Mind/Cold


Deacon_NA

 

Posted

I was inspired last night to roll a Mind/Cold. below is a build I put together, I have most all of the very rare pieces already and honestly build price isn't an issue.

The play style I envision is buff team, then confuse mob, run ahead confuse mob buff as needed debuff AV fights. so I have built for recharge, confuse duration, buff defense, and stealth (arctic fog, SS and stealth IO in sprint ( sometimes arctic fog isn't the best power to use) I don't plan on getting hit often so defense is only about 29%

went with spiritual as I don't foresee an endurance issue but that may change once it is tested


SO comments or critiques ?

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

mind_cold: Level 50 Natural Controller
Primary Power Set: Mind Control
Secondary Power Set: Cold Domination
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Mesmerize -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg(3), Apoc-Dmg/Rchg(5), Apoc-Acc/Dmg/Rchg(5)
Level 1: Infrigidate -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(15), AnWeak-Acc/Rchg(17), AnWeak-DefDeb/EndRdx/Rchg(17), AnWeak-Acc/Rchg/EndRdx(23)
Level 2: Dominate -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(7), GladNet-Rchg/Hold(7), GladNet-EndRdx/Rchg/Hold(9), GladNet-Acc/EndRdx/Rchg/Hold(9), Lock-%Hold(15)
Level 4: Ice Shield -- LkGmblr-Rchg+(A), RedFtn-Def(33), RedFtn-Def/EndRdx(33), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34)
Level 6: Confuse -- CoPers-Conf%(A), Mlais-Acc/Rchg(25), Mlais-EndRdx/Conf(27), Mlais-Acc/EndRdx(29), Mlais-Conf/Rng(31), Mlais-Acc/Conf/Rchg(31)
Level 8: Snow Storm -- P'ngTtl-Rng/Slow(A), P'ngTtl-Acc/EndRdx(46), P'ngTtl-Dmg/Slow(46), P'ngTtl--Rchg%(46), P'ngTtl-EndRdx/Rchg/Slow(48), P'ngTtl-Acc/Slow(50)
Level 10: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(11), FtnHyp-Acc/Sleep/Rchg(11), FtnHyp-Acc/Rchg(13), FtnHyp-Sleep/EndRdx(13)
Level 12: Glacial Shield -- LkGmblr-Rchg+(A), RedFtn-Def(37), RedFtn-Def/EndRdx(37), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Recall Friend -- Zephyr-ResKB(A)
Level 18: Total Domination -- UbrkCons-EndRdx/Hold(A), UbrkCons-Hold(19), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(21), UbrkCons-Acc/Rchg(21), Lock-%Hold(23)
Level 20: Frostwork -- RechRdx-I(A)
Level 22: Arctic Fog -- LkGmblr-Rchg+(A), RedFtn-Def(40), RedFtn-Def/EndRdx(40), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx(42)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(27)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(40)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(43), CoPers-Acc/Conf/Rchg(43), CoPers-Acc/Rchg(43), CoPers-Conf/EndRdx(45), Range-I(45)
Level 35: Sleet -- Ragnrk-Knock%(A), Ragnrk-Dmg(36), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(37)
Level 38: Benumb -- RechRdx-I(A), RechRdx-I(45)
Level 41: Heat Loss -- P'Shift-End%(A)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(48), GA-3defTpProc(48)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 50: Spiritual Core Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(33)



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Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.

 

Posted

Just curious, what's the scenario where "arctic fog isn't the best power to use"? The only one I can think of is escorting a hostage, in which case you won't use the Stealth IO either.

Personally I'd never skip Terrify and the easy choice to switch out would be Snow Storm.

No Accuracy in Benumb is chancey. The sort of targets you want this to hit happen to be the ones that are hardest to hit.

I don't have Mids at the moment, and in general, I don't use pvp ios, so i don't know what Glad Net does, bonus-wise. For me, Dominate always gets 4 Bas Gaze + acc/dmg HO + dmg/mez HO since it's something I spam, I figure I might as well make it damaging.

Heat Loss slotting, to be honest, makes me sad a little. If you do want just the one slot, go with a Recharge. The chance for endurance, on a power that grants limitless endurance, might as well be the chance for stun. That's a power I want available asap and I'd slot that out over say, Infrigidate.

Because you have a lot of - kb slotted, I suggest the Winter's Gift io in Recall Friend over BotZ -kb. Slow and -rch resistances are very nice when stacked with Arctic Fog's own. Very nice.

Conserve Power is something I think would sit unused in your tray, in case you have something you'd rather take.

Like I said, I don't have Mids available at the moment so I can't see the big picture, but that's from a quick glance over lunch at the desk.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
Just curious, what's the scenario where "arctic fog isn't the best power to use"? The only one I can think of is escorting a hostage, in which case you won't use the Stealth IO either.

Personally I'd never skip Terrify and the easy choice to switch out would be Snow Storm.

No Accuracy in Benumb is chancey. The sort of targets you want this to hit happen to be the ones that are hardest to hit.

I don't have Mids at the moment, and in general, I don't use pvp ios, so i don't know what Glad Net does, bonus-wise. For me, Dominate always gets 4 Bas Gaze + acc/dmg HO + dmg/mez HO since it's something I spam, I figure I might as well make it damaging.

Heat Loss slotting, to be honest, makes me sad a little. If you do want just the one slot, go with a Recharge. The chance for endurance, on a power that grants limitless endurance, might as well be the chance for stun. That's a power I want available asap and I'd slot that out over say, Infrigidate.

Because you have a lot of - kb slotted, I suggest the Winter's Gift io in Recall Friend over BotZ -kb. Slow and -rch resistances are very nice when stacked with Arctic Fog's own. Very nice.

Conserve Power is something I think would sit unused in your tray, in case you have something you'd rather take.

Like I said, I don't have Mids available at the moment so I can't see the big picture, but that's from a quick glance over lunch at the desk.
the arctic fog reference was mostly to the hostage lead out on the ITF. I most liekly wont be the one leading, but arctic fog will still get in the way.

Benumb may get a recharge an acc depending on how often I feel I miss in game play.

I ended up swapping the glad net and unbreakable constraint as the pvpio set has some +acc and total dom has a mush less base acc.

Terrify would probably be a better choice. the reason I went with snow storm is I have noticed that often on the ITF ( honestly I play other content) if you snow storm the healing nictus he'll often run off for a good part of the fight.

the heat loss was a typo (midsO?) and it has a recharge in it now

conserve power won't see much use but I did want PBU

Thanks for all your input this is my first mind/


Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.

 

Posted

Deacon made some good points, but the build still needs more work in my opinion.

I would move around a lot of those slots. The best powers in the cold set are the strong debuffs: Benumb, Sleet and Heat Loss. You haven't slotted any of them the way I would. The most skippable power is Frostwork. Benumb needs Accuracy and Recharge. Sleet needs Recharge -- it does very little damage, so enhancing the damage is mostly wasted; any extra slots should get the Achilles Heal proc first, and then maybe some damage procs. (The damage procs will do more overall damage than slotting the power for damage). Heat Loss gets the Efficacy Adapter set.

Snow Storm is a great power in the right situation. The -Recharge is an underrated effect -- on the ITF, slow is the best mez power. Slot it with 2 EndRdx and that's it.

Mind Control has a great single target attack chain from early in the build: Dominate-Mezmerize-Levitate. Levitate not only is part of the attack chain -- it is another form of Mez (knock-up) and your best source of damage, AND Smashing rather than Psi damage. In the late game, you run into a LOT of Robots and other Psi-Resistant foes. That smashing damage is important to be able to take down those foes, as Robots are weak to Smashing damage.

Terrify is a key power in Mind Control -- it is one of the few click-controls you have that can be made perma, and it is your only AoE damage power. Terrify deserves 5-6 slots.

And let me give you my standard run-down on the Lockdown proc: Dominate will hold Minions and Lieutenants on its own, with a 20% chance for "overpower" to add an extra 1 Mag that will hold a boss. The Lockdown proc, is therefore only providing a potential benefit to 80% of the Boss foes you hit with Dominate. That is a pretty smallish number. And it only works on 20% of them, or a total of 16% of the bosses. The number of Bosses you run into can vary with your settings and types of missions, but in general the number of bosses is a fairly small percentage of the total foes you attack. If you assume that Bosses are 20% of the total foes (which is high most of the time), that proc is really only having an effect 3.2% of the time. So, that proc is probably only doing anything whatsoever maybe 2-4% of the time. It looks like it is doing more than it really is, because you see the nice Tesla Cage animation on lots of foes who would have been held anyway. The bottom line is that it provides very little benefit for most powers. It is great in Choking Cloud and Volcanic Gasses due to the unique ways those powers work. But it is mostly wasted in standard hold powers. Now, if you slot for Damage . . . the foes hit by your hold will be affected 100% of the time. 100% vs. 2-4% . . . your choice.


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 agree with most of what has been said so far.

I have a 50 Mind/Cold troller. Here is a sort-of version of his current build for reference.


Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
11-21-10 Cold Reader NO STAM2: Level 50 Natural Controller
Primary Power Set: Mind Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Levitate -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/EndRdx/Rchg:50(5), Thundr-Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(21), Thundr-Acc/Dmg/Rchg:50(31)
Level 1: Infrigidate -- Acc-I:50(A)
Level 2: Dominate -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(11), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(13)
Level 4: Ice Shield -- LkGmblr-Rchg+:50(A)
Level 6: Confuse -- CoPers-Conf/EndRdx:50(A), CoPers-Conf/Rchg:50(7), CoPers-Acc/Conf/Rchg:50(7), CoPers-Conf:50(9), CoPers-Conf%:50(13), CoPers-Acc/Rchg:50(15)
Level 8: Mass Hypnosis -- FtnHyp-Sleep/EndRdx:50(A), FtnHyp-Plct%:50(9), FtnHyp-Acc/Rchg:50(17), FtnHyp-Sleep/Rchg:50(29), FtnHyp-Acc/Sleep/Rchg:50(33)
Level 10: Glacial Shield -- LkGmblr-Rchg+:50(A)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17)
Level 14: Super Speed -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(46)
Level 16: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(40), Stpfy-Acc/EndRdx:50(48), Stpfy-Stun/Rng:50(48), Stpfy-Acc/Stun/Rchg:50(48), Stpfy-KB%:50(50)
Level 18: Total Domination -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(19), UbrkCons-Acc/Hold/Rchg:50(19), UbrkCons-Acc/Rchg:50(23), UbrkCons-EndRdx/Hold:50(25)
Level 20: Arctic Fog -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(21), RedFtn-EndRdx:50(23), RedFtn-EndRdx/Rchg:50(25), RedFtn-Def/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(37)
Level 22: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A), DefBuff-I:50(50)
Level 26: Terrify -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(27), Ragnrk-Acc/Rchg:50(27), Ragnrk-Dmg/EndRdx:50(29), Ragnrk-Knock%:50(31)
Level 28: Benumb -- Acc-I:50(A), RechRdx-I:50(31), RechRdx-I:50(39)
Level 30: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(36), RedFtn-Def/Rchg:50(37), RedFtn-Def/EndRdx/Rchg:50(39), RedFtn-EndRdx/Rchg:50(40), RedFtn-EndRdx:50(43)
Level 32: Mass Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(33), Mlais-Acc/EndRdx:50(33), Mlais-Conf/Rng:50(34), Mlais-Acc/Conf/Rchg:50(34), RechRdx(34)
Level 35: Sleet -- RechRdx-I:50(A), RechRdx-I:50(36), Achilles-ResDeb%:20(37)
Level 38: Heat Loss -- P'Shift-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(39), P'Shift-EndMod/Rchg:50(40)
Level 41: Power Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 44: Energy Torrent -- Posi-Acc/Dmg:50(A), Posi-Dam%:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(46), FrcFbk-Rechg%:50(46)
Level 47: Power Boost -- RechRdx-I:50(A)
Level 49: Temp Invulnerability -- ResDam-I:50(A), ResDam-I:50(50)
Level 50: Spiritual Radial Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)

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Posted

Quote:
Originally Posted by Local_Man View Post
Deacon made some good points, but the build still needs more work in my opinion.

I would move around a lot of those slots. The best powers in the cold set are the strong debuffs: Benumb, Sleet and Heat Loss. You haven't slotted any of them the way I would. The most skippable power is Frostwork. Benumb needs Accuracy and Recharge. Sleet needs Recharge -- it does very little damage, so enhancing the damage is mostly wasted; any extra slots should get the Achilles Heal proc first, and then maybe some damage procs. (The damage procs will do more overall damage than slotting the power for damage). Heat Loss gets the Efficacy Adapter set.


Snow Storm is a great power in the right situation. The -Recharge is an underrated effect -- on the ITF, slow is the best mez power. Slot it with 2 EndRdx and that's it.

Mind Control has a great single target attack chain from early in the build: Dominate-Mezmerize-Levitate. Levitate not only is part of the attack chain -- it is another form of Mez (knock-up) and your best source of damage, AND Smashing rather than Psi damage. In the late game, you run into a LOT of Robots and other Psi-Resistant foes. That smashing damage is important to be able to take down those foes, as Robots are weak to Smashing damage.

Terrify is a key power in Mind Control -- it is one of the few click-controls you have that can be made perma, and it is your only AoE damage power. Terrify deserves 5-6 slots.

And let me give you my standard run-down on the Lockdown proc: Dominate will hold Minions and Lieutenants on its own, with a 20% chance for "overpower" to add an extra 1 Mag that will hold a boss. The Lockdown proc, is therefore only providing a potential benefit to 80% of the Boss foes you hit with Dominate. That is a pretty smallish number. And it only works on 20% of them, or a total of 16% of the bosses. The number of Bosses you run into can vary with your settings and types of missions, but in general the number of bosses is a fairly small percentage of the total foes you attack. If you assume that Bosses are 20% of the total foes (which is high most of the time), that proc is really only having an effect 3.2% of the time. So, that proc is probably only doing anything whatsoever maybe 2-4% of the time. It looks like it is doing more than it really is, because you see the nice Tesla Cage animation on lots of foes who would have been held anyway. The bottom line is that it provides very little benefit for most powers. It is great in Choking Cloud and Volcanic Gasses due to the unique ways those powers work. But it is mostly wasted in standard hold powers. Now, if you slot for Damage . . . the foes hit by your hold will be affected 100% of the time. 100% vs. 2-4% . . . your choice.

I took most of your suggestions to heart.

I swapped out frost works for terrify, pulled 2 slots from snow storm and two slots from sleet, moved rannarock to there.

sleet now has the Achilles Heal proc damage proc and recharge



thanks for all your input.


Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.