I played mine in various stages of what an Ice/Storm controller can be and have found it is very versatile in each role, some of course are much better then others. What you will need to do is two things:
1. Decide what type of player you are.
2. Decide which role your Controller will take.
Anytime you ask this what you will get:
"What is the best/most fun Controller?" - answer: "Depends on what you have fun with."
So ask yourself these questions:
1. Do I like to get up close and personal?
2. Do I like Ranged attacks?
3. Do I get bored when my character isn't attacking?
4. Do enjoy being a support role and not cause a lot of damage?
5. Do I like locking down multiple enemies?
These questions will get you started. Here are some general roles an Ice/Storm character can be corresponding to 1-5 above:
1. By selecting powers based on Melee and close support of Jack Frost/teammates - avoiding ranged items like Shiver, Ice slick, Hover etc
2. Select ranged powers that avoid up close combat and keep you safe at a distance. You will avoid some powers like Arctic Air, Hurricane, Thunderclap, Air Superiority etc.
3. A Mastermind player can explain to you boredom. If standing around handing out buffs and occasional heals gets you to sleep while playing stay away from that type of build and get more active stuff in there - Air Superiority and Shiver are easy ones, but using Hurricane + Arctic Air + Steamy Mist are helpful.
4. You will never lead in damage or have others look at you and say, "Wow! You just slaughtered them!" You will be more along the lines of finishing off that one mob while the Scrapper or Blaster is waiting for their next power to cycle. It's ok, you won't get noticed until your teammates realize they have difficulty maxed out and things seem easy.
5. Ice in my opinion is the best lockdown due to two main reasons:
a. It locks and slows at the same time and adding Storm puts mobs at a crawl.
b. Ice is easy to see when it locks down. Your teammates will know its locked down, but unlike Earth Control you will be able to see things!
There are other guides here and they are very good. You should look these over too:
EmeralRain
Frost
I'll lay out the powers next:
Chilblain (Ranged, Moderate DoT(Cold), Foe Immobilize, -SPD, -Recharge ) - Chilblain is your single target immobilization power, the standard start power for a controller primary. It has a fast recharge timer and low endurance usage. It has a -FLY component, allowing you to drop flying mobs out of the air. Like most other ice powers, chilblain debuffs the run-speed and power recharge of its target.
What I think:
In my current build I dont use it. I use Frostbite. Chilblain does better damage, but of course its single target. This is a power that will be selected depending on your build style and how it feels when you are in action. (I notice that Air Superiority + Sands of Mu is enough upclose for me while in Hover and laying down Frostbite and Block of Ice while Jack pummels.) Again, earlier levels will play different, remember you can bypass stuff needed at higher levels and use a RESPEC to add etc.
Slotting:
Bare minimum= 1 accuracy. 1-3 Immobilization Duration or 1-3 Damage as options. (at early levels look for more Duration control and less damage since the difference is so small at low levels concerning damage.)
Block of Ice (Ranged, Moderate DMG(Cold), Foe Hold, -SPD, -Recharge) - Block of Ice is your standard, single target hold. It freezes a single target from head to toe in ice. Visually nice compared to other sets holds (Earth = Too much graphics! Gravity= Cant even tell! Fire= choking lame etc etc)
What I think:
This is probably my most used power and has been selected in every variation I have ever tried. It is what controlling is all about. Great for locking down a boss or mob with irritating powers. Solid in teams, but great when solo. (get used to being good and cycling through targets because with this and other holds its best when you tag as many as you can.
Slotting
Bare minimum= 1-2 accuracy. 1-3 Hold Duration or 1-3 Damage as options. (again early on I would look at accuracy and hold time as your best bet. How you set your character will dictate using more damage or hold duration at higher levels.)
from one of the Power Pools.
Frostbite (Ranged (Targeted AoE), Minor DoT(Cold), Foe Immobilize, -SPD, -Recharge) Think of Frostbite as an AOE version of Chilblain, but does less damage. It hits with a decent range to mobs and doubles well enough with Block of Ice.
What I think:
This is a power that is debated a lot and as other guides will show it comes down to if it matches your playstyle over actual hard numbers. I use it and like it because of how I employ my other powers around it. I can really only help by saying: Try it and see if it works for you.
Slotting
Bare minimum = 1 Accuracy 1-3 duration hold
Arctic Air ( PBAoE, Foe Confuse, -SPD, -Recharge, -Stealth) Arctic Air is a toggle power that has decent graphics and sound to it. It surrounds you in a radius of whitish air. Any mob that enters will be slowed and confused. The confusion is the best part of the power and its built for an up close and personal character.
What I think:
AA is used best as a close up power and needs other components to be effective. If you like range you will dislike or rarely use this. (I use hover and find it annoying.) AA is nice for the confusion and not just the part about how a mob may attack another mob, but more in the delay it causes. It already slows down the mob, but if you watch the mob will stop and look around, then move towards one of its own and then stop before it attacks and looks around again. When you add in the slow factor this can keep a couple mobs out of action in a large group for a solid amount of time and with the added benefit that you dont have to manage the process other then turning AA on.
It does agro the enemy a lot and being a controller that is generally bad hence you will need other components to make it work. It also is heavy on Endurance usage being that its a toggle power. Remember, with this on you will be able to smell that Council Werewolfs armpit odor bigtime!
Slotting
Bare minimum 2-3 End reduction add in some Confuse for fun.
Shiver (Ranged(Cone), Foe -SPD, -Recharge) Cone power that slows, but can only affect up to 10 mobs. Its a ranged version of Arctic Air minus any Confuse component. It cycles well enough and does what it says = slows the mobs ability to attack you or run from you.
What I think:
This is gonna be a pick determined by your characters ranged or melee style of play. I use it so I can stay farther back and watch Jack tear things up. Try both and see what you like. Its a wide cone, but as stated above it can only hit up to 10 mobs per shot. If you have Snow Storm in the Storm section of powers this will cap the slow most likely. It does agro so watch that.
Slotting
Bare minimum: 1-2 Accuracy. 1-2 Recharge, 1-3 Slow
Ice Slick (Target( Location AoE), Foe Knockdown, -SPD) This is your first really Fun power. It is great early on, then becomes less used midway and comes around late in the higher levels again. You drop a large patch of ice on the ground and watch the kids fall down. (If youre the type that laughs at others misfortune when falling then grab this quick!)
What I think:
This has a lot of uses as you can imagine. I have used it at all times even if its just to extend my Freezing Rains radius of effect etc. You will need to watch how you use it because some mobs wont always be on their backs and can take shots or swipes at you. You also need to understand that freezing a mob solid while on the ice patch defeats the powers ability to mitigate damage etc IE you are wasting a power by dropping Ice Patch and then freezing them on it Do you want to know what I think about that? Who cares, I fire off Block and Frostbite all the time. Others are correct that it isnt smart, but that means you can do it solo and be smarter around teammates 
Slotting
Bare minimum: 2 Recharge. Or max at 3.
Flash Freeze (Ranged (Targeted AoE), Minor Dmg( Cold/Lethal ), Foe Sleep)- It puts a large group to sleep and is broken by too much. Has some uses and again this falls on how you play. Try it and see if you can work it in or skip it.
What I think:
I took it the first time around and didnt like it. Sleep is only good when used as it is with Mind Control and maybe Illusion etc. With how much I have going on with my character the sleep is broken too quickly.
Slotting
Bare minimum: 1-2 Accuracy, 1-3 Sleep 1-2 Recharge
Glacier (PBAoE, Foe Hold, -Recharge, -SPD) Good AOE Hold like Block of Ice with a max affect of 16 mobs. Its a good Panic button to get them off of you, but understand that to trigger this you have to be standing next to the bad guys.
What I think:
I like it, but dont use it very often when solo. You will get to use it more in teams. I like it when the team has bitten off more then it can chew and a character either has fallen or is about to and you need that few seconds to get control back. Its also nice as an escape method for yourself and teammates. Freeze em and run I say! You have to be on the ground to trigger this (This is why I dont use it a lot because I always have Hover on.). Cool graphics and nothing beats that Arctic ice cracking noise!!!!
Slotting
Bare minimum: 2 accuracy 1-3 Hold. 1-3 Recharge
Jack Frost (Summon Jack Frost) I think the smartest pet amount the controllers even though you will want to B!$#$@ slap him when he throws an ice bolt at a mob when you get too close! He has a lot of powers and styles to him. Here is what Frosts guide had to say about the powers:
Jack's Powers
Jack lives up to his name as a jack of all trades type pet. Generally, he hangs back at range and launches Ice Bolts at the mobs he's attacking. He doesn't quite do as much damage per hit with these attacks as with his melee attacks, but it recharges pretty fast giving you a constant stream of damage.
Sometimes, Jack will get really angry and head into melee range where he'll pull out his three other powers. Ice Sword and Greater Ice Sword are pretty damaging attacks. His greater ice sword does a ton of damage (I've seen him do 300+ a hit at times), but it has a slow recharge. It's much more common to see him break out the regular ice sword. His third melee attack is Freezing Touch, a hold power that does damage over time. Jack is pretty smart about when he uses his hold. he won't hold anything you already have held and he seems to like to help you stack holds on bosses when needed. I've seen him run in and drop the second hold on a boss many times for me. Jack also has a player based AoE slow, which is a version of Chilling Embrace, without the damage debuff that the tanker version gets. He also has a high resistance to cold and slow effects. Quoted from Frosts Guide (link located above)
Now lets look at Storms side of things:
Gale (Ranged (Cone) Minor DAM (Smash), Foe Knockback)
Gale is the first ability in the storm set and you must take it. Gale does minor damage and will knock back foes. Can be used to protect ranged ATs and also blow foes back into walls.
What I think:
Lameness on actual usefulness, but does look cool and is used as a starter. You have to take it so Oh well. I leave it for pure fun factor when you are goofing off.
Slotting
Bare minimum: 1 Accuracy
O2 Boost (Ally Heal +Res(Disorient, Sleep, End Drain))
O2 boost is a single target heal with some status resistance to Sleep, Disorient. This is the only heal you get. Can be useful as a backup heal on a team and is useful to heal Jack.
Discussion
It is a low level heal and if teammates think it makes you a healer then get ready to have them blame you for their death. I only use this as an occasional boost for a teammate and to heal Jack. I have used it to free teammates from some lockdowns etc.
I dropped it and then got upset by how often Jack died. Since I stay back at Hover range this is a great power!
Slotting
Bare minimum: 1 Heal and 1 Recharge. 1-3 heal and 1-2 Recharge
Snowstorm (Ranged (Targeted AoE) Foe -Speed, -Recharge)
Snowstorm is a targeted AoE toggle that reduces the foes speed and recharge. Very useful for extra damage mitigation or filling in the control gaps in tough fights.
What I think
A power that will be used enough to warrant being selected, but is skippable depending on your character style and what Ice powers you selected. I like it for slapping on a bad bass or AV and you dont have to maintenance it. It does use a decent amount of Endurance so watch that. Once the target dies the power drops.
Be careful with how and who you tag with this. I have tagged a mob and watched him run off. I went on with my business until he came running back with 5 more guys who wanted to pound me! The radius of Snow Storm aggros so when they run off the radius ticks off everyone nearby!
Slotting
Bare minimum: 1-2 Endurance Reduction. 0-3 Slow and maybe 3 slot end reduction
Steamy Mist (Toggle: PBAoE, Team Stealth, +DEF, +Res(Fire, Cold, Energy, Confuse))
A self toggle that grants team stealth, minor defense and resistance. This power has many uses. Useful for positioning and starting fights, also great if you want to stealth missions, you can stack this with Super speed for invisibility. The resistance is noticeable but the defense is minor. You may want to consider delaying it until after stamina because its also an endurance hog.
What I think
I use it in all builds for the stealth alone and then all of the other abilities. One side affect is running to close with Jack in tow and watch in horror as he attacks a +8 mob yes you tend to die fast in those situations!
Freezing Rain (Ranged (Location AoE), Minor DoT(Cold), Foe -Speed, -Recharge, -DEF Res)
This is the set defining power for Storm Summoning. Freezing Rain amplifies the damage of your team, makes it easier to hit your foes and adds more soft control in the form of slow, reduced recharge, chance of knockdown and foes will try to run away. Ice Control synergizes very well with Freezing Rain and can nullify the negative aspects of this power (Scatter).
What I think
Remember how I said that Ice Slick was your first fun power? Well here is its bigger brother so to speak. It is almost always a must have due to how much more it does then Ice Slick. When used with Ice Slick you can increase you affective radius. All the same rules apply to this power as did to Ice Slick. Dont worry about the damage.
Slotting
Bare minimum: 1-2 Recharge Reduction, 2-3 Defense Debuff,
Hurricane (Toggle: PBAoE, Foe -Range, -ACC, Repel, Knockback)
A self toggle that repels most foes from you and applies a tohit debuff.
What I think
Ok, this is my 3rd Fun power when used with others. Moving mobs away from you and slowing them is always useful, but its other applications are not only good, but fun! I tell you one simple method I use and you can create your own from there: I see a +3 or +5 mob in a room or enclosed space/corner (the more the merrier), I turn on Hurricane and run up to the doorway or corner and hit Tornado + whatever other mayhem I have to use the mobs will try desperately to escape the room, but will be forced back into the teeth of Tornado etc. I also like it for keeping mobs off my blasters stand in a hallway in front of them or next to them and let them blast away!
Slotting
Bare minimum: 1-2 End Reduction, 2-3 toHitDebuff
Thunderclap (PBAoE Foe Disorient)
This is a MAG 1 disorient, which means it will only disorient minions. Thunderclap also requires you to be in melee. Its not a bad power per say because most groups consist of minions anyway, the extra mitigation could come in handy.
What I think
It is a flashy power graphically and has its uses, but I tend to skip. It has more effect if you are up close and using your toggle powers like Mist and Arctic Air. Remember that it only affects in a radius around you.
Slotting
Bare minimum: 2 Acc, 2-3 Disorient, 1-2 Recharge
Tornado (PBAoE Minor DAM (Smash), Foe Knockback, Fear, Disorient, Defense DeBuff) A swirling tornado of destruction that chases enemies around and tosses them in the air. Tornado has a disorient, defense debuff, fear as well as major knockback components.
What I think
I use this a lot and in more then one way. It does decent damage, but it also flings mobs around and you can imagine that effect. It is really much better in doors and wonderful in closed rooms! Lock em down and drop Toranado and Lightning Storm on their heads! Read above for methods of use.
This is a power that you will need to use and test to get a feel for in your build. I have used it as an escape method too because it flings them all over!
Lightning Storm ( Ranged DAM High (Energy), Foe -End) You summon a stationary cloud that primarily deals damage and knockback. Has some minor endurance drain too. The AoE radius is small it usually hits 2-3 foes.
Discussion
My favorite feel POWERFUL power! The graphics and sound are great! Watching a lightning bolt lash out and blast a boss head over heels is all joy along with the sound of thunder! It positions over your head wherever to activate it and doesnt move. The power recycles fairly fast and has solid range. This power can really make a difference in several areas. Good damage, mitigation and sets the mood.
Slotting
Bare minimum: 1-2 accuracy, 2-3 damage and maybe throw in some recharge.
I have a ton of other characters I play and I have played a Fire/Kinetic, Illusion/Empathy, several Earth Controllers and several Mind Controllers. Ice/Storm is the best in my opinion for visual, audio, survival and Fun factor!
Find a theme and use that to enhance his feel. I added wings or a cape and use hover a lot to give that feel not to mention it is a solid power setup.
Other Power Pools
Fitness - Stamina is almost always needed and it is needed here. Pick whatever gets you to it. It doesnt have an effect like it would for a Granite tank etc.
Flight My favorite and I use Hover, Air Superiority and Fly. My alternate build drops Fly and Air Superiority for Teleportation, but thats a theme thing.
Teleportation Not the greatest, but it helps teams out to have Recall Friend.
Fighting Never have used any of these.
Leadership Not really ever needed
Concealment You have that in Mist
Leaping Combat Jumping is ok if you are on the ground a lot and plan to use Super Jump otherwise Hover + Mist and you others will work better.
Medicine If you need to heal more often and want something better then O2 Boost then this can work just fin, but remember the interruption time is a drag.
Presence Uh, yeah right!
Speed Hasten is the only one I would look at, but I find my stuff recycles fast enough and with all the slow effects of my powers I dont need it as much.
Epic Powers are more for added flavor and style. I look for something that a controller either doesnt ever have normally or something it could really use to add to the build. I picked Ice pool because it added Ice armor, really you can pick whatever floats your boat!
Here is my Guide for Ice/Storm -
I played mine in various stages of what an Ice/Storm controller can be and have found it is very versatile in each role, some of course are much better then others. What you will need to do is two things:
1. Decide what type of player you are.
2. Decide which role your Controller will take.
Anytime you ask this what you will get:
"What is the best/most fun Controller?" - answer: "Depends on what you have fun with."
So ask yourself these questions:
1. Do I like to get up close and personal?
2. Do I like Ranged attacks?
3. Do I get bored when my character isn't attacking?
4. Do enjoy being a support role and not cause a lot of damage?
5. Do I like locking down multiple enemies?
These questions will get you started. Here are some general roles an Ice/Storm character can be corresponding to 1-5 above:
1. By selecting powers based on Melee and close support of Jack Frost/teammates - avoiding ranged items like Shiver, Ice slick, Hover etc
2. Select ranged powers that avoid up close combat and keep you safe at a distance. You will avoid some powers like Arctic Air, Hurricane, Thunderclap, Air Superiority etc.
3. A Mastermind player can explain to you boredom. If standing around handing out buffs and occasional heals gets you to sleep while playing stay away from that type of build and get more active stuff in there - Air Superiority and Shiver are easy ones, but using Hurricane + Arctic Air + Steamy Mist are helpful.
4. You will never lead in damage or have others look at you and say, "Wow! You just slaughtered them!" You will be more along the lines of finishing off that one mob while the Scrapper or Blaster is waiting for their next power to cycle. It's ok, you won't get noticed until your teammates realize they have difficulty maxed out and things seem easy.
5. Ice in my opinion is the best lockdown due to two main reasons:
a. It locks and slows at the same time and adding Storm puts mobs at a crawl.
b. Ice is easy to see when it locks down. Your teammates will know its locked down, but unlike Earth Control you will be able to see things!
There are other guides here and they are very good. You should look these over too:
EmeralRain
Frost
I'll lay out the powers next:
Chilblain (Ranged, Moderate DoT(Cold), Foe Immobilize, -SPD, -Recharge ) - Chilblain is your single target immobilization power, the standard start power for a controller primary. It has a fast recharge timer and low endurance usage. It has a -FLY component, allowing you to drop flying mobs out of the air. Like most other ice powers, chilblain debuffs the run-speed and power recharge of its target.
What I think:
In my current build I dont use it. I use Frostbite. Chilblain does better damage, but of course its single target. This is a power that will be selected depending on your build style and how it feels when you are in action. (I notice that Air Superiority + Sands of Mu is enough upclose for me while in Hover and laying down Frostbite and Block of Ice while Jack pummels.) Again, earlier levels will play different, remember you can bypass stuff needed at higher levels and use a RESPEC to add etc.
Slotting:
Bare minimum= 1 accuracy. 1-3 Immobilization Duration or 1-3 Damage as options. (at early levels look for more Duration control and less damage since the difference is so small at low levels concerning damage.)
Block of Ice (Ranged, Moderate DMG(Cold), Foe Hold, -SPD, -Recharge) - Block of Ice is your standard, single target hold. It freezes a single target from head to toe in ice. Visually nice compared to other sets holds (Earth = Too much graphics! Gravity= Cant even tell! Fire= choking lame etc etc)
What I think:
This is probably my most used power and has been selected in every variation I have ever tried. It is what controlling is all about. Great for locking down a boss or mob with irritating powers. Solid in teams, but great when solo. (get used to being good and cycling through targets because with this and other holds its best when you tag as many as you can.
Slotting
Bare minimum= 1-2 accuracy. 1-3 Hold Duration or 1-3 Damage as options. (again early on I would look at accuracy and hold time as your best bet. How you set your character will dictate using more damage or hold duration at higher levels.)
from one of the Power Pools.
Frostbite (Ranged (Targeted AoE), Minor DoT(Cold), Foe Immobilize, -SPD, -Recharge) Think of Frostbite as an AOE version of Chilblain, but does less damage. It hits with a decent range to mobs and doubles well enough with Block of Ice.
What I think:
This is a power that is debated a lot and as other guides will show it comes down to if it matches your playstyle over actual hard numbers. I use it and like it because of how I employ my other powers around it. I can really only help by saying: Try it and see if it works for you.
Slotting
Bare minimum = 1 Accuracy 1-3 duration hold
Arctic Air ( PBAoE, Foe Confuse, -SPD, -Recharge, -Stealth) Arctic Air is a toggle power that has decent graphics and sound to it. It surrounds you in a radius of whitish air. Any mob that enters will be slowed and confused. The confusion is the best part of the power and its built for an up close and personal character.
What I think:
AA is used best as a close up power and needs other components to be effective. If you like range you will dislike or rarely use this. (I use hover and find it annoying.) AA is nice for the confusion and not just the part about how a mob may attack another mob, but more in the delay it causes. It already slows down the mob, but if you watch the mob will stop and look around, then move towards one of its own and then stop before it attacks and looks around again. When you add in the slow factor this can keep a couple mobs out of action in a large group for a solid amount of time and with the added benefit that you dont have to manage the process other then turning AA on.
It does agro the enemy a lot and being a controller that is generally bad hence you will need other components to make it work. It also is heavy on Endurance usage being that its a toggle power. Remember, with this on you will be able to smell that Council Werewolfs armpit odor bigtime!
Slotting
Bare minimum 2-3 End reduction add in some Confuse for fun.
Shiver (Ranged(Cone), Foe -SPD, -Recharge) Cone power that slows, but can only affect up to 10 mobs. Its a ranged version of Arctic Air minus any Confuse component. It cycles well enough and does what it says = slows the mobs ability to attack you or run from you.
What I think:
This is gonna be a pick determined by your characters ranged or melee style of play. I use it so I can stay farther back and watch Jack tear things up. Try both and see what you like. Its a wide cone, but as stated above it can only hit up to 10 mobs per shot. If you have Snow Storm in the Storm section of powers this will cap the slow most likely. It does agro so watch that.
Slotting
Bare minimum: 1-2 Accuracy. 1-2 Recharge, 1-3 Slow
Ice Slick (Target( Location AoE), Foe Knockdown, -SPD) This is your first really Fun power. It is great early on, then becomes less used midway and comes around late in the higher levels again. You drop a large patch of ice on the ground and watch the kids fall down. (If youre the type that laughs at others misfortune when falling then grab this quick!)
What I think:
This has a lot of uses as you can imagine. I have used it at all times even if its just to extend my Freezing Rains radius of effect etc. You will need to watch how you use it because some mobs wont always be on their backs and can take shots or swipes at you. You also need to understand that freezing a mob solid while on the ice patch defeats the powers ability to mitigate damage etc IE you are wasting a power by dropping Ice Patch and then freezing them on it Do you want to know what I think about that? Who cares, I fire off Block and Frostbite all the time. Others are correct that it isnt smart, but that means you can do it solo and be smarter around teammates 
Slotting
Bare minimum: 2 Recharge. Or max at 3.
Flash Freeze (Ranged (Targeted AoE), Minor Dmg( Cold/Lethal ), Foe Sleep)- It puts a large group to sleep and is broken by too much. Has some uses and again this falls on how you play. Try it and see if you can work it in or skip it.
What I think:
I took it the first time around and didnt like it. Sleep is only good when used as it is with Mind Control and maybe Illusion etc. With how much I have going on with my character the sleep is broken too quickly.
Slotting
Bare minimum: 1-2 Accuracy, 1-3 Sleep 1-2 Recharge
Glacier (PBAoE, Foe Hold, -Recharge, -SPD) Good AOE Hold like Block of Ice with a max affect of 16 mobs. Its a good Panic button to get them off of you, but understand that to trigger this you have to be standing next to the bad guys.
What I think:
I like it, but dont use it very often when solo. You will get to use it more in teams. I like it when the team has bitten off more then it can chew and a character either has fallen or is about to and you need that few seconds to get control back. Its also nice as an escape method for yourself and teammates. Freeze em and run I say! You have to be on the ground to trigger this (This is why I dont use it a lot because I always have Hover on.). Cool graphics and nothing beats that Arctic ice cracking noise!!!!
Slotting
Bare minimum: 2 accuracy 1-3 Hold. 1-3 Recharge
Jack Frost (Summon Jack Frost) I think the smartest pet amount the controllers even though you will want to B!$#$@ slap him when he throws an ice bolt at a mob when you get too close! He has a lot of powers and styles to him. Here is what Frosts guide had to say about the powers:
Jack's Powers
Jack lives up to his name as a jack of all trades type pet. Generally, he hangs back at range and launches Ice Bolts at the mobs he's attacking. He doesn't quite do as much damage per hit with these attacks as with his melee attacks, but it recharges pretty fast giving you a constant stream of damage.
Sometimes, Jack will get really angry and head into melee range where he'll pull out his three other powers. Ice Sword and Greater Ice Sword are pretty damaging attacks. His greater ice sword does a ton of damage (I've seen him do 300+ a hit at times), but it has a slow recharge. It's much more common to see him break out the regular ice sword. His third melee attack is Freezing Touch, a hold power that does damage over time. Jack is pretty smart about when he uses his hold. he won't hold anything you already have held and he seems to like to help you stack holds on bosses when needed. I've seen him run in and drop the second hold on a boss many times for me. Jack also has a player based AoE slow, which is a version of Chilling Embrace, without the damage debuff that the tanker version gets. He also has a high resistance to cold and slow effects. Quoted from Frosts Guide (link located above)
Now lets look at Storms side of things:
Gale (Ranged (Cone) Minor DAM (Smash), Foe Knockback)
Gale is the first ability in the storm set and you must take it. Gale does minor damage and will knock back foes. Can be used to protect ranged ATs and also blow foes back into walls.
What I think:
Lameness on actual usefulness, but does look cool and is used as a starter. You have to take it so Oh well. I leave it for pure fun factor when you are goofing off.
Slotting
Bare minimum: 1 Accuracy
O2 Boost (Ally Heal +Res(Disorient, Sleep, End Drain))
O2 boost is a single target heal with some status resistance to Sleep, Disorient. This is the only heal you get. Can be useful as a backup heal on a team and is useful to heal Jack.
Discussion
It is a low level heal and if teammates think it makes you a healer then get ready to have them blame you for their death. I only use this as an occasional boost for a teammate and to heal Jack. I have used it to free teammates from some lockdowns etc.
I dropped it and then got upset by how often Jack died. Since I stay back at Hover range this is a great power!
Slotting
Bare minimum: 1 Heal and 1 Recharge. 1-3 heal and 1-2 Recharge
Snowstorm (Ranged (Targeted AoE) Foe -Speed, -Recharge)
Snowstorm is a targeted AoE toggle that reduces the foes speed and recharge. Very useful for extra damage mitigation or filling in the control gaps in tough fights.
What I think
A power that will be used enough to warrant being selected, but is skippable depending on your character style and what Ice powers you selected. I like it for slapping on a bad bass or AV and you dont have to maintenance it. It does use a decent amount of Endurance so watch that. Once the target dies the power drops.
Be careful with how and who you tag with this. I have tagged a mob and watched him run off. I went on with my business until he came running back with 5 more guys who wanted to pound me! The radius of Snow Storm aggros so when they run off the radius ticks off everyone nearby!
Slotting
Bare minimum: 1-2 Endurance Reduction. 0-3 Slow and maybe 3 slot end reduction
Steamy Mist (Toggle: PBAoE, Team Stealth, +DEF, +Res(Fire, Cold, Energy, Confuse))
A self toggle that grants team stealth, minor defense and resistance. This power has many uses. Useful for positioning and starting fights, also great if you want to stealth missions, you can stack this with Super speed for invisibility. The resistance is noticeable but the defense is minor. You may want to consider delaying it until after stamina because its also an endurance hog.
What I think
I use it in all builds for the stealth alone and then all of the other abilities. One side affect is running to close with Jack in tow and watch in horror as he attacks a +8 mob yes you tend to die fast in those situations!
Slotting
Bare minimum: 1-2 Endurance Reduction. 3 Damage Resistance, 0-2 Defense Buff
Freezing Rain (Ranged (Location AoE), Minor DoT(Cold), Foe -Speed, -Recharge, -DEF Res)
This is the set defining power for Storm Summoning. Freezing Rain amplifies the damage of your team, makes it easier to hit your foes and adds more soft control in the form of slow, reduced recharge, chance of knockdown and foes will try to run away. Ice Control synergizes very well with Freezing Rain and can nullify the negative aspects of this power (Scatter).
What I think
Remember how I said that Ice Slick was your first fun power? Well here is its bigger brother so to speak. It is almost always a must have due to how much more it does then Ice Slick. When used with Ice Slick you can increase you affective radius. All the same rules apply to this power as did to Ice Slick. Dont worry about the damage.
Slotting
Bare minimum: 1-2 Recharge Reduction, 2-3 Defense Debuff,
Hurricane (Toggle: PBAoE, Foe -Range, -ACC, Repel, Knockback)
A self toggle that repels most foes from you and applies a tohit debuff.
What I think
Ok, this is my 3rd Fun power when used with others. Moving mobs away from you and slowing them is always useful, but its other applications are not only good, but fun! I tell you one simple method I use and you can create your own from there: I see a +3 or +5 mob in a room or enclosed space/corner (the more the merrier), I turn on Hurricane and run up to the doorway or corner and hit Tornado + whatever other mayhem I have to use the mobs will try desperately to escape the room, but will be forced back into the teeth of Tornado etc. I also like it for keeping mobs off my blasters stand in a hallway in front of them or next to them and let them blast away!
Slotting
Bare minimum: 1-2 End Reduction, 2-3 toHitDebuff
Thunderclap (PBAoE Foe Disorient)
This is a MAG 1 disorient, which means it will only disorient minions. Thunderclap also requires you to be in melee. Its not a bad power per say because most groups consist of minions anyway, the extra mitigation could come in handy.
What I think
It is a flashy power graphically and has its uses, but I tend to skip. It has more effect if you are up close and using your toggle powers like Mist and Arctic Air. Remember that it only affects in a radius around you.
Slotting
Bare minimum: 2 Acc, 2-3 Disorient, 1-2 Recharge
Tornado (PBAoE Minor DAM (Smash), Foe Knockback, Fear, Disorient, Defense DeBuff) A swirling tornado of destruction that chases enemies around and tosses them in the air. Tornado has a disorient, defense debuff, fear as well as major knockback components.
What I think
I use this a lot and in more then one way. It does decent damage, but it also flings mobs around and you can imagine that effect. It is really much better in doors and wonderful in closed rooms! Lock em down and drop Toranado and Lightning Storm on their heads! Read above for methods of use.
This is a power that you will need to use and test to get a feel for in your build. I have used it as an escape method too because it flings them all over!
Slotting
Bare minimum: 1 Accuracy, 3 Damage, 0-2 Recharge Reduction, 0-2 Defense Debuff, 0-2 Endurance Reduction
Lightning Storm ( Ranged DAM High (Energy), Foe -End) You summon a stationary cloud that primarily deals damage and knockback. Has some minor endurance drain too. The AoE radius is small it usually hits 2-3 foes.
Discussion
My favorite feel POWERFUL power! The graphics and sound are great! Watching a lightning bolt lash out and blast a boss head over heels is all joy along with the sound of thunder! It positions over your head wherever to activate it and doesnt move. The power recycles fairly fast and has solid range. This power can really make a difference in several areas. Good damage, mitigation and sets the mood.
Slotting
Bare minimum: 1-2 accuracy, 2-3 damage and maybe throw in some recharge.
I have a ton of other characters I play and I have played a Fire/Kinetic, Illusion/Empathy, several Earth Controllers and several Mind Controllers. Ice/Storm is the best in my opinion for visual, audio, survival and Fun factor!
Find a theme and use that to enhance his feel. I added wings or a cape and use hover a lot to give that feel not to mention it is a solid power setup.
Other Power Pools
Fitness - Stamina is almost always needed and it is needed here. Pick whatever gets you to it. It doesnt have an effect like it would for a Granite tank etc.
Flight My favorite and I use Hover, Air Superiority and Fly. My alternate build drops Fly and Air Superiority for Teleportation, but thats a theme thing.
Teleportation Not the greatest, but it helps teams out to have Recall Friend.
Fighting Never have used any of these.
Leadership Not really ever needed
Concealment You have that in Mist
Leaping Combat Jumping is ok if you are on the ground a lot and plan to use Super Jump otherwise Hover + Mist and you others will work better.
Medicine If you need to heal more often and want something better then O2 Boost then this can work just fin, but remember the interruption time is a drag.
Presence Uh, yeah right!
Speed Hasten is the only one I would look at, but I find my stuff recycles fast enough and with all the slow effects of my powers I dont need it as much.
Epic Powers are more for added flavor and style. I look for something that a controller either doesnt ever have normally or something it could really use to add to the build. I picked Ice pool because it added Ice armor, really you can pick whatever floats your boat!