Ice Controllers Without Arctic Air
I know I'm the bad guy, but I often skip Arctic Air. I have had it in my builds before. It is a good power. I just dont enjoy playing with it. I dont enjoy thinking that way. I have an Ice/Storm (50) controller, and I'm in melee 90% of the time (I like to stack Thunder Clap, and I do a lot with Hurricane). I even have plenty of endurance to spare (25% or more to recovery from set bonuses, stamina, end proc in stamina, miracle, numina).
I simply dont enjoy the power that much. So, I dont use it.
My Ice/Kin (43) has it, and uses it, but only because I feel I "have to" on that build. My Ice/Empathy (37) does not use it. I seem to get by just fine. Would it be better if I had AA? Sure. Except I wouldnt be having fun. I just dont like manipulating foes that way.
Lewis
/call me stupid if you must
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I know I'm the bad guy, but I often skip Arctic Air. I have had it in my builds before. It is a good power. I just dont enjoy playing with it. I dont enjoy thinking that way. I have an Ice/Storm (50) controller, and I'm in melee 90% of the time (I like to stack Thunder Clap, and I do a lot with Hurricane). I even have plenty of endurance to spare (25% or more to recovery from set bonuses, stamina, end proc in stamina, miracle, numina).
I simply dont enjoy the power that much. So, I dont use it. My Ice/Kin (43) has it, and uses it, but only because I feel I "have to" on that build. My Ice/Empathy (37) does not use it. I seem to get by just fine. Would it be better if I had AA? Sure. Except I wouldnt be having fun. I just dont like manipulating foes that way. Lewis /call me stupid if you must |
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I know I'm the bad guy, but I often skip Arctic Air. I have had it in my builds before. It is a good power. I just dont enjoy playing with it. I dont enjoy thinking that way.
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Any power is really contingent upon enjoyment.
There are some powers that are so great and so defining, my take on it is not so much "YOU MUST TAKE THIS POWER, NOOB!" as it is "So why are you even playing this powerset if you don't want those powers?" I do not fret over someone who is "gimped" if that is how they want to play, but it does baffle me as to why someone would pick a powerset and shun most of the powers. But if they are having fun, then that is the way to go for them.
"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"
"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."
The entire point is to have fun, and if you don't enjoy it, you should not take it. I played my first Ice Controller almost to 50 without it and had a great time.
Any power is really contingent upon enjoyment. There are some powers that are so great and so defining, my take on it is not so much "YOU MUST TAKE THIS POWER, NOOB!" as it is "So why are you even playing this powerset if you don't want those powers?" I do not fret over someone who is "gimped" if that is how they want to play, but it does baffle me as to why someone would pick a powerset and shun most of the powers. But if they are having fun, then that is the way to go for them. |
Some combos don't give that sort of flexibility, of cousre (I can't see skipping much of anything in Radiation Emission, f'rinstance - the rez and fallout for a solo build would be about it.) Others can give a lot of leeway.
Of course, with dual builds, there's an easy answer to that, as well - they have a solo/concept/team/etc build. It doesn't hold *quite* as true for a controller or dom, perhaps, as for a Defender or Corruptor, but for a solo build I'll skip or put off powers I'd otherwise grab immediately. (FF, Sonic, Cold and Thermal are probably the most obvious for this. No shields = solo build.) You can then put those power choices into, say, leadership for example.
Some combos don't give that sort of flexibility, of cousre (I can't see skipping much of anything in Radiation Emission, f'rinstance - the rez and fallout for a solo build would be about it.) Others can give a lot of leeway. |
I guess I have trouble wrapping my mind around a Storm character that skips most of the Storm powers, but as I said, their fun, so their choice. And if it is one of a dual build combo, it makes even more sense.
And I still like the Smiling Kitteh!
"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"
"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."
I have 2 ice controllers now. Whether they've got AA or not depends on my likely favoured position and that can be partly determined by my secondary.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Any power is really contingent upon enjoyment. |
IMO, an Ice troller without Arctic Air is not pulling his or her weight.
These things are a matter of opinion of course. I've never actually kicked a person for not having a power (even those "healer" type characters). But if I were given a choice between two Ice Controllers, one with Arctic Air and one without, the one with that power would get invited every time. If an Ice troller joined my team and didn't have the power, he or she would not the first person I'd look for next time I was putting together a team. The reason for this is simply because IMO another character would be able to much more effectively fill that slot.
Again, it comes down to opinion. But considering all of the powers available to Ice, there isn't anything there besides Ice Slick that provides all-the-time control. This is especially true of Ice trollers mixed with a healing or support secondary. What is the Ice troller doing if not using AA? It can't be the single target immobilizes, because they conflict with knockdown. It can't be damage. It can't be Ice's bottom of the barrel AoE sleep. Shiver? An /Ice Blaster could do that and provide ten times as much damage.
All of this is the reason I am very skeptical about inviting folks who lack AA. To me its like a Tanker who skips their mezz protection powers or an Illusion troller who skips Phantom Army because they are "always with a Tanker anyway." If it's fun for them, fine. But the flipside of that is it is not fun for me to pick up the weight of characters played this way.
IMO, an Ice troller without Arctic Air is not pulling his or her weight.
These things are a matter of opinion of course. I've never actually kicked a person for not having a power (even those "healer" type characters). But if I were given a choice between two Ice Controllers, one with Arctic Air and one without, the one with that power would get invited every time. |
A lot will also depend on the player. My first 50 was Ice/FF, and I was EXTREMELY diligent to keep the bubbles up on everyone, even BEFORE I figured out how to bind my numberpad to assist with that. I also took Grant Invisibility and kept that on everyone but the Tank. I also skipped Frostbite, the AoE Immob, in favor of Chilblain, the ST Immob, since Frostbite interfered with Ice Slick, of which I often had TWO running. I also pumped out a Jack Frost as often as the power came up, and eventually got to where I had 3 out for a brief time.
Then came ED.
I also continued to read guides and I discovered the Test Server. I eventually re-re-re-re-respecced into Arctic Air and adjusted my tactics, and never looked back. But I had fun both ways, and I kept busy both ways, even after ED. I still take that guy out for a spin.
If you had a choice between an Ice/FF with AA or without, you would invite the one with it, which is fair enough. You might invite a Granite Tank over an Inv Tank, which likewise boils down to your preference on who to team with. Hopefully, everyone will be enjoying themselves and playing heroes they like to play.
"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"
"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."
IMO, an Ice troller without Arctic Air is not pulling his or her weight.
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I am definitely pulling my weight.
All of this is the reason I am very skeptical about inviting folks who lack AA. To me its like a Tanker who skips their mezz protection powers or an Illusion troller who skips Phantom Army |
I dont quite agree about PA, either. I think PA is a much larger percentage of the effectiveness of Illusion Control than AA is of Ice Control.
But, I dont think we are going to see eye-to-eye on this.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Long lengthy reply lost by bad internet connection.
tl;dr version: Plenty of ways to play controllers from range effectively. To think otherwise is being narrow minded, much like saying Tankers must take Taunt.
I like AA fine, but can go through any number of missions w/o every turning it on, and wouldn't miss it. In fact, if I'm doing most of the damage (happens a lot w/Storm), AA's mostly an end drain I don't need.
Finally, AA + Hurricane (Ice/Storm being a popular combo) can play well together, but takes skill and situational awareness, lacking in a lot of ppl.
An Offensive Guide to Ice Melee
Not to get into that debate again, but yes, enjoyment > all else, just so long as you realize that, as the team leader, my enjoyment stems from taking down mobs as quickly as possible. If I believe that your enjoyment is hampering my enjoyment, I will politely explain this and then ask you to leave my team with no hard feelings. Most of the time, an Ice Controller not running Arctic Air will not significantly impede my enjoyment, but, should I feel that it does, I reserve the right to remove that Ice Controller from the team. I have kicked Stormies, though, for spamming knockback even when politely asked to not do so. MOVING ON.
I think the claim that Ice Controllers are the lowest-damaging controllers needs to be re-addressed. In making the climb, I won't disagree that Ice Controllers lack significant damage. My Ice/Kin, though, farms at a reasonable clip, thanks in part to Arctic Air. Even without Frostbite --> Fulcrum Shift --> Fissure, I can watch opponents die just by sitting in the spawn with Arctic Air on.
Disclaimer: Normal group settings apply, assuming a 5-8 man team tackling a full mob. I fully realize that Ice is lacking in single-target damage, though my Ice/Kin can and has solo'd AVs. It just takes patience. A lot of patience.
At this point, I'm reasonably certain that the lowest-damage Controller build is actually Earth, which has comparable single-target damage to Ice but no AoE damage at all (aside from Stalagmites, the AoE immobilize that does the same amount of damage as Ice's Frostbite). It is arguable, actually, the Earth's damage is lower than Ice from the get-go, as Ice can contribute to team damage through Arctic Air even without the Contagious Confusion proc. Earth has even more limited AoE options. Volcanic Gasses can contribute on occasion, but the recharge time on that power is so severely restricting that it does not make a substantial increase in DPS. The -defense is really the only thing that Earth has going for it, but that goes away in the SO levels when you not only get Accuracy SO/IOs but also tend to pick up or at least have a teammate with Tactics. Honestly, how often do any of you miss, out there? In comparing pets, Animate Stone does more damage than Jack, but not enough to make up for the large difference in AoE potential.
After that, I would argue that Gravity, while certainly beating Ice in the single-target damage department, once again has no significant AoE damage to bring it on par with an Ice Controller properly utilizing Arctic Air. As nice as Lift and Propel are, their single-target nature cannot allow them to compare to the AoE damage nor the endurance efficiency of Arctic Air. Unslotted and immediately activated upon recharge, Lift is a 1.16 end/sec power, while AA is a 1.04 end/sec power. Lift would deal 4 dmg/sec. While I don't have the damage numbers on AA (rather difficult to calculate, all things considered), I am sure they are considerably higher when accounting for their AoE nature. The single target efficacy of Grav is further mitigated when playing on a high-recharge Ice toon (such as Kin or Rad), which can spam Chillblain/Block of Ice far more quickly than a Grav toon can spam Lift/Propel. Singularity, while arguably a better pet overall than Jack, does not do as much damage as Jack.
Mind is also among the low-damage Controllers, because it largely falls into the same problem as Grav in that it is a single-target set. Yes, it has Terrify, but while both having a decent AoE-damage ability and being fully capable of dealing out single-target devastation with Mesmerize and Levitate, Mind has no strong method for establishing Containment and thus cannot synergize well with high-damage AoEs available in three of the five Ancillaries. Ice can. Oh, and Mass Confusion wishes it was Arctic Air. Also, no pet.
I would put Ice above Illusion, actually. In an 8-man spawn, you can expect to have roughly five enemies confused at a time, unslotted for confusion duration. Unslotted, an Illusion Controller averages 3.5 pets. When decked out with IOs, Illusion can keep out five pets, while Ice has the entire spawn confused. While the Illusion pets are more accurate and likely doing more damage per entity, and while Ice's pets tend to stop contributing damage when they die, Illusion suffers from the same problem as Mind in that it doesn't have a reliable way to set up Containment and therefore cannot synergize well with the AoE damage abilities available in the Ancillaries.
Ice is definitely below Plant and Fire, though. While Arctic Air actually does comparable damage to Hot Feet (Arctic Air doing more damage in burst, Hot Feet doing damage consistently), Imps are more damaging than Jack. Plant has Seeds of Confusion, which may be the best power in the game, as well as Carrion Creepers and Roots. Fly Trap also probably does more damage than Jack.
I'd put the hierarchy like this, then.
Earth
Gravity
Mind
Illusion
Ice
Plant/Fire (I actually think that Plant may do more damage, but that Fire/Kins are more popular because they require less buttons and a lower brain-thinky score).
The big thing that Ice has going against it is that the majority of its damage is confusion-based, which means that the party is getting reduced exp when compared to an actual AoE damage blast that could contribute the same thing. Plant and Mind suffer from this, as well.
I'd love to get a friend with a Fire/Kin to help me test Fire Cages + Hot Feet versus Frostbite + Arctic Air. I think that the Slow component from Arctic Air will cause a massive burst of front-end damage from AA but an eventually victory by the slow-but-steady Hot Feet. Though burst, though, is more useful in groups than a DoT.
TL;DR: Ice is not the lowest-damaging Controller primary. It is arguably in the top 50% of damaging primaries.
IMO, an Ice troller without Arctic Air is not pulling his or her weight.
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These things are a matter of opinion of course. I've never actually kicked a person for not having a power (even those "healer" type characters). But if I were given a choice between two Ice Controllers, one with Arctic Air and one without, the one with that power would get invited every time. If an Ice troller joined my team and didn't have the power, he or she would not the first person I'd look for next time I was putting together a team. The reason for this is simply because IMO another character would be able to much more effectively fill that slot. |
Again, it comes down to opinion. But considering all of the powers available to Ice, there isn't anything there besides Ice Slick that provides all-the-time control. This is especially true of Ice trollers mixed with a healing or support secondary. What is the Ice troller doing if not using AA? It can't be the single target immobilizes, because they conflict with knockdown. It can't be damage. It can't be Ice's bottom of the barrel AoE sleep. Shiver? An /Ice Blaster could do that and provide ten times as much damage. |
Let me give you the flip side. Say I respec my (staying-at-range) Ice/Emp. I run Arctic Air the entire time as we go through, say, a six mission arc. Every once in a while, a runner goes through my AA, but in the meantime, I'm at range, healing, buffing, laying out Ice Slick, holding and immobilizing while hanging back out of range.
How much more effective is AA making me?
I'd argue, quite honestly, that it's making me LESS effective, as it's eating up endurance I could be using for something else while I'm sitting back there. In fact, it's a constant drain that could, very well, PREVENT me from getting off a heal, buff, hold, etc. when it's needed. Hasten, for that character, is more important than Arctic Air - it lets me stack holds quicker, bring my buffs back quicker, etc. (Which, come to think of it, might be another reason I grabbed it on my dom. With domination, I don't have to worry as much about stacking the holds as they're already 'improved.')
Just saying "An ice 'troller lacking AA is less effective" is - well, really a broad, and very often incorrect, statement, and a very poor way (unlike your next examples) of determining the "worth" of a teammate.
All of this is the reason I am very skeptical about inviting folks who lack AA. To me its like a Tanker who skips their mezz protection powers or an Illusion troller who skips Phantom Army because they are "always with a Tanker anyway." If it's fun for them, fine. But the flipside of that is it is not fun for me to pick up the weight of characters played this way. |
Base your judgments of the player on how they play, not "do they have X power." Because in this case, at least - it's a poor measuring stick.
Not to get into that debate again, but yes, enjoyment > all else, just so long as you realize that, as the team leader, my enjoyment stems from taking down mobs as quickly as possible. If I believe that your enjoyment is hampering my enjoyment, I will politely explain this and then ask you to leave my team with no hard feelings. Most of the time, an Ice Controller not running Arctic Air will not significantly impede my enjoyment, but, should I feel that it does, I reserve the right to remove that Ice Controller from the team. I have kicked Stormies, though, for spamming knockback even when politely asked to not do so. MOVING ON.
I think the claim that Ice Controllers are the lowest-damaging controllers needs to be re-addressed. In making the climb, I won't disagree that Ice Controllers lack significant damage. My Ice/Kin, though, farms at a reasonable clip, thanks in part to Arctic Air. Even without Frostbite --> Fulcrum Shift --> Fissure, I can watch opponents die just by sitting in the spawn with Arctic Air on. Disclaimer: Normal group settings apply, assuming a 5-8 man team tackling a full mob. I fully realize that Ice is lacking in single-target damage, though my Ice/Kin can and has solo'd AVs. It just takes patience. A lot of patience. At this point, I'm reasonably certain that the lowest-damage Controller build is actually Earth, which has comparable single-target damage to Ice but no AoE damage at all (aside from Stalagmites, the AoE immobilize that does the same amount of damage as Ice's Frostbite). It is arguable, actually, the Earth's damage is lower than Ice from the get-go, as Ice can contribute to team damage through Arctic Air even without the Contagious Confusion proc. Earth has even more limited AoE options. Volcanic Gasses can contribute on occasion, but the recharge time on that power is so severely restricting that it does not make a substantial increase in DPS. The -defense is really the only thing that Earth has going for it, but that goes away in the SO levels when you not only get Accuracy SO/IOs but also tend to pick up or at least have a teammate with Tactics. Honestly, how often do any of you miss, out there? In comparing pets, Animate Stone does more damage than Jack, but not enough to make up for the large difference in AoE potential. After that, I would argue that Gravity, while certainly beating Ice in the single-target damage department, once again has no significant AoE damage to bring it on par with an Ice Controller properly utilizing Arctic Air. As nice as Lift and Propel are, their single-target nature cannot allow them to compare to the AoE damage nor the endurance efficiency of Arctic Air. Unslotted and immediately activated upon recharge, Lift is a 1.16 end/sec power, while AA is a 1.04 end/sec power. Lift would deal 4 dmg/sec. While I don't have the damage numbers on AA (rather difficult to calculate, all things considered), I am sure they are considerably higher when accounting for their AoE nature. The single target efficacy of Grav is further mitigated when playing on a high-recharge Ice toon (such as Kin or Rad), which can spam Chillblain/Block of Ice far more quickly than a Grav toon can spam Lift/Propel. Singularity, while arguably a better pet overall than Jack, does not do as much damage as Jack. Mind is also among the low-damage Controllers, because it largely falls into the same problem as Grav in that it is a single-target set. Yes, it has Terrify, but while both having a decent AoE-damage ability and being fully capable of dealing out single-target devastation with Mesmerize and Levitate, Mind has no strong method for establishing Containment and thus cannot synergize well with high-damage AoEs available in three of the five Ancillaries. Ice can. Oh, and Mass Confusion wishes it was Arctic Air. Also, no pet. I would put Ice above Illusion, actually. In an 8-man spawn, you can expect to have roughly five enemies confused at a time, unslotted for confusion duration. Unslotted, an Illusion Controller averages 3.5 pets. When decked out with IOs, Illusion can keep out five pets, while Ice has the entire spawn confused. While the Illusion pets are more accurate and likely doing more damage per entity, and while Ice's pets tend to stop contributing damage when they die, Illusion suffers from the same problem as Mind in that it doesn't have a reliable way to set up Containment and therefore cannot synergize well with the AoE damage abilities available in the Ancillaries. Ice is definitely below Plant and Fire, though. While Arctic Air actually does comparable damage to Hot Feet (Arctic Air doing more damage in burst, Hot Feet doing damage consistently), Imps are more damaging than Jack. Plant has Seeds of Confusion, which may be the best power in the game, as well as Carrion Creepers and Roots. Fly Trap also probably does more damage than Jack. I'd put the hierarchy like this, then. Earth Gravity Mind Illusion Ice Plant/Fire (I actually think that Plant may do more damage, but that Fire/Kins are more popular because they require less buttons and a lower brain-thinky score). The big thing that Ice has going against it is that the majority of its damage is confusion-based, which means that the party is getting reduced exp when compared to an actual AoE damage blast that could contribute the same thing. Plant and Mind suffer from this, as well. I'd love to get a friend with a Fire/Kin to help me test Fire Cages + Hot Feet versus Frostbite + Arctic Air. I think that the Slow component from Arctic Air will cause a massive burst of front-end damage from AA but an eventually victory by the slow-but-steady Hot Feet. Though burst, though, is more useful in groups than a DoT. TL;DR: Ice is not the lowest-damaging Controller primary. It is arguably in the top 50% of damaging primaries. |
Let's compare the two sets that are generally Considered to have the lowest damage, Earth and Ice. Both sets have ST (single target) Hold and Immobs that do the same damage. Contrary to the above, Frostbite and Stone Cages also do the same damage (You didn't mention Stone Cages). Quicksand and Earthquake do no damage, but Stalagmites and Volcanic Gasses do small amounts of AoE damage. Compare this to no damage from Ice Slick, Shiver or Glacier and no direct damage from AA. And Rocky pretty clearly outdamages Jack. (I don't count the Sleeps because everyone usually skips them.) So the question is whether Arctic Air outdamages Stalagmites, Volcanic Gasses and the difference between Rocky and Jack. Also, don't forget the -Defense in the Earth set -- which means that all of the Earth powers are hitting more often, adding up to more damage. Frankly, I think it is pretty difficult to come to the conclusion that Ice does more damage than Earth, especially since the foes in AA are slowed, reducing the damage they do to each other.
Grav has a lot of single-target damage, plus some minimal AoE damage. I know that I can solo my Grav/Storm faster than my Ice/Storm. That may be different when you talk about larger groups, but I think it is hard to judge the effect of Arctic Air.
I really haven't been able to compare the damage from a high level Mind controller, as my highest is 35. Terrify certainly does more direct AoE damage than anything from Ice Control. Even if Mass Confusion is on a long timer, Mind may get more damage from its AoE confuse because (a) the foes are not slowed, (b) the confuse lasts longer, and (c) Mind can add in a single target confuse to confuse a boss or more foes. Plant has less of a problem with reduced damage from confusion because of the high damage in Roots.
And I strongly disagree that Illusion does less damage than Ice. Illusion has four pets doing damage (with one of them using a cone attack), plus Blind-Spectral Wounds. And if you know how to leverage the Illusory damage to get its benefit, you get even more damage. Plus, Illusion has its own single target confuse power that can target a boss, resulting in a lot of damage done by the confused foe.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Let's compare the two sets that are generally Considered to have the lowest damage, Earth and Ice. Both sets have ST (single target) Hold and Immobs that do the same damage. Contrary to the above, Frostbite and Stone Cages also do the same damage (You didn't mention Stone Cages).
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It's genuinely hard to say who does more damage from my stable of Ice/Storm & Earth/TA though, since the secondary contributes so much. They're both on the low end compared to Plant & especially Fire to be sure.
An Offensive Guide to Ice Melee
Thanks for the comments guys. I have a few assorted replies below.
Let me give you the flip side. Say I respec my (staying-at-range) Ice/Emp. I run Arctic Air the entire time as we go through, say, a six mission arc. Every once in a while, a runner goes through my AA, but in the meantime, I'm at range, healing, buffing, laying out Ice Slick, holding and immobilizing while hanging back out of range. How much more effective is AA making me? |
My feeling about an Ice/Emp specifically is that standing at range is not an optimal strategy, most of the time. The radius on AA is the same as the PBAoE heal, so getting that close shouldn't be an issue. But the larger problem is that the only every-fight control powers available to an Ice/Emp are AA, Ice Slick, and Shiver. Shiver is in the same class as Snow Storm, and barely registers as a control (see below). Skipping AA or standing at range robs the combo of a significant source of mitigation. What you are basically working with is an Empathy Defender with slightly weaker heals, much less damage, a knockdown zone, and a pet.
/strongly disagree, as mentioned previously. A power that doesn't mesh with the rest of mine and how I'm playing is pointless to me. For the aforementioned Ice/Emp (who's at range,) Shiver's probably more useful. (Edit: Or hasten, see later note.) |
I'd argue, quite honestly, that it's making me LESS effective, as it's eating up endurance I could be using for something else while I'm sitting back there. In fact, it's a constant drain that could, very well, PREVENT me from getting off a heal, buff, hold, etc. when it's needed. Hasten, for that character, is more important than Arctic Air - it lets me stack holds quicker, bring my buffs back quicker, etc. (Which, come to think of it, might be another reason I grabbed it on my dom. With domination, I don't have to worry as much about stacking the holds as they're already 'improved.') |
I will agree that Hasten is very useful. In fact I would call Hasten practically a requirement for Empathy, with its 300 and 500 second cooldown powers. However, again, Hasten is not mutually exclusive with other powers in the set. It is possible (recommended even) to take both AA and Hasten for most builds.
Plenty of ways to play controllers from range effectively. To think otherwise is being narrow minded, much like saying Tankers must take Taunt. |
Interesting argument -- don't agree with it, but an interesting argument.
Let's compare the two sets that are generally Considered to have the lowest damage, Earth and Ice. Both sets have ST (single target) Hold and Immobs that do the same damage. Contrary to the above, Frostbite and Stone Cages also do the same damage (You didn't mention Stone Cages). Quicksand and Earthquake do no damage, but Stalagmites and Volcanic Gasses do small amounts of AoE damage. Compare this to no damage from Ice Slick, Shiver or Glacier and no direct damage from AA. And Rocky pretty clearly outdamages Jack. (I don't count the Sleeps because everyone usually skips them.) So the question is whether Arctic Air outdamages Stalagmites, Volcanic Gasses and the difference between Rocky and Jack. Also, don't forget the -Defense in the Earth set -- which means that all of the Earth powers are hitting more often, adding up to more damage. Frankly, I think it is pretty difficult to come to the conclusion that Ice does more damage than Earth, especially since the foes in AA are slowed, reducing the damage they do to each other. Grav has a lot of single-target damage, plus some minimal AoE damage. I know that I can solo my Grav/Storm faster than my Ice/Storm. That may be different when you talk about larger groups, but I think it is hard to judge the effect of Arctic Air. I really haven't been able to compare the damage from a high level Mind controller, as my highest is 35. Terrify certainly does more direct AoE damage than anything from Ice Control. Even if Mass Confusion is on a long timer, Mind may get more damage from its AoE confuse because (a) the foes are not slowed, (b) the confuse lasts longer, and (c) Mind can add in a single target confuse to confuse a boss or more foes. Plant has less of a problem with reduced damage from confusion because of the high damage in Roots. And I strongly disagree that Illusion does less damage than Ice. Illusion has four pets doing damage (with one of them using a cone attack), plus Blind-Spectral Wounds. And if you know how to leverage the Illusory damage to get its benefit, you get even more damage. Plus, Illusion has its own single target confuse power that can target a boss, resulting in a lot of damage done by the confused foe. |
I think I stated in my argument somewhere (and if I didn't, the apologies) that Ice Control's damage is rather pathetic in the grind from 1-50, and I especially meant to accentuate pre-SO levels as problematic, damage-wise (though I definitely neglected to say this). Post-SO and especially once you can slot purples (one purple, to be precise), AAs damage clearly outclasses at least Earth and Grav.
Point-by-point, now.
Earth: I did in fact mention the -defense provided by Earth. I just pointed out that it's a relatively useless secondary effect. Post-22, almost everyone slots at least one accuracy, which is good enough to deal with most enemies. Throw even one Tactics on there, and you're hitting 95% of the time. The -defense becomes irrelevant because everybody is hitting at the 95% cap anyways. In a PUG, sure, maybe you'll get the occasional person who didn't know how to slot his build, in which case, yeah, earth-control is noob- or PUG-friendly and possibly helping the team deal more damage than Ice. Or perhaps you're fighting Nemesis or Vampyri, and the party's to-hit is in the crapper or the defense is ridiculously buffed. Sure, in those specific circumstances, Earth may help the team deal more damage. In most situations, though, -defense is relatively useless.
Stalagmites deals .08 DPS, unslotted for damage (which it usually is). Volcanic Gases deals .05 DPS, again unslotted for damage (which, again, it usually is). I don't know if Volcanic Gases procs its own Containment, but my guess is that it doesn't. Either way, though, those two powers cannot make a dent in the damage that Arctic Air provides.
I won't argue against you that Animate Stone does less damage than Jack Frost (I wish Ice had a better pet... I feel like we need two Jacks to make up for the awesome that is Imps or Singularity), but, again, he from single-target syndrome, whereas Arctic Air not only is AoE, but then can cause its confused enemies to themselves perform an AoE.
Ice clearly has the advantage here.
As far as Grav goes, I won't content and even pointed out in my post the fact that Grav has strong single-target damage. In fact, under most situations and coupled with most secondaries, Grav's ST damage outperforms Ice's ST damage by leaps and bounds. My argument, however, was about AoE damage, of which Grav has -none- that Ice itself does not have. Crushing Field does exactly the same amount of damage as Frostbite, but Grav doesn't have a single AoE aside from that, while Ice has AA. Simply by virtue of having an AoE power (that then often spawns multiple AoE powers), Ice beats Grav by default.
As for your evidence, I'd like to know how many enemies you fight with your Grav/Storm versus your Ice/Storm, and what level those enemies are (please don't take my calling for evidence as a personal attack, as so many would on these forums. I'm genuinely interested in the numbers.). If you're soloing +3 enemies set for one, then yeah, Grav/Storm is definitely going to do better than Ice/Storm. I stated in my argument that Grav has superior ST damage unless Ice is combined with a fast-recharge set like Kin or Rad, in which case the two start to gravitate towards the mean as Ice has two fast-recharging attacks while Grav is saddled with the long animation time of Propel.
I might even argue that, due to the knockdown and to-hit debuff of Storm, your secondary is contributing towards your negative perception of Ice's damage abilities. Your argument that AA somewhat neuters itself due to its powerful slow effect is even more applicable to a Stormy that debuffs to-hit and causes knockdown. The only thing that a Confuser wants to debuff is the enemy's resistance. All other mitigation, ideally, should come in the form of buffs.
I'm thinking about writing up a guide to Ice and specifically Ice/Kin, and I'd love to have input from your Ice/Storm. I'd especially like to know if you think that my theory of Storm's debuffing your enemies could play a part in your perception of Ice's lack of damage, as I'm going to devote an entire section to Arctic Air and how it enhances different playstyles, as well as which secondaries are best for which playstyles (for example, an Ice Controller wishing to use AA as a damage power should never take Rad as a secondary due to the strong to-hit debuff of the set, but an Ice Controller wishing to use AA as a lockdown power absolutely should consider Rad because of the synergy of AA and RI/EF/CC for lockdown purposes).
As far as Mind goes, again, I won't argue against the strong ST damage of the set. Mind wins. As far as AoE damage goes, Mind has a stronger AoE potential with Mass Hypnosis + Terrify until the Ancillaries, when Mind doesn't have any way of consistently creating AoE damage. Mass Hypnosis --> Fireball --> Terrify is likely to do less damage than AA --> Frostbite --> Fireball. Even if it doesn't, Ice can throw another Contained Fireball to make up for it, while Mind can't. Terrify does 30 damage out of the box, 60 slotted. That's 1/4 of a second contained Fireball, which Mind cannot launch.
And this is in a vacuum. Try using Mass Hyp to set off your Containment in a team. Try using Mass Hyp at all. It's a waste of endurance.
Mass Confusion is extremely limited by its recharge time. I believe it has a ten target cap (correct me if I'm wrong), and has a 3-slotted recharge time of 120 seconds. It is therefore affecting at most one enemy every 12 seconds, averaged. AA effects 30% (lets say 12) of its spawn every 2.5 seconds, or 4/2.5 = 1.6 enemies every second, or 19.2 enemies in the same time that it takes Mass Confusion to confuse one (it doesn't work out like this, but these are averages). Yes, the length of the confuse is stronger on Mass Confusion; generally, however, enemies are still confused when they die. More realistically, MC works on every 4th or 5th spawn, or 25% of the map population. AA works on 66% every spawn (30% with a [slotted] 5 second duration processing every 2.5 seconds), or 66% of the map population. This doesn't count the added benefit of Contagious Confusion, which is definitely more useful in AA than it is in Mass Confusion and which itself has a 30% chance (per enemy) of applying a 10 second confusion to 5 enemies every 20 seconds. Put that in Mass Confusion and you'll confuse the boss. Put that in AA and you'll confuse the spawn.
Mind would be the most damaging set if it has a reliable means of Containment. The fact that it doesn't automatically causes it to slip to the bottom rung.
Illusion is the same way. Even if I grant you that the pets do more damage (debatable, and I'd like to test this) and that the single-target is superior to Ice's (it is), Illusion again has no reliable method for creating AoE containment and therefore does not benefit as strongly from the Ancillaries as Ice.
I had neglected the single-target confuses of Mind and Illusion, which do increase damage. Thank you for pointing that out. It is difficult for Ice to confuse a boss, though, with Contagious Confusion and Overpower, possible. Certainly not as consistent as Mind/Illusion, but then, the confuses of those sets tend to be applied several seconds into a fight, after most of the minions and LTs are dead anyways (in a group, anyways).
Perhaps my argument needs a clarification. I'm not arguing that Ice Control itself does more damage than these sets (well, in the case of Earth and Grav, I am. Possibly with Mind, as well - I'm not sure that Terrify can do as much damage as AA.), but there is certainly a case to be made that the damage -potential-, especially AoE, is significantly higher in Ice than with Earth, Grav, Mind, or Illusion. When you consider the fact that Mind and Illusion have such trouble with consistent Containment, I think that Ice comes out on top. Arctic Air, in these cases, is just gravy.
Again, I'm wondering if your argument stems from the fact that you're playing solo with low spawn-counts, in which case the ST damage of Grav, Mind, and Illusion will come out on top, or if the debuffing nature of your secondary somehow skews your results. I'd ask you to try turning the spawn count up and not using your secondary just to test the difference in speed between Grav and Kin, at least for one or two spawns each. I'm confident that Ice will out-perform.
To summarize/TL;DR: When soloing against small spawns, Ice will likely be slower than all but Earth. Pump up the spawn size, though, and Ice will begin to shine. Add in the higher-level ancillary damage powers, and Ice climbs the tiers significantly.
RE: Ice as a heavy damage powerset at higher levels.
I agree in theory. Ice can deliver a heck of a punch once it reaches maturity.
Ice does have a challenge though. It has to endure significant amounts of return fire in order to use AA as a damage power. The confuse in AA is not reliable, and there is no way to ensure bosses in the stack are taken care of (not an issue on lt-only farms). This means that Ice normally has to combine AA with Ice Slick and (when enemies are a few levels higher than you) Shiver in order to survive the coming onslaught. Achieving containment cancels the knockdown effect, making it a gamble.
In controlled circumstances, though, where the character is built for farming a very specific type of enemy, it could work well. Particularly I am thinking of Ice/Cold/Fire. The -Resistance in Sleet would increase damage, the AoE immob would keep them from falling, the cold shields would protect the pet, and between Consume and Heat Loss your endurance bar should be overflowing. A total jackpot would be finding an enemy that does s/l damage and has natural recharge resistance. That may be quite a challenge. Ice/Kinetics would also be monsterous, as you said.
Truth. Only if you have some other method of damage mitigation can Ice truly shine as a damage dealer. I am speculating upon Ice in a vacuum in which it cannot take damage. In such a situation, Ice can shine over even Illusion as far as damage is concerned. When thrown into a real situation, however, Ice has a choice between Lockdown or Damage. It cannot have it both ways, as Fire can occasionally (via Flashfire) or Plant can for most spawns (via Seeds of Confusion). Ice is either a Lockdown build or it is a damage build. It cannot be both.
It doesn't just have to be in controlled circumstances, though. So long as you have maxed Range defense (and, to a lesser extent, max Aoe), you can do this in uncontrolled environments (I agree, though, that the easiest way to accomplish this is to max S/L defense and to control for bosses. It is with a build like this that I am testing this theory [against Council], though I intend on maxing Range/AoE defense and testing in non-controlled environments).
That said, if you spec Ice/Kin/Fire or Ice/Cold/Fire a certain way, you can use set bonuses plus Maneuvers/Weave/Combat Jumping to obtain the soft defense cap for at least range and possibly AoE (I know /Kin can do both by slotting Zephyrs in CJ/SJ/SS/Speed Boost/Inertial Reduction, but I have yet to attempt a /Cold build that can also do this), and therefore personally take a very small amount of damage in the vast majority of situations, which would then allow one to use Arctic Air as a damage power instead of a mitigation power. Arctic Air's "Afraid" component thus actually works to your advantage, as it removes threats that would deal melee damage and thus bypass your range/AoE defense. Such a build would have to be willing to give up the other forms of mitigation that Ice offers, but could still theoretically take Ice Slick for adds. Keep in mind, though, that the ultimate mitigation is a dead opponent.
All that said, if one decides to mitigate even a small amount of damage via control or debuff, one then -also- mitigates Ice Control's damage potential via Arctic Air. It's the main reason that I'm thinking that Ice/Kin/Fire would be a better farmer than Ice/Kin/Stone, as //Stone's Fissure greatly disrupts the damage output of Arctic Air.
In any case, damage mitigation for such a build should come from buffs, not controls and not debuffs. Should controls and debuffs exist, then Ice's damage will fall relative to other sets, though at minimum it will almost definitely contribute more damage than an Earth or Mind Controller (AA and Containment, respectively), and possibly more damage than an Illusion Controller (due mostly to Containment and less to AA). Grav may be able to at least equal if not outperform Ice when such debuffs are present (due to excellent single-target damage plus the ability for consistent Containment).
If I do decide to write my guide to Ice Control, Arctic Air will almost certainly be the linchpin. Depending on how you want to use it, you can create a lockdown build -or- a damage build, but not both. With all of the toggles, Ice/Rad would be a ridiculously awesome soft-control lockdown build, while Ice/Kin or Ice/Cold could substantially contribute towards a team's damage.
It creates a sort of binary methodology towards the Ice Controller. One can choose damage or defense, but not both. I like it, as it contributes to the versatility of the set and creates different situations in which different combinations could excel. Based on what you want, I think Arctic Air synergizes in the following ways.
Arctic Air lockdown synergy (+lockdown, -damage):
Radiation (toggle lockdown: AA, CC, EF, RI. Can deal significant damage through procs.)
Trick Arrow (all around debuffs + confusion/slow)
Storm (added knockback creates lockdown mitigation but removes damage, -to-hit on top of confusion for lockdown, Freezing Rain -def, -res contributes to AA damage when confused enemies actually hit)
Arctic Air neutral synergy:
Force Field (doesn't effect enemies in any way aside from occasional and usually unused knockdown)
Empathy (doesn't effect enemies in any way)
Arctic Air damage synergy (+damage, -lockdown):
Thermal Armor: (Arguably the best synergy with AA. Melt Armor = -def, -res)
Sonic (also pretty good from an AA perspective, as the only debuff provided is -res)
Cold (slows make confusion less valuable, though -def and -res from Sleet are good)
Kinetics (-damage from Fulcrum Shift makes confusion less valuable though adds damage to Ancillaries)
In any case, I would agree that the damage in Ice Control comes at the price of the sacrifice of most other forms of mitigation available to the Ice Controller. However, Arctic Air mitigates a strong amount of damage on its own. With 60% (more with Contagious Confusion) of the mob confused at any point during the fight and with the entire mod slowed, most incoming damage shouldn't substantially impact the team.
TL;DR: The damage output of an Ice Controller depends on how you implement Arctic Air. How you implement Arctic Air largely depends upon your secondary.
I'm excited that someone is writing a new guide.
For kicks I just rolled a new Ice/Radiation troller and took him through the sewers. I picked up Arctic Air at level 6 and by level 10 had 5 slots in it, all endurance reduction.
The result? First, people asking "who keeps confusing the mobs?" And then one of the tankers got upset because he said I was outtanking him. I was easily keeping one half to one third of the mob confused. Added on top of the slow and on top of the fear effect I'm quite sure this is the most effective level 10 Controller possible.
That's not good enough? Well I'm now reasonably certain AA also auto-interupts interuptible powers. Those exploding Vazhilok zombies would run into range, start their animation, stand up again, start again, etc. I will need to test this some more to see if its true.
BTW, Ice/FF and Ice/Sonic have considerable synergy as both of them patch Ice's major weakness, which is getting mezzed. If you could solve Sonic's endurance issues and find a way to self heal, it would be a great pairing. Force Field is great with anything, but especially with Ice, because the FF has very low slotting requirements, which allows you to 6 slot everything else with no loss in effectiveness.
I wasn't really saying anything about overall synergy so much as I was about direct synergy between Arctic Air and different secondaries. I'll agree with you that /Son and /FF cover a significant hole in Ice Control, though. I just don't think that they synergize well with AA, aside from the fact that you very rarely have to retoggle it.
Perhaps I'm looking at it in the wrong way, though.
As for your Ice/Rad, just wait until you pick up Ice Slick. The combo will get even more evil. The more and more I think about it, the more and more I come to the conclusion that Ice/Rad is actually the best lockdown Controller out there (in most situations). Hell, I can't even name another Controller that I'd rather have on AVs, either, except maybe for Ill/Rad. Lingering Radiation + Shiver spam + all of the toggles would probably floor an AVs damage potential.
I see your point, but to me this is like asking "What if I take Volcanic Gasses but always deliberately place it where no enemies are standing? How much more effective is it making me?" If you decide to place a power where its not useful, then its not useful. I dont think this speaks to anything unique about Arctic Air.
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My feeling about an Ice/Emp specifically is that standing at range is not an optimal strategy, most of the time. The radius on AA is the same as the PBAoE heal, so getting that close shouldn't be an issue. But the larger problem is that the only every-fight control powers available to an Ice/Emp are AA, Ice Slick, and Shiver. Shiver is in the same class as Snow Storm, and barely registers as a control (see below). Skipping AA or standing at range robs the combo of a significant source of mitigation. What you are basically working with is an Empathy Defender with slightly weaker heals, much less damage, a knockdown zone, and a pet. |
I'm skeptical about using Shiver as a replacement for Arctic Air. To me, Shiver is in a class with other slowing powers like Quicksand or Snow Storm--useful but hardly game changing. I would not advise skipping Arctic Air for Shiver for the same reason I would not advise skipping Freezing Rain for Snow Storm. Shiver is from Mars, Arctic Air is from Planet of the Lusty Busty Bikini Babes. Luckily, we are from Earth and can take both in the same build. |
The critical part of this argument to me is the "...while I'm sitting back there" portion. My question is, if the team is taking so much damage that you are running out of endurance trying to heal and buff, why are you standing back from the fight when you could be putting an end to the crazy by turning on AA? I'm not saying that this is *always* a good idea, but it frequently is. Especially since, in this scenario, you could stand with your AA radius overlapping your heal and accomplish both tasks at once. |
I think this is a matter of degree. You seem to be arguing that strategy always rises above available power selections. I think it works both ways. Sometimes available power selections have a large impact on strategy. Do you think that it is "narrow minded" to say a character with Kinetics is more effective up close? |
Your statement:
IMO, an Ice troller without Arctic Air is not pulling his or her weight. |
Kinetics, while the powers *themselves* are ranged, the *effect* of those (non-direct buff) powers (for the most part) are centered around the enemy, not the caster (or in the case of fulcrum shift, split.) A kinetics' heal and END recovery powers affect those around their target. By default, they'll be in melee if they need to heal or buff *themselves* (plus to get full effect of fulcrum shift.) Of course, this is why I said earlier:
My 50 Ice/Psy Dom, on the other hand, is almost *always* in melee, and so the cost of Arctic Air makes far more sense. (Setting up a second build for her with stamina. >.> ) My Ice/Kin controller will likely take it. |
Again - *pointing at the last quote of mine* - the usefulness of AA is directly related to the character *as a whole* and how both powersets (and selections) influence it.
Kinetics - darn right I'm taking it, I'll be in melee, and want the mititgation.
Ice/Psy dom - again, I'd be a fool to skip it, I'll be hopping in for PSW, Drain Psyche and the like.
Emp - Eh, not so much.
(Edit: Or as lacrimosa just said:
I wasn't really saying anything about overall synergy so much as I was about direct synergy between Arctic Air and different secondaries. |
The one power, AA, and whether I have it or not is not (to get back to the original point) the sole, or even major consideration on if my character is effective. How I, as a player, leverage my primary and secondary and work with the team, is.
In other words, when it comes to inviting (or reinviting) a character to a team, player notes > arctic air.
BTW, Ice/FF and Ice/Sonic have considerable synergy as both of them patch Ice's major weakness, which is getting mezzed. If you could solve Sonic's endurance issues and find a way to self heal, it would be a great pairing. Force Field is great with anything, but especially with Ice, because the FF has very low slotting requirements, which allows you to 6 slot everything else with no loss in effectiveness.
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How does AA help FF?
Buffing: I know from experience that bubbling everyone can take quite a bit of END. (Earth/FF to 50, as well. Plus a FF MM that's in the mid-20s, so I've always got a "team" to buff there. ) While you're buffing, you don't need AA running. Looking at the other powers:
PFF - AA won't affect anything else anyway.
Force bolt - knocks back.
Detention field - AA won't affect whatever's in there.
Repulsion field - again, nothing in AA.
Repulsion Bomb - Ranged, knockdown. I suppose you could use it at your feet, but... eh.
Force bubble - FAR larger radius than AA.
How effective is taking AA on this character? I'd have to say "Not very." Things either aren't going to stay in range or aren't going to be affected unless you ignore much of your secondary. And yes, Dispersion bubble provides some hold, stun, and immob protection - but sleeps (also very prevelant) will gut that. It's not overall "mez protection," it just covers three categories. (Health will reduce sleep *duration,* but by then you've already been detoggled.)
It's another powerset combination that, really, is perfectly effective *at range,* and AA would be (IMO) completely optional with - either that, or ignore much of your secondary, which (again IMO) is just as ineffective, if not moreso.
To further that argument, I'd say that FF -needs- to be at range to grant mez protection to those that really need it. Ice/FF should likely be more of an Ice Slicking, Shivering kind of build than an Arctic Air kind of build.
Perhaps I should change my "neutral" synergy to "lack of" or even "negative." If I were Ice/Emp or Ice/FF, which should likely stay at range to be closer to the squishies and thus provide maximum mitigation where it will be maximally effective, I might skip out on AA. The other secondaries, though, can hang in melee rather well and thus leverage AA to its maximum potential.
Of course, there's an argument to be made that a secondary not synergizing well with AA is not a good secondary for Ice... but it's not one I'm willing to make at this time. It is a thought I'll tumble over for a little while, though, and one upon which I'll expond in the upcoming guide.
Of course, there's an argument to be made that a secondary not synergizing well with AA is not a good secondary for Ice... but it's not one I'm willing to make at this time. It is a thought I'll tumble over for a little while, though, and one upon which I'll expond in the upcoming guide.
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Going back to my Ice/Emp - what actually synergizes with AA? Not a heck of a lot. What synergizes with the set? (And I'm talking "just solo" here, not "how does it play with a team" or "versus GMs" or any specific situation - the primary and secondary in isolation.) Not much. While the self heal and RAs are all well and good for keeping yourself alive, and Jack can still play nicely with Fortitude - that's true of almost everything with Empathy.
Heck, if I take advantage of dual builds, it doesn't matter if I'm a controller or a defender, I can create a solo build that ignores most of Empathy (and Thermal, Sonic, FF, a chunk of Cold, etc. to varying degrees.) I know because I've *done* so.
I'd say, frankly - look at role as much as (secondary) powerset. I'll point out, again, my ice dom. In melee quite a bit, doing damage and mixing it up on a regular basis - that puts AA in a totally different level of priority over (again) the ice/emp. Both are busy characters. But they're busy doing very different things.
I'm seriously looking forward to the Contagious Confusion proc at lvl 50.
I've also been on a lvl 42 8-man-team yesterday and while I wasn't able to stand the remaining aggro myself, I noticed that at the moment I died, the Brute was toast, while she didn't take any noticeable damage at all while I was alive. I've wondered if I'm a real Dom with Ice/ - This was my proof that I am.
I haven't played one yet, but I can see it being a pretty good set for Dominators.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control