Ice/Time build advice


Aneko

 

Posted

So I'm looking to get into Controllers, my normal area of expertise is that of Brutes. Needless to say this is quite a shift. I chose Ice/Time because it looked awesome. Slowing them down to nothing sounded like fun. I whipped up a build that I -think- is decent... I am softcapped to Smashing and Lethal and boasting 75% global recharge before Hasten kicks in. I am happy with all that, but I want to make sure I'm getting the most out of my powers. I couldn't help but feeling like I was set-muling everything to reach the softcap with as much recharge as possible. Can any of you experts take a look and help me out?

Much appreciated!


Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

David Corrie: Level 50 Mutation Controller
Primary Power Set: Ice Control
Secondary Power Set: Time Manipulation
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Block of Ice

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (3) Basilisk's Gaze - Endurance/Recharge/Hold
  • (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 1: Time Crawl
  • (A) Curtail Speed - Accuracy/Slow
  • (5) Curtail Speed - Damage/Slow
  • (7) Curtail Speed - Endurance/Recharge/Slow
  • (7) Curtail Speed - Accuracy/Endurance
  • (9) Curtail Speed - Range/Slow
Level 2: Temporal Mending
  • (A) Doctored Wounds - Heal/Endurance
  • (9) Doctored Wounds - Recharge
  • (11) Doctored Wounds - Heal
  • (11) Doctored Wounds - Heal/Recharge
  • (13) Doctored Wounds - Heal/Endurance/Recharge
Level 4: Time's Juncture
  • (A) Impeded Swiftness - Chance of Damage(Smashing)
  • (13) Discouraging Words - To Hit Debuff
  • (15) Discouraging Words - To Hit Debuff/Recharge
  • (15) Discouraging Words - To Hit Debuff/Recharge/Endurance
  • (17) Endurance Reduction IO
Level 6: Arctic Air
  • (A) Malaise's Illusions - Chance of Damage(Psionic)
  • (19) Cacophony - Chance of Damage(Energy)
  • (19) Impeded Swiftness - Chance of Damage(Smashing)
  • (21) Malaise's Illusions - Accuracy/Endurance
  • (21) Malaise's Illusions - Endurance/Confused
Level 8: Teleport
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 10: Temporal Selection
  • (A) Recharge Reduction IO
Level 12: Ice Slick
  • (A) Recharge Reduction IO
Level 14: Shiver
  • (A) Curtail Speed - Accuracy/Slow
  • (23) Curtail Speed - Damage/Slow
  • (25) Curtail Speed - Accuracy/Endurance
  • (25) Curtail Speed - Endurance/Recharge/Slow
  • (27) Curtail Speed - Range/Slow
Level 16: Distortion Field
  • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (17) Basilisk's Gaze - Endurance/Recharge/Hold
  • (39) Basilisk's Gaze - Recharge/Hold
  • (50) Basilisk's Gaze - Accuracy/Recharge
Level 18: Flash Freeze
  • (A) Lethargic Repose - Accuracy/Sleep/Recharge
  • (46) Lethargic Repose - Accuracy/Recharge
  • (46) Lethargic Repose - Endurance/Sleep
  • (46) Lethargic Repose - Accuracy/Endurance
Level 20: Time Stop
  • (A) Basilisk's Gaze - Recharge/Hold
  • (36) Basilisk's Gaze - Endurance/Recharge/Hold
  • (36) Basilisk's Gaze - Accuracy/Recharge
  • (36) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 22: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (27) Kinetic Combat - Damage/Endurance
  • (29) Kinetic Combat - Damage/Recharge
  • (29) Kinetic Combat - Knockdown Bonus
Level 24: Tough
  • (A) Reactive Armor - Resistance
  • (31) Reactive Armor - Resistance/Endurance
  • (33) Reactive Armor - Resistance/Endurance/Recharge
  • (33) Reactive Armor - Resistance/Recharge
Level 26: Glacier
  • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (34) Basilisk's Gaze - Endurance/Recharge/Hold
  • (34) Basilisk's Gaze - Recharge/Hold
  • (34) Basilisk's Gaze - Accuracy/Recharge
Level 28: Farsight
  • (A) Luck of the Gambler - Recharge Speed
  • (37) Luck of the Gambler - Defense/Recharge
  • (37) Luck of the Gambler - Defense/Endurance/Recharge
  • (37) Recharge Reduction IO
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (39) Luck of the Gambler - Defense/Endurance
  • (39) Luck of the Gambler - Defense/Recharge
Level 32: Jack Frost
  • (A) Call to Arms - Accuracy/Recharge
  • (40) Call to Arms - Defense Bonus Aura for Pets
  • (40) Call to Arms - Accuracy/Damage
  • (40) Call to Arms - Accuracy/Damage/Recharge
Level 35: Slowed Response
  • (A) Recharge Reduction IO
Level 38: Chrono Shift
  • (A) Efficacy Adaptor - EndMod/Recharge
  • (42) Efficacy Adaptor - Accuracy/Recharge
  • (42) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (42) Recharge Reduction IO
Level 41: Ice Blast
  • (A) Siphon Insight - Chance for +ToHit
  • (43) Siphon Insight - Accuracy/ToHit Debuff
  • (43) Siphon Insight - ToHit Debuff
  • (43) Siphon Insight - Accuracy/Recharge
  • (45) Siphon Insight - Accuracy/Endurance/Recharge
Level 44: Frozen Armor
  • (A) Luck of the Gambler - Recharge Speed
  • (45) Luck of the Gambler - Defense/Endurance
  • (45) Luck of the Gambler - Defense
Level 47: Ice Storm
  • (A) Positron's Blast - Accuracy/Damage/Endurance
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Damage/Recharge
  • (50) Positron's Blast - Damage/Range
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Endurance Modification IO
  • (23) Endurance Modification IO
Level 1: Brawl
  • (A) Kinetic Combat - Knockdown Bonus
  • (31) Kinetic Combat - Accuracy/Damage
  • (31) Kinetic Combat - Damage/Endurance
  • (33) Kinetic Combat - Damage/Recharge
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run


 

Posted

What do you need Hasten for? It isn't permanent, Farsight doesn't need it, and Chrono Shift is nowhere near permanent with it. What else needs the extra recharge?

Also, you're more than softcapped to S/L with just Frozen Armor and Farsight, which doesn't need the Recharge IO, so you don't need Weave except for the LotG, which Farsight also doesn't need. Edit: Farsight doesn't need any of the LotGs.


'I don't like the look of it at all,' said the King: 'however, it may kiss my hand if it likes.'
'I'd rather not,' the Cat remarked.
'Don't be impertinent,' said the King, 'and don't look at me like that!' He got behind Alice as he spoke.
'A cat may look at a king,' said Alice.

 

Posted

OK, let's start with a few basics about Controllers:

The two powersets for a controller are Crowd Control and Buff/Debuff. If you are using those powersets, you shouldn't need huge amounts of Defense. There is a misconception which is freqently reinforced on these forums that Controllers should have softcapped defense. That wasn't even possible until IOs came into the game, and we did fine before that. Even now, I don't build controllers for Defense with only one or two exceptions. So, while building for high Defense is a nice goal once you know how to play a controller, it should not be your focus for your first controller. You should be building to make your controller, uh, control better. Can you build for Defense? Sure you can, but it is up to you whether the trade-offs are worth it. I suggest you try making a controller maximized as a controller first before you fall into the "need moar d-fense" trap.

Why don't controllers need a ton of Defense? Because controllers should be controlling first, then debuffing. Good controllers are able to mitigate the alpha strike when solo or on small teams, or let the tank do his job and take the alpha strike when on middle to large teams. Then the controller makes it easier and safer for teammates to take down the foes. If the foes are either controlled or shooting at the tank, then you shouldn't need much defense. For the most part (but there are exceptions), controllers should not be running into melee until after other members of the team or until after the group is controlled.

So, if you don't build for Defense, what should you build for? Most of the time, Recharge and Recovery. You want to be able to use those control and buff/debuff powers as often as possible. Think about it for a second from your own experience . . . As a Brute on a team, would you rather have a teammate who utilizes his strengths to completely neuter the foes while buffing the team and debuffing the foes, or would you rather have a controller teammate who acts like a scrapper, running into melee and trying to take down one or two foes? The former will add a lot more to the team.

Take a look at your build, and consider how much more open the build would be if you DIDN'T build for S/L defense. It would free up a ton of slots and power choices to do a better job at team support, or even adding some damage if you want to solo. I prefer to slot powers to make them effecive first, and then consider set bonuses as, well, bonuses. As a result, I dislike taking a power as a "set mule." I like to make my powers actually do something.

If you plan to solo, you may want to pick another build. Ice is arguably the lowest damage primary. Time adds some -Resist but has no damage on its own. So while you CAN solo an Ice/Time, it will be slow. Painfully slow if you are used to playing a Brute. And you will want to build as much damage into the build as possible.

Chilblain: This is a power you need to have if you plan to solo. Otherwise, it is skippable.

Block of Ice: This should be your most often used power. 4 Baz Gaze are a good start, but adding some damage is a good idea -- Baz Gaze is a little low on Acc, so add some Acc and as much Damage as you can. At level 47+ I like an Acc/Dam Hami-O and a common Damage IO.

Frostbite: AoE Immob with 12 seconds of -knockback. Some people say it should be skipped, but I disagree. It is a nice power for keeping groups together, especially when Ice Slick is recharging. Combine an AoE Immob with the -ToHit and Slow of Time's Juncture and -Recharge of Dispersion Field, and you have a group who can't move and can't fight back hardly at all. Plus, it is your fastest recharging power that sets Containment for any AoE Damage you can do. The best way to get damage out of this power is slot it up for Acc and EndRdx, and then damage procs -- they do more damage than slotting the power for damage. Ultimately, the Grav Anchor set is nice, if you can afford it, for the 10% Recharge bonus and the Hold proc.

Time Crawl: This is a nice power for the various things it can do, but the Slow sets kinda suck. Just put an Acc in this power and call it done. And now you have 4 extra slots.

Time's Juncture: 4 Dark Watcher for the 5% Recharge. The Impeaded Swifness proc is OK if you have spare slots.

Arctic Air: This power seems unimpressive until it is fully slotted and you get some experience with it -- I consider it to be the cornerstone power of Ice Control it is so good. This is the reason that Ice Controllers usually want to be in or near melee. It needs max slotting for Confuse and as much EndRdx as you can. It has three effects: Confuse, Slow and Afraid. Foes in its area slowly try to run away until they are hit by a confuse pulse, as which point that foe might stay an attack another foe or might run back and forth confused. The first proc you want is the purple Contagious Confusion proc, which seems to double the effectiveness of the power. Other procs are far less important and are probably skippable.

Teleport: You don't need Teleport -- try Super Speed with a Stealth IO to give you full invis. You can turn off AA and TJ, run in to the best spot to fire off your controls for maximum effect. You can also run away if things get too difficult. You can also lead your pet into battle to tank for you while the foes can't see you. You can also stealth missions.

Ice Slick: 2 Recharge. You want this power up a LOT, as it is your best Alpha-Strike mitigator.

Shiver: With all the Slow and -Recharge in Ice/Time, Shiver is very skippable. Not a bad power, but skippable unless you don't want to go into melee. Again, the Slow Sets suck, so just use 2 Accuracy.

Distortion Field: It seems to be popular to slot this with 4 Baz Gaze even though the Hold in it is really poor -- basically, it acts as a set mule even though the power is great. I'm finding that I use this a ton, much like Earth's Quicksand. I plan to slot mine with Recharge and then a bunch of procs if I have the spare slots.

Flash Freeze: This is the most-often skipped power in the set, since AoE Sleep powers are pretty useless when teammates have AoE attacks. It has it uses solo or even team, but it is situational at best. I would probably go with Hasten here, or maybe Combat Jumping (with a Luck of the Gambler Recharge) and would only take FF late in the build if there is nothing else to take. However, it can hold the cheapest of the purple sets for a nice 10% Recharge.

In case you haven't guessed by now, I would drop the Fighting Pool. I prefer powers from my primary or secondary, or other team friendly powers. Even Leadership is worth considering IF YOU HAVE ENOUGH ENDURANCE. If you want another attack, Air Superiority is my favorite, but even Flurry does decent damage.

Glacier: 4 Baz Gaze is good, but add an extra Acc/Hold/Rech in a 5th Slot if you can. Same with Time Stop.

Jack Frost: Jack is sometimes describes as having the heart of a lion and the brain of a rock. Still, he can draw aggro away from you, can be lead into battle to draw the alpha Strike, and actually can do some decent damage for a set very low on damage. Consider 4 Expediant Reinforcement, an Acc/Dam and a Dam/Mez Hami-O. His Freezing Touch is often helpful.

Slowed Response: You probably want at least 2 Recharge.

Ice Blast: Slot this up for damage, not ToHit Debuff. You could use the damage.

Hibernate: This is a great power that only needs its default slot. I can't tell you how many times Hibernate has saved me.

The basic strategy of an Ice Controller is: Let the tank run in (if you have one). Then cast Ice Slick to control the group, then Dispersion Field. Then run in with AA (and TJ) running to debuff and mitigate -- the foes should be mostly flopping, and those who aren't might be confused, or slowed and running away while their ToHit and runspeed and Recharge is debuffed to the basement. Pick a foe to hold with BoI and damage with Chilblain. While the majority of your team cleans up this group, your Tank can run into the next group to draw their aggro.

Glacier is a panic-button power. Same with Frostbite+AA+TJ. Shiver can be used to slow down an ambush.


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

This is my current lowbie toon (19 now). Soloing, I do ok when I get an NPC ally, otherwise missions are painfully ssssllllloooooowwwwwwww. Safe, but slow. Well, safe until I detoggle AA and or TJ due to endurance bottoming out.

As for the OP's build, between Time's Juncture, Distortion Field and Arctic Air, foe recharge is at -127.5 (-65-62.5) and -speed is -209.75 (-91-81.25 - 37.5), before limits and purple patch are applied. The Ice powers further add -rch and -speed. My point here is, Shiver seems redudant at best, irrelevant at worst. Further, it's a cone for a melee set. That don't jibe.


As for myself, I won't be taking Frostbite. I don't like taking powers that counter key powers. Even at 19 I'm seeing that the tools in place keep mobs nearby. Heck, for all I know immobing mobs will increase incoming fire, as they slowly try to move around, they're not attacking. If immobed, they won't be fleeing and they will be free to fire. That's good if they're confused, bad if they're not.

For Tough, Steadfast Protection will give you 3% def to all, which is, of course, > 1.25% from the bonus to s/l/e/n. I do think building up Def is worthwhile, at least when done within the context of not sacrificing what you're good at. Talk about your cascading failures, once you get mezzed, then things go south, REAL fast and this combo is an aggro holic. Looking way down the the road, Clarion is an obvious choice, but there's miles to go before you get there. Well, for me at least.

As others have mentioned, consider your Def WITH Farsite, it really frees you up to drop Weave and slot Ice Blast with damage and TJ with DWD, among other things.

Do keep Hasten, I don't understand the notion that Hasten has to be perma or drop it.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
Do keep Hasten, I don't understand the notion that Hasten has to be perma or drop it.
I didn't suggest that, I was just curious what he was trying to accomplish. I didn't see anything that especially needed it.


'I don't like the look of it at all,' said the King: 'however, it may kiss my hand if it likes.'
'I'd rather not,' the Cat remarked.
'Don't be impertinent,' said the King, 'and don't look at me like that!' He got behind Alice as he spoke.
'A cat may look at a king,' said Alice.

 

Posted

Thanks for the advice, guys. Very helpful. And thanks for being relatively gentle, I obviously don't have much idea what I'm doing. I got a little excited when I realized how easy it was to softcap, hehe.

What I've gathered is that I can pretty much just build for recharge and recovery and be okay. I have already experienced what Arctic Air and Time's Juncture do together... wow. Can't imagine what adding Ice Slick will be like. I can see that softcapping is excessive. Does anyone have a rough estimate of how much recharge I should go for? I imagine perma-Hasten would be a good starting place. And what about recovery? Numbers anyone?

Also, which Alpha power should I consider? I'm used to Brutes where its pretty much Spiritual or Cardiac. But Musculature and Nerve actually sound useful on a Controller (maybe not so much on Musculature give Ice/Time has very little damage in the first place). Ideas?

Thanks again


 

Posted

I'd say perma hasten so you can have perma chrono shift(+rech portion) but I'm partial to MOAR recharge. I love to have spiritual for the +rech but also for the +heal so temporal mending, temporal selection and chrono shift heal more. If you don't care about having hasten/CS perma then I'd say muscular or cardiac.

While I agree that going for recharge to have controls up is important I also like to build for defense too. Having defense to fall back on when there is to much aggro/ambushes will help you live long enough to control the situation. Also for solo having defense can help you save endurance by not needing to constantly using all of your controls and save them for when things start going south. You can make a build with plenty of recharge, defense and recovery while maintaining plenty of controls, especially with /time.


Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
Take the Magic: The Gathering 'What Color Are You?' Quiz.

 

Posted

Quote:
Originally Posted by electric_emu View Post
Thanks for the advice, guys. Very helpful. And thanks for being relatively gentle, I obviously don't have much idea what I'm doing. I got a little excited when I realized how easy it was to softcap, hehe.

What I've gathered is that I can pretty much just build for recharge and recovery and be okay. I have already experienced what Arctic Air and Time's Juncture do together... wow. Can't imagine what adding Ice Slick will be like. I can see that softcapping is excessive. Does anyone have a rough estimate of how much recharge I should go for? I imagine perma-Hasten would be a good starting place. And what about recovery? Numbers anyone?

Also, which Alpha power should I consider? I'm used to Brutes where its pretty much Spiritual or Cardiac. But Musculature and Nerve actually sound useful on a Controller (maybe not so much on Musculature give Ice/Time has very little damage in the first place). Ideas?

Thanks again
Frankly, opinions vary widely depending upon playstyle. How much Recharge? It depends on how much you feel you need. Ice/Time will not be nearly as Recharge-demanding as an Illusion controller with a clear goal of Perma-PA. You mostly want Ice Slick, Glacier and your various Time powers up when you need them. Because you will rely a lot on two toggle powers, Recharge needs aren't nearly as great. Perma-Hasten may not be needed, but it is nice to have.

Endurance will be an issue with two auras running. So you may want to focus on Recovery and +End first. Plan probably on Cardiac for your alpha. (I use Cardiac and Spiritual mostly for Controllers, too. I think I have Nerve on my Plant/Kin, and I might have Musc on one character, but Cardiac is usually needed most, then Spiritual.)

I suggest first play this character, slotting the basic needs of the powers first. Learn your playstyle. If you spend a lot of time wishing various powers were recharging faster, then you need more Recharge. If you are running out of endurance, then you need Recovery. On the other hand, if you find you are taking a lot of damage, then you need to either adjust your playstyle or go for Defense. (Yeah, simplistic, but you really should try it before you plan it.)


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

I skimmed the thread, so hopefully I won't be repeating too much of what was said above.

When it comes to Ice Control on Controllers I have tried a couple of different APPs and have personally never really been satisified with anything but the Psi APP. The main reason for this is the mezz protection. In my experience having mezz protection on an Ice troller is the difference between casually strolling through waves of x8 Carnies and Malta and being constantly shut down.

I also tend to build for Ranged defense for Ice Controllers instead of S/L. The reasoning is counter intuitive: in my experience it's the enemies outside your debuff radius who cause most of the trouble. And Ice/Time specifically has a -ToHit debuff ring to help take care of anything up close. It's scattered enemies that are especially dangerous.

The build below demos how I might build Ice/Time. I haven't fully vetted the build yet so there may be mistakes. I'm not sure I'm totally sold on how I slotted Chrono Shift with this build; another option would be to move some procs around from other powers to here. Yet another option is to use enhancement boosters to short change a few powers. In build below Stamina is set up for this: if you enhance the regular ISO slot (not the proc) 5 times it boosts the output of one dropped slot greatly. This costs real life money, however.

Note that this is also an end-game build that I would probably only use once I had Cardiac slotted up. Prior to having Cardiac, I might consider putting only 5 slots of Coercive Persuasion in Arctic Air, and making the final slot an endurance reducer until I worked up my End Reduction. Cardiac also boosts range, which can benefit Ice Slick, and increases your resistance, hence a benefit to switching to a resistance armor.


Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

David Corrie: Level 50 Mutation Controller
Primary Power Set: Ice Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Perox(5), Dmg-I(7)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(9), Dct'dW-Heal(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13)
Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-ToHitDeb/Rchg(15), DarkWD-ToHitDeb(15)
Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/EndRdx(7), CoPers-Conf%(19), CoPers-Conf/Rchg(19), CoPers-Acc/Conf/Rchg(21), CoPers-Acc/Rchg(21)
Level 8: Frostbite -- Posi-Dam%(A), GravAnch-Hold%(9), TotHntr-Dam%(25), ImpSwft-Dam%(25), TotHntr-Acc/EndRdx(27), HO:Endo(27)
Level 10: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(42)
Level 12: Ice Slick -- RechRdx-I(A)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(17)
Level 16: Distortion Field -- Lock-%Hold(A), UbrkCons-Dam%(17), NrncSD-Dam%(23), G'Wdw-Dam%(39), ImpSwft-Dam%(42)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(36), Stpfy-KB%(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Glacier -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-EndRdx/Hold(34), UbrkCons-Acc/Rchg(34), UbrkCons-Hold(34)
Level 28: Farsight -- LkGmblr-Rchg+(A), DefBuff-I(29), DefBuff-I(29)
Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(31), RedFtn-Def(33), RedFtn-EndRdx(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(40), ExRmnt-Dmg/EndRdx(40), ExRmnt-+Res(Pets)(40), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(46)
Level 35: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(43), RechRdx-I(43)
Level 38: Chrono Shift -- RechRdx-I(A), RechRdx-I(42)
Level 41: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(48), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(50)
Level 44: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Slowed Response -- RechRdx-I(A), Acc-I(50)
Level 49: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A)
Level 50: Cardiac Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1480;677;1354;HEX;|
|78DA6594594F13511886CFB45396D2B2C8BEB41490B249A5D17867486413A5DA44B|
|D5371840127296DD31622578AFA1FC018D62897DEB840FC13A2D168A27F41C1E5CA|
|9BFA39EFCB626692E699F39E6F79BFD39989DD1DF43D1F59E8575AF940C2C866C70|
|752C95C2695489899A2D86CCEC859A9A492CB3768CC5993A181542663998522040F|
|03F77322A313E6FE7DCB91ED73B3535391ABD68C391E3392567A3681AADE784A72A|
|EA44D73D267DF8E9946DA4A4EFBEDC5B0357D2727AB0A7B359A9CB3B2D66D2B61E5|
|E6AB86D2D644249E951AD68494CCE6CCCC7C9D580ACB6F5153BCF21EF5C1A554405|
|7AE8FE42750FF4C9E9530DDAD0A02C2A8AE56AA0E72956A80B62A1A4AE675EDA266|
|6B4571D07B998C81BE4BE09AE4B8EDA4BCDBFDC685BD6DB0748B7C0D3E96380F623|
|D9EEBD00A6E81C70CF2065875931C079724AF90B3166EC36FD135ECD53D8197BA4D|
|CD9EB56109EB863398795D3C1673AE62CE151A03C39C27CC79BA38EFBF92253C9F9|
|21EF46B13037E689AFF2B7A977F0137A447197B94FDE1DE285863C05778863DE8B3|
|46EA55E03C544535F634D12A3967E53D68C1FBE402D8F6807C483E025B25B71AF5B|
|46A7AAE21DDB257CB5EB5B5E8BF2CA8A7E7FA21780D0D832DE7C91172107C2A7336|
|A28EAB919E9B82EA3FEAD22BC0FF39C098A097E75E0A1E2F237DA41F5C113473FEE|
|65DF4ECD8237F90BFC1DE9FE42F70C7AD542B725DADECDBCDF9F7B929FEDB7946ED|
|D4BAC8B792DFC9DE9DCBCC5B074F6E902BE42A185D03DF4B6E0FCFB2E705B4132FC|
|957E416D8CBE7F7997889F0798AD04394EFE23BA9D7C7FFABAF1BB37CF3CAFB494D|
|CBCBA5768F2A17E4A64357DF1D517B878AA685D8671167D6A41FF90ED8D1814325D|
|FEDD8ED7328518772CAA19C7628630E25AE1F7C7DE8BBB85CBE2D74D22F2F451433|
|E4FF028502F2CE|
|-------------------------------------------------------------------|