ICE/STORM/ICE Build Crit...


Donna_

 

Posted

Been thinking about bringing my iceystorm out the top drawer... Endurance was the issue pre-IO.. so here's a quick build that should remedey that. Comments, and thoughts please.

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Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Block of Ice

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (3) Basilisk's Gaze - Recharge/Hold
  • (5) Basilisk's Gaze - Endurance/Recharge/Hold
  • (5) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (7) Unbreakable Constraint - Accuracy/Recharge
Level 1: Gale
  • (A) Positron's Blast - Accuracy/Damage
  • (7) Positron's Blast - Accuracy/Damage/Endurance
  • (9) Accuracy IO
Level 2: Frostbite
  • (A) Gravitational Anchor - Accuracy/Recharge
  • (11) Gravitational Anchor - Immobilize
  • (11) Trap of the Hunter - Accuracy/Endurance
  • (13) Trap of the Hunter - Accuracy/Immobilize/Recharge
Level 4: O2 Boost
  • (A) Miracle - Heal
  • (15) Miracle - Heal/Recharge
Level 6: Swift
  • (A) Flight Speed IO
Level 8: Snow Storm
  • (A) Tempered Readiness - Accuracy/Endurance
  • (9) Endurance Reduction IO
  • (19) Tempered Readiness - Endurance/Recharge/Slow
  • (19) Endurance Reduction IO
Level 10: Shiver
  • (A) Tempered Readiness - Accuracy/Endurance
  • (23) Tempered Readiness - Accuracy/Slow
  • (25) Tempered Readiness - Range/Slow
  • (25) Tempered Readiness - Endurance/Recharge/Slow
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO
  • (23) Recharge Reduction IO
Level 14: Hover
  • (A) Gift of the Ancients - Defense/Endurance
  • (15) Flight Speed IO
  • (29) Gift of the Ancients - Defense
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (17) Miracle - +Recovery
  • (17) Miracle - Heal
Level 18: Freezing Rain
  • (A) Touch of Lady Grey - Defense Debuff/Recharge
  • (31) Touch of Lady Grey - Chance for Negative Damage
  • (31) Shield Breaker - Accuracy/Defense Debuff
  • (31) Shield Breaker - Accuracy/Recharge
  • (33) Tempered Readiness - Accuracy/Endurance
  • (33) Tempered Readiness - Accuracy/Slow
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
Level 22: Fly
  • (A) Soaring - Endurance/FlySpeed
  • (33) Soaring - Endurance
  • (34) Flight Speed IO
  • (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 24: Arctic Air
  • (A) Coercive Persuasion - Confused/Endurance
  • (27) Malaise's Illusions - Endurance/Confused
  • (29) Endurance Reduction IO
  • (34) Coercive Persuasion - Accuracy/Confused/Recharge
Level 26: Steamy Mist
  • (A) Gift of the Ancients - Defense/Endurance
  • (27) Red Fortune - Defense/Endurance
  • (36) Gift of the Ancients - Defense/Endurance/Recharge
  • (37) Kismet - Defense/Endurance
  • (37) Kismet - Defense/Endurance/Recharge
Level 28: Thunder Clap
  • (A) Stupefy - Accuracy/Recharge
  • (36) Absolute Amazement - Accuracy/Recharge
  • (39) Stupefy - Accuracy/Endurance
  • (39) Absolute Amazement - Accuracy/Stun/Recharge
Level 30: Ice Slick
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 32: Glacier
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (40) Basilisk's Gaze - Accuracy/Recharge
  • (40) Basilisk's Gaze - Recharge/Hold
  • (40) Lockdown - Accuracy/Recharge
  • (42) Basilisk's Gaze - Endurance/Recharge/Hold
Level 35: Tornado
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (37) Touch of Lady Grey - Recharge/Endurance
  • (42) Expedient Reinforcement - Accuracy/Damage
  • (43) Expedient Reinforcement - Damage/Endurance
  • (43) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (43) Soulbound Allegiance - Accuracy/Damage/Recharge
Level 38: Lightning Storm
  • (A) Performance Shifter - Accuracy/Recharge
  • (39) Devastation - Accuracy/Damage
  • (42) Thunderstrike - Accuracy/Damage/Endurance
  • (45) Efficacy Adaptor - Accuracy/Recharge
  • (45) Devastation - Damage/Endurance
  • (46) Thunderstrike - Damage/Endurance
Level 41: Hibernate
  • (A) Performance Shifter - Chance for +End
Level 44: Frost Breath
  • (A) Positron's Blast - Accuracy/Damage/Endurance
  • (45) Detonation - Accuracy/Damage/Endurance
  • (46) Detonation - Damage/Endurance
  • (46) Air Burst - Damage/Endurance
  • (48) Accuracy IO
Level 47: Ice Storm
  • (A) Ragnarok - Accuracy/Recharge
  • (48) Ragnarok - Accuracy/Damage/Recharge
  • (48) Detonation - Damage/Endurance
  • (50) Detonation - Damage/Endurance/Range
  • (50) Positron's Blast - Accuracy/Damage/Endurance
  • (50) Tempered Readiness - Endurance/Recharge/Slow
Level 49: Hurricane
  • (A) Endurance Reduction IO
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 1: Ninja Run



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Consciousness: that annoying time between naps.

 

Posted

It doesn't look particularly end-friendly to me. For example, your Hold (Block of Ice) has pretty low endurance reduction in it, considering that it is your go-to power for spamming over and over.

Also, your build has lots of problems with slotting generally, in that your slotting is a bit haphazard. Also, you put off Ice Slick and Hurricane and didn't really slot them correctly. Gale's slotting is a bit awkward as well.

Also, you skipped Jack Frost. What's up with that?

Here is a sample build which has pretty much the same powers you had, except I changed around the travel powers a bit. I also dropped Snow Storm because you have plenty of other sources of slow, and I had to make room for Jack Frost. You could easily switch this back to Hover+Fly+Hasten instead of Hasten+SS+Hover tho.

Anyway, I didn't go for global recharge or anything special with the IOs. I just went for (mostly) cheap IOs but I made sure to frankenslot the powers so you have adequate endurance reduction.

Then below that build, I'll post my personal build.

Lewis

SIMPLE BUILD:

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SOMEWHAT RECHARGE-ORIENTED BUILD:
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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

Quote:
Originally Posted by UnicyclePeon View Post
It doesn't look particularly end-friendly to me. For example, your Hold (Block of Ice) has pretty low endurance reduction in it, considering that it is your go-to power for spamming over and over.

Also, your build has lots of problems with slotting generally, in that your slotting is a bit haphazard. Also, you put off Ice Slick and Hurricane and didn't really slot them correctly. Gale's slotting is a bit awkward as well.

Also, you skipped Jack Frost. What's up with that?

Here is a sample build which has pretty much the same powers you had, except I changed around the travel powers a bit. I also dropped Snow Storm because you have plenty of other sources of slow, and I had to make room for Jack Frost. You could easily switch this back to Hover+Fly+Hasten instead of Hasten+SS+Hover tho.

Anyway, I didn't go for global recharge or anything special with the IOs. I just went for (mostly) cheap IOs but I made sure to frankenslot the powers so you have adequate endurance reduction.

Then below that build, I'll post my personal build.

Lewis
Not looked at your build yet but how can you say it doesn't look particularly end-friendly ??

I have 49.5% Recovery bonus, which is what I was going for.
I can't understand why you would want superspeed and hover ? they don't synergise at all.

I know I missed JF but it was because I don't particularly like the animations...

And overall with Hover, ArticAir, SteamyMist and Snowstorm all active I still have a net gain of 2.56/sec

reason of the hap hazzard slotting was to maximise +recovery.


Consciousness: that annoying time between naps.

 

Posted

I totally missed somehow that you had a lot of recovery in your build. I think it was because your slotting and power pics looked so haphazard that I didn't even look to see that you were focusing on something. My bad.

However I noticed that a lot of your powers had poor end reduction in them individually, esp the ones you'd be spamming. Basically your set bonuses and your numbers-in-powers seemed at odds. Also quite a few of them had poor overall numbers.

Anyway, you probably dont want to look at my first build then since it didnt even attempt to have any recovery bonuses. It just tried to work in reasonable amounts of end reduction in the powers themselves, on the cheap, without sacrificing the numbers. You may or may not want to bother looking at the second build. It has decent recovery due to the miracle and numina and perhaps some other stuff by chance, and it has good end reduction in the powers themselves, and its got an adequate amount of recharge in the build. So it may be of interest.

As for Hover and Super Speed, I use them for different things. First, I prefer to travel between missions with Super Speed. I also prefer to travel in missions down long hallways with Super Speed. I also enjoy stacking Super Speed and Steamy Mist for full stealth in case I want to ghost missions. However is for actual fights. I prefer the rate of movement with Hover when using Frostbite with Hurricane, and I generally prefer it for having vertical mobility in a fight so I can place Lightning Storm at the height and position I prefer.

Basically, I alternate between them as needed. Fly is too slow as a main travel power for me. I only take it when I have a spare power pick and not many slots to spare, so almost never. And when I do take Fly, I also have SS, Hasten and Hover. The only exception is on Masterminds I often go the Hasten/Fly/Hover route but otherwise I prefer Hasten/SS/Hover.

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

It would help if you would describe your playstyle, as the build can vary widely depending on how you play the character.

My Ice/Storm is built as a melee-oriented controller who can solo when needed. I skipped Shiver, Flashfreeze, Thunderclap. I took Chilblain early and slotted it for Damage, added Air Superiority. My playstyle is most often to let the tank and other melee characters go in to get the alpha, then cast Ice Slick and run in with Arctic Air (and Steamy Mist) to control foes around the melee characters. BoI, Chilblain and Air Sup, plus Ice Blast, let me do some single target damage. Snow Storm provides my ranged Slow when I need one, so I don't need Shiver. I consider my main role to be mitigation of damage to the melee guys, and then contribute to damage.

In a previous thread, Louis explained that his playstyle is a little bit different. He is more utilitarian and less damage focused. So his build is a bit different than mine.

As for your build:

Block of Ice: I slotted mine for damage, so mine doesn't really compare.

Gale: I almost never use it. A single Accuracy is all it has. Do you use this power enough to give it two extra slots? Even if you use it a lot, the damage is pretty small -- would a damage proc do more damage?

Frostbite: I mainly use this for its -knockback which turns Tornado into a damage power. I didn't take it until 30. The Grav Anchor Chance for Hold proc is great in AoE Immobs if you use it a lot. In any event, you could trade out the Grav Anchor Immob for Immob/EndRdx. If you use it a lot, damage procs could be nice, too.

(I still don't understand why people take Swift or Hurdle at 6 when other more useful powers are available -- my pet peeve. However, you like to build for level 50, so order doesn't matter.)

Freezing Rain: I don't have access to Mid's at the moment, so I can't check your recharge on this power, but it seems a bit low. I consider Recharge to be the most important thing for slotting. Defense Debuff is nice but not absolutely necessary. I think I may have 5 Lady Gray plus a common Recharge in it. Accuracy really doesn't matter since any "raindrop" will drop the Defense of the foe, letting subsequent "raindrops" hit more often -- the 95% cap is hit quickly. And since I use this whenever it is up, I don't need to slot heavily for Accuracy in other powers.

Fly and Hover seem overslotted to me. Since I use the "Speed On Demand" binds, I never slot Hover for Flight Speed. And generally I only put two Flyspeed enhancements in Fly. (Most of my Stormies take Super Speed to stack stealth with Steamy Mist. However, my Ice/Storm has Air Sup/Fly, and uses a Stealth IO in Sprint to combine with Steamy.)

Arctic Air is underslotted if you use it a lot. The Coersive Persuasion set is quite cheap for a purple set. The Contagious Confusion proc is made for this power. The proc hits for about 10 seconds of Confuse, while the power itself only lasts for about 6 seconds. That proc seems like it doubles the effectiveness of this power. Add the End/Conf and Confuse from the same set, and then you can add a common EndRdx, one more End/Confuse and a damage proc.

Tornado and Lightning Storm don't need all that Accuracy. LS has an inherent 1.4 Acc, and I forget how high Tornado's is, but it can hit Paragon Protectors after they MOG. Those need slotting for Damage, Recharge and EndRdx. A Devastation Chance for Hold in Lightning Storm is really nice.

That Performance Shifter proc should be in Stamina. I think it only works when you are in Hibernate if slotted in the power. I put a common Recharge in Hibernate.

Frost Breath -- needs some Range. Range really helps cone powers.

I take Hurricane much earlier, and slot it with 4 Dark Watcher. I keep it on an easy-to-activate button on my mouse, so I can turn it on and off quickly. This makes it easy to Herd-i-cane when the mood strikes. The ToHit debuff is huge.


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
(I still don't understand why people take Swift or Hurdle at 6 when other more useful powers are available -- my pet peeve. However, you like to build for level 50, so order doesn't matter.)
Well, if you want Stamina at 20 or 22, sometimes you have to, due to when other pre-reqs have to be taken. I often take a travel power at 14 and Stamina at 20. Therefore, I end up with Hurdle and Hasten in the mix pre-20. It can be nice too since you might have less powers to compete for slots during the 1-22 period.

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

Quote:
Originally Posted by UnicyclePeon View Post
Well, if you want Stamina at 20 or 22, sometimes you have to, due to when other pre-reqs have to be taken. I often take a travel power at 14 and Stamina at 20. Therefore, I end up with Hurdle and Hasten in the mix pre-20. It can be nice too since you might have less powers to compete for slots during the 1-22 period.

Lewis
Sure, you need to take it somewhere in the teens, but at level 6, there are a lot of other, more useful powers available. Leveling up a lowbie, I just think that you can take other powers at level 6 that will help you level up faster than Swift or Hurdle. On most characters there is a key power available at that level. If nothing else, take your travel pre-requisite if you need to. Then take Hurdle or Swift at 16 unless you have a power at 16 or 18 you really want -- then take it earlier at 12 or 10.

I just feel that when posting builds that might be followed by someone new to the game, encouraging them to take Swift at level 6 is not a great idea. Take something that is going to be more effective or more fun.

It used to matter more when you didn't get powers from 5 levels above where you are exemp'ed -- back when you only got your power choices up to 15 when doing Positron. Now it doesn't matter as much once you have gotten past level 20.

For example, Stormies get Freezing Rain at 16, so I would probably move Swift to 12 . . . except that I would take Ice Slick at 12, so I might move it to 10. Hasten or Hover could be moved to 6, or lots of other choices like Arctic Air. (I would take AA here and move Hasten back in the build.)


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

I still think the point applies. I'm not saying its always true, but if for example I was taking Shiver instead of Arctic Air, Ice Slick at 12 and FR at 16, but was planning to put off Steamy Mist to squeeze in Stamina by 20, then I would take Swift or Hurdle at level 6 and take Hasten at 10, because at that level Hasten is not up enough to need to take it at level 6.

So, sure, you're right for some builds and preferences but not for others. It depends on the power set combo.

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

Quote:
Originally Posted by UnicyclePeon View Post
I still think the point applies. I'm not saying its always true, but if for example I was taking Shiver instead of Arctic Air, Ice Slick at 12 and FR at 16, but was planning to put off Steamy Mist to squeeze in Stamina by 20, then I would take Swift or Hurdle at level 6 and take Hasten at 10, because at that level Hasten is not up enough to need to take it at level 6.

So, sure, you're right for some builds and preferences but not for others. It depends on the power set combo.

Lewis
But at level 6, when you have so few powers, doesn't Hasten provide more of a benefit than Swift? Even if it isn't up all that often, when it is, your powers will recharge more quickly allowing you to attack more. While Swift lets you run a little faster . . .

Any of the Travel power pre-requisites provides more benefit than Swift at level 6.

The only argument I can see is if your travel power is Hurdle+Ninja Run . . . but even then, I think other powers provide more benefit when you have so few powers. Give me any build, and I bet that something other than Swift or Hurdle will provide more benefit at 6.


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Posted

Quote:
Originally Posted by Local_Man View Post
But at level 6, when you have so few powers, doesn't Hasten provide more of a benefit than Swift?
In my opinion, no.

I'd rather have sprint + swift for running in missions, to missions, running away, etc than to have hasten occasionally.

Lewis


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Posted

I always take swift at 6. Of course I have had 2 veteran attacks for several years now so that gives me a little extra umph up front. Still even when I only had Sands of Mu available, I liked swift at 6 to get me around more quickly. Haste at 6 to me just means you run out of endurance really quickly and have to wait around for it to come back. That and without Stamina, the crash is brutal.

Different strokes I guess.


 

Posted

Some of the frankenslotting is great, but to elaborate on one of Unicycle Peon's points, your focus on recovery is not the best bang for buck (both in terms of slotting AND influence) to make your character more end efficient.

To explain, with math: Your slotting of Block of Ice nets you 0.1 end recovery/sec through set bonuses. If--instead, or even partly in conjunction--you slot it for endredux you get a much better rate of return, through endurance not lost (i.e., you don't have to gain it back). At your current rate of recharge, BoI can be fired every 4.64 seconds. Without any end reduction in the power, this costs you 1.84 end/sec. With a single 35 endredux IO in the power, the end/sec drops to 1.34, a savings of half an end per second, five times the +endrecov that the sets give you. (I know you already have some endredux slotted in the power in the build, but this is just an example of the mechanics.) Pushing the endredux to 95% cuts the cost further to 0.94 end/sec, a "savings" of 0.9 end/sec, at least as long as you are firing it as soon as it recharges. (This, of course, won't happen, and isn't efficient slotting in other ways, but is just an example.)

Note that each added % of endredux saves you slightly less than the previously added %, but sneaking 40-50% endredux into each fast recharging power is very beneficial.

Other echoes:
-MOAR recharge in Freezing Rain
-MOAR endredux in Freezing Rain
-Substitute endredux for acc in Tornado (it's its own def debuff!)
-Too many slows (AA, Shiver, SS). I'd drop Shiver, but mainly b/c I don't find flying & cones mix.
-Moving a slot and the +end proc to Stamina gives you essentially an extra slot of endrecov there
-Jack Frost is--soloing, anyway--your most end efficient attack, as long as you keep him alive for a short bit...


 

Posted

It's a personal decision but I always favor Hasten over Swift at low levels. In fact it's extremely rare that I take Swift at all, since so many of my characters use Ninja Run and Hurdle is much faster paired with that.

The reason to take Hasten so low is it provides a MUCH bigger boost to your recharge rate than you will ever get with slotting at that level. With 3 Training Origins slotted it is up about 40% of the time (about 300 seconds end to end recharge with 120 seconds of that Hastened). Looked at as an average, that's about like a global boost of 28% to all powers, or like slotting every single power you have with 3 recharge TO slots. Now, in practice Hasten doesn't actually work like that--you get bursts of very fast Recharge mixed with slower moments. However any long recharging powers--specifically, AoE mezzes--are likely to Recharge faster, and the effect is extremely significant. It's like getting free enhancement slots when you need them the most. The powers Ice/Storm is most in need of re-popping at early-ish levels are Ice Slick and Freezing Rain.

As for what to actually put in enhancement slots, the answer for most powers early on is simply Endurance Reduction. You really don't need the accuracy yet (since you've got a bonus and probably fight enemies your level besides), damage and mezz duration barely effect the bottom line. Recharge enhancers go in a few critical powers but everything else benefits most from Endurace Reduction.

Arctic Air, BTW, works fabulously at low levels if you six slot and fill it purely with endurance reduction. You will still struggle for endurance a little, but if you can resist the urge to click constantly you are hands down the most powerful team Controller possible until level 15 or so. Very, very few enemies can withstand this power at that level due to their very few attacks and the fact that it is always available, while other Controllers are struggling with Recharge. In fact, at very low levels (e.g. on sewer runs or early missions) an Ice Troller is probably a better tank than most actual Tankers or Scrappers.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
It's a personal decision but I always favor Hasten over Swift at low levels. In fact it's extremely rare that I take Swift at all, since so many of my characters use Ninja Run and Hurdle is much faster paired with that.

The reason to take Hasten so low is it provides a MUCH bigger boost to your recharge rate than you will ever get with slotting at that level. With 3 Training Origins slotted it is up about 40% of the time (about 300 seconds end to end recharge with 120 seconds of that Hastened). Looked at as an average, that's about like a global boost of 28% to all powers, or like slotting every single power you have with 3 recharge TO slots. Now, in practice Hasten doesn't actually work like that--you get bursts of very fast Recharge mixed with slower moments. However any long recharging powers--specifically, AoE mezzes--are likely to Recharge faster, and the effect is extremely significant. It's like getting free enhancement slots when you need them the most. The powers Ice/Storm is most in need of re-popping at early-ish levels are Ice Slick and Freezing Rain.

As for what to actually put in enhancement slots, the answer for most powers early on is simply Endurance Reduction. You really don't need the accuracy yet (since you've got a bonus and probably fight enemies your level besides), damage and mezz duration barely effect the bottom line. Recharge enhancers go in a few critical powers but everything else benefits most from Endurace Reduction.

Arctic Air, BTW, works fabulously at low levels if you six slot and fill it purely with endurance reduction. You will still struggle for endurance a little, but if you can resist the urge to click constantly you are hands down the most powerful team Controller possible until level 15 or so. Very, very few enemies can withstand this power at that level due to their very few attacks and the fact that it is always available, while other Controllers are struggling with Recharge. In fact, at very low levels (e.g. on sewer runs or early missions) an Ice Troller is probably a better tank than most actual Tankers or Scrappers.
Fully agree. And for most builds, there is something even better to take at level 6 than Hasten or whatever travel pre-req you plan to take. You are going to have your Tier 4 power from your primary become available for the first time at level 6, and will still have two other powers from your primary or secondary available. Most of the time, one of those powers will provide more benefit than either Swift or Hurdle at level 6.

The point I was making originally is that it seems that people seem to often take Swift or Hurdle at level 6 out of habit. Except in very few builds, something else would be better at that level even if you expect to take the Fitness pool eventually. It doesn't really matter except when you are first leveling up the character -- but showing builds to new players with Swift or Hurdle at 6 has a good chance of misleading a new player when they could be doing something more effective.


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 Reptlbrain View Post
Some of the frankenslotting is great, but to elaborate on one of Unicycle Peon's points, your focus on recovery is not the best bang for buck (both in terms of slotting AND influence) to make your character more end efficient.

To explain, with math: Your slotting of Block of Ice nets you 0.1 end recovery/sec through set bonuses. If--instead, or even partly in conjunction--you slot it for endredux you get a much better rate of return, through endurance not lost (i.e., you don't have to gain it back). At your current rate of recharge, BoI can be fired every 4.64 seconds. Without any end reduction in the power, this costs you 1.84 end/sec. With a single 35 endredux IO in the power, the end/sec drops to 1.34, a savings of half an end per second, five times the +endrecov that the sets give you. (I know you already have some endredux slotted in the power in the build, but this is just an example of the mechanics.) Pushing the endredux to 95% cuts the cost further to 0.94 end/sec, a "savings" of 0.9 end/sec, at least as long as you are firing it as soon as it recharges. (This, of course, won't happen, and isn't efficient slotting in other ways, but is just an example.)

Note that each added % of endredux saves you slightly less than the previously added %, but sneaking 40-50% endredux into each fast recharging power is very beneficial.

Other echoes:
-MOAR recharge in Freezing Rain
-MOAR endredux in Freezing Rain
-Substitute endredux for acc in Tornado (it's its own def debuff!)
-Too many slows (AA, Shiver, SS). I'd drop Shiver, but mainly b/c I don't find flying & cones mix.
-Moving a slot and the +end proc to Stamina gives you essentially an extra slot of endrecov there
-Jack Frost is--soloing, anyway--your most end efficient attack, as long as you keep him alive for a short bit...
Thankyou Rep, this was very helpful... i'll have another twiddle with end red and see if I can get more that way...

As for levels at when powers are picked it doesn't matter I don't play lower than 50.


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