Fire/Ice Advice...




I've made another attempt at a respec for my Fire/Ice Blaster, this time aiming for S/L Def and Recharge, with a lot of help from other threads. I'm pretty happy with it, except I'm still a little iffy on the endurance. Any opinions?

EDIT: To give credit where it's due, I got a lot of ideas from this thread:

Hero Plan by Mids' Hero Designer 1.91

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Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Ice Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Chilblain -- GravAnch-Immob(A)
Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13), RechRdx-I(15)
Level 6: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Knock%(17)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(37)
Level 10: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Dam%(21)
Level 12: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(39), RechRdx-I(40)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
Level 16: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(40), RechRdx-I(40)
Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25)
Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Knock%(29)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(29), EndRdx-I(50)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 26: Stealth -- LkGmblr-Rchg+(A)
Level 28: Shiver -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(43), TmpRdns-Acc/EndRdx(43), TmpRdns-Rng/Slow(46), TmpRdns-EndRdx/Rchg/Slow(50)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 35: Freezing Touch -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(37)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), EndRdx-I(42)
Level 44: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(45), ExRmnt-Dmg/EndRdx(45), ExRmnt-Acc/Dmg/Rchg(45), C'Arms-Acc/Rchg(46), C'Arms-Acc/Dmg/Rchg(46)
Level 47: Web Cocoon -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(48), UbrkCons-Acc/Hold/Rchg(48), UbrkCons-Acc/Rchg(48), UbrkCons-EndRdx/Hold(50)
Level 49: Super Speed -- Empty(A)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Knock%(36)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(33), RgnTis-Regen+(33), Mrcl-Rcvry+(34)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(33)



I would swap Shiver with Chilblain on slots and put Enfeebled Op there for similar bonuses. Just drop an Acc or Rech in Shiver. You could even save up for the 5/6 of Grav Anchor set for Chilblain since it's reasonably priced on the AH (you don't really need the chance for Mag2 hold). As awesome as Shiver is, and it is awesome, Chilblain sees much more use in a standard play session (from my experience).

-= idspispopd =-

[size=1]Arc ID: 3155 - Project Prometheus (Seeking Feedback, now with less invalidation)[/size]



Maybe I am not viewing something correct but when I turn on your stealth it is showing that you did reach the soft cap but that will supress to half its value once in combat right? That would put you about 2% under on S/L.



I agree with moving the slots to Chillblaine from Shiver. Shiver works fine as is, it just needs an accuracy. It already refreshes quickly enough to keep mobs slowed, and slow enhancements don't affect the mobs' recharge (just their run speed), so they're not that necessary.

Chillblaine, on the other hand, is a power that works overtime. It does between minor and moderate damage (not bad for a tier 1 secondary), roots, slows, negates flight, and reduces recharge. It doesn't have high endurance costs and it recharges quickly enough to keep multiple bosses rooted. All in all, it's a decent power. I slotted it up and added a purple proc to it. Purple procs have a 33% chance to fire, and they do moderate damage as opposed to minor damage like other procs. With that proc, average damage from Chillblaine is quite nice and I use it just like I use any of my other attacks. I'd recommend slotting it up over Shiver, you'll get much better mileage from it.

Arc ID#30821, A Clean Break

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