Ill/Cold help for my AV/GM killer build???


DeathHarvester

 

Posted

I've put together a quick build so atleast I could have one posted, was mainly aiming for recharge. Wanting the build to be able to solo AV's and GM's. With that goal in mind what are some other things I should focus on and redo? Also with all the incarnate powers that's available and coming is this still a good combo to use for AV's and GM's or are there better ones now?

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

Hero Profile:
Level 1: Blind -- FtnHyp-Sleep(A), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(17), FtnHyp-Sleep/EndRdx(36), FtnHyp-Plct%(39)
Level 1: Infrigidate -- Achilles-ResDeb%(A), LdyGrey-DefDeb/EndRdx(39), UndDef-DefDeb/EndRdx(39)
Level 2: Deceive -- CoPers-Acc/Conf/Rchg(A), CoPers-Acc/Rchg(3), CoPers-Conf%(3), CoPers-Conf(5), CoPers-Conf/Rchg(5)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(37)
Level 6: Flash -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(7), UbrkCons-Acc/Hold/Rchg(7), UbrkCons-Acc/Rchg(9), UbrkCons-Dam%(37)
Level 8: Hover -- RedFtn-Def/EndRdx(A), Krma-ResKB(9)
Level 10: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(15)
Level 12: Group Invisibility -- LkGmblr-Def(A), LkGmblr-Rchg+(13), Krma-ResKB(13)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Boxing -- Acc-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-Dmg/EndRdx(23), RechRdx-I(23)
Level 20: Arctic Fog -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(21), LkGmblr-Rchg+(21)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(36), TtmC'tng-ResDam/EndRdx(37)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(25), LkGmblr-Rchg+(25)
Level 26: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(27), LkGmblr-Rchg+(27)
Level 28: Benumb -- RechRdx-I(A), RechRdx-I(29), Acc-I(29), Acc-I(31)
Level 30: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit(34), AdjTgt-ToHit/Rchg(36)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), EdctM'r-Acc/Dmg(34)
Level 35: Sleet -- Achilles-ResDeb%(A), Posi-Acc/Dmg(43), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), Posi-Dmg/EndRdx(46)
Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(50)
Level 41: Hurl Boulder -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Rock Armor -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(45), LkGmblr-Rchg+(45)
Level 47: Earth's Embrace -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(48), Dct'dW-Rchg(48), Dct'dW-Heal/EndRdx(48), Dct'dW-EndRdx/Rchg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 50: Spiritual Total Core Revamp
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Containment
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)



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Posted

One thing about av/gm soloing builds is you really want perma-PA. I noticed you had an extra slot left, so i put that in, and activated the Spiritual Incarnate tree. If you get at least a second-tier Spiritual boost, you'll get enough recharge in PA to make it perma.

Aside from that, I think you really should have gone after RANGED defense instead of SL. If you're hovering, a foe HAS to use a ranged attack to hit you. And while many attacks have an s/l component, not all of them do.

Otherwise, it seems to be a fairly solid build. You should check out Local-Mans ill/rad guide... yes i know your secondary is cold but a lot of his advice for getting perma PA w/out incarnate boosts and soloing big targets should still be viable


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

I sugget you take a look at my Illusion/Radiation guide for a better idea of how to slot your Illusion powers and ways to get more recharge. Personally, I'm not a fan of building for a lot of Defense on most controllers . . . Recharge will help you use your powers to help the team or to do more damage while PA draws the attention of the foes.

The Fortunata set in Blind is a mistake. I suggest 4 Baz Gaze+ some additional accuracy and damage -- I like an Acc/Dam Hami-O and a common Damage IO. Blind not only sets up Containment but also can be a significant source of damage.

Skipping Spectral Terror is also a mistake, as Spooky is the best AoE control in the Illusion set.

Another suggestion: change from the Earth APP. Consider Ice if you are looking for Defense or Fire if not. Hurl Boulder is just too slow. With Ice Blast, you can use a fast and effective attack chain of Blind-SW-Blast-SW that puts out a lot of damage . . . and Ice Damage is less resisted than Smashing. Fissure is a very short range AoE, when you could use either Frost Breath (cone with fast recharge) or Ice Storm (Targetted AoE). Hibernate is an awesome "panic button" power that lets you recover both health and endurance . . . and can be used right after popping an Awaken-Breakfree-Catch a Breath to fully recover even in dangerous areas. (I just used that combo last night on an Apex Trial when I was too late to pop Hibernate before I faceplanted.).


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

It was far and above the best hero build you could make for the task before incarnates, so while lore has made it so pretty much anyone can watch while they kill an AV, that hasn't really taken anything away from ill/cold as it was such a powerful forcemultiplier to begin with.

So lore just means you can kill GM's in about a min or less if you put the time/effort into the build. Which on that note your build could use some work. Check local's guide for how to set up illusion and cold is fairly straightforward once you understand how to maximize the primary.

If you have the funds there is no reason not to already have softcapped def (either ranged or s/l) and perma PA/benumb/HL before incarnate powers (well hl proly won't quite be perma, but you'll never have end issues). If you min/max the build pre incarnates then the only one that really offers much is musculature of the alphas. Don't get me wrong it is nice to have everything up a bit faster still, but if you have all your key powers perma already and a seamless attack chain then it isn't doing a ton extra for you. However, if you enter incarnate phase with a weaker build then spiritual can offer heaps to an ill/cold. Heck even Nerve (which is generally the weakest) can really round out a ill/cold that is min/maxed before incarnates.

Def is completely unnecessary tho if you only plan to fight one av/gm at a time. But comes in pretty handy for solo'ing Mo TF's and fighting 3 or more AV's at once...if that is your bag.


 

Posted

Local: Spooky is the best AoE control... but what good does it do against AVs or GMs? If this build has only ONE purpose: destroy single, hard targets, I don't see how something that only affects Bosses and lower would help him.

Of course, I'm assuming he's doing this SOLO, and not on a team.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by EmperorSteele View Post
Local: Spooky is the best AoE control... but what good does it do against AVs or GMs? If this build has only ONE purpose: destroy single, hard targets, I don't see how something that only affects Bosses and lower would help him.

Of course, I'm assuming he's doing this SOLO, and not on a team.
spectral terror is good for set mule if you dont need it to fight the AVs, the terror if slotted for -tohit can also do some serious tohit debuffing which means the AV would be less likely to hit you during PA respawns if your phantasm was recharging due to the retarded AI making it go into melee range and getting 1 shot


 

Posted

I can't imagine he will remain satisfied with just fighting single AV's for very long. It was stupid-easy on an ill/cold before incarnate powers (as in like 2 min go kill most AV's). So when he decides to up the ante with Mo runs and facing multiple AV's at once spooky (among other things) starts to gain value.


 

Posted

Quote:
Originally Posted by EmperorSteele View Post
Local: Spooky is the best AoE control... but what good does it do against AVs or GMs? If this build has only ONE purpose: destroy single, hard targets, I don't see how something that only affects Bosses and lower would help him.

Of course, I'm assuming he's doing this SOLO, and not on a team.
Most of the time, AVs aren't standing all by themselves. (Well, unless you build it that way in Mission Archetect.) Plus, Spooky adds a 15% ToHit Debuff. With the AV resists, it doesn't amount to much, but as others said, it is also a good set mule for very, very cheap sets.

Personally, I think building for one and only one purpose is kind of lame, especially such a limited one. I can see some folks making a build for certain types of farm missions, but just for AV killing? Solo, he's going to have to handle the large groups before he gets to the AVs. On teams, what's he gonna do for the rest of the time . . . just sit in the back waiting for AVs to appear?


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

AV soloing has been democratized by incarnate abilities to the point I'm no longer sure how much having a great build matters. Even my Ice/Rad Controller with ~40% defense can pretty much tank a standard AV at +4 (and hilariously, outside of aggro control he's probably more survivable than many actual melees against some of them because of absurd Psi defense and a faster recharging self heal).

Ill/Cold makes soloing AVs so easy I don't know what to recommend anymore. Unless by "solo" you mean "not involving your Lore pet power." I would tend to think these days that for absolute min/maxing on Ill/Cold you'd try to find a Lore pet with huge damage and try to pick whatever slotting I could to raise the pet's defense as high as possible so it doesn't die before its normal duration is up. Perma Phantoms should help somewhat but it's no longer nearly as necessary as it once was. I suppose you could try to solo or duo the AVs on the iTrials.


 

Posted

Well having read the replies and thinking about it, if it's at the point that incarnate powers are making killing a single AV solo to easy that it's moving on to Mo runs is an ice/cold troller still a good choice? That would be interesting doing TF's solo and learing how to adapt in order to do so, but if I wanted to go that route then do I need to consider a different combo or maybe even a different AT all together? Would I be better with a dominator (those seems to be popular for such task)? I'm up for any suggestions even if it isn't going with an ice/cold troller. I don't mind spending the influence and getting the build where it needs to be (other then using pvp enhan, really don't want to go that way).

So what is everyones thoughts on what to use for doing TF's solo? Also what tips might one have to help?

Thanks in advance!


 

Posted

mind/fire is good for soloing some of the tfs, fire/cold corr is also fairly good if built for ranged defense

ill/cold is also not too bad for some tfs

for soloing tfs it usually comes down to build, i dont think that one AT or build could solo every tf/sf (at least i havent seen it)


 

Posted

It's still a fine choice. Perhaps even still among the "best" AV soloers. It's just that the novelty of being able to solo an AV itself is no longer what it once was.


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
mind/fire is good for soloing some of the tfs, fire/cold corr is also fairly good if built for ranged defense

ill/cold is also not too bad for some tfs

for soloing tfs it usually comes down to build, i dont think that one AT or build could solo every tf/sf (at least i havent seen it)
Agree that mind doms are a superior choice for solo'ing tfs. Mainly because you can pretty easily build one that can exemplar down to some of the lower lvl tfs and still have perma dom, for which confuse lets you cake walk (slowly) through the difficult spots/end encounters.

Fire/cold is a good toon, but ime ill/cold is much much stronger for tfs and 'difficult' encounters. Basically i find my fire/cold wipes up spawns faster than my ill/cold, but it isn't like the troller can't take out x8 spawns easily enough. And when it comes to the AV encounter the ill/cold is so much faster and safer.

Bots/traps is another nice one if you want to solo some of the lower-ish lvl tfs as it gets its powers early and doesn't really need IO's to crush content.