Power Pick Questions for a Fire/Ice
I have seen people say the Shiver+RoF is a pretty nice combo. I have a fire/ice and havent gotten her to that point yet. She's still low lvl . I was planning on getting RoF for sure, but then im not planning an AoE build for her.
I'm a Mac user, no Mid's for me
Okay, so I'm at long last getting to one of my Blasters that I made a long time ago (a goofy setup for him... his heroic side was brought out when some Hellions destroyed the restaurant he worked at as a maitre'd. And his name is Maitre d'Flame, heh).
Anyway, some power picks are pretty obvious for me, but I'm unsure of the usefulness of a few. I'm going to grab Ice Sword just for some up close punch when I need it, but I am hoping to not be much of a Blapper with him... I'm going to focus on my AOEs and high damage to avoid that. For added mitigation, though, I'm not sure if I should grab Shiver or Rain of Fire. Shiver seems better, as it'll slow my opponents, but keep them clumped for all my AOE powers, and I know Rain of Fire really scatters things. But it can be nice for when the gross stuff hits the fan, too. Anyway, what are thoughts on that? Anyone else play much Fire/Ice and have thoughts they could share above and beyond the scanty guides I found? |
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
ROF plays nicely with shiver and ice patch. Set down as a math equation ...
If aim + BU + fire breath + fireball = minions down + lieutenants damaged + bosses thoroughly irritated ...
... then shiver + aim + BU + ROF + fire breath + fireball = minions and lieutenants who spend most of their last few seconds vainly trying to run away. Teammates then have little else to do other than to keep alpha away from your fire/ice blaster (most mobs will never get a second shot) and to focus on taking out damaged bosses and a few slivers of life, here and there, from lieutenants.
ROF plays nicely with shiver and ice patch. Set down as a math equation ...
If aim + BU + fire breath + fireball = minions down + lieutenants damaged + bosses thoroughly irritated ... ... then shiver + aim + BU + ROF + fire breath + fireball = minions and lieutenants who spend most of their last few seconds vainly trying to run away. Teammates then have little else to do other than to keep alpha away from your fire/ice blaster (most mobs will never get a second shot) and to focus on taking out damaged bosses and a few slivers of life, here and there, from lieutenants. |
I guess having both feels a bit like overdoing it to me, but they're both utility powers, so it's hard to discount either of them. Darn Rain of Fire just looks so cool, too.
I could dump Melt Armor, since it doesn't debuff THAT much, but it still helps. And it's always nice to have a "screw you" power like Rise of the Phoenix handy on a Blaster, even though my Blasters don't die much.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Definitely both would be my suggestion.
What's better than a mob of enemies running in slow motion while being slowly burned to death? (er....burned to "arrested")
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Yup, arrest them with fire!
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
There's nothing wrong with taking one of either shiver and ROF, and taking aid self. If you don't have both you'll end up doing less AOE damage. But, fun >>>>> AOE anyways.
If you plan to take one, I'd recommend shiver. It is one of the best debuffs in the game, dropping incoming damage and mezzes from most mobs by about 40%, after alpha, and that total doesn't even factor in damage mitigation from making mobs move more slowly into melee range. And, you have plenty of damage anyways from fire blast and your /ice blaps.
On a related note, shiver will help immediately after you take it. But, it probably won't impress you immediately. It is more likely to impress you after its been franken-slotted, with three or four slots in it. Once shiver is frankenslotted for accuracy, slow (and perhaps endurance reduction), mobs hit with it barely crawl along and they can virtually never enter into melee, unless they have slow resistance. Plus, shiver recharges well before it expires, for blasters, making it easy to renew.
Yeah, I liked the recharge on it, plus the range... you can easily cover a mob with it. I'm used to dealing with smaller cones like Breath of Fire, Buckshot, and Flamethrower, so it should be easy to use. I'm also going to slot it up well.
As for whether or not to get Rain of Fire, we'll see how things go as I level, I guess.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
I'm currently working on a Fire/Ice blaster as well. The build I am working on doesn't work in RoF and I greatly prefer it on my corruptors with scourge anyway. For my blaster, I can get two rounds of Fireball+Fire Breath in the time RoF needs to tick, and that is usually more than enough to take down the entire mob sans bosses.
That said, I love Shiver. It covers a huge range and I believe will get things within 10% of the -recharge cap all on it's own, not to mention slowing them to a crawl. Hit a mob with it and Chilblain the boss and you pretty much only have to worry about the alpha. If the mob in question is still too much with Shiver alone, drop an Ice Patch and LoS pull them onto it.
I recently started looking at builds for my Fire/Ice blaster again, after the free server transfers allowed me to move her from Freedom to Victory (where I do all my heroing these days). I first came up with this:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Flame of Ebony: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Ice Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(15)
Level 1: Chilblain -- Immob-I(A)
Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(15), Decim-Build%(50)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(43)
Level 6: Super Speed -- Run-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- Krma-ResKB(A)
Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(13), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-EndRdx/Rchg(25), AdjTgt-ToHit/EndRdx(31), AdjTgt-Rchg(33)
Level 14: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(45), Numna-Regen/Rcvry+(46)
Level 16: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/EndRdx(40), AdjTgt-Rchg(43)
Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(23), Range-I(25)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21)
Level 22: Ice Patch -- RechRdx-I(A)
Level 24: Ice Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 26: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29)
Level 28: Rain of Fire -- RechRdx-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Inferno -- Dmg-I(A), Dmg-I(33), C'ngBlow-Dmg/Rchg(33), RechRdx-I(46), RechRdx-I(46)
Level 35: Freezing Touch -- Lock-Acc/Hold(A), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36), Para-Acc/Rchg(36), Para-Acc/Hold/Rchg(37)
Level 38: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(39), Mantic-Acc/ActRdx/Rng(39), Mantic-Dmg/ActRdx/Rchg(39), Mantic-Dmg/EndRdx/Rchg(40), Mantic-Dam%(40)
Level 41: Char -- Lock-Acc/Hold(A), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Para-Acc/Rchg(42), Para-Acc/Hold/Rchg(43)
Level 44: Melt Armor -- UndDef-DefDeb/Rchg(A), UndDef-Rchg/EndRdx(45), UndDef-Rchg(45)
Level 47: Fire Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(48), S'fstPrt-ResKB(48), ResDam-I(48), ImpSkn-Status(50), Aegis-Psi/Status(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
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I built this at L50, but the slots are organized such that you could use the same build leveling up. The one thing I didn't do here that I almost always do for blasters is take Acrobatics. I love Acro for the near-immunity to knockback and the ability to ignore one hold, but I just couldn't find two more powers that I wanted to drop. I'm thinking that it's not a big deal with all the status resistance bonuses, though, and it is one less toggle to suck End - always a problem for a blaster.
This does include Rain of Fire but it's more for theme than anything real use - it's not even slotted. Could be handy for soft control if you get a bit too much attention. Or it could be swapped for Shiver if you're more interested in slows as control. There are slots that could be fairly easily moved around if you wanted to go with the Shiver-slotted-for-slow approach.
After I posted this on the LoV SG forums, an SG mate suggested a different approach... (next post)
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Iron Eagles
This build is totally Masque's fault. After he got me thinking about softcapping ranged defense on this blaster, I had to play around with the idea.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Flame of Ebony: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Ice Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(33)
Level 1: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Dmg/EndRdx(43)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(39)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(27)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(15), GSFC-Build%(19)
Level 14: Hurdle -- Jump-I(A)
Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(17), RechRdx-I(17)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(36), Stpfy-KB%(37)
Level 26: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 28: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Inferno -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(45)
Level 35: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(36), DefBuff-I(36)
Level 38: Freezing Touch -- Lock-Acc/Hold(A), Lock-Acc/Rchg(40), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-%Hold(43)
Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(46), Lock-Rchg/Hold(46), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(48), Lock-%Hold(48)
Level 44: Fire Shield -- ImpSkn-Status(A)
Level 47: Blazing Bolt -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(48), ExtrmM-Acc/ActRdx/Rng(50), ExtrmM-Dmg/ActRdx/Rchg(50), ExtrmM-Dmg/EndRdx/Rchg(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
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This isn't anything you'd be likely to use while leveling up, but it has the potential to be pretty deadly at 45+. When death does happen (this is a blaster, after all), there's Rise of the Phoenix. This is probably the build I'll be aiming for to modernize my blaster now that she's on a server where I spend my playtime.
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Iron Eagles
Okay, so I'm at long last getting to one of my Blasters that I made a long time ago (a goofy setup for him... his heroic side was brought out when some Hellions destroyed the restaurant he worked at as a maitre'd. And his name is Maitre d'Flame, heh).
Anyway, some power picks are pretty obvious for me, but I'm unsure of the usefulness of a few. I'm going to grab Ice Sword just for some up close punch when I need it, but I am hoping to not be much of a Blapper with him... I'm going to focus on my AOEs and high damage to avoid that. For added mitigation, though, I'm not sure if I should grab Shiver or Rain of Fire. Shiver seems better, as it'll slow my opponents, but keep them clumped for all my AOE powers, and I know Rain of Fire really scatters things. But it can be nice for when the gross stuff hits the fan, too. Anyway, what are thoughts on that? Anyone else play much Fire/Ice and have thoughts they could share above and beyond the scanty guides I found? |
Shiver + RoF is THE reason to make a fire/ice in the first place IMO. Please do NOT skip either one of these powers. For one, shiver is usually one of the main reasons to ever pick /ice manipulation on a blaster in the first place. As to RoF, some builds can skip it, but paired with shiver which should be able to at or VERY close to -speed cap enemies depending on your slotting is just amazing.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Hmmmm, I was kind of hoping for one or the other. I actually managed to fit Aid Self into this blaster's build (something I've managed to do without on my other blasters, but would still like to have so I don't need to keep green inspirations handy for when the RNG hates my ranged defense), as well as tap into the epic pool a fair amount, and I'd have to drop something to pick up Rain of Fire and Shiver.
I guess having both feels a bit like overdoing it to me, but they're both utility powers, so it's hard to discount either of them. Darn Rain of Fire just looks so cool, too. I could dump Melt Armor, since it doesn't debuff THAT much, but it still helps. And it's always nice to have a "screw you" power like Rise of the Phoenix handy on a Blaster, even though my Blasters don't die much. |
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I love Acro for the near-immunity to knockback and the ability to ignore one hold |
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
And FYI to the ranged defense build, I've always found more enjoyment with regeneration bonuses on blasters. Especially ones with high mitigation and slows like /ice manipulation has. Which on a side note I have yet to play a blaster build that needs aid self:
Here's a build I adapted, this reaches, the 220% regen bonus needed to regenerate a tic every 3 seconds just like a regen scrapper . Very fun on top of your damgae and mitigation you can perform.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire Ice Fire Regen: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Ice Manipulation
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Dev'n-Dmg/EndRdx(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Entrpc-Acc/Dmg(11), Entrpc-Dmg/EndRdx/Rchg(15), Apoc-Dmg(31), Apoc-Dam%(40)
Level 1: Chilblain -- Acc-I(A)
Level 2: Fire Blast -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Entrpc-Dmg/EndRdx(7), Entrpc-Dmg/EndRdx/Rchg(15), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(40)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(17), RechRdx-I(39)
Level 6: Ice Sword -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(17), RechRdx-I(39)
Level 10: Super Jump -- Jump-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(46)
Level 18: Blaze -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Entrpc-Dmg/Rchg(19), Entrpc-Dmg/EndRdx/Rchg(21), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(39)
Level 20: Ice Patch -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(50)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Numna-Heal/Rchg(23), Heal-I(34), RgnTis-Regen+(40)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(48)
Level 26: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(42)
Level 28: Shiver -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(29), P'ngTtl-Rng/Slow(29), P'ngTtl-EndRdx/Rchg/Slow(37)
Level 30: Aim -- RechRdx-I(A), RechRdx-I(46)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Freezing Touch -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(36), BasGaze-Acc/Hold(36), BasGaze-Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43)
Level 38: Chilling Embrace -- TmpRdns-Rng/Slow(A), TmpRdns-EndRdx/Rchg/Slow(43)
Level 41: Bonfire -- KinCrsh-Dmg/KB(A), KinCrsh-Rchg/KB(42), KinCrsh-Rechg/EndRdx(42), KinCrsh-Dmg/EndRdx/KB(48), KinCrsh-Acc/Dmg/KB(50)
Level 44: Char -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx/Rchg(45), BasGaze-Acc/Hold(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 47: Fire Shield -- S'fstPrt-ResKB(A)
Level 49: Rise of the Phoenix -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
------------
Set Bonus Totals:
- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 2.5% Defense(Ranged)
- 2.5% Enhancement(RunSpeed)
- 2.5% Enhancement(JumpSpeed)
- 46.3% Enhancement(RechargeTime)
- 2.5% Enhancement(JumpHeight)
- 2.5% Enhancement(FlySpeed)
- 45% Enhancement(Accuracy)
- 49.7 HP (4.12%) HitPoints
- Knockback (Mag -7)
- Knockup (Mag -7)
- MezResist(Immobilize) 2.2%
- MezResist(Sleep) 2.75%
- MezResist(Stun) 2.2%
- 14.5% (0.24 End/sec) Recovery
- 180% (9.06 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 4.73% Resistance(Fire)
- 4.73% Resistance(Cold)
- 3% RunSpeed
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Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I've never been a fan of Rain of Fire.
Shiver drops both RunSpeed and Recharge. (RoF is -Runspeed only, so once they get out of the rain everything's recharged...)
Shiver can self-stack, has a very long duration, and can drop tough targets' recharge and move speed WAY down.
I've never been all that impressed with Rain of Fire's damage, considering how long you have to survive/wait around for it to do its job, and considering that you can drop even to +2 minions with just fireball/firebreath.
I may someday get Rain of Fire and Shiver on the same character, and fall in love with the combo. (I haven't yet.) At the moment if it's either/or, I choose Shiver.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I've never been a fan of Rain of Fire.
Shiver drops both RunSpeed and Recharge. (RoF is -Runspeed only, so once they get out of the rain everything's recharged...) Shiver can self-stack, has a very long duration, and can drop tough targets' recharge and move speed WAY down. I've never been all that impressed with Rain of Fire's damage, considering how long you have to survive/wait around for it to do its job, and considering that you can drop even to +2 minions with just fireball/firebreath. I may someday get Rain of Fire and Shiver on the same character, and fall in love with the combo. (I haven't yet.) At the moment if it's either/or, I choose Shiver. |
Yes but RoF also has a fear component. So when the base -speed of RoF, and the slottable -rech/speed of shiver mix together, They run like chickens in glue with their heads cut off. Its very effective. And the damage, is very good as well. There are many situations where its useful, even in the "Fireball + firebreath kills minnions" scenario, it will still be hurting the lts and bosses. It can but used around corners, is great for multiple mobs like extra aggro, plus it looks so darn cool, especially with power customization. Mine looks like both fire and ice falling from the sky. Plus, it also means another set of positrons blast, 2.5% recovery, 9% accuracy and 6.25% recharge FTW!
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Also note its not half bad to use for AVs as well. In 2.03 seconds cast time, with damage slotting it deals 244.24 damage to the AV. Fire blast is like 127 or so with a 1.67 second cast time. Its definitely worth picking up regardless of what you choose. Now Ice storm though, that power continues to make me cry its damage is way too low .
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Back after a long visit to family. Thanks for all the info, I'll have to take it into account. I may have to respec this guy once or twice for a few of these powers if I don't find them useful, I guess. Ugh, and I'm not sure if I want Aid Self or Shiver first... pros and cons to both.
I think the problem with this build (if you can cal it that) is that there are a lot of "useful but not necessarily needed" powers. I'll have to see what I find myself preferring the most.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Okay, so I'm at long last getting to one of my Blasters that I made a long time ago (a goofy setup for him... his heroic side was brought out when some Hellions destroyed the restaurant he worked at as a maitre'd. And his name is Maitre d'Flame, heh).
Anyway, some power picks are pretty obvious for me, but I'm unsure of the usefulness of a few.
I'm going to grab Ice Sword just for some up close punch when I need it, but I am hoping to not be much of a Blapper with him... I'm going to focus on my AOEs and high damage to avoid that. For added mitigation, though, I'm not sure if I should grab Shiver or Rain of Fire. Shiver seems better, as it'll slow my opponents, but keep them clumped for all my AOE powers, and I know Rain of Fire really scatters things. But it can be nice for when the gross stuff hits the fan, too.
Anyway, what are thoughts on that? Anyone else play much Fire/Ice and have thoughts they could share above and beyond the scanty guides I found?
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory