Ice/kin advice
+4/8 able to clear? Probably.
With any speed? Unlikely.
You have no fast acting aoe damage power and frost breaths cone is pretty narrow and you opted not to take your aoe immob for containment set up. At +4/8 I'm assuming you are trying to farm. I can think of numerous (and I mean NUMEROUS) other combinations I'd use before this one. To be honest this just looks like our typical "plug in the most expensive set" type build. If you have the change to make it, go for it. Can't say it will be any more team friendly or tough content oriented than most common IO or SO builds. It's just expensive.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Additionally to MM's comments, you have sacrified some of the functionality of some powers in order to obtain various bonuses. That's not necessarily wrong, but you give up some of the effectiveness of the character in exchange for personal defense. That means that it will generally take you longer to kill stuff.
Oh, and check in Mids. I believe that a Numina Heal in Health will actually get you more Regen than that Regen Tissue proc.
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
First off, I'm not trying to farm anything, then I wouldn't put it at +4. I just like beating up a bunch of high levels. I know Ice isn't the best powerset, it just seemed like a good combination with kinetics and I always wanted to make one.
I didn't take frostbite because it f*cks up ice slick and I just love watching them bounce up and down. And I don't have any other AoE dmg power to take advantage of the containment.
Also I don't really see where I lost some functionality of powers. I could get some more recharge out of ice blast and frost breath but with so much global recharge I didn't see much difference.
You're right about the regen, I get 1% more with the Numina Heal. Maybe I'm better off using the slot elsewhere.
You got me confused though. I'm by no means the best at making builds but saying you can do aswel with a SO build, that's harsh. I wasn't really looking to "plug in the most expensive sets", I wanted to get my S/L defences capped (which was unexpensive) and then get as much recharge as I could. Any pointers that you have would be most appreciated.
I use cheap sets and then slowly replace them with more expensive ones. I just use these builds so I have something to work to, it keeps me busy.
Oh yeah, and thanks for the replies!
From the comments I was expecting a total mess. The build is actually pretty good overall. However I agree that without Frostbite you will be hurting for damage. You're missing a TON of damage by casting your Fulcrum Shifted AoEs without Containment. I would just replace Flash Freeze with Frostbite and slot the purples immob set in Frostbite. There's no point in slotting damage in Frosbite really because you want to minimize casting it often anyway so enemies fall while it's active. If at all possible I'd drop Inertial Reduction as well, replace it with Shiver (1 Accuracy should be fine-ish). Then drop one Recharge from Hasten-its already perma-put it in Weave and get Kismet +ToHit; you'll need it if you really do go up against +4s.
In terms of killing, you will probably be able to but it will be slow. Your main issue will be that anything that mezzes will wreck you (you'll drop AA and armor suppresses at the same time). For this reason I tend to find the Mind APP superior on Ice trollers... but then again none of my Ice trollers are soft capped or can do very good damage.
I'll post my Ice/Kin/Stone build when I get home from work for you to get some ideas from. Yeah...I know most people dont like the "look" of the Stone epic, however if you're really trying to do +4/8, then I think those powers will do you more good than anything Ice epic provides....IE Fissure and EE.
Here is my latest build for my ice/kin, slotted with some purple sets I had laying around. While I'm sure I screwed it up somewhere, it should give you a few ideas. As for taking Psionic Mastery, I've gotten to like Indomitable Will and Mind over Body when doing ship raids, and LGTF.
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/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen
Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper
First You got me confused though. I'm by no means the best at making builds but saying you can do aswel with a SO build, that's harsh.
Oh yeah, and thanks for the replies! |
That said the build itself is fine, far from bad. It's just common to see people come around here with builds that are expensive for expensive sake and softcap just because it's so in vouge. Is the couple of 100 million extra spent to softcap really helping a team build? I'm not so sure. A farming build? Probably. But a team based controller shouldn't be getting that much aggro; at least I hope not.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
With my ice/kin, about the only thing I ever farmed effectively was Snaptooth for candy canes... lay down a ice slick, then get Snap in some ice, and let Jack take him out with his ice sword. I got about 500 CCs that way during xmas/new years 2009.
But I won't take her on any normal farm mission. Not enough damage in ice to really do that at an acceptable speed rate like you can get with a fire/kin, fire/storm, or fire/rad.
/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen
Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper
The comment had nothing to do with you or your abilities or mine for that matter. My point was directed at your desire for a build that is " made for teaming and hard missions". All I was saying is a common IO build will do that and just because you spent a few billion doesn't really make it able to handle tough content "that much better" really. (For a team build)
That said the build itself is fine, far from bad. It's just common to see people come around here with builds that are expensive for expensive sake and softcap just because it's so in vouge. Is the couple of 100 million extra spent to softcap really helping a team build? I'm not so sure. A farming build? Probably. But a team based controller shouldn't be getting that much aggro; at least I hope not. |
Here's the build I currently have going.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
BiPolar Maniac: Level 50 Natural Controller
Primary Power Set: Ice Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Block of Ice
- (A) Lockdown - Chance for +2 Mag Hold
- (3) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (46) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Touch of the Nictus - Healing
- (5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (7) Touch of the Nictus - Accuracy/Healing
- (7) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (9) Touch of the Nictus - Accuracy/Endurance/Recharge
- (A) Gravitational Anchor - Chance for Hold
- (9) Gravitational Anchor - Immobilize
- (11) Gravitational Anchor - Immobilize/Endurance
- (11) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (13) Gravitational Anchor - Accuracy/Recharge
- (A) Recharge Reduction IO
- (A) Coercive Persuasion - Contagious Confusion
- (13) Coercive Persuasion - Confused
- (15) Coercive Persuasion - Confused/Endurance
- (15) Coercive Persuasion - Accuracy/Confused/Recharge
- (17) Coercive Persuasion - Accuracy/Recharge
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (21) Luck of the Gambler - Defense/Recharge
- (23) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) HamiO:Microfilament Exposure
- (19) HamiO:Microfilament Exposure
- (A) Recharge Reduction IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (21) HamiO:Microfilament Exposure
- (A) Endurance Modification IO
- (A) Kinetic Combat - Accuracy/Damage
- (23) Kinetic Combat - Damage/Endurance
- (25) Kinetic Combat - Damage/Recharge
- (25) Kinetic Combat - Damage/Endurance/Recharge
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Lockdown - Chance for +2 Mag Hold
- (39) Unbreakable Constraint - Hold
- (39) Unbreakable Constraint - Hold/Recharge
- (40) Unbreakable Constraint - Accuracy/Hold/Recharge
- (40) Unbreakable Constraint - Accuracy/Recharge
- (46) Unbreakable Constraint - Endurance/Hold
- (A) Steadfast Protection - Resistance/+Def 3%
- (29) Steadfast Protection - Resistance/Endurance
- (34) Reactive Armor - Resistance
- (37) Reactive Armor - Endurance
- (39) Reactive Armor - Resistance/Endurance
- (50) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Edict of the Master - Defense Bonus
- (33) Call to Arms - Defense Bonus Aura for Pets
- (33) Call to Arms - Accuracy/Recharge
- (33) Call to Arms - Accuracy/Damage/Recharge
- (34) Call to Arms - Accuracy/Damage
- (34) Call to Arms - Damage/Endurance
- (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
- (A) Recharge Reduction IO
- (A) Force Feedback - Chance for +Recharge
- (42) Absolute Amazement - Chance for ToHit Debuff
- (42) Absolute Amazement - Stun
- (42) Absolute Amazement - Stun/Recharge
- (43) Absolute Amazement - Accuracy/Stun/Recharge
- (43) Absolute Amazement - Accuracy/Recharge
- (A) Kismet - Accuracy +6%
- (45) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (48) Kinetic Combat - Damage/Endurance
- (48) Kinetic Combat - Damage/Recharge
- (48) Kinetic Combat - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl
- (A) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (27) Kinetic Combat - Damage/Recharge
- (29) Kinetic Combat - Damage/Endurance/Recharge
- (A) Celerity - +Stealth
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (40) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - Chance for +End
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The difference in soft-capped trollers vs SO'd trollers is really being able to "lead" teams vs just being able to sit back and serve as support.
Here's the build I currently have going. Hero Plan by Mids' Hero Designer 1.90 http://www.cohplanner.com/ Click this DataLink to open the build! BiPolar Maniac: Level 50 Natural Controller Primary Power Set: Ice Control Secondary Power Set: Kinetics Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Teleportation Ancillary Pool: Stone Mastery Hero Profile: Level 1: Block of Ice
Level 1: Brawl
Level 4: Ninja Run Level 2: Swift
Code:
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1610;775;1550;HEX;| |78DAA5944B4F135114C7EFEDB496424BDF2DAF96529E022D346AA2B230014181562| |B4556088E7580499A69D30E89EEDCB8C3D70A8DC1EF61FC1A1A5DF88A3B1341B79A| |987A1E534AD2A593F4FFBBF7F47F4EEF3DF74E73F72EBB8578704948DF5C49ADD53| |6E7CA86592D974A5AD5794D3577AB6AA97356CF974B6A3591530D5D2D3A8510F1A6| |AB91905E2C6A8D71D789AF6777B7B6D2CBBAA1997AB1E65F3476B4AA6698E9C6A03| |D5F86DC4245D3EEBA6998D5D48A6E6C7B68B2A06FEF98300BD06C552B699572D554| |4DBD6C04E62B7A315D30CB86B699536BA656BDDF052B3B079F7D29ACA76E177F6C4| |26484ED2D20266CEF08F60F84D47BC2FC497B5041BB3D4438156644086D51C273B0| |4BCB2E6F52F5B63CA17D95B1427017080BE05528A12E940981A117307348AEE050D| |9BC4EE8BCCDD820F8360949E8B8937FD0E6E40A3E468011816F5D5C4F7185258642| |7E42C447C884082F413BB890ECE0D471C62054F07005E99901D885081015B108712| |F67092FDBA360F75B85FC1F699121CBBD04EEA0E50E26C82DC11DE69012CE039222| |7283D0B5C2281086C117B552A35CF500AA7573C8D1CD27397299314F185D605C21A| |4AE121428D4CBBB71F446259E715F843090048C8AA141C2489C901920D8212B6675| |31C65D8C73DFE2DCC57890F00AB4DF5A53FF7781A9896F7491129F185F09039F195| |F0859895BE4ACE41E2D73F011E331E30961E829E319210759C3D6E519E6DEFF804B| |3866151A7B48AED3D7194B8C65C2789691231C42D68475E526FE0A5CD124EF7192F| |738C97B4CF11E7FC37F42DA3AB2341FD9141FD9141FD9141FD911949DB62EC234AF| |2FC3E8B31FBF548AE00A3D5CA1872BF471852CFA7861708969AD79FBF10B26641D1| |E116B16FBAFE7B5BBF163AE9576D055943C885CC3D13ACA2D9C6EE048C5D11D9422| |4EEB6FDC8D5578CFE3822EA05C44994109FB40F6D0E9C497AC03C58DE241E944F1A| |2F85082283D28072875970FFF25788787F893564B648ABA7974323446A19FCD9094| |4B748347D7E8F07E9D34EF534BA79B0DE41E8AF19648A62572B62572A625D26CEE3| |F8BFB26DC| |-------------------------------------------------------------------| |
Hmm, you see most of the time I bring a controller on a team, there is a tank or at least a softcapped scrapper who takes the front aggro -- that's what they were made for. The best use of my abilities is to support the rest of the team by reducing attacks from the foes.
This build has some of the usual things that a "Max build" being posted has. Not necessarily wrong, but choices that I would choose to do differently.
For example: Block of Ice has the Lockdown proc in it. That proc adds 2 mag 20% of the time. BoI already holds minions and Lts all the time (if it hits), and has a 20% chance to add an extra mag for Bosses -- the proc adds no value to those. So, this proc only has value 20% of the time against 80% of the bosses. Compare that to putting in an Acc/Dam Hami-O, which boost the accuracy and adds damage to every foe hit.
Arctic Air uses a ton of endurance, and I have it slotted for capped EndRdx on my Ice Controller. Sure, the Coercive Persuasion set has nice bonuses, but it is low on EndRdx. This build is not high on Recovery, so it is likely that any kind of activity will drain down on your endurance assuming you use Arctic Air (I run it almost all the time). Yes, Transference can refill that bar, but only if a foe is near and only if it hit . . . and it does miss often enough to be a problem. At a bare minimum, this power needs a 6th slot for EndRdx. And you will probably be forced into the Cardiac Boost for Incarnate.
Personally, I think an Ice Controller should have both Arctic Air and a Ranged AoE Slow power. Taking Both AA and Shiver makes sense. Ice/Storm and Ice/Cold have a ranged AoE slow in their secondary, so they can skip Shiver more easily. An Ice controller's best tools are the massive slows combined with the knockdown of Ice Slick. This allows you to control by casting Ice Slick where the melee teammates are, then run in with AA to slow/confuse/afraid them. Anyone out of the AoE of AA should be slowed with the ranged slow power. This can substantially reduce the damage taken by your team.
This build has two expensive Zephyr -Knockback procs. However, I generally put a single Steadfast -Knockback in ID or a Karma in CJ, at a fraction of the cost of those two Zephyrs. That second -Knockback is preventing knockback maybe 2-3% of the time . . . not worth the cost to me.
I view Fissure and Seismic Smash as significant sources of damage, but this build slots them for IO set bonuses rather than the optimal use of the power.
The build has liberal uses of Microfillaments: The speed increase in those powers is minimal at the cost of a very expensive Hami-O . . . I just sold one for 440 Mil.
Other examples I could pull out but I'm out of time.
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
i've done both ice control and kinetics (although not together), and i don't have access to mids, but are the set bonuses worth not having accuracy or meaningful recharge in FS?
is there enough recovery bonuses that the perf shifter proc in stamina better than an end mod IO?
is the lockdown proc in glacier worth it? not only does BoI have the critical hold but glacier does too and how often will you even need or expect glacier to proc on the one or two bosses in the mob? you should be holding bosses either right before or after glacier anyway (i guess after to see if they proc/critical), but i'd rather just be sure and be done with it.
there is absolutely no need to have super speed with 2 slots. none. its base run speed is more than adequate and just use a end redux IO if you plan on running it during combat, although combat jumping should be good enough for combat movement. same with super jump. put them in FS or stamina.
the change from doctored wounds to touch of the nictus in transfusion is a very good choice. you want accuracy on your only heal, even with its high base accuracy, because you'll really want it to hit.
50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004
Hmm, you see most of the time I bring a controller on a team, there is a tank or at least a softcapped scrapper who takes the front aggro -- that's what they were made for. The best use of my abilities is to support the rest of the team by reducing attacks from the foes.
This build has some of the usual things that a "Max build" being posted has. Not necessarily wrong, but choices that I would choose to do differently. For example: Block of Ice has the Lockdown proc in it. That proc adds 2 mag 20% of the time. BoI already holds minions and Lts all the time (if it hits), and has a 20% chance to add an extra mag for Bosses -- the proc adds no value to those. So, this proc only has value 20% of the time against 80% of the bosses. Compare that to putting in an Acc/Dam Hami-O, which boost the accuracy and adds damage to every foe hit. Arctic Air uses a ton of endurance, and I have it slotted for capped EndRdx on my Ice Controller. Sure, the Coercive Persuasion set has nice bonuses, but it is low on EndRdx. This build is not high on Recovery, so it is likely that any kind of activity will drain down on your endurance assuming you use Arctic Air (I run it almost all the time). Yes, Transference can refill that bar, but only if a foe is near and only if it hit . . . and it does miss often enough to be a problem. At a bare minimum, this power needs a 6th slot for EndRdx. And you will probably be forced into the Cardiac Boost for Incarnate. Personally, I think an Ice Controller should have both Arctic Air and a Ranged AoE Slow power. Taking Both AA and Shiver makes sense. Ice/Storm and Ice/Cold have a ranged AoE slow in their secondary, so they can skip Shiver more easily. An Ice controller's best tools are the massive slows combined with the knockdown of Ice Slick. This allows you to control by casting Ice Slick where the melee teammates are, then run in with AA to slow/confuse/afraid them. Anyone out of the AoE of AA should be slowed with the ranged slow power. This can substantially reduce the damage taken by your team. This build has two expensive Zephyr -Knockback procs. However, I generally put a single Steadfast -Knockback in ID or a Karma in CJ, at a fraction of the cost of those two Zephyrs. That second -Knockback is preventing knockback maybe 2-3% of the time . . . not worth the cost to me. I view Fissure and Seismic Smash as significant sources of damage, but this build slots them for IO set bonuses rather than the optimal use of the power. The build has liberal uses of Microfillaments: The speed increase in those powers is minimal at the cost of a very expensive Hami-O . . . I just sold one for 440 Mil. Other examples I could pull out but I'm out of time. |
That said, I dont have end problems on any of them. Sure, transference does miss sometimes, but if you're paying any attention, you should never be in trouble. I hit it at least once per mob sometimes just before the last kill shot on a boss so I enter the next mob full. Ugh...just pay attention to your blue bar.
If you're soft-capping a troller, odss are good you'll be spending more time in melee range than not, so there's really no need for any ranged powers. Its the whole point of going stone over ice epic.
KB procs...sure...slot them however you wish. I just put them in the travel powers and have more of those laying around than the steadfasts.
Like any build, there are things that can be tweaked. But the "guts" of the build...so to speak...are pretty solid IMO.
And I went with Nerve with all my /kin trollers. More Acc will make running +4/8's easier than anything else.
I have 5 Kin Controllers: Fire, Earth, Ice, Plant, and Illusion. I made most of them a few years ago when I was was enthralled with playing the Kin set. Now, not so much, because I love to team, always wanting to give my best, and I find Kin to be too busy of a set to enjoy playing on teams.
For Soloing:
- Fire and Plant are by far the fastest. Fire is faster than Plant, but Plant is much more entertaining. If you're looking for a Controller that's a great soloer that's also a Kin, then hands-down Fire or Plant is the way to go. They're also very safe soloers -- Plant is quite a bit safer than Fire, as he can fairly easily take on packs with multiple bosses, which is something that my Fire/Kin can't easily do. Ironically, my Plant Controllers are also some of the safest characters that I have, pulling ahead of Earth and Ice -- until he meets confuse resistant mobs, negating Seeds of Confusion.
- Illusion/Kin I made back in 2004, one of my first toons. Illusion is enormously slower than Fire and Plant when paired with Kin, but still faster than Earth and Ice. Phantom Army doesn't benefit from the Kin powers, other than Siphon Speed allowing it to come up faster. It's hard to get Phantasm Fulcrum Shifted, since he stays out of melee range. Phantasm will interfere the Kin powers with chaotic knockback, goofing Transfusion, Transference, and Fulcrum Shift. There's also no fast-recharging AoE power to set up containment with in Illusion, which is sort of the whole point of going with a Kin.
- My Earth and Ice Controllers have the distinguished honors of being the slowest characters that I have to solo with -- not just amongst my Controllers with several secondaries, but also compared to my Masterminds and Doms. Even paired with Kin, their damage output is worse than craptastic. Earth and Ice Dominators can have great damage output, but not Earth and Ice /Kin Controllers.
If you're looking for a great team contributor, you have many great choices -- nearly every primary/secondary Controller combo will be great for teams:
- I'd definitely stay away from Illusion/Kin because of Phantasm's uncontrolled knockback -- it won't be on a hit on teams that are expecting benefits from your Kin powers.
- Fire, Plant, Earth, and Ice /Kin all make fabulous team contributors.
Personal opinion: if you stay Ice/Kin I would switch to the Psi APP, and change focus from Slash/Lethal Defense to Ranged defense with supportive Slash/Lethal Resistance. You will have to be disciplined enough not to close within 8ft range of enemies (this was easier when the range of melee powers was 5ft). My experience with Ice Control is the most dangerous enemies aren't the ones near you, it's the ones that are outside the reach of Arctic Air. With AA up all the time (and since they can't mezz-detoggle you, it should be) you will be quite the stalwart little Controller.
Solo Strategy: Find a corner out of sight of enemies. Angle the camera around the corner and drop Ice Slick beneath them. Wait about 1 second for enemies to fall. Pop out from behind the corner and throw Shiver at them, then run as far into the group as is safe to do. Some enemies outside range will run toward you--that's fine, even encouraged. Hit Fulcrum Shift, Siphon Speed--hopefully during the cast time for those numerous enemies get confused or fall. Heal yourself if you have to. Then hit Frostbite once. It should be slotted with Immob duration so you don't have to recast; you get Containment bonus for the duration but enemies will begin falling again in 12 seconds. After Frostbite quickly cast Psi Tornado. By this point enemy Recharge is so low and/or so many enemies confused that you should be able to outheal most of the stuff coming at you, and the fight just plays itself out. Make sure to have Ice's single target immob, it makes a huge difference in your ability to kill single targets.
Team Strategy: Not that different than Fire/Kin actually. Support your team, enter melee when it is safe. Do not be tricked into thinking you need to surround every enemy all of the time with AA. Even if you are hitting only 5 or 6 of them at the edge of the fight, do that and hit the rest with Shiver/Ice Slick. I also recommend using Glacier proactively rather than reactively. In my experience Controllers who save powers for "oh s---" moments create more than they prevent.
I had a sample build for you but my computer ate it. I can re-do it if there is interest. The gambit I will suggest is planning for the Alpha slot that grants Accuracy/Defense/Confusion/Hold duration. That way you can actually skimp very slightly on Defense (usually getting to around 43%). Extra duration in AAs confuse would be very interesting. It would only be about 1 extra second, but in a power that only confuses for 7.7 seconds at a time anyway should have an interesting layering effect.
As I don't find any ice/kin build here, I thought I'd post one. I think ice and kin have a lot of synergy so I wanted to make one. Quite an expensive build but it's made for teaming and hard missions. My question is simple enough: Is it possible to solo +4/x8 with this? I don't expect it to be easy but I would like to be able to do it. Thanks in advance for any advice
Hero Plan by Mids' Hero Designer 1,91
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Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Chilblain
- (A) Decimation - Accuracy/Damage
- (15) Decimation - Accuracy/Damage/Recharge
- (15) Decimation - Damage/Endurance
- (19) Decimation - Damage/Recharge
- (19) Decimation - Accuracy/Endurance/Recharge
Level 1: Transfusion- (A) Doctored Wounds - Heal/Endurance
- (3) Doctored Wounds - Endurance/Recharge
- (3) Doctored Wounds - Heal/Endurance/Recharge
- (5) Doctored Wounds - Heal/Recharge
- (5) Doctored Wounds - Heal
Level 2: Block of Ice- (A) Basilisk's Gaze - Accuracy/Hold
- (21) Basilisk's Gaze - Recharge/Hold
- (21) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (23) Basilisk's Gaze - Accuracy/Recharge
- (23) Damage Increase IO
- (25) Damage Increase IO
Level 4: Siphon Power- (A) Accuracy IO
Level 6: Arctic Air- (A) Coercive Persuasion - Confused/Endurance
- (7) Coercive Persuasion - Contagious Confusion
- (7) Coercive Persuasion - Confused
- (9) Coercive Persuasion - Confused/Recharge
- (9) Coercive Persuasion - Accuracy/Confused/Recharge
- (11) Endurance Reduction IO
Level 8: Hasten- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (13) Recharge Reduction IO
Level 10: Siphon Speed- (A) Accuracy IO
- (13) Accuracy IO
Level 12: Ice Slick- (A) Recharge Reduction IO
Level 14: Boxing- (A) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Damage/Recharge
- (33) Kinetic Combat - Damage/Endurance/Recharge
Level 16: Maneuvers- (A) HamiO:Enzyme Exposure
- (17) HamiO:Enzyme Exposure
- (17) Luck of the Gambler - Recharge Speed
Level 18: Flash Freeze- (A) Fortunata Hypnosis - Sleep
- (27) Fortunata Hypnosis - Accuracy/Recharge
- (36) Fortunata Hypnosis - Sleep/Recharge
- (37) Fortunata Hypnosis - Sleep/Endurance
- (37) Fortunata Hypnosis - Accuracy/Sleep/Recharge
Level 20: Speed Boost- (A) Endurance Reduction IO
Level 22: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
Level 24: Tough- (A) Steadfast Protection - Resistance/+Def 3%
- (25) Steadfast Protection - Knockback Protection
- (37) Steadfast Protection - Resistance/Endurance
- (46) HamiO:Ribosome Exposure
Level 26: Glacier- (A) Unbreakable Constraint - Hold
- (27) Unbreakable Constraint - Hold/Recharge
- (29) Unbreakable Constraint - Accuracy/Hold/Recharge
- (29) Unbreakable Constraint - Accuracy/Recharge
- (34) Unbreakable Constraint - Endurance/Hold
Level 28: Inertial Reduction- (A) Endurance Reduction IO
Level 30: Weave- (A) HamiO:Enzyme Exposure
- (31) HamiO:Enzyme Exposure
- (31) Luck of the Gambler - Recharge Speed
Level 32: Jack Frost- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (34) Expedient Reinforcement - Accuracy/Damage/Recharge
- (34) Expedient Reinforcement - Damage/Endurance
Level 35: Transference- (A) Efficacy Adaptor - EndMod
- (36) Efficacy Adaptor - EndMod/Accuracy
- (36) Performance Shifter - EndMod/Accuracy
Level 38: Fulcrum Shift- (A) Accuracy IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (40) Accuracy IO
Level 41: Ice Blast- (A) Decimation - Accuracy/Damage
- (42) Decimation - Damage/Endurance
- (42) Decimation - Damage/Recharge
- (42) Decimation - Accuracy/Endurance/Recharge
- (43) Decimation - Accuracy/Damage/Recharge
Level 44: Frost Breath- (A) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (46) Positron's Blast - Damage/Range
Level 47: Ice Storm- (A) Ragnarok - Damage
- (48) Ragnarok - Damage/Recharge
- (48) Ragnarok - Accuracy/Damage/Recharge
- (48) Ragnarok - Accuracy/Recharge
- (50) Ragnarok - Damage/Endurance
Level 49: Frozen Armor- (A) Luck of the Gambler - Defense
- (50) HamiO:Enzyme Exposure
- (50) HamiO:Enzyme Exposure
------------Level 1: Brawl
- (A) Kinetic Combat - Accuracy/Damage
- (43) Kinetic Combat - Damage/Endurance
- (43) Kinetic Combat - Damage/Recharge
- (46) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: ContainmentLevel 4: Ninja Run
Level 2: Swift
- (A) Empty
Level 2: Hurdle- (A) Empty
Level 2: Health- (A) Regenerative Tissue - +Regeneration
- (40) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina