Ice/cold (What am I doing here?)


Deacon_NA

 

Posted

Controllers are probably the hero side AT I've had the hardest time getting into. I have an old one - an ill/emp that was one of the first I ever rolled, and that played the healer to level 50 before i5. That character lost interest for me after I did a respec, and saw that fully half of the character's enhancements were for nothing but recharge.

I tried fire/kin, only to learn that it is absolutely no fun playing /kin on teams, and /kin is the only reason you'll get invited. That one's on hold.

I made an ice/cold. Seems simple, synergistic, and consistent in theme. I want to make a team support character whose role will be more directed at enemies than at handing out buffs. Since everywhere I go it's "minor damage" this and that, I doubt that the character will ever be actually playable, and will be powerlevelled by offering debuffs. But I still see the recharge issue as being close to insurmountable without sinking more money than I have into a character that will never become soloable and self-sufficient.

This is the build I've worked out so far. I fully expect to be told I'm doing it all wrong. Do your worst.

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Wolf Witch: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Cold Domination
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Block of Ice -- Acc-I:50(A), Acc-I:50(3), Dmg-I:50(3), Dmg-I:50(17), Dmg-I:50(37)
Level 1: Infrigidate -- Acc-I:50(A), Acc-I:50(5), DefDeb-I:50(11)
Level 2: Chilblain -- Acc-I:50(A), Acc-I:50(5), Dmg-I:50(11), Dmg-I:50(23), Dmg-I:50(37), RechRdx-I:50(40)
Level 4: Snow Storm -- EndRdx-I:50(A), EndRdx-I:50(7), RechRdx-I:50(7)
Level 6: Super Jump -- Jump-I:50(A)
Level 8: Ice Shield -- EndRdx-I:50(A), DefBuff-I:50(9), DefBuff-I:50(9), DefBuff-I:50(42)
Level 10: Hurdle -- Jump-I:50(A)
Level 12: Ice Slick -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13), EndRdx-I:50(46)
Level 14: Glacial Shield -- EndRdx-I:50(A), DefBuff-I:50(15), DefBuff-I:50(15), DefBuff-I:50(42)
Level 16: Health -- Heal-I:50(A), Heal-I:50(17)
Level 18: Flash Freeze -- Acc-I:50(A), Acc-I:50(19), Dmg-I:50(19), Dmg-I:50(48), Dmg-I:50(50), Sleep-I:50(50)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Arctic Fog -- EndRdx-I:50(A), EndRdx-I:50(23)
Level 24: Arctic Air -- EndRdx-I:50(A), EndRdx-I:50(25), Slow-I:50(25)
Level 26: Glacier -- Acc-I:50(A), Acc-I:50(27), RechRdx-I:50(27), RechRdx-I:50(43), RechRdx-I:50(50)
Level 28: Benumb -- Acc-I:50(A), Acc-I:50(29), RechRdx-I:50(29), RechRdx-I:50(31), RechRdx-I:50(34), EndRdx-I:50(43)
Level 30: Frostwork -- RechRdx-I:50(A), Heal-I:50(31), Heal-I:50(31), Heal-I:50(43)
Level 32: Jack Frost -- Acc-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(34), RechRdx-I:50(34)
Level 35: Sleet -- Acc-I:50(A), Acc-I:50(36), Dmg-I:50(36), Dmg-I:50(36), Dmg-I:50(37)
Level 38: Heat Loss -- Acc-I:50(A), Acc-I:50(39), EndMod-I:50(39), RechRdx-I:50(39), RechRdx-I:50(40), RechRdx-I:50(40)
Level 41: Indomitable Will -- EndRdx-I:50(A), EndRdx-I:50(42)
Level 44: World of Confusion -- Acc-I:50(A), Acc-I:50(45), Conf-I:50(45), Conf-I:50(45), RechRdx-I:50(46), RechRdx-I:50(46)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Mind Over Body -- EndRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:



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Posted

Quote:
Originally Posted by Heraclea View Post
But I still see the recharge issue as being close to insurmountable without sinking more money than I have into a character that will never become soloable and self-sufficient.
If you want a tiny bit of solo-ability, drop Frostworks for pool attack. In addition, a strong recommendation for frankenslotting your damaging controls--get acc, dmg, hold, endrdx and recharge in Block of Ice.

What I would change right away (besides frankenslotting nearly everything):

Skip the defdebuff in Infrigidate, at least until late.

Endredux (frankenslotted) in Chillblain, if you use it every 3 seconds for an attack.

No recharge in Snow Storm (saves you 3 seconds when Hasten is down), you have far superior controls you'll be firing and stacking slows already. I would personally skip Snow Storm in favor of Frostbite.

No end redux in Ice Slick (without Hasten Slick costs you about as much end/sec as Combat Jumping if fired every time it recharges). The best use of a fourth slot in Slick is probably a range enhancement, which makes finding cover a little easier sometimes.

Flash Freeze's damage is pitiful (especially if you calculate for how slowly it recharges), and shouldn't be slotted. *If* you take Flash Freeze it maybe needs only recharge beyond accuracy slotting. Flash Freeze + Arctic Air might be a viable opener solo (or small team, maybe) when Ice Slick doesn't work.

Arctic Air doesn't need slow enhance--95% end redux and 95% confuse if possible.

I would try to frankenslot Glacier for 95% acc/rech/hold, as the basic duration is fairly short.

Benumb does not need an end redux, not if you fire it once/minute.

Heals in Frostwork don't provide much benefit (for a lot of toons that bonus is wasted).

The worst slotting is Sleet, which needs 3 recharge first, before anything else. Maybe add in accuracy (if you have a proc in it), defdebuff and end redux.

Indomitable Will needs recharge, not end redux.


 

Posted

Quote:
Originally Posted by Heraclea View Post
Since everywhere I go it's "minor damage" this and that, I doubt that the character will ever be actually playable, and will be powerlevelled by offering debuffs.
Some good build comments have already been offered. I am replying more because I think you will find the character more fun if you recognize that you are not being powerlevelled. Mitigating incoming damage and debuffing the enemies ability to avoid taking damage may not be as noticeable as big orange numbers, but it is a key support role. Support does not equal power-level. As long as you are keeping busy, you can play just as vital a role as a Captain Scrapperlock.


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Some Established Heroes:
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Posted

Not refuting any of this advice, just adding in my 2 cents here and there. Everything is a response directed towards the OP, just adding to what Reptlbrain stated:

Quote:
Originally Posted by Reptlbrain View Post
No recharge in Snow Storm (saves you 3 seconds when Hasten is down), you have far superior controls you'll be firing and stacking slows already. I would personally skip Snow Storm in favor of Frostbite.
Just adding a note about Snow Storm, if you can fit it in your build, take it... Fighting AV's becomes much easier with the heavy slows and -recharge effects. And 2 End. Redux. IO's is generally plentiful for slotting.


Quote:
Originally Posted by Reptlbrain View Post
Flash Freeze's damage is pitiful (especially if you calculate for how slowly it recharges), and shouldn't be slotted. *If* you take Flash Freeze it maybe needs only recharge beyond accuracy slotting. Flash Freeze + Arctic Air might be a viable opener solo (or small team, maybe) when Ice Slick doesn't work.
I've never had a single use for Flash Freeze, ever. You may end up with a different playstyle than mine, but I've tried very hard to fit it into several different Ice/ builds and I just could not find a way to make it work for me. There are just too many other powers to choose from that I'd rather have instead.


Quote:
Originally Posted by Reptlbrain View Post
Arctic Air doesn't need slow enhance--95% end redux and 95% confuse if possible.
A VERY good slotting method that's worked wonders for me is to use:

Coercive Persuasion: Confuse/End. Redux.
Coercive Persuasion: Contagious Confusion
Malaise's Illusions: Confuse/End. Redux.
Malaise's Illusions: Chance for Psionic Damage
Cacophony: Confuse/End. Redux.
Cacophony: Chance for Energy Damage

This will give you between 70 and 80% Confuse Duration and End. Redux. values, and the 3 procs help add much needed damage and extra control into the power.
EDIT: OH! And not to mention the combined set bonuses that give you an added 8% recovery (4% + 2.5% + 1.5%).


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Posted

Quote:
want to make a team support character whose role will be more directed at enemies than at handing out buffs
Then I'm not really sure why you picked /cold. Part of its awesomeness is its buffs. Unless you are making a solo build (which you claim you want a team build) then skipping the shields or not using them (if that's what you mean, sorry if its not) is only using part of what makes the set effective. Yes, your primary goal is mitigation through control, but I argue that a controller isn't well rounded until both primary and secondary are utilized.

If you are that against buffing teammates then I'd suggest going with /storm or /TA. But to be honest shielding with /cold isn't that big of an inconvenience. If you can't stand that then maybe you need to go more /storm or /TA or control may not be the AT for you.


@Mental Maden @Maden Mental
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Posted

Quote:
Originally Posted by MentalMaden View Post
If you are that against buffing teammates then I'd suggest going with /storm or /TA. But to be honest shielding with /cold isn't that big of an inconvenience. If you can't stand that then maybe you need to go more /storm or /TA or control may not be the AT for you.
Actually, whenever I build a squishy (I also have sonic and rad defenders) team support and especially melee support are first on my mind. That is one reason why I chose /cold. It's not that I didn't want to buff teammates; I do. I just don't want to get tells demanding that I never let Speed Boost lapse.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Since everywhere I go it's "minor damage" this and that, I doubt that the character will ever be actually playable, and will be powerlevelled by offering debuffs.
What I think you mean is that the character will not be soloable and will be teamed. I know you're new to controlling, but words like "powerlevel" imply the character isn't pulling his or her weight. Once you get controlling down, you'll see that Controllers provide a huge lift to the team. They are definitely not "unplayable" or in need of being "power leveled."

That said, I took a crack at a build. This is ISO only, very heavy on support. Extremely cheap to build. I only took one purple--the Contagious Confusion proc for Arctic Air which is a must have, and continues to function even if you exemp down.

Some specific details:
- Dropped Flash Freeze
- Took Hasten much earlier
- Took AA much earlier (lvl 6) and 6-slotted it immediately. Fill it with endurance reducers until you get your endurance under control, gradually sliding in confusion enhancers once you can get away with it. I added a recharge reduction since you are ISO only; useful if AA gets detoggled, since it has a 15 second base recharge, and those will be the longest 15 seconds of your life.
- Dropped Snow Storm for Shiver. Your choice. But I simply hate Snow Storm, and since its a toggle if you somehow get mezzed you're going to go completely defenseless.
- Dropped Super Jump for Super Speed. You can use it for invisibility when combined with Arctic Fog, and it will be a useful power for spring attacks using Glacier
- Since you had the extra slots, added range to Ice Slick. Use it from behind an obstacle to avoid alphas


Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

ice Cold ISO Suggestion: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Block of Ice -- Hold-I:50(A), Hold-I:50(3), Acc-I:50(5), Acc-I:50(19), Dmg-I:50(25), Dmg-I:50(37)
Level 1: Infrigidate -- Acc-I:50(A), Acc-I:50(17), DefDeb-I:50(37), DefDeb-I:50(40)
Level 2: Frostbite -- Acc-I:50(A), Acc-I:50(3), Dmg-I:50(19), Dmg-I:50(40), Immob-I:50(40), Immob-I:50(42)
Level 4: Ice Shield -- DefBuff-I:50(A), DefBuff-I:50(5)
Level 6: Arctic Air -- EndRdx-I:50(A), EndRdx-I:50(7), Conf-I:50(7), Conf-I:50(9), CoPers-Conf%:50(9), RechRdx-I:50(11)
Level 8: Shiver -- Acc-I:50(A), Acc-I:50(11), Slow-I:50(13), Range-I:50(37), Slow-I:50(43)
Level 10: Glacial Shield -- DefBuff-I:50(A), DefBuff-I:50(17)
Level 12: Ice Slick -- RechRdx-I:50(A), RechRdx-I:50(13), Range-I:50(46), Range-I:50(46)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Arctic Fog -- EndRdx-I:50(A), EndRdx-I:50(23), ResDam-I:50(23), ResDam-I:50(25)
Level 24: Super Speed -- EndRdx-I:50(A)
Level 26: Glacier -- RechRdx-I:50(A), RechRdx-I:50(27), Hold-I:50(27), Hold-I:50(29), Acc-I:50(29), Acc-I:50(31)
Level 28: Benumb -- Acc-I:50(A), Acc-I:50(31), RechRdx-I:50(31), RechRdx-I:50(33)
Level 30: Recall Friend -- Range-I:50(A)
Level 32: Jack Frost -- Dmg-I:50(A), Dmg-I:50(33), Acc-I:50(33), Acc-I:50(34), RechRdx-I:50(34), RechRdx-I:50(34)
Level 35: Sleet -- RechRdx-I:50(A), RechRdx-I:50(36), DefDeb-I:50(36), DefDeb-I:50(36), Range-I:50(46)
Level 38: Heat Loss -- RechRdx-I:50(A), RechRdx-I:50(39), EndMod-I:50(39), EndMod-I:50(39), Acc-I:50(42), Acc-I:50(42)
Level 41: Indomitable Will -- RechRdx-I:50(A), RechRdx-I:50(43), RechRdx-I:50(43)
Level 44: Mental Blast -- Acc-I:50(A), Acc-I:50(45), Dmg-I:50(45), Dmg-I:50(45)
Level 47: Psionic Tornado -- Acc-I:50(A), Acc-I:50(48), Dmg-I:50(48), Dmg-I:50(48), EndRdx-I:50(50)
Level 49: Mind Over Body -- ResDam-I:50(A), ResDam-I:50(50), EndRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment


 

Posted

Applying cold shields isnt nearly as obnoxious as speed boosting.

I would be tempted to get air superiority in place of glacier (the only aoe controller hold I rate is vocanic gasses)


 

Posted

Quote:
I would be tempted to get air superiority in place of glacier (the only aoe controller hold I rate is vocanic gasses)
Hmm. I know you said this was your personal opinion, but I think most Controllers would be better off with an AoE hold than a Scrapper's T1 punch. Air Superiority in a build? Not a problem. Air Superiority in place of an AoE mezz? Unusual indeed, and IMO hard to justify with so many other powers you could drop instead.


 

Posted

I just don't find the aoe holds very good for the most part, too short duration and too long recharge - ymmv (volcanic gasses apart)


 

Posted

"I've never had a single use for Flash Freeze, ever."

Chance for self-heal IO. That's the only thing I've come up with.

RagManX


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Posted

Quote:
Originally Posted by Heraclea View Post
Actually, whenever I build a squishy (I also have sonic and rad defenders) team support and especially melee support are first on my mind. That is one reason why I chose /cold. It's not that I didn't want to buff teammates; I do. I just don't want to get tells demanding that I never let Speed Boost lapse.
Ice control is a great primary if you want to provide melee support. Arctic Air, max slotted for EndRdx and Confuse is the key. Since you can stack so many slows, you don't need more slow. The strategy is simple . . . let the tank go in, then throw down Ice Slick. Follow the tank, allowing AA to mitigate damage. You may want to use Frostbite to keep foes from running after Ice Slick is gone. Other than that, just use Block of Ice-Chilblain-Vet powers to contribute to damage.

I recommend keeping Glacier -- it has its uses even though it is not an "every fight" type power. I mostly use it after I have been mezzed, while AA is recharging -- Glacier fills that gap quite well. Having two slow powers is a great idea -- the second can either be Shiver or Snow Storm, at your option.


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

 

Posted

Quote:
Originally Posted by Local_Man View Post
Ice control is a great primary if you want to provide melee support. Arctic Air, max slotted for EndRdx and Confuse is the key. Since you can stack so many slows, you don't need more slow. The strategy is simple . . . let the tank go in, then throw down Ice Slick. Follow the tank, allowing AA to mitigate damage. You may want to use Frostbite to keep foes from running after Ice Slick is gone. Other than that, just use Block of Ice-Chilblain-Vet powers to contribute to damage.

I recommend keeping Glacier -- it has its uses even though it is not an "every fight" type power. I mostly use it after I have been mezzed, while AA is recharging -- Glacier fills that gap quite well. Having two slow powers is a great idea -- the second can either be Shiver or Snow Storm, at your option.
Shiver - It's cheaper on endurance for the job it does.


-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

 

Posted

Thanks to everyone for the help with this character.

I had seen Arctic Air, and did not consider it a priority; it is first a toggle, and second a PBAoE, and I never really imagined that a character like this would want to be in the midst of mobs. I gather that it's better than it looks.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by Heraclea View Post
Thanks to everyone for the help with this character.

I had seen Arctic Air, and did not consider it a priority; it is first a toggle, and second a PBAoE, and I never really imagined that a character like this would want to be in the midst of mobs. I gather that it's better than it looks.
Much better than it looks. Without slotting Arctic Air + Shiver reduces the mobs movement and recharge rates to the -move and -rech caps (all the way up to +2 mobs). The -rech cap is 75%, thats the same as quadrupling mob recharge rates. That's without taking into account the Avoid or Confuse that's built into Artic Air just the slows.

In other words after the Alpha it's like having 75% resistances to all damage types. Mitigating the alpha is easy. It's called Ice Slick.


-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

 

Posted

Since other people have given build advice (and I agree... skip flash freeze,) I wanted to focus on something:

Quote:
Since everywhere I go it's "minor damage" this and that, I doubt that the character will ever be actually playable, and will be powerlevelled by offering debuffs.
If you go in with this attitude, you're quite likely going to hate the character. You'll log on to it feeling it's something like a "worthless, unplayable" character. Something you, say, "told yourself you had to do." Doesn't matter what the set is.

No, Ice is not a high damage set. You're not going to kill groups of mobs between the time the scrapper starts running and the time he gets to the spawn point. Nobody's going to confuse your AOE hold with a blaster nuke. That's true of pretty much every controller set, though. You've got a different goal all together with controllers - namely, *control,* shutting down threats one way or another and, quite frankly, directing the fights (for lack of a better way of putting it.)

I'm a fan of Ice. I have more of them than is possibly healthy. Run the Ice/Cold. If the lack of damage bugs you still (and you don't want to play redside) ... once GR goes live, roll an Ice dom. There are a few changes in how you want to approach things, but you'll have your ice control and damage to go with it.

Just don't go into this with "It won't be soloable (it will be) and will need to be PLed (it won't.)" You don't need to cheer about it, but at least go into it neutrally, instead of expecting to be disappointed - which is how the opening post sounds.

(PS - I'm saying this from experience, as well... though in my case, irritation and disappointment from the first VEAT, a Widow, has led to levels upon levels of "I hate this character" on my Bane. Took a while to break out of and try to (finish) giving the character a fair shake.)


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
If you go in with this attitude, you're quite likely going to hate the character. You'll log on to it feeling it's something like a "worthless, unplayable" character. Something you, say, "told yourself you had to do." Doesn't matter what the set is.
Partly it's because little in my experience prepared me for what to do with the character. There seems to be a prodigious variation in controller sets; all scrappers by contrast are recognizable variations on a theme, regardless of primary and secondary.

The powers my illusion controller has don't resemble this one's even slightly in their mechanics. The sonic defender is a closer fit, but even defenders get a blasting set; they seem easier to solo than this one does. As for the fire/kin, control had nothing to do with what was demanded of that character; on that character I felt like the mother of a nest of cuckoo chicks.

Yes, I wanted the challenge of something different. I do have a rad defender, built for team utility, that I do tend to feel was mostly powerlevelled as well. On a good team, my anchors don't stay up long; if they contribute, the effect is subtle to say the least.

It was made so I'd have something to bring to giant monster and AV fights when a rad was wanted for 'em. (There is too much content in the game that is too hard or dull otherwise, but trivial with a rad. Lord Winter, I see you.) Got him to 50 as well. But do I ever use the character to solo with? Is he really capable of pulling his own weight for earning purples, running PI radios set at +2/8, or working the Roman wall? No, that isn't what he does.

Made this character just before the winter event went live; the winter theme suggested what to roll. She's 27 now. I have actually been enjoying the character, just having a tough time figuring out her niche.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by Heraclea View Post
Partly it's because little in my experience prepared me for what to do with the character. There seems to be a prodigious variation in controller sets; all scrappers by contrast are recognizable variations on a theme, regardless of primary and secondary.

The powers my illusion controller has don't resemble this one's even slightly in their mechanics. The sonic defender is a closer fit, but even defenders get a blasting set; they seem easier to solo than this one does. As for the fire/kin, control had nothing to do with what was demanded of that character; on that character I felt like the mother of a nest of cuckoo chicks.

Yes, I wanted the challenge of something different. I do have a rad defender, built for team utility, that I do tend to feel was mostly powerlevelled as well. On a good team, my anchors don't stay up long; if they contribute, the effect is subtle to say the least.

It was made so I'd have something to bring to giant monster and AV fights when a rad was wanted for 'em. (There is too much content in the game that is too hard or dull otherwise, but trivial with a rad. Lord Winter, I see you.) Got him to 50 as well. But do I ever use the character to solo with? Is he really capable of pulling his own weight for earning purples, running PI radios set at +2/8, or working the Roman wall? No, that isn't what he does.

Made this character just before the winter event went live; the winter theme suggested what to roll. She's 27 now. I have actually been enjoying the character, just having a tough time figuring out her niche.
This is one of the reasons I like controllers best -- there is so much variety in the playstyles. My Earth/Rad stays entirely at range, and is a monster at ranged AoE control, but my Fire/Rad is up front and in the middle of the fight, doing large amounts of damage. My Ice/Storm plays very differently on teams vs. solo, but both are lots of fun. My Ill/TA is also a ranged controller, but very, very different than my Earth/Rad.

Earth and Ice seem very similar, and yet can be played very differently. Fire has some similarities, but some differences. Mind, Grav and Plant have some really unique tools and Illusion is unlike anything else in the game. It just takes some time to learn the strengths and weaknesses, and develop a playstyle to make good use of them.


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

 

Posted

Quote:
I do have a rad defender, built for team utility, that I do tend to feel was mostly powerlevelled as well. On a good team, my anchors don't stay up long; if they contribute, the effect is subtle to say the least.
What it sounds like is you just have a low opinion of support characters in general. I'm not going to try to change that opinion, but it sounds like you feel Scrappers carry a lot more weight than, IMO, they really do, especially in heavy Control teams where they are easily replaced with a Blaster.


Quote:
Made this character just before the winter event went live; the winter theme suggested what to roll. She's 27 now. I have actually been enjoying the character, just having a tough time figuring out her niche
Ice/Cold will have several main functions:

1) Keep enemies occupied. This means trapping them in Arctic Air, using Ice Slick to keep them bouncing, hitting stray enemies with Block of Ice, and occasionally firing Glacier.

2) Debuffing movement and recharge. Once you've floored an enemy's recharge it takes four times as long before the enemy can use a power. Shiver by itself will floor the recharge of any like-level or +1 enemy you encounter; higher levels enemies require more -Recharge.

3) Keeping the team buffed. Your shields are just ok; nothing to write home about. Heat Loss on the other hand is disgustingly incredible. You are going to love this power both for the -resistance it provides on enemies and the huge endurance recovery boost you get.

4) Keeping AVs debuffed. Benumb is a sick power. You want it up as often as possible.

5) Debuffing enemies with Sleet.

6) Stealthing, if you want. Take Super Speed and combine it with Arctic fog and most enemies can't see you.


 

Posted

Heat Loss is better than Grandma's home cooking, kisses from puppies and a fruity drink on the beach.......combined.


If you ever want to really feel powerleveled run any AT on a team with 7 controllers.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Again, thanks for all the help. I revised my intentions for the character and put together a proposed build that takes most of them into account. I did take Glacier, but postponed it; my one previous experience with a high level controller suggested that the recharge on PBAoE holds is such that they get put in a place on the task bar reserved for powers that are saved for special and emergency occasions that never come.

I added some "yeah, right" sets for this, looking chiefly for recharge and recovery; endurance seems a serious issue already. Since I know hold and slow set piece chiefly as ... disappointments ... this can't be that expensive to make, can it?

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Wolf Witch: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Cold Domination
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Chilblain -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(3), Entrpc-Dmg/Rchg:35(9), Entrpc-Dmg/EndRdx/Rchg:35(17), Entrpc-Heal%:35(37), Acc-I:50(37)
Level 1: Infrigidate -- ShldBrk-Acc/Rchg:30(A), ShldBrk-Acc/EndRdx/Rchg:30(3), ShldBrk-Acc/DefDeb:30(46)
Level 2: Block of Ice -- G'Wdw-Acc/Rchg:50(A), G'Wdw-Acc/Hold/Rchg:50(5), G'Wdw-Acc/EndRdx:50(5), G'Wdw-Hold/Rng:50(23), Thundr-Dmg/Rchg:50(34), Thundr-Dmg/EndRdx:50(37)
Level 4: Snow Storm -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Acc/EndRdx:50(7), P'ngTtl-Dmg/Slow:50(27), P'ngTtl--Rchg%:50(42)
Level 6: Arctic Air -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(7), CoPers-Conf%:50(11), Mlais-Acc/EndRdx:50(25), Mlais-Acc/Conf/Rchg:50(31), Mlais-Conf/Rng:50(43)
Level 8: Shiver -- TmpRdns-Acc/Slow:50(A), TmpRdns-Dmg/Slow:50(9), TmpRdns-Acc/EndRdx:50(11), TmpRdns-Acc/Dmg/Slow:50(15), TmpRdns-EndRdx/Rchg/Slow:50(43)
Level 10: Swift -- Run-I:50(A)
Level 12: Ice Slick -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13), Range-I:50(15)
Level 14: Super Speed -- Winter-RunSpd/Jump/Fly/Rng:50(A), Winter-ResSlow:50(40)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(17)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-EndMod:50(21), P'Shift-End%:50(48)
Level 22: Ice Shield -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(23)
Level 24: Glacial Shield -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(25)
Level 26: Arctic Fog -- ImpArm-ResDam/EndRdx:40(A), ImpArm-EndRdx/Rchg:40(27)
Level 28: Benumb -- Acc-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29), RechRdx-I:50(31), Acc-I:50(31)
Level 30: Recall Friend -- EndRdx-I:50(A)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(34), BldM'dt-Acc/Dmg:50(34)
Level 35: Sleet -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(36), ShldBrk-Acc/Rchg:30(36), ShldBrk-DefDeb/EndRdx/Rchg:30(36), ShldBrk-Acc/EndRdx/Rchg:30(43)
Level 38: Heat Loss -- Efficacy-EndMod/Acc:50(A), Efficacy-EndMod/Acc/Rchg:50(39), Efficacy-Acc/Rchg:50(39), Efficacy-EndMod/Rchg:50(39), RechRdx-I:50(40), Acc-I:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: Energy Torrent -- KinCrsh-Dmg/KB:50(A), KinCrsh-Acc/KB:50(45), KinCrsh-Rchg/KB:50(45), KinCrsh-Rechg/EndRdx:50(45), Dmg-I:50(46), Acc-I:50(46)
Level 47: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Glacier -- G'Wdw-Acc/Rchg:50(A), G'Wdw-Acc/EndRdx:50(50), G'Wdw-Acc/Hold/Rchg:50(50), G'Wdw-EndRdx/Hold:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:

  • 5.5% DamageBuff(Smashing)
  • 5.5% DamageBuff(Lethal)
  • 5.5% DamageBuff(Fire)
  • 5.5% DamageBuff(Cold)
  • 5.5% DamageBuff(Energy)
  • 5.5% DamageBuff(Negative)
  • 5.5% DamageBuff(Toxic)
  • 5.5% DamageBuff(Psionic)
  • 1.25% Defense(Fire)
  • 1.25% Defense(Cold)
  • 2.5% Defense(AoE)
  • 7.65% Max End
  • 22.5% Enhancement(RechargeTime)
  • 2.5% Enhancement(Confused)
  • 20% Enhancement(Accuracy)
  • 4% Enhancement(RunSpeed)
  • 4% Enhancement(JumpSpeed)
  • 4% Enhancement(FlySpeed)
  • 4% Enhancement(JumpHeight)
  • 5% FlySpeed
  • 49.6 HP (4.88%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Confused) 10.3%
  • MezResist(Held) 7.5%
  • MezResist(Immobilize) 7.5%
  • MezResist(Sleep) 10.3%
  • MezResist(Stun) 7.5%
  • MezResist(Terrorized) 7.5%
  • 19% (0.32 End/sec) Recovery
  • 30% (1.27 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 2.5% Resistance(Smashing)
  • 5% Resistance(Cold)
  • 18% RunSpeed



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by MentalMaden View Post
Heat Loss is better than Grandma's home cooking, kisses from puppies and a fruity drink on the beach.......combined..
I don't like Heat Loss. Oh, its OK I guess. But the recharge is hideous. I'm used to transference, so I dont have a lot of tolerance for the crazy long recharge Heat Loss has. Basically, if I can manage my endurance for long enough to fire it a second time, then I didnt need it in the first place. As for the team, same thing. If people are constantly needing it, they wont be constantly getting it, so its inadequate in terms of recharge. If they don't need it, except an occasional topping off, then why do you think its great?

I have it, and its fully slotted, and has all the recharge it can take, but every time I click it, I wonder why.

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

 

Posted

Don't think of Heat Loss as an Endurance/Recovery buff. At least I don't, that's just a beneficial side effect. Rather it's yet another massive AOE -Res debuff to pair with Sleet.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Heraclea View Post
I did take Glacier, but postponed it; my one previous experience with a high level controller suggested that the recharge on PBAoE holds is such that they get put in a place on the task bar reserved for powers that are saved for special and emergency occasions that never come.
I'd say it's more useful than that, especially, as someone pointed out upthread, after the mez-BF-AA recharging sequence. I find myself using the PBAoE holds pretty often on all my 40+ trollers, though that may be because they either have lots of recharge and/or a second EMPulse/Arrow.

Quote:
Originally Posted by Heraclea View Post
I added some "yeah, right" sets for this, looking chiefly for recharge and recovery; endurance seems a serious issue already.
I do have a Stamina-less Cold defender (a little cheaty with the two heal uniques), but that was a respec after Heat Loss.

Quote:
Originally Posted by Heraclea View Post
Since I know hold and slow set piece chiefly as ... disappointments ... this can't be that expensive to make, can it?
Then get to know Basilisk's Gaze (pretty steep) or Lockdown! The Acc/End/Rech Shieldbreakers are gonna be expensive (at least the last I sold blueside went for 30 million). The triples for Malaise's and Ghostwidow's might be a little hard to come by in the mid-levels, though I haven't looked in a long time.


 

Posted

Quote:
Originally Posted by UnicyclePeon View Post
I don't like Heat Loss. Oh, its OK I guess. But the recharge is hideous. I'm used to transference, so I dont have a lot of tolerance for the crazy long recharge Heat Loss has. Basically, if I can manage my endurance for long enough to fire it a second time, then I didnt need it in the first place. As for the team, same thing. If people are constantly needing it, they wont be constantly getting it, so its inadequate in terms of recharge. If they don't need it, except an occasional topping off, then why do you think its great?

I have it, and its fully slotted, and has all the recharge it can take, but every time I click it, I wonder why.

Lewis
The Cult of the Blue Bar loves anything that gives you 13+ end per second.

Take a pamphlet.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff