A Hasten Free Ice/Energy Blaster - Issue 8 Updated


Alwaysseen

 

Posted

Introduction

Hello all, welcome to my Issue 8 Updated Ice Blast / Energy Manipulation Blaster. I affectionately call this build a Blaptroller.

Things have changed since I wrote my original guide for Ice/Eng. Perma-hasten - one of the main things I wrote the original guide to avoid - is no longer possible, special ED has curtailed our power, and while I don't particularly care for the implementation, it has upped the difficulty level of the game. However, for this character, my slotting didn't change much since I was fairly ED compliant before that...mechanic...was introduced to the game.

This is primarily a Player vs Environment Blaster compared to the specialized Player vs Player builds that one can find. While I have done PvP with this build, it was in the time before Toggle Dropping was nerfed into nigh uselessness. I have tried a little bit since and done alright, but it is a far from optimized build for that sort of thing. If you are interested in a PvP twinked out guide, then this isn't for you. My philosophy is, PvP is at best, a diversion. There are really no concrete rewards, other than the Single Origin Enhancments and Tier 2 Discipline Inspirations gained from turning in Bounty, and so you can't really progress in the game based solely on PvP'ing.

In this guide, the power information is from in-game power descriptions and statistics comes from Sherksilver's Hero Builder, found at here. To the best of my knowledge, the numbers in the version of the builder I have are current. I fully credit him and the rest of the people that have provided actual numbers to that builder. I, in no way, claim credit for them. Hopefully, they won't mind too terribly much if I use them here.

Please note that the ratings I assign the powers are pretty much arbitrary, but rate how I feel about the power.

Also note, that I'm not that verbose and am trying to get right to the good stuff.


Personal Philosphy & Background

My first character that I created on August 31, 2004 was Dark Panthress, my Ice Blast/Energy Manipulation Blaster. I don't know why I was drawn to that particular pairing, it just felt right to me. I got laughed at alot for not going for Fire/Dev or the other Flavor of the Month builds. I looked at no guides to tell me how to work the combo for max efficiency. I just muddled along doing what felt right to me.

When I finally dinged level 50, it was a very good day. At the time, I was the fourth level 50 (to the best of my knowledge) on the Protector server. It took around 660 hours for me to get there, experiencing all the content I could. Naturally, I missed out on doing Croatoa, Striga, and the new Faultline with her, but it's been a very good ride for me.

I've tried other sets and other Archetypes, but I keep coming back to her. No other Blaster build seems as fun to me as Ice/Eng. Some of the funnest times I've had was substituting for a Controller in a pinch and providing massive damage, both at range and up close and personal.

It's from the combination of two single target holds, one of the most damaging single target ranged attacks in the game, and three disorients plus a massive single target melee attack that I gave her the name of Blaptroller - combining the holding power of a Controller, the Ranged power of a Blaster, and the up close and personalness of a Scrapper.


Power Information and Personal Rating

For those who aren't aware or conversant with the numbers, a higher Brawl index is equivalent to higher damage. I am not conversant on the Power Data Standardization method of classifing the damage, so I'm sticking with something that I know.

The stats listed below are the base statistics, not the enhanced stats.


Ice Blast Primary

This primary is designed around single-target damage and control. It can come close to rivaling some primary control sets of Controllers. I like to refer to the Ice Blasters as more mini-controllers than as 'true' Blasters.


Ice Bolt

Description: Ice Bolt quickly pelts an enemy with small icy daggers; their chill Slows a foe's attacks and movements for a time. Fast, but little damage. Damage: Minor, Recharge: Fast.

Allowed Enhancements: Reduce Endurance Cost, Enhance Range, Enhance Rechrage Speeed, Enhance Damage, Enhance Accuracy, Enhance Slow

My Take on this Power: I never took this power on my main build. I've tried it on Test and for me, there's not really any downtime cycling between Freeze Ray, Bitter Freeze Ray, Ice Blast, and Bitter Ice Blast, so I can keep shooting continuously pretty much. I cannot justify taking a minor damage power and spending 6 slots on it and by having this starting out, I would be forced to spend a power choice to get Ice Blast. You could take this and respec it out, but I'm also not a big fan of spending respecs, since we never know when more are coming. Not really necessary in my book.

End Cost: 5.2 endurance
Activation Time: 1.17 seconds
Recharge: 4 seconds
Range: 80'
Tohit Base: 75%, +1: 68%, +2: 61%
Brawl Index: 2.2222 (Cold) + .556 (Smashing) = 2.778

Special Note: This power provides a -Recharge and a -Speed debuff on a successful attack.

Personal Rating: 1-2 / 10


Ice Blast

Description: Ice Blast hurls shards of ice at foes and Slows their attacks and movement for a time. Slower recharge than Ice Bolt, but more damage. Damage: Moderate, Recharge: Moderate.

Allowed Enhancements: Reduce Endurace Cost, Enhance Range, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy, Enhance Slow

My Take on this Power: I took this starting out as my initial Ice attack. You never really outgrow this power, IMO. One of your staple attacks.

End Cost: 8.528 endurance
Activation Time: 1 second
Recharge: 8 seconds
Range: 80'
Tohit Base: 75%, +1: 68%, +2: 61%
Brawl Index: 2.778 (Cold) + 1.778 (Smashing) = 4.556

Special Note: This power provides a -Recharge and a -Speed debuff on a successful attack.

Personal Rating: 8 / 10


Frost Breath

Description: Unleashes a cone of frosty breath that can Slow your opponents' movement and attacks. Very accurate and very deadly at medium range. Damage: Moderate (DoT), Recharge: Slow

Allowed Enhancements: Enhance Cone Range, Reduce Endurance Cost, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy, Enhance Slow

My Take on this Power: This power is somewhat iffy. In my estimation, it benefits very well from a single Cone Range Increase. It is useful in those situations where the villains haven't spread out yet, generally one of your first attacks on a group of enemies. However, it gets dangerous in teaming situations where you have a tank holding a group for pounding. It seems every time I use this when in a group, the herd (however small) will immediately turn on me, ignoring the tank. Use at your own risk, but still a good power, especially when solo. Also, the DoT is somewhat misleading. The attack does two ticks of equal damage, so I don't really think of it as a DoT, even though it 'technically' is.

End Cost: 15.2 endurance
Activation Time: 2.67 seconds
Recharge: 16 seconds
Range: 40'
Cone Width: 30 degrees
Tohit Base: 90%, +1: 83%, +2: 76%
Brawl Index: 1.945 (Cold) + 1.945 (Cold) = 3.89

Special Note: This power provides a -Recharge and a -Speed debuff on a successful attack. This power also has a +20% Accuracy Bonus.

Personal Rating: 5 / 10


Aim

Description: Greatly increases the Accuracy of your attacks for a few seconds. Slightly increases damage. Recharge: Long

Allowed Enhancements: Reduce Endurance Cost, Enhance Recharge Speed, Enhance ToHit Buffs

My Take on this Power: With one accuracy in your attacks, there's not quite that big of a need for Aim. I use it really only for going up against a boss / AV or when taking on reds and purples. Its still useful in situations, I just don't find myself clicking it that much. I know of others that use Aim and Build Up whenever they recycle and swear by them. To me, it just doesn't seem as 'necessary' to use it that much. If everything is already locked down, then it's not as imperative to dish it out as fast as possible. *shrug*

End Cost: 5.2 endurance
Activation Time: 1.17 seconds
Recharge: 90 seconds
Damage Buff: 62.5%
Accuracy Buff: 37.5%

Personal Rating: 6 / 10


Freeze Ray

Description: Although this power deals very little damage, the Freeze Ray encases your foe in a block of ice, holding him helpless in place for a while. Damage: Minor, Recharge: Moderate.

Allowed Enhancements: Enhance Hold, Reduce Endurance Cost, Enhance Range, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy

My Take on this Power: One of the defining, if not THE defining, power of the Ice Primary. Two shots of Freeze Ray will hold a boss and if you keep applying, will keep him held the entire battle. Get it, slot it, love it. With a couple hold enhancers in there, you can get the boss held, then every other cycle of Freeze Ray, apply it again to the boss for a perma-hold, all the while taking out his cronies. Had a friend try an Ice blaster and never took this power. He was getting very frustrated until I suggested taking it. He was on the brink on deleting the character, but once he took the power, fell in love with the character. If you get the chance to obtain them, get three Accuracy/Mez Hamidon Enhancements, or the equivalent Invention Enhancements 'soon' to be available. Slot three of those with three recharge speed enhancemeents and it'll be happy times.

End Cost: 6.9 endurance
Activation Time: 1 second
Recharge: 10 seconds
Range: 60'
Duration: 6.8 seconds
Tohit Base: 75%, +1: 68%, +2: 61%
Brawl Index: .278 (Cold)

Special Note: This power provides a -Recharge and a -Speed debuff on a successful attack.

Personal Rating: 10 / 10


Ice Storm

Description: Shred your foes with this Ice Storm. This power deals a lot of damage and in a large area and can Slow all affected targets movement and attack speed. Damage: Minor (DoT), Recharge: Long. Location AoE.

Allowed Enhancements: Enhance Slow, Reduce Endurance Cost, Enhance Range, Enhance Recharge Speed, Enhance Damage

My Take on this Power: Had this for awhile, got sick of its lousy damage, respec'd it out. You can easily use this in conjunction with Blizzard to keep them in your nuke's AoE with three Slows slotted in it. This power is more for slowing the enemy down than for doing damage. After many moons of being without Ice Storm, I finally broke down and respec'd it back in. I usually end up forgetting I have it, and consequently, forget to use it.

End Cost: 15.6 endurance
Activation Time: 2.03 seconds
Recharge: 60 seconds
Range: 60'
Duration: 15 seconds
Tohit Base: 150%, +1: 143%, +2: 136%
Brawl Index: .051 (Cold) x 72 ticks average + .051 (Lethal) x 72 ticks average = 7.344

Special Note: This power provides a -Recharge and a -Speed debuff on a successful attack. This power also has a +100% Accuracy Bonus.

Personal Rating: 4 / 10


Bitter Ice Blast

Description: A slower yet more powerful version of Ice Blast, Bitter Ice Blast deals much more damage and can also reduce your enemy's Accuracy. Like other Ice Blast powers, Bitter Ice Blast can slow a target's movement and attack speed. Damage: Superior, Recharge: Slow.

Allowed Enhancements: Reduce Endurance Cost, Enhance Range, Enhance Recharge Speed, Enhance ToHit Debuffs, Enhance Damage, Enhance Accuracy

My Take on this Power: Your primary attack. The closest thing the Ice Primary gets for a snipe. Does quite good damage. Combine this with Ice Blast and you can fell yellow minions in 2-shots. With the coming Invention Enhancements, it may be a lot easier to slot the power with Slow Enhancements, which till now, was really only worthwhile if you have a lot of Damage/Accuracy Hamidon Enhancements freeing up a slot for a potential Slow Enh.

End Cost: 13 endurance
Activation Time: 1.07 seconds
Recharge: 12 seconds
Range: 50'
Tohit Base: 75%, +1: 68%, +2: 61%
ToHit Debuff %: 7% (not sure on this though)
Brawl Index: 3.556 (Cold) + 2.778 (Smashing) = 6.334

Special Note: This power provides a -Recharge and a -Speed debuff on a successful attack.

Personal Rating: 10 / 10


Bitter Freeze Ray

Description: This power can Hold your opponent frozen solid in a block of ice. The victim can be attacked and will remain frozen and helpless. After the Ice thaws, the victim emerges chilled and Slowed. Bitter Freeze Ray deals moderate damage. Damage: Moderate, Recharge: Slow.

Allowed Enhancements: Enhance Hold, Reduce Endurance Cost, Enhance Range, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy

My Take on this Power: This is a somewhat situational power. I use it as an opener on a boss. Combine it with Freeze Ray and it gets a boss held. One thing to watch out for that I've noticed is that if you Miss with this, the boss will immediately turn around and attack before the animation finishes. However, if you hit with it, he won't until the animation finishes. I didn't
slot for damage on this as I would rather have the Holds in there. Once you get to 50, you can start putting in Damage / Mez Hami-O's in it and get both benefits. Both this and Freeze Ray allow you to attack the villain without breaking the hold. This is the longest activating power in the Ice Primary.

End Cost: 15.2 endurance
Activation Time: 3.7 seconds
Recharge: 20 seconds
Range: 80'
Tohit Base: 75%, +1: 68%, +2: 61%
Brawl Index: 3.667 (Cold)

Special Note: This power provides a -Recharge and a -Speed debuff on a successful attack and lasts for approximately 18 seconds. (I'm not entirely sure of the duration here. It *seems* a bit long.)

Personal Rating: 8 / 10


Blizzard

Description: The massive damage from the Blizzard can Slow the attack rate of all your opponents in a large area, reducing their Accuracy. Activating this power leaves you drained of Endurance and unable to recover any Endurance for a while. Damage: Extreme (DoT), Recharge: Very Long. Location AoE.

Allowed Enhancements: Enhance Slow, Reduce Endurance Cost, Enhance Range, Enhance Recharge Speed, Enhance ToHit Debuffs, Enhance Damage, Enhance Accuracy

My Take on this Power: One of the best nukes in the game. The tradeoff of the high damage and ranged, non-Line of Sight placement is the fact that the power does it's damage in ticks. It is quite possible for the mobs under the rain to leave the AoE and be very, very mad at the caster. The power benefits from using Ice Storm prior, or having a pocket Controller locking down the mob grouping. For the longest time, Blizzard (and other droppable powers such as Burn) did not benefit from outside buffs such as Aim, Build Up, Fulcrum Shift or Red inspirations. However, in roughly June of '06, the behavior was changed so that Blizzard can now be buffed. Blizzard is now on par with other nukes that could be buffed.

End Cost: 20.8 endurance
Activation Time: 2.03 seconds
Recharge: 360 seconds
Range: 60'
Tohit Base: 150%, +1: 143%, +2: 136%
Tohit Debuff: 7% (not sure on this number)
Brawl Index: 0.167 (Cold) x 75 ticks average + 0.167 (Lethal) x 75 ticks average = 25.05

Special Note: This power has an inherent +100% Accuracy. There is a 8% chance every .2 seconds for a Knockdown of a mob to occur. There is a 90% Self Endurance Recovery penalty for 20 seconds with a 100% Endurance Drain upon casting. This power also has a -Recharge and a -Speed debuff to affected mobs.

Personal Rating: 9 / 10 (not 10 because of the nature of DoTs)



Energy Manipulation

The Energy Manipulation secondary is geared around disorienting your target as well as providing several self buffs. It meshes extremely well with the Ice Primary. The only thing about it that I don't care for is the pink pom poms that sheathe your fists when using the melee attacks. But there's not really anything we can do about that since Power Customization is for all intents and purposes, a dead beast.

Another benefit of the Energy secondary, is that many of the powers that are best to take, only take two different Enhancement types, with only one being truly useful. Given the limits imposed by Special ED, in that you can only effectively slot three of the same Enhancements in the same power, this ends up giving you a bit more wiggle room in what to slot compared to other Secondaries, such as Devices.


Power Thrust (required)

Description: A focused attack that violently shoves the target and sends him flying. Deals minimal damage, but can be very effective. Damage: Minor, Recharge: Moderate.

Allowed Enhancements: Reduce Endurance Cost, Enhance Recharge Speed, Enhance Knockback, Enhance Damage, Enhance Accuracy

My Take on this Power: You can't get rid of this power. It is good in some panic situations where too many are clustering around you. This power also provides a good, but not 100%, indicator of when Freeze Ray is about to drop off a minion / lt, i.e. if the baddy goes flying then the FR is about to drop, if not, you still have some time. Don't use more than the minimum slot for it.

End Cost: 6.864 endurance
Activation Time: 1 second
Recharge: 6 seconds
Range: 5'
Tohit Base: 75%, +1: 68%, +2: 61%
Brawl Index: 1.1111 (Energy) + 1.111 (Smashing) = 2.222

Personal Rating: 2 / 10


Energy Punch

Description: You perform a powerful focused punch that may disorient your opponent! Damage: Minor, Recharge: Fast.

Allowed Enhancements: Reduce Endurance Cost, Enhance Disorient, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy

My Take on this Power: Not the greatest of powers. Still a minor damager. The disorient chance is not the greatest. I'd recommend not taking it. However, this is one of the attacks in the Energy secondary that is supposed to drop toggles in PvP. A lot of PvP builds include this power, but since this is primarily a PvE build, I'd skip it.

End Cost: 10.192 endurance
Activation Time: 0.57 seconds
Recharge: 10 seconds
Range: 5'
Tohit Base: 75%, +1: 68%, +2: 61%
Disorient Duration: 5 seconds
Brawl Index: 2.778 (Smashing) + 2.667 (Energy) = 5.445

Personal Rating: 3 / 10


Build Up

Description: Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Long.

Allowed Enhancements: Reduce Endurance Cost, Enhance Recharge Speed, Enhance ToHit Buffs

My Take on this Power: Build up is available in the Energy pool before the Build Up in any other Blaster secondary. Again, I find myself using this only before bosses / AVs / etc. If I'm in the middle of a long fight, I'll tend to hit it again.

End Cost: 5.2 endurance
Activation Time: 1.17 seconds
Recharge: 90 seconds
Duration: 10 seconds
Damage Buff: 100%
Accuracy Buff: 15%

Personal Rating: 7-8 / 10


Bone Smasher

Description: Bone Smasher is a slow attack, but makes up for it with a good amount of damage. Has a greater chance to Disorient than Energy Punch. Damage: High, Recharge: Moderate.

Allowed Enhancements: Reduce Endurance cost, Enhance Disorient, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy

My Take on this Power: A very good damage power combined with a good chance disorient and it activates pretty darn quick. It makes for a better blapper attack than Energy Punch and is one of the staples of the blapper style. To be quite honest, a person would be very foolish to skip taking this power. Even if you don't intend to blap, we all know how easy it is for mobs to close in to melee range and this power could end up saving your bacon.

End Cost: 13.52 endurance
Activation Time: 1.5 seconds
Recharge: 14 seconds
Range: 5'
Disorient Duration: 6.4 seconds
Tohit Base: 75%, +1: 68%, +2: 61%
Brawl Index: 5.056 (Smashing) + 2.167 (Energy) = 7.223

Personal Rating: 9 / 10


Conserve Power

Description: You can focus for a moment to Conserve your Endurance. After activating this power, you expend less Endurance on all other powers for a while. Recharge: Very Long.

Allowed Enhancements: Reduce Endurance Cost, Enhance Recharge Speed

My Take on this Power: One of the most important powers to get. Slot it, use it, love it. It cuts your Endurance usage by 50% for the duration of the power. Even in the days of perma-hasten, Conserve Power was not perma-able. Slot it with no more than two additional slots, all for Recharge Reductions. One of my personal favorite tactics, is to use CP right before I nuke. It won't cut the 100% end drain or 90% recovery decrease of the nuke, BUT it will allow you to get back into the blasting much sooner by cutting the amount of end needed to start activating powers again. When I first selected my powersets, I saw this power in the description and just knew Endurance was going to be the limitation factor. Any power that cuts End usage was going to be well worth getting.

End Cost: 7.8 endurance
Activation Time: 1.17 seconds
Recharge: 600 seconds
Duration: 90 seconds

Personal Rating: 10 / 10


Stun

Description: Stun deals a little bit of damage, but Disorients its target a great deal. This attack can Disorient most opponents. Damage: Minor, Recharge: Slow.

Allowed Enhancements: Reduce Endurace Cost, Enhance Disorient, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy

My Take on this Power: Never took this power, no real experience with it. Does not in and of itself, drop toggles in PvP, but if you've stacked enough Disorients on a target, they'll get stunned and their toggles will drop. By itself, this power is not enough to Disorient a boss or higher classification of target, unless stacked. I think a person could safely skip this power and
not be too concerned.

End Cost: 10.192 endurance
Activation Time: 1.8 seconds
Recharge: 20 seconds
Range: 5'
Tohit Base: 75%, +1: 68%, +2: 61%
Brawl Index: 0.4166 (Smashing) + 0.2777 (Energy) = 0.6943

Special Note: The Energy portion of the Brawl Index is in question and may only be an estimate.

Personal Rating: 3.5-4 / 10


Power Boost

Description: Greatly boosts the secondary effects of your powers. Your powers effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more, are all improved. The effects of Power Boost last a short while, and only the next couple of attacks will be boosted. Recharge: Long.

Allowed Enhancements: Reduce Endurace Cost, Enhance Recharge Speed

My Take on this Power: This too, is one of the defining powers of the build. Your slows, holds, disorients, self defense buffs and tohit debuffs are all boosted when this power is active. A good guide for the complete effects of Power Boost can be found here . Don't put more than two additional slots into the power as the End Reduction isn't really necessary. The power isn't perma-able, but it can come fairly close with three Recharges.

End Cost: 7.8 endurance
Activation Time: 1.17 seconds
Recharge: 60 seconds
Duration: 15 seconds

Personal Rating: 8.5 / 10


Boost Range

Description: You can boost your powers to increase the range of your next few attacks. Recharge: Long.

Allowed Enhancements: Reduce Endurance Cost, Enhance Recharge Speed

My Take on this Power: I finally broke down and took this power. It is definitely underrated. For example, the base range of your best single target attack, Bitter Ice Blast, is 50'. This power boosts that range by 75% giving it a total of 87.5'. With one Range Enhancement in BiB, the base range is boosted to 62', if you use Boost Range, you'll then get a range of 108.5'!

This gives the player the opportunity to take on the Pillbox turrets in Recluse's Victory in safety without having to rely on a Heavy. It's slow of course, but it is possible to then solo the Pillbox, barring people actively PvP'ing with you.

End Cost: 13 endurance
Activation Time: 1.17 seconds
Recharge: 60 seconds
Duration: 15 seconds

Personal Rating: 6.5-7 / 10


Total Focus

Description: Total Focus is complete mastery over Energy Melee. This is a very slow, but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, recharge time is very long. Damage: Extreme, Recharge: Long.

Allowed Enhancements: Reduce Endurance Cost, Enhance Disorient, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy

My Take on this Power: The final melee attack for Energy secondary. Stuns pretty much anything short of an Elite Boss. Total Focus + Bonesmasher + Ice Blast will 3-shot most squishies, in PvP. Does not, in and of itself, drop toggles in PvP, but with enough Disorients stacked on a target with Mez Protection, i.e. Brutes/Scrappers/Stalkers/Tanks, they'll get Stunned and them toggles will come a tumblin' down. This is really, one of the must have powers of the Energy Melee secondary. It is also, the longest activating power of the build, but well worth it when you combine it with Aim, Build Up, Power Boost.

End Cost: 18.512 endurance
Activation Time: 3.3 seconds
Recharge: 20 seconds
Range: 5'
Disorient Duration: 10 seconds
Tohit Base: 90%, +1: 83%, +2: 76%
Brawl Index: 2.778 (Smashing) + 7.1115 (Energy) = 9.8893

Special Note: This power has an inherent +20% Accuracy bonus.

Personal Rating: 10 / 10


Power Pools

This is the point where a person can truly make the character their own. Do you want to have some capabilities of healing? Do you want to be a Stealthy attacker? Do you want to Fly or Jump or Run at ludicrous speeds? I'll give a very brief overview of the various Power Pools, but won't go to the detail that I've done for the Primary/Secondary powers. The first two listed powers for each section are available at level 6, the third at level 14 and you must have one of the first two powers, the fourth at level 20 and you must have two of the first three powers.


Concealment: These powers grant you Invisibility and Stealth. Available powers: Stealth, Grant Invisibility, Invisibility, Phase Shift.

The big selling point for this power pool is that you get a power that will help you cut down drastically on random mob aggro at level 6. Even if you go for no other powers in the Pool, Stealth will help you out big time. I heartily recommend getting at least Stealth for your Blaptroller.


Fighting: These powers are excellent for those who are looking for a few low cost powers to defend themselves. Available powers: Boxing, Kick, Tough, Weave.

I have yet to take this Pool on ANY character that I have, not even my /Firey Aura Brute. So I can't really say much about them. One would think that a +Resist and a +Defense power would be helpful to someone with no other +Resist or +Defense, but I think the slots could be better spent elsewhere. The best Defense is a good Offense.


Fitness: You become a pillar of fitness, and can receive a bonus to your basic physical attributes. These abilities are always on and do not cost any Endurance. Available powers: Swift, Hurdle, Health, Stamina.

This Pool is pretty much 'mandatory' for all characters. It's hard to gimp yourself in this game, but by not taking this and getting Stamina, you are not as...effective...as you could be. There's a reason the early game pre-level 20 and Stamina is somewhat less than stellar. Should you also choose to take Flight as your travel power, you can also slot Fly Speed Enhancements in Swift. Hurdle stacks with Combat Jumping and Super Jump and Health grants you some resistance to Sleep
effects. It's really too good of a Pool to skip.


Flight: Grants you various travel and flying combat abilities. Available powers: Hover, Air Superiority, Fly, Group Fly.

This is my travel power of choice for this character. It can keep you up above the fight and out of harm's way until you get the mobs locked down with your Holds. I tend to not take Hover and go right for the soft control of Air Superiority. The knockdown of AS is wonderful, especially for those characters who otherwise have no control abilities. Through the goodness of AS, my FF/Rad Defender was soloing Snaptooth in the Winter Event missions (he spawned at Elite Boss level). It is also excellent in PvP to take out other fliers. Some fun is blapping against a flying Brute way up in Siren's, hitting AS and watching him plummet. The downside to this pool as a travel choice are the amount of slots you need to dedicate to Fly (3 additional for Fly Speed Enhancements) and it's Endurance usage (pretty high).


Leadership: Good leaders are rare. These powers can grant bonuses to you and your teammates. Available powers: Maneuvers, Assault, Tactics, Vengence.

This is another pool that I have little experience with, in actual use. Now, one would think a toggle +Defense power (Manuevers) would be great right? Wrong, it's bonus is so little in the hands of a Blaster, as to be virtually worthless. If you are teaming with others though, that have it and slot it up, it can be upgraded to 'meh', IMHO. Assault does add damage, and Tactics is good for the +Perception for PvP. However, it will only be really useful in Bloody Bay when Stalkers tend to not have Stealth in addition to Hide. Once you get to Siren's Call, any PvP Stalker worth his salt has Stealth, and a single application of Tactics won't let you see them. If you're teamed with something else that has it, you will, but you gotta stick close for it to stack. Since you don't have any other +Percp abilities available to you, I'd say skip it. Vengence can come in handy, it's that special little ability that Nemesis troops later in the game have, that makes them a pain in the butt.


Leaping: Grants you various travel and combat jumping abilities. Jumping powers tend to be very efficient and use very little endurance compared to other travel powers. Available powers: Jump Kick, Combat Jumping, Super Jump, Acrobatics.

When I first started using this travel power pool on some characters, it made me motion sick fairly easily. Now, not so much. Combat Jumping is a good little Immob resist power and stacks with Hurdle to make a passable ghetto travel power in the early levels. Super Jump increases in height/distance/speed as you level up. And Acrobatics is about the only Mez protection you'll get solo.

This is typically, the power pool choice of PvPers.


Medicine: You become an adept field medic, and can assist your team with basic healing needs. These close range powers should be performed away from combat because they can be interrupted. Available powers: Aid Other, Stimulant, Aid Self, Resuscitate.

Aid Other and Resuscitate are the only ways to consistently get Healing credit for those badges, without dipping to AFK'ing in the Arena. They can't be auto'd since they are interruptable powers. Typically, PvPers get Aid Self. Downside to using these is the amount of time that they are interruptable. You'd have to dedicate 5 slots to Aid Other (or Aid Self) to get them usable. I'd
say skip it. If you've got time to heal others, you aren't doing your main job, blasting the crap outta everything you see.


Presence: You can manipulate your foes by provoking or intimidating them. A challenging set to master, Presence can get you into trouble if you don't know what you are doing. Available powers: Challenge, Provoke, Intimidate, Invoke Panic.

Blasters are already enough of aggro magnets, no need to make it worse by purposely drawing them to you. You aren't a Tank or Scrapper. Also, if you're using your Holds, there won't be anyone mobile for you to use these on. Another skippable pool for your Blaster.


Speed: Grants you various feats of super speed. Available powers: Flurry, Hasten, Super Speed, Whirlwind.

The main thing to this pool, Hasten, has been nerfed enough that it isn't considered 'Essential' anymore. My original guide was built around skipping Hasten and it's permable nature. I guess I had some foresight when I chose not to use it and get dependent on it. I still don't like Hasten because of the amount of nerfings other powers have had to endure because of it's formerly permable nature.

Downside to this pool as a travel power is it's lack of vertical movement.


Teleportation: Grants you various teleportation abilities. Available powers: Recall Friend, Teleport Foe, Teleport, Team Teleport.

Another pool that I have little experience with. Recall Friend is handy, and Teleport Foe can be used to good effect in PvP. Teleport is kinda tough to get the hang of, and benefits greatly from taking Hover as another power.

Really, travel powers come down to what you are comfortable with and what fits your needs as a player, not what some guide tells you to take.


Ancillary Power Pool

The final customization area for your Blaptroller. Unlike the Patron Power Pools in City of Villains, here, if you don't like one of the APP's, you can switch out to another with a respecification. I've tried four of the APPs, two on Live and two on Test just to see how they worked out. Just like the regular Power Pools, this will only be a brief overview of the sets without delving too deeply into them.


Cold Mastery: You have Mastery over Ice and Cold to control your foes and to add some much needed armor and defense. Available powers: Snow Storm, Flash Freeze, Frozen Armor, Hibernate.

I tried this pool on Test long ago. I don't like the setup time of Snow Storm, and a Sleep power just doesn't click well with me. Frozen Armor is a +Def to Smashing and Lethal and a +Res to Cold and Fire. The +Defense is a base 20%, and same with the +Resist. Hibernate would be good for those 'Oh Hell!' moments.

Thematically it fits, but it is not for me.


Electric Mastery: You have Mastery over Electrical power to defeat your foes, and to add some much needed armor and defense. Available powers: Static Discharge, Shocking Bolt, Charged Armor, EM Pulse.

After using Force Mastery for quite awhile, I ended up switching to this pool. You can get a Cone attack, another Single Target Hold, an armor that is 19.25% resist to S/L and 14% to Energy and a second nuke that can disorient a group. Really, what sold me on this pool is the STH and the Nuke.

Thematically, you could make the argument that Electricity is just another form of Energy, if RP'ing is a factor for you.


Force Mastery: You have Mastery over Energy and Force to protect yourself and defeat your foes. Available powers: Personal Force Field, Repulsion Field, Temp Invulnerability, Force of Nature.

This is really the pool built around protection. There isn't anything in here that acts as a direct, damaging attack. PFF is 28% +Resist to everything but Psi, but you can't attack while it's up. TI is 22.75% +Resist to S/L, I was willing to take the ~3% loss of S/L resist to gain the 14% resist to Energy, which becomes more common in the upper levels, by switching to Electrical Mastery. Fo(r)ce of Nature is a 35% resist to everything but Psi.

Alot of people take this pool and I had it for quite awhile. But the chance of getting a second quick firing STH and a mass Disorient was too good to pass up.

Thematically, it fits quite well with the Energy secondary.


Flame Mastery: You have Mastery over Fire and Flame to control your foes and to add some much needed armor and defense. Available powers: Bonfire, Char, Fire Shield, Rise of the Phoenix.

Another pool that has a STH as a first choice power (Char). Fire Shield give a 30% resist to S/L/Fire and 10% to Cold. Yes, those numbers are the highest resists outside of Force of Nature, but Fire isn't as common as Energy. I don't die enough to justify a power choice on a self rez.

Thematically, it just didn't fit for me, nor for just two powers.


Munitions Mastery: You have Mastery of weapons and Munitions gives you access to uncommon munitions and equipment. Available powers: Body Armor, Cryo Freeze Ray, Sleep Grenade, LRM Rocket. Note: that is the actual description of the Munitions Mastery pool in the ingame info, not a typo on my end.

Body Armor gives an 11% Resist and is an auto compared to the toggles for the rest. CFR is a STH and LRM Rocket would be basically a Snipe. A decent enough pool overall.

If you're a Natural or Tech hero, this pool could be justifable thematically.


Builds

I've went through several builds, both on the Test server, and on Live using the Free Respecs given out at various times. It is 'optimized' in the sense that you won't be gimped at the early levels and you'll still be playable, but probably won't be as totally effective as possible. I don't really spend that much time exemplaring to the pre-Stamina levels, so it's not that large a problem for me, but if you do spend time Exemp'd in those early levels, please adjust the build for your own preferences.

This isn't one of those fancy-schmancy exports from one of the builders. The slots are what I ended up with at level 50.

This is what my build would look like without Hamidon Enhancements.

No Hamidon Enhancement Build

Level Power
1 Power Thrust (required)(1 Accuracy)
1 Ice Blast (1 Recharge, 1 Range (or End Redux), 1 Accuracy, 3 Damage)
2 Frost Breath (1 Recharge, 1 Cone Range, 1 Accuracy, 3 Damage)
4 Build Up (2 Recharge)
6 Swift (1 Run Speed)
8 Freeze Ray (1 Accuracy, 3 Hold Duration, 2 Recharge)
10 Bonesmasher (1 Accuracy, 3 Damage, 1 Disorient Duration, 1 Recharge)
12 Air Superiority (1 Accuracy)
14 Fly (1 End Redux, 3 Flight Speed)
16 Health (3 Health)
18 Bitter Ice Blast (1 Accuracy, 3 Damage, 1 End Redux, 1 Recharge)
20 Stamina (3 Endurance Modification)
22 Conserve Power (3 Recharge)
24 Stealth (1 End Redux, 3 Defense)
26 Bitter Freeze Ray (1 Accuracy, 3 Hold, 2 Recharge)
28 Power Boost (1 Recharge)
30 Aim (2 Recharge)
32 Blizzard (1 Slow, 3 Damage, 2 Recharge)
35 Boost Range (1 Recharge)
38 Total Focus (1 Accuracy, 3 Damage, 1 Disorient, 1 Recharge)
41 Shocking Bolt (1 Accuracy, 3 Hold Duration, 2 Recharge)
44 Charged Armor (1 End Redux, 3 Resist)
47 EM Pulse (1 Accuracy, 3 Disorient)
49 Ice Storm (3 Slow)


My Current Hamidon Enhanced Build

Level Power
1 Power Thrust (required)(1 Accuracy)
1 Ice Blast (1 Recharge, 1 End Redux, 1 Range, 3 Damage/Accuracy)
2 Frost Breath (1 Recharge, 1 End Redux, 1 Damage/Range, 2 Damage/Accuracy)
4 Build Up (2 Recharge)
6 Swift (1 Run Speed)
8 Freeze Ray (3 Accuracy/Mez, 3 Recharge)
10 Bonesmasher (1 Accuracy, 1 End Redux, 1 Recharge, 3 Damage/Mez)
12 Air Superiority (1 Accuracy)
14 Fly (1 End Redux, 3 Flight Speed)
16 Health (3 Health)
18 Bitter Ice Blast (1 Damage/Range, 2 Damage/Accuracy, 1 End Redux, 2 Recharge)
20 Stamina (3 Endurance Modification)
22 Conserve Power (3 Recharge)
24 Stealth (1 End Redux, 3 Defense)
26 Bitter Freeze Ray (1 Accuracy/Mez, 2 Damage/Mez, 3 Recharge)
28 Power Boost (1 Recharge)
30 Aim (2 Recharge)
32 Blizzard (1 Slow, 1 Damage/Range, 2 Damage, 1 Recharge, 1 Tohit Debuff/Defense Debuff/End Redux)
35 Boost Range (1 Recharge)
38 Total Focus (1 Accuracy, 3 Damage/Mez, 1 Recharge, 1 End Redux)
41 Shocking Bolt (2 Accuracy/Mez, 1 Hold Duration, 2 Recharge)
44 Charged Armor (1 End Redux, 3 Resist)
47 EM Pulse (1 Accuracy, 3 Disorient)
49 Ice Storm (3 Slow)


Yes, I do have quite a few Hamidon Enhancements. Really, if you can get Damage/Mez and Accuracy/Mez, they will go a LONG ways towards improving your character. I'm sure my slotting will change once Inventions come out and I can figure out a way of improving her.


Final Words

I've tried playing other types of Blasters, but I keep coming back to my Ice / Energy. I like being in control while still kicking some tail, and Ice has allowed me to do that. The only other type I've tried that I've liked has been my Elec / Ice.

One of my highlights was keeping a portal Devouring Earth Thorn (Monster class) perma-held solo. I couldn't kill him, but he could never get unfroze. I have no idea if this is currently possible after Special ED. This build was also able to hold off and survive 2 red bosses back when they were boosted right after I3 came out. An Ice blaster is also very welcome on Hamidon raids as you contribute 2 (or 3) single-target holds.

This build is also very solo friendly. I spent probably around 75-80% of the game solo, teaming only for Task Forces / Trials / Archvillains / occasional teaming with friends. Granted it took me awhile (around 660 hours) to get to 50, but I was having fun reading all the clues, collecting all the badges, going through all the story arcs, etc. With this build, Elite Bosses are cake.

There may very well be errors in this guide. I ask for you indulgence and to excuse them.

Well, that's all I can think of for this guide. A lot of people (most who are still dependent on Hasten) don't like this one bit. This guide goes against 'accepted' wisdom, but it is still eminently playable. I like playing non-standard builds and see what happens. I have had 0 complaints on my playstyle in the game. If you don't like it, well, that's your opinion. I must say that it isn't for everyone and your mileage may vary. Thank you for your time reading this.



 

Posted

This guide is very long.


~the poster formally known as GI_Shmo~

Champion- Always BS/WP Scrapper, Difficult Bots/Dark MM
Infin- Peace Pirate PB

 

Posted

Yes, yes it is.

But which would you rather have, a short guide that is basically just a build with slotting or something that tells you why to take a power and what doesn't really fit?

I dunno if I'm going to update this come Issue 9 and Inventions. 550 views with only one comment, and for some reason some one gave me a 1-star rating with no associated comment. Makes me wonder if my time is worth updating. *shrug*



 

Posted

Pretty good guide, even if I don't have an Ice/Energy (I find the combo to be a little non-synergistic).

A couple notes: Ice Storm doesn't have 100% +accuracy. It's got the normal 75% chance to hit a foe per tick, assuming the foe is even level and lacks defense.

Energy Punch is actually a very good power. I mean, it's practically instant animation, and does more damage than Ice Blast. Energy Punch + Bone Smasher will severely mangle anything it doesn't outright kill.


Doom.

Yep.

This is really doom.

 

Posted

I'm just the opposite, I find the two powersets to be extremely synergistic. Power Boost magnifying your holds and slows. Tossing out disorients once you've got other things held. It just seems to 'work' better together than say Fire/Eng.

Like I said, all numbers came out of Sherksilver's builder. I thought there was something that all rain powers have an inherently higher accuracy.

Energy Punch may be a good power. But I can't work it in and don't find myself 'missing' it (I did have it for a little while when I first made the character). I like the higher chances of control rather than strictly higher damage. There isn't enough chance of control there for me to want it, nor can I see dedicating 5 more slots to the power to make it worthwhile.



 

Posted

I just wanted to tell that I found your guide quite good. It's the best reference available for ice/energy. Thank you.



 

Posted

No problem. Glad you enjoyed it.

Actually, the only change I made to it once Inventions came out was to substitute lvl50 regular IOs for the SOs. I decided not to invest in going for Sets once I heard about the bonuses disappearing if you exemp more than three levels below the level of the IO. Check that, I did put in four pieces of Tempered Readiness (iirc) in Ice Storm of the lowest possible levels for an Increase to Slow.

I might figure out an IO set for Blizzard if I can.



 

Posted

Just found this guide. I am wondering how you managed in the low levels w/o hasten and having only a couple of attacks. Most of this plays to my playstyle but the the long recharge and limited slots would mean that you are basically standing around waiting for the recharge.

Pretty good guide tho..


 

Posted

I actually did pretty well. Getting Freeze Ray at lvl8 makes things a LOT more bearable.

Also, I didn't really have that few attacks. By lvl12 I have five attacks, including my pre-travel power (also very good at soft control) and a so-so soft control power, a start for the run to Stamina, and one really good control power. At level 18, I get one of the best single-target damage powers in the game.

I didn't really stand around waiting for recharge. The idea that Hasten is 'necessary' is just not true.

And really, at some point, a person has to decide what is more important to them, playing 'strong' in the early game, or getting the setup made to play 'strong' in the middle-to-late game. I chose the latter.

Edit - Granted, in the 'early' game I couldn't play on Invincible, but I can in the late game.

Edit ^2 - Also, remember that it IS the early game. You aren't automagically a super-duper hero capable of constantly attacking and dishing out teh hurts.

Edit ^3 - Yet something else to consider. By the time one reaches lvl12, they will have gained 10 slots. That's enough to fully slot two powers. In my case, I would choose to slot Ice Blast fully, one slot in Frost Breath, and four slots in Freeze Ray. Rather than having to sacrifice an attack or other 'necessary' power for Hasten plus two slots to get it ready (even though it's no longer perma-able, not really sure on if it's possible through IO slotting to perma it), I chose to invest that power for something else and those two slots for my 'real' powers.

Add in that the powers I did take, don't really need to be slotted (at least immediately), I can dedicate those slots to my main powers.



 

Posted

Thinking of updating this for the new defiance?

The damage boost to ranged attacks can make the ranged attacks a lot more attractive than they were previously. the 'semi-fury' makes very very slow opening single-target attacks a good option, and now, the first two blasts and power thrust are useful even when mezzed! That makes power thrust a lot less of a 'you have to take it' and more of a 'kill it the second it gets in melee ranged of my held butt.'