Arctic Air & Procs or Purples
i would do option 1 for the recharge, but also because the purp confuse proc is awesome in arctic air lol
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):
If you go for Ranged defense, definitely 6 slot AA with purples (and pick up endurance reduction from an incarnate ability).
Procs are good but the purple bonuses in AA are really hard to pass up... especially if they get you to perma-dom, which makes AA that much better, because it can't be detoggled.
If you go for Ranged defense, definitely 6 slot AA with purples (and pick up endurance reduction from an incarnate ability).
Procs are good but the purple bonuses in AA are really hard to pass up... especially if they get you to perma-dom, which makes AA that much better, because it can't be detoggled. |
edit: im assuming AA means absolute amazement if theres and confusion lol
AA would mean arctic air.
I'm going s/l def. I want to smash face And get in thier face with arctic air.
The +accuracy seems a waste with the purples.
Still got another 7 levels to go to decide.
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):
ah, well then can disregard that post of mine then lol
I went the proc route and enjoyed the damage bonus for a time before switching over to the purple set after they gave us Ice Mastery. I definitely prefer all the extra confuse the purple set provides.
Phantom Rose: Ill / Kin / Psi
Soleau: Ice / Icy / Ice / Core: Ice / Fire / Pyre / Wind / Eclipse / Flare / Corona
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Solo Space
This is what I'm looking at for it now.
Hits the soft cap for s/l (just), 100% recharge, and arctic air + mud pots doing the proc circle of death - which I'm hoping will be as fun in practise as theory.
High on end usage though, hopefully sustainable via domination refilling it. I'm not good at working out end usage with tha taccks on top etc, more try it and see.
Villain Plan by Mids' Villain Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Proc'd AA: Level 50 Natural Dominator
Primary Power Set: Ice Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(5), BasGaze-Acc/EndRdx/Rchg/Hold(7), HO:Perox(7)
Level 1: Stone Spears -- HO:Nucle(A)
Level 2: Frostbite -- GravAnch-Immob/EndRdx(A), GravAnch-Hold%(3), GravAnch-Immob/Rchg(9), GravAnch-Acc/Immob/Rchg(9), GravAnch-Acc/Rchg(11)
Level 4: Tremor -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(5), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Rchg(17), Oblit-Dmg(19), Oblit-Dmg/Rchg(21)
Level 6: Arctic Air -- CoPers-Conf%(A), Mlais-Dam%(11), C'phny-Dam%(13), Abys-Dam%(13), CoPers-Conf/EndRdx(15)
Level 8: Shiver -- Acc-I(A), RechRdx-I(34)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), Winter-ResSlow(27)
Level 12: Ice Slick -- RechRdx-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 16: Power Boost -- RechRdx-I(A)
Level 18: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Knock%(37)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A)
Level 22: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), Mako-Dmg/EndRdx(36)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(40)
Level 26: Glacier -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(31)
Level 28: Seismic Smash -- Hectmb-Dmg(A), Hectmb-Dam%(29), Hectmb-Dmg/Rchg(29), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Dmg/EndRdx(34)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def(42)
Level 32: Jack Frost -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Mud Pots -- Erad-%Dam(A), Armgdn-Dam%(36), Oblit-%Dam(36), Sciroc-Dam%(43), Sciroc-Dmg/EndRdx(50)
Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Dam%(39), Posi-Dmg/EndRdx(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(43)
Level 41: Sleet -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dam%(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dmg/Rchg(45)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Ice Storm -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Hoarfrost -- Numna-Heal(A), Numna-Heal/Rchg(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Domination
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- EndMod-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod(46)
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Set Bonus Totals:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 12.38% Defense(Smashing)
- 12.38% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 87% Enhancement(Accuracy)
- 101.25% Enhancement(RechargeTime)
- 5% FlySpeed
- 83.93 HP (8.253%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 8%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 27% (0.451 End/sec) Recovery
- 74% (3.142 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 13.23% Resistance(Fire)
- 13.23% Resistance(Cold)
- 5% RunSpeed
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):
I just posted a couple of videos for you. The first one is my Ice Dom versus a regular mission, second is a short cap from a fight with Longbow. My build is very different from yours (focuses on Ranged over slash/lethal). I find it really hard to describe how AA works fully slotted, and how endurance works once you get slotted and incarn'ed, but you can observe it in these vids. Here it is slotted with 6 purples. This character's build is not actually finished; he is not fully soft capped, but he is using the Diamagnetic incarnate proc to help overcome that.
Both videos are at a difficulty setting of +0x5 with bosses turned on.
http://www.youtube.com/watch?v=f9kQIr6QEaA
http://www.youtube.com/watch?v=NDRgwvxBRBI
Nice Videos Made for good watching.
What originally gave me the idea for fulling procing it was the fun I had in dark astoria tip hunting, landing in large mobs and watching them get confused as they got spontaneously slaughtered by the malaise proc.
Slotting the 5 purples would double the confuse duration for arctic air (13 secs to 25) which is pretty damn good, and recharge faster, and be more accurate which it doesnt need. Plus the 10% recharge which is of course damn nice, but I have 100% plus hasten without it.
The purple chance to confuse goes in either way of course.
Numberswise, that extra 12 seconds confuse duration could really help a lot.
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):
Nice Videos Made for good watching.
What originally gave me the idea for fulling procing it was the fun I had in dark astoria tip hunting, landing in large mobs and watching them get confused as they got spontaneously slaughtered by the malaise proc. Slotting the 5 purples would double the confuse duration for arctic air (13 secs to 25) which is pretty damn good, and recharge faster, and be more accurate which it doesnt need. Plus the 10% recharge which is of course damn nice, but I have 100% plus hasten without it. The purple chance to confuse goes in either way of course. Numberswise, that extra 12 seconds confuse duration could really help a lot. |
Thanks it was kind of fun showing the world how often I run into walls (that first move in the sewer video was supposed to be a corner-cast of Ice Slick.)
Unfortunately, the duration of a tick of Arctic Air is actually very short: about 6 seconds slotted with purples and only about 3 seconds unslotted. It's not as bad as that sounds though, because it has a tick rate of 0.2 seconds (5 times per second). Each tick has a 30% chance to apply Mag 3 Confusion and 50% chance for Mag 3 Afraid to the enemy. The Confusion has a 1 second delay in activation, which sounds kind of weird but is actually the same as with projectile powers (i.e. the mezz hits when the power lands, here its just missing a more obvious visual cue). The result though *I think* (it's hard for me to tell even after rewatching videos) is that there are gaps in AAs Confusion that come about every 6 seconds and lasts about 1.5 seconds on average. Depending on your luck, the Contagious Confusion proc can sometimes fill this in.
The other sort of unusual thing is that Arctic Air has no accuracy component, because it is technically auto-hit. An enemy can cap its defense to everything and still get hit. When the power says "30% chance to confuse per tick" it means it pretty literally. There are no adjustments to this chance for fighting higher (or lower) level enemies, but the confusion duration will be shorter (or longer).
By the way, watch out for Nemesis. They have mag 3 or so Confusion protection. Totally not worth it try to AA-joust them in my experience (though I don't necessarily recommend turning the power off either).
Unfortunately, the duration of a tick of Arctic Air is actually very short: about 6 seconds slotted with purples and only about 3 seconds unslotted. It's not as bad as that sounds though, because it has a tick rate of 0.2 seconds (5 times per second). Each tick has a 30% chance to apply Mag 3 Confusion and 50% chance for Mag 3 Afraid to the enemy. The Confusion has a 1 second delay in activation, which sounds kind of weird but is actually the same as with projectile powers (i.e. the mezz hits when the power lands, here its just missing a more obvious visual cue). The result though *I think* (it's hard for me to tell even after rewatching videos) is that there are gaps in AAs Confusion that come about every 6 seconds and lasts about 1.5 seconds on average. Depending on your luck, the Contagious Confusion proc can sometimes fill this in.
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The hefty slow/recharge debuffs and the avoid effect packaged with Arctic Air mask the shortcomings of the Confuse effect. Arctic Air is very potent, but it needs time to work.
The Coercive Persuasion proc is a huge help, because not only does it have a marginally higher chance to fire, per target, than AA's inherent Confusion; the proc also has a longer duration (IIRC 8 seconds) and the proc is itself an AoE effect, which means that you're getting much more out of the Confuse proc against tightly clumped mobs than a 33% success rate. The Confuse proc by itself can confuse bosses if they're clumped together.
I really can't praise the Confuse proc highly enough. It may be the best single proc in the game. It single-handedly makes even World of Confusion (by almost all accounts, a very crappy power on its own merits) into a very effective anti-melee defense.
By the way, nice vids, Tex.
Arctic Air ticks every 2 seconds (see "Activate Period" for toggle tick intervals). It has a 30% chance to proc the Confuse, but if the Confuse is enhanced fully, then that's basically enough to keep +0 foes perma-confused on average. "On average" is not a guarantee, obviously, and the confuse very quickly scales down against higher level foes.
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I had a lvl 40 Ice dom that I haven't played for a long time. I don't remember if Domination affects AA's confuse. I think it does?
I know my friend told me that the purple proc works wonderful with AA. I just don't have the time/energy to test it myself. I know I put like 3 damage procs in it though. I figure I'll take any damage I can get but the game only checks for damage proc once every 10s (if the mobs are still within the radius).
PS: Has anyone tested it with two AA running? :P
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Oh I thought the game only checks for procs once very 10s if it's from a toggle? So when you put the purple proc, the game checks for it whenever somebody gets confused (which happens 30% chance every 2 second)?
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I had a lvl 40 Ice dom that I haven't played for a long time. I don't remember if Domination affects AA's confuse. I think it does? |
The paragraph you quoted was talking about AA's inherent Confuse effect. The power ticks every two seconds. The purple proc will obey the 10s rule, but for all of the above reasons it will do more than I think most people might immediately realize.
Doesn't seem to. |
Blah, I don't remember why AA isn't affected by Domination. It's not a "pet".
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I see. I know my friend has a lvl 50 Ice/Earth and he put purple proc in it. So even with 10s rule, if one gets confused, it will "spread" out so it is still very good.
Blah, I don't remember why AA isn't affected by Domination. It's not a "pet". |
Domination is just a flag, in other words. For whatever reason, AA wasn't set up to check for that flag. There's a small possibility that that's an oversight.
More likely, though, I think that the devs decided Arctic Air is too freely available in comparison with other wide-area control powers to benefit from Domination. Or it could be simply a quirk of the power's mechanics: because AA's confuse only has a 30% chance to fire, how exactly would you stack a second one top of that using the existing Domination mechanism? If you simply add a second 30% chance-to-fire Confuse, then AA will not benefit in the same way that other powers do from Domination.
Instead of increasing the magnitude of the control, a second Domination-prompted confuse effect would increase the probability of confused targets. (1-0.3)^2 = a 49% chance of mag 3, rather than a 30% of mag 6.
Actually yeah, the more I think about it, the more complicated that sounds from a balance perspective. Suffice to say that AA probably doesn't need to benefit from Domination.
The why is less important than the how, I guess. AA isn't affected by Domination because Domination, itself, doesn't actually do anything to control effects. Each relevant control power is individually set to add a second, stacking control effect if Domination is active on the character.
Domination is just a flag, in other words. For whatever reason, AA wasn't set up to check for that flag. There's a small possibility that that's an oversight. More likely, though, I think that the devs decided Arctic Air is too freely available in comparison with other wide-area control powers to benefit from Domination. Or it could be simply a quirk of the power's mechanics: because AA's confuse only has a 30% chance to fire, how exactly would you stack a second one top of that using the existing Domination mechanism? If you simply add a second 30% chance-to-fire Confuse, then AA will not benefit in the same way that other powers do from Domination. Instead of increasing the magnitude of the control, a second Domination-prompted confuse effect would increase the probability of confused targets. (1-0.3)^2 = a 49% chance of mag 3, rather than a 30% of mag 6. Actually yeah, the more I think about it, the more complicated that sounds from a balance perspective. Suffice to say that AA probably doesn't need to benefit from Domination. |
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Oops Obitus is right about the activation rate of the power. I was dead wrong about it being 0.2 instead of 2.0. I don't know where I was getting 0.2 from, since that doesn't even make sense.
FWIW I don't know that the developers themselves ever really understood Arctic Air. I feel like it's a power that got created by someone early on that was set loose into the game and the mechanics more or less forgotten about by the time the ED nerfs were hitting. They may have been aware of the confusion element to some extent but it definitely feels like this was overlooked as a primary function of the power.
There is a long history of players believing that Arctic Air is a glorified slow aura, and it wouldn't suprise me to learn that the people who inherited the powers duties felt the same way. This may be why, when the great Controller nerf of days old hit, the power that saw its day in court wasn't Arctic Air, but Shiver and Ice Slick.* I wasn't around back then, but I do know that when I started playing Ice Control back in 2008 or so that Arctic Air didn't show confusion bubbles, and virtually every guide on the subject called the power "interchangeable with Shiver." Basically most people seemed to think that Confusion was a minor aspect and it wouldn't suprise me to learn that the developers thought the same thing.
[*As a side note, some of the decisions made in that period seem extremely haphazard, bordering on bugs. For example, Shiver had its Recharge nearly tripled... but only on Controllers and later Dominators when they inherited Ice Control. For unexplained reasons, the power was left untouched on Blasters, who to this day have a base Recharge of 12 seconds to the other set's 30.]
I've always found Ice Control's lack of "hard aoe control" kinda annoying. Ice Patch is great if you drop it out of sight (so you don't get hit) but Glacier is pbaoe and so is AA. Sometimes you draw a lot of aggro to yourself with patch down and then you run in. It would be nice if Domination affects AA so even bosses can be confused even for a short duration.
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I could be agreeable to that. I just don't want Ice to ever lose its feel of "playing in the sprinklers." You want the best results? Ok, be insane and go dance with enemies who might actually be able to attack you from time to time. If the set ever ends up with a vanilla alpha breaker I will be really disappointed. Whatever can be said about the set's power (and I actually think its pretty powerful) in terms of the actual game experience, I think it is one of the most dynamic and unique play experiences I've seen in an MMO.
I will say though that in terms of sheer utility, I really hate having to waste cast time on Quicksand to keep enemies from tearing out of Earth's patch powers. For me, Ice Control is all about either Glacier-and-go or Ice Slick-and-go. In the case of the latter, the slow is in the patch already and Arctic is a free cast of Volcanic Gasses that follows you around, so you can drop the slick and blast immediately rather than set up a whole bunch of stuff. So even if the sets are close when completely set up, the full story is a little more complex. (Even more so with Glacier/Stalagmites and the utility of -Recharge vs -Defense).
Another side effect of AA is its "fear" component. Sometimes you have a whiny brute/tanker wanting to herd everything tight and needy and when you run in, critters start running away slowly. I have no problem with that until you fight mobs that are resisted to slow debuff (ie: wolves). You'll have to rely on holding them (since immb doesn't work on them?) or them falling down on ice patch.
I like Ice Control but it needs a bit more hard controls even for a few seconds. I actually rarely use the aoe sleep power. Maybe I should give it a try if I ever get to play ice control again.
Oh I also want to point out that one of my old favorite combos is Ice Control + Psionic when Shockwave was still "god mode". I ran in with AA and things were either feared, confused or stunned and the amount of -recharge from AA and Shockwave was amazing! Man, I miss that combo. After the shockwave nerf, I haven't played that toon in years.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Don't feel like creating a new thread for it but I have a question related to Contagious Confusion.
What happens when I use it in Jolting Chain? Some say only the first target can trigger the proc? I know damage proc is triggered by each jump so why doesn't each jump trigger CC proc? Or does it?
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I think it triggers per jump.
Don't feel like creating a new thread for it but I have a question related to Contagious Confusion.
What happens when I use it in Jolting Chain? Some say only the first target can trigger the proc? I know damage proc is triggered by each jump so why doesn't each jump trigger CC proc? Or does it? |
I assume you mean Synaptic Overload, not JC. CC should have a chance to proc with every jump as each jump can be affected by Confusion set IOs.
In Jolting Chain all procs will have a chance to go off on every jump, with the exception of any from End Mod sets, because the chained attacks don't do -End, only the initial one.
In Arctic Air the CC proc will check against everyone within range of AA (which is nice and big) every 10 seconds. I believe it spawns a small AOE confuse effect centred on the target if it does proc but I don't know the radius etc.
Domination is just a flag, in other words. For whatever reason, AA wasn't set up to check for that flag. There's a small possibility that that's an oversight. More likely, though, I think that the devs decided Arctic Air is too freely available in comparison with other wide-area control powers to benefit from Domination. Or it could be simply a quirk of the power's mechanics: because AA's confuse only has a 30% chance to fire, how exactly would you stack a second one top of that using the existing Domination mechanism? If you simply add a second 30% chance-to-fire Confuse, then AA will not benefit in the same way that other powers do from Domination. |
Overall I think Ice Control could do with AA getting something out of Domination. A second 15-25% chance of a longer duration confuse would probably be a good move. It would mean AA becomes more effective vs Minions and Lieuts and slightly more so vs bosses.
Thanks. Yeah oops, I meant Synaptic Overload. I don't know why somebody told me only the first one can trigger because each jump triggers Confuse.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I've been looking at my slotting of arctic air, a power I enjoy a lot.
Planning the 50 build of my ice/earth and considering what to put in arctic air.
Option 1)
5 x purple confuse set. +10% recharge helps a lot for perma-dom.
Option 2)
Proc'd up
1 x cont. confuse
1 x maliase % Psi
1 x cacaphony % energy
1 x Glimpse abyss % psi
Then filling out with a con/end or two.
Could fit the slow % smashing but then really running short with slots, as need some end reduction in there.
Interested in hearing some pros & cons,
Thanks
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):