Critique of Ill/Cold build


caitsith314

 

Posted

I've been looking for some resources for making this build but I haven't been too lucky in finding one that meets my criteria. I'm looking to have perma-PA and smashing/lethal def cap. I did get some ideas from the Ill/rad builds but they won't all carry over. I want this build to have the two shield buffs (unless these actually aren't that useful on teams but I imagine they are).

Anyway here's the build:

http://www.cohplanner.com/mids/downl...8FFD1FF817005D

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

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds

  • (A) Decimation - Chance of Build Up
  • (11) Decimation - Accuracy/Damage/Recharge
  • (11) Decimation - Accuracy/Damage
  • (15) Decimation - Damage/Recharge
  • (15) Decimation - Damage/Endurance
Level 1: Infrigidate
  • (A) Achilles' Heel - Chance for Res Debuff
Level 2: Blind
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Recharge/Hold
  • (3) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (5) Basilisk's Gaze - Endurance/Recharge/Hold
Level 4: Deceive
  • (A) Coercive Persuasion - Contagious Confusion
  • (7) Coercive Persuasion - Accuracy/Recharge
  • (7) Coercive Persuasion - Accuracy/Confused/Recharge
  • (9) Coercive Persuasion - Confused/Recharge
  • (9) Coercive Persuasion - Confused/Endurance
Level 6: Ice Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (40) Luck of the Gambler - Defense
  • (46) Luck of the Gambler - Defense/Endurance
Level 8: Flash
  • (A) Unbreakable Constraint - Chance for Smashing Damage
  • (17) Unbreakable Constraint - Hold
  • (17) Unbreakable Constraint - Hold/Recharge
  • (27) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (27) Unbreakable Constraint - Accuracy/Recharge
Level 10: Snow Storm
  • (A) Impeded Swiftness - Accuracy/Slow
  • (43) Impeded Swiftness - Damage/Slow
  • (43) Impeded Swiftness - Accuracy/Endurance
  • (45) Impeded Swiftness - Range/Slow
  • (46) Impeded Swiftness - Endurance/Recharge/Slow
  • (46) Impeded Swiftness - Chance of Damage(Smashing)
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO
Level 14: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 16: Kick
  • (A) Accuracy IO
Level 18: Phantom Army
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (19) Expedient Reinforcement - Endurance/Damage/Recharge
  • (19) Expedient Reinforcement - Accuracy/Damage
  • (21) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (21) Call to Arms - Accuracy/Damage/Recharge
  • (23) Soulbound Allegiance - Chance for Build Up
Level 20: Fly
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 22: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (23) Gladiator's Armor - TP Protection +3% Def (All)
Level 24: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance
Level 26: Spectral Terror
  • (A) Glimpse of the Abyss - Chance of Damage(Psionic)
  • (29) Glimpse of the Abyss - Accuracy/Recharge
  • (29) Glimpse of the Abyss - Accuracy/Fear/Recharge
  • (31) Glimpse of the Abyss - Accuracy/Endurance
  • (34) Glimpse of the Abyss - Fear/Range
Level 28: Benumb
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (36) Accuracy IO
Level 30: Arctic Fog
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
Level 32: Phantasm
  • (A) Sovereign Right - Resistance Bonus
  • (33) Sovereign Right - Accuracy/Damage
  • (33) Sovereign Right - Damage/Endurance
  • (33) Sovereign Right - Accuracy/Endurance
  • (34) Sovereign Right - Accuracy/Damage/Endurance
  • (34) Sovereign Right - Accuracy
Level 35: Sleet
  • (A) Achilles' Heel - Chance for Res Debuff
  • (36) Shield Breaker - Chance for Lethal Damage
  • (37) Shield Breaker - Defense Debuff
  • (37) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (37) Shield Breaker - Accuracy/Endurance/Recharge
Level 38: Heat Loss
  • (A) Efficacy Adaptor - EndMod
  • (39) Efficacy Adaptor - EndMod/Recharge
  • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (39) Efficacy Adaptor - Accuracy/Recharge
  • (40) Efficacy Adaptor - EndMod/Accuracy
  • (40) Efficacy Adaptor - EndMod/Endurance
Level 41: Ice Blast
  • (A) Apocalypse - Chance of Damage(Negative)
  • (42) Apocalypse - Damage/Recharge
  • (42) Apocalypse - Accuracy/Damage/Recharge
  • (42) Apocalypse - Accuracy/Recharge
  • (43) Apocalypse - Damage/Endurance
Level 44: Frozen Armor
  • (A) Luck of the Gambler - Defense
  • (45) Luck of the Gambler - Recharge Speed
  • (45) Luck of the Gambler - Defense/Endurance
Level 47: Ice Storm
  • (A) Ragnarok - Damage/Recharge
  • (48) Ragnarok - Accuracy/Damage/Recharge
  • (48) Ragnarok - Accuracy/Recharge
  • (48) Ragnarok - Damage/Endurance
  • (50) Ragnarok - Chance for Knockdown
Level 49: Glacial Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Defense/Endurance
Level 50: Spiritual Radial Boost
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
------------
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (5) Performance Shifter - EndMod
  • (13) Performance Shifter - EndMod/Recharge


 

Posted

it doesnt look too bad, but a few suggestions i would make would be to try to throw the soulbound proc into PA since the phantasm wont make as much use out of it

also the shield buffs works really well for keeping the phantasm alive a bit longer, and i would drop slots from stamina since on high rech build you will be able to nearly perma (or be able to perma) heat loss

i also personally prefer superior invis on my ill/cold due to the stronger stealth radius and availability at lower lvl

if you want to compare to my current build just toss me a PM


 

Posted

I have some ideas on where to move around some slots, but I don't have access to Mids right now and would want to check it out before I make suggestions.

One small one: Change the Call to Arms Triple to a Soulbound Dam/Rec. You'll get a nice Regen bonus.


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

So far, I appreciate the comments.

One thing I was really not happy with was my slotting of snow storm. Should it even be slotted at all?. The problem is that I couldn't really find a good place for them (maybe kinetic combats in kick / brawl so I can work with other set bonuses) so I just threw the extra ones in a power that I expect to use often and got a 6-piece bonus (that isn't so wonderful).

Another weird one was the shield breaker in sleet; since the set bonus isn't providing S/L defense, I'm not sure that's such a good choice.

One thing I'm looking at is getting rid of kick/tough/weave and maybe throwing maneuvers / tactics / frostwork in there for a little more team support. Of course I still want to be S/L defense capped but it looks like this is doable. I was thinking that I might need to take an extra defense power like group invis but it turned out not to be necessary.

Here is the most recent build and I just procced sleet up but I'm not sure if this is good or if I chose the right procs.

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

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds

  • (A) Decimation - Chance of Build Up
  • (11) Decimation - Accuracy/Damage/Recharge
  • (11) Decimation - Accuracy/Damage
  • (15) Decimation - Damage/Recharge
  • (15) Decimation - Damage/Endurance
Level 1: Infrigidate
  • (A) Achilles' Heel - Chance for Res Debuff
Level 2: Blind
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Recharge/Hold
  • (3) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (5) Basilisk's Gaze - Endurance/Recharge/Hold
Level 4: Deceive
  • (A) Coercive Persuasion - Contagious Confusion
  • (7) Coercive Persuasion - Accuracy/Recharge
  • (7) Coercive Persuasion - Accuracy/Confused/Recharge
  • (9) Coercive Persuasion - Confused/Recharge
  • (9) Coercive Persuasion - Confused/Endurance
Level 6: Ice Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (40) Luck of the Gambler - Defense
  • (46) Luck of the Gambler - Defense/Endurance
Level 8: Flash
  • (A) Unbreakable Constraint - Chance for Smashing Damage
  • (17) Unbreakable Constraint - Hold
  • (17) Unbreakable Constraint - Hold/Recharge
  • (27) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (27) Unbreakable Constraint - Accuracy/Recharge
Level 10: Snow Storm
  • (A) Endurance Reduction IO
Level 12: Hasten
  • (A) Recharge Reduction IO
Level 14: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 16: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense/Endurance
  • (25) Luck of the Gambler - Defense
Level 18: Phantom Army
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (19) Expedient Reinforcement - Endurance/Damage/Recharge
  • (19) Expedient Reinforcement - Accuracy/Damage
  • (21) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (21) Soulbound Allegiance - Damage/Recharge
  • (23) Soulbound Allegiance - Chance for Build Up
Level 20: Fly
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 22: Frostwork
  • (A) Doctored Wounds - Heal
  • (25) Doctored Wounds - Heal/Recharge
  • (37) Doctored Wounds - Endurance/Recharge
  • (43) Doctored Wounds - Heal/Endurance/Recharge
  • (46) Doctored Wounds - Heal/Endurance
Level 24: Tactics
  • (A) HamiO:Enzyme Exposure
Level 26: Spectral Terror
  • (A) Glimpse of the Abyss - Chance of Damage(Psionic)
  • (29) Glimpse of the Abyss - Accuracy/Recharge
  • (29) Glimpse of the Abyss - Accuracy/Fear/Recharge
  • (31) Glimpse of the Abyss - Accuracy/Endurance
  • (34) Glimpse of the Abyss - Fear/Range
Level 28: Benumb
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (36) Accuracy IO
Level 30: Arctic Fog
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
  • (43) Steadfast Protection - Resistance/+Def 3%
  • (45) Gladiator's Armor - TP Protection +3% Def (All)
Level 32: Phantasm
  • (A) Sovereign Right - Resistance Bonus
  • (33) Sovereign Right - Accuracy/Damage
  • (33) Sovereign Right - Damage/Endurance
  • (33) Sovereign Right - Accuracy/Endurance
  • (34) Sovereign Right - Accuracy/Damage/Endurance
  • (34) Sovereign Right - Accuracy
Level 35: Sleet
  • (A) Achilles' Heel - Chance for Res Debuff
  • (36) Shield Breaker - Chance for Lethal Damage
  • (37) Ragnarok - Chance for Knockdown
  • (37) Positron's Blast - Chance of Damage(Energy)
Level 38: Heat Loss
  • (A) Efficacy Adaptor - EndMod
  • (39) Efficacy Adaptor - EndMod/Recharge
  • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (39) Efficacy Adaptor - Accuracy/Recharge
  • (40) Efficacy Adaptor - EndMod/Accuracy
  • (40) Efficacy Adaptor - EndMod/Endurance
Level 41: Ice Blast
  • (A) Apocalypse - Chance of Damage(Negative)
  • (42) Apocalypse - Damage/Recharge
  • (42) Apocalypse - Accuracy/Damage/Recharge
  • (42) Apocalypse - Accuracy/Recharge
  • (43) Apocalypse - Damage/Endurance
Level 44: Frozen Armor
  • (A) Luck of the Gambler - Defense
  • (45) Luck of the Gambler - Recharge Speed
  • (45) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense/Recharge
Level 47: Ice Storm
  • (A) Ragnarok - Damage/Recharge
  • (48) Ragnarok - Accuracy/Damage/Recharge
  • (48) Ragnarok - Accuracy/Recharge
  • (48) Ragnarok - Damage/Endurance
  • (50) Ragnarok - Damage
Level 49: Glacial Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Defense/Endurance
Level 50: Spiritual Radial Boost
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
------------
Level 1: Brawl
  • (A) Kinetic Combat - Accuracy/Damage
  • (5) Kinetic Combat - Damage/Endurance
  • (13) Kinetic Combat - Damage/Recharge
  • (13) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End


 

Posted

One of the things I was thinking about doing was to take the slots out of Snow Storm, so you beat me to that one. You also replaced the Fighting Pool with Maneuvers, which was another one I was considering.

One of the problems with your new build? You have 6 LotG Recharge, so that 6th one is doing nothing. You are also showing some serious endurance issues . . . yes, I know that with Heat Loss, your recovery goes through the roof, but Heat Loss isn't always up.

By the way, the Ragnarok Chance for Knockdown in Sleet? I was concerned that the knockdown in Sleet might stack with the Chance for Knockdown proc to turn into KnockBACK, which you don't want. (I must admit that I haven't tested whether it is actually a problem.) I moved that proc to Ice Storm in place of the Acc/Rech. Another several million saved.

I made a few changes to your build. I took out Frostworks and Tactics and added Group Invis and Combat Jumping. This gave you enough added defense to drop that hyper-expensive PvP +3% Defense IO, saving you a couple of billion. I changed the set in Arctic Fog to Red Fortune to make up for the 5% Recharge that used to be in Frostworks. And I added slots to Health and Stamina. This build has enough Smash/Lethal defense that you could take the Kinetic Combat set out of Brawl to add more slots in more useful places. See what you think.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(11), Decim-Acc/Dmg(11), Decim-Dmg/Rchg(15), Decim-Dmg/EndRdx(15)
Level 1: Infrigidate -- Achilles-ResDeb%(A)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Acc/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Conf/Rchg(9), CoPers-Conf/EndRdx(9)
Level 6: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(46)
Level 8: Flash -- UbrkCons-Dam%(A), UbrkCons-Hold(17), UbrkCons-Hold/Rchg(17), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27)
Level 10: Snow Storm -- EndRdx-I(A)
Level 12: Hasten -- RechRdx-I(A)
Level 14: Hover -- LkGmblr-Rchg+(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(23)
Level 20: Fly -- Zephyr-ResKB(A)
Level 22: Group Invisibility -- DefBuff-I(A)
Level 24: Combat Jumping -- DefBuff-I(A)
Level 26: Spectral Terror -- Abys-Dam%(A), Abys-Acc/Rchg(29), Abys-Acc/Fear/Rchg(29), Abys-Acc/EndRdx(31), Abys-Fear/Rng(34)
Level 28: Benumb -- RechRdx-I(A), RechRdx-I(36), Acc-I(36)
Level 30: Arctic Fog -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(37), RedFtn-EndRdx(43)
Level 32: Phantasm -- SvgnRt-PetResDam(A), SvgnRt-Acc/Dmg(33), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(34), SvgnRt-Acc(34)
Level 35: Sleet -- Achilles-ResDeb%(A), ShldBrk-%Dam(36), Posi-Dam%(37)
Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
Level 41: Ice Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(43)
Level 44: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx(45), S'fstPrt-ResDam/Def+(45), LkGmblr-Def/Rchg(46)
Level 47: Ice Storm -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Knock%(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg(50)
Level 49: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 50: Spiritual Core Paragon
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25), Mrcl-Heal(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(43), EndMod-I(46)

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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

. . . . and here is what I would do with those three slots from Brawl . . . Adding damage to Spectral Wounds and Blind will have the net effect of increasing your total damage output quite a bit, since you should be using the Blind-SW-Blast-SW attack chain.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Build%(A), HO:Nucle(5), Decim-Acc/Dmg/Rchg(11), Decim-Acc/Dmg(11), Decim-Dmg/Rchg(15), Decim-Dmg/EndRdx(15)
Level 1: Infrigidate -- Achilles-ResDeb%(A)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), HO:Nucle(13), Dmg-I(13)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Acc/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Conf/Rchg(9), CoPers-Conf/EndRdx(9)
Level 6: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(46)
Level 8: Flash -- UbrkCons-Dam%(A), UbrkCons-Hold(17), UbrkCons-Hold/Rchg(17), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27)
Level 10: Snow Storm -- EndRdx-I(A)
Level 12: Hasten -- RechRdx-I(A)
Level 14: Hover -- LkGmblr-Rchg+(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(23)
Level 20: Fly -- Zephyr-ResKB(A)
Level 22: Group Invisibility -- DefBuff-I(A)
Level 24: Combat Jumping -- DefBuff-I(A)
Level 26: Spectral Terror -- Abys-Dam%(A), Abys-Acc/Rchg(29), Abys-Acc/Fear/Rchg(29), Abys-Acc/EndRdx(31), Abys-Fear/Rng(34)
Level 28: Benumb -- RechRdx-I(A), RechRdx-I(36), Acc-I(36)
Level 30: Arctic Fog -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(37), RedFtn-EndRdx(43)
Level 32: Phantasm -- SvgnRt-PetResDam(A), SvgnRt-Acc/Dmg(33), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(34), SvgnRt-Acc(34)
Level 35: Sleet -- Achilles-ResDeb%(A), ShldBrk-%Dam(36), Posi-Dam%(37)
Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
Level 41: Ice Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(43)
Level 44: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx(45), S'fstPrt-ResDam/Def+(45), LkGmblr-Def/Rchg(46)
Level 47: Ice Storm -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Knock%(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg(50)
Level 49: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 50: Spiritual Core Paragon
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25), Mrcl-Heal(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(43), EndMod-I(46)

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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

on my ill cold build im using now i have snow storm and infrigidate 5 slotted with tempered readiness for the rech bonus

my ill/cold is one of my fav toons so far, and only missing 3 purps on his final build, the complete build is shown below, so far he can solo darn near anything and when finished will have 208% rech with perma hasten

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

Click this DataLink to open the build!

Level 50 Natural Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Spectral Wounds -- Apoc-Dmg/EndRdx(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Dmg/Rchg(7), Apoc-Acc/Rchg(9), Apoc-Dmg(9)
Level 1: Infrigidate -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Rng/Slow(31), TmpRdns-Acc/Slow(31), TmpRdns-Acc/EndRdx(31), TmpRdns-Acc/Dmg/Slow(34)
Level 2: Deceive -- CoPers-Conf%(A), CoPers-Conf/EndRdx(3), CoPers-Acc/Conf/Rchg(3), CoPers-Conf(5), CoPers-Acc/Rchg(5)
Level 4: Blind -- UbrkCons-EndRdx/Hold(A), UbrkCons-Acc/Hold/Rchg(11), UbrkCons-Hold/Rchg(11), UbrkCons-Acc/Rchg(13), UbrkCons-Hold(13)
Level 6: Hover -- Zephyr-ResKB(A)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def/EndRdx(40), RedFtn-Def(42), RedFtn-EndRdx/Rchg(43), RedFtn-EndRdx(43)
Level 10: Ice Shield -- LkGmblr-Rchg+(A)
Level 12: Glacial Shield -- LkGmblr-Rchg+(A)
Level 14: Group Invisibility -- LkGmblr-Rchg+(A)
Level 16: Frostwork -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal/EndRdx(17), Dct'dW-Heal/Rchg(25), Dct'dW-EndRdx/Rchg(25)
Level 18: Phantom Army -- C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Rchg(19), C'Arms-Dmg/EndRdx(19), C'Arms-Acc/Dmg(21), RechRdx-I(21), RechRdx-I(34)
Level 20: Recall Friend -- Zephyr-ResKB(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Snow Storm -- TmpRdns-Acc/Dmg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(34), TmpRdns-Rng/Slow(36), TmpRdns-Acc/Slow(36), TmpRdns-Acc/EndRdx(36)
Level 26: Spectral Terror -- Abys-Dam%(A), Abys-Acc/Fear/Rchg(27), Abys-Fear/Rng(27), Abys-Acc/Rchg(29), Abys-Acc/EndRdx(29)
Level 28: Benumb -- Acc-I(A), RechRdx-I(37), RechRdx-I(45)
Level 30: Flash -- Lock-%Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-Rchg/Hold(45), BasGaze-Acc/Rchg(46), BasGaze-EndRdx/Rchg/Hold(48)
Level 32: Phantasm -- ExRmnt-+Res(Pets)(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Sleet -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 38: Heat Loss -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Rchg(39), Efficacy-EndMod(40), Efficacy-EndMod/EndRdx(40)
Level 41: Ice Blast -- Decim-Build%(A), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Acc/Dmg(43), Decim-Dmg/EndRdx(48)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A)
Level 47: Ice Storm -- Ragnrk-Knock%(A), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), Ragnrk-Acc/Dmg/Rchg(50), Ragnrk-Dmg/Rchg(50)
Level 49: Hibernate -- EndMod-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
Level 2: Stamina -- P'Shift-End%(A)


 

Posted

Quote:
Originally Posted by Local_Man View Post
. . . . and here is what I would do with those three slots from Brawl . . . Adding damage to Spectral Wounds and Blind will have the net effect of increasing your total damage output quite a bit, since you should be using the Blind-SW-Blast-SW attack chain.
So, long time lurker, first time poster here with a couple comments. First, according to my mids, this build without kinetic combats in brawl has 41.3 S/L defense without group invis, and Group invis gives 2.267% defense after the combat penalty halves it. However, even when configured to show the in-combat value on the effects, the mids totals pane still reflects its total value, so you're only hitting 45.8% S/L for 1 hit per combat, then you're dropping to about 43.5% S/L.

Additionally, with respect to the endurance issues, I'm seeing a 89.7 second recharge on heat loss with a 90 second duration for the self endurance gain mechanic. So, you're looking at a 100% uptime of 2.1 end/sec recovery per target hit, in addition to a full bar of endurance every 90 seconds (reminds me of my dom's complete lack of mana issues with permadom).

Other than that, I think the KinCom in brawl build is great, but if you're willing to drop the B's on the glad armor and really want frostwork, you can fit it in there while maintaining the S/L cap. Personally, I don't see the DPS increase of socketing SW/Blind with a base damage of 30.59 being worth the loss of the S/L cap (I'll let the blasters/scrap/etc do the pew pew), but that's more of a personal preference.


 

Posted

First glance through, please feel free to ask for any clarifications or comment where you thinK I am wrong.

  • You need more damage in Blind
  • Try to build for capped range def instead of just s/l
  • You're a troller with perma-PA, why do you need more regen/hp?
  • Flash is pretty useless
  • Snowstorm is useful, but not enough to offset the powers you're losing on
  • You have spectral terror and sleet? So you want to keep people in their place and make them run away? I don't get that.
  • Get more recharge on PA
  • Slot damage procs in sleet; sleet triggers procs about 3-4 times in it's running time; that's a LOT of damage if you slot in 3-4 damage procs
  • You don't need _that much endurance; if heat loss misses, your 6 slots in it are mostly just a waste; if it doesn't miss, just 1 +end enh is enough to keep you happy
  • Get rid of the acc IO in benumb, you're already capped on accuracy to almost everything - plus with the spiritual alpha, with just 1 rech, you're close to perma benumb, which is really good enough
  • Use the /fire ancillary, you need more damage and RoP + fire/shield are amazing
  • You need more damage for both your phantasm and your PA's
  • Fly is useless - just get a jetpack; get super speed instead; you will need stealth proc + super speed + arctic fog to be invisible to all AV's; AV's have a perception of 100, your normal 60-70 won't cut it
  • Slot up hover - hover doesn't get surpressed, and with some +fly, it is a really good combat movement power
  • You're an ill/cold; your stamina will _always suck when not using heat loss; work on getting your recharge up and don't bother slotting stamina too much
  • Take boxing instead of kick and slot with stupefy or abs amazement
  • You really don't need that much -def; reslot sleet to get more slow and of course as I mentioned, damage procs
  • Get more damage out of spectral wounds
  • Remember, this is an ill/cold, not an ill/rad - play styles between the two vary considerably, slot accordingly


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

Quote:
Originally Posted by slainsteel View Post
  • You have spectral terror and sleet? So you want to keep people in their place and make them run away? I don't get that.
Spectral terror mostly causes enemies to 'cower' which is what we consider traditional fear, the 'fear' that makes people run always is called Afraid. Spectral Terror mostly keeps mobs Cowering and only has a very short duration Afraid in its Terrify power (which also still has a normal cower terror effect)which means the debuff goes away long before the cower effect ends. Also 'Fears' tend to keep mobs in place by locking them between attack and cower animations.


"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton

-Lord Azazel

 

Posted

Quote:
Originally Posted by Lord_Thanatos View Post
Spectral terror mostly causes enemies to 'cower' which is what we consider traditional fear, the 'fear' that makes people run always is called Afraid. Spectral Terror mostly keeps mobs Cowering and only has a very short duration Afraid in its Terrify power (which also still has a normal cower terror effect)which means the debuff goes away long before the cower effect ends. Also 'Fears' tend to keep mobs in place by locking them between attack and cower animations.
Good point.
Honestly, I am a bit biased here - I've found that fear is mostly unnecessary past the slow/kd that sleet gives; I tried spectral terror a few times, but it seemed really, um, overkill.

I'd take it though if I had a slot spare. I do suppose it does have to do with play style too.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

Quote:
Originally Posted by slainsteel View Post
Good point.
Honestly, I am a bit biased here - I've found that fear is mostly unnecessary past the slow/kd that sleet gives; I tried spectral terror a few times, but it seemed really, um, overkill.

I'd take it though if I had a slot spare. I do suppose it does have to do with play style too.
Considering that Spectral Terror is perma out of the box and comes with to-hit debuffs, you would need something major to avoid taking it even if you just use the one slot.


"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton

-Lord Azazel

 

Posted

Quote:
Originally Posted by Lord_Thanatos View Post
Considering that Spectral Terror is perma out of the box and comes with to-hit debuffs, you would need something major to avoid taking it even if you just use the one slot.
For an ill/cold? plenty.

Let me name a few,
  • Def power - manuevers, CJ
  • Aid Self with int reducer
  • LOTG holders
  • 4 out of 5 fire ancillary powers
  • hover and SS
  • 3/4 fighting set
    This is assuming you have the 'essentials' already


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

Cait Sith's second build posted (as well as Local Man's) is s/l def capped, has all the LoTG you can hold, opts for ice APP for -recharge support over the fire APP damage (and slots the ice APP, so it's a wash), and has hover, all while 5 slotting spectral terror. Seems pretty clear that you don't need to sacrifice any of the big things you listed except for heal self, which is pretty marginal and SS, which is nice but by no means necessary. Considering Glimpse is a pretty solid set wrt the bonuses, I really don't see much of a downside to taking a 'set it and forget it' CC power that can catch anything you miss with your targeted powers without any real drawback.


 

Posted

Quote:
Originally Posted by slainsteel View Post
For an ill/cold? plenty.







Let me name a few,
  • Def power - manuevers, CJ
  • Aid Self with int reducer
  • LOTG holders
  • 4 out of 5 fire ancillary powers
  • hover and SS
  • 3/4 fighting set
    This is assuming you have the 'essentials' already

Unless you are 100% soloing AVs, I would not recommend skipping Spectral Terror. Even then, I still wouldn't skip it. Unless you are focusing exclusively on soloing AVs who do not summon ambushes.

BTW, as mentioned above, Fear + Rain does not make enemies run away immediately. What it does is root them with a chance to attack or run every so often, which from my observation seems to be identical to the "proc schedule" of the power (on first cast and every 10 seconds after).


 

Posted

Quote:
Originally Posted by Omnom View Post
So, long time lurker, first time poster here with a couple comments. First, according to my mids, this build without kinetic combats in brawl has 41.3 S/L defense without group invis, and Group invis gives 2.267% defense after the combat penalty halves it. However, even when configured to show the in-combat value on the effects, the mids totals pane still reflects its total value, so you're only hitting 45.8% S/L for 1 hit per combat, then you're dropping to about 43.5% S/L.
You are correct that S/L defense will drop below the magical 45% when taking the slots out of Brawl after the first attack. However, I don't think that it will make that big a difference. I feel the damage adds more than the small amount of extra defense.


Quote:
Additionally, with respect to the endurance issues, I'm seeing a 89.7 second recharge on heat loss with a 90 second duration for the self endurance gain mechanic. So, you're looking at a 100% uptime of 2.1 end/sec recovery per target hit, in addition to a full bar of endurance every 90 seconds (reminds me of my dom's complete lack of mana issues with permadom).
This reminds me of the classic discussions of Kinetics characters claiming that they don't need Stamina with Transference . . . which assumes that it always hits and that they always have it when they need it. Heat Loss does more than give you endurance, and sometimes you may not want to use it on this single foe or small group to save it for the next large group. Sometimes you want to save it for the Resistance Debuff. Sometimes, it will miss. Sometimes you may want to stealth so you aren't going to use it on a group to avoid alerting them.

I built a few Kinetics characters without Stamina in the pre-inherent Fitness days, and found that I was often gasping for endurance. The build that was posted had high endurance usage and not-nearly-high-enough Recovery. Even with ability to get "perma" Heat Loss, I suspect that he would run out of endurance on that build at times.

Quote:
Other than that, I think the KinCom in brawl build is great, but if you're willing to drop the B's on the glad armor and really want frostwork, you can fit it in there while maintaining the S/L cap. Personally, I don't see the DPS increase of socketing SW/Blind with a base damage of 30.59 being worth the loss of the S/L cap (I'll let the blasters/scrap/etc do the pew pew), but that's more of a personal preference.
This assumes that you are always teaming. I find that my Ill/Cold is a great solo character, where maximizing damage is key. Also, don't forget that Containment doubles every extra point of damage. With a fast attack chain, lots of Resistance Debuff and an occasional build-up multiplying your damage even more, even small increases in Damage can really add up.

You also forget to take into account the illusory damage in Spectral Wounds. That Illusory Damage gives SW a huge amount of Burst Damage even if some of it heals back . . . as long as you can defeat the foe before the heal back, you keep that damage. Even more, Phantom Army and Phantasm's Decoy also do Illusiory Damage, so if you can defeat the foe before that heal-back the additional damage is even bigger. Because of that, you can't just look at base damage for an Illusion Controller.


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 Oedipus_Tex View Post
Unless you are 100% soloing AVs, I would not recommend skipping Spectral Terror. Even then, I still wouldn't skip it. Unless you are focusing exclusively on soloing AVs who do not summon ambushes.

BTW, as mentioned above, Fear + Rain does not make enemies run away immediately. What it does is root them with a chance to attack or run every so often, which from my observation seems to be identical to the "proc schedule" of the power (on first cast and every 10 seconds after).
Again, style.

I personally found it a waste; others swear by it, yet others I know also find it a waste. Depends on how you play.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

Quote:
Originally Posted by slainsteel View Post
First glance through, please feel free to ask for any clarifications or comment where you thinK I am wrong.
  • You need more damage in Blind


Agreed.
  • Quote:
    Try to build for capped range def instead of just s/l
Frankly, I think the focus on capped Defense for an Ill/Cold is excessive. You have PA and Phantasm and his decoy to draw the aggro. You have AoE controls in Spectral Terror, Flash and Sleet. You have single target controls in Blind and Deceive. You have massive debuffs and slows that should neuter foes. You have invisibility to avoid being noticed before PA can grab aggro. If you are getting hit so often that you need capped defense all the time, then you are probably doing something wrong. But the OP wanted it so I tried to help.



S/L damage is the most common in the game and will protect from all positions. Ranged Defense is also useful, but it is much easier to build for S/L defense since you can get it from your APP shields from Ice and Earth. Getting capped Ranged Defense means more sacrifices to the effectiveness of the build.
  • Quote:
    You're a troller with perma-PA, why do you need more regen/hp?
Need it? Not really. Nice to have? Yeah, it can help you heal up during battles and between battles for those few times you get hit.



One important area where Regen can be important is if you have taken just a little bit of damage . . . the faster you can heal to full, the faster you have the protection of the "one-shot code" in case you get hit with a huge smack-down. (The "one-shot code" has protected me from faceplanting several times in the last few days. It gives me a chance to pop into Hibernate.)
  • Quote:
    Flash is pretty useless
Disagree. It is a PB AoE Hold that has its uses. I'll often use it on teams to keep foes from running around even when PA is out . . . Flash keeps them from leaving a tight group. It also reduces the damage taken by your team.
  • Quote:
    Snowstorm is useful, but not enough to offset the powers you're losing on
  • You have spectral terror and sleet? So you want to keep people in their place and make them run away? I don't get that.
  • Get more recharge on PA
  • Slot damage procs in sleet; sleet triggers procs about 3-4 times in it's running time; that's a LOT of damage if you slot in 3-4 damage procs
  • You don't need _that much endurance; if heat loss misses, your 6 slots in it are mostly just a waste; if it doesn't miss, just 1 +end enh is enough to keep you happy
  • Get rid of the acc IO in benumb, you're already capped on accuracy to almost everything - plus with the spiritual alpha, with just 1 rech, you're close to perma benumb, which is really good enough
  • Use the /fire ancillary, you need more damage and RoP + fire/shield are amazing
  • You need more damage for both your phantasm and your PA's
  • Fly is useless - just get a jetpack; get super speed instead; you will need stealth proc + super speed + arctic fog to be invisible to all AV's; AV's have a perception of 100, your normal 60-70 won't cut it
  • Slot up hover - hover doesn't get surpressed, and with some +fly, it is a really good combat movement power
  • You're an ill/cold; your stamina will _always suck when not using heat loss; work on getting your recharge up and don't bother slotting stamina too much
  • Take boxing instead of kick and slot with stupefy or abs amazement
  • You really don't need that much -def; reslot sleet to get more slow and of course as I mentioned, damage procs
  • Get more damage out of spectral wounds
  • Remember, this is an ill/cold, not an ill/rad - play styles between the two vary considerably, slot accordingly


I can't address each of these at this time, maybe later, but i disagree with some of the advice while I agree with some.


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 can't address each of these at this time, maybe later, but i disagree with some of the advice while I agree with some.
I actually followed your guide to a large extent when building and playing with my first Ill troll (excellent guide btw! thanks so much for writing it); so a few things I found were fairly useful if one adjusted their play style to a /cold mindset were these,

.) Capped range def: So I really like this for the simple reason that I use my Ill/Cold to proxy for a tank on entire teams on all of the hardest TF's in the game. PA's don't always keep aggro off you when you do so. A common example is when Ill tanking recluse on a speed STF - we always skip the flier, so when tanking recluse, the flier often aggro's on me, not my PA's (since I am hovering right over Recluse's head while moving off to debuff the towers every once in a while Additionally, I use him to pull all the 4 av's before Recluse too (along with other AV's earlier in the TF). Without capped range def, my Ill/Cold wouldn't last very long.

Similar situations happen when going through Tin Mage - decoys will only hold so much aggro, other bosses _will aggro on you if you're running tank less. Running on tankless teams, this is very common.

With an Ill/Cold, since I can get my resistance so high, with capped range def, I can um, out survive quite a few brutes/tanks

Of course, if you have a tank, capped range def is of less use, but then so are the decoys of less use

.) Usage of fear/holds: I don't see either as a very useful power unless really stacked up - minions/lts are a non issue with my build. They almost never hit me, hit me for very little, and often they die in one go with sleet (proc'd for damage -resist) and fireball. Bosses don't get held unless holds are stacked.

.) I _hate getting into the 'middle' of the action unless I really need to (for example when pulling AV's or tanking the flier); I always hover in a distance and use ranged powers, which is why powers PBAoE like flash, choking cloud (in an Ill/Rad) end up being a waste.

.) Cold versus Rad mindset: The major difference between /Rad and /Cold is the emphasis on bunching up. /Cold is a very 'slow' oriented power, which with it's many debuffs, ends up making everything around you seem like it's working in slow motion; with an Ill/Cold, a typical pattern of Sleet THEN decoys works better than decoys then sleet, since decoys tend to scatter as soon as they're cast among large groups.

This changes a few mechanics; first, makes capped range def more important (since you'll take more aggro because of casting sleet first), makes spectral terror less useful (though still useful, just less), makes fire ball more important.

To summarize, /colds have more defense/resistance and a lot of slows; an ill/cold's play style hence changes from (Terror, Decoys), kill stuff, to Slow, Decoys, kill stuff.

(Note: This is the general style, not a rule - when vuln'ing Aeon or taking on other AV's, obviously cast decoys first )

In the end, it does come down to play style too; but Ill/Cold is really quite a different monster than Ill/Rad, is what I'm trying to impress upen people here


Edit: One more thing, this entire post is based on the fact that with the Spiritual Alpha, it is actually possible to cap range def and perma-PA on an Ill/Cold fairly easily Before the alpha's, I'd have totally said 'screw ranged def'


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

This is my Ill/Cold build for reference,
He has a pylon time of ~4m30s, tanks recluse, I run tankless TF's with him all the time. He is also my most requested toon on any TF I run with my friends (rest of my toons are in my sig).


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Virtue Speed Junkie
A Simplified Guide to Attack and Defense