Ice/Storm looking for build critique


Draggynn

 

Posted

Hi all. I put together a defensive build for my controller that seems to hang together pretty well, but doesn't seem to quite have enough slots. It hits 44.8% ranged defense, but I'm a little concerned about end usage and didn't have any slots left for extras like Gale, Shiver, or the immobilize powers.

It does hit my goals of near soft cap ranged defense, kb protection, stealth/recall capability, but all the non-ranged defense bonuses are kind of random. Any tips would be appreciated.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Northwinde: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Block of Ice

  • (A) Lockdown - Accuracy/Hold
  • (3) Lockdown - Accuracy/Recharge
  • (3) Lockdown - Recharge/Hold
  • (5) Lockdown - Endurance/Recharge/Hold
  • (5) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (7) Lockdown - Chance for +2 Mag Hold
Level 1: Gale
  • (A) Accuracy IO
Level 2: O2 Boost
  • (A) Numina's Convalescence - Heal/Endurance
  • (7) Numina's Convalescence - Endurance/Recharge
  • (9) Numina's Convalescence - Heal/Recharge
  • (9) Numina's Convalescence - Heal/Endurance/Recharge
  • (11) Numina's Convalescence - Heal
  • (11) Numina's Convalescence - +Regeneration/+Recovery
Level 4: Chilblain
  • (A) Enfeebled Operation - Accuracy/Immobilize/Recharge
Level 6: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 8: Fly
  • (A) Freebird - +Stealth
Level 10: Steamy Mist
  • (A) Aegis - Resistance/Endurance
  • (13) Titanium Coating - Resistance/Endurance
  • (13) Impervium Armor - Resistance/Endurance
  • (15) Luck of the Gambler - Recharge Speed
Level 12: Ice Slick
  • (A) Recharge Reduction IO
  • (15) Recharge Reduction IO
Level 14: Arctic Air
  • (A) Coercive Persuasion - Confused
  • (17) Coercive Persuasion - Confused/Recharge
  • (17) Coercive Persuasion - Accuracy/Confused/Recharge
  • (19) Coercive Persuasion - Accuracy/Recharge
  • (19) Coercive Persuasion - Confused/Endurance
  • (21) Coercive Persuasion - Contagious Confusion
Level 16: Freezing Rain
  • (A) Achilles' Heel - Chance for Res Debuff
  • (21) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (46) Recharge Reduction IO
Level 18: Shiver
  • (A) Accuracy IO
Level 20: Hurricane
  • (A) Dampened Spirits - To Hit Debuff/Endurance
  • (23) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (23) Endurance Reduction IO
Level 22: Recall Friend
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 26: Glacier
  • (A) Lockdown - Accuracy/Hold
  • (27) Lockdown - Accuracy/Recharge
  • (27) Lockdown - Recharge/Hold
  • (29) Lockdown - Endurance/Recharge/Hold
  • (29) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (31) Lockdown - Chance for +2 Mag Hold
Level 28: Thunder Clap
  • (A) Stupefy - Accuracy/Recharge
  • (31) Stupefy - Endurance/Stun
  • (31) Stupefy - Accuracy/Endurance
  • (33) Stupefy - Stun/Range
  • (33) Stupefy - Accuracy/Stun/Recharge
  • (34) Stupefy - Chance of Knockback
Level 30: Frostbite
  • (A) Gravitational Anchor - Immobilize/Recharge
Level 32: Jack Frost
  • (A) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage
  • (34) Blood Mandate - Damage/Endurance
  • (34) Blood Mandate - Accuracy
  • (36) Blood Mandate - Accuracy/Endurance
  • (37) Blood Mandate - Accuracy/Damage/Endurance
Level 35: Tornado
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (37) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (37) Expedient Reinforcement - Endurance/Damage/Recharge
  • (43) Expedient Reinforcement - Accuracy/Damage
  • (46) Expedient Reinforcement - Damage/Endurance
  • (46) Expedient Reinforcement - Accuracy/Damage/Recharge
Level 38: Lightning Storm
  • (A) Thunderstrike - Accuracy/Damage
  • (39) Thunderstrike - Damage/Endurance
  • (39) Thunderstrike - Damage/Recharge
  • (39) Thunderstrike - Accuracy/Damage/Recharge
  • (40) Thunderstrike - Accuracy/Damage/Endurance
  • (40) Thunderstrike - Damage/Endurance/Recharge
Level 41: Ice Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (42) Thunderstrike - Damage/Endurance
  • (42) Thunderstrike - Damage/Recharge
  • (42) Thunderstrike - Accuracy/Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Endurance
  • (43) Thunderstrike - Damage/Endurance/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 - Damage/Range
Level 47: Ice Storm
  • (A) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Damage/Recharge
  • (48) Positron's Blast - Damage/Range
  • (50) Recharge Reduction IO
Level 49: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Defense/Endurance
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Empty
Level 2: Stamina
  • (A) Endurance Modification IO
  • (36) Endurance Modification IO
  • (40) Endurance Modification IO


 

Posted

That's a pretty good build. I have only a few small recommendations. it's late so I won't go through them one by one. The main thing I'd consider though is a switch to the Psi APP for mezz protection, which IMO is vital for Ice Control and very helpful for Storm.

I don't know if/what incarnate abilities you are slotting. I will say that with Arctic Air slotted this way, you will be hurting very badly for endurance. However, Cardiac Alphas or Ageless Destiny, possibly both, help a lot with this. It will be a struggle until you get those powers slotted however. Ageless also packs +Recharge, making it even more attractive. Cardiac boosts the somewhat underslotted resistance of the APP armor.

Note I dropped Fly. You can Hover already; I recommend using a jetpack if for some reason you need to get around faster in the air. I left most other power picks intact to match as much of your original as possible.

Neither Shiver nor especially Gale really needs anything but accuracy slotting so you should be fine there. Frostbite is a little underslotted but if you go Cardiac the endurance should be manageable. Use Chillblain as your main single target attack when you can; it animates faster than Block of Ice anyway. Damage in BoI is always useful but when slots are tight not the end of the world; IMO the defense is more important to Ice.





Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Northwinde: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Gale -- Acc-I(A)
Level 2: O2 Boost -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(11), Numna-Regen/Rcvry+(11)
Level 4: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(50)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Steamy Mist -- RedFtn-Def/EndRdx(A), RedFtn-Def(13), RedFtn-EndRdx(13), LkGmblr-Rchg+(15), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def/Rchg(37)
Level 12: Ice Slick -- RechRdx-I(A)
Level 14: Arctic Air -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(19), CoPers-Conf%(21)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), RechRdx-I(21)
Level 18: Shiver -- Acc-I(A)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-Rchg/EndRdx(46)
Level 22: Recall Friend -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(36)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(36)
Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(29), G'Wdw-Acc/Hold/Rchg(29)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(33), Stpfy-Acc/Stun/Rchg(33), Stpfy-KB%(34)
Level 30: Frostbite -- HO:Endo(A)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Dmg/Rchg(34)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-+Res(Pets)(37), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-Acc/Dmg(43), ExRmnt-Dmg/EndRdx(46), ExRmnt-Acc/Dmg/Rchg(46)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(45), RechRdx-I(45), RechRdx-I(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Mind Over Body -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(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 -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(36), P'Shift-End%(40)

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Posted

Thanks for the awesome feedback, Tex. I like a lot of the changes. In particular:
90% global recharge (vs 50%)
s/l/p resist
status protection
dps slotting for chillblain

I was a little sad to give up the +2 mag hold from lockdown and the end cost is even more intimidating now that mind over body is in the picture. I also will miss ice storm for thematic reasons, but the value of indomitable will is undeniable, and some psi damage would be nice.

I was also contemplating the usefulness of snowstorm vs. shiver and decided to swap them. I also decided that I'd still like flight, and was willing to sacrifice thunder clap for it and reclaim some slots.

I've made the build below that has swapped out those powers and shuffled around a few slots. Main changes:
Removed a slot from Indomitable Will, which looks like it should still recharge in plenty of time while hasten is up.
Slotted gravitational anchor in frostbite.
Added lockdown to block of ice
Increased slotting on hover to reduce overall end consumption
Reduced Steamy mist slotting and used HOs
Switched Glacier from Basilisk's gaze to Unbreakable Constraint
Added a slot to Mind over body

Before:
ranged def: 44.2%
s/l res: 35.5%
f/c res: 17.8%
endrec: 3.21/s
enduse: 1.87/s (AA, hover, CJ, MoB)
haste:+90% (without hasten)
acc: +30%
dam: +12%

After:
ranged def: 40.8%
s/l res: 38.3%
f/c res: 24.6%
endrec: 3.37/s
enduse: 1.79/s (AA, hover, CJ, MoB)
haste: +91.25% (without hasten)
acc: +60%
dam: +10%

So... I give up 3.4% defense, but come out 0.24/s ahead on end and have a lot more acc bonus. I also get a lot better stats out of glacier, and much more useful frostbite performance, as well as faster hover and the +2 mag hold on block of ice.

Thinking about poaching a slot from somewhere and switching block of ice entirely back to lockdown, which would cost me 7.5% recharge and .03/s end, but give me back 2.5% ranged defense and better stats on BoI. Was considering taking another slot from Indomitable Will, since hasten will be on auto and I probably won't remember to click IW the second it's up anyway.

Edit: Err, ignore the cardiac core paragon in there. I was messing around with alpha slots to see how the numbers came out, but I haven't decided what I want to use yet.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Northwinde: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Block of Ice

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (3) Basilisk's Gaze - Recharge/Hold
  • (5) Basilisk's Gaze - Endurance/Recharge/Hold
  • (33) Lockdown - Chance for +2 Mag Hold
Level 1: Gale
  • (A) Accuracy IO
Level 2: O2 Boost
  • (A) Numina's Convalescence - Heal/Endurance
  • (7) Numina's Convalescence - Endurance/Recharge
  • (9) Numina's Convalescence - Heal/Recharge
  • (9) Numina's Convalescence - Heal/Endurance/Recharge
  • (11) Numina's Convalescence - Heal
  • (11) Numina's Convalescence - +Regeneration/+Recovery
Level 4: Chilblain
  • (A) Thunderstrike - Accuracy/Damage
  • (5) Thunderstrike - Damage/Endurance
  • (7) Thunderstrike - Damage/Recharge
  • (13) Thunderstrike - Damage/Endurance/Recharge
  • (25) Thunderstrike - Accuracy/Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Endurance
Level 6: Hover
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 8: Fly
  • (A) Freebird - +Stealth
Level 10: Steamy Mist
  • (A) HamiO:Cytoskeleton Exposure
  • (13) HamiO:Ribosome Exposure
  • (15) Luck of the Gambler - Recharge Speed
  • (33) HamiO:Cytoskeleton Exposure
Level 12: Ice Slick
  • (A) Recharge Reduction IO
Level 14: Arctic Air
  • (A) Coercive Persuasion - Confused
  • (17) Coercive Persuasion - Confused/Recharge
  • (17) Coercive Persuasion - Accuracy/Confused/Recharge
  • (19) Coercive Persuasion - Accuracy/Recharge
  • (19) Coercive Persuasion - Confused/Endurance
  • (21) Coercive Persuasion - Contagious Confusion
Level 16: Freezing Rain
  • (A) Achilles' Heel - Chance for Res Debuff
  • (21) Recharge Reduction IO
Level 18: Snow Storm
  • (A) HamiO:Microfilament Exposure
Level 20: Hurricane
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (23) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (23) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (46) Dark Watcher's Despair - Recharge/Endurance
Level 22: Recall Friend
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 26: Glacier
  • (A) Unbreakable Constraint - Hold
  • (27) Unbreakable Constraint - Hold/Recharge
  • (27) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (29) Unbreakable Constraint - Accuracy/Recharge
  • (29) Unbreakable Constraint - Endurance/Hold
Level 28: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 30: Frostbite
  • (A) Gravitational Anchor - Immobilize/Recharge
  • (34) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (34) Gravitational Anchor - Immobilize/Endurance
  • (36) Gravitational Anchor - Accuracy/Recharge
  • (37) Gravitational Anchor - Chance for Hold
Level 32: Jack Frost
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (33) Expedient Reinforcement - Accuracy/Damage
  • (34) Expedient Reinforcement - Endurance/Damage/Recharge
  • (40) Expedient Reinforcement - Accuracy/Damage/Recharge
Level 35: Tornado
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (37) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (37) Expedient Reinforcement - Endurance/Damage/Recharge
  • (43) Expedient Reinforcement - Accuracy/Damage
  • (46) Expedient Reinforcement - Damage/Endurance
  • (46) Expedient Reinforcement - Accuracy/Damage/Recharge
Level 38: Lightning Storm
  • (A) Thunderstrike - Accuracy/Damage
  • (39) Thunderstrike - Damage/Endurance
  • (39) Thunderstrike - Damage/Recharge
  • (39) Thunderstrike - Accuracy/Damage/Recharge
  • (40) Thunderstrike - Accuracy/Damage/Endurance
  • (40) Thunderstrike - Damage/Endurance/Recharge
Level 41: Mental Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (42) Thunderstrike - Damage/Endurance
  • (42) Thunderstrike - Damage/Recharge
  • (42) Thunderstrike - Accuracy/Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Endurance
  • (43) Thunderstrike - Damage/Endurance/Recharge
Level 44: Indomitable Will
  • (A) Luck of the Gambler - Recharge Speed
  • (45) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 47: Psionic Tornado
  • (A) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Damage/Recharge
  • (48) Positron's Blast - Chance of Damage(Energy)
  • (50) Positron's Blast - Accuracy/Damage/Endurance
Level 49: Mind Over Body
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (50) Impervium Armor - Resistance/Endurance
  • (50) Impervium Armor - Resistance/Endurance/Recharge
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Miracle - +Recovery
Level 2: Stamina
  • (A) Endurance Modification IO
  • (15) Endurance Modification IO
  • (45) Endurance Modification IO


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Posted

Looking good overall. I tweaked again, leaving your power picks alone this time and was able to get you just below the softcap with slightly revised slotting. To do it I dropped the Resistance slotting out of Steamy Mist and replaced it with defenses.

Recharge is slightly lower than before but defense comes in at 43.9%. You can actually push it higher by spending a whole lot on a different HOs in Steamy Mists but I opted for the cheaper version. In any case there is a really big difference between being at 40% vs ~44% due to oddities of the defense calculations.

I also changed the third slot in Stamina back to the proc. 3 slots of +Recovery are over the ED cap and don't really benefit you.

I still very highly recommend Cardiac as your Alpha slot. It benefits your both your Resistances and your Endurance Recovery. IMO every Ice Control and /Storm Summoning should be looking at either that or Ageless to help manage endurance costs... even more so for the combo of the two together.



Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Northwinde: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Gale -- Acc-I(A)
Level 2: O2 Boost -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(11), Numna-Regen/Rcvry+(11)
Level 4: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(31)
Level 6: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(31), Zephyr-Travel(31)
Level 8: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(50)
Level 10: Steamy Mist -- HO:Cyto(A), HO:Cyto(13), LkGmblr-Rchg+(15), S'fstPrt-ResDam/Def+(33)
Level 12: Ice Slick -- RechRdx-I(A)
Level 14: Arctic Air -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(19), CoPers-Conf%(21)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), RechRdx-I(21)
Level 18: Snow Storm -- HO:Micro(A)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-Rchg/EndRdx(46)
Level 22: Recall Friend -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(36)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(36)
Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(29), EoCur-Acc/Hold/Rchg(29)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(33)
Level 30: Frostbite -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(34), GravAnch-Immob/EndRdx(34), GravAnch-Acc/Rchg(36), GravAnch-Hold%(37)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-Acc/Dmg/Rchg(40)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-+Res(Pets)(37), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-Acc/Dmg(43), ExRmnt-Dmg/EndRdx(46), ExRmnt-Acc/Dmg/Rchg(46)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Mind Over Body -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(50)
Level 50: Cardiac Core Paragon
------------
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 -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), P'Shift-End%(45)

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Posted

Looking at the most recent build by Oedipus Tex it looks good but a couple things I would tweak:

O2 boost: Yipes, Numina Proc in O2 boost! Not great, even for the set bonus. I would recommend 6 slotting Jack Frost with Blood Mandates for the 3.75 bonus and put that proc in health where it will be useful even if Jack isn't out at the moment. Since you have jack it's not as big a disaster as it would be on most builds, but I still wouldn't recommend it.

Freezing Rain: Ouch. I would happily sacrifice global recharge to have more base recharge in Freezing Rain. (Actually, I'd probably sacrifice 2 Zephyr bonuses from fly and recall friend to 6 slot either block of ice or glacier with lockdowns and then stick the other slot in FR. Alternatively you could take a slot from hasten or the LoTG in IW) You want that power up as often as possible since 1) it's bugged and 2) it stacks.

Snow Storm: Technically an exploit, but unlikely to ever get fixed, so leave it.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

Posted

snow storm is an exploit? Not sure what you mean by that...



Just looking at the build, it looks like your focused way to much on bonus numbers than the synergy of the sets.

Ice/storm is mostly about slows and some blocking, and postional control. Freezing rain, snowstorm, ice slick, shiver, gale, hurrican and of course block of ice.. those are your bread and butter powers.

fire a shiver, to open, drop a slick and FR, use gale or hurrican to move stragglers onto the slick, Blocking boses, using snow storm on AV's or elite bosses..

I also find artic air totally pointless for an ice storm, and jack, if you solo he is ok, But on teams to me he is pointless other than taking an alpha on occasion, or keeping another group busy for a moment while the team catches up.. as in the case of a few groups close and the second gets agro'd

ice/storm is also not really all that dependent on recharge other than block stacking, But at 50, you should beable to get a couple bosses, or 3 leuts with no problem. there of course is always glacier for the massive lock down on emergancy

to me ice storm is all about hoving back outta the combat at range, using slows and postional, and very relaxed game play..


 

Posted

Quote:
Originally Posted by SuperJe View Post
snow storm is an exploit? Not sure what you mean by that...

Draggynn is talking about using the Hami-O slotting for Endurance/Run Speed.


Quote:
Just looking at the build, it looks like your focused way to much on bonus numbers than the synergy of the sets.
I think it depends entirely on the situation. I would never never pass Arctic Air on an Ice Controller, and Shiver is bottom of the barrel for me (only 1 of my 3 lvl 50s has it). Different people, different styles. I can, however, report that an Ice troller with mezz protection who is also capped to Ranged plays nothing like one without those advantages.


I have a few video examples around. This one has annoying music but demos my Ice/Fire Dominator fighting Malta on +0x8. /Storm doesn't work exactly the same but has some comparable characteristics. The build is actually slightly below the Ranged soft cap. Note that I start without mezz protection and have to build up to pop Domination.

http://www.youtube.com/watch?v=utkoUxOY-1U


EDIT: I should add that, in my mind, Ice Control is one of the sets that has benefited greatly from incarnate abilities. Its reliance on a relatively long recharge AoE hold (Glacier) is softened quite a bit by the ability to blow away third spawn or so with Judgement. Glacier and maintaining mezz protection are the specific reasons Recharge is desireable to minimize the in-between.

Much shorter video with lots of Glacier action:

http://www.youtube.com/watch?v=NDRgwvxBRBI


 

Posted

Quote:
Originally Posted by SuperJe View Post
snow storm is an exploit? Not sure what you mean by that...

Just looking at the build, it looks like your focused way to much on bonus numbers than the synergy of the sets.

Ice/storm is mostly about slows and some blocking, and postional control. Freezing rain, snowstorm, ice slick, shiver, gale, hurrican and of course block of ice.. those are your bread and butter powers.

fire a shiver, to open, drop a slick and FR, use gale or hurrican to move stragglers onto the slick, Blocking boses, using snow storm on AV's or elite bosses..

I also find artic air totally pointless for an ice storm, and jack, if you solo he is ok, But on teams to me he is pointless other than taking an alpha on occasion, or keeping another group busy for a moment while the team catches up.. as in the case of a few groups close and the second gets agro'd

ice/storm is also not really all that dependent on recharge other than block stacking, But at 50, you should beable to get a couple bosses, or 3 leuts with no problem. there of course is always glacier for the massive lock down on emergancy

to me ice storm is all about hoving back outta the combat at range, using slows and postional, and very relaxed game play..
Thanks for another perspective, SuperJe. A couple of points to consider on specific power slotting vs. set bonuses.

Diminishing returns on recharge make individual recharge enhancements a lot less noticeable. For example, on Freezing Rain:
No hasten or set bonuses:
0 rech: 60s
1 rech: 42.1s
2 rech: 32.7s
3 rech: 30.1s

Hasten only:
0 rech: 35.3s
1 rech: 28.2s
2 rech: 23.7s
3 rech: 22.3s

Hasten and 88.75% global recharge:
0 rech: 31.8s
1 rech: 26.0s
2 rech: 22.1s
3 rech: 20.8s

So, while I obviously want FR to recharge as fast as possible, 5.2s is not very much time to pay in order to get two slots back. When you consider that all the other powers are affected similarly, it means recharge slotting as a whole is much less pivotal to the overall build. I guess you could argue that hasten itself is enough without even adding the global recharge, but most of the global recharge comes for free with the other slotting.

It adds up - two slots from FR and two slots from Ice Slick, plus one out of Indomitable Will. Why are they important? Well, nabbing those defense bonuses from 6 slotting things becomes more and more valuable as you approach the soft cap. With 40% defense, enemies have a base hit chance of 10% times level modifier. With 45% defense, that drops to 5% times level modifier. That means you're getting hit half as often at 45% as you are at 40%. It really does make a character a lot more durable, which is especially important for ice/storm, who has so many soft control powers that get agro and don't lock enemies down.

I'm finding in trials that it's just impossible to avoid agro if I want to contribute in any meaningful way. Freezing rain is my bare minimum for useful contribution, and even that will tick off any strays that might be around. Still struggling in trials on this character though, lacking incarnate shifts.

At any rate, you listed a set of powers that are useful in positional control, and I don't disagree. My build plans to heavily utilize all the powers you listed, with the exception of shiver. They just don't all need a lot of slots to be useful. Gale with 1 accuracy is pretty much enough, recharges are pretty low as noted above, and the stacked slows already hits the floor even without shiver.

I have debated the usefulness of jack and tornado. I like tornado for debuff and minor dps on AVs, and for mixing stuff up with things hit the fan, but usually it just knocks enemies into inconvenient places. Jack doesn't really seem to do enough work to justify his existence, but I haven't really checked out the dps yet so maybe I'm not being fair. I'd definitely be interested in hearing more personal experience on their usefulness.

As for Arctic Air, I think you're not giving it enough credit. Especially with the contagious confusion, you can consistently confuse mob after mob, contributing some serious mitigation if you're willing to get your hands dirty. My only real complaint about AA is that it's sort of mutually exclusive with hurricane unless you really jam guys in a corner. On the other hand, I don't really have the endurance to run both at once anyway...


 

Posted

Quote:
Originally Posted by Duneytron2000 View Post
Diminishing returns on recharge make individual recharge enhancements a lot less noticeable. For example, on Freezing Rain:
I would say that the 4 second reduction in FR from the slot is still worth it, because stacking Freezing Rains are awesome to behold. Your call though.

And I'm pretty sure your long explanation wasn't aimed at me, but just in case you were unclear, my suggestions get you to the soft cap (45.2% ranged) while still having 75% global recharge, and another IO of recharge in Freezing Rain. Definitely an improvement in my book.

Quote:
I like tornado for debuff and minor dps on AVs
For a fuller explanation of my views on Tornado, read my guide (numbers are the same for trollers on tornado). But the debuff on Tornado is fairly low so you won't generally use it because of the debuff. Some good things about tornado though: 1) auto-hit. 2) you have an AoE immobolize that suppresses KB and thus can turn Tornado into a straight damage power 3) that's 856 damage against a single target (27 dps) 4) you should be able to have a period with 2 of them out. That's hardly minor damage.

Quote:
Originally Posted by SuperJe View Post
snow storm is an exploit? Not sure what you mean by that...
Oedipus_Tex was correct. The Microfilament should technically only increase movement speed in powers, not decrease movement speed. Although this is not WaI, it's been around since the beginning and is unlikely to get fixed. (This is the same bug that make to-hit buff and debuff Hamio's interchangeable).

Quote:
Ice/storm is mostly about slows and some blocking, and postional control. Freezing rain, snowstorm, ice slick, shiver, gale, hurrican and of course block of ice.. those are your bread and butter powers.
I'm going to disagree here. Any two of Freezing Rain, Snow Storm and Shiver are sufficient to floor recharge and movement speed on an even level mob (non AV obviously). I see all three as being a little redundant. Sure, with all three you can completely floor two groups....have a larger impact on AVs, but I would rather take some of the other tools in the arsenal.


Quote:
fire a shiver, to open
I would suggest opening with something that provides some mitigation instead. Freezing Rain is preferable, but I would open with ice slick before shiver. Shiver won't keep any enemies from firing back because all of their powers are still fully recharged.

Quote:
ice/storm is also not really all that dependent on recharge other than block stacking, But at 50, you should beable to get a couple bosses, or 3 leuts with no problem. there of course is always glacier for the massive lock down on emergancy
Because Storm has so many high recharge powerful abilities, recharge is actually a HUGE boon. Although my guide uses Defender numbers it can give a good sense of why high recharge is powerful with Freezing Rain, Tornado (and later this summer, LS).


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

Posted

a few things, Like i said, your recharges from set bonuses are changing things around slightly, But i think i would go for different bonuses, seeing ice powers recharge is really not needed all that much. even with standard SO sloting you can get stuff perma no problem, and even double stacking other things. thats why i dont bother with Recharge on a stormer. I personally dont find lightning storm or tornado all that helpfull with my play styles,, on this toon.


as for opening with shiver. I find it a much better use (well obviously depends on the team) But with melee players, your tanks and scrappers head in, absorb some of the alpha, and the mobs continue to move and close in on them. THEN i drop the slick.. droping it first often leaves this way to scattered for my taste, then makes me move around toggling on hurrican pushing and its just a little more chaotic. taking a few seconds to let the mobs move closer, lets more AOE's cover everything vrs somethings being outside the radious.

shiver first, slows there attack, and move a bit, but they still keep coming. then the slick takes um out. So they fire off a few shots, who cant take a shot or 2? some might not even get there if they are more melee based, by about the time they get into range, its been enough time that ill drop the slick so they dont even fire off a single shot of anything.

While, yes any 2, shiver, snowstorm, and FR floors them, Snow is a toggle, and is also rather graphically intence, especially for other players on the team with great systems and graphics cranked. If your ancore gets killed, snow is also gone, and you must recharge. Its 10x easier to fire a shiver+FR, and not worry about a toggle, and keep them floored.

Dealling with anchores to me isnt a lotta fun most of the time, so why bother. when you can get the exact same effect in a quick click power and im not sucking end the whole time either.

I use ranged enhancers in shiver as well.. ever see what a giant shiver cone can cover? Makes snowstorm look like a PBAOE power, compared to being able to cover 2-3 groups outside for example.

Or gale hovering from above,, way in the sky, blowing from 60' + away, and sending them down on to their backs.. Ill tell ya most people might think 6 slot gale is a waste, but ill tell ya its a whole lotta fun.


For me, AA just doesnt work well as a stormer, Im never that close to the combat, unless i have hurrican on, and i almost never use the corner them style. Im much more of a push them into the middle of the room instead. this gives players more room to move, instead of being cramped into corners all night. gets really old really fast for meleers.

If i was a Ice/rad, or perhaps an ice/ta id think about AA more. Im sure there are some other combos that would work too, but for me storm just isnt one of them. Not saying its wrong to use it, just saying for me its never been an issue.


sure my ice/stormer set up might not be what others like, but ill tell you it works wonderfull. Ive been the lone controler/defender on a team many times and havent had many issues outside of someone just doing something only an empath would save um from.


(edit, i do have another stormer, that i use as a melee based character, its a fire/storm.. this one i play a totally different style.. i could see a melee set up and AA and other skills that would make it play so different.. Im not saying any way to play is wrong, or better, Just wanted to give another perspective to illistrait how different 2 players with the same power sets, can play 100% diffent and be just as effective)


 

Posted

Quote:
Originally Posted by SuperJe View Post
shiver first, slows there attack, and move a bit, but they still keep coming. then the slick takes um out. So they fire off a few shots, who cant take a shot or 2?
A shot or two isn't a problem. But this build should have no problems soloing at +2 x8, and then you're talking about a lot more than a shot or two. Even then, the build can probably survive it, but why risk it.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

Posted

Shiver is really not a mainline control power IMO... it's sort of akin to Quicksand in Earth Control. It's not terrible but having been on teams with Ice Controllers who tried to use it as their "main" control source I've always felt like the team was eating way more damage than they should have to. In the case of Ice/Storm I can see how you could fall back on the Storm powers solo, but on a team all that knockback is often harmful.


 

Posted

Quote:
Originally Posted by Draggynn View Post
And I'm pretty sure your long explanation wasn't aimed at me, but just in case you were unclear, my suggestions get you to the soft cap (45.2% ranged) while still having 75% global recharge, and another IO of recharge in Freezing Rain. Definitely an improvement in my book.

...

For a fuller explanation of my views on Tornado, read my guide (numbers are the same for trollers on tornado). But the debuff on Tornado is fairly low so you won't generally use it because of the debuff. Some good things about tornado though: 1) auto-hit. 2) you have an AoE immobolize that suppresses KB and thus can turn Tornado into a straight damage power 3) that's 856 damage against a single target (27 dps) 4) you should be able to have a period with 2 of them out. That's hardly minor damage.
I think the suggestion to focus on FR in lieu of a few % global recharge is reasonable. FR really is one of the best powers in the set and maybe 4 seconds difference is still worth it.

For tornado, I definitely treat it like dps, but it's kind of manic and I have a hard time really feeling like it brings its own might to bear unless I'm fighting just one target. I've never really built a controller for dps, though, so I don't have a lot of practice using them that way. I think after I get around to buying all these enh I'm going to have to give it a whirl (heh) and see what tornado can really do when slotted for damage.


 

Posted

Okay, I came up with another build, if anyone still cares. :P I was contemplating survivability vs. the value of global recharge, and I was also thinking about how the value of global recharge decreases the more you get. Was also thinking about which powers I really use regularly and decided to drop a few more in exchange for fighting pool. The resultant build has the following:

45.2% ranged defense
64.4% s/l resist (72% with my current alpha slot)
3.28/s end in, 1.84/s end out (1.39/s out with alpha)
a paltry 53.75% global recharge (without hasten)
36% acc
13% dam

So, I give up a good chunk of global recharge, but gain heavily in resists and also get to put a few more slots into my other powers. I went back to lockdown, because I still like the +2 hold proc :P and I moved numina +recov/regen into health.

To fit those in, I'm not taking shiver, flash freeze, jack frost, or thunderclap, and I dropped both hover and combat jumping.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Northwinde: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Fighting
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Block of Ice

  • (A) Lockdown - Accuracy/Hold
  • (3) Lockdown - Accuracy/Recharge
  • (3) Lockdown - Recharge/Hold
  • (5) Lockdown - Endurance/Recharge/Hold
  • (11) Lockdown - Chance for +2 Mag Hold
  • (29) Lockdown - Accuracy/Endurance/Recharge/Hold
Level 1: Gale
  • (A) Accuracy IO
Level 2: O2 Boost
  • (A) Doctored Wounds - Heal/Recharge
  • (7) Miracle - Heal/Recharge
  • (9) Miracle - Heal
Level 4: Chilblain
  • (A) Thunderstrike - Accuracy/Damage
  • (5) Thunderstrike - Damage/Endurance
  • (7) Thunderstrike - Damage/Recharge
  • (13) Thunderstrike - Damage/Endurance/Recharge
  • (25) Thunderstrike - Accuracy/Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Endurance
Level 6: Boxing
  • (A) Accuracy IO
Level 8: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 10: Steamy Mist
  • (A) Luck of the Gambler - Defense/Endurance
  • (13) Luck of the Gambler - Defense
  • (15) Luck of the Gambler - Recharge Speed
  • (33) Steadfast Protection - Resistance/+Def 3%
Level 12: Ice Slick
  • (A) Recharge Reduction IO
Level 14: Arctic Air
  • (A) Coercive Persuasion - Confused
  • (17) Coercive Persuasion - Confused/Recharge
  • (17) Coercive Persuasion - Accuracy/Confused/Recharge
  • (19) Coercive Persuasion - Accuracy/Recharge
  • (19) Coercive Persuasion - Confused/Endurance
  • (21) Coercive Persuasion - Contagious Confusion
Level 16: Freezing Rain
  • (A) Achilles' Heel - Chance for Res Debuff
  • (21) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 18: Snow Storm
  • (A) HamiO:Microfilament Exposure
Level 20: Hurricane
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (23) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (23) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (46) Dark Watcher's Despair - Recharge/Endurance
Level 22: Recall Friend
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 26: Glacier
  • (A) Lockdown - Accuracy/Hold
  • (27) Lockdown - Accuracy/Recharge
  • (27) Lockdown - Endurance/Recharge/Hold
  • (29) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (31) Lockdown - Recharge/Hold
  • (50) Lockdown - Chance for +2 Mag Hold
Level 28: Tough
  • (A) Titanium Coating - Resistance/Endurance
  • (31) Impervium Armor - Resistance/Endurance
  • (33) Impervium Armor - Resistance
Level 30: Frostbite
  • (A) Gravitational Anchor - Immobilize/Recharge
  • (34) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (34) Gravitational Anchor - Immobilize/Endurance
  • (36) Gravitational Anchor - Accuracy/Recharge
  • (37) Gravitational Anchor - Chance for Hold
Level 32: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (34) Gift of the Ancients - Defense/Endurance
  • (40) Gift of the Ancients - Defense
  • (48) Luck of the Gambler - Defense/Endurance
Level 35: Tornado
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (37) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (37) Expedient Reinforcement - Endurance/Damage/Recharge
  • (43) Expedient Reinforcement - Accuracy/Damage
  • (46) Expedient Reinforcement - Damage/Endurance
  • (46) Expedient Reinforcement - Accuracy/Damage/Recharge
Level 38: Lightning Storm
  • (A) Thunderstrike - Accuracy/Damage
  • (39) Thunderstrike - Damage/Endurance
  • (39) Thunderstrike - Damage/Recharge
  • (39) Thunderstrike - Accuracy/Damage/Recharge
  • (40) Thunderstrike - Accuracy/Damage/Endurance
  • (40) Thunderstrike - Damage/Endurance/Recharge
Level 41: Mental Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (42) Thunderstrike - Damage/Endurance
  • (42) Thunderstrike - Damage/Recharge
  • (42) Thunderstrike - Accuracy/Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Endurance
  • (43) Thunderstrike - Damage/Endurance/Recharge
Level 44: Indomitable Will
  • (A) Luck of the Gambler - Recharge Speed
  • (45) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 47: Psionic Tornado
  • (A) Damage Increase IO
  • (48) Damage Increase IO
  • (48) Detonation - Accuracy/Damage/Endurance
Level 49: Mind Over Body
  • (A) Titanium Coating - Resistance/Endurance
  • (50) Impervium Armor - Resistance/Endurance
  • (50) Impervium Armor - Resistance
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift
  • (A) Flight Speed IO
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Miracle - +Recovery
  • (9) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Endurance Modification IO
  • (15) Endurance Modification IO
  • (45) Performance Shifter - Chance for +End


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Posted

I like it overall. I might consider stealing a slot from Tough, changing it to a End/Resist IO, and move that over to add another Recharge to Indom Will. That will only lower Indom by 5 seconds or so, but once you get a taste of mezz protection on an Ice Controller with high defense, you'll likely find yourself vaulting on top of enemies much more often. Having your mezz protection drop halfway through the fight can turn the battle against you really quickly.

I have admit I'm a little nervous about the lack of Combat Jumping. Getting Immobilized is a leading cause of death for me on Ice trollers. Indom Will includes everything except Immobilize protection.


 

Posted

Quote:
Originally Posted by Draggynn View Post
A shot or two isn't a problem. But this build should have no problems soloing at +2 x8, and then you're talking about a lot more than a shot or two. Even then, the build can probably survive it, but why risk it.


How you play is entirely dependent on the team your on in my experiances. Altering your style to synergize with the team is very important. But getting recharges for hard control like restacking glacier for example is all fine. But its just not the way i play ice. Im play it at range and all about the soft control. Soft control really is just as good as hard when done properly.

thats what i really love about the game, so many different ways to play and group. I just wanted to give the OP something different to think about. Maybe someone else might take ice in another light. I have 3 stormers and they all play different. fire/storm/stone, Boss tanker, Diso stacker, take down targets in melle. My ice/storm/ice, all about range and soft control and a little bonus damage, breathing life into my teammates with end drain resist.. I am the carnie killer !! and a earth/storm (havent decided on an epic yet) basically Lock it down, damage it, shread it.. the all might behemoth controler. So basically my whole point about this is, same secondarys, with vastly different play styles, and i tend to lean heavy on what its best at. (atleast best in my opinion)


 

Posted

Quote:
Originally Posted by SuperJe View Post
How you play is entirely dependent on the team you're on in my experience. Altering your style to synergize with the team is very important.
I agree with this, but I'm having trouble thinking of a situation where I think opening with Shiver would be better than opening with Freezing Rain. (Assuming those are the only two options) The main "disadvantage" with choosing Freezing Rain, is that enemies will be knocked down making them slower to move. But if the knock down slowing them is a problem you certainly don't want them at the movement floor thanks to shiver.

Additionally, -recharge and slow is probably the most useless form of soft control early in a fight. The slow is most useful for keeping enemies out of melee range, but most enemies will fire a ranged attack before charging into melee. Furthermore -recharge only has an impact after powers have been used and need to cycle, and most enemies have several attacks that are fully recharged at the start of a fight. Thus -recharge is more useful as the fight progresses, and thus I don't see a need to use -recharge immediately. (Plus you'll still be getting a significant -recharge component with Freezing Rain.)

The other advantage that Shiver has (as you mention) is that it's a huge arc and can hit more enemies (although still not more than 16). So I could see a limited set of situations where this could be useful, but most of those situations would involve adds later on, and would not involve opening move decisions.

1) The tank is herding enemies, and you are waiting for enemies to clump:
Then using Shiver slows down enemies while they're moving and is counterproductive at that stage. Simply wait for the enemies to clump, and then drop Freezing Rain on them followed by Shiver. I would use Freezing Rain first because as soon as the enemies are clumped your team is going to start attacking so you want to leverage that -resistance as fast as possible.

2) The team is simply charging the mobs and steamrolling:
Again, your team is attacking right away, and you want to leverage the -res from Freezing Rain. The additional -recharge provided by shiver won't matter because the mobs will be dead by the time their powers recharge.

3) The team is in over their heads and proceeding cautiously, you need to protect them:
Well, shiver is not going to reduce the initial alpha, so if you're going to survive that initial strike, you are better off opening us with Freezing Rain for the additional soft control of the knockdown (and to reduce the resistance so that there is higher chance of defeating enemies before the next round of attacks). After that you can use shiver to stack on the additional slow.

As always, use what works for you, but this is the advice that I would (and do in my guide) give to Storm players.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
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