a list of pros and cons Ive come across on the way to lev 50.
PROs:
<ul type="square"> - AR attacks have great range which can be useful for pulling singles or groups from range in low levs depending on which attack you use.
- AR has a variety of dmg types that seems to helpfully scale as levels (and mob resistances) progress. And thank GAWD cuz Lethal/Smash alone just wont cut it in the late game! LOL
- Even though AR doesnt get the benefit of Aim like the other primaries, your AOE ability will still impress groups and even yourself if you slot it right.
- Though Full Auto took it in the behind with this issue (cone attack limit + recharge nerf), it's still one of the funnest nukes out there for me JUST because it doesnt drain all your endurance and still refreshes Hecka fast compared to the other lev 32 nukes. This equals WAY less downtime.
- Burst PWNZ pet droppers! The quick DoT nature of Burst interrupts the pet dropping AI of villains all the way from the lowbie Vahz Mortificators through the Sky Raider Engineers to even the Malta Special Ops. Im not a fan of Burst as an attack but that kind of utility can REALLY come in handy. Who DOESNT remember how annoying those Field Generators were?
- You wont need to pick many Ice attacks at all to be effective solo or in a group.
- Many of the Ice attacks you pick from this particular build are great right out of the box leaving you free to slot your best attacks up fast!
- Ice manipulation will allow you moderate controller utility with a well played group. AND that same controller utility will spoil you in solo missions.
- "Burn nerf, SHMURN nerf, I say!!!" Because of Ice Manipulation alone, you will LOVE Ignite while AR/*s say they hate it! And Fire tankers stubborn enough to give Burn up will love you eternally.[/list]
CONs:
<ul type="square"> - As previously stated, Smashing/Lethal resistances go up and up and up on villains as you progress in levels. This means that some of your bread & butter attacks youve grown accustomed to wont be as effective in the late game. Dont get too attached to Burst as a mainstay attack, is all Im saying! LOL
- Want to survive? Better learn to get Tactical! Make no mistake; you are going to generate some serious aggro with your AOE/Cone attacks. Stack Flamethrowers extreme dmg DoT with Full-Autos hella-heavy DoT heck even throw in yet another extreme DoT with Ignite and see how long a Tanker who doesnt take Taunt (not saying you should, guys!) holds aggro fighting purples! Theres a REASON why my tank (who has Taunt AND Provoke) is beloved by so many AR and Fire Blasters. Speaking of tactics
- This is NOT a melee build. Nor is it a PvP Build which requires different power selection AND tactics. Others are welcome to write a melee/PvP version of this guide, but you wont find Blapping in this build. Your tactics will be Hit & Fade, Mess & Destroy, and Aggro & Overcome whether solo or in a group. This can actually be a Pro depending on how you look at it. Learning to use LoS (Line of Sight) to your advantage can make you a way better player in almost any AT.
- You dont get Aim. I only miss it when I dont have Buildup refreshed or when Im taking on buffed mobs. But make no mistake; its not a minor loss in the late game. If youve played other blasters who HAD Aim against multi-Vengeance buffed Nemesis, youll definitely feel the loss.
- DoTs SUCK if you like upfront dmg and MANY of ARs DoTs root you during the animation! Nothing like a villain being able to unleash their UBAR Dmg attack on you while at the 3 health before that last tick of eleventy billion 10s finally kills them. LOL
- Absolute waste of a lev 38 power. But its not the only secondary set to share that mantle of disgrace. [/list]
Well, Im sure there are more pros and cons but lets get to the powers. First I want to say this before we continue forward.
*** Special Thanks to Hero Planner and MrBurkes Assault Rifle/Devices Dmg guide for this information. MrBurkes guide template rocks, is very detailed, and is the basis for this part of my guide. It can be found here: MrBurke's Assault Rifle/Devices Dmg Guide ***
Here we go! Lets look at our Primary
Assault Rifle:
<ul type="square"> Burst (1)
Brawl Index: 3.00 (DoT)
Endurance Cost: 6 pts.
Recharge Time: 4 sec.
Activation Time: 2 sec.
Dmg Composition: 100% Lethal
Features: 4 tick DoT (~2 sec.), -Def
Burst is one of the bread & butter attacks, though I used it less and less as I progressed in levels. Its more of a margarine attack for me. LOL Right now I only have an Acc and Range slot in it and use it exclusively for single pulling and pet dropper interruption. Others swear by it and keep it fully slotted. Its range is slightly shorter than Slug and though its a DoT, it ticks fast. Burst also slightly debuffs the target's Defense.
Slug (1)
Brawl Index: 4.56
Endurance Cost: 10 pts.
Recharge Time: 9 sec.
Activation Time: 2 sec.
Dmg Composition: 100% Lethal
Features: Knockback
6-slot this sucker early! This is the bread of your bread & butter attacks and it still tastes warm and hearty in your heros twilight levels. Its heavy damage with possible Knockback. Itll win your love in the early game and still has use in the late game after youve railed the mobs with your wannabee nukes and have a straggler or two. Learn to utilize its possible Knockback in conjunction with your Ice Patch so as not to negate the effect of the patch in the first place. LOL
Buckshot (2)
Brawl Index: 2.52
Endurance Cost: 12 pts.
Recharge Time: 8 sec.
Activation Time: 2 sec.
Dmg Composition: 100% Lethal
Features: Cone, Knockback
If Slug is the bread, then Buckshot is the butter. And, like butter, when used in moderation its sinful enough to satisfy without hurting your health! 90 degree cone, decent depth and recharge rate and good chance of Knockback. This can be a tricky attack, but mastering it at low levels will not only increase your overall dmg output, but prep you in the art of positioning your OTHER several cone attacks you have coming to you AND will give you a taste of the extra steps Energy Blasters have to go through in order to be an efficient team member. Even at my current level I have Buck slotted with the usual 1 Acc, 5 dmg. Many mobs at this stage have KB resistance, especially if they con red/purple to you so adding Buckshot to your Built-up Cone attack chain can really add a boost to your dmg output.
M30 Grenade (6)
Brawl Index: 2.49
Endurance Cost: 18 pts.
Recharge Time: 17 sec.
Activation Time: 2 sec.
Dmg Composition: 67% Lethal, 33% Smash
Features: Targeted AE, Knockback
I still hate this power for it's KB Scatter. But I'd be dumb NOT to recommend it and slot it for solo-grinding pre-Ice Patch and then possibly KEEPING it to (I can already taste the bile before saying this. Thanks, Devs! Loving your "balance vision" so much!!! ) REPLACE Full Auto should the nerfs outweigh it's usefulness depending on yer playstyle. */Ice secondary allows you to get away with all the self roots your "Meat & Tater" attacks do, but I'll never judge a blaster for choosing more mobility over a nerfed power. A 6 slotted Buckshot + Flamethrower + M30 Grenade will roughly have the same finishing power as the old Flame/Buck/Full Auto combo at the cost of taking a little bit longer while not rooting you as much. And I have to concede the fact that: If the mobs are dead, who cares where they land when you scatter them? LOL Add Static Discharge from the Electric Mastery EPP to this and you have some great Cone Goodness.
Beanbag (8)
Brawl Index: 0.56
Endurance Cost: 12 pts.
Recharge Time: 20 sec.
Activation Time: 2
Dmg Composition: 100% Smash
Features: Stun/Disorient
I actually waited until later to take this power. Its one of those attacks that isnt used all of the time but nice to have in dire situations. It will disorient LT's and minions that arent resistant and the base duration will depend on their con. Only thing that annoys me about ANY disorient powers is that villains can STILL fly away and even clumsily wander around at CRAZY speeds.
Sniper Rifle (12)
Brawl Index: 7.68
Endurance Cost: 17 pts.
Recharge Time: 13 sec.
Activation Time: 5 sec.
Dmg Composition: 100% Lethal
Features: Interruptible, Knockback
Love it in the early game. Mid to late game, its completely optional. Lethal resistances go way up with levels so the dmg isnt nearly as great as it used to be. The range rocks but dont count on it for single pulling due to possible Knockback. Funny how mobs dont see their buddy getting pummeled in the chest right next to them, but all come after you if a Sniper shot knocks him off his feet. LOL As soon as I got Flamethrower and put a few slots in it, Sniper Rifle went bye-bye from my build and I never looked back.
Flamethrower (18)
Brawl Index: 5.37 (DoT)
Endurance Cost: 25 pts.
Recharge Time: 20 sec.
Activation Time: 3 sec.*
Dmg Composition: 100% Fire
Features: 8 tick DoT (~8 sec.), Cone
Flamethrower takes you OUT of the realm of Bread & Butter attacks and whisks you away to the realm of Meat & Potatoes. Thats right PO TA TOES! Extreme DoT, VERY nice cone range with decent depth and you FINALLY get an alternative dmg type. Fire FIRRRRE! Once you have this and Full Auto slotted up, add a Build Up and life will be beautiful and loud! This will be your Meat attack, folks. Open up with it and know Arsonist Love!
Ignite (26)
Brawl Index: ~6.69 (DoT)
Endurance Cost: 6 pts.
Recharge Time: 4 sec.
Activation Time: 2 sec.*
Dmg Composition: 100% Fire
Features: 30 tick DoT (~12 sec.), Location AoE
So many peeps hate Ignite. You wont be one of them thanks to Ice Patch, Shiver, Chillblain, and Freezing Touch. The radius is crappy compared to a fire tankers Burn patch, but its dmg is crazy requiring only a couple extra dmg slots to be on par with tanker burn. It has pet accuracy so it doesnt need an acc slot at all. Plus its targeted and has a cheetz factor that I wont divulge in this guide since itll be nerfed eventually. This power is just too great to pass up with Ice as your secondary IMHO. It costs minimal endurance and you can stack patches with perma-hasten alone. Toss this on a held mob before AND after your meat & potatoes attack chain and see the stacked dmg ticks flutter above an AVs head like little flies. Demon flies! That burn and stuff!!!
Full Auto (32)
Brawl Index: 8.10 (DoT)
Endurance Cost: 30 pts.
Recharge Time: 25 sec.
Activation Time: 6 sec.
Dmg Composition: 100% Lethal
Features: 18 tick DoT (~6 sec.), Cone, Critical Hit Chance
Ah, Full Auto. The Potatoes of your upgraded attack chain...though I5 nerfs to it have given it a more canned vegetable potato flavor. What makes still worth getting? The accuracy bonus? Check. The animation and loud noise? Check. The hella nice dmg it does in a deep cone area? Check. The fact that theres a chance to make up for its lethal dmg being resisted with a Critical Hit adding an extra 34.3% more damage of the TOTAL damage? Check. But the GREATEST thing about this power is that, though its not as nukeriffic as the other primary nukes, it STILL recharges WAY faster than the others and DOESNT kill your blue bar! Screw Acc slotting. Go all dmg, since youre going to use Build Up to buff it anyways. Or if you want that good old "We need to nerf this to fit into our balance vision" type recharge feel from it again, substitute 1 or 2 Recharge SO's in it.[/list]
*With Build Up, Flamethrower, Slug or Buckshot as a filler attack and Full Auto (Substitute M30 Grenade here depending on playstyle.../shiver) to finish the chain you have high end dmg covered. You have proteins, carbs, and saturated fat all in one meal chain! Who needs green leafy vegetables, you hippy?? Were Americans and we need to keep our health insurance companies going strong *rubs left arm*!! Add Ignite to this meal and you have demon flies. Jesus, last guide I write while hungry and watching the Sci-Fi channel!!!*
Now lets take a look at heart of our defense/mitigation cuz I5 looks like its going to gut what little toggle defense we have anyways and well need all the mitigation we can get! Here are your Ice secondary powers
Ice Manipulation:
<ul type="square"> Chilblain (1)
Brawl Index: 2.8 (DoT)
Endurance Cost: 9 pts.
Recharge Time: 4 sec.
Activation Time: 1 sec.
Dmg Composition: 100% Cold
Features: Targeted Immobilize, Villain (-rchg/-speed, -fly)
This is a given power at toon creation and still useful in the late game as one of those great out of the box attacks, although an extra Acc slot couldnt hurt if you use it frequently. I kept it at its original slot with an Acc. As a ranged Blaster youll rely on this power in early levels and its THE power in your set to bring down pesky flying mobs for your melee friends and is a great laugh when flyers harass your group on ledges. In those situations, its like a ghetto Detention Field!
Frozen Fists (2)
Brawl Index: 4.6
Endurance Cost: 5 pts.
Recharge Time: 3 sec.
Activation Time: 1 sec.
Dmg Composition: 60ish% Smashing, 30ish% Cold (math gives me MAN CRAMPS!)
Features: Melee attack, Villain (-rchg/-speed)
Dont have it. Other players who Blap feel free to chime in with this stuff for peeps who want to try a blapper version of this combo!
Ice Sword (4)
Brawl Index: 5.4
Endurance Cost: 8 pts.
Recharge Time: 6 sec.
Activation Time: 2 sec.
Dmg Composition: 52% Lethal, 48% Cold (Give or take a few% )
Features: Melee attack, Villain (-rchg/-speed)
Same deal here. Dont have it. I hear its a decent attack but I dont include it in this Ranged Blaster Build.
Chilling Embrace (10)
Brawl Index: NA
Endurance Cost: 1 pts/sec.
Recharge Time: 2 sec.
Activation Time: 1 sec.
Dmg Composition: NA
Features: Toggle PBAoE Villain Slow (-rchg/-speed)
Dont have this either! LOL If youre blapping I can see some utility in this power but, after testing it, it was a waste of a slot for this build even at low levs. I think a debuff may have been added to this power as well, but if you're not gonna be in melee range then it doesn't help anyways.
Build Up (16)
Brawl Index: NA
Endurance Cost: 6 pts.
Recharge Time: 90 sec.
Activation Time: 1 sec.
Dmg Composition: NA
Features: Major Dmg. Buff, Minor Acc. Buff
Get it and love it. Cmon its Buildup! And itll be the A1 Steak Sauce of your Meat and Potatoes attack chain. With Perma-Hasten, its good with just the original slot with Rchg. I have an additional slot in it now simply because I really dont feel a need for slots anywhere else right now.
Ice Patch (20)
Brawl Index: NA
Endurance Cost: 12 pts.
Recharge Time: 35 sec.
Activation Time: 2 sec.
Dmg Composition: NA
Features: PBAoE Duration Knockdown
This power is glorious. I cant tell you how much I love this power. It has pet accuracy so it can Knockdown mobs WAY higher than your level depending on their resistances. With perma-Hasten it recharges a few seconds before it melts so it can be perma if you want it too. Its Ice Manipulations poster child of the great out of the box powers. It has such amazing group and solo utility, that its almost cheetz! Ill explain solo tactical examples later in the thread if you guys want. As far as group utility goes got a balanced group with an intelligent tank but no controller? Drop a patch! Fire Tanker whining about mobs running like crazy from their Burn patch? Drop YOUR patch! Bosses and AVs not getting affected by an Ice Controller/Ice Manipulation Blaster? STACK your patches with theirs and hear the loud SLAP of that Bosss Booty cheeks hitting the cold hard multi-Maged patch! Be WARNED that this powers utility begins to wane past 35, though it still remains very useful. Nemesis Jaegers moonwalk right over the patch. Also, stacking patches can knock villains BACK instead of down. This goes for any knockdown in conjunction with your patch so be alert working with Stone Controllers and the like. I just have the original slot with End Red.
Shiver (28)
Brawl Index: NA
Endurance Cost: 12 pts.
Recharge Time: 12 sec.
Activation Time: 2 sec.
Dmg Composition: NA
Features: Cone Effect Villain Slow (-rchg/-speed)
Many Ice Blasters told me I would love this power. As much as I try, I still barely like it even respecced it out of my build for a bit and picked it up later only as a necessity to deal with mobs like the Jaegers stated above. It IS a good slow and you WILL need it in your mid to late 30s to back up your Ice Patch though. And the cone range is amazing. In groups, its great to stack on top of slow powers from other Ice, Psy, and Dark teammates for some CRAZY attack rate debuffs. The Acc is horrid on this power so the recommended slotting is 2 Acc, 2 Slow Durations to hit the nubby movement slow cap.
Freezing Touch (35)
Brawl Index: NA
Endurance Cost: 10 pts.
Recharge Time: 12 sec.
Activation Time: 1 sec.
Dmg Composition: NA
Features: Melee Hold
Welcome to your ONE melee power in this build. LOL And its worth it. Its one heck of a fast melee hold that recharges quickly with perma-Hasten. Throw in one of the APP Hold powers and your covered from ranged AND if a mob sneaks up on you. With the new villain waves in missions, that can only be a good thing. Base hold duration is kinda Blah so be sure to slot it with extra Hold Durations to stack Mag through multiple applications maybe even an extra Acc.
Frozen Aura (38)
Brawl Index: NA
Endurance Cost: 15 pts.
Recharge Time: 20sec.
Activation Time: 2 sec.
Dmg Composition: NA
Features: PBAoE Sleep
SO NOT WORTH GETTING! Frozen Aura is to Ice Secondary what Issue 1 MoG was to Regen Scrappers. Not useful 99% of the time, worthless and even dangerous when you feel the morbid need to use it. You have to get into melee to use it, it only works on minions almost all of the time, and even looking at mobs breaks a sleep effect. In the words of Damon Wayans .HATED IT! [/list]
*With Ice Patch, Shiver, Freezing Touch, and Blain you should be equipped to handle a variety of situations if you use the right tactics and dont forget Build Up! *
Shew!! These guides are tough to write! I feel like Im back in college as someone who got GOOD grades!! Anyways, instead of talking about all the travel/power pools, Im just gonna tell you what I picked and why. Here goes!
<ul type="square"> Speed Pool: Took it for Hasten and Super Speed along with it to not only save a travel pool slot but because I wanted to combine SSs partial stealth effect with
Concealment Pool: Stealth! Its poopy defense bonus has been nerfed in I5 AND is suppressed even if you get hit by an AOE and weren't even attacking! But it least it still stacks with SS to give your toon invisibility before you attack. Big Deal!!!! you say! Well Invis, gives you a tactical advantage in missions but, more importantly, allows you to open up your battles with Ice Patch for many many levels. Chew a Shield Chicklet or two before this tactic and the battle will be in your favor from start to quick finish. The new Orange Shield chicklets aren't too shabby for this either. I WILL say that this power can be skipped if you're adept enough to SS or SJ in the middle of the group from behind and drop your patch allowing you can survive the possible alpha brawl x 10 mobs.
Fitness Pool: This is a given. Pre-Respec, I chose Hurdle and Health on the path to Stamina. Once I Respecced at around 28 or so, I dropped Health for Swift to speed up my movement while stealthed.
Flight Pool (pre-Respec): I took Hover as an extra defensive measure for lowbie grinding/missions. It saved my tail plenty of times in those levels. But after the Respec I dropped Hover because, not only were the ranged attacks doing killer dmg and mez by that time, but I wanted to make room for my new fave pool for this build
Medicine Pool!!: SYN!! Med Pool for the Blaster? Youre crazy! I might be crazy but not certifiable. They have to catch me first!! But the Med Pool is just amazing for this build so far. Throw a few Heal SOs into Aid Self with an Activation Reducer and perma-Hasten and you not only have a wonderful downtime reducer, but a backup heal when running away from a crappy group situation or when you have one of those days where it seems 90% of your empathy Defenders swear by using Dial-up! Just remember that its interruptible so master using it on the fly and even learn to time it just right so itll kick off before a DoT attack on you interrupts it! Speaking of Defenders, earn their love by taking Stimulant on the way to Aid Self instead of taking Aid Other. Keeping Defenders (as well as other squishies) going with your ghetto Clear Mind ups the survival of your group tenfold and subtly reminds them to buff dat AYYYYUZZ! Sorry. Chapelle Show is on! [/list]
Well, gang...thats the guide for the most part. Ill leave you with some simple tactics I may not have mentioned for this build in case you guys dont already know.
<ul type="square"> - Line of Sight is your friend! The AI hasnt changed so much in I5 that you cant use this tactic anymore. Aggro the group from range and duck around a corner. Lay your Ice Patch and back away from it a little. Let the mobs all run into it, and then do your attack chains.
- Once you get Med Pool, use less Green Chicklets and more Purp/Orange Shield Chicklets! Shield chicklets help you get past that Alpha hit that it takes to drop your patch.
- Do NOT be afraid to run from a fight! If the healer isnt around, then run out of LoS, heal yourself. Get back in. With Med pool you have that option.
- Love your Tank even post-I5! He cant protect you all the time, but he can get you past that crappy alpha attack until the later levels when you have to decide to
- Be careful with Ice Patch in the late game! Everybody and their momma has some crazy nuke, cone or AoE attack/Mez past lev 35. Even if the tank takes the Alpha Strike, learn to time your patch drop so you dont get 1-shotted for 345678678654 dmg. Unlike SOME villains location drops, yours instantly goes away when you die and your team just lost a dmg dealer AND some control. Play it smart! [/list]
Hope this helps some of you! Feel free to correct my numbers and post suggestions and even APP choices (I went with Electric Mastery for the extra cone attack and EM Pulse Stun scatter can be minimized with an Ice Patch) since this is my first guide. I may post my build later if you guys want, since I5 really didn't change too much besides the double whammy our lev 32 nuke got. Best of luck to all of you and have fun!