Ice/kin someone take a look please.


LastPhantomZoner

 

Posted

Can someone take a look please.
In the past my any of my threads regarding Ice powers never get looked at. Not sure why?
I've tried this toon so far with about half the build completed and as a team controller he seems really effective. I sorta was building him off a fire/kin build although I made some changes. (I used the fire/kin build mainly to see how to slot the kin powers and defense).
But just curious what others think. Thanks!

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

Click this DataLink to open the build!

Level 50 Natural Controller
Primary Power Set: Ice Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Block of Ice

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (39) Basilisk's Gaze - Accuracy/Recharge
  • (40) Basilisk's Gaze - Recharge/Hold
  • (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 1: Transfusion
  • (A) Doctored Wounds - Heal/Endurance
  • (3) Doctored Wounds - Endurance/Recharge
  • (3) Doctored Wounds - Heal/Recharge
  • (5) Doctored Wounds - Heal
  • (5) Doctored Wounds - Heal/Endurance/Recharge
  • (7) Accuracy IO
Level 2: Frostbite
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (23) Enfeebled Operation - Endurance/Immobilize
  • (23) Enfeebled Operation - Accuracy/Endurance
  • (29) Enfeebled Operation - Immobilize/Range
  • (29) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (31) Enfeebled Operation - Accuracy/Immobilize
Level 4: Chilblain
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (17) Enfeebled Operation - Endurance/Immobilize
  • (19) Enfeebled Operation - Accuracy/Endurance
  • (19) Enfeebled Operation - Immobilize/Range
  • (21) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (21) Enfeebled Operation - Accuracy/Immobilize
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (7) Recharge Reduction IO
  • (9) Recharge Reduction IO
Level 8: Arctic Air
  • (A) Malaise's Illusions - Accuracy/Recharge
  • (9) Malaise's Illusions - Endurance/Confused
  • (15) Malaise's Illusions - Accuracy/Endurance
  • (15) Malaise's Illusions - Chance of Damage(Psionic)
  • (17) Malaise's Illusions - Accuracy/Confused/Recharge
Level 10: Siphon Speed
  • (A) Curtail Speed - Accuracy/Slow
  • (11) Curtail Speed - Damage/Slow
  • (11) Curtail Speed - Accuracy/Endurance
  • (13) Curtail Speed - Range/Slow
  • (13) Accuracy IO
Level 12: Hurdle
  • (A) Jumping IO
Level 14: Super Speed
  • (A) Run Speed IO
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 18: Kick
  • (A) Smashing Haymaker - Accuracy/Damage
  • (33) Smashing Haymaker - Damage/Endurance
  • (34) Smashing Haymaker - Damage/Recharge
  • (43) Smashing Haymaker - Damage/Endurance/Recharge
Level 20: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (43) Performance Shifter - Chance for +End
  • (50) Endurance Modification IO
Level 22: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 24: Weave
  • (A) Red Fortune - Defense/Endurance
  • (25) Red Fortune - Defense/Recharge
  • (25) Red Fortune - Defense/Endurance/Recharge
  • (27) Red Fortune - Defense
  • (27) Red Fortune - Endurance/Recharge
Level 26: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (40) Kismet - Accuracy +6%
Level 28: Glacier
  • (A) Neuronic Shutdown - Accuracy/Recharge
  • (31) Neuronic Shutdown - Endurance/Hold
  • (31) Neuronic Shutdown - Hold/Range
  • (34) Neuronic Shutdown - Accuracy/Hold/Recharge
  • (37) Lockdown - Chance for +2 Mag Hold
Level 30: Speed Boost
  • (A) Run Speed IO
Level 32: Jack Frost
  • (A) Call to Arms - Accuracy/Recharge
  • (33) Call to Arms - Accuracy/Damage
  • (33) Call to Arms - Damage/Endurance
  • (34) Call to Arms - Accuracy/Damage/Recharge
Level 35: Transference
  • (A) Efficacy Adaptor - EndMod
  • (36) Efficacy Adaptor - EndMod/Recharge
  • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (36) Efficacy Adaptor - Accuracy/Recharge
  • (37) Efficacy Adaptor - EndMod/Accuracy
  • (37) Efficacy Adaptor - EndMod/Endurance
Level 38: Fulcrum Shift
  • (A) Accuracy IO
  • (39) Recharge Reduction IO
  • (39) Recharge Reduction IO
Level 41: Fissure
  • (A) Stupefy - Accuracy/Recharge
  • (42) Stupefy - Endurance/Stun
  • (42) Stupefy - Accuracy/Endurance
  • (42) Stupefy - Stun/Range
  • (43) Force Feedback - Chance for +Recharge
  • (46) Stupefy - Accuracy/Stun/Recharge
Level 44: Rock Armor
  • (A) Red Fortune - Defense/Endurance
  • (45) Red Fortune - Defense/Recharge
  • (45) Red Fortune - Endurance/Recharge
  • (45) Red Fortune - Defense/Endurance/Recharge
  • (46) Red Fortune - Defense
  • (46) Luck of the Gambler - Recharge Speed
Level 47: Seismic Smash
  • (A) Kinetic Combat - Accuracy/Damage
  • (48) Kinetic Combat - Damage/Endurance
  • (48) Kinetic Combat - Damage/Recharge
  • (48) Kinetic Combat - Damage/Endurance/Recharge
Level 49: Earth's Embrace
  • (A) Numina's Convalescence - Heal
  • (50) Numina's Convalescence - Heal/Endurance
  • (50) Numina's Convalescence - Heal/Recharge
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment



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Posted

Is this a character you already have a 50? And you are looking for an End Game build? Or are you looking at leveling up this character?

This build makes a lot of sacrifices to get a huge amount of defense -- over 51% when the soft cap is 45%. You have a huge amount of Recharge, too. However, I think some of your core powers are underslotted -- some people are willing to do that to get high bonuses, but I prefer slotting the powers to be effective first, then trying to get bonuses as, well, bonuses.

Block of Ice: 4 from the Basilisk set is not enough. I think it needs more Acc/Hold/Rech or Acc/Damage/Rech, depending on what you want out of the power.

No Ice Slick: this is a key power for an Ice controller. Some people think it becomes less useful in upper levels, but I disagree. It is my best opener. Arctic Air needs a few seconds to take effect, and Ice Slick gives you those seconds. Especially for an Ice/Kin, where you want to get "up close and personal" with the foes, Ice Slick allows you do that while they fall on their tails. With capped defenses, maybe you don't need this protection . . . but your teammates do. And what do you do before you get this mega-build completed?

No Shiver: On an Ice/Kin, two AoE slow powers are very useful. AA is PB AoE, and Shiver is ranged. The -Recharge is significant. I would take this over either of the Immobs or quite a few of your pool powers.

Frostbite: I didn't take this power until 30, because it conflicts with Ice Slick. On an Ice/Kin, I would say it is skippable but nice to have.

The only reason to take Chilblain is as a damage power in low levels, or as a way to Immob AVs in high levels. Having a single target Immob when you have an AoE Immob is a waste. If you are a team focused AoE controller not worried about damage, there is no need for this power. Certainly not over Ice Slick. Or Siphon Power.

Arctic Air: This is a power that really needs Frankenslotting. You need to maximize Confuse and EndRdx. The Contagious Confusion proc from the purple Coercive Persuasion set seems like it doubles the effectiveness of this power. A damage proc can be added AFTER maxing out both EndRdx and Confuse.

Kick: Do you actually use Kick as an attack? or just as a mule for some IOs? Because you are already over the softcap, and these slots could be better used somewhere else.

Stamina: Why the Efficacy Adaptor? That IO has no more benefit than a common IO. Why not the Performance Shifter EndMod?

Tough: If you got it, might as well slot it. Less damage is a good thing. Personally, I'm not a big fan of the fighting pool on Controllers, but with your goal for high defense, I can see why it is here. However, you have had to give up too much for it in my opinion.

Glacier: You have only 39% accuracy in a power with a 20% accuracy penalty. If you are going to use it, slot it. With your lack of AoE control (no Ice Slick), Glacier becomes more needed. It is way underslotted. Worry about getting the base enhancements up before that +2 Mag proc.

Speed Boost: Slotting SB for run speed is mostly done to tick people off when they suddenly run too fast. Replace that with an EndMod. And I would take this at 22 or 20, not 30. It is one of the best buffs in the game.

Jack Frost: Needs to be slotted for decent Accuracy and capped damage.

Fissure: I personally think that the Force Feedback proc is a waste, especially on a Kin where you already have a ton of Recharge. Also, this power is a damage power with a chance to stun. Slotting it as a stun is a waste.

Seismic Smash: More accuracy and capped damage.

There's more, but that's all I have time for. Ice is not a very popular controller primary due to the lack of damage, which may be why you didn't get many responses. Not many of us have much experience with 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

 

Posted

As far as not getting replies, Local man is right, it's because Ice is usually overlooked.

Also, it seems you're building for set bonuses, which is your choice, but coming from my level 50 ice/sonic controller's experience, you're going to miss Ice Slick, it's an amazing power that takes foes completely out of the fight for awhile, making the mass defense you've built up less necessary.

I'd also take Shiver, it's such a strong debuff.

I can't offer much help on set bonuses. As those are mostly the choice of the creator of the character. Just don't overlook the awesomeness Ice has for the sake of a couple bonuses here and there!


 

Posted

I love the Ice set. I have Ice/Storm, Ice/Rad, Ice/Emp to 50 as well as other Ice/x leveled to differing points. I'll give my suggestions and some slotting changes that I made.

Overall:
You have quite a lot of global recharge, just enough to get perma hasten with 2 siphon's up. The proc in seismic will help, but while fighting you should be able to keep it going all the time.

What is the goal of the build? Farming, soloing, teaming, ?. That will determine what advice I would give.

You are light on acc bonuses, and your slotting doesn't really help too much in that regard. I don't think it will be a huge issue, but you are going to want those siphons to land and missing them will kind of stink.

Adding some more passive recovery would be a good thing. Even with transference, you will miss and when you do it's going to hurt to loose all those toggles.

Specific:
Ice Slick: I will disagree to some degree with the above poster. Ice Slick is a really over rated power. If you are teaming, odds are someone will drop something on your slick to negate it. High level enemies can resist it. Many AV's ignore it for the most part. So it's value is for large groups of minions and LT's while not teaming. It is a nice opener, hopefully your defense should mitigate enough damage for you to miss it if you are farming. On my characters, I have it on about half of the builds I use, I don't miss it on the others.

Arctic Air: The real gem of the Ice set, it really needs the contagious confusion proc. I can see that you are not looking at purping up. However, that would be one exception that I would make. It's that good in a power that combined with your def should really shine.

Shiver: You don't need it. AA will be fine. Yes, a second slow is nice, but I can see in this build you should be fine without it.

Frostbite: If you can afford to loose the defense, putting three damage procs here can add a ton of much needed damage. Especially pre-epics. I love having it and can farm just about anything using that power.

Kick: I'd drop the slots even if you take a small hit to your def. You can use the slots a lot better elsewhere for a minor reduction in def.

Fissure: I would slot the Posi's set here, you keep the 6.25% recharge and get some much needed damage in the build. I'd go with 2 damage procs, but the recharge proc here will do fine as well.

Block of Ice: Adding in both +2 Mag Hold procs here is wonderful. You get about 45% chance to 1 shot hold a boss. Not a bad deal and more useful here than in the AOE hold which even with your recharge will only be up every 60 seconds or so. It's also nice to have massive mag stacking for AVs.

Earth's Embrace: Stole some slots here to get some passive +regen/recov

So with all that, here's what I would do:

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

Click this DataLink to open the build!

Level 50 Natural Controller
Primary Power Set: Ice Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), Dev'n-Hold%(37), BasGaze-Acc/Rchg(39), Lock-%Hold(39), BasGaze-Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal(5), Dct'dW-Heal/EndRdx/Rchg(5), Acc-I(7)
Level 2: Frostbite -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(23), Enf'dOp-Acc/EndRdx(23), Enf'dOp-Immob/Rng(29), Enf'dOp-Acc/Immob/Rchg(29), Enf'dOp-Acc/Immob(31)
Level 4: Chilblain -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/EndRdx(19), Enf'dOp-Immob/Rng(19), Enf'dOp-Acc/Immob/Rchg(21), Enf'dOp-Acc/Immob(21)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(9)
Level 8: Arctic Air -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(15), Mlais-Dam%(15), Mlais-Acc/Conf/Rchg(17), CoPers-Conf%(46)
Level 10: Siphon Speed -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(11), CtlSpd-Acc/EndRdx(11), CtlSpd-Rng/Slow(13), Acc-I(13)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
Level 18: Kick -- S'ngH'mkr-Acc/Dmg(A)
Level 20: Stamina -- P'Shift-EndMod(A), EndMod-I(33), P'Shift-End%(43), EndMod-I(50)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(27), RedFtn-EndRdx/Rchg(27), LkGmblr-Rchg+(50)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), Ksmt-ToHit+(40)
Level 28: Glacier -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(34)
Level 30: Speed Boost -- Run-I(A)
Level 32: Jack Frost -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(50)
Level 41: Fissure -- Posi-Dam%(A), Posi-Acc/Dmg(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), ExStrk-Dam%(43), Posi-Acc/Dmg/EndRdx(43)
Level 44: Rock Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), LkGmblr-Rchg+(46)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 49: Earth's Embrace -- RgnTis-Regen+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment


 

Posted

thx a lot you guys. Ya I'm looking to respec him a little bit to get Ice Slick. I myself enjoy that power as well. didn't know how i forgot that power.


 

Posted

My two cents. There was a lot of good advice already that I won't repeat, but here are a few things to stand out to me.

RE: Ice Slick. I would never skip this power. In some groups it will be negated but in others it won't. It's not necessarily true that high level enemies don't fall on it. Levels of knockback/down immunity vary across the board. Most importantly, knockdown ignores the normal mag protection that minions/bosses/lts have.

RE: Shiver. Again I would never skip this power unless I was taking a -Speed/-Recharge power from my secondary (Storm or Cold's Snow Storm for example.. and even then I still prefer Shiver). The reason is that the amount of -Recharge from your other powers alone isn't enough to floor recharge rates and keep them there. -Recharge is quadratic. The more you have of it, the more effective it is, up to the cap (75%). Shiver floors Recharge instantly on a same level or +1 enemy. It might seem like the difference between -60% Recharge and -75% is small. In fact, -60% is almost half as effective as -75%.

The formula is:

RechargeTime = BaseRechargeTime / ( 1 + Enhancement )


Therefor, demonstrated on a power with a 1 second recharge time:

60%) 1 / (1 + -.6) = 2.5 seconds

75%) 1 / (1 + -.75) = 4 seconds


And these numbers get more drastic as the base recharge time of the power increases. If the power was on a 10 second base recharge, it would take 25 seconds and 40 seconds respectively.

Basically, to take advantage of -Recharge you have to lay it on the enemy as heavy as you can and sustain it. Shiver is a very effective way to do that, especially against +2, +3, and +4 enemies where you have to slam them repeatedly with -Recharge for it to have much effect.