First Try at an ice blaster


Comicsluvr

 

Posted

Good day all,

I have a fire/nrg ranged blaster that I like, but I've always been intrigued about ice blast. Is energy the best secondary choice? Or is ice a better compliment. I do like to stay at range, so this build is a blaster at the soft-cap for ranged defense. Also I'm not a huge fan of the nukes, I know Blizzard does a ton of damage, but I'm not sure if I want to put it in. Please feel free to make suggestions and alterations.

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

ice blaster: Level 50 Science Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Ice Bolt

  • (A) Thunderstrike - Accuracy/Damage
  • (5) Thunderstrike - Damage/Endurance
  • (7) Thunderstrike - Damage/Recharge
  • (7) Thunderstrike - Accuracy/Damage/Endurance
  • (13) Thunderstrike - Damage/Endurance/Recharge
  • (15) Thunderstrike - Accuracy/Damage/Recharge
Level 1: Power Thrust
  • (A) Explosive Strike - Damage/Knockback
Level 2: Ice Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (15) Thunderstrike - Damage/Endurance
  • (17) Thunderstrike - Damage/Recharge
  • (17) Thunderstrike - Accuracy/Damage/Recharge
  • (19) Thunderstrike - Accuracy/Damage/Endurance
  • (19) Thunderstrike - Damage/Endurance/Recharge
Level 4: Frost Breath
  • (A) Pacing of the Turtle - Accuracy/Slow
  • (37) Pacing of the Turtle - Damage/Slow
  • (39) Pacing of the Turtle - Accuracy/Endurance
  • (39) Pacing of the Turtle - Range/Slow
  • (39) Pacing of the Turtle - Endurance/Recharge/Slow
  • (43) Pacing of the Turtle - Chance of -Recharge
Level 6: Aim
  • (A) Recharge Reduction IO
  • (43) Recharge Reduction IO
Level 8: Freeze Ray
  • (A) Lockdown - Accuracy/Hold
  • (9) Lockdown - Accuracy/Recharge
  • (9) Lockdown - Recharge/Hold
  • (11) Lockdown - Endurance/Recharge/Hold
  • (11) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (13) Lockdown - Chance for +2 Mag Hold
Level 10: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (31) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 12: Ice Storm
  • (A) Pacing of the Turtle - Accuracy/Slow
  • (29) Pacing of the Turtle - Damage/Slow
  • (37) Pacing of the Turtle - Accuracy/Endurance
  • (37) Pacing of the Turtle - Range/Slow
  • (40) Pacing of the Turtle - Endurance/Recharge/Slow
  • (40) Pacing of the Turtle - Chance of -Recharge
Level 14: Boxing
  • (A) Accuracy IO
Level 16: Conserve Power
  • (A) Recharge Reduction IO
  • (27) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 18: Bitter Ice Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (34) Thunderstrike - Damage/Endurance
  • (34) Thunderstrike - Damage/Recharge
  • (36) Thunderstrike - Accuracy/Damage/Endurance
  • (36) Thunderstrike - Damage/Endurance/Recharge
  • (36) Thunderstrike - Accuracy/Damage/Recharge
Level 20: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (21) Steadfast Protection - Resistance/Endurance
  • (21) Steadfast Protection - Knockback Protection
Level 22: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Endurance
  • (25) Luck of the Gambler - Defense/Endurance/Recharge
Level 24: Hover
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 26: Bitter Freeze Ray
  • (A) Lockdown - Accuracy/Hold
  • (31) Lockdown - Accuracy/Recharge
  • (33) Lockdown - Recharge/Hold
  • (33) Lockdown - Endurance/Recharge/Hold
  • (33) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (34) Lockdown - Chance for +2 Mag Hold
Level 28: Power Boost
  • (A) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 30: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (31) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 32: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense/Recharge
Level 35: Boost Range
  • (A) Recharge Reduction IO
Level 38: Hasten
  • (A) Recharge Reduction IO
  • (40) Recharge Reduction IO
Level 41: Afterburner
  • (A) Luck of the Gambler - Recharge Speed
Level 44: Flash Freeze
  • (A) Call of the Sandman - Chance of Heal Self
Level 47: Hoarfrost
  • (A) Miracle - +Recovery
  • (50) Impervium Armor - Resistance/Recharge
  • (50) Impervium Armor - Endurance/Recharge
Level 49: Hibernate
  • (A) Performance Shifter - Chance for +End
------------
Level 2: Swift
  • (A) Flight Speed IO
Level 2: Health
  • (A) Numina's Convalescence - Heal/Endurance
  • (5) Numina's Convalescence - Endurance/Recharge
  • (46) Numina's Convalescence - Heal/Recharge
  • (46) Numina's Convalescence - Heal/Endurance/Recharge
  • (48) Numina's Convalescence - Heal
  • (48) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (3) Performance Shifter - EndMod
  • (3) Performance Shifter - EndMod/Recharge
  • (25) Performance Shifter - EndMod/Accuracy/Recharge
  • (27) Performance Shifter - EndMod/Accuracy
  • (48) Performance Shifter - Accuracy/Recharge
Level 1: Brawl
  • (A) Empty
Level 1: Defiance
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 8.31% Defense(Fire)
  • 8.31% Defense(Cold)
  • 25.5% Defense(Energy)
  • 25.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 36.75% Defense(Ranged)
  • 13.63% Defense(AoE)
  • 5% Enhancement(Held)
  • 57% Enhancement(Accuracy)
  • 5% Enhancement(JumpSpeed)
  • 5% Enhancement(JumpHeight)
  • 6% Enhancement(Heal)
  • 5% Enhancement(FlySpeed)
  • 5% Enhancement(RunSpeed)
  • 22.5% Enhancement(RechargeTime)
  • 22% FlySpeed
  • 112.9 HP (9.37%) HitPoints
  • 22% JumpHeight
  • 22% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 13.2%
  • MezResist(Sleep) 5.5%
  • 15% (0.25 End/sec) Recovery
  • 32% (1.61 HP/sec) Regeneration
  • 22% RunSpeed

------------
Set Bonuses:
Thunderstrike
(Ice Bolt)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Thunderstrike
(Ice Blast)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Pacing of the Turtle
(Frost Breath)
  • MezResist(Sleep) 2.75%
  • 2.5% Enhancement(Slow)
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Lockdown
(Freeze Ray)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Gaussian's Synchronized Fire-Control
(Build Up)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.59 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Pacing of the Turtle
(Ice Storm)
  • MezResist(Sleep) 2.75%
  • 2.5% Enhancement(Slow)
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Thunderstrike
(Bitter Ice Blast)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Steadfast Protection
(Tough)
  • 1.5% (0.03 End/sec) Recovery
  • 18.07 HP (1.5%) HitPoints
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
  • Knockback (Mag -4), Knockup (Mag -4)
Luck of the Gambler
(Weave)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.12%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Hover)
  • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
Lockdown
(Bitter Freeze Ray)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Blessing of the Zephyr
(Fly)
  • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
  • Knockback (Mag -4), Knockup (Mag -4)
Luck of the Gambler
(Maneuvers)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.12%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Afterburner)
  • 7.5% Enhancement(RechargeTime)
Impervium Armor
(Hoarfrost)
  • 2.5% (0.04 End/sec) Recovery
Numina's Convalescence
(Health)
  • 12% (0.6 HP/sec) Regeneration
  • 22.59 HP (1.87%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.59 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)




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Posted

I like the design but unless you're really in love with Boost Power and Boost Range I'd go with /Ice. It has BU, a Melee attack and Shiver (which you can use to slow the incoming enemies). I have an Ice/Ice Blaster and I love him


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

I would suggest giving */Mental Manip a go. I haven't done a Ice/MM myself yet, but I have done Ice blast on a Blaster, Defender and Corruptor and MM on a couple other Blaster with different primaries.

In my experience, I find that Ice's attacks are very quick and this results in gaps in between cycles. So first, I'd not recommend Hasten. Ice also "feels" lacking in AOE because all it has are a cone and a rain. Mental Manip offers an additional cone attack which fits in very nicely with Ice's cone. In addition, MM has a PBAOE. You may not think you'll use it much because you want to stay at range, but you'll soon see that with your double cones dishing out high damage in a short period, you'll be pulling a lot of aggro and they'll close on you. Thus PBAOE!

I find that Ice also seems to be endurance heavy, probably because of it's quick recharge. MM offers a +recov/+regen PBAOE power. Note: there's a steep learning curve before you can use it without it being effectively a suicide power. But in the meantime, it is good for AV fights because it also does -regen on affected targets.

Going with Cold Mastery is a good choice, but I really think you should not skip the armor. In addition, slot the self heal with heals and recharge instead of +resist.


Teams are the number one killer of soloists.

 

Posted

Quote:
Originally Posted by SerialBeggar View Post
I would suggest giving */Mental Manip a go. I haven't done a Ice/MM myself yet, but I have done Ice blast on a Blaster, Defender and Corruptor and MM on a couple other Blaster with different primaries.

In my experience, I find that Ice's attacks are very quick and this results in gaps in between cycles. So first, I'd not recommend Hasten. Ice also "feels" lacking in AOE because all it has are a cone and a rain. Mental Manip offers an additional cone attack which fits in very nicely with Ice's cone. In addition, MM has a PBAOE. You may not think you'll use it much because you want to stay at range, but you'll soon see that with your double cones dishing out high damage in a short period, you'll be pulling a lot of aggro and they'll close on you. Thus PBAOE!

I find that Ice also seems to be endurance heavy, probably because of it's quick recharge. MM offers a +recov/+regen PBAOE power. Note: there's a steep learning curve before you can use it without it being effectively a suicide power. But in the meantime, it is good for AV fights because it also does -regen on affected targets.

Going with Cold Mastery is a good choice, but I really think you should not skip the armor. In addition, slot the self heal with heals and recharge instead of +resist.
I was going energy as a secondary to help with range as I plan to be a hover blaster and try not to blap much.

To both of the above, those are great ideas. Thematically, I think I would prefer going /ice as I have an idea in my head for the reason why he manipulates ice. Although I'm going to play around with mids and check stuff out.

For the ice secondary, what skippable powers are there? Which ones are must haves. Should I really skip hasten? Thanks for any input.


 

Posted

I poked around with the ice secondary, and this is what I came up with. How's it look? I have to say that it goes better with his background as opposed to energy.

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Ice Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Ice Bolt

  • (A) Thunderstrike - Accuracy/Damage
  • (19) Thunderstrike - Damage/Endurance
  • (23) Thunderstrike - Damage/Recharge
  • (25) Thunderstrike - Accuracy/Damage/Recharge
  • (25) Thunderstrike - Accuracy/Damage/Endurance
  • (29) Thunderstrike - Damage/Endurance/Recharge
Level 1: Chilblain
  • (A) Entropic Chaos - Chance of Heal Self
Level 2: Ice Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (7) Thunderstrike - Damage/Endurance/Recharge
  • (31) Thunderstrike - Damage/Endurance
  • (31) Thunderstrike - Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Recharge
  • (33) Thunderstrike - Accuracy/Damage/Endurance
Level 4: Frost Breath
  • (A) Positron's Blast - Damage/Range
  • (5) Positron's Blast - Accuracy/Damage
  • (33) Positron's Blast - Damage/Endurance
  • (34) Positron's Blast - Accuracy/Damage/Endurance
  • (34) Positron's Blast - Damage/Recharge
Level 6: Hover
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (13) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (36) Luck of the Gambler - Recharge Speed
Level 8: Freeze Ray
  • (A) Lockdown - Accuracy/Hold
  • (36) Lockdown - Accuracy/Recharge
  • (36) Lockdown - Recharge/Hold
  • (37) Lockdown - Endurance/Recharge/Hold
  • (37) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (37) Lockdown - Chance for +2 Mag Hold
Level 10: Aim
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (17) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (19) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 12: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (13) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 14: Boxing
  • (A) Accuracy IO
Level 16: Build Up
  • (A) Recharge Reduction IO
Level 18: Bitter Ice Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (33) Thunderstrike - Damage/Endurance/Recharge
  • (39) Thunderstrike - Damage/Endurance
  • (39) Thunderstrike - Damage/Recharge
  • (39) Thunderstrike - Accuracy/Damage/Recharge
  • (40) Thunderstrike - Accuracy/Damage/Endurance
Level 20: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (21) Luck of the Gambler - Defense
  • (21) Luck of the Gambler - Defense/Endurance
  • (23) Luck of the Gambler - Defense/Recharge
Level 22: Tough
  • (A) Steadfast Protection - Resistance/Endurance
  • (40) Steadfast Protection - Resistance/+Def 3%
Level 24: Ice Patch
  • (A) Recharge Reduction IO
Level 26: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (27) Luck of the Gambler - Defense/Endurance
  • (27) Luck of the Gambler - Defense
  • (29) Luck of the Gambler - Defense/Recharge
Level 28: Shiver
  • (A) Pacing of the Turtle - Damage/Slow
  • (46) Pacing of the Turtle - Accuracy/Slow
  • (48) Pacing of the Turtle - Accuracy/Endurance
  • (48) Pacing of the Turtle - Range/Slow
  • (48) Pacing of the Turtle - Endurance/Recharge/Slow
  • (50) Pacing of the Turtle - Chance of -Recharge
Level 30: Ice Storm
  • (A) Pacing of the Turtle - Accuracy/Slow
  • (42) Pacing of the Turtle - Damage/Slow
  • (42) Pacing of the Turtle - Accuracy/Endurance
  • (45) Pacing of the Turtle - Range/Slow
  • (46) Pacing of the Turtle - Endurance/Recharge/Slow
  • (46) Pacing of the Turtle - Chance of -Recharge
Level 32: Bitter Freeze Ray
  • (A) Thunderstrike - Accuracy/Damage
  • (43) Thunderstrike - Damage/Endurance
  • (43) Thunderstrike - Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Recharge
  • (45) Thunderstrike - Accuracy/Damage/Endurance
  • (45) Thunderstrike - Damage/Endurance/Recharge
Level 35: Afterburner
  • (A) Luck of the Gambler - Recharge Speed
Level 38: Hasten
  • (A) Recharge Reduction IO
  • (40) Recharge Reduction IO
  • (42) Recharge Reduction IO
Level 41: Flash Freeze
  • (A) Lethargic Repose - Sleep/Range
Level 44: Frozen Armor
  • (A) Luck of the Gambler - Recharge Speed
Level 47: Hoarfrost
  • (A) Miracle - +Recovery
  • (50) Miracle - Heal
Level 49: Hibernate
  • (A) Performance Shifter - Chance for +End
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (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 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (3) Performance Shifter - EndMod
  • (3) Performance Shifter - EndMod/Accuracy/Recharge
  • (5) Performance Shifter - EndMod/Recharge
  • (34) Efficacy Adaptor - EndMod/Endurance
  • (50) Efficacy Adaptor - EndMod
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Defiance
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 5.5% DamageBuff(Smashing)
  • 5.5% DamageBuff(Lethal)
  • 5.5% DamageBuff(Fire)
  • 5.5% DamageBuff(Cold)
  • 5.5% DamageBuff(Energy)
  • 5.5% DamageBuff(Negative)
  • 5.5% DamageBuff(Toxic)
  • 5.5% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 5.5% Defense(Fire)
  • 5.5% Defense(Cold)
  • 27.38% Defense(Energy)
  • 27.38% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 36.75% Defense(Ranged)
  • 8% Defense(AoE)
  • 5% Enhancement(FlySpeed)
  • 5% Enhancement(JumpSpeed)
  • 5% Enhancement(RunSpeed)
  • 5% Enhancement(JumpHeight)
  • 2.5% Enhancement(Held)
  • 43.75% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 73% Enhancement(Accuracy)
  • 26% FlySpeed
  • 108.4 HP (9%) HitPoints
  • 26% JumpHeight
  • 26% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 11%
  • MezResist(Sleep) 5.5%
  • 19.5% (0.33 End/sec) Recovery
  • 32% (1.61 HP/sec) Regeneration
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 26% RunSpeed

------------
Set Bonuses:
Thunderstrike
(Ice Bolt)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Thunderstrike
(Ice Blast)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Positron's Blast
(Frost Breath)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Blessing of the Zephyr
(Hover)
  • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
  • Knockback (Mag -4), Knockup (Mag -4)
Luck of the Gambler
(Hover)
  • 7.5% Enhancement(RechargeTime)
Lockdown
(Freeze Ray)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Gaussian's Synchronized Fire-Control
(Aim)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.59 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Blessing of the Zephyr
(Fly)
  • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
  • Knockback (Mag -4), Knockup (Mag -4)
Thunderstrike
(Bitter Ice Blast)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Luck of the Gambler
(Maneuvers)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.12%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Steadfast Protection
(Tough)
  • 1.5% (0.03 End/sec) Recovery
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Luck of the Gambler
(Weave)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.12%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Pacing of the Turtle
(Shiver)
  • MezResist(Sleep) 2.75%
  • 2.5% Enhancement(Slow)
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Pacing of the Turtle
(Ice Storm)
  • MezResist(Sleep) 2.75%
  • 2.5% Enhancement(Slow)
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Thunderstrike
(Bitter Freeze Ray)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Luck of the Gambler
(Afterburner)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Frozen Armor)
  • 7.5% Enhancement(RechargeTime)
Miracle
(Hoarfrost)
  • 2.5% (0.04 End/sec) Recovery
Numina's Convalescence
(Health)
  • 12% (0.6 HP/sec) Regeneration
  • 22.59 HP (1.87%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.59 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Efficacy Adaptor
(Stamina)
  • 13.55 HP (1.12%) HitPoints




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Let me know what you think, and thanks in advance.


 

Posted

Although I've never played Ice/Ice specifically, my blapper intuition tells me you might want to explore a dual build for this. One build focused on the ST BIB+blaps+recharge beatdown, one build geared more toward ranged cones, AoE damage, and ranged defense.


 

Posted

Quote:
Originally Posted by Rigel_Kent View Post
Although I've never played Ice/Ice specifically, my blapper intuition tells me you might want to explore a dual build for this. One build focused on the ST BIB+blaps+recharge beatdown, one build geared more toward ranged cones, AoE damage, and ranged defense.
That's a good idea. Gives me some options if I get sick of ranged blasting. Drop ice patch, have 3 or 4 melee powers and go to town.


 

Posted

Plus, you'll be able to look at some ice corruptor or defender in your team and say "Betcha can't do this."


 

Posted

For a ranged hover blaster, I think /nrg is a good choice. Power boost will affect your slows and holds, boost range is nice, too. Power thrust helps keep baddies at range, and the ST melee attacks will make quick work of anything that manages to get close. /ice and /mm will both require you to close to melee every so often to get the most from those secondaries. /ice has a 3rd hold, but it's melee, and ice patch, but you'll have to drop from hover to use it. A pbaoe slow aura, pbaoe sleep, and a non-dmg slow cone aren't really that beneficial to a hover blaster whose goal is to stay out of melee. /mm is great for drain psyche, but again that means swooping in to melee range.

As to your build, I'd have a hard time giving up that much dmg (slow set gives 26.5% dmg enh) in my AoEs just to chase a set bonus. Is stamina 6 slotted to chase aoe defense? I think there may be better ways to get that, and stamina doesn't really need accuracy or recharge. Personally, I'm not a huge fan of bitter freeze ray due to it's long animation time (and the fact that freeze ray recharges fairly quickly). I also find hoarfrost a hard sell, it's easy enough to get a blaster to the HP cap without it, and it's not really up often enough to be useful as a heal (it's not even up often enough to keep your recovery unqiue perma). A resist based armor will make you significantly tougher, as well.


 

Posted

Quote:
Originally Posted by Pryme23 View Post
I poked around with the ice secondary, and this is what I came up with. How's it look? I have to say that it goes better with his background as opposed to energy.

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Ice Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Cold Mastery



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Let me know what you think, and thanks in advance.

Ok, first thing - I love my ice blaster. I've played him at least twice as much as any other of my characters. The first thing I see is the numina IO set in health, but hoarfrost just has a couple of miracles, one is a proc.
I would switch those two around. Put the numinas in hoarfrost and put the miracle in health.

I tried not to change much about your build, because I don't know if you can afford some of the goodies like glad procs and such.

I took some slots out of maneuvers and put them in your frozen armor. They will give better numbers there than in maneuvers.

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There is room for some improvement with ATOs and such, but this is certainly an adequate build, I'd say.


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase