ice/storm
i transfered a ice storm over to my main server and was curious on a good build for the combo any one with a nice build to give me an idea ...
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Also, do you prefer large teams, small teams or solo? If you only solo, then certain team powers should be skipped. If you never solo, then other powers might be skippable.
Do you want to build for Recharge? Ranged Defense? Some other kind of attribute? How aggressive is your playstyle?
For example, my Ice/Storm is melee-oriented, and he is built specifically so that he can solo well, but prefers a team. I generally prefer Recharge over Defense.
Are you looking for a general guideline for leveling up, or do you want a final level 50 build with expensive IO sets?
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
im a team based toon so im build for teams and im 48 so just want a good build for team support and all so imthinking lots of slow sets and recharge
Actually i just made one myself and this is what i came up with. Keep in mind i run by myself mostly but you can remover the fighting stuff and replace it with medicine or something else if need be. the idea behind the toon is to run tornado perma and keep the mobs pretty immob'd to keep from scattering them all over.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Weatherman 1: Level 50 Mutation Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Block of Ice
- (A) Lockdown - Accuracy/Hold
- (42) Lockdown - Accuracy/Recharge
- (46) Lockdown - Recharge/Hold
- (46) Lockdown - Endurance/Recharge/Hold
- (46) Lockdown - Accuracy/Endurance/Recharge/Hold
- (A) Accuracy IO
- (43) Recharge Reduction IO
- (45) Endurance Reduction IO
- (A) Enfeebled Operation - Accuracy/Recharge
- (3) Enfeebled Operation - Endurance/Immobilize
- (3) Enfeebled Operation - Accuracy/Endurance
- (9) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (9) Enfeebled Operation - Accuracy/Immobilize
- (A) Accuracy IO
- (5) Accuracy IO
- (5) Recharge Reduction IO
- (7) Recharge Reduction IO
- (7) Endurance Reduction IO
- (A) Run Speed IO
- (A) Defense Buff IO
- (A) Defense Buff IO
- (11) Defense Buff IO
- (11) Resist Damage IO
- (43) Resist Damage IO
- (43) Endurance Reduction IO
- (A) Tempered Readiness - Accuracy/Slow
- (13) Tempered Readiness - Damage/Slow
- (13) Tempered Readiness - Accuracy/Endurance
- (15) Tempered Readiness - Endurance/Recharge/Slow
- (15) Tempered Readiness - Accuracy/Damage/Slow
- (A) Jumping IO
- (A) Healing IO
- (17) Healing IO
- (17) Healing IO
- (A) Slow IO
- (19) Defense Debuff IO
- (19) Defense Debuff IO
- (23) Recharge Reduction IO
- (23) Recharge Reduction IO
- (42) Endurance Reduction IO
- (A) Efficacy Adaptor - EndMod
- (21) Efficacy Adaptor - EndMod/Recharge
- (21) Efficacy Adaptor - EndMod/Endurance
- (A) Disorient Duration IO
- (A) Resist Damage IO
- (25) Resist Damage IO
- (25) Endurance Reduction IO
- (A) Lockdown - Accuracy/Hold
- (27) Lockdown - Accuracy/Recharge
- (27) Lockdown - Recharge/Hold
- (37) Lockdown - Endurance/Recharge/Hold
- (40) Lockdown - Accuracy/Endurance/Recharge/Hold
- (40) Lockdown - Chance for +2 Mag Hold
- (A) Stupefy - Accuracy/Recharge
- (29) Stupefy - Endurance/Stun
- (29) Stupefy - Accuracy/Endurance
- (31) Stupefy - Stun/Range
- (34) Stupefy - Accuracy/Stun/Recharge
- (A) Defense Buff IO
- (31) Defense Buff IO
- (31) Endurance Reduction IO
- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Damage/Endurance
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (34) Expedient Reinforcement - Endurance/Damage/Recharge
- (34) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Expedient Reinforcement - Accuracy/Recharge
- (36) Expedient Reinforcement - Accuracy/Damage
- (36) Expedient Reinforcement - Damage/Endurance
- (36) Expedient Reinforcement - Accuracy/Damage/Recharge
- (37) Expedient Reinforcement - Endurance/Damage/Recharge
- (37) Touch of Lady Grey - Chance for Negative Damage
- (A) Damage Increase IO
- (39) Damage Increase IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (40) Endurance Reduction IO
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Resist Damage IO
- (45) Resist Damage IO
- (45) Endurance Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (50) Positron's Blast - Chance of Damage(Energy)
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
There are many, many different ways to make an Ice/Storm. I have made up a build with perma-Ice Slick and Perma-Freezing Rain. This is NOT the build that I have on my Ice/Storm, but it has some of the elements, like my current slotting of Arctic Air, Freezing Rain and Hurricane.
I made some choices you may not want to make. With several of my Storm Characters, I use Super Speed for travel because Super Speed + Steamy Mist = full invisibility for PvE + Resistance to three types for damage for the team + good battlefield maneuverability for "herdicaning" + a place to put a -knockback IO Z+ making it easy to fit in Hasten. I included Shiver late mainly because you said you wanted a focus on Slow for the team. (On my Ice/Storm, I skipped Shiver and took Chilblain as a damage power.) The slotting was geared towards Recharge, but tried to slot the powers for the main purposes of the powers -- I did not sacrifice powers for set bonuses.
I went for a mix of Hold and Damage in Block of Ice, but you can go more one way or the other. Other than Basilisk for Recharge and Lockdown for Defense, most of the non-purple hold sets have weak bonuses.
I took Frostbite early, but in my build, I didn't take it until 30, as it conflicts with Ice Slick. Just don't use it on Ice Slick. (I took Chilblain at that point for damage.)
None of the Slow powers really need to be slotted for Slow, since you have three of them.
Arctic Air doesn't start getting good until it is fully slotted for EndRdx and Confuse. The Contagious Confusion proc improves the power substantially.
The Range in Ice Slick is nice to have, but not essential since this build has invisibility.
While leveling up, Freezing Rain only needs Recharge. The Defense Debuff really doesn't need to be enhanced, but the Lady Grey set is cheap and has nice bonuses.
If I had a 4th slot for Stamina, I would have used 4 Performance Shifters. I don't think that 3 Efficiency Adapters are worth giving up Recovery -- I'd rather put 3 common EndMods.
My slotting for Jack Frost tried to give a little enhancement to his Hold and Chilling Embrace aspects, while still giving him max Damage and Accuracy. But there are a LOT of other ways to slot Jack.
My slotting for Lightning Storm includes the Chance for Hold proc, which is wonderful in this power.
I picked the Ice APP mostly for Hibernate. Ice/Storm has no self-heal or Endurance Recovery powers, but Hibernate gives you both.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Storm Drain: Level 50 Technology Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(11), Thundr-Acc/Dmg(19), Thundr-Dmg/Rchg(31)
Level 1: Gale -- Acc-I(A)
Level 2: Frostbite -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(11), GravAnch-Hold%(34), GravAnch-Immob/Rchg(42), TotHntr-Dam%(43)
Level 4: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/EndRdx(5), EndRdx-I(43)
Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf%(7), CoPers-Conf/EndRdx(7), Mlais-EndRdx/Conf(15), Mlais-Dam%(15), EndRdx-I(19)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Hurdle -- Jump-I(A)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13), Range-I(43)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(17), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-Rchg/EndRdx(46), LdyGrey-%Dam(46)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Steamy Mist -- Krma-ResKB(A), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam(23), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-ResDam/Rchg(42)
Level 24: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(25), DarkWD-ToHitDeb/Rchg(25), DarkWD-Slow%(29)
Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(42)
Level 28: O2 Boost -- Heal-I(A)
Level 30: Shiver -- Acc-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Jack Frost -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33), Hold-I(33), Slow-I(34), RechRdx-I(34)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), S'bndAl-Dmg/EndRdx(37), S'bndAl-Dmg/Rchg(37)
Level 38: Lightning Storm -- Thundr-Dmg/Rchg(A), Thundr-Dmg/EndRdx/Rchg(39), Entrpc-Dmg/Rchg(39), Entrpc-Dmg/EndRdx/Rchg(39), Dev'n-Dmg/Rchg(40), Dev'n-Hold%(40)
Level 41: Hibernate -- RechRdx-I(A)
Level 44: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45), Decim-Build%(46)
Level 47: Ice Storm -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Dam%(50)
Level 49: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
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
right on. i see how you're going about things. i'm going at it from a different angle in that i'm using the immob and holds to control the KB of the lightning storm and tornado which i feel are 2 incredible powers but the KB just ruins their utility. i proc several powers to get a couple more points here and there but for the most part the tornado and storm should do most of the killing. as for the slotting of stamina you end up with a 49.8% recovery with 3 50 io's but with the efficacy adaptors you get a 47.9. it sounds like a bit of a lose but click on totals and take a look. they end up coming out the same and why not get the extra couple bonuses from the adaptors? just make sure you use the ones for endmod.
right on. i see how you're going about things. i'm going at it from a different angle in that i'm using the immob and holds to control the KB of the lightning storm and tornado which i feel are 2 incredible powers but the KB just ruins their utility. i proc several powers to get a couple more points here and there but for the most part the tornado and storm should do most of the killing. as for the slotting of stamina you end up with a 49.8% recovery with 3 50 io's but with the efficacy adaptors you get a 47.9. it sounds like a bit of a lose but click on totals and take a look. they end up coming out the same and why not get the extra couple bonuses from the adaptors? just make sure you use the ones for endmod.
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If you haven't used max-slotted Arctic Air, you don't know the best control power for a higher level Ice Controller. It has some similarities to Choking Cloud, but it is faster hitting and more effective if you use that Contagious Confusion proc. All I need to do is either let the tank draw the alpha attack and/or throw an Ice Slick as soon as the melee guys run in, and then I follow them in with AA running. After a couple of seconds, about 80% of the melee foes are slowed and confused or slowed and "afraid" trying to run out of the cloud. The melee teammates are taking very little damage while they can take down the baddies. At times, I will cast Lightning Storm near the edge of the group of foes, positioned so the Storm's knockback will knock them towards us rather than away.
Tornado is saved for special times (like AVs or foes who are hard to hit, like Paragon Protectors who have hit MoG).
However, if I want to, I can always pull out the Frostbite+Snowstorm (or Shiver) +Tornado+Lightning Storm combo to do damage. The option is always there, but I find I take more damage that way.
Puba187, what is the purpose for you of Chilblain? I think it should be taken early as a damage power (slotted for Damage, of course) or taken late as a way to Immob AVs and EBs. On my actual build, I have it slotted for damage and use it as part of my single target attack chain. In your build, you took it early but only slotted it for Accuracy (it has an accuracy bonus) and Recharge (it is already perma).
I skipped Thunderclap because I find that without a second Stun power to stack with Thunderclap, it is not very effective as only a Mag 2 Stun. I would much rather use Arctic Air, which is up all the time. (I use Thunderclap quite a bit on my Earth/Storm and Grav/Storm, but those sets have AoE stun powers to stack with it.)
In Stamina, you lose 2% Recovery to gain about 11 Hit points with 3 Efficiency Adaptors over commons. One of your two bonuses is 1.5% Recovery, which is offset by the lower enhancement in Stamina and still results in 2% less Recovery. I'm not sure it is worth it. But if you can go for a 4th slot in Stamina, the Performance Shifter set with its proc you will net higher Recovery (factoring in the proc) and 18 HP, plus a small speed bonus. That is worth it. In my build above, I would probably pull the Range out of Ice Slick to get the extra slot if I wanted to slot the Performance Shifter set.
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
the idea with chillblain is an early control skill while later it becomes a back-up for frostbite. i mainly plan on soloing this toon and the additional lock down is really all i'm looking for. yeah i could eek out a bit more dmg but at the cost of acc and its immob, strength it's just not worth it to me as i plan on rockin mr. twisty all the time. i did however take that slow out of the rain and drop another slot into frostbite so as to get those def bonuses but i may move it to AA and drop thunderclap. i was really on the fence about which one to go with in that instance but i think i'll give that a shot. the only thing that i dont like about it is the whole running away thing but i should be ok with all the immobs and holds.
and actually maybe you would know..... if i drop a proc like chance for +end in lightning storm will that proc hit me or the storm? same question with KB +rech in the tornado?
I know Local likes to use super speed for the full invisibility, but I really prefer to operate /Storm from Hover. It solves your knock back problem from Lightning Storm. By placing it directly above the mobs, they are knocked straight down into the ground rather than away. You still need Frostbite if you want to make regular use of Tornado, but I tend to pull that out later in the fight, after Ice Slick, Freezing Rain, and Shiver have been applied to neuter the alpha and mitigate the damage you will take after Frostbiteing over the Ice Slick.
Also I don't use Arctic Air, because I tend to play VERY aggressively, so I have endurance issues if I run it, even with good slotting for endurance and recovery. It's the ranged approach to Ice/Storm rather than the melee approach. I took the cold app for Ice Bolt, Frost Breath, and Hibernate.
Ice Storm is nice too, but usually most things are dead before I end up fitting it into my attack chain. It can be cast around a corner just like Ice Slick and Freezing Rain though so it can be handy for killing a group of mobs without ever being in their line of sight. If you can see even one of them, you can use Frostbite to keep them in the killing zone. Then either Tornado and spam Frostbite, or wait 10 seconds and fly around the corner and drop a Lightning Storm over their heads while they are helplessly flopping around, then service them one at a time till dead. There are a lot of ways to work it while being safe on the alpha and mitigating incoming fire.
OK here is the build I'm currently running. Enhances are mostly directed at recovery and ranged defense, with some accuracy and recharge thrown in. I may respec out of Ice Storm and get Fly instead, but mostly she runs around in Steaming Mists and Sprint...shes slow getting to the mission, but she's loaded for bear when she arrives.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Ice Mastery
Hero Profile:
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Level 1: Block of Ice Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(5), Lock-EndRdx/Rchg/Hold(7), Lock-%Hold(9), Lock-Acc/EndRdx/Rchg/Hold(19)
Level 1: Gale Acc-I(A)
Level 2: Chilblain Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(23)
Level 4: O2 Boost H'zdH-Heal/EndRdx(A), H'zdH-Heal/Rchg(40), Heal-I(45)
Level 6: Swift Flight-I(A)
Level 8: Shiver TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(9)
Level 10: Steamy Mist S'dpty-Def/EndRdx(A), S'dpty-Def(11), RedFtn-Def/EndRdx(11), S'fstPrt-ResKB(45), S'fstPrt-ResDam/EndRdx(48), S'fstPrt-ResDam/Def+(50)
Level 12: Ice Slick RechRdx-I(A), EndRdx-I(13), RechRdx-I(13), RechRdx-I(15)
Level 14: Health Heal-I(A), Mrcl-Heal(25), Mrcl-Heal/Rchg(50)
Level 16: Freezing Rain UndDef-DefDeb/Rchg(A), UndDef-Rchg/EndRdx(17), UndDef-Rchg(17), LdyGrey-DefDeb/EndRdx(23), LdyGrey-%Dam(25), Posi-Dam%(29)
Level 18: Hover Flight-I(A), Flight-I(19)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Hurricane EndRdx-I(A)
Level 24: Snow Storm EndRdx-I(A), ImpSwft-Dam%(46)
Level 26: Hasten RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Thunder Clap Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(43), Stpfy-KB%(48)
Level 30: Frostbite TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(31), TotHntr-Acc/EndRdx(31), TotHntr-Immob/Acc(31), TotHntr-Dam%(34), TotHntr-Acc/Immob/Rchg(37)
Level 32: Jack Frost ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33), ExRmnt-Acc/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34)
Level 35: Tornado BldM'dt-Dmg(A), BldM'dt-Dmg/EndRdx(36), ExRmnt-EndRdx/Dmg/Rchg(36), RechRdx-I(36)
Level 38: Lightning Storm Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Ice Blast Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Frost Breath Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
Level 47: Hibernate Numna-Heal/Rchg(A)
Level 49: Ice Storm Det'tn-Dmg/Rchg(A), AirB'st-Dmg/Rchg(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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Set Bonus Totals:
8% DamageBuff(Smashing)
8% DamageBuff(Lethal)
8% DamageBuff(Fire)
8% DamageBuff(Cold)
8% DamageBuff(Energy)
8% DamageBuff(Negative)
8% DamageBuff(Toxic)
8% DamageBuff(Psionic)
3% Defense(Smashing)
3% Defense(Lethal)
4.25% Defense(Fire)
4.25% Defense(Cold)
20.8% Defense(Energy)
20.8% Defense(Negative)
3% Defense(Psionic)
3% Defense(Melee)
27.4% Defense(Ranged)
5.5% Defense(AoE)
1.8% Max End
2.5% Enhancement(Held)
39% Enhancement(Accuracy)
3% Enhancement(Stun)
18.8% Enhancement(RechargeTime)
5% Enhancement(Immobilize)
12% FlySpeed
68.7 HP (6.75%) HitPoints
12% JumpHeight
12% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 2.5%
MezResist(Held) 7.45%
MezResist(Immobilize) 2.5%
MezResist(Sleep) 2.5%
MezResist(Stun) 2.5%
MezResist(Terrorized) 2.5%
19.5% (0.33 End/sec) Recovery
14% (0.59 HP/sec) Regeneration
10% Resistance(Smashing)
10% Resistance(Lethal)
11.6% Resistance(Fire)
11.6% Resistance(Cold)
10% Resistance(Energy)
10% Resistance(Negative)
10% Resistance(Toxic)
10% Resistance(Psionic)
12% RunSpeed
Sweetmeat, that is exactly why I said that there are many, many ways to make an Ice/Storm Controller. The build is certainly flexible enough to be adjusted to various playstyles. This is why I usually talk about my personal experience when I'm making suggestions, as other folks have other preferences.
When I made my Ice/Storm, I already had several ranged-type controllers, so making a melee-type appealed to me. Arctic Air turned out to be a wonderful melee control power -- much better than I originally thought.
On the Fly vs. Super Speed . . . while several of my other Stormies have Super Speed, I actually have Air Superiority/Fly on my Ice/Storm. Mostly, I wanted Air Sup to add a little more damage for soloing. I make up for the lost stealth in Super Speed with an IO in Prestige Power Slide. Ninja Run can fill in for Super Speed much of the time now-a-days if you can get a Stealth IO.
the idea with chillblain is an early control skill while later it becomes a back-up for frostbite. i mainly plan on soloing this toon and the additional lock down is really all i'm looking for. yeah i could eek out a bit more dmg but at the cost of acc and its immob, strength it's just not worth it to me as i plan on rockin mr. twisty all the time. i did however take that slow out of the rain and drop another slot into frostbite so as to get those def bonuses but i may move it to AA and drop thunderclap. i was really on the fence about which one to go with in that instance but i think i'll give that a shot. the only thing that i dont like about it is the whole running away thing but i should be ok with all the immobs and holds.
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In Arctic Air, they run away slowly, so it usually isn't a problem. What happens most of the time is that the foes will get hit by a pulse and do one of several things: (a) the foe may slowly try to run out of the area, (b) the foe may turn and run TOWARDS another foe (being confused), (c) the foe may attack another foe, (d) the foe may kind of run back and forth as he is hit by the confuse and the "afraid" from subsequent pulses (this is the most frequent behaviour), or the foe may turn and attack you or a teammate (happens less often the longer he is in AA). I find that it seems to mitigate about 70-80% of the damage to melee characters if played right, and usually their armor and regen can handle the rest. Most of the damage happens in the first few seconds before AA's pulses hit.
In Lightning Storm, I strongly recommend the Chance for Hold proc from Devastation. I find it hits often, looks cool (the tesla cage fits with the power), and is very effective to hold foes without any attention from me. I know earlier the "chance for +Endurance" proc put in a pet was actually giving endurance to the foe, but I think that has been fixed. I don't know if the proc in LS will give you Endurance, but I don't think so. That proc will probably provide more benefit in Stamina, where it will have a chance to go off every 10 seconds.
The general consensus on that Force Feedback Chance for Recharge is that it got nerfed into uselessness. It certainly will not pass any Recharge to the pets now. But I have not personally tried it.
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
a couple things i did notice.... i normally compare different sets in mids by holding shift and right clicking on them to see the bonuses and such and frostbite was left with the immob set toggled as opposed to the posi's set that i plan on using. and i'm still on the fence about AA vs TC mainly due to the whole end drain as mentioned by sweetmeat. i still say the efficacy adaptors are the way to go in stamina but i try to run as few toggles as possible. and as for the chillblain i swap targets a lot and want to use it for the immob.
but it seems to me like i'm on the right track just different play styles.
Referencing Arctic Air:
The Contagious Confusion proc improves the power substantially. |
Referencing Arctic Air:
I don't mean to hijack the thread, but I've been out of the game for a bit. Did this ever get fixed in regards to Jack Frost getting affected when the proc fires off when he's in melee range? |
That proc seemed to me to double the effectiveness of AA. Maybe that's because the Confuse visual effect in AA is finally showing up, but it seems to me that there are a LOT more confused baddies. The Proc lasts for about 10 seconds, while the confuse from AA lasts less than 4 seconds . ... less than 8 seconds fully slotted. So the proc actually provides longer confuse than the power. And the proc hits a group 1/3 of the time every 10 seconds. It is simply WOW.
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
Yes, Contagious Confusion does not affact pets any more.
That proc seemed to me to double the effectiveness of AA. Maybe that's because the Confuse visual effect in AA is finally showing up, but it seems to me that there are a LOT more confused baddies. The Proc lasts for about 10 seconds, while the confuse from AA lasts less than 4 seconds . ... less than 8 seconds fully slotted. So the proc actually provides longer confuse than the power. And the proc hits a group 1/3 of the time every 10 seconds. It is simply WOW. |
I knew the proc was awesome, but I was hesitant to slot it because I prefer not to get whacked down by my own pets.
I also noticed they added the confuse graphic to AA since I left, which is quite nice as well.
Anyway...back to the thread.
I was looking at some of the builds, I believe that 02 Boost is an essential to the Ice/Storm build even when you solo, for one if your pet is hurt you can heal it, and if you are in a team it helps out the other team mates, its like heal other/cm. Plus it helps if one is blind.
here is my build
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Lady Side Kick: Level 50 Mutation Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Block of Ice -- G'Wdw-Dam%(A), G'Wdw-Acc/Hold/Rchg(3), G'Wdw-Acc/Rchg(3), G'Wdw-EndRdx/Hold(5), G'Wdw-Acc/EndRdx(5), G'Wdw-Hold/Rng(7)
Level 1: Gale -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Rchg/KB(7), KinCrsh-Acc/KB(9), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/KB(11), KinCrsh-Dmg/EndRdx/KB(11)
Level 2: Chilblain -- Apoc-Dam%(A), Apoc-Acc/Dmg/Rchg(13), Apoc-Acc/Rchg(13), Apoc-Dmg/Rchg(15), Apoc-Dmg(15), Apoc-Dmg/EndRdx(17)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Hurdle -- Jump(A)
Level 10: O2 Boost -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx(17), Dct'dW-Heal/EndRdx/Rchg(21)
Level 12: Ice Slick -- RechRdx(A)
Level 14: Fly -- Frbd-EndRdx(A), Frbd-Stlth(37), Frbd-Fly(37)
Level 16: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(19), Numna-Heal/EndRdx(19), Mrcl-Heal/EndRdx(21), Mrcl-Rcvry+(23), Numna-Heal(23)
Level 18: Flash Freeze -- CSndmn-Heal%(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(43)
Level 22: Freezing Rain -- LdyGrey-%Dam(A)
Level 24: Steamy Mist -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(25), Krma-ResKB(25), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx/Rchg(29)
Level 26: Glacier -- UbrkCons-Dam%(A), UbrkCons-Hold(27), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(46), UbrkCons-Acc/Rchg(50)
Level 28: Recall Friend -- Range-I(A)
Level 30: Hurricane -- DarkWD-Slow%(A), DarkWD-ToHitDeb(31), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(34)
Level 32: Jack Frost -- ExRmnt-+Res(Pets)(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg(34), ExRmnt-Dmg/EndRdx(34)
Level 35: Frostbite -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(36), GravAnch-Acc/Rchg(36), GravAnch-Acc/Immob/Rchg(36), GravAnch-Immob(37)
Level 38: Lightning Storm -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(39), Thundr-Dmg/EndRdx(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(40)
Level 41: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Dmg/Rchg(42), Ragnrk-Dmg(43), Ragnrk-Acc/Rchg(43)
Level 44: Fire Shield -- Aegis-Psi/Status(A), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam/Rchg(45), Aegis-ResDam/EndRdx(46), Aegis-ResDam(46)
Level 47: Consume -- Armgdn-Acc/Rchg(A), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Dmg/EndRdx(48), Armgdn-Dam%(48)
Level 49: Fire Blast -- Volly-Dmg/Rchg(A), Volly-Dmg/EndRdx(50), Volly-Acc/Dmg(50)
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Level 1: Brawl -- Hectmb-Dam%(A)
Level 1: Sprint -- Clrty-RunSpd(A)
Level 2: Rest -- RechRdx(A)
Level 1: Containment
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Having played an Ice/Storm for 2 years now just be warned... you'll be tempted to respec it everytime you get one, and not in a bad way! There are just so many possibilities out there for this build, as others have covered already in this thread, and most of them work just as good as the others. This build belongs to my main, and as much as I suffer from "altitis" (36 character slots filled on Virtue) I ultimately come back to this character everytime because it's such a fun and versatile build.
My Virtue Projects
AE: 38959 - Invasion of the Dark Realm
Master Armantus you hit the nail on the head sort of speak, there is so many different ways to play the build. My Ice/Storm is my first toon I made, and didn't like it at first. But after awhile I begin to love it. Especially after I got Thunder storm.
Master Armantus you hit the nail on the head sort of speak, there is so many different ways to play the build. My Ice/Storm is my first toon I made, and didn't like it at first. But after awhile I begin to love it. Especially after I got Thunder storm.
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And thunder Storm is awesome, lock em all down, toss up a storm and tornado and its awesome to watch. Especially a while back when we had 2 Ice Trollers with on a team we had Storms and tornados all over the place, felt like I was in Kansas again!!!!
Triceth LVL 50 Ice/Storm Controller
Ghost Scrapper LVL 50 MA/reflexes Scrapper
Gespin LVL 44 Spine/Regen Scrapper
Treal LVL 41 Emp Defender
Radill LVL 41 Ill/Rad Troller
i transfered a ice storm over to my main server and was curious on a good build for the combo any one with a nice build to give me an idea ...