Guide to Fire/Ice Blasters and Epic Powers


Camo_Fire

 

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Table of Contents:
Post 1- Intro/Fire Powers
Post 2- Ice Powers
Post 3- Epic Powers
Post 4- Strategies/Tactics for a Fire/Ice/* Blaster

Guide to the Fire/Ice Blaster

Welcome to my i11 guide to the Fire Blast primary and Ice Manipulation secondary. I made my Fire/Ice Blaster Camo Fire back in December 2005 and have loved playing him since. I chose the build based on my love of fire and the interesting effects of the ice secondary. I didn’t know the build would work out to be as good as it really is today. I will break down each powers in the 2 sets, with some help from Mids’ Hero Designer and my own experiences.

Don’t worry, I’m not good with numbers either. I won’t provide all that confusing math some other people do.

If you are looking for a certain word/phrase, remember that windows users can hold down the ctrl key and hit f, type in a word in the box that pops up, and click Find Next. It will search for the word/phrase that you typed, making it easier to browse this lengthy guide.

Power Availability Charts:
Fire Blast:
1- Flares
1- Fire Blast
2- Fire Ball
6- Rain of Fire
8- Fire Breath
12- Aim
18- Blaze
26- Blazing Bolt
32- Inferno

Ice Manipulation:
1- Chilblain
2- Frozen Fists
4- Ice Sword
10- Chilling Embrace
16- Build Up
20- Ice Patch
28- Shiver
35- Freezing Touch
38- Frozen Aura



Fire Blast

Flares , If this was i10 or earlier, I would say this is a skippable power and you should only get it if you find that you have a hole in your attack chain. But since the Defiance update a little after i11 and the shortened animation time, I would say it’s something good to get when you can, although it isn’t a top priority. This power helps a lot to build up your Defiance, providing you with better damage. Also, thanks to Defiance, you can use this power while mez’d (Held, Slept, Stunned, etc.) to greatly add to your DPS. Top it off with a cheap endurance cost and it’s a decent power. This is a single target attack that does minor fire damage.

Recommended Slotting: Since it isn’t a real priority, go with 1 acc and 3 dmg. If using IO sets, I recommend looking through the ranged damage sets and using this power for extra set bonuses.

Fire Blast , Now here is a power you will be using a lot. I VERY highly recommend this as your starting power. The endurance cost is a little higher than Flares, but I find it to be worth the damage. It also helps to stack Defiance quite well. This is a single target attack that does moderate fire damage.

Recommended Slotting: 1 acc, 3 dmg, 1 end, 1 recharge. If using IO sets, I recommend the Thunderstrike set.

Fire Ball , The Fire Blast set is known for it’s great AoE capabilities, and this power along with Fire Breath is why. It is a targeted AoE attack, which means it will get your target and anyone around it within 15 feet. As explained later, this power is great for a “mini nuke”. It does moderate fire and smashing damage.

Recommended Slotting: 1 acc, 3 dmg, 1-2 end, 1 recharge. If using IO sets, I recommend the Detonation set.

Rain of Fire , This is definitely a situational power. I am personally not a big fan of it, but some people take it for the occasional time that it’s useful. It is location AoE, meaning that you choose where to place it (a marker comes up around your mouse when you click on the power in your tray) and it lasts for 15 seconds, damaging anyone in it. The unfortunate part is that it has a fear effect, meaning that enemies will run away from it, although slowly since it also has a –speed effect. It does minor fire damage.

Recommended Slotting: 1-2 endurance

Fire Breath , This power and Fire Ball work great together. It is a cone, meaning it will hit your target and anyone in a 40 foot range and in a 30 degree arc. Remember that the farther you are from an enemy you are, the larger the arc is. I will explain later how this power can be used with Fire Ball to make a “mini nuke”. This does moderate DoT fire damage.

Recommended Slotting: 1 acc, 3 dmg, 1-2 end, 1 recharge. If using IO sets, I recommend Air Burst or Detonation.

Aim , This is a click power which lasts 10 seconds and has a 90 second recharge. It temporarily gives you a tohit buff of 37.5% and a damage buff of 62.5%. Only the tohit buff is enhanceable. This is a great power to use along with Build Up before Inferno or your “mini nuke”.

Recommended Slotting: 2-3 recharge

Blaze , This is my absolute favorite power of this set. Get it at 18, no ifs, ands, or buts. It does high single target damage and, when enhanced in higher levels, can almost 1-shot a white minion. It doesn’t seem like much, but it has a cast of about 1 second, so it brings your DPS WAY up. It also helps a lot against bosses, EBs, and AVs. Some people recommend slotting range into it, but I’m against that. Damage, accuracy, and recharge are MUCH more important. This does single target high fire damage.

Recommended Slotting: 1 acc, 3 dmg, 1 end, 1-2 recharge. I wouldn’t recommend using IO sets in this power, but if you do, try Thunderstrike.

Blazing Bolt , This is a snipe power, meaning that it is very long range and does high damage, but it can be interrupted during the 3 seconds of casting time. It also has high accuracy, meaning that you don’t really have to slot it with accuracy.

Recommended Slotting: 1-2 end, 1 dmg. For IO sets, try Executioner’s Contract or Extreme Measures.

Inferno , Finally, here is the power you’ve been waiting for- your nuke. This is a PBAoE power, meaning you don’t need to have a target to use it, and it will hit any enemies within 25 feet. The main drawbacks of this power is that you have to jump right in the middle of a group to use it and after use it drains all of your endurance and stops your recovery for a few seconds. Endurance inspirations still can be used though. This power should only be used right after using Aim and Build Up, or it will feel gimped. If you don’t hit any enemies, you will lose 20 endurance and no other penalties.

Recommended Slotting: 1 acc optional, 3 dmg, 2-3 recharge. If using IO sets, I recommend Multi-Strike.


 

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Ice Manipulation

Chilblain , This power must be taken at level 1…unfortunately you have no choice. After your pre-teen levels, you won’t find yourself using this power much except on runners. It is a single target immobilize, meaning it will stop your enemy from moving, although they still can attack if they are in range. It also reduces their recharge. It does moderate DoT cold damage.

Recommended Slotting: 1 acc

Frozen Fists , This is a melee power, which immediately made me skip it. If you aren’t interested in being a blapper, skip it. The only reason I would take it is for the melee IO sets. It does minor cold/smashing damage and reduces your foe’s recharge and speed.

Recommended Slotting: I haven’t really used this power, but I would say maybe 1 acc and 1 dmg

Ice Sword , This is also a melee power. Once again, only take it if you want to be a blapper or want the melee IO sets. It does moderate cold/lethal damage and lowers your foe’s recharge and speed.

Recommended Slotting: Same as Frozen Fists, 1 acc and 1 dmg

Chilling Embrace , Once again, a good blapper power. I would get it since enemies usually end up running up to me in melee range, but it takes in too much aggro sometimes. It is a toggle, meaning you can turn it on and off, and lowers the speed, recharge, and damage of enemies within 10 feet of you.

Recommended Slotting: 1-2 end

Build Up , Finally, a non-blapper power! This does basically the same thing as Aim, but with different numbers. It gives a 15% tohit buff and a 100% damage buff. It is a great power to use along with Aim for a nuke or “mini nuke”.

Recommended Slotting: 2-3 Recharge, 1 tohit (only if you have extra slots!!)

Ice Patch , This is a useful power, but would be more useful if it was bigger. When you activate this power, you make a patch of ice on the floor around you. It stays in the exact spot for 30 seconds and knocks down any foes that walk on it. This is great damage mitigation. This power can not be activated while you are in the air. I would recommend getting this power when you get the chance, but it isn’t a huge priority.

Recommended Slotting: 1 end, 1-2 recharge

Shiver , While training up my Fire/Ice Blaster I skipped this power, but I now regret that choice. This is a very useful power and I recommend picking it up when you get a chance. It is a cone power, meaning it will hit your target within a 60 foot range and hit any enemies within a 135 degree arc. That is actually a very big area it can hit and can cover almost any group of enemies you encounter. Also, although this power doesn’t do damage, it will add to your defiance. It decreases your foe’s recharge and run speed.

Recommended Slotting: 1 end, 1 recharge

Freezing Touch , This is one of my favorite Ice Manipulation powers. It is a melee single target hold, meaning it will stop your target from moving and attacking for 11.9 seconds unenhanced. It will hold anything up to a lieutenant. To hold a boss or up, it needs to be stacked with other holds. Since the recharge is lower than the duration, it is possible to stack it for 1.9 seconds unenhanced and longer if you add recharge reduction and hold duration to it. It also does minor cold damage.

Recommended Slotting: 1 acc, 1 hold, 1 end, 1 recharge. If using IO sets, I recommend the Ghost Widow’s Embrace or Essence of Curare sets.

Frozen Aura , The last of the Ice Manipulation set and quite disappointing in my opinion. It is a PBAoE sleep, meaning it will effect enemies within 10 feet of you. The sad part is that it’s sleep, meaning that they can’t move or attack, but if they’re hit with any attacks, they come out of it. That is quite bad for a fire blaster that specializes in AoE attacks. I would only use this power in a tough group and take them out 1 at a time.

Recommended Slotting: 1 acc, 1 end, 1 recharge


 

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Epic Power Sets
Please note that I am only experienced with the Flame Mastery set, although I have teamed up with people that use the other sets.

Flame Mastery
Bonfire , Available at level 41. It is a location AoE like Rain of Fire, but Bonfire does minor fire damage and knockback, meaning any enemies inside the Bonfire will be thrown out of it, which is why I don’t like this power very much.

Recommended Slotting: 1 end, 1 recharge

Char , Available at level 41. It is a ranged single target hold that can hold up to a lieutenant with 1 hit. It can stack with Freezing Touch to hold a boss, which is why I like this power. It also does moderate DoT fire damage.

Recommended Slotting: 1 acc, 1 hold, 1 end, 1 recharge. If using IO sets, Ghost Widow’s Embrace or Essence of Curare are recommended.

Fire Shield , Available at level 44 if you have already taken Char or Bonfire. This is a toggle, meaning you can turn it on and off. It gives you resistance to fire, smashing, lethal, and cold damage. I took this power for the extra protection.

Recommended Slotting: 1-2 end, 1-2 resistance. If using IO sets, I would put in an Aegis: Psionic and Mez Resist along with more of the Aegis set or some of the Titanium Coating set.

Rise of the Phoenix , Available at level 47 if you have chosen 2 out of 3 of the rest of the Flame Mastery set. I love this power, since as a Blaster, you will be squishy. You will end up dieing when you least expect it and this is your cure. It is a self resurrection that will stun, knockback, and do minor damage to any enemies around you. That means that if you die in the middle of a group, it isn’t much of a problem since you can safely get back up.

Recommended Slotting: 3 recharge, 1 heal, 1 end mod, 1 disorient. If using IO sets, 3 recharge and part of a disorient set.

Cold Mastery
Snow Storm , Available at level 41. This is a toggle that you use on an enemy that you can shut off at any time. It will also go off if you run out of endurance or if you or the enemy die. It effects your target and any enemy 25 feet from the target. It lowers their speed and recharge.

Recommended Slotting: 1-2 end, 1-2 slow

Flash Freeze , Available at level 41. This is a targeted AoE sleep that effects your target and any enemies within 25 feet of the target. It also does minor cold/lethal damage. My thoughts on this power are the same as Frozen Aura.

Recommended Slotting: 1 acc, 1-2 end, 1 recharge

Frozen Armor , Available at level 44 if you have taken either Flash Freeze or Snow Storm. This is a toggle, just like Fire Shield. It grants you defense to smashing and lethal damage and resistance to cold damage.

Recommended Slotting: 1-2 end, 1-2 resist/defense. If using IO sets, I recommend an Aegis: Psionic/Mez resistance along with more of the Aegis set or some of the Titanium Coating set.

Hibernate , Available at level 47 if you have chosen 2 out of 3 of the other Cold Mastery powers. Hibernate is a useful power that I would definitely recommend taking as soon as you can. When activated, you become trapped in a block of ice and enemies can’t attack you and you can’t attack them. When hibernating, you can quickly gain endurance and health. However, it only lasts for 30 seconds if you don’t turn it off earlier. If activated in the air, you will fall.

Recommended Slotting: 2-3 recharge, 1 heal, 1 end mod

Electric Mastery
Static Discharge , Available at level 41. This is a cone power with a range of 40 feet and a 45 degree arc. It effects a relatively small area. It does moderate energy damage and reduces the endurance of any enemies that are hit.

Recommended Slotting: 1 acc, 1 end, 1 recharge, 1 range. If using IO sets, try Air Burst or Detonation.

Shocking Bolt , Available at level 41. This is a ranged hold that does minor energy damage and lowers your enemy’s endurance. It can hold up to a lieutenant in 1 hit. Works well with Freezing Touch.

Recommended Slotting: 1 acc, 1 hold, 1 end, 1 recharge. If using IOs, Ghost Widow’s Embrace or Essence of Curare are recommended.

Charged Armor , Available at level 44 if you have taken Static Discharge or Shocking Bolt. This is a toggle armor that gives resistance to smashing, lethal, and energy damage.

Recommended Slotting: 1-2 end, 1-2 resistance. If using IO sets, I recommend an Aegis: Psionic/Mez resistance along with more of the Aegis set or some of the Titanium Coating set.

EM Pulse , Available at level 47 if you have already taken 2 out of 3 of the other Electric Mastery powers. This is a nuke, like inferno. It is a PBAoE with a 40 foot range. It disorients foes, drains the endurance and regeneration, and brings down your endurance and stops you from recovering endurance for a few seconds, although you can still use endurance inspirations. *Details needed on the damage vs. mobs compared to it’s damage vs. robots*

Recommended Slotting: 1 acc, 1 disorient, 2-3 damage? (need details on whether or not it damages all types of mobs or just robots)

Force Mastery
Personal Force Field , Available at level 41. While this shield is active, you can only use powers that effect yourself. It grants extremely high defense and resistance, making it almost an intangible power, although stronger enemies can penetrate it. *More details needed from experienced players*

Repulsion Field , Available at level 41. When this toggle power is active, any enemies within 7 feet of you are knocked back. Each time a foe is knocked back, you lose extra endurance.

Recommended Slotting: 1-3 end

Temp Invulnerability , Available at level 44 if you have taken either Personal Force Field or Repulsion Field. This toggle power grants you resistance to smashing and lethal damage.

Recommended Slotting: 1-2 end, 1-2 resistance. If using IO sets, I recommend an Aegis: Psionic/Mez resistance along with more of the Aegis set or some of the Titanium Coating set.

Force of Nature , Available at level 47 if you have taken 2 out of 3 of the other powers in the Force Mastery set. This click power lasts 120 seconds and has a 1000 seconds recharge. It grants resistance to all damage types and raises your endurance recovery. When it wears off, you are drained if all your endurance and can not recover endurance for a little bit.

Recommended Slotting: 3 recharge, 3 resistance

Munitions Mastery
Body Armor , Available at level 41. This is an auto power, meaning it is always on and costs no endurance. It grants resistance to smashing and lethal damage.

Recommended Slotting: 2-3 resistance. If using IO sets, I recommend an Aegis: Psionic/Mez resistance along with some of the Aegis or Titanium Coating sets that improve resistance, since recharge or endurance won’t do anything for you.

Cryo Freeze Ray , Available at level 41. This is a ranged single target hold that does minor cold damage. It can hold up to a lieutenant in one hit and works well with Freezing Touch.

Recommended Slotting: 1 acc, 1 hold, 1 end, 1 recharge. If using IO sets, Ghost Widow’s Embrace or Essence of Curare are recommended

Sleep Grenade , Available at level 44 if you have already taken either Body Armor or Cryo Freeze Ray. This is a ranged targeted AoE that does minor smashing damage and sleeps all foes it hits within a 15 foot range of your target. My thoughts on this are the same as with Frozen Aura.

Recommended Slotting: 1 acc, 1 end, 1 recharge

LRM Rocket , Available at level 47 if you have taken 2 out of 3 of the other Munitions Mastery powers. This is a sniper power, which means it is very long range, but it is also a targeted AoE. It hits your target and any enemies within 20 feet of your target. It does superior lethal and smashing damage, which is unfortunately commonly resisted, and knocks back your foes. It can also be interrupted while activated.

Recommended Slotting: 1 acc, 2-3 dmg, 1 end, 1-2 recharge


 

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Strategies/Tactics

There are many tactics, strategies, attack chains, etc. that you can use with your Fire/Ice/* Blaster. I will list some of my favorites here.

The first one I have mentioned a few times in the power descriptions. This is called a “mini nuke”. I have mentioned this so many times because it is a fantastic thing to use to take out tons of enemies at once, and you can use it almost every other battle. It’s actually quite simple.

First, line yourself up so the enemies are in front of you in a cone and target the middle enemy, but don’t aggro! Then, use Aim and Build Up. Once they are used, you only have about 8 seconds, so be quick! Next use Fire Breath, this is why you wanted your enemies in a cone in front of you. Then use Fire Ball. Next, it is recommended that you use Shiver since you probably just got A LOT of aggro from enemies that weren’t killed by the mini nuke. Next, use single target attacks to take them out, along with Rain of Fire if you have it. If there are still a few enemies left, use Fire Breath and Fire Ball again if they come up.

Hasten is definitely a great choice for any blaster. Thanks to the new Defiance, you can build up great damage by attacking constantly. I would recommend taking Hasten, and using the following chain of attacks during a fight. Make sure your single target attacks are being used on the most dangerous enemy and only use the AoE attacks if you are going to hit a few enemies at once. Here is the chain:

Shiver -> Blaze -> Fire Ball -> Fire Breath -> Fire Blast -> Flares -> Blaze -> Fire Ball

Keep repeating something along the lines of that chain for as long as the battle goes on. I find that the mix of a debuff, AoEs, and single target attacks make a great character that can wipe out almost any group he/she/it encounters.

Another good thing to remember is that as a /Ice Blaster, you already have a hold, and if you take another hold from one of your epic sets, they can stack to hold a boss. These holds also stack with holds from other players, which helps in holding an EB/AV/Monster/GM with a high amount of applications.


Well, that’s it for now. Thanks for reading, and I hope you enjoy the work I put into this guide.


 

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A few things I noticed:

Not slotting your holds for hold duration? That's a pretty big no-no.

Your attacks should not be slotted "2-3" damage. They should be slotted for THREE, period. Especially since you advocate not taking the blaps, only having 2 dam in your attacks makes you pretty gimped.


 

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[ QUOTE ]
A few things I noticed:

Not slotting your holds for hold duration? That's a pretty big no-no.

Your attacks should not be slotted "2-3" damage. They should be slotted for THREE, period. Especially since you advocate not taking the blaps, only having 2 dam in your attacks makes you pretty gimped.

[/ QUOTE ]

I figured the recharge was good enough when just using DOs/SOs...thanks for pointing that out. I'm not too good with the whole recharge/duration stuff =P

And the part with 2-3 damage was more meant for the lack of slots that I always seemed to have, I'll change that as well.

Any more comments, questions, or feedback are appreciated.


 

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I disagree with your opinions on a couple of the powers post defiance changes... and also the following opinions,
primarily from a soloist's point of View:

Flares: This power is ALWAYS up. I recommend slotting a minimum of 1 endreducer, since, in the long run, you will wind up firing the new flares more than virtually any other attack. at level 50, two IO's for damage will virtually max out the damage it does, it's amazingly useful for killing things that hold you (a real weakness with fire, since all it is is damage and more damage... if something holds you you have to kill it QUICK or immobilize it out of range) It would not be at all out of line to 4 slot this ability.

Chillblains: It's amazing utility comes into effect mostly when you are immobilized or trying to stay out of range, as it provides high damage mitigation from the slows and from keeping enemies at range while you are held and immobilized. With 2 recharge reduction IO's at higher levels you can easily control a battle's flow even while held or slept during the time it lasts after your 'shutdown'. It has a several seconds of incredible slowing effects even when you get out of the radius of the enemies, and takes effect quickly.

Because of the way that defiance builds, Chillblains is a very nice opener for it's slow cast speed that will give your next shot a tidy damage bonus.

Fire Blast- This is your bread and butter attack, guaranteed. Trying to get complete IO sets in it, though, at high levels, is likely to be an exercise in frustration. When slotting sets, you might want to consider going with 'partial sets' to get the maximum value of recharge, damage, endurance savings, and range for your buck, while you build up your IO sets. Just remember that even with stamina, you should try to look at end costs second, right after damage, as you will be using this a LOT.

Blazing bolt is another one of those fight-openers. pop aim, shoot off blazing bolt at the boss, step into melee range, pop build up, and cut loose with your inferno. You will be amazed at how HUGE the defiance boost from a 3 second activating power is! and with a blazing bolt, followed by a fire blast and then a blaze, you will be 3 shotting even-con bosses with a buildup.

Aim- Aim does not exactly 'stack' with buildup. You will gain greater efficiency by using the two abilities seperately, as the damage bonus does not stack well... you will do roughly 2/3rds of the damage using them both at the same time as you would gain using them separately.

Chilling embrace- This is one of the two powers that make the ice secondary truly shine. This makes it so that those mobs that DO get close to you are easily outrun, and do a fraction of the damage they would do otherwise. Combined with shiver, ice patch, and epic armors you gain almost scrapper-level mitigation in the form of attack slowing and damage reduction, defense, and straight up damage reduction. (Notice I said scrapper-level mitigation, NOT scrapper-level defenses, important difference.)

I cannot recommend 'defense' over 'resistance' strongly enough to a blaster. Defenses are nearly as strong at damage mitigation as resistance, with the added bonus that they protect against the status effects that resistance armors don't... Most status-effect powers that enemies use are targetted... meaning that if they don't hit you, they don't affect you. in combination with your slows and knockdowns, that means that you have decent protection against even the worst status-wielding enemies.

Frozen Aura- for anyone that doesn't understand this outstandingly useful power, check out the sonic blaster guides for their advice about Siren. This power is not quite as useful, with it's lack of range, but on a corner-pull into an ice patch you can literally sleep an entire group of enemies, and then take your own sweet time setting up the perfect position to launch your nuke without having to worry too much about status effects or incoming damage. also you can debuff enemies (shiver and chilling embrace) WITHOUT breaking the sleep effect.

The biggest problem you are likely to have with an /ice anything, is deciding which, if any, powers you can stand to skip... they are almost all outstandingly useful and it's often painful to decide which to put off till later and which powers to discard altogether. The only ones I have found myself willing to skip are the two melee powers, which, despite their useful secondary effects (the slows and such are already usually capped by other powers) strictly mediocre and require way too much 'close in' time with unheld foes. You won't use it on minions and it's too dangerous to get close enough to use on a boss.


 

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Thanks for your opinions. I will update the guide a little with your notes that I can agree with.

This is odd...I'm not able to edit the first 3 posts of this thread (the actual guide posts). Anyone know why?


 

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For anyone that likes to see numbers, I solo'd a level 50 CoT mission with Herostats running. Remember it's CoT and i'm an agressive Blaster (Tank, not pull). Here is what came out, and I will post the build I used when I get a chance. I really need to update this build =P But here's some of what herostats came out with:

Average Damage on Each Powers:
Blaze- 323.74
Char: 82.06
Fire Ball: 157.87
Fire Blast: 150.46
Flares: 110.61
Freezing Touch: 56.36

Injuries by Damage Type:
Cold: 2,751.27
Fire: 7,360
Lethal: 2,216.05
Negative Energy: 879.73
Smashing: 2,706.43

Accuracy by %:
Blaze: 89.77%
Char: 90.91%
Fire Ball: 88.16%
Fire Blast: 87.39%
Flares: 84.81%
Freezing Touch: 85.71%
Shiver: 85.71%

Number of times each used power missed:
Blaze: 9
Char: 1
Fire Ball: 9
Fire Blast: 15
Fire Breath: 3
Flares: 12
Freezing Touch: 1
Shiver: 1