North's Star's Guide to the Ice-Cold Corrupter: I7
Welcome back? Or perhaps I've just missed some of your posts
I don't think Sleet can Scourge.
Rains do 75 ticks, not 65. Also, it's a combo Cold / Lethal dmg; there is no Smashing component.
All the -Rech testing I've done indicates that the Prima numbers are off by off by 25%. i.e. Snow Storm is -40% not -50%.
Don't forget the -end (~30) on HL.
Thanks for the updated guide.
Phantom Rose: Ill / Kin / Psi
Soleau: Ice / Icy / Ice / Core: Ice / Fire / Pyre / Wind / Eclipse / Flare / Corona
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Solo Space
Changes made! There may be other numbers off in a similar fashion.
(I never left, just been scaling back time playing since the weather is so much nicer now!)
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Problems:
You have a lot of very important high end powers; in particular sleet (35) and heat loss (38). You don't get your 3rd attack (Bitter Ice Blast) until 18. Ice-Cold is very endurance intensive and stamina at 20 is a must.
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Stamina is not a must, although I'd agree with you as far that taking Stamina at 20 is a good move, until you have enough slots (and money) to play with (mid to late 30s - although I did it at 27) to slot SO EndReds.
My Ice/Cold Corr, Dr. Celsius (Lvl 28, Protector) runs fine without Stamina, using 1-2 SO EndReds in his powers.
Woot for double posts.
Sure, stamina is optional, because technically everything except the powers you have to take at lvl 1 are optional. It's still a 'must have'.
I run with stamina and an end redux in most of my powers, and I still manage to run low on end. Not having stamina means more end management = less attack/debuffing. Having to slot 2 end redux = less slots for acc/dmg/debuff.
No stamina = much less effective.
If you want to build that way, fine, but it doesn't change the facts.
Couple notes on Ice Storm and Blizzard:
These are "pet" powers, and use the base pet damage modifier for attacks (0.8 ranged) rather than the class modifier. The upshot is that these attacks do the same damage for every class that has them.
For Blaster's: Ice Storm has a BI of 5.83
For Corrupters: 7.29 BI
(representing that for all other attacks corrupters do 80% of Blaster damage, but for this attack do the same damage as blasters.)
So, comparitively speaking, these attacks are even better for Corrupters than for Blasters.
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All the -Rech testing I've done indicates that the Prima numbers are off by off by 25%. i.e. Snow Storm is -40% not -50%.
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I believe this is because my tests don't factor in the activation time of the powers. Prima would seem to be correct on this.
New BIs:
Sleet: 1.67
Ice Storm: 7.78
Blizzard: 33.3
Each will only reach ~95% of the total.
Phantom Rose: Ill / Kin / Psi
Soleau: Ice / Icy / Ice / Core: Ice / Fire / Pyre / Wind / Eclipse / Flare / Corona
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Solo Space
I want to hear the debate between Ice Shield and Glacial Shield. I know the OP made a 180-degree turnaround after i7 about these two. And moreso, says that Glacial Shield could be good as Ice. What do I get or lose by taking one or the other?
Thanks for this guide. It's one of the few I can find that openly suggests something for both Ice and Cold.
I wish you had a few more builds for me to consider... this is a tough one.
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)
North Star's Guide to the Ice-Cold Corrupter
(Issue 7 Version)
Disclaimer:
Corrupters are a balanced hybrid; they do both damage and group support (in the form of heals, buffs, and debuffs.) Both roles are important; a corrupter overly focused on damage is just a gimped blaster; a corrupter focused on support is nothing but a gimped defender. As a personal preference, I want a character who can solo effectively, bring a lot to groups, and be solid in PvP. There's a lot of ways to play a corrupter; this is my personal opinion. Your mileage may vary.
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Ice-Cold Overview
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Ice-Cold has a little bit of everything; single target damage, AE damage, control via holds, targetted debuffs, anchor debuffs, group buffs, targetted buffs, area debuffs. You have a very diverse set of tools, and a lot going on at all times. That makes it a very challenging and interesting class to play. There is a very strong synergy between the two power sets; the complement each other well. Snare/slow is a superb side-effect for PvP. Ice-Cold is a very tight set: you've got a lot of really good powers to choose from.
Rain Attacks (Ice Storm, Sleet, Blizzard):
These attacks have a chance to scourge on every pulse; that makes them far more attractive for the corrupter compared to blasters or defenders. It also does a lot to compensate for the fact that these attacks take 10+ seconds to do their damage rather than be instantaneous. Ice-Cold corrupters have another advantage over Ice Blasters: a great tool for keeping mobs under the rain with Snow Storm. Your foes slowed, snared, feared and dissolving... this is what being a corrupter is all about. As of I7, damage and accuracy buffs now affect these powers. 2*75 ticks of damage over 15 seconds (cold and lethal every 0.2 sec)
With Ice Storm + Sleet you have a 7.34 + 1.34 Brawl Index attack (8.68 BI) with a 30% resist and 20% defense debuff. (1.30 * 8.68 = 11.28 BI attack) That's a lot of damage against all enemies in a wide area.
Problems:
You have a lot of very important high end powers; in particular sleet (35) and heat loss (38). You don't get your 3rd attack (Bitter Ice Blast) until 18. Ice-Cold is very endurance intensive and stamina at 20 is a must. Ice-Cold is a slow set to start off, gets better at 20, but doesn't really come into its own until the late 30s.
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Ice Blast Primary Powers:
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The advice here is mostly applicable for 'cold' corrupters, although the general advice should also apply to Radiation and Dark defenders, which also have snare abilities. The ability to make use of Ice Storm (via snow storm or other snare) really changes the way the primary works.
Ice Bolt, Ice Blast, Bitter Ice Blast
Ice Bolt: 2.78 Brawl Index; -Speed,-Recharge = 16% (6 sec)
Ice Blast: 4.54 Brawl Index; -Speed,-Recharge = 16% (10 sec)
Bitter Ice Blast: 6.31 Brawl Index; -Speed,-Recharge = 16% (12 sec), -ToHit = 10% (6 sec)
All 3 are "must haves". This is your primary attack chain. Fast activating with good side-effects. They need to be taken as soon as possible, slotted as soon as possible. I have them 6 slotted (1*accy, 3*dmg, 1*end rdx, 1*rchg.)
Frost Breath
Frost Breath: 3.89 Brawl Index; -Speed,-Recharge = 16% (10 sec)
I have been under-impressed with this power; range is too small, damage too low, endurance too high. Its one of your AE attacks; and AE rules the PvE game. All the same, I think its very skippable. Its not very useful solo (you need 3 things in it to make the endurance cost worthwhile), and pretty much worthless in PvP. Unlike a blaster, I think corrupters have a lot of other choices for powers. Not a terrible power, but not great either.
Freeze Ray, Bitter Freeze Ray
Freeze Ray: 9.53 sec Hold Mag3; -Speed,-Recharge = 16% (6 sec)
Bitter Freeze Ray: 9.53 sec Hold Mag3; 3.67 Brawl Index; -Speed,-Recharge = 16% (18 sec)
Freeze Ray is a must-have; to be taken and slotted as soon as possible. In many ways it defines the Ice attack set, and fundamentally changes the way you play. (2*accy, 3*hold, 1*rchg). Bitter Freeze Ray is crippled by a insanely long animation (~4 sec) and is easily skippable. Its main use is to be able to lock down bosses while soloing. I personally find it too situational to pickup.
Aim
Aim: +Dmg = 42.5%; +Accy = 42.5% (10 sec)
A 'must have' PvP power; with the new changes that allow Aim to enhance rain powers, its functionality for PvE is greatly enhanced. (3 * recycle)
Ice Storm
Ice Storm: 7.34 Brawl Index, -Speed = 32%; -Recharge = 8% (6 sec)
I -love- this power. It does a lot of damage (more than Bitter Ice Blast) and works over a very wide area. Snowstorm + Ice Storm + Sleet is one of the best combo's in the game; does a massive amount of damage. It has a secondary effect of fearing everything under it... so you need a snare effect going to really use this power. Once snared, most of them will (slowly) try to run away... very effective as a control + damage mitigation. (3 * dmg, 3 * recycle)
Blizzard
Blizzard: 21.56 Brawl Index; -Speed,-Recharge = 16% (12 sec); Knockdown (8%/tick)
A devastating rain attack that totally drains your endurance. Its probably less effective for corrupters than it is for blasters (you have a lot more things to be doing with your endurance), but its still a superb power. Heat Loss + Sleet + Ice Storm + Blizzard will devastate anything short of an Elite Boss. (3 * dmg, 2 * recycle)
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Cold Mastery Secondary Powers:
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Most cold corrupters will agree that the set would have been much more playable if Sleet was availble earlier, for example swapped with Glacial Shield. Compared to more front-weighted power sets, you will weaker early on. Don't give up, the set does come into its own at 35.
Infrigidate and Benumb
Infrigidate: -Speed,-Recharge = 56%; -Def = 25%; -FireDmg = 25% (20 sec)
Benumb: -Dmg = 50%; -Regen = 90%; -Effects = 50%; -Endurance = 55% (30 sec)
Your two targetted debuffs. Infrigidate is decent for a power that you have to get anyway. Devastating in PvP, really good against AVs and Heros, doesn't really need a lot of slotting. Benumb is a boss killer; reduces the damage something does by ~50%, and greatly weakens any secondary effects. Also pretty handy in PvP. Benumb is a "must have", and benefits greatly from some accuracy and recharge enhancing. Infrigidate (1 * end rdx, 2 * accy, 1 * slow), Benumb (3 * recycle, 1 * accy)
Snow Storm
Snow Storm: -Speed,-Recharge = 40%; -Fly (toggle)
This makes Ice Storm work. Its very hard to see, so I use Freeze ray to indicate the anchor. Its a very effective snare/slow and a total endurance hog. As an added bonus, it has -fly on it. Being able to fly, while your foes are grounded and snared, has a lot of survivability advantages. It gets more effective as you level up. (2*end rdx, 2*slow)
Arctic Fog
Arctic Fog: Stealth, +Def(all) = 3.75%; +Res(Energy,Fire,Cold) = 15%; +Res(slow) = 60%
This is an AE buff, and extremely effective. Fire, Ice, and Energy resists, the ability to resist slow effects, stealth, and a defense bonus... at an affordable endurance cost. What's not to like here? In particular, arctic fog is very useful for buffing minions against AE attacks. Fire is much more common in CoV than it ever was in CoH, this buff is corresponding better. There is a good synergy with the resists on the ice shields. The resistance is worth slotting, the defense is not. (2* end rdx, 2 *res buff)
Ice Shield, Glacial Shield
Ice Shield: +Def (lethal,smash,melee) = 11.25%; +Res(cold) = 9.37%, +Res(Fire) = 7.5% (240 sec)
Glacial Shield: +Def (energy,dark,ranged,ae) = 11.25%; +Res(cold) = 9.37% (240 sec)
With the I7 defense changes, as well the the addition of positional defenses, these shields are greatly improved and now work with the stalker/brute defense sets. These shields do dramatically reduce the amount of damage your group will take. You probably only will want to take one or the other; most will go for Ice Shield, but its not as obvious a decision as it was pre-I7. To put the values in context, you can give a stalker/scrapper defense power to every member of your team, and with a 4 minute recycle its not close to as bad as keeping speed boost up. The defense is worth slotting for, the resistance, recycle or endurance reduction are not. (2 * def buff)
Frostwork
Frostwork: +HP (20%); +Res(toxic) = 15% (120 sec)
This is a really solid power; but deferable for a long time; it can be tremendously powerful in PvP. Heal enhancements increase the amount of hp added. (2 * heal, 1 * recycle)
Sleet
Sleet: -Res = 30%; -Def = 20%; -Speed = 40%; -Recharge = 24% (5 sec); Knockdown 8%/tick
Sleet: 1.34 Brawl Index
This is it. This is what you have been waiting for. Sleet is the work-horse of the cold mastery set. A Must Have. Get it, slot it, its worth the wait. (3 * recycle, 1 * slow enh, 1 * def debuff)
Heat Loss
Heat Loss: -Res = 30%; -Speed,-Recharge = 24%; +End = 50% + 20; -End = 30
Another great power. A Must Have. An AE resistance debuff that increases your groups endurance and endurance regeneration. (1 * accy, 3 * recycle, 1 * end mod)
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Power Pool Powers:
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Hover, Fly
I think the best choice of travel powers for Ice-Cold. You can fly, and your enemies can't. Useful for moving around minions. You need to see what is going on to debuff priority targets... hover is good for that. Any travel set will work; I think fly works best. Superjump is primarily useful as a way to access to acrobatics; status effects are the bane of corrupters.
Swift/Hurdle, Health, Stamina
Ice-Cold is a very endurance hungry set. Stamina is not optional. You have no way to heal yourself, so Health is not a -wasted- pick either.
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Patron Pool Powers:
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I personally favor Black Scorpion for the -jump of the web grenade; it is very useful for both PvP and in normal groups to keep things under the rains. I don't think you will go wrong with any of the patrons though.
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Sample Template
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01) --> Ice Bolt
01) --> Infrigidate
02) --> Ice Blast
04) --> Snow Storm
06) --> Swift or Hurdle
08) --> Freeze Ray
10) --> Hover*
12) --> Aim
14) --> Fly*
16) --> Health
18) --> Bitter Ice Blast
20) --> Stamina
22) --> Arctic Fog
24) --> Ice Storm
26) --> Ice Shield*
28) --> Benumb
30) --> Frostwork*
32) --> Blizzard
35) --> Sleet
38) --> Heat Loss
41) --> Web Grenade*
44) --> Assault*
47) --> Tactics*
49) --> Scorpion Shield*
* powers I think you might consider swapping out for others, based on playstyle