Craigen's Guide to an Ice/Kinetics Controller


Craigen

 

Posted

Craigin's Guide of Ice/Kinetic Control - Issue 11 (Mostly PvE, with few PvP tips)

Just a notice people, this is my first guide, so cut me some slack on the details i missed. If i missed anything too important, i'd love to hear your advice however.

Introduction

Welcome to my guide to Ice/Kinetics control. I have played this game for a good while (33 months, 36 in a few weeks), and i have played this controller for a while. Though i have a bit to go before i really think i've perfected this person, i think i have enough to tell you guys what to do if you ever roll an Ice/Kinetics. Note: My controller is made on my personal taste, if it doesn't suit your style, then you might be in the wrong place; however, this controller is mainly mixed, i can do many things with him, from control to damage to PLing. Also, after reading the other Ice guides, i strongly recommend you listen to this professional Ice control guide from Frost.

Who is this random guy you are listening to?

As stated from above, i have played this game for a while, and i have a good feel about the game. My controller is pretty old, i made him around December 2005. He is a pretty tough controller, able to take out pretty much anything. Surprisingly though, i have not found a mastery guide for him, and i am still searching for one through respecs.

Why did i choose Ice/Kinetics?

After playing on my scrapper for a long time, I soon got bored of him, and i wanted to make a new toon. I figured out the up front fighting was not my type, neither was damage. I didn't want to be a defender either, so i decided to try out a Troller. Choosing the primary and secondary took me a while too; a controller's secondary will determine what he/she is going to do in the game. I wanted to mainly do control, which is what made me choose Ice; I knew i wasn't ever going to be able to keep all enemies held, so atleast i can keep them very very slowed. I chose kinetics because back when i made my guy, all defenders were Empaths; i decided that a troller would be a good chance to avoid the over-rated empathy. While i looked at the other secondary, Kinetics caught my attention with a nice heal, great damage buffs, speed buffs, and an endurance gain, one of the few in the entire game. With my Primary and Secondary sets defined, i was ready to start my guy out.

The Pros and Cons of Ice/Kinetics

I'm not gonna lie people, the cons of Ice/Kinetics are pretty strong. If you are not interested in what you read up ahead, then i strongly suggest not trying Ice/Kinetics

Pros

1) Ice/Kin trollers have very solid control, high damage, and a nice heal and end gain. With control and the heal and end gain, you will pretty much be unstoppable. You will keep the enemies so slow that they won't be able to attack you often, while you can also heal up half your health and all your endurance pretty often. The only times i ever die are usually when i do something stupid, like taking an AVs aggro, charging into a group (And even then, i usually can pull my way out of death), or not paying attention to my health. Once you get your mastery powers, you will be a semi-PLer, able to take out groups alone with ease.

2) Speed. This is one of my personal tastes. Average running speed is just too slow to me. Kinetics has a nice set of speed buffs; Siphon Speed lets me run faster than Superspeed permanently. You aren't a jerk however, you have to share your speed with your teammates, which is why there is SB for the team. SB is a blessing and a curse however, check the con for it.

Cons

1) Ice/Kin is a VERY LATE BLOOMER. Pretty much Pro 1 is a lie, it is only true once you are lvl 50. Life is utterly miserable for you at the start. 1-10 is ok, not too tough, but 20-35 is a nightmare in the end cost. 20-40 is a nightmare on the damage part. And 20-44ish is a nightmare on attacks. Mainly from 20-40, you won't do any damage, will take a lot of damage, will run out of end if you don't conserve, and will desperately do what you can to survive. You rely on teams more than ever, and unless you slot heavily on end, you will run short very, very quickly. I am level 50, and i usually run through my end bar the moment Transference is up every time; missing is a nightmare. However, after hard work, once you get your epic powers in the 40s, the game is funner than ever. Read Pro 1 again once you reach your high 40s.

2) SB. As i said, SB is a blessing, and a curse. It's a blessing for your friends though, go figure. Those ungrateful teammates, not knowing what you have to go through to keep them SBed; constant SBing every 2 minutes. I hate 8-man teams sometimes, SBing 7 friends and my Jack isn't very fun. You will hate the people that demand SB when it wears out. What you will REALLY hate the other trollers with SB that refuse to SB you.

3) No Mez protection. You will have absolutely no mez shields whatsoever. Though i do have Acrobatics, the real mez that gets me would have to be stuns. With IOs out, you might be able to counter the mez problems; but even then that will be a problem, it isn't the stuns or mezzes that hurt, it's the detoggling that really can get you killed.

4) My build takes a little skill to run. This isn't the average scrapper or tanker where you just have to run in and hit a few attacks. This is mostly about timing, especially when you powerlevel. Since you can't take Alpha strikes very well, you have to learn how to time your heal perfectly to when you need it. You need to know what powers to use at the right time in order to maximize your effectiveness. The more work you put in fighting, the more you will notice how easy the mobs are. Your friends will notice this especially.

If you feel like you have enough patience to beat the cons, you will be heavily rewarded for it once you get up high enough, trust me.

Who will your troller be once you reach lvl 50?

If you follow my personal tastes, you will be this person: You will be strong. It takes a little skill to run, but you will be able to deflect most damage if you time your heals. You will be able to dish out some solid damage, and have a nice recharge to all your attacks. Accuracy will never ever be a problem if you follow my slotting. It's all about speed too baby; your enemies will be slowed to the max, while you will be able to run faster than Superspeed forever. Though very endurance heavy, endurance will also never be a problem to you as long as Transference hits; the only powers i have slotted for endurance are my toggles that i keep on at all times. You can be many things; you can be a good controller, a good damage dealer, or a good kineticist. Better yet, you can be all (That's my suggestion). If you don't follow my tastes, then you will be one of the 3 i said in the last sentence. Also notice: there are many powers you get that will be lowsy at the start, but good at the end (Vice Versa on other powers). I countered it by respeccing every set of levels. If you have enough patience to live with bad powers for a while, be my guest.

The problems with my guide

As i said before, i do not have the perfect guide...yet. Personally, i don't think i ever will; whatever change you make when you respec, you will just change your style of playing. There is no perfect guide, it's what you want. Here is a list of my cons that i strongly urge you to change if you do not agree.

1) My slotting. This is my personal taste. My slotting is more than likely different than average, i didn't follow what the others said to do. I'm also huge on slotting all powers with 3 accuracy enhancers. My gems are what pretty much keep me alive, if i miss, i see a lot of trouble coming up ahead. I'm not the richest person either, i can't afford to IO my guy out. If you don't agree with my slotting, or if you are rich enough, feel free to change your slotting up.

2) My Primary/Secondary powers. As i said before, i am looking for a build that suits my taste perfectly. I've used all trial respecs, all free respecs i get my hands on, my 3 vet award respecs, and bought a respec recipe just recently, so i change my style a LOT. Since i respec a lot, my primary and secondary powers change a lot to different ones. I believe there are a set of powers that are Gems to my set, and the others are powers that you can change if you want, it's up to you.

3) My travel powers. A big problem you will have as a troller is mez protection. Stuns, holds, knockbacks, and all the others will hit you 24/7. I had to take Superjumping for Acrobatics to protect me a little. If you are able to find a way to take another travel power while finding a way to protect yourself from mezzes, then be my guest; it more than likely will save you on number of powers too.

4) The epic powers. This is probably the biggest problem i have ever had with controllers. Each epic has a set defining power that completely changes your controller depending on what you want. I have so far respecced into all epics, and i always want another power from another epic after every few months. If you have a good epic you want forever, go for it. As for me, i will probably never be stable with my character, not for a short time atleast. Read the Epics part for more information on the epics, and what each one does.




Ice Control

Ok, enough introductions, time for me to tell you the powers, and what i slotted them with. Note that i have never followed average slotting, so i don't even know what average slotting is for each power. If you don't agree with my slotting, i strongly urge you check out Frost's guide for slotting then. This is mainly the control part of your person. If you want to be mainly control, i'd suggest you take most of these powers. I rate each power on the star system, 1 star being worthless, 5 stars being priceless.

Chilblain , Available lvl 1, Ranged, Moderate DoT(Cold), Foe Immobilize, -SPD, -Recharge
This is your single-target immobilize power. At the start, you will find this a handy power; you will be able to do a solid amount of damage with it. It has a fast recharge, cost not too much endurance, and will be able to drop mobs with containment. From about lvl 10-30 however, Chilblain will have less and less worth. You will have a set of powers that replace it, and you might not use it for a very long time. At lvl 50, I tend to use chilblain very often, mostly for damage reasons. It isn't very high in damage at lvl 50, but has a crazy fast recharge and is very fast to use. I usually use Fulcrum Shift, then keep chilblain on auto on the bosses, it's always fun to see the DoT beat them up. If you are more of a control person, then slot it for immobilizes. If you see some damage out of it like me, follow this:

My slotting: 3 Nucleolus HOs, 1 Recharge IO

(Btw: most of my attacks are slotted with Nucleolus HOs, so be prepared to spend a shiny dime or two)

Rating: 4 stars. Not required, but recommended. If you don't get this power, get Frostbite.

Block of Ice , Available lvl 1, Ranged, Moderate DMG(Cold), Foe Hold, -SPD, -Recharge
This is your single-target hold power. At the start, you will find this a handy power. At the end, you will find this a handy power. As a matter of fact, from lvls 1-50, you will find this a handy power. If there is any mob that is getting on your nerves (Especially those minions that chase after you that your friends don't see), this is definately the power for them. I didn't see this power as an attack however, but as a nice hold that i can use if there is any Luitenant or Minion i want to take out of the fight. Oh yeah, by the way, i strongly recommend you use this power on anyone you can hold in one shot, especially the ones that are major threats, like Luitenants or Sappers.

My slotting: 1 Perixome HO, 2 Accuracy IOs, 1 Essence of Curare: Accuracy/Hold

(With new IOs out, you can put 2 Acc IOs up, and a set IO for Acc/anything, and your accuracy will still be at the max. You will see me doing that to some of my powers)

Rating: 4.5 stars. Not needed horribly, but is very very handy during all circumstances.

Frostbite , Available lvl 2, Ranged (Targeted AoE), Minor DoT(Cold), Foe Immobilize, -SPD, -Recharge
The AoE immobilize power. This power isn't as powerful as chilblain: It has a slower recharge, does much less damage, and cost much more endurance. However, you can affect a group with this power, and easily keep them permanently floored to the ground. I strongly recommend you do not take this power at the early levels, it leaves nothing but death for you if you use it early since you will get all aggro. Another major problem it has is that it conflicts with Ice Slick; Since Frostbite gives the enemy resistance to knockdown, if you put an ice slick under the mobs after Frostbiting them, not a single mob will fall down. Near the later levels however, this power is handy; your allies do a better job taking damage, and your control gets better, so expect less damage in the later levels with this. I slotted this power with damage however, because the Powerlevel side of me told me so

My slotting: 3 Nucleolus HOs, 1 recharge IO

Rating: 4 stars. Not required, but handy. If don't get this, get Chilblain

Arctic Air , Available lvl 6, PBAoE, Foe Confuse, -SPD, -Recharge, -Stealth
Ok, this power needs a little discussion....how will i start this?
Arctic Air is an amazing power. With this power active, you will have an icy circle around you, and all mobs in the circle will be slowed. Some will try to escape the circle, and some will be confused, attacking their teammates. These 3 effects combined makes a devastating effect on the bad guys; you will definately notice how little they attack you, even if you have all the aggro. The confusing isn't too noticable unless you slot it; i have 2 confuse IOs in mine, and i wouldn't be surprised if i see a whole group of mobs confused at once. One problem with this power is that it has a huge endurance cost. This is one of the only powers that i slot for endurance, and i have it 3 slotted; i refuse to do anything lower. This power also has a conflict with Shiver, since both serve a similar purpose. I highly recommend postponing this power until the late game, when endurance is less of a problem to you.

My slotting: 3 Endurance IOs, 2 Confuse IOs, 1 Pacing of the Turtle: Chance for recharge slow

(If you want to replace the Chance for Recharge Slow with something else, feel free. I don't notice much of a change with the recharge slow in it.)

Rating: 5 stars. This is my slow power, without it, the mobs will be annoyingly fast.

Shiver , Available lvl 8, Ranged(Cone), Foe -SPD, -Recharge
Shiver is similar to Arctic Air, both powers are used to keep your mobs from attacking. Instead of a toggle however, Shiver is a cone attack that severely slows your enemies down. If you slot this power for slow, you will definately reach the slow cap. This power conflicts with Arctic Air however, both have similar goals. Most controllers either choose this power, or Arctic Air. I currently have both at lvl 50; Arctic Air is for PvE reasons, Shiver is for PvP reasons. I strongly recommend you take this power in the early levels, it's end cost is relatively low. It will be a very useful power until the late 20s, when you should get Arctic Air around that time. At lvl 50, I pretty much never use Shiver for PvE; if you do not plan on going to a PvP zone with your troller, then feel free to respec out of this power in the late game.

My slotting: 2 Accuracy IOs

(This of course is because Shiver has no purpose for me anymore, i would more than likely slot it with a few slows if i were you at the start)

Rating: 3 stars. Though very helpful at the start, it drops in worth.

Ice Slick , Available lvl 12, (Target(Location AoE), Foe Knockdown, -SPD)
Ice Slick is a funny power to have as an Ice troller. This power is definately a major use in the control part for your controller. You are able to summon a large circle of ice anywhere you want, any mobs on the ice will fall, over and over again. This power is great for a first attack on the group, allowing the tank safe passage into the fray. Though a slow recharge at the start, once you slot if for recharge, you should be able to use it once a group. Sadly, it has little purpose to me now at 50 because i usually use Frostbite for containment; i only use it if my team has 2 groups to deal with, or if i feel like being lazy for the group i am fighting.

My slotting: 3 Recharge IOs

Rating: 3 stars. I would say 5 stars early on, but now i never use it.

Flash Freeze , Available lvl 18, (Ranged (Targeted AoE), Minor Dmg(Cold/Lethal), Foe Sleep)
I have never in my life used this power. Out of all of the guides i have read, in an addition to my friend's suggestions, Flash Freeze seems to have a bad wrap. It also won't at all fit in my playstyle either. I keep Frostbite on nearly auto, which will just wake up the mobs in their slumber i put them in. If my team attacks 2 groups, even then it would have to wait in line; Ice Slick and Glacier are going to be used first.

My slotting: Don't get this power

Rating: ....read the slotting

Glacier , Available lvl 26, (PBAoE, Foe Hold, -Recharge, -SPD)
Chilblain is to Frostbite as Block of Ice is to Glacier. This is your AoE hold baby! Who doesn't love to have one group held for a while, as your friends bash their faces in? If you have another teammate that can SB you, you will see Glacier up pretty often as well. However, there are a few problems with Glacier. First of all, it is not a good power without slots, you need to get this baby slotted up as fast as possible. Second is the recharge; it's recharge is not enough for it to be a common power. Think of Glacier as a special power you can use on a group every now and then. With Hasten going, this power should be up once every 2-3 groups, otherwise it takes a little longer. If my team attacks 2 groups, this is also the power i use on the other group with Ice Slick.

My slotting: 5 Ghost Widow's Embrace: Accurace/Recharge; Accurace/Endurance; Hold/Range; Accuracy/Hold/Recharge; Chance for Psionic Damage, 1 Accuracy IO

(I put the Accuracy IO in because without it, 6 slotted Ghost Widow's Embrace would only give about 60% to accuracy)

Rating: 5 stars. Get this power, unless you don't like seeing massive holds.

Jack Frost , Available lvl 32, Pet Summon (Moderate Ice Damage)
Congratulations on reaching lvl 32, i'd like to introduce you to your new best friend forever; his name is Jack Frost. While you will control the mobs, Jack will be killing them. While you are a famous rockstar, Jack will be your personal bodyguard. Soloing is now definately possible with Jack Frost, he has enough powers to stand up with the big boys. He has 4 main powers that he uses to kill his enemies: Ice Bolt, Freezing Touch, Ice Sword, and Greater Ice Sword. Don't laugh at his 4 powers, they are definately enough to take out any opposition. With his new change in AI, Jack Frost is no longer a blaster with just Ice Bolt, but now a scrapper. He will throw only one Ice Bolt, then charge in with his other 3 powers. His Ice Sword does solid damage, you will see him use that pretty often. His Freezing Touch is a neat little melee hold; it makes him able to take out most of his enemies without them hurting him too much. His Greater Ice Sword however, is flat out amazing. If you put enough damage buffs on him, he will outdamage scrappers with his sword. I have seen him hit enemies for around 500 with his sword, that is enough damage to nearly 1-shot luitenants, let alone kill minions in a single strike. With his new AI, healing him is easier than ever since he is always in melee range with his enemies, just use the heal on his target, or a target beside him. Jack can take care of himself too, most of the times i never see his health drop below 90%, his enemies are long dead before they can touch him. Sometimes he does a not so smart move however, like charge another group if he gets close enough, or run off cliffs into another group; this can be a major problem because not only is your pet now dead, but the group he aggroed will attack you. I wouldn't worry too much about slotting this power for recharge, i rarely ever see him die.

My slotting: 5 Sovereign Right: Accurace/Damage; Damage/Endurance; Accuracy/Damage/Endurance; Accuracy; Resistance Bonus, 1 Nucleolus HO

(I slotted a Nucleolus HO in it because without it, Jack will only have a 70% damage buff with 6 Sovereign Rights)

Rating: 5 stars. If you don't get this power, you should get banned from the game.


 

Posted

Kinetics
The secondary to this controller guide. With Kinetics, you more than likely will want to be in up-quarters range with the baddies in order to get the buffs. It pretty much does everything i need though; it has a very nice heal, an endurance gain power, speed buffs, and damage buffs; what's not to like?

Transfusion , Available lvl 1, (Ranged, -Foe End, -Foe regen, Team heal)
This is your heal. This is what keeps you alive at all times. It is a very nice heal as well, you can heal around the same as an empath's Heal Ally, and your heal is an AoE! At lvl 50, i can heal for about 412 with it with a pretty fast recharge; 412 hp is nearly half of your total HP people, that is a LOT. However, this power comes with a few cons that you need to know. In order for this to work, you need an alive enemy for the heal to take effect. Pretty much only the people in close-quarters will get affected by this heal, which is why i suggest you stay up close. It isn't very easy healing the defenders and blasters, since they prefer to stay back at range. Another con; you know when i said you need an alive enemy? If your mob dies while you are in the middle of using the power, then the power will show it is taking effect, a green ring comes around the enemy like normal, you use up endurance, the power is considered used and will be in the middle of recharging, but no one gets healed. This is very important, because if this happens, odds are that you are dead, or another teammate is. Try to use this heal on an enemy with a lot of health.

My slotting: 3 Accuracy IOs, 2 Heal IOs, 1 Doctored Wounds: Heal/Recharge

Rating: 5 stars. You are required to take this. Even then, i would still rate it 5 stars.

Siphon Power , Available lvl 2, (Ranged, -Foe DMG, +Team DMG)
This power is a small damage gain from your enemies. You can drain 20% of the enemies damage, and transfer it to yourself and all allies around you. In the early levels, this power was one of my most important ones; i would always hang around the blaster, and siphon the bosses so they deal less damage. Now however, Fulcrum Shift took it's place by like 10x. I only used Siphon Power just to debuff the damage of my enemy, and i just respecced out of it for the first time a week ago; i'm living pretty well without it. I recommend you get the power early, then if you don't like it later on, respec out. If you slot it for recharge, you can get it coming up very fast, fast enough to keep it stacked on you forever without Hasten.

My slotting: 3 Accuracy IOs, 3 Recharge IOs

Rating: 3 stars. I used to use it all the time, but now it's served its purpose.

Repel , Available lvl 4, (PBAoE Knockback)
This is not one of my favorite powers. It's always fun to pick on any minion with this toggle though. With it on, all enemies that come close enough to you will be knocked back. I loved playing with this power, especially in PvP where i could keep the Arachnos heavies perma-knockbacked. However, the end cost for it is way too high to use in the middle of fights, and most teammates are not fond of you knocking back their targets, especially the tanks. If you get this power however, slot it up for endurance so that you don't run dry every 2 seconds.

My Slotting: 3 Endurance Reduction IOs

(Though i don't suggest you take this power)

Rating: 2 Stars. Even 2 stars is pushing it.

Siphon Speed , Available lvl 10, (Ranged, -Foe Speed, -Foe Recharge, +Self Speed, +Self Recharge)
This power drains the speed and recharge of your enemy, while giving you a faster recharge and speed. This power is basically a personal taste; if you love speed, take it. Without slots, you should be able to keep it on perma as long as you don't miss. If you slot if for recharge, you should keep it 2 stacked perma, which is the speed maximum btw (The speed max is faster than Superspeed, so in missions as long as you use the power every time the moment it recharges, you will be at the speed maximum forever). With hasten, you should have it 3 stacked most of the time, but that isn't too noticable. The +Recharge, bleh, i barely notice the recharge change at all. This power is priceless PvP too btw, keeping stalkers and brutes from catching you is priceless.

My slotting: 3 Accuracy IOs, 3 Recharge IOs

Rating: 4 Stars. I personally will give it 5 stars, but the average should be 4 stars.

Increase Density , Available lvl 16, (Ranged, +Res(Hold, Immobilize, Disorient, Knockback, Smashing/Energy damage), -SPD)
This is the Clear Mind version of Kinetics. Unlike Clear Mind, Increase Density doesn't have +Perception, but it does have Knockback resistance, as well as energy and smashing resistance and resistance to foe teleportation for PvP. I personally think that an ally mez protection is a very nice power, but i'd suggest that you put it near the bottom of the list of important powers to take. If you need any power badly, i'd suggest you respec out of this power for it.

My slotting: 1 Recharge IO

(I am not so sure how much the resistance for it is, but the recharge could use an IO)

Rating: 3 stars. If there is no other power to get, then get this one. Otherwise, bleh.

Speed Boost , Available lvl 20, (Ranged, Ally +SPD +Recharge +Recovery)
This is an extremely popular buff in CoH. This is definately a priceless gem in the set. Your allies will love you so much for this power. Do not be surprised when you get to lvl 20 and hear all your teammates scream, "OMG He/She's got SB!!! Sweetness!", Almost every team i got on at lvl 20 said that. Good news and bad news, it's the same as the pro and con for it
Good news is your friends. They will love you forever. They will never have endurance problems, while recharge on their powers at a very fast rate. In addition, they will be moving nearly as fast as you will at all times.
Bad news is you. Once you get this power, you must take on a new responsibility for the rest of the game. Many people don't take kinetics because of this power. SB runs out every 2 minutes, so you need to bust your chops if you wanna keep the team perma SBed. You will notice every person that is lagging out or afk also btw. Teams of 8 will be horrible to you. Especially the people that ask for SB like crazy, i usually tell them to chill out because it's much harder to SB teams than it seems. Also try to remember the people who don't ask for SB. I'd suggest you keep SB binded to a button (I did G) so that you don't have to constantly click players and the power every 2 minutes. Also, if a controller with SB absolutely refuses to SB you, simply return the favor, just a tip.

My slotting: 1 Recharge IO

(I put a recharge in it to minimize the time it takes to SB a team. End Mods don't matter too much, there are very few people who burn through endurance faster than SB's end gain)

Rating: 5 Stars. Your team will hate you if you don't get it.

Inertial Reduction , Available lvl 28, (Ally +Jump)
This is pretty much the same as Superjumping, but you have the ability to grant everyone around you it. In my early levels, this was my travel power. It saves a power if you do that, instead of having to waste a power on the pools. However, i took the Jumping pool for Acrobatics for the Knockback and hold protection. I know, i know, you can IO so that you can resist knockbacks, but i also could use the hold protection to resist detoggling. Acrobatics is also handy in PvP; the brutes and stalkers use that web grenade hold on you all the time. If you want to take this power over Superjumping, then do so. Your lvl 1-14 friends will love you for it.

My slotting: 3 Jumping

(The recharge is enough to keep it perma without slots, when i had this power, i treated it like my other travels, and 3 slotted it for travel speed)

Rating: 2 stars. If you want to use it as a travel, use it.

Transference , Available lvl 35, (Ranged, Foe -END, Ally +Recovery)
Ok this is one of the most important powers for you. Your endurance problems are now gone!!! This is one of the priceless gems in Kinetics, your scrappers and tanks will love you for this. In addition, if a blaster nukes the group, use Transference on a guy he missed, or an alive guy he's beside; the blaster will love you for it. The power will suck at the start, you need to slot it up with accuracy and end mods/recharge. Remember the cons on Transfusion? The cons are the exact same for this. Take in mind of the same con where if you use this power on an enemy that dies in the process, you don't get the endurance. This is extremely important too btw, becase Transference has a pretty long recharge; missing will hurt. I highly recommend you 3 slot this for accuracy, unless you can live with missing. This power is very weak at the start too btw. Getting to 37 is important, so you can slot for accuracy and end mods. An end mod of 100% is enough to nearly completely recharge your blue bar.

My slotting: 2 Accuracy IOs, 2 Endurance Mod IOs, 2 Efficacy Adaptors: Recharge/Accurace; End Mod/Recharge

(With the 2 efficacy adaptors, you will have a free 50% recharge on it, while having nearly 100% Accuracy and End Mod)

Rating: 5 stars. If you don't get this, you should get banned from the game.

Fulcrum Shift , Available lvl 38, (Ranged (Foe AoE), Foe -DMG, Team +DMG)
This is it mate. All the hard work you've been through. Around 30 painful levels of fighting with little endurance, damage, and attacks. It's all over now. You just got perhaps one of the best powers in the game....FULCRUM SHIZZLE. With this power, you will permanently be at the damage cap forever. All your melee friends, and others that are close enough will deal damage off the charts. With slotting, you can easily keep this power permanently on you. With this maxed out on Jack Frost, his normal sword will deal around 200, while is Greater Ice Sword does around 400. This is Siphon Power, but affects everyone in the group, and gives you a 40% damage buff, and 20% damage buffs for every enemy you are near. It caps at 10x though, so the maximum you can get from Fulcrum Shift is 240% damage, which is way more than you can handle. A huge notice though. This is very similar to the death in the progress of using Transfusion and Transference; if you use Fulcrum Shift, and your target dies in the process, the enemy group will not be affected, you will only get the 40% buff, which isn't very good. Try to find a healthy enemy to use this on, and try to use this power only on large groups, don't use it on groups that are almost dead. Good job, you did it.

My slotting: 3 Recharge IOs, 3 Accuracy IOs

(Recharge is very important on this, you want it up and running pronto, Accuracies are useful on high lvl groups)

Rating: 234564837568734 Stars. You better get this power...you better.


 

Posted

Epics
Now that the Primary and Secondary powers are over with, let's talk about the mastery powers. Of all the classes, i think Controllers get some of the best benefits from the Ancillary Pools. Each pool turns your Ice/Kin into a completely different person, though all pools have a shield and attack, there is a set defining part in the pool that will change you, usually a priceless power. Also notice that Containment works on the blasts, so immobilizing a mob/group is priceless before you attack them.

Fire Mastery (The Powerleveling Path)
Fire mastery has very high damage in the blasts. Fire Blast and Fire Ball are very very nice powers you can get at lvl 41. With a fast activation time, you can dish out some damage very fast. Read the end on how to PL if you want to learn how to be an effective PLer. Fire Shield is nice, I could definately use a shield, especially after 43 levels of not having one. Consume isn't very handy looking; I already have Transference which respawns at an ok rate, i don't really need another endurance gain power.

Earth Mastery (The Powerleveling/Health Path)
Like Fire, Earth mastery is very similar in the DPS. It doesn't deal nearly as much damage as fire, but has a faster recharge. Hurl Boulder has a 4 second activation time, which is very long, but can deal 400 damage with Fulcrum Shift? That's nearly one shotting a minion each blast people, that's amazing. Fissure isn't as powerful as Fire Ball, but makes up for it in recharge. With Hasten, Fissure turns into a really fast AoE for me, coming back up in about 5-7 seconds. Fissure also does a good bit of damage too, can usually take out half of a lvl 52's health in one strike if stacked with FS. Rock Armor is flat out ugly looking, but defense is always needed. Earth's Embrace is a very nice power too, +HP is a handy tool. It's always nice having nearly a scrapper's HP count. If you get Earth's Embrace though, i'd recommend you save on slots with just 3 recharges and don't get 3 heals, you already have a fast heal.

Ice Mastery (The Shielding Path)
Ice doesn't have a very nice AoE, Ice Storm is definately not enough to make you a PLer. Your Ice Blast is nice though, does a solid bit of damage. Ice Shield is very handy, another defense shield could save you a bit. Hibernation is usually the reason why i take Ice though; it pretty much ensures that i will never die. If i'm in PvP, and 10 villains gank me at once, just Hibernate, wait a few seconds, then deactivate it, turn on your travel, and get out of there asap. Ice Storm does more damage than Fire Ball and Fissure overall, just a crazy slow recharge. If you immobilize a group, Fulcrum Shift up, then Ice Storm, most of them will be dead.

Psionic Mastery (The Mez Protection/Powerleveling Path)
Though i've never tried it, i hear Psionics is a good Powerleveling path; Psionic Tornado should be able to do some solid damage. Psionic Blast does ok damage last time i remember as well. The psionic shield is nice as well, I could always use psionic protection, though i rarely see it nowadays. The Gem in this group however would have to be the mez shield, Indomitable Will. Though you can't keep it perma, you will have protection from Holds, Stuns, Fears, and Sleeps, as well as a nice defense to Psionics. I would give anything to have mez protection, PvP especially. However, i hate powers i can't keep perma, so i skipped it

Primal Forces (The Control Path)
Primal forces has an ok blast, Power Blast is alright. There is no AoE in the set. Conserve Power is more Bleh, you don't really need endurance since you have Transference. The Shield is ok, pure resistance to Lethal/Smashing is nice. The real gem in this set would be Power Boost. Power Boost is like Build Up or Aim, but instead of boosting damage and accuracy, it doubles all secondary effects of powers, such as holds, slows, endurance drains, speed buffs, and heals.......pretty much everything you do. You can double the hold of an enemy, double the slows of your powers, double the end drains of enemies (Which can nearly completely drain an enemy's endurance in PvP), Double the speed buffs of siphon speed and speed boost (So that both go the speed maximum with just 1 stack), and give you an around 50% chance to heal for double, which is around 800 health. You hit the jackpot on this power, almost every power you get is doubled with Power Boost. Hit Power Boost, then SB around 4 people under Atlas in AP before it wears off, and watch them run faster than Superspeeders. If you have a good friend, you can very easily keep him that speed forever. Power Boost + 1 Siphon Speed = The speed max, so if you are crazy enough, you don't even need a travel power! Power Boost + Glacier is enough to kill every mob alone before they wake up. This power is everything you can dream of. This power is a dream in PvP land; if you see a villain with about 50% endurance left, Power Boost, then cast Transference on them, and bam, all his endurance is gone, and he is completely detoggled. Sadly though, Primal Forces has no AoEs, and i PL every now and then, so i had to give it up.

Pool Powers
Instead of talking about all powers, i'll talk about the important pools that you should look at:

Fitness: This pool is very important for Stamina. You will barely be able to live without it in the 20s. I have Stamina and Transference, and i still run short of endurance very often. If you think you can live a life without Stamina and just use Transference, then you can try. I'm never going to.

Speed: Use this is a travel set if you want. However, it's Hasten that i wanna talk about. With Hasten up, you will recharge all powers at an amazing rate. On the average hero, endurance would be the problem. However, With a fast recharge, Transference is up fast enough to easily counter it! Though i am not able to keep it Perma, if you work with IOs, you possible can. I very very very higly recommend you take Hasten as a power, especially in your 50s.

Jumping: I took this travel set for Acrobatics, it's pretty important to me. Since i can PL, being knocked down in the middle of fights can really hurt you, because that one second you are down is a second you could be using healing yourself. If you find a way to IO out of that problem, then be my guest. I'll stick with it though, because hold resistance is nice for PvP

I am not a big leadership or toughness fan; if you want to get it, you can, you may have to work on changing powers though

Powerleveling
No, you aren't nearly as effective as a Fire/Kin when you PL. However, not too many non-fire/kins can PL, so being able to PL on your own is a very handy ability. Only people with Fire Mastery, Earth Mastery, and Psionics Master will be able to PL; the other 2 sets probably can solo groups, but it will take forever before the groups are dead. When i PL, i follow these steps:

1) Keep hasten on auto at all times

2) Stay at range, and Frostbite the enemies. I know this sounds stupid, but you don't have Flashfire, so you are going to take damage.

3) Time your heal, and when your health is lower than 50%, heal up.

4) DO NOT GO IN THE CROWD. Stay close enough to them to get FS up to 10 stacked, but do not go melee range. If you go melee range, they will stun you, which leads to death.

5) Use your AoE. With containment, it hurts. By this time as well, the Arctic Air should be confusing the mobs, so now you should be able to go into the crowd

6) Use Single Target attacks on the mobs during times, and keep using your AoE until the group is down
Yeah, it sounds like it will take forever, but it's a lot faster than you think. With hasten, i have Fissure up every 5 seconds, so the minions are all down in about 10 seconds flat. Then i take care of the Luitenants. It also takes some time getting used to as well, you won't be able to PL like Fire/Kins on your first run.

PvPing

You can PvE effectively well, and you can PvP ok. You can't necessarily kill however, you are more of an annoyance to your enemies. If you keep the brutes or corruptors Shivered at all times, they cant do much. I highly recommend you stay on teams at all times if you want any PvP points. In addition, stay on the move at all times. With Arctic Air on, stalkers won't try to AS you, but instead will just charge and try to use Total Focus to stun you. Also bring 20 Break Frees. In addition, your heal is very hard to use, since the villains move at all times; on Brutes, try to run very close to them, and use the heal. If you have to take a few hits in the process, you should be fine, i'm sure they can't deal 400 damage in 2 seconds, which is how fast you heal. Don't forget your end drain, especially with Power Boost. Oh yeah, endurance might be a little problem in PvP, since it is crazy hard to use transference close enough to an enemy. If you want, pack a few blues. Don't expect to do much damage either btw, you can't hurt them easily, but them hurting you is very hard. Another tip, if you follow my build, the ATs are like this. Brutes are peice of cake, Corruptors are a cointoss in winning, MMs are no fights, and Dominators and Stalkers are nightmares. MMs are impossible, you can heal out of their damage, and you can't hurt them. Dominators and Stalkers are impossible btw; Domis do have controls like you, but they also have damage which you don't so do not ever ever ever try to fight one; they also have their Domination, which makes them resistant to mezzes, so be very careful when fighting them. Brutes are easy to take out, don't forget that most brutes are /electric nowadays, so just throw Chilblain on them a few times so they can't move. Don't forget your slows too btw, Siphon Speed + shiver will slow a /electric brute to the maximum. It take practice too, so if you PvP, good luck.

The types you can be
If you follow my build, you should be able to do the 3 things i said you could do at the start. If you choose to be a better version of one of the 3, work on your slotting. If you want more control, i recommend you slot more on slows, holds, and immobilizes. I also highly recommend you get Power Boost in Primal Forces if you want to be a stronger controller. You might have to take some of the slots in Kinetics as well, since all powers except Speed Boost are 6 slotted on my guide. If you want to be a better PLer, you will need to get some nice IOs, or those super rare IOs. I won't be able to afford the nice IOs, not for a while atleast, so you are on your own from there.

Well, i think that's it. Here is my final build for my Ice/Kin. Do notice btw, if i were you, i'd take the powers that i said were good at the start, then respec out of them or atleast respec slots out of them later on in the game. I do that every time on Fitness, at lvl 20 i'll respec into Stamina. If you make an Ice/Kin, remember this. Ice/Kins are one of the biggest late-bloomers in the game. You will not at all be effective until the mid-high 40s, but it will pay off, trust me on that.

Here is a copy of my current build. My Ice/Kin is named Craigin, he's on Freedom. If you see me, i more than likely will have respecced out of this build already :P.

Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Craigin: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Chilblain -- HO:Nucle(A), HO:Nucle(9), HO:Nucle(9), RechRdx-I:40(19)
Level 1: Transfusion -- Heal-I:50(A), Dct'dW-Heal/Rchg:50(3), Heal-I:50(3), Acc-I:50(7), Acc-I:50(7), Acc-I:50(43)
Level 2: Block of Ice -- HO:Perox(A), Acc-I:50(5), EoCur-Acc/Hold:50(5), Acc-I:50(17)
Level 4: Frostbite -- HO:Nucle(A), HO:Nucle(15), HO:Nucle(17), RechRdx-I:50(46)
Level 6: Combat Jumping -- ULeap-Stlth:50(A)
Level 8: Swift -- Run-I:50(A)
Level 10: Siphon Speed -- Acc-I:50(A), Acc-I:50(11), Acc-I:50(11), RechRdx-I:50(13), RechRdx-I:50(13), RechRdx-I:50(15)
Level 12: Ice Slick -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(37)
Level 14: Super Jump -- Jump-I:50(A), Jump-I:50(19), Jump-I:50(21)
Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46), RechRdx-I:50(50)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(23)
Level 22: Speed Boost -- RechRdx-I:50(A)
Level 24: Arctic Air -- Conf-I:50(A), Conf-I:50(25), P'ngTtl--Rchg%:50(25), EndRdx-I:50(27), EndRdx-I:50(27), EndRdx-I:50(29)
Level 26: Glacier -- G'Wdw-Acc/Rchg:50(A), G'Wdw-Acc/Hold/Rchg:50(29), G'Wdw-Dam%:50(31), G'Wdw-Acc/EndRdx:50(31), G'Wdw-Hold/Rng:50(31), Acc-I:50(33)
Level 28: Shiver -- Acc-I:50(A), Acc-I:50(39)
Level 30: Acrobatics -- EndRdx-I:50(A)
Level 32: Jack Frost -- SvgnRt-Acc/Dmg:50(A), SvgnRt-Dmg/EndRdx:50(33), SvgnRt-PetResDam:50(33), SvgnRt-Acc:50(34), SvgnRt-Acc/Dmg/EndRdx:50(34), HO:Nucle(34)
Level 35: Transference -- Acc-I:50(A), Acc-I:50(36), Efficacy-Acc/Rchg:50(36), EndMod-I:50(36), EndMod-I:50(37), Efficacy-EndMod/Rchg:50(37)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(39), Acc-I:50(39), RechRdx-I:50(40), RechRdx-I:50(40), RechRdx-I:50(40)
Level 41: Fissure -- HO:Nucle(A), HO:Nucle(42), HO:Nucle(42), RechRdx-I:50(42), RechRdx-I:50(43), RechRdx-I:50(43)
Level 44: Hurl Boulder -- HO:Nucle(A), HO:Nucle(45), HO:Nucle(45), RechRdx-I:50(45), RechRdx-I:50(46)
Level 47: Rock Armor -- EndRdx-I:50(A), DefBuff-I:50(48), DefBuff-I:50(48), DefBuff-I:50(48)
Level 49: Earth's Embrace -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment



<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
|MHDz;3536;910;1216;|
&gt;-KE5DM/VT`0OB/Q'WRI&gt;DKK?3FV&gt;J($"FVI4&amp;C+V=B;Q%*PD&gt;VT (*W\VSNS3KQ;,@[E7.7A\;??[KQ
V9O="U]4L;=.?NFZ*JOS`WLGCH],Z+99%::[299&amp;9TZILZVJ]UO7QT66F@^V[^5*4NBVRQER6*UWKLC
5?=?I0E$MS7K2E;AIS\Z!U;L[7Q7+5FINV*G5PE3:MKI^.CT*S^PC3?=MD:]V)+@H["8^)`I@`XQ%PK
K/5/'_L&gt;"&gt;%A45B6`QK3-A6!SZ5Z2YTN@:6B"Q+)H#.JJRM:IT'M]6FS!M+&gt;3_/5DND"+$C&lt;F(R8"=9
!A`?H.B?(,F=;&lt;S^(`;7D(E'](SM/&amp;/$3'/6-+J$+%2+X'13I[5&amp;SON+:ITC1\6.N3&gt;914ZM@!^G0T^
"3))H1`0?E:M&gt;4Q]V89\_RCN,,$0:MTEWTZ[;%?`54[M9WJ0IV(]F=O--B2L/G*GC)#9N:M_/A'`]I#
'*&gt;,9?B4LP9)?-WN,Q)J-Q/L(77L*8`&amp;&lt;YKOQY&lt;_^`M'!85E!@3(`\=.%CRN`6& amp;S-5C6:6QA-O9&lt;P&gt;;
O']DF%&gt;_AAN4O2I.ROSJRI'(A^("0F#`R3L%13'U6T#(4/-G`%&lt;V$(`CZ"E+7!O#-4#0P0HS76:08/#
XFM7.OB^J5NHB`FVBS?`DD)Z7#2T5^^UD&gt;A5L-?#N+)EH&lt;RG5=6TP6V15[_?-L'9_5V=9GT3V'6MR.7
[$!U[AILC/:7TG%EZ_\92AV(4X8'EM_[@!/[BA-Z6LC=%&gt;/2]JA5^JG$W2:I/PLC^S-A+/;S:'DB&amp;/?
'Z)#YB"/M-]0L.N6)9!G,\SJR+LWLTF+OZ`O9S'G!&lt;*+ADGA_/J=&gt;ZG&gt;L&amp;PFR9Z@`374/.D#0AQ@STE
0N/OM?-):+.;PSKE.JN@CA9A#)GBT61I=E3&lt*G#W"B^CLR4LIC4@4 \!D?[Z_8TMS39+&lt;44S(])\^F=
06)D3TY&gt;C0^G@\0*QN9$!%^&amp,K&amp;4+()C^%\%!\ B)H7IJXG21VX7*&lt;=04I=\^:H@([#!WDJ(JH3!;J8
7'S&lt;+[,IBJ#DY?37NG(Y!H1@[`V4\&gt;M8=/`/[2QVW_UT7=A,L^K#K57KC_,`XLW%X-L[^GB_[ERTR\;
[_&amp;VCOLDG_%L-]2$&amp;9Q=S&gt;FB)/C)S(!E'%#@T=FCB4.W'''5*PM0-N=DQ,496PQ&amp;GLQ&amp;00X]")S(G&lt;B
&lt;*);K%8.=&amp;M&amp;T=.E%OQ^.@/E$ZK[@``
|-----------------------------------------------------------------------------|
</pre><hr />

If you ever see me on Freedom, more than likely i will have left you in the dust. Kinetics is all about speed baby, i'm out.


 

Posted

now this is a nice guide...the best part is the detailed epics explanation. no holds barred info at its best. 5 stars.


 

Posted

Thanks, after playing my ice/kin for long enough, i felt like i knew enough to make a small guide on Ice/Kins. However, after reading this guide over, i do see a lot of mistakes to it; it needs a little revision/updates to it. Meh, i'll do that later.


 

Posted

I really like this guide. I agree with pretty much all of it. 5 stars!


 

Posted

so, how has things been since I14


 

Posted

Another tip: Fulcrum Shift doesn't wake up sleepers, so you could open with Flash Freeze on a dangerous group, speed in, then pop Fulcrum Shift and start whaling on 'em. It's a shame FS takes 30 seconds longer to recharge than FS.


 

Posted

Lol just decided to check up on this guide again, been a few months, so i just read these 2 comments. Now that we are in i15, i should warn people to not take my enhancement build at all seriously (Lol i cant believe i was using common IOs). And for Zeldo, the Flash Freeze + Fulcrum Shizzle sounds like a cool plan, i still just see my guy waking the entire mob up with Frostbite and then taking the hit though. It's a cool idea though, i'll check it out on test sometime.