Noobs On Ice presents: a Freeze Ray question


Agent White

 

Posted

I'm having a lot of fun with an ice/ice blaster, but have to admit there's a fair amount I don't know about holds. In particular, what can I do to increase the chance that Freeze Ray will successfully hold lieutenants and bosses?


 

Posted

Without looking at the specific stats I can't say a ton, but basically there's not a lot you can do to increase the chance of that

See, the way holds work in this game is based on magnitude, starting at one at going up. If I remember right (and I could be wrong) It's something like, minions require a magnitude 2, lieutenants a magnitude 3, and Bosses a magnitude 4. A lot of powers tend to be in the 2-3 range. Anyway, to actually hold a boss you have to stack magnitude, there's no way to actually increase magnitude by itself. So if you hit a boss with it and it isn't held, hit it with another hold power and they'll stack and you'll hold the boss.

The other thing you can do is put the Lockdown +2 Mag hold proc, which gives a percent chance of applying a 2nd Mag 2 hold when you use a power, so in a hold power it'll automatically stack.


 

Posted

Quote:
Originally Posted by MriBruce View Post
I'm having a lot of fun with an ice/ice blaster, but have to admit there's a fair amount I don't know about holds. In particular, what can I do to increase the chance that Freeze Ray will successfully hold lieutenants and bosses?
Freeze Ray will hold most lieutenants with one successful hit, though some, like the Lost Anathemas and certain Arachnos LTs, require multiple applications.

Bosses generally require two successful hits, though again, some (like certain Arachnos bosses) require more.

Of course, for the hold to work you have to score a successful hit. To maximize the chance of your hold working, try to have at least one SO's worth of accuracy (33%) in your attacks by level 22 or so. If you like to fight mobs at higher relative levels, you'll need correspondingly better accuracy bonuses.

Ice Blast comes with two holds, Freeze Ray and Bitter Freeze Ray. Many players skip Bitter Freeze Ray, but I like to get it because I can stand outside the aggro radius of a mob and use Bitter Freeze Ray on a boss (it has a range of 80 and a fairly long activation time), then take a few more steps and use Freeze Ray (range of 60, but very fast activation) to hold the boss almost immediately, often before they have a chance to retaliate.


 

Posted

The best benefit you can get into freeze ray is accuracy, hold duration, and rech.

Recharge - to fire it as often as possible - stacking will get the bosses.
Hold duration - to, obviously,keep applied as long as possible.
Accuracy - to not miss


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Posted

Great, thank you, folks!


 

Posted

Since you're ice/ice, you can also stack Freeze Ray with Freezing Touch. Freezing Touch has a very quick animation so it's a good way to hold a boss when you really need to.

Most player holds are magnitude 3, and bosses have inherent magnitude 3 hold protection (3-3 = 0, still means not held). So you need to use two of them to get above 3 and actually hold them. The hold no longer be in effect as soon as your first one falls off and the magnitude goes back down to 3.

Bitter Freeze Ray usually isn't worth the trouble because it has a long animation that can get you killed in the middle of it.

If you really want to be a blastroller, you can get Shocking Bolt, Char, or Cryo Freeze Ray from the ancillary pools for yet another hold. Just don't spend so much time controlling stuff that you forget to deal damage to it.


 

Posted

Its probably worth noting that some enemies are highly resistant to holds and such even if they are minions or lieutenants. Mikes life fun for low level controllers.


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Posted

Quote:
Originally Posted by Paladiamors View Post
Its probably worth noting that some enemies are highly resistant to holds and such even if they are minions or lieutenants. Mikes life fun for low level controllers.
*cough* Destroyers *cough*


 

Posted

Here's the long version. Feel free to skip if its TMI.

All mezz powers have both a Magnitude and Duration rating. Magnitude controls whether the enemy is mezzed, and duration controls how long.

To successfully mezz an enemy, you have reach a Magnitude that overcomes its Protection. I believe most Minions have 1.0 point of protection, Lts have 2.0, Bosses have 3.0. If you match an enemies protection exactly, but do not exceed it, it is still unaffected. There are a rare few powers out there (like Mesmerize for Mind Controllers) that have Magnitudes like 3.5 that will mezz a boss in one shot. Freeze Ray has a Magnitude 3, so will mezz a Lt or Minion in one shot normally, but not a boss, because it is mag 3.0 and the boss has exactly 3.0 points of protection.

When your mezz power hits the target but fails to mezz it due to its level of protection, it's not totally wasted. It's actually still in effect for the duration and can be stacked with other similar mezzes or even (usually) the power that was originally cast. For example, assume you are stacking Freeze Ray (mag 3 hold) and Freezing Touch (mag 3 hold) together. If you cast the first one with a duration of 15 seconds, and the second one with a duration of 12 seconds, the boss is Held for the 12 seconds that the combined Hold Magnitude is 6, greater than the bosses' protection of 3.0, then breaks free again (unless you or someone else throws another Hold at it).

Note that any team member or pet throwing a mezz of similar type at that enemy stacks. So, if you are on a team, and throw a Freeze Ray at a boss and it instantly freezes, it probably means someone else already had put a Hold power on it, but hadn't hit sufficient Magnitude yet to successfully hold it. Freeze Ray's graphic has very high animation priority compared to other holds, so it can often look like Freeze Ray is the only hold in effect, regardless of whether this is actually true.

Some enemies also have mezz Resistance. This is different from Protection in that it doesnt outright prevent mezzes but shortens their duration. Although sometimes this is the result of a specific power, its most often the working of level differences versus the target. In a nutshell, an enemy who is +4 to you cuts the duration of your mezzes roughly in half. So, a power with a 15 second Hold would be around 7.5 seconds against a +4 enemy.

Elite bosses and archvillains can also be mezzed, but depending on their design its often difficult (esp for a Blaster). A lot of standard AVs have something called "purple triangles," during which they have very high Protection from mezzes. Archvillains that appear in iTrials have very high Protection and Resistance are essentially immune to mezz.


 

Posted

Quote:
Originally Posted by Codewalker View Post

Bitter Freeze Ray usually isn't worth the trouble because it has a long animation that can get you killed in the middle of it.
Does nice damage, though.
Lead with it solo at it's long range and many of the issues are manageable.
Or again use it first, but just after the team takes aggro.


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R.I.P.
Chyll - Bydand - Violynce - Enyrgos - Rylle - Nephryte - Solyd - Fettyr - Hyposhock - Styrling - Beryllos - Rosyc
Horryd - Myriam - Dysquiet - Ghyr
Vanysh - Eldrytch
Inflyct - Mysron - Orphyn - Dysmay - Reapyr - - Wyldeman - Hydeous

 

Posted

That's super helpful, Oedipus Tex, and I've filed it away in Instapaper. Thank you!

The key thing for me to know was "yes, multiple hits are necessary on some higher-ranked enemies". The extra detail, though, makes me feel actually clueful.


 

Posted

Quote:
Originally Posted by Codewalker View Post
Bitter Freeze Ray usually isn't worth the trouble because it has a long animation that can get you killed in the middle of it.

I'm another one who disagrees with this. My Ice/Ice Blaster was my second character I rolled up, so I've been playing him a long time. Bitter Ice Blast is effective as an opening attack on a boss, followed quickly by Freeze Ray. The Boss is the biggest danger, so once he is out of a fight, it all goes easier. I will also use it as an opener against other foes, since it does damage along with the hold. If you are tight on slots (and are willing to give up IO set bonuses or don't have access to IOs), you can use Hami-Os to slot BFR -- 1 Acc/Dam, 1 Acc/Mez, 2 Dam/Mez.

The long animation is not a problem if BFR is the first attack. I don't use it that often in the middle of the fight but the long range makes it a good opener. Solo, one trick I have used is to cast Ice Parch on a corner, then fire BFR from range to take one foe out of the fight, then duck around the corner. When the other foes come after me, they hit the Ice Patch. By the time the first guy gets out of the hold, his buddies are probably dead. (One thing I find sad about IO set bonuses . . . you can now build pretty good defense on a character who was never meant to have Defense, making tactics like this unnecesary most of the time.)

Another way to stack mag (admittedly unreliably) is to use the Devastation Chance for Hold procs in your blasts. You may have to give up some other nice IO set bonuses to use them, though. Most of the time, however, you can stack Freeze Ray's Hold if you have decent Recharge on the character and in the power. It only takes a few seconds for Freeze Ray to Recharge.


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Posted

DID YOU KNOW?

Freeze Ray is arguably the best Hold in any Blasting (Ranged Damage) set? It has a super sexy fast cast time combined with a nice low recharge, and a (sometimes) helplful secondary effect even if the hold in resisted that will still mitigate some damage by reducing enemy recharge. Well, now that Dark Blast has a Hold that also does MIGHTY DAMAGE, this might not be the case anymore... I still love Freeze Ray.


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