Ice/Time Advice
@Mental Maden @Maden Mental
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I am enjoying the hell out of my Ice/Time troller. Its a painful combo to solo, but it can make a full team into demigods. Slow is an okay method of mitigation- I find the Confuse in Artic Air much more helpful, and I can't wait to get a contagious confusion proc in there.
You do max out the Slow pretty easily, but that just leaves you room to focus on other aspects of you powers, like more recharge or more -tohit debuffs in Times Juncture..
I took all of the Time powers so far just to try them out. I'm pretty happy with most of them, but I may respec out of Distortion Field, unless a Chance for Hold proc really makes it shine.
What I would skip:
Chillbain (I always skip the ST immob)
Shiver (they really should add some damage to this to beef up the set)
Flashfreeze (can be handy in a pinch, and can mule a cheap purple set, but otherwise its non-critical)
Ice Slick is one of the cornerstones of the set, but be prepared Fire, Earth, Plant and Ice controllers to ruin your fun when they start spamming their AoE immobs.
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I just rolled an Ice/Time Controller today and she seems to work pretty well so far. However I'm not as familiar with Controllers as I am with other sets so I wanted to ask the more experienced what I should plan for.
Is massive Slow really worth it? Where should I focus for doing damage? Time looks like it brings a lot to the team table but is there anything I can skip? I'm not looking for an uber-expensive build...just something fun. Thanks in advance. |
Ice is arguably the LOWEST damage controller primary. If you want to do damage, you need to slot up your single target hold (Block of Ice) for Damage, and then if you ever want to solo you will want to have Chilblain (the single-target immob) slotted for damage, and then you will want to add one or more Pool powers for damage. And even with all that, your damage will be pretty poor. The Pet, Jack Frost, can contribute some damage, but Jack is notorious for being pretty dumb and getting himself killed off. (I've heard of Jack being described as having, "the heart of a Lion, the brains of a duck.") You will have to wait until the APP powers become available to do any kind of decent damage.
There really is nothing that I would skip in Time. You could skip the single-target ally buff, but it is a pretty nice buff. You could skip the single-target Hold, but it is nice to have two single-target holds to stack on bosses.
There are a few powers in Ice Control that can be skipped depending upon your playstyle. I presume you are planning on being in melee with Arctic Air and Time's Junction. That makes Shiver skippable, but not bad to have, either. Some folks like to play Ice controllers from range, so they skip AA and take Shiver. Chilblain is skippable only if you don't care about having a damage power -- which considering that Ice Control is low damage and probably should be teamed all the time, it is likely you don't need a damage power. Flash Freeze is a ranged AoE Sleep . . . nice to have solo or maybe duo, but pretty worthless on a team where your teammates will probably wake them up quickly -- it could be useful to stop an ambush, but only if your teammates don't ruin it. So those three powers may be skippable, depending upon your playstyle.
Be prepared to 6-slot Arctic Air. Start with EndRdx, then cap out Confuse. At level 50, plan to put a purple Contagious Confusion proc in there. Expensive, but easily worth it . . . the proc makes Arctic Air much more effective.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
First things first--for your first 35 levels or so you will be mostly a support character. Damage will come later but you will only be okay at it. However you will still do enough to solo comfortably later on.
I would skip Shiver. Shiver is IMO very inferior to Distortion Field.
With Ice Control on Controllers I have traditionally aimed for the Psi APP. This brings you to Indomitable Will, a power that protects you from mezzes and grants very good Psi defense. Psinado doesn't have as good of damage as it could have, but if you think of a confused enemy making an attack as direct damage, you will generally do a LOT more damage with Ice Control if you are slotted to be able to wade into enemies with Arctic Air, which is what Indomitable Will promotes. The only issue with the Psi APP is it offers no real break on endurance cost. This can be settled largely with incarnate powers.
In my experience, there is a night and day difference between an Ice Control character with mezz protection and without. You can also grab mezz protection with Destiny powers, but for Ice Control specifically I prefer being able to take Barrier, because Ice's big issue is not having a very reliable alpha breaker. With Destiny Barrier you can tank the alpha straight off once every two minutes, and if you switch off with Glacier it can be fairly effective.
I would also aim for at least around 32% Ranged defense base from IOs if you IO the character. Take Combat Jumping to help you quickly escape combat in case you get overwhelmed--the art of the Combat Jump escape + self heal is IMO something all Ice Controllers with a good heal should master. It has saved my life many times when forced back by War Walkers.
FWIW I sometimes hear that Ice Control has "redundant" slows (in other threads, not this one). IMO, especially in incarnate content, its less about what you can kick out total and more about how much area you can cover, and how many seconds it took you to do it. So when you get something like Ice/Time/Psi, while its true stacking all of that slow and -recharge on a single group is pretty pointless, it also means that you don't have to make any special efforts to floor them, you do it by just doing your thing. A lot of the incarnate content trials also feature segments where you need to be able to pick up and run. The portability of AA works wonders for this, since with a decent build it recharges very quickly, can be cast before enemies are aware, and in some ways can be thought of as on-demand Volcanic Gasses (even if different from that power in some ways). I would never skip Arctic Air on an Ice Control character.
If this character makes it to the incarnate levels, you may want to consider the Cognitive proc. It can stack with Arctic Air's confusion and helps cover gaps in coverage.
Ice/Time happens to be my latest 50 and I'm 99% done, just need one each of a hold and confuse purple.
To the OP's questions:
Is massive Slow really worth it? |
Where should I focus for doing damage? |
Time looks like it brings a lot to the team table but is there anything I can skip? |
I skipped Shiver and don't really give it any consideration. Someone may make good use of it, I just don't have a spot for it.
My original build included Flash Freeze (sleep) in lieu of Frostbite (aoe immob) because of the conflict of the immob and Ice Slick. However, life is full of fire trollers spamming fire cages, so I just decided to roll with it and use my immobs when they're around. So I ended up without the sleep.
I've found this to be an interesting combo. Even as a purpled 50, soloing is painful (due to speed) but team utility is extremely high. I've always thought my Earth/Cold troller was my best team addition, but this one is close. I'd have to think about that some more.
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Thanks for the input everyone.
"Comics, you're not a Mastermind...you're an Overlord!"
So if you want earlier damage it's quite possible. Ice is very maligned on Damage, but most people don't slot for procs which it does very respectable at. Ice/Time has some monster procing options.
First, you need the ST powers slotted like damage powers.
Level 1: Chilblain
Level 4: Block of Ice
--> Slot both of them with Decimation while leveling. Later you can play around with purps and so on if you still feel the need to slot better. However, from 1-49 this is the way to go. These powers you will use on bosses or trouble enemies to knock them down while your procs and AOEs are creaming them.
Level 2: Frostbite
(A) Positron's Blast - Chance of Damage(Energy)
(3) Trap of the Hunter - Chance of Damage(Lethal)
(3) Impeded Swiftness - Chance of Damage(Smashing)
(5) Trap of the Hunter - Accuracy/Recharge
(5) Trap of the Hunter - Accuracy/Immobilize/Recharge
(7) Trap of the Hunter - Accuracy/Endurance
--> Three procs has about a 50% chance of proccing on any foe you hit. So you want to be engaging lots of even or -1 enemies. This power will chew them up. Additionally it keeps them in the area for your PBAoEs
Level 6: Arctic Air
(A) Perplex - Endurance/Confused
(7) Cacophony - Endurance/Confused
(9) Malaise's Illusions - Endurance/Confused
(9) Impeded Swiftness - Chance of Damage(Smashing)
(11) Cacophony - Chance of Damage(Energy)
(11) Malaise's Illusions - Chance of Damage(Psionic)
--> This is what you use to stand in the middle of them along with the Temporal PBAoE and be relatively safe. Every 10 seconds each for will have these three procs checking for a 50% chance every foe will be hit (It's about 50% see math below. Some will be hit 2x or even 3x). Additionally you will have one proc in the time PBAoE for another check as well.
Level 8: Time's Juncture
(A) Impeded Swiftness - Chance of Damage(Smashing)
(25) Dark Watcher's Despair - To Hit Debuff/Endurance
(27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
(27) Dark Watcher's Despair - Recharge/Endurance
(29) Dark Watcher's Despair - To Hit Debuff
--> Some recharge, a healthy to hit debuff as well as another proc for damage checking. Yes, running two PBAoE toggles is painful, but you can really hunt for recovery bonuses and some other END friendly IOs like perf shifter.
Level 16: Distortion Field
(A) Impeded Swiftness - Chance of Damage(Smashing)
(17) Neuronic Shutdown - Chance of Damage(Psionic)
(17) Ghost Widow's Embrace - Chance of Damage(Psionic)
(19) Recharge Reduction IO
(19) Recharge Reduction IO
(21) Recharge Reduction IO
--> Love this power, I've also put the Lockdown proc here as well depending how much recharge you have. You can have it up every mob with just two Recharge IOs if you have a lot of global recharge.
Okay so here is how things go:
Assuming you drop a Distortion field on the group, you have the following chances to get a proc on an enemy.
Seven Procs checking every 10 seconds:
Chance for 0 procs ~21%
Chance for 1 procs ~36.7%
Chance for 2 procs ~27.5%
Chance for 3 procs ~11.5%
Chance for 4 procs ~2.8%
Chance for 5 procs ~0.4%
Chance for 6 procs ~0.03%
Chance for 7 procs ~0.001%
Chance for at least one proc ~79%.
Note: That's also a ~40% chance of getting 2 or more procs on any enemy.
Three Procs:
Chance for 0 procs ~51.2%
Chance for 1 procs ~38.3%
Chance for 2 procs ~9.6%
Chance for 3 procs ~.7%
Chance for at least one proc ~48.8%
That means that every 10 seconds you have odds on hitting each enemy with at least one or more procs 80% of the time, plus your AOE immob with a 50% chance to proc on any given enemy each time you can cast it (every 3-5 seconds depending on your recharge). You would be surprised how fast that adds up. The actual damage in the AOE immob is tiny, but it adds.
With both PBAoEs running, you should be able to be pretty safe. However, this build does not rely on Ice Slick much since you have an AOE immob running. I take Ice Slick when it's available, respec out of it from 20-40 and get it again when I have a space, usually at 50. With time, you have enough safety that it won't matter much, although getting some kind of stealth power to get into a group for max chaos is important.
So you can get damage, you just have to work at slotting right to get it.
Here's my planned build (as of today anyway) for my Ice/Time.
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I just reached 38 and already have the recharge bonuses from 4x Basilisk's Gaze, Call to Arms, Decimation, and two of the LoTG +Rech. Have to say that though I just got it (and don't even have it enhanced), I am really liking Chrono Shift along with Hasten. Pretty sure once all is said and done they will both be permanent, which is pretty nuts to consider.
Other than a few tip missions I've soloed with it, and yeah, pre-32 especially it was rather slow. The procs from the GR preorder enhancements helped make it a little better, as did the Blackwand and Ghostslaying Axe (take that, spectrals!). Most of that time Block of Ice was slotted for damage, not hold. Chilblain and Frostbite slotted for damage and the latter is used regularly. As a result I have been selective with toggling Time's Juncture, and more selective with Arctic Air.
Once I get to 50, I may go with Coercive Persuasion rather than Malaise in AA, then upgrade TJ to 4xDark Watcher. Come to think of it, I should probably just do the latter now, considering the 2.5% recovery that might conflict wouldn't do so until I had Ice Storm fully slotted anyway, which isn't until 50 (derp).
Suggestions:
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I just rolled an Ice/Time Controller today and she seems to work pretty well so far. However I'm not as familiar with Controllers as I am with other sets so I wanted to ask the more experienced what I should plan for.
Is massive Slow really worth it?
Where should I focus for doing damage?
Time looks like it brings a lot to the team table but is there anything I can skip?
I'm not looking for an uber-expensive build...just something fun.
Thanks in advance.
"Comics, you're not a Mastermind...you're an Overlord!"