Ice/Rad for PvE
My Ice/Rad was similar to yours, PvE only, and I played on a regular three person team with a Peacebringer and a Broad Sword/Dark scrapper. We used to run on Invincible (This was in the 5 difficulty level issues). Since the PB and Scrapper were plenty of damage it was fine for me to focus on running all my toggles to max effect and need minimal clicking. I would really only need to drop Ice Slick and jump into the middle of the mobs and start EF and sometimes RI if there were multiple bosses. Block of Ice was my only other power that I used regularly - mostly on runners or tough bosses. Many times I'd get the Overpower or it would stack with CC, and even if it didn't the Slow would stack with AA for nice mitigation.
Main differences was that I did not have Frost Bite or the Leaping pool. Instead I ran Maneuvers, Tactics and Assault along with Arctic Air and Choking Cloud. I slotted for additional +Recovery even with Stamina and AM + Hasten. Between AA, CC, 3 Leadership Toggles and then RI and EF, that's a LOT of toggles. I had 2 pieces of Gift of the Ancients, 2 pieces of Kismet in maneuvers, 2 Malaise Illusions and 2 Cacophony in AA, 2 Miracle and 2 Harmonized Healing in Radiant Aura, 2 Blood Mandate and 2 Commanding presence in Jack and 2 Paralytics in Block of Ice, CC and EMP.
I also had some fun slotting damage procs:
Lady Grey in Radiation infection (Also Achilles' Heel proc in here)
Malaise Illusion, Cacophony and Impeded Swiftness in Arctic Air
Ghost Widow's in Choking Cloud
Anyway, I found this a very fun hero to play, and it was very safe for all three of us. The only thing that gave us problems were high level Nemesis - fear resistance and long distance attacks were my bane.
Enjoy!
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I have an ice/rad/psi with what I consider a very odd build.
I couldn't resist the AA/CC/WoC combo, though I wanged its effectiveness as control by loading them all with damage procs (3 in AA, 2 in CC, and 5 in Woc). It's a dumb way to go about things, but I found it amusing. It's a joy to see some mobs simply melt when they get close to you. However, you also have the inverse when procs just don't ever seem to land.
In terms of control and team safety it's still pretty effective suprisingly. Stacking slows from AA, Shiver, LR, and Psi-Tornado, there is plenty of -recharge in both melee and at range. Throw RI and EF on there and the enemies find a hard time hitting when their powers recharge. A little Ice Slick now and then and AA + CC for works pretty well even when not slotted for max durations.
Particulary, I've found it as a good build for running ITF's where the mobs tend to ignore traditional controls anyway. It's definitely not what I expected when I rolled up an Ice/rad, but it's been a pleasant surprise.
I've got an ice/rad that I'm building at the moment. He's my first controller, so I feel pretty awkward as I'm trying to get accustomed to it. I'm at 27 and don't have AA yet, as I've heard it's lackluster until you can get it slotted. I'll probably take it next level.
Without AA, my basic control pattern is to throw down Ice Slick at the start of a battle, apply a hold and then choose an anchor or anchors for RI and EF. Then Shiver (maybe before the Rad powers, depending on how well the mobs are slipping on the ice -- if I've got flying enemies like CoT spirits who don't slip, I'll Shiver right away). I've got Glacier on standby for emergency situations, or just for tough groups.
I'm planning to skip CC, mostly for endurance reasons. I could be persuaded otherwise, but I haven't heard such great things about it.
I also took the single-target immob for -fly and for a little extra damage, but I see myself speccing out of it later.
Right now, with RI and EF mildly slotted for endurance, and with stamina 3-slotted, I am feeling the burn on my endurance while AM is down. When it's up, everything is groovy.
Also, I am thinking I'll skip Lingering Radiation, because I'm not sure I can make the enemies go much slower than they'll already be going with Shiver+AA+residual cold effects from my holds and other powers. Also, I am level-pacted with a /storm controller who's doing a lot of slowdown from his powers, too, so I think LR would just be overkill.
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On my Ice/rad I run both AA and CC (CC is slotted with the lockdown proc and when I hit 50 AA will get the Contagious Confusion proc). I skipped Ice patch as I really didn't need it. I have about 15% range defense slotted and I don't solo with the toon so I tend to open by kiting with RI before the blaster unloads or as the scrapper is charging in, or throwing Shiver in once the tank has a good chunk of the aggro.
Then I just waltz right in and every thing is held and/or confused and pretty much at the -rech and -run speed caps. Radiant Aura is enough to take care of what little damage does get through.
I have Frostbite 6 slotted with Enfeebled Operation for the defense set bonuses but rarely use it.
I have and use LR mainly for the -regen or on unbalanced and low damage teams that are heavy with tanks and defenders and lack blasters, scrappers, and khelds. I also get good use out of it on TFs that have lots of bosses/elite bosses/AVs like Manticore, ITF and LGTF.
I really like the AA + CC combo. I don't have to use many other powers aside from Block of Ice on bosses or Glacier on multi-boss spawns. That lets me use pool damage powers like Jump Kick, my vet attacks and renewable temps like Waylon's Bow and the Iron Sword along side Jack for damage. The combo covers everything too. Things like nemesis that resist confuse or Warwolves and BP that resist slows get held by CC, and stuff that resists holds like Arachnos get confused and slowed by AA.
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I've got an ice/rad that I'm building at the moment. He's my first controller, so I feel pretty awkward as I'm trying to get accustomed to it. I'm at 27 and don't have AA yet, as I've heard it's lackluster until you can get it slotted. I'll probably take it next level.
Without AA, my basic control pattern is to throw down Ice Slick at the start of a battle, apply a hold and then choose an anchor or anchors for RI and EF. Then Shiver (maybe before the Rad powers, depending on how well the mobs are slipping on the ice -- if I've got flying enemies like CoT spirits who don't slip, I'll Shiver right away). I've got Glacier on standby for emergency situations, or just for tough groups. I'm planning to skip CC, mostly for endurance reasons. I could be persuaded otherwise, but I haven't heard such great things about it. I also took the single-target immob for -fly and for a little extra damage, but I see myself speccing out of it later. Right now, with RI and EF mildly slotted for endurance, and with stamina 3-slotted, I am feeling the burn on my endurance while AM is down. When it's up, everything is groovy. Also, I am thinking I'll skip Lingering Radiation, because I'm not sure I can make the enemies go much slower than they'll already be going with Shiver+AA+residual cold effects from my holds and other powers. Also, I am level-pacted with a /storm controller who's doing a lot of slowdown from his powers, too, so I think LR would just be overkill. |
Also, I have a preference for CC, but it is a skippable power depending on play-style. What really changed the power for me (and renewed life for my ice/rad) was the Lockdown: +2 Magnitude proc. It makes the power so much more effective I would dare say that its like having a second CC.
I've had an Ice/Rad controller for ages that I originally rolled for PvP but never got around to that scheme. Currently he has a build which serves next to no purpose for general teaming (no AoE control) so I thought I should probably respec him and give him some medium priced IOs for good measure.
What I've been thinking of is a lockdown sort of build running both AA and CC. I know it'll be endurance heavy, but I guess AM and Stam will see me through it. Of course, I could drop Stone Mastery and grab Primal for PB and Conserve Power. Might not be such a bad idea after all, but I really like Fissure and Seismic Smash :P
Here's the build I'm planning:
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Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Lock-%Hold(5), Lock-Acc/EndRdx/Rchg/Hold(7)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(11)
Level 2: Frostbite -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/EndRdx(13), Enf'dOp-Immob/Rng(15), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-Acc/Immob(17)
Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(17), P'Shift-Acc/Rchg(19), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(21)
Level 6: Radiation Infection -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/EndRdx(7), DarkWD-ToHitDeb(25), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(27), DarkWD-Rchg/EndRdx(27)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- Krma-ResKB(A)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(29)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(23), P'Shift-End%(23)
Level 22: Lingering Radiation -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(39), Acc-I(39), RechRdx-I(39), RechRdx-I(40)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(29)
Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(43), G'Wdw-Acc/Hold/Rchg(46), Lock-Acc/EndRdx/Rchg/Hold(50)
Level 28: Arctic Air -- CoPers-Conf(A), CoPers-Conf/Rchg(31), CoPers-Acc/Conf/Rchg(34), CoPers-Conf/EndRdx(34), CoPers-Conf%(34), EndRdx-I(36)
Level 30: Choking Cloud -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-%Hold(36), G'Wdw-EndRdx/Hold(36), G'Wdw-Acc/EndRdx(37), Para-EndRdx/Hold(37), Para-Acc/Hold/Rchg(37)
Level 32: Jack Frost -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Mutation -- RechRdx-I(A)
Level 38: Recall Friend -- Range-I(A)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(46), Lock-Acc/EndRdx/Rchg/Hold(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx/Rchg(48), GftotA-Def/EndRdx(48), RedFtn-Def/EndRdx(48)
Level 49: Earth's Embrace -- RechRdx-I(A), RechRdx-I(50), S'fstPrt-ResDam/Def+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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Currently playing as Castigation on Freedom
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