Build Challenge 2 - Ice Control/Trick Arrow Controller
Hey guys,
Thanks for all the builds posted so far! Several of these are very strong contenders!
This contest will end one week from today, on April 13th. I'll have a winner to announce soon after that date - stay tuned!
-Hawk
Z - Fixed the date
Ok, here is my take on this...
2 tricks: (A)slot hold with 3 thunderstrike and 3 devastation get HP and Def bonuses in the same power (B) Slot Immobilize with 2 tempered readiness (damage) and 4 procs
High Points:
Softcapped S/L/E with Agility Alpha and toggles
23% S/L Resists
212% Passive Regen
1.7 net end recovery
Perma Hasten
8 pts KB protection
+42% Accuracy
+7% Damage
159% Global Recovery
Stealth in Sprint to avoid aggro
Oil Slick + Pyronic Core Judgement = Fiery Death to large mobs + extra DoT
Preemptive Interface adds DoT + chance to proc -recovery, -end enemies can't hit you if they're too tired
Destiny is open, take your choice.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Arbiter Hawk: Level 50 Mutation Controller
Primary Power Set: Ice Control
Secondary Power Set: Trick Arrow
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Block of Ice -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(3), Dev'n-Acc/Dmg/EndRdx/Rchg:50(5), Dev'n-Acc/Dmg/Rchg:50(5), Dev'n-Dmg/EndRdx:50(7)
Level 1: Entangling Arrow -- GravAnch-Hold%:50(A), TotHntr-Dam%:50(7), P'ngTtl--Rchg%:50(9), ImpSwft-Dam%:30(9), TmpRdns-Acc/Dmg/Slow:50(11), TmpRdns-Dmg/Slow:50(11)
Level 2: Frostbite -- Det'tn-Dmg/EndRdx/Rng:50(A), Det'tn-Acc/Dmg/EndRdx:50(13), Det'tn-Dmg/Rng:50(13), Det'tn-Acc/Dmg:50(15), Det'tn-Dmg/Rchg:50(15), Posi-Dam%:50(17)
Level 4: Flash Arrow -- DarkWD-ToHitdeb/Rchg/EndRdx:50(A), DarkWD-ToHitDeb/Rchg:50(17), DarkWD-ToHitDeb/EndRdx:50(19), DarkWD-Slow%:50(19)
Level 6: Arctic Air -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(21), CoPers-Acc/Conf/Rchg:50(21), CoPers-Acc/Rchg:50(23), CoPers-Conf/EndRdx:50(23), CoPers-Conf%:50(25)
Level 8: Shiver -- P'ngTtl-Dmg/Slow:50(A), P'ngTtl-Acc/Slow:50(25), P'ngTtl--Rchg%:50(27), P'ngTtl-Acc/EndRdx:50(27)
Level 10: Glue Arrow -- P'ngTtl-Dmg/Slow:50(A)
Level 12: Ice Arrow -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(34), BasGaze-Acc/Rchg:30(34), BasGaze-Acc/EndRdx/Rchg/Hold:30(34)
Level 14: Ice Slick -- RechRdx-I:50(A), RechRdx-I:50(37)
Level 16: Poison Gas Arrow -- LgcRps-Acc/Rchg:50(A), LgcRps-Acc/Sleep/Rchg:50(39), LgcRps-Acc/EndRdx:50(40), LgcRps-Sleep/Rng:50(40), FtnHyp-Plct%:50(40), CSndmn-Heal%:50(42)
Level 18: Flash Freeze -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(43), Posi-Acc/Dmg/EndRdx:50(43)
Level 20: Acid Arrow -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(43), Posi-Dmg/Rchg:50(46), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 22: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
Level 24: Fly -- Zephyr-ResKB:50(A)
Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 28: Glacier -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(29), BasGaze-Acc/Rchg:30(29), BasGaze-EndRdx/Rchg/Hold:30(37)
Level 30: Disruption Arrow -- RechRdx-I:50(A)
Level 32: Jack Frost -- ExRmnt-+Res(Pets):40(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(33)
Level 35: Oil Slick Arrow -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(36), Ragnrk-Acc/Dmg/Rchg:50(36), Ragnrk-Acc/Rchg:50(36), Ragnrk-Dmg/EndRdx:50(37)
Level 38: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(39)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(45), Aegis-ResDam/Rchg:50(45), S'fstPrt-ResDam/Def+:30(45), S'fstPrt-ResKB:30(46), GA-3defTpProc:50(46)
Level 47: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(48)
Level 49: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
Level 50: Agility Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Preemptive Radial Flawless Interface
Level 50: Cimeroran Core Superior Ally
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(31)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(31)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 7.88% Defense(Smashing)
- 7.88% Defense(Lethal)
- 10.06% Defense(Fire)
- 10.06% Defense(Cold)
- 17.88% Defense(Energy)
- 17.88% Defense(Negative)
- 6% Defense(Psionic)
- 6.94% Defense(Melee)
- 15.69% Defense(Ranged)
- 9.44% Defense(AoE)
- 2.5% Enhancement(JumpHeight)
- 42% Enhancement(Accuracy)
- 2.5% Enhancement(FlySpeed)
- 2.5% Enhancement(JumpSpeed)
- 4% Enhancement(Sleep)
- 4% Enhancement(Confused)
- 2.5% Enhancement(RunSpeed)
- 88.75% Enhancement(RechargeTime)
- 5% FlySpeed
- 61.04 HP (6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 6.9%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 24.5% (0.41 End/sec) Recovery
- 52% (2.2 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 15.67% Resistance(Fire)
- 15.67% Resistance(Cold)
- 11.88% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 10% RunSpeed
- 1% XPDebtProtection
Set Bonuses:
Thunderstrike
(Block of Ice)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
(Block of Ice)
- 12% (0.51 HP/sec) Regeneration
- 22.89 HP (2.25%) HitPoints
(Entangling Arrow)
- 1.5% (0.03 End/sec) Recovery
(Frostbite)
- MezResist(Sleep) 1.65%
- 1.88% Resistance(Energy)
- 1% XPDebtProtection
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
(Flash Arrow)
- 15.26 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 5% Enhancement(RechargeTime)
(Arctic Air)
- 4% (0.07 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
(Shiver)
- MezResist(Sleep) 2.75%
- 2.5% Enhancement(Slow)
- 9% Enhancement(Accuracy)
(Ice Arrow)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Poison Gas Arrow)
- 4% Enhancement(Sleep)
- 1.88% Defense(Energy,Negative), 0.94% Defense(Ranged)
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Flash Freeze)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Acid Arrow)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Hover)
- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Fly)
- Knockback (Mag -4), Knockup (Mag -4)
(Glacier)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Jack Frost)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% Resistance(All)
(Oil Slick Arrow)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Maneuvers)
- 10% (0.42 HP/sec) Regeneration
- 11.45 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Tough)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(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)
- Knockback (Mag -4), Knockup (Mag -4)
(Tough)
- 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)
(Weave)
- 10% (0.42 HP/sec) Regeneration
- 11.45 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Scorpion Shield)
- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
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Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22
Some recent changes to Ice Control's pet and the introduction of AT IOs make this somewhat challenging. Here are the major considerations. For some of the stickier issues I included a Q and A segment to explain the choices.
I have 4 Ice Control characters at 50 (more than any other type of character) so I am secure in saying that this build will greatly enhance the performance of the character. Both of these sets are kind of up hill battles for various reasons; a different pairing with the same strategy could undoubtedly conquer +4 enemies (this one probably lacks too much damage to do that) but it should still be much improved from its start-state.
Personal Mitigation Strategy: This build features the following:
- 40.5% Ranged defense
- 41.6% Psi Defense
- Mezz protection (small gap, often closed by +Recharge proc, use Enhancement Boosters to close part of what is seen in the Mids build).
- 54% Slash/Lethal resistance (with Cardiac) to help absorb blows that get through
- Aid Self to help patch up hits after they happen
- Combat Jumping for manuevering and fill in the Immobilize hole left by Indom Will
NOTE: I used Will of the Controller and not Superior Will of the Controller. I am not sure what the general obtainability of SWotC is, but values are better by making a switch for that.
Other Stats:
- Recharge: 101.3 before Hasten (NOTE: bug in my version of Mids is reducing the global recharge by the amount of -Recharge in Arctic Air)
- Accuracy: +70%
- End. Consumption: 1.47/second with Cardiac. Harsh, but welcome to Ice Control.
Q: Why 40% defense and not 45%?
- Flash Arrow has -7.2% -ToHit
- The low point on Barrier Tier 4 (the recommended Destiny power) is +5 defense
- Combined together, you are almost always soft capped in normal content and frequently are in Incarnate content as well. Carrying a few purples makes survivability in incarnate content very manageable to cover any remaining gaps.
Q: Why Ranged defense and not S/L?
Going for S/L defense usually means having low S/L resistance. With any amount of Defense you will still get hit from time to time. A major threat to Ice Control are attacks from enemies outside AA who aren't being controlled or slowed. Bonus: Barrier also has +Resistance, so we're really doubling down, and our "real" S/L resistance is actually around 60% much of the time, and much higher than that during Destiny's early phases.
Q: Why Indom Will and not Clarion Destiny?
I've tried both. In my experience, Indom Will is better for two reasons. One, it adds substantial Psi defense that is otherwise impossible to get. Two, Ice Control is a very "vulnerable" set. Barrier helps close major survivability gaps between Glaciers. Additionally, Barrier is typically better for Jack Frost. See pet strategy below for more on how this all stacks up for him.
Q: Why leave a 10 second gap in Indom Will when 1 more Recharge IO could come close to closing it?
Use Enhancement Boosters on one of the two slots to close the gap further. (Do the same to Hasten and Stamina).
Pet Mitigation Strategy: On a small team, Jack Frost might actually make a difference. Keeping him alive is a lot easier now that he comes with some defense.
- Jack has native 25% defense to most attacks (and +35% to fire and cold)
- Pet defense sets bring this up to +35% and +45% defense
- Flash Arrow reduces ToHit by 7.75% (or around 3.4 against +4s)
- Barrier Tier 4's low point is +5%
- Result: Jack Frost is very hard to kill
- You also have Aid Other to patch him up if you need to
- Barrier and Aid Other come in handy with your Lore pets as well, which this combo otherwise might have trouble protecting
Cornerstone Assumptions: While you are free to make edits, there are a few things I wouldn't change:
- Arctic Air must have the Contagious Confusion proc. It's worth too much to pass on.
- Mezz protection is vital. The difference between Ice Control with and without mezz protection (and some defense, but you're going for that anyway) is night and day. That's not to say you can't do it, but the builds that have mezz protection will run circles around you.
- Ice Control is sort of evil in that it has low damage AND high endurance cost AND expects you to seek armor toggles to survive long. Cardiac Alpha is a blessing from on high. (Note the +Range in it is also very useful for extending the reach of Ice Slick around corners).
- Enhancement Boosters are your friend and allow you to get away with short-changing some powers that don't provide good bonuses (Stamina and Hasten in particular)
Q: Why did you skip...
...Shiver?
Shiver is an okay power. But it repeats a lot of what Ice already has, and conflicts to some extent with AA. The main use for Shiver is to hit ranged enemies with it so they run out of ranged attacks to use and run toward you. But Shiver's slotting options are un-ideal and I find I generally don't miss it. Besides, Psi Tornado will help a bit with keeping enemy Recharge in the penalty zone.
...Glue Arrow?
Glue Arrow's -Recharge, at -20%, is not worth much. The -run speed is more effectively covered elsewhere in this combo. This would be my last pick to add back to the combo.
...Ice Arrow?
With Block of Ice recharging less than half a second faster than it animates, IMO you are better off picking a more effective power.
...Flash Freeze?
If it having twice the recharge, shorter range, damage proc to prevent it from stacking with other sleeps, an opportunity for enemies to shoot you before the sleep ticks, and a requirement that the targets be on the ground hasn't convinced you to skip this, consider this: Ice is low in damage, so if you try to shore that up with an Interface proc (including the excellent one that does chance for Confusion) Flash Freeze procs a DoT that cancels this power's actual sleep effect. Skip this one and don't look back.
...PG Arrow?
This one was the hardest for me to skip. The mag 2 sleep in this power is, no doubt, mostly worthless, though I guess a little better now that the power is more like the Electric Control sleep patch. The only real draw is the -Damage, which is nice, but also only lasts 20 seconds. So the question I have is whether you would really want to spend animation time recasting this power that often. For me the answer was that I would rather have better personal survivability, a survivable pet, and a little extra damage. But you could swap this out with Chillblain (slotted as an attack here) if you like.
Two Personal Slotting Tricks: As requested in the instructions, here are 2 general tips for slotting:
- The invention of Enhancement Boosters means you can get away with much more stunt-slotting than before. In the build below, 5 EBs should be used on one slot in Stamina, Hasten, Indom Will, and Disruption Arrow. In addition, they could be used to shore up Aid Other and a few other powers where slotting is tight.
- When slotting Mule powers like Boxing, buy the lowest level IOs you can find for those slots. That way those bonuses apply even when you exemplar.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
arbiter hawk: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Trick Arrow
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(5), HO:Perox(5), Dmg-I(7)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Frostbite -- WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(7), WotController-EndRdx/Rchg(9), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(11), WotController-Rchg/Dam%(11)
Level 4: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/Rchg(15), Thundr-Dmg/EndRdx/Rchg(15), Thundr-Dmg/EndRdx(17), Thundr-Acc/Dmg/Rchg(17)
Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/EndRdx(19), CoPers-Conf%(19), CoPers-Conf/Rchg(21), CoPers-Acc/Conf/Rchg(21), CoPers-Acc/Rchg(23)
Level 8: Aid Other -- Heal-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(50)
Level 12: Ice Slick -- RechRdx-I(A)
Level 14: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(23), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(25), Numna-Heal(27), Numna-Regen/Rcvry+(27)
Level 16: Flash Arrow -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(29), Cloud-Acc/Rchg(29), Cloud-ToHitDeb/EndRdx/Rchg(31)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 20: Acid Arrow -- Acc-I(A), Achilles-ResDeb%(31)
Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(33), Stpfy-KB%(34), Stpfy-Acc/Stun/Rchg(34)
Level 24: Tough -- GA-3defTpProc(A)
Level 26: Glacier -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(36), UbrkCons-Hold(36)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(37), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), C'Arms-+Def(Pets)(39), EdctM'r-PetDef(40)
Level 35: Oil Slick Arrow -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(40), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/EndRdx(42), Ragnrk-Dmg(42)
Level 38: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(45), RechRdx-I(45)
Level 44: Psionic Tornado -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(48), FrcFbk-Rechg%(48)
Level 47: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 49: Mind Over Body -- S'fstPrt-ResDam/Def+(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%(13)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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[deleted duplicate post]
LOKI THE TRICKSTER
Primary: Ice Control
Secondary: Trick Arrow
APP: Soul Mastery
Pool1: Flight
Pool2: Fighting
Pool3: Speed
Pool4: Medicine
THE THEME
In Norse mythology, Loki was the trickster god of mischief. He wielded the power of ice and frost, had trick arrows to confuse and trip up his victims, and at his core he had a mischievous darkness that loved to see things fall apart.
SOLOING/SMALL TEAM CONSIDERATIONS
Approaching this task, I wanted a balance of mitigation, damage output, as well as endurance and regeneration/heals. The interesting thing about these two powersets is that powers have either a very short recharge time, or a very long recharge time. So maximum recharge took a back seat to other considerations.
DEFENSE DIRECTION
Ice Control offers great melee mitigation with Arctic Air. Basically, any mobs that get too close are hit by your fear/confuse toggle. Any thing that doesn't can be targeted with your other holds/immobilizes. So ranged defense was softcapped and AOE is one purple away. More extra melee mitigation you have 100% stealthed superspeed, as well as flight powers and afterburner if you get overwhelmed. The high defense of the build can also be combined with Combat Shield (Gladiator Badge) for 15secs at a time which gives you a chance to run into a mob and fire off a few powers while they can't hit you. If course, by the time they breathe in Arctic Air, they'll be hitting each other and you'll be sipping a soda with Heal Self on Auto waiting for one of your nukes to ding.
POWER POOLS
Speed Pool was chosen for Hasten and Super Speed (slotted with Celerity: Stealth). Flight was chosen to get Afterburner, which adds about 19% Defense when I want to charge through a mission or zone without taking out the trash. Fighting was chosen instead of Leadership because Tough and Weave offer better mitigation overall, and Gaussian's Synchronized Fire Control was slotted somewhere besides Tactics. With all of the defense in this build, Maunevers would have been an afterthought. Finally, Medicine was chosen to offer a Self Heal and Aid Other was used a mule.
EPIC POWER POOLS
When I was originally tinkering around in Mids, I considered either Ice Mastery, Stone Mastery or Mace Mastery in order to get the +DEF Toggle power. However, I found Soul Mastery's Soul Drain and Dark Consumption necessary to fill in the endurance and DPS needs of the build. Dark Embrace offers good resists to Smashing/Lethal and Negative/Toxic (afterthoughts).
SLOTTING TRICKS
I usually stick a Damage Proc in Brawl, in this case, Hetacomb's 33% Chance for Negative Damage. Superspeed with Celerity for 100% stealth is another trick I use when I have one to spare. Most people don't take Medicine, but doing so allowed me to use all of the Healing IO uniques, including Regenerative Tissues (which is usually skipped in lieu of Miracle or Numina's). My regen is like 240%, plus I can heal 40% of my HP every 8 seconds, and Ranged/AE defense combined with Arctic Air makes interrupts rare. Chillblain and Block of Ice also have an Entropic Chaos: Chance to Heal proc slotted in them for some extra love. Chillblain has the build up proc from Decimation as well. I also chopped Apocalypse in half in order to get the 16% regen twice. Taking both Jack Frost and Summon Seer allowed me to six slot Blood Mandate twice, which gives the toon defense bonuses on three separate lines. Gaussian's in Soul Drain was an obvious choice but another option would be to 2-slot rectified reticle and 4-slot eradication for more focused defense and an energy proc. Which I would consider on Follow Up in the Claws set, but not on something that only gets clicked once a minute.
INCARNATE POWERS
Alpha: Spiritual, Judgment: Pyronic, Destiny: Barrier. The rest are moot.
DAMAGE POWERS
Basically, Soul Drain is a lifesaver. The small handful of powers that actually do damage in these sets don't do much. But the early ones have quick recharge, so a few procs make them worthwhile. Then you have a few nice nuke options like the next consideration.
OIL SLICK
Yeah, I took it. No, I didn't take the Fire APP. The Apprentice Charm will ignite it, so go magic and then pick another APP for the right reasons. The way I slotted it, with Soul Drain, it does something like 700ish damage in Mids at 50. Of course, its DoT, so.... keep firing your arrow.
THE BUILD
Okay, I usually never use purples or PVPs in my builds because they take so long to get and by the time I get them I usually sell them in order to slot all of my alts. BUT... Ice/TA sorta needed it.
Here goes:
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Loki the Trickster: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Power Pool: Medicine
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Chilblain -- Entrpc-Heal%(A), Decim-Build%(3), Apoc-Dmg/EndRdx(3), Apoc-Dmg(5), Apoc-Dam%(5)
Level 1: Entangling Arrow -- TotHntr-Dam%(A)
Level 2: Frostbite -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SWotController-Rchg/Dmg%(7), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(9), SWotController-EndRdx/Rchg(11)
Level 4: Block of Ice -- Entrpc-Heal%(A), NrncSD-Dam%(11), Apoc-Acc/Rchg(13), Apoc-Acc/Dmg/Rchg(13), Apoc-Dmg/Rchg(15), G'Wdw-Dam%(46)
Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(19), CoPers-Conf%(19)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 10: Boxing -- Empty(A)
Level 12: Fly -- Zephyr-ResKB(A)
Level 14: Hover -- SW-ResDam/Re TP(A), LkGmblr-Rchg+(21)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(39)
Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23)
Level 20: Acid Arrow -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(23), ShldBrk-Acc/Rchg(25), ShldBrk-DefDeb/EndRdx/Rchg(25), ShldBrk-Acc/EndRdx/Rchg(27), ShldBrk-%Dam(27)
Level 22: Afterburner -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
Level 24: Super Speed -- Clrty-Stlth(A)
Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(33)
Level 28: Aid Other -- RgnTis-Regen+(A)
Level 30: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(33), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(34), Numna-Regen/Rcvry+(34)
Level 32: Jack Frost -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
Level 35: Dark Embrace -- GA-3defTpProc(A), GA-ResDam(37), GA-RechEnd(39)
Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(42)
Level 41: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Summon Seer -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(45), BldM'dt-Acc/EndRdx(45), BldM'dt-Acc/Dmg/EndRdx(45), BldM'dt-Acc(46), BldM'dt-Dmg(46)
Level 47: Oil Slick Arrow -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(50), Erad-Acc/Dmg/Rchg(50)
Level 50: Spiritual Boost
Level 50: Pyronic Judgement
Level 50: Degenerative Interface
------------
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
Level 1: Brawl -- Hectmb-Dam%(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 16.5% DamageBuff(Smashing)
- 16.5% DamageBuff(Lethal)
- 16.5% DamageBuff(Fire)
- 16.5% DamageBuff(Cold)
- 16.5% DamageBuff(Energy)
- 16.5% DamageBuff(Negative)
- 16.5% DamageBuff(Toxic)
- 16.5% DamageBuff(Psionic)
- 11.63% Defense(Melee)
- 8.81% Defense(Smashing)
- 8.81% Defense(Lethal)
- 18.5% Defense(Fire)
- 18.5% Defense(Cold)
- 24.75% Defense(Energy)
- 24.75% Defense(Negative)
- 6% Defense(Psionic)
- 38.81% Defense(Ranged)
- 25.38% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Stun)
- 6% Enhancement(Heal)
- 4.4% Enhancement(Terrorized)
- 8% Enhancement(Immobilize)
- 8% Enhancement(Sleep)
- 52.5% Enhancement(RechargeTime)
- 9% Enhancement(Held)
- 8% Enhancement(Confused)
- 41% Enhancement(Accuracy)
- 5% FlySpeed
- 99.19 HP (9.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -11)
- Knockup (Mag -11)
- MezResist(Confused) 2.5%
- MezResist(Held) 10.2%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 5.8%
- MezResist(Terrorized) 2.5%
- 20% (0.33 End/sec) Recovery
- 64% (2.71 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 5.52% Resistance(Fire)
- 5.52% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 3% Resistance(Lethal)
- 5% RunSpeed
------------
Set Bonuses:
Apocalypse
(Chilblain)
- 16% (0.68 HP/sec) Regeneration
- 30.52 HP (3%) HitPoints
(Frostbite)
- 4% DamageBuff(All)
- 8% Enhancement(Immobilize), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stun)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
(Block of Ice)
- 16% (0.68 HP/sec) Regeneration
- 30.52 HP (3%) HitPoints
(Arctic Air)
- 4% (0.07 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
(Fly)
- Knockback (Mag -4), Knockup (Mag -4)
(Hover)
- 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
(Hover)
- 7.5% Enhancement(RechargeTime)
(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)
- Knockback (Mag -4), Knockup (Mag -4)
(Weave)
- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Acid Arrow)
- 2.5% (0.04 End/sec) Recovery
- Status Resistance 2.5%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 11% Enhancement(Accuracy)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Afterburner)
- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Glacier)
- 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)
(Aid Self)
- 12% (0.51 HP/sec) Regeneration
- 19.08 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Jack Frost)
- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Dark Embrace)
- 2.5% (0.04 End/sec) Recovery
- 2.25% Max End
- 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)
(EMP Arrow)
- 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)
(Soul Drain)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.08 HP (1.88%) 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)
(Summon Seer)
- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Oil Slick Arrow)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Dark Consumption)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
There are other directions you could go with these powersets. I don't think I would ever Solo with a Troller willingly, unless it was a Fire/Kin or something. So obviously if you are building for teaming I would ditch medicine as well as soul and go for leadership and either ice, mace, or stone to get soft capped defense. But soloing I think ice would run into endurance problems and it definitely needs the damage buff, so soul seemed like the only option.
I'm now at work, so I'll have to wait until after 5pm Pacific in order to get the data link up. I was doing my taxes in Turbo Tax last night and took a break to upload the build... blame the IRS.
Hey all! The new Build Challenge is to create an Ice Control/Trick Arrow build optimized for solo/small-team play. An additional rule this time around is – you have to include your top 2 favorite IO tricks for making builds! For example, my favorite tricks are six-slotting Tactics with Gaussian’s for the combination of defense bonus and team utility, and putting Celerity: Stealth Radius in one of my prestige sprints so that I can choose whether or not to be transparent when using my travel power.
That said, there are no restrictions on what IOs you can use for this build! Converters mean that the sky’s the limit. The only rule is that the build must contain Oil Slick Arrow – I just can’t live without it. I would suggest that you optimize for mitigation up to the point you feel the build is safe and sustainable while soloing, then for recharge time, then for any other stat you feel is important, but feel free not to follow those suggestions if you believe you can build a better Ice/TA build for “solo/small-team play”. The winner of this competition will receive a Rulu-Shin costume code as a prize! Thanks, and good luck!
-Arbiter Hawk
CHALLENGE ... ... ACCEPTED!!!
I have a 50 Ice/Kin Troller and had a Fire/TA Troller that survived to SecLev 28 before all of the constant redraw drove me insane. Despite whatever affirmations BABs said that redraw was a nonfactor in attack chains.
Fair warning, I have some ... eccentric game theory.
Ice Control is an unusual creature as Control Sets go. Having a unique ability grab aggro due to enemy AIs -hate- for slows and recharge debuff, generally. Ice has 2 modes, with/out Ice Slick. Frostbite is highly incompatible with Ice Slick, as is Arctic Air. Arctic Air is much too end heavy, and since it has a -62.5% recharge, seems rather self defeating for a short duration Confuse. Shiver will more likely kill you than help for most levels. Glacier is a fantastic "Uh-Oh" Button... if it hits. Fortunately with all of the side-effect ACC Bonuses from going for +10% Recharge Bonuses it shouldn't miss ...much. Poor Jack Frost for most of the game meant li'l more than a spped bump to hopefully eat that Total Focus that would have floored you. While Ice Slick is not a panacea, it does solve most problems. Whatever can still try to kill you, will be dealt with by your 2 ST Holds and 2 ST Immobs. If you have only 2 aggressive targets focus on one with Entangling Arrow to proc Containment on Block of Ice, which is spammed for damage. The other problem gets Ice Arrow for Chillblain's Containment, which is spammed, and keep Ice Arrow's hold up as needed.
Since Trick Arrow has no team shield, I decided to forgo defense. Leaving Flash Arrow in a lurch in it's poorly strengthed ToHit debuff, the poor enchancement schedule for ToHit debuffs, and itself needing an ACC check. Since what most of Glue Arrow does is in all of Ice, why go with further redundancy. With recent changes to it, Poison Gas Arrow should be a gem. I like the -DAM it has, it's hyper accuracy, and the fact that I can put Call of the Sandman's Proc into it. Of course I grab Acid Arrow, Disruption Arrow, and [per requirment, but why could I possibly not want] Oil Slick Arrow. BUT did not grab the EMP Arrow, as I like to only have 1 crash in a build. One thing I never understood is how shooting -this- arrow is so taxing upon you. The only "logical" answer is that it's an effective clone of EMP Pulse, but as a nonPBAOE.
SIDE NOTE: With the large amount of temp powers as grenades, mirroring several TA powers. I would like to suggest a reskinning of Trick Arrow into "Trick Grenade" shooting the powers out of a BFG/Vulcan/Mini-Gun/Legacy AR "Everygun"/etc with no mechanical readjustment as per normal for Weapon Customization.
As Arbiter Hawk said he wanted a focus on mitigation, recharge, then builder's choice. I found that splitting up my Superior ATOs into 2 powers gaining the 3 Slot Bonus twice a great help on that front. Since what I had a lot in mez, supported by the ATOs, that I could shoot for greater bonuses was Hold, the "King of Mez," I went a little crazy. Gladiator's Net 2 Slot is a 2.5% Hold, quite nice, combine with Lockdown's same 3 Slot Bonus, and +2 Mag Proc... targets should be well... Locked Down. There's the Perma Ice Slick, and -DAM from Poison Gas Arrow, so I feel resonably safe. But since mitigation isn't only defined as mez, or defense. I went with Resistance, fortunately Resist is also antiresist debuff built in, Surge of Power and the Purple Bonuses let me Hardcap, for a Troller, all damage but Psi and Negative, not Perma but a nice reserve "OH SNAP!" Button.
SIDE NOTE: While IOs throw various +DEF out like candy I do find it annoyingly nigh-impossible to Hardcap compared to the ease of Softcapping. I'm not even talking about PermaHardcap, just Hardcap period, to -all- damage types. Even with the different limits based on Archetype.
Recharge, if you go for this you gotta have Hasten. People love Defense for another reason... the Gambler Global. Since I didn't want +DEF I had to find another route for extra Recharge. Fortunately Purples and PVPs are -full- of it at the 5 Slot Bonus. I managed to match Hasten's +Recharge with the IO Bonuses. Combine that with 2 common +5 50s in Hasten and an Alpha Very Rare that works on Recharge should net you the Sacred Holy Grail of PermaHasten. But what good is all that if one debuff derails the whole thing? Part of everyone's obsession with Defense. Well that's where Winter's Gift Global comes in. Won't stop it, but should slow it down. ...IRONY!
Now we're up to Builder's Choice in IOs. With what little slot space I had left from chasing Recharge, and +Hold Duration. I chased after Recovery and Regenration, already claiming large amounts of +ACC & +DAM. Fortunately with the high amount of Purple and PVP Sets the Bonuses are virtually always in effect make my iteration of the challenge for friendly to the idea of exemplaring. Even all the way down to "Death From Below" and New Positron Part 1.
Naturally people gravitated to Acid and Oil Slick Arrow's to slot the Achilles' Heel, but I went one further and put Fury o/t Glad's:
-Res into Spring Attack. With a best case scenario of -70% Resist before the Achilles' in Oil has a chancde to get down to -90. Which could be lit by Ball Lightning, and/or most of the Mu Guardian's powers. In pursuit of PermaHasten I mistakenly took Flurry giving it Hecatomb to punish the victims of my Glacier. I could have taken out Flurry replacing it with Jump Kick, but that seemed entirely too silly. I did realize that some Taunts from Presence could give me even more recharge. With this build those would be empty slots altogether not reasonably able to take on whatever aggro it didnt already have. Of course I could have moved those slots from Flurry to Brawl but those kinds of shenanigans are right out of the question.
"End Level" Attack Chain: Ice Slick -> Glacier -> Disruption Arrow -> Acid Arrow -> [chemically non-working] Spring Attack ->
Oil Slick Arrow -> Ball Lightning -> /e evillaugh ... or something along that line.
With respect that Arbiter Hawk wanted this to be a Solo/Small Team Build (I'm thinking 4 or less). I got Assault [YAY! MOAR DAM!] , Aid Other [can't depend on there being a healbot] and Aid Self [can't rely on -MEZ, or breakfrees. +makes Malta grenades "bearable."] The Mu Guardian's slight heal could be an asset when a rogue AV would wander up. As well as occassionally Built-Up maybe Disorienting pure Energy attacks. ...Oh and Power Sink is there to help lessen Surge Of Power's crash if the problem still standing, even though you have to pop a CAB. I don't get the end cost to click Power Sink and others either... *shrugs* Or why the crash is -100% instead of -100 making the +Max End [such as from Portal Jockey and Atlas Medallion Accolades] work better leaving us just enough END left to use Power Sink with proper slotting.
AND!!! ... my build tricks, I think they qualify:
1) Going for strong x3 Bonuses with powers the have multiple aspects.
2) Slotting "Energy Manipulator's: Chance to Disorient" into the Mu pet.
SO ... a needle pulling thread. *ducks* Arbiter Hawk here's the Mids for the build. The rightly beloved Oil Slick Arrow taken ASAP and w/o permahasten has a recharge of 54.35s ...I did entertain the idea of taking Burnout to shoot off a 2nd Oil Slick Arrow to have the first one light it. Didn't feel like paying the cost of losing 25 Max End for a minute, especially with no EMP Arrow. However an entertaining thought...-2000% Regen. Too bad I can't do anything about the duration... or magnitude.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Arbiter Hawk Challenge: Level 50 Magic Controller *Note: Does not have to be magic.
Primary Power Set: Ice Control
Secondary Power Set: Trick Arrow
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Block of Ice
- (A) Gladiator's Net - Recharge/Hold
- (15) Gladiator's Net - Endurance/Recharge/Hold
- (15) Devastation - Damage/Endurance
- (19) Devastation - Damage/Recharge
- (A) Gravitational Anchor - Immobilize
- (7) Gravitational Anchor - Immobilize/Recharge
- (7) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (9) Gravitational Anchor - Immobilize/Endurance
- (9) Gravitational Anchor - Chance for Hold
- (A) Apocalypse - Damage
- (3) Apocalypse - Damage/Recharge
- (3) Apocalypse - Accuracy/Damage/Recharge
- (5) Apocalypse - Damage/Endurance
- (5) Apocalypse - Chance of Damage(Negative)
- (A) Panacea - +Hit Points/Endurance
- (21) Panacea - Heal
- (21) Panacea - Heal/Endurance
- (23) Panacea - Hea/Recharge
- (23) Panacea - Heal/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Shield Wall - Defense
- (42) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Gladiator's Net - Recharge/Hold
- (11) Gladiator's Net - Chance of Damage(Lethal)
- (11) Lockdown - Endurance/Recharge/Hold
- (13) Lockdown - Accuracy/Endurance/Recharge/Hold
- (13) Lockdown - Chance for +2 Mag Hold
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Panacea - Heal/Endurance
- (34) Panacea - Endurance/Recharge
- (37) Panacea - Hea/Recharge
- (39) Panacea - Heal/Endurance/Recharge
- (39) Panacea - Heal
- (A) Superior Will of the Controller - Endurance/Recharge
- (17) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
- (17) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
- (19) Call of the Sandman - Chance of Heal Self
- (A) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Achilles' Heel - Chance for Res Debuff
- (45) Achilles' Heel - Defense Debuff/Recharge
- (45) Javelin Volley - Chance of Damage(Lethal)
- (45) Javelin Volley - Damage/Recharge
- (46) Javelin Volley - Damage/Endurance/Recharge
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Hecatomb - Damage
- (25) Hecatomb - Damage/Recharge
- (25) Hecatomb - Accuracy/Damage/Recharge
- (31) Hecatomb - Damage/Endurance
- (31) Hecatomb - Chance of Damage(Negative)
- (A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
- (27) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
- (27) Superior Will of the Controller - Recharge/Chance for Psionic Damage
- (29) Lockdown - Endurance/Recharge/Hold
- (29) Lockdown - Accuracy/Endurance/Recharge/Hold
- (31) Lockdown - Chance for +2 Mag Hold
- (A) Endurance Reduction IO
- (A) Armageddon - Damage
- (33) Armageddon - Damage/Recharge
- (33) Armageddon - Accuracy/Damage/Recharge
- (33) Armageddon - Damage/Endurance
- (34) Armageddon - Chance for Fire Damage
- (34) Fury of the Gladiator - Chance for Res Debuff
- (A) Call to Arms - Accuracy/Damage
- (39) Call to Arms - Damage/Endurance
- (40) Call to Arms - Accuracy/Damage/Recharge
- (40) Call to Arms - Endurance/Damage/Recharge
- (A) Ragnarok - Damage
- (36) Ragnarok - Damage/Recharge
- (36) Ragnarok - Accuracy/Damage/Recharge
- (36) Ragnarok - Accuracy/Recharge
- (37) Ragnarok - Damage/Endurance
- (37) Achilles' Heel - Chance for Res Debuff
- (A) Energy Manipulator - Chance to Stun
- (43) Energy Manipulator - EndMod/Recharge
- (A) Javelin Volley - Damage/Recharge
- (50) Javelin Volley - Damage/Endurance/Recharge
- (50) Javelin Volley - Accuracy/Damage/End/Rech
- (A) Energy Manipulator - Chance to Stun
- (46) Energy Manipulator - EndMod
- (46) Soulbound Allegiance - Damage
- (48) Soulbound Allegiance - Damage/Endurance
- (50) Soulbound Allegiance - Chance for Build Up
- (A) Gladiator's Armor - Resistance
- (48) Gladiator's Armor - Resistance/Rech/End
- (48) Gladiator's Armor - Recharge/Resist
- (A) Pacing of the Turtle - Chance of -Recharge
------------
Level 1: Brawl
- (A) Damage Increase IO
Level 1: Sprint
- (A) Empty
- (A) Flight Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (42) Numina's Convalescence - Heal
- (43) Miracle - +Recovery
- (43) Miracle - Heal
- (A) Jumping IO
- (A) Endurance Modification IO
- (A) Interrupt Reduction IO
------------
Set Bonus Totals:
- 19.5% DamageBuff(Smashing)
- 19.5% DamageBuff(Lethal)
- 19.5% DamageBuff(Fire)
- 19.5% DamageBuff(Cold)
- 19.5% DamageBuff(Energy)
- 19.5% DamageBuff(Negative)
- 19.5% DamageBuff(Toxic)
- 19.5% DamageBuff(Psionic)
- 8% Enhancement(Confused)
- 8% Enhancement(Stun)
- 8.8% Enhancement(Terrorized)
- 16% Enhancement(Immobilize)
- 16% Enhancement(Sleep)
- 18% Enhancement(Held)
- 60% Enhancement(Accuracy)
- 71.25% Enhancement(RechargeTime)
- 106.8 HP (10.5%) HitPoints
- Knockback (Mag -3)
- Knockup (Mag -3)
- 35.5% (0.59 End/sec) Recovery
- 106% (4.49 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 3% Resistance(Smashing)
- 13.08% Resistance(Fire)
- 13.08% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 3% Resistance(Lethal)
Set Bonuses:
Gladiator's Net
(Block of Ice)
- 2.5% Enhancement(Held)
(Block of Ice)
- 12% (0.51 HP/sec) Regeneration
(Entangling Arrow)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Chilblain)
- 16% (0.68 HP/sec) Regeneration
- 30.52 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Aid Other)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Smashing,Lethal)
- 10% (0.42 HP/sec) Regeneration
- MezResist(Repel) 1000% (10% chance)
(Combat Jumping)
- 10% (0.42 HP/sec) Regeneration
- 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
(Ice Arrow)
- 2.5% Enhancement(Held)
(Ice Arrow)
- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
(Aid Self)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Smashing,Lethal)
- 10% (0.42 HP/sec) Regeneration
- MezResist(Repel) 1000% (10% chance)
(Poison Gas Arrow)
- 4% DamageBuff(All)
- 8% Enhancement(Immobilize), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stun)
(Acid Arrow)
- 1.5% DamageBuff(All)
(Acid Arrow)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(Range)
(Super Jump)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Flurry)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Glacier)
- 4% DamageBuff(All)
- 8% Enhancement(Immobilize), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stun)
(Glacier)
- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
(Spring Attack)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Jack Frost)
- 2.5% (0.04 End/sec) Recovery
- 15.26 HP (1.5%) HitPoints
- 6.25% Enhancement(RechargeTime)
(Oil Slick Arrow)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Power Sink)
- 1.5% (0.03 End/sec) Recovery
(Ball Lightning)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(Range)
(Summon Guardian)
- 1.5% (0.03 End/sec) Recovery
(Summon Guardian)
- 16% (0.68 HP/sec) Regeneration
- 30.52 HP (3%) HitPoints
(Surge of Power)
- 2.5% (0.04 End/sec) Recovery
- 2.25% Max End
(Health)
- 12% (0.51 HP/sec) Regeneration
(Health)
- 2.5% (0.04 End/sec) Recovery
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1492;690;1380;HEX;| |78DA6594CB4F136114C5BFE943048ABCA4807D17684B0BA51544312A814214A4092| |AB86D6A196002B6CD1404962E95E852138DAE7C9BB8F02FD0A5FF848F952B1F4B65| |53AF3D074AD24926BF99F3DD7BEEFDEE3CD2DB538E77176F8F2BAD25B59E2D9532A| |9427EC32CACAFEBA63D9D5D31724A0EE78479C3D8D04DFFA5ECD69A3FB59A95E5FC| |8A5E274BDE6AFC7E6A7C26A7EF5FBB0E2D4F6E2E2FC7174C23B7969930CDC2966A9| |A2F48745A5F3272465E6FAEDCCDE9D925DD2CAD1A45C7FE7DD1C8AF34546EAE1575| |7DA97BBA68E4E253859B463EBB513033E9CD4C3A5B92EE76BAA49F909C0F35C5A36| |C559356A59236752C453E5315B63D07CD6AAC4DCD5B2ADA912BE455F0E802B9083E| |901C8D39DA0034CB2019076D0932097A645856E65803E8E5B89F74834E2FE903DB2| |4C75E295456F600FA758A56071FAD6E1671FD97C14D89AD678D7AEEBB619AFC833E| |1C7FC93DF0B1E434D2AF31861AFDA44F0A35D1AF893D063C602F7B0DB1D710F7724| |BFC9A39FBE657D05A5E936FB8AF4F5A8541F16FC5FEB456D60C935BA2B7B376FB47| |E9B5DDA6063E9041F80C8C8283A7C14EF1EB408EEA70B15FD13AE9D319C29EBBC26| |404F446C918F8446A7723C7DEFD023E275E926F4137E7E9E63CBD9CE7B6E4BAD883| |8BCF4C732AE5A19FE70CE2FC63E459F21C18384F8EA3CE53F1F3719EBECFB2E6915| |97F01C35FC96FE08EC406592778123E3DC3E408790AEC1D2539DB5D29D75779ABCB| |5ADF2EB4E85DF09EAC45E06B8970E649CE3C3906DE17C438E718F307EF9017506B6| |8124CA6C0EF0EA5E278FE96F8107C8612E408F848D6139C67E23DDE1BB7EDE09BC5| |60FF7F5F55AD1C3DBC5E9643256A94648D325CA38CD4287335CA8F06F917F01BD57| |AD0CBAFAA66D5AEA3E7FE45303A2B0C0B67C09F87F323C8FF7D58F3439BB71DFC73| |94E68256DF72F04F29EFC93B96E4F53F369ADC57| |-------------------------------------------------------------------|
P.S. : Incarnates -- Since they weren't explicitly requested I'll leave that largely up to your personal tastes Arbiter Hawk. However I would think that Agility would do a fair amount of heavy lifting for this build, as is. Possibly Spiritual if it interacts with the Disorient Proc, can't recall if it does... However, mental math suggests that this -could- PermaHOLD any target that's possible with the introduction of the Hybrid Control Tree.
P.P.S. : *hopes he doesn't sound remotely near the @$$ as he thinks from reading the "essay."* This was all just the musings and grousings from the mind of a player whose personal account is over 6 years old and was borrowing character slots of friends accounts since Issue 0, until I could get a computer that could handle the game . My first 50 is an Earth/Rad Troller that I -still- actively play. ;p
LOKI THE TRICKSTER
(Reposted with Data-Link & Chunk)
Primary: Ice Control
Secondary: Trick Arrow
APP: Soul Mastery
Pool1: Flight
Pool2: Fighting
Pool3: Speed
Pool4: Medicine
THE THEME
In Norse mythology, Loki was the trickster god of mischief. He wielded the power of ice and frost, had trick arrows to confuse and trip up his victims, and at his core he had a mischievous darkness that loved to see things fall apart.
SOLOING/SMALL TEAM CONSIDERATIONS
Approaching this task, I wanted a balance of mitigation, damage output, as well as endurance and regeneration/heals. The interesting thing about these two powersets is that powers have either a very short recharge time, or a very long recharge time. So maximum recharge took a back seat to other considerations.
DEFENSE DIRECTION
Ice Control offers great melee mitigation with Arctic Air. Basically, any mobs that get too close are hit by your fear/confuse toggle. Any thing that doesn't can be targeted with your other holds/immobilizes. So ranged defense was softcapped and AOE is one purple away. Fore more extra melee mitigation you have 100% stealthed superspeed to avoid aggro and move away from hard hitters, as well as flight powers and afterburner if you get overwhelmed. The high defense of the build can also be combined with Combat Shield (Gladiator Badge) for 15secs at a time which gives you a chance to run into a mob and fire off a few powers while they can't hit you. If course, by the time they breathe in Arctic Air, they'll be hitting each other and you'll be sipping a soda with Heal Self on Auto waiting for one of your nukes to ding.
POWER POOLS
Speed Pool was chosen for Hasten and Super Speed (slotted with Celerity: Stealth). Flight was chosen to get Afterburner, which adds about 19% Defense when I want to charge through a mission or zone without taking out the trash. Fighting was chosen instead of Leadership because Tough and Weave offer better mitigation overall, and Gaussian's Synchronized Fire Control was slotted somewhere besides Tactics. With all of the defense in this build, Maunevers would have been an afterthought. Finally, Medicine was chosen to offer a Self Heal and Aid Other was used a mule.
EPIC POWER POOLS
When I was originally tinkering around in Mids, I considered either Ice Mastery, Stone Mastery or Mace Mastery in order to get the +DEF Toggle power. However, I found Soul Mastery's Soul Drain and Dark Consumption necessary to fill in the endurance and DPS needs of the build. Dark Embrace offers good resists to Smashing/Lethal and Negative/Toxic (afterthoughts).
SLOTTING TRICKS
I usually stick a Damage Proc in Brawl, in this case, Hetacomb's 33% Chance for Negative Damage. Superspeed with Celerity for 100% stealth is another trick I use when I have one to spare. Most people don't take Medicine, but doing so allowed me to use all of the Healing IO uniques, including Regenerative Tissues (which is usually skipped in lieu of Miracle or Numina's). My regen is like 240%, plus I can heal 40% of my HP every 8 seconds, and Ranged/AE defense combined with Arctic Air makes interrupts rare. Chillblain and Block of Ice also have an Entropic Chaos: Chance to Heal proc slotted in them for some extra love. Chillblain has the build up proc from Decimation as well. I also chopped Apocalypse in half in order to get the 16% regen twice. Taking both Jack Frost and Summon Seer allowed me to six slot Blood Mandate twice, which gives the toon defense bonuses on three separate lines. Gaussian's in Soul Drain was an obvious choice but another option would be to 2-slot rectified reticle and 4-slot eradication for more focused defense and an energy proc. Which I would consider on Follow Up in the Claws set, but not on something that only gets clicked once a minute.
INCARNATE POWERS
Alpha: Spiritual, Judgment: Pyronic, Destiny: Barrier. The rest are moot.
DAMAGE POWERS
Basically, Soul Drain is a lifesaver. The small handful of powers that actually do damage in these sets don't do much. But the early ones have quick recharge, so a few procs make them worthwhile. Then you have a few nice nuke options like the next consideration.
OIL SLICK
Yeah, I took it. No, I didn't take the Fire APP. The Apprentice Charm will ignite it, so go magic and then pick another APP for the right reasons. The way I slotted it, with Soul Drain, it does something like 700ish damage in Mids at 50. Of course, its DoT, so.... keep firing your arrow.
THE BUILD
Okay, I usually never use purples or PVPs in my builds because they take so long to get and by the time I get them I usually sell them in order to slot all of my alts. BUT... Ice/TA sorta needed it.
Here goes:
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Loki the Trickster: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Power Pool: Medicine
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Chilblain -- Entrpc-Heal%(A), Decim-Build%(3), Apoc-Dmg/EndRdx(3), Apoc-Dmg(5), Apoc-Dam%(5)
Level 1: Entangling Arrow -- TotHntr-Dam%(A)
Level 2: Frostbite -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SWotController-Rchg/Dmg%(7), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(9), SWotController-EndRdx/Rchg(11)
Level 4: Block of Ice -- Entrpc-Heal%(A), NrncSD-Dam%(11), Apoc-Acc/Rchg(13), Apoc-Acc/Dmg/Rchg(13), Apoc-Dmg/Rchg(15), G'Wdw-Dam%(46)
Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(19), CoPers-Conf%(19)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 10: Boxing -- Empty(A)
Level 12: Fly -- Zephyr-ResKB(A)
Level 14: Hover -- SW-ResDam/Re TP(A), LkGmblr-Rchg+(21)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(39)
Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23)
Level 20: Acid Arrow -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(23), ShldBrk-Acc/Rchg(25), ShldBrk-DefDeb/EndRdx/Rchg(25), ShldBrk-Acc/EndRdx/Rchg(27), ShldBrk-%Dam(27)
Level 22: Afterburner -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
Level 24: Super Speed -- Clrty-Stlth(A)
Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(33)
Level 28: Aid Other -- RgnTis-Regen+(A)
Level 30: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(33), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(34), Numna-Regen/Rcvry+(34)
Level 32: Jack Frost -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
Level 35: Dark Embrace -- GA-3defTpProc(A), GA-ResDam(37), GA-RechEnd(39)
Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(42)
Level 41: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Summon Seer -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(45), BldM'dt-Acc/EndRdx(45), BldM'dt-Acc/Dmg/EndRdx(45), BldM'dt-Acc(46), BldM'dt-Dmg(46)
Level 47: Oil Slick Arrow -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(50), Erad-Acc/Dmg/Rchg(50)
Level 50: Spiritual Boost
Level 50: Pyronic Judgement
Level 50: Degenerative Interface
------------
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
Level 1: Brawl -- Hectmb-Dam%(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 16.5% DamageBuff(Smashing)
- 16.5% DamageBuff(Lethal)
- 16.5% DamageBuff(Fire)
- 16.5% DamageBuff(Cold)
- 16.5% DamageBuff(Energy)
- 16.5% DamageBuff(Negative)
- 16.5% DamageBuff(Toxic)
- 16.5% DamageBuff(Psionic)
- 11.63% Defense(Melee)
- 8.81% Defense(Smashing)
- 8.81% Defense(Lethal)
- 18.5% Defense(Fire)
- 18.5% Defense(Cold)
- 24.75% Defense(Energy)
- 24.75% Defense(Negative)
- 6% Defense(Psionic)
- 38.81% Defense(Ranged)
- 25.38% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Stun)
- 6% Enhancement(Heal)
- 4.4% Enhancement(Terrorized)
- 8% Enhancement(Immobilize)
- 8% Enhancement(Sleep)
- 52.5% Enhancement(RechargeTime)
- 9% Enhancement(Held)
- 8% Enhancement(Confused)
- 41% Enhancement(Accuracy)
- 5% FlySpeed
- 99.19 HP (9.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -11)
- Knockup (Mag -11)
- MezResist(Confused) 2.5%
- MezResist(Held) 10.2%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 5.8%
- MezResist(Terrorized) 2.5%
- 20% (0.33 End/sec) Recovery
- 64% (2.71 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 5.52% Resistance(Fire)
- 5.52% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 3% Resistance(Lethal)
- 5% RunSpeed
------------
Set Bonuses:
Apocalypse
(Chilblain)
- 16% (0.68 HP/sec) Regeneration
- 30.52 HP (3%) HitPoints
(Frostbite)
- 4% DamageBuff(All)
- 8% Enhancement(Immobilize), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stun)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
(Block of Ice)
- 16% (0.68 HP/sec) Regeneration
- 30.52 HP (3%) HitPoints
(Arctic Air)
- 4% (0.07 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
(Fly)
- Knockback (Mag -4), Knockup (Mag -4)
(Hover)
- 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
(Hover)
- 7.5% Enhancement(RechargeTime)
(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)
- Knockback (Mag -4), Knockup (Mag -4)
(Weave)
- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Acid Arrow)
- 2.5% (0.04 End/sec) Recovery
- Status Resistance 2.5%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 11% Enhancement(Accuracy)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Afterburner)
- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Glacier)
- 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)
(Aid Self)
- 12% (0.51 HP/sec) Regeneration
- 19.08 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Jack Frost)
- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Dark Embrace)
- 2.5% (0.04 End/sec) Recovery
- 2.25% Max End
- 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)
(EMP Arrow)
- 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)
(Soul Drain)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.08 HP (1.88%) 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)
(Summon Seer)
- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Oil Slick Arrow)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Dark Consumption)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1507;684;1368;HEX;| |78DA6594DB4E13511486F7B4536A0F4881428BA5B496432B6DA72DA0971205352A4| |D50D02BB5366528134A874C4B10EF7C020F17A2F170A51C34F1457C051FC070F4C6| |E34D5DCCFAA14D3AC9E4DBF3AFBDF65A7FF6EC9D7D34E9FE72EDC9B8903C13A57CA| |5929BD0CB55432F9554C396CD17B582A0A7634A5FD4C2D505353C6B6885C54A5535| |EC24F7D5E71EA729D70BEAF138D010BEBC323FAF98C9B94B86A1AF0AE7B44EB3679| |65575AED51C5ED58A0B55AD5C74F157E9E8932359754E2B6865357065592B2893FA| |9256CE57752337A3AF9472D9FC51376B7E6A2746EF4B49E0A9C9E23921220BCB5B6| |29498B6089191859C00334CA39E23C41BC9D45E1158AED9A40DABA9B56C839F99A7| |3E819B4CE716739D12ADC8B5A207679EC4A02CDC29AEE95698A793CCE412D77D4DB| |021D7760F73EE333D0FC01CB3E321986746684FEC9C2BD9E3C2D4BCA04401073C3A| |6AF40817292E28AE6FBC8283B456ACD07A93DD78BBB8332BC5DA248EB5F9D8CD909| |F2953AC1DB176CCEFF63057099D70D42959CDF9DD16A6DF0ACACC3336B08529BA85| |E8423F5D58B7D7CBECA79A3EAE297C0EEEFF1D7DF7A056CF4FD67A7F31FB7E837FC| |0BFCCF03F6690D60B60BDC045F615222DC89A2D788BEB866F8333CCB3B3E01DF02E| |F33D21845E423BBC0BFDBBE01EB8CF1C38000F99CFC87E84EB5A2223BC0F0329E6D| |028F331C507B1FE20BC0EC16B145EA3F01A85D773F0FADD4DA705BE621F10FB086E| |308737C12D709BF982CAC751370E5F09F84AC05702BE92F09584AF35AAA9E0742A2| |3BC5E6A141C03CF333317984FA95EDA3C8B354B7AC762EE4B6617DC63EE3BE9B462| |EFA47EAE75D8A8DD90CC1BE0A0518BF1BC1F8DDA3AFE19B9E14688E3FFA86BB5E1C| |6B8799AD24D4AA649196D52C69A94A926655A3EB98984642A0ECFC9FD52FBDA4ECD| |611CF0D6C7E3BEFAF83FE233F271| |-------------------------------------------------------------------|
CHALLENGE ... ... ACCEPTED!!! I have a 50 Ice/Kin Troller and had a Fire/TA Troller that survived to SecLev 28 before all of the constant redraw drove me insane. Despite whatever affirmations BABs said that redraw was a nonfactor in attack chains. Fair warning, I have some ... eccentric game theory. Ice Control is an unusual creature as Control Sets go. Having a unique ability grab aggro due to enemy AIs -hate- for slows and recharge debuff, generally. Ice has 2 modes, with/out Ice Slick. Frostbite is highly incompatible with Ice Slick, as is Arctic Air. Arctic Air is much too end heavy, and since it has a -62.5% recharge, seems rather self defeating for a short duration Confuse. Shiver will more likely kill you than help for most levels. Glacier is a fantastic "Uh-Oh" Button... if it hits. Fortunately with all of the side-effect ACC Bonuses from going for +10% Recharge Bonuses it shouldn't miss ...much. Poor Jack Frost for most of the game meant li'l more than a spped bump to hopefully eat that Total Focus that would have floored you. While Ice Slick is not a panacea, it does solve most problems. Whatever can still try to kill you, will be dealt with by your 2 ST Holds and 2 ST Immobs. If you have only 2 aggressive targets focus on one with Entangling Arrow to proc Containment on Block of Ice, which is spammed for damage. The other problem gets Ice Arrow for Chillblain's Containment, which is spammed, and keep Ice Arrow's hold up as needed. Since Trick Arrow has no team shield, I decided to forgo defense. Leaving Flash Arrow in a lurch in it's poorly strengthed ToHit debuff, the poor enchancement schedule for ToHit debuffs, and itself needing an ACC check. Since what most of Glue Arrow does is in all of Ice, why go with further redundancy. With recent changes to it, Poison Gas Arrow should be a gem. I like the -DAM it has, it's hyper accuracy, and the fact that I can put Call of the Sandman's Proc into it. Of course I grab Acid Arrow, Disruption Arrow, and [per requirment, but why could I possibly not want] Oil Slick Arrow. BUT did not grab the EMP Arrow, as I like to only have 1 crash in a build. One thing I never understood is how shooting -this- arrow is so taxing upon you. The only "logical" answer is that it's an effective clone of EMP Pulse, but as a nonPBAOE. SIDE NOTE: With the large amount of temp powers as grenades, mirroring several TA powers. I would like to suggest a reskinning of Trick Arrow into "Trick Grenade" shooting the powers out of a BFG/Vulcan/Mini-Gun/Legacy AR "Everygun"/etc with no mechanical readjustment as per normal for Weapon Customization. As Arbiter Hawk said he wanted a focus on mitigation, recharge, then builder's choice. I found that splitting up my Superior ATOs into 2 powers gaining the 3 Slot Bonus twice a great help on that front. Since what I had a lot in mez, supported by the ATOs, that I could shoot for greater bonuses was Hold, the "King of Mez," I went a little crazy. Gladiator's Net 2 Slot is a 2.5% Hold, quite nice, combine with Lockdown's same 3 Slot Bonus, and +2 Mag Proc... targets should be well... Locked Down. There's the Perma Ice Slick, and -DAM from Poison Gas Arrow, so I feel resonably safe. But since mitigation isn't only defined as mez, or defense. I went with Resistance, fortunately Resist is also antiresist debuff built in, Surge of Power and the Purple Bonuses let me Hardcap, for a Troller, all damage but Psi and Negative, not Perma but a nice reserve "OH SNAP!" Button. SIDE NOTE: While IOs throw various +DEF out like candy I do find it annoyingly nigh-impossible to Hardcap compared to the ease of Softcapping. I'm not even talking about PermaHardcap, just Hardcap period, to -all- damage types. Even with the different limits based on Archetype. Recharge, if you go for this you gotta have Hasten. People love Defense for another reason... the Gambler Global. Since I didn't want +DEF I had to find another route for extra Recharge. Fortunately Purples and PVPs are -full- of it at the 5 Slot Bonus. I managed to match Hasten's +Recharge with the IO Bonuses. Combine that with 2 common +5 50s in Hasten and an Alpha Very Rare that works on Recharge should net you the Sacred Holy Grail of PermaHasten. But what good is all that if one debuff derails the whole thing? Part of everyone's obsession with Defense. Well that's where Winter's Gift Global comes in. Won't stop it, but should slow it down. ...IRONY! Now we're up to Builder's Choice in IOs. With what little slot space I had left from chasing Recharge, and +Hold Duration. I chased after Recovery and Regenration, already claiming large amounts of +ACC & +DAM. Fortunately with the high amount of Purple and PVP Sets the Bonuses are virtually always in effect make my iteration of the challenge for friendly to the idea of exemplaring. Even all the way down to "Death From Below" and New Positron Part 1. Naturally people gravitated to Acid and Oil Slick Arrow's to slot the Achilles' Heel, but I went one further and put Fury o/t Glad's: -Res into Spring Attack. With a best case scenario of -70% Resist before the Achilles' in Oil has a chancde to get down to -90. Which could be lit by Ball Lightning, and/or most of the Mu Guardian's powers. In pursuit of PermaHasten I mistakenly took Flurry giving it Hecatomb to punish the victims of my Glacier. I could have taken out Flurry replacing it with Jump Kick, but that seemed entirely too silly. I did realize that some Taunts from Presence could give me even more recharge. With this build those would be empty slots altogether not reasonably able to take on whatever aggro it didnt already have. Of course I could have moved those slots from Flurry to Brawl but those kinds of shenanigans are right out of the question. "End Level" Attack Chain: Ice Slick -> Glacier -> Disruption Arrow -> Acid Arrow -> [chemically non-working] Spring Attack -> Oil Slick Arrow -> Ball Lightning -> /e evillaugh ... or something along that line. With respect that Arbiter Hawk wanted this to be a Solo/Small Team Build (I'm thinking 4 or less). I got Assault [YAY! MOAR DAM!] , Aid Other [can't depend on there being a healbot] and Aid Self [can't rely on -MEZ, or breakfrees. +makes Malta grenades "bearable."] The Mu Guardian's slight heal could be an asset when a rogue AV would wander up. As well as occassionally Built-Up maybe Disorienting pure Energy attacks. ...Oh and Power Sink is there to help lessen Surge Of Power's crash if the problem still standing, even though you have to pop a CAB. I don't get the end cost to click Power Sink and others either... *shrugs* Or why the crash is -100% instead of -100 making the +Max End [such as from Portal Jockey and Atlas Medallion Accolades] work better leaving us just enough END left to use Power Sink with proper slotting. AND!!! ... my build tricks, I think they qualify: 1) Going for strong x3 Bonuses with powers the have multiple aspects. 2) Slotting "Energy Manipulator's: Chance to Disorient" into the Mu pet. SO ... a needle pulling thread. *ducks* Arbiter Hawk here's the Mids for the build. The rightly beloved Oil Slick Arrow taken ASAP and w/o permahasten has a recharge of 54.35s ...I did entertain the idea of taking Burnout to shoot off a 2nd Oil Slick Arrow to have the first one light it. Didn't feel like paying the cost of losing 25 Max End for a minute, especially with no EMP Arrow. However an entertaining thought...-2000% Regen. Too bad I can't do anything about the duration... or magnitude. ............... P.S. : Incarnates -- Since they weren't explicitly requested I'll leave that largely up to your personal tastes Arbiter Hawk. However I would think that Agility would do a fair amount of heavy lifting for this build, as is. Possibly Spiritual if it interacts with the Disorient Proc, can't recall if it does... However, mental math suggests that this -could- PermaHOLD any target that's possible with the introduction of the Hybrid Control Tree. P.P.S. : *hopes he doesn't sound remotely near the @$$ as he thinks from reading the "essay."* This was all just the musings and grousings from the mind of a player whose personal account is over 6 years old and was borrowing character slots of friends accounts since Issue 0, until I could get a computer that could handle the game . My first 50 is an Earth/Rad Troller that I -still- actively play. ;p |
Your build has almost zero defense or resistance. You did not take Charged Armor, but you did take Surge of Power (i.e. with the crash). You did not take Arctic Air, which while End heavy is great mitigation against Melee damage. But you somehow found room in your build for Flurry. Your regen is at about 300% (impressive) and you have Aid Self. But are you going to be able to use Aid Self without defense? You skipped Frostbite which is an Immob, but took Shiver which is -movespeed and -recharge.
Your recharge is 72.5% without haste. Which I think could be a lot higher since you did not slot for defense at all.
I just don't understand the "mitigation" of this build, unless you are simply relying on your control powers hitting 100% of the time and never getting surprise attacked, flanked, etc.
Endless Waltz, I was looking at your build. It seems like you put a lot of thought into it, and you claim to have experience with Ice/Kin and Fire/TA. I just can't wrap my head around a couple of things in your power choices and slotting.
Your build has almost zero defense or resistance. You did not take Charged Armor, but you did take Surge of Power (i.e. with the crash). You did not take Arctic Air, which while End heavy is great mitigation against Melee damage. But you somehow found room in your build for Flurry. Your regen is at about 300% (impressive) and you have Aid Self. But are you going to be able to use Aid Self without defense? You skipped Frostbite which is an Immob, but took Shiver which is -movespeed and -recharge. Your recharge is 72.5% without haste. Which I think could be a lot higher since you did not slot for defense at all. I just don't understand the "mitigation" of this build, unless you are simply relying on your control powers hitting 100% of the time and never getting surprise attacked, flanked, etc. |
Flurry is just a slot mule.
Surge of power is made marginal after Destiny Barrier.
Frostbite > Chillblain
Aid Other + Aid self - just use greens.
Lack of leadership is criminal.
Arctic Air > Shiver - Arctic Air is up all the time. Shiver takes up valuable time while AA you just need to move in range. That alone gives you more time to do other good things.
Edit: Most of the builds here lack leadership. That really makes me sad. The bonuses are up 100% of the time*
*while others are correctly in range. Not for scrapperlock who is on the far side of the map soloing.
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
Leaving out Leadership made me sad too, but the original request was for a "solo and small team" build (with an emphasis on solo), which minimizes the usefulness of Leadership as compared to other powers. Hence, most of the responses lack Leadership. Nothing criminal here.
well consider how low damage ice/ta is at lower levels. You WILL need help because solo will be a long slow slog. On a small team its best to max out resources. If all 4 players are controllers with assault, that is a 60% damage buff up 100% of the time. That's nothing to sneeze at.
If people go by the "oh make the other guy take leadership" you will see teams with 8 players all support types and no one with leadership. Quite sad.
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
This is my build. When playing controllers I like to maximise damage output and survivability, however ICE/TA has provided a very difficult challenge. As it stands I have to reduce the damage output somewhat to enable a decent amount of defence.
So far I've only been able to achieve 29.4% defence to range, within one medium purple of the defence cap. Melee and Aoe are at 19% and 18.4% respectively. However S/L resistance is very amicable at 70%, and thus I'd maintain that it's still rather resilient.
My play method for this particular build makes full use of the slip knock-down mechanics prevalent in these sets. I chose to specifically deal in control effects in the build over damage here, so bear with me.
Given how these sets interact, I can only offer a moderate amount of both AoE and ST damage. The ST immobilise, hold and ranged attack from the epic pool allows for decent enough single target damage for Archvillain/Hero fights with the procs in the immobilise/hold making up the bulk of it, so as to make the controller a reasonable damager and not just a weak defender on High HP long fights. Just don't expect to be soloing them down.
For AoE damage, ice slick on top of oil slick - or on seperate mobs to achieve maximum control and damage mitigation support - allows for a near static mob with quite impressive burn stacking.
For the epic pool I chose Psi, for two reasons. Arctic Air and World of Confusion stack very nicely together to make a nice buffer against melee range attackers, and also it provides mez protection allowing for more flexibility in incarnate choices.
Incarnates. Given how the build is VERY strong in debuffing, I decided it would be best to fill in the gaps of it's debuff strengths, -regen and -tohit, rather than favour more damage. Although not a massive ammount - -30% regen and -15% tohit is nothing to be scoffed at so I chose Diamagnetic for it's debuffs to fill in the gaps, and also provide better survivability. I also chose intuition for improved defense debuffs, some more damage, further slow capabilities and a nigh infinite hold duration (slight exaggeration). For the judgement I chose Void Radial for it's -damage debuff effect, and cimerorans for Lore, their single target damage is rather favourable. Alternatively I would choose Rularuu Core for it's Aoe. For Destiny I chose Barrier Radial for the opportunity to rez allies and improve survivability versus exotic damage types and a moderate improvement to defence.
As it stands the ST attacks are as optimised as I can make them for damage, and the aoe immobilise is no longer a simple immobilise - with the hold and disorient procs it's almost as good as other group mez effects for it's ability to be cast so often, thus influencing the number of procs seen over a period of time.
Here it is:
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Why Can't I Move: Level 50 Natural Controller
Primary Power Set: Ice Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Chilblain
- (A) HamiO:Nucleolus Exposure
- (19) Impeded Swiftness - Damage/Slow
- (19) Devastation - Accuracy/Damage/Recharge
- (21) Apocalypse - Chance of Damage(Negative)
- (21) Gladiator's Javelin - Chance of Damage(Toxic)
- (29) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Empty
- (A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
- (3) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
- (3) Superior Will of the Controller - Endurance/Recharge
- (15) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
- (17) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
- (17) Superior Will of the Controller - Recharge/Chance for Psionic Damage
- (A) Debiliative Action - Disorient Bonus
- (5) Gravitational Anchor - Chance for Hold
- (5) Impeded Swiftness - Chance of Damage(Smashing)
- (11) Positron's Blast - Chance of Damage(Energy)
- (13) Javelin Volley - Chance of Damage(Lethal)
- (13) Ragnarok - Accuracy/Recharge
- (A) Coercive Persuasion - Confused
- (7) Coercive Persuasion - Confused/Endurance
- (7) Coercive Persuasion - Contagious Confusion
- (9) Coercive Persuasion - Confused/Recharge
- (9) Coercive Persuasion - Accuracy/Confused/Recharge
- (11) Coercive Persuasion - Accuracy/Recharge
- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Celerity - +Stealth
- (31) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (31) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Numina's Convalescence - Heal/Endurance/Recharge
- (27) Doctored Wounds - Heal/Endurance/Recharge
- (45) Numina's Convalescence - Heal/Recharge
- (A) Numina's Convalescence - Heal
- (31) Numina's Convalescence - Heal/Endurance
- (36) Numina's Convalescence - Endurance/Recharge
- (36) Numina's Convalescence - Heal/Recharge
- (37) Numina's Convalescence - Heal/Endurance/Recharge
- (37) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
- (A) Impervium Armor - Resistance
- (23) Impervium Armor - Resistance/Endurance
- (23) HamiO:Ribosome Exposure
- (29) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Recharge Speed
- (25) Shield Wall - Defense
- (25) Shield Wall - Defense/Endurance
- (27) Shield Wall - Defense/Endurance/Recharge
- (A) Recharge Reduction IO
- (37) Endurance Reduction IO
- (46) Slow IO
- (A) Accuracy IO
- (40) Accuracy IO
- (A) Shield Breaker - Chance for Lethal Damage
- (42) Shield Breaker - Defense Debuff
- (42) Shield Breaker - Accuracy/Defense Debuff
- (43) Shield Breaker - Defense Debuff/Endurance/Recharge
- (43) Shield Breaker - Accuracy/Endurance/Recharge
- (A) Sovereign Right - Accuracy/Damage
- (33) Sovereign Right - Accuracy
- (33) Sovereign Right - Damage/Endurance
- (34) Sovereign Right - Accuracy/Endurance
- (34) Sovereign Right - Accuracy/Damage/Endurance
- (34) Sovereign Right - Resistance Bonus
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) HamiO:Nucleolus Exposure
- (39) HamiO:Nucleolus Exposure
- (39) Positron's Blast - Chance of Damage(Energy)
- (39) Achilles' Heel - Chance for Res Debuff
- (40) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) HamiO:Ribosome Exposure
- (45) Impervium Armor - Resistance
- (45) Impervium Armor - Resistance/Endurance
- (46) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Apocalypse - Damage
- (48) Apocalypse - Damage/Endurance
- (48) Apocalypse - Damage/Recharge
- (48) Apocalypse - Accuracy/Damage/Recharge
- (50) Apocalypse - Accuracy/Recharge
- (50) Gladiator's Javelin - Chance of Damage(Toxic)
- (A) HamiO:Nucleolus Exposure
Level 50: Intuition Radial Paragon
Level 50: Void Radial Final Judgement
Level 50: Cimeroran Core Superior Ally
Level 50: Barrier Radial Epiphany
------------
Level 2: Swift
- (A) Empty
- (A) Miracle - +Recovery
- (46) Panacea - +Hit Points/Endurance
- (A) Empty
- (A) Endurance Modification IO
- (43) Endurance Modification IO
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
well consider how low damage ice/ta is at lower levels. You WILL need help because solo will be a long slow slog. On a small team its best to max out resources. If all 4 players are controllers with assault, that is a 60% damage buff up 100% of the time. That's nothing to sneeze at.
If people go by the "oh make the other guy take leadership" you will see teams with 8 players all support types and no one with leadership. Quite sad. |
Besides, if you run a mish with nothing but trollers... not having "leadership" is less of a concern than "how do we bribe a brute to come and clear the map for us and still save our dignity?"
Endless Waltz, I was looking at your build. It seems like you put a lot of thought into it, and you claim to have experience with Ice/Kin and Fire/TA. I just can't wrap my head around a couple of things in your power choices and slotting.
Your build has almost zero defense or resistance. You did not take Charged Armor, but you did take Surge of Power (i.e. with the crash). You did not take Arctic Air, which while End heavy is great mitigation against Melee damage. But you somehow found room in your build for Flurry. Your regen is at about 300% (impressive) and you have Aid Self. But are you going to be able to use Aid Self without defense? You skipped Frostbite which is an Immob, but took Shiver which is -movespeed and -recharge. Your recharge is 72.5% without haste. Which I think could be a lot higher since you did not slot for defense at all. I just don't understand the "mitigation" of this build, unless you are simply relying on your control powers hitting 100% of the time and never getting surprise attacked, flanked, etc. |
Ouch.
Flurry is just a slot mule. Surge of power is made marginal after Destiny Barrier. Frostbite > Chillblain Aid Other + Aid self - just use greens. Lack of leadership is criminal. Arctic Air > Shiver - Arctic Air is up all the time. Shiver takes up valuable time while AA you just need to move in range. That alone gives you more time to do other good things. Edit: Most of the builds here lack leadership. That really makes me sad. The bonuses are up 100% of the time* *while others are correctly in range. Not for scrapperlock who is on the far side of the map soloing. |
As I stated I have some eccentric game theory, and since nearly everyone else pressed for defense I decided to do something different. Also one of my first toons on account was a Dark Melee/Super Reflexes Scrapper which taught me a couple of things.
1) That Total Focus I'm really hoping to dodge... I'll still catch it in the face and get KO'd...
2) Dark Melee was really front loaded going from 16 to 26 to get Soul Drain was a long painful road.
Also Arbiter Hawk didn't state that this build was supposed to run at +4/x8 No Boss/AV or anything like that. I've never played on such a highly tuned build like this. I generally find common 50s sufficient for my personal playstyle. I find that the RNG hates me. However, that doesn't mean I don't entertain the idea of having bank ... but rarely ever builds -this- expensive.
I didn't take Charged Armor due to nigh-impossibility of general Hardcapping. With the Bonuses asked for, I figured my best bet would be with Surge of Power. Just like art, builds are rarely ever complete just given up on. ;p With Surge's crash, I would think a possibly disorienting Power Sink would help deaden the blow. Come to think of it, Power Sink also helps if Hasten's crash occurs at inopportune time. At any rate, if I were playing this, I wouldn't be constantly using Surge at any time available. It designed as my new "UH OH!" Button, enabling me to aggressively use Glacier. Without Hasten, Surge comes back in under 8 minutes. With a possible PermaHasten, it would come back in around 5. ...I think.
Flurry was an artifact leftover from an earlier iteration of the build fitting in Burnout. Opted for Spring Attack instead, an interesting tool, and as newchemicals said. Flurry ultimately became a whimsical slot mule. My builds genreally have some inefficiency in them to make it fun as this is all still a game. Among the very best I've ever played period, yet a game still.
With a main focus on Soloing/Small Teams, that means me to mostly Missioning opposed to focusing on TFsand i/Trials. Aid Self has only a 1 second interrupt window, I utilize breaking line of sight; going around corners, into side rooms, ducking around columns, and more to get that second. Also it can be, and several of my friends do this, used for the Disorient Resistance just before a fight against NPCs heavy with Stuns. Such as Tsoo, Crey, and Malta. For Malta, I hope that Jack will keep them distracted, along with whatever mez I managed to already lay down.
Since I don't mindlessly take Clown-cil missions relentlessly, I find the Enemy Groups hardest to use Aid Self with are Clown-cil, Family, Nemesis, Caltrops of Artemis, and Circle of Thorns when they focus on thier Fire Demons. Thanks to the high amount of DOTs.
There's a large problem with Frostbite, it is highly inaccurate, fairly end heavy, AND completely shuts-off Ice Slick. As I said there are 2 general modes of Ice Control; either you focus on Ice Slick or ignore it. Soloing, Ice Slick solves probably about 90% problems with NPCs, the other 9 can be held. The last 1 will call for a team. Shiver I got as part whimsy and part "Nutz! The empath grabbed too much aggro." when I popped Surge and hopefully with the crash looming. Not caring about the nutstomp I'm about to get. Because quite frankly I couldn't care less about debt.
Ever since the Devs put a cap on Debt, it became a joke as a 'punishment.' Prior to Patrol XP I used to farm and maintain the cap so I run through the Story Arcs having the full Relationships with the Contacts. Nowadays, with my Altitis and being ableto turn off XP, the current state of Debt has been upgraded to "Laughing Stock." Since -if- you logout with debt, whatever Patrol XP you gain gets rid of it. Besides "Debt happens." It builds character and earns you and teammates badges. There's a reason why there are Awakens and various Rezzes.
That +72% Recharge without the use of of any Gamble Globals is quite expensive in Enhancement Slots. The vast majority of them are 5 Slots, none are fewer than 4. However, Tanks when trying this route do get an advantage in the 4 Slot 5% Bonus from the Taunt Set Perfect Zinger. ...Too bad Willpower broke Taunt Auras preventing Set slotting. Also thanks to the nature of Set IOs from the slotting all powers have an average of about around 70% Recharge BEFORE Hasten and the Set Bonuses. Personally I'm more concerned about having enough END and Recovery to properly utilize the effective constant 160% Recharge across the board and keep firing off powers in that desired Rapid-fire Succession.
Once again I dont anticipate this build to run +4/x8 NO Boss/AVs, but I could expect it to +2/x5 against any standard mission without Incarnating as soon as 41 with getting Ball Lightning to reliably light Oil Slick Arrow.
Yes, as a controller, I do belive my primary mitigation should come from my mez. Whatever form it may be. Whether it be Fire's "stickiness," Earth's generally unenhancable -DEF, Elec's sapping, Illusion's Phantom Army, Dark's "-ACC," Plant's Seeds of Confusion, or whatever else. With my assumption that everything will eventually be purchasable from the Paragon Market; this could almost work as a Leveling Build as well ... if for some insane reason someone wanted to spend suspected hundreds of real American dollars on this toon at current rates.
Aside from the prospect of Attuned Enhancements, again thanks to Slotting and Set Bonuses Glacier at a Base 60% has 127% chance to hit. Hell, Brawl has a 120% and all it has is a common damage slotted. Against NPCs with no +DEF powers I basically miss only when I "roll a 1" thanks to the RNG and any enforced Streakbreakers. On top of -all- that there's Acid Arrow with a respectable -23.3% DEF. No matter what accept the FACT that at same time you will miss and it will probably hurt when you do. Fortunately Ice Slick does not have an ACC Check.
newchemical
The only Incarnate I considered into the equation was Alpha due to interaction with enhancements, powers, pets, etc. Thanks to the grindy nature of Incarnating, and the ability of having any one ability to beckon, with Arbiter Hawk nonexplicit request or perhaps ignorance of it. The only way that -any- of the Incarnate Abilities work at all is to be a current VIP. Without Incarnates, Premium accounts can consider the build as well. A reality I'm not willing to ignore with the current Hybrized Model, despite the high threshold of IOs working without the 30 day liscence. Well, I partially squee at the prospect that the Hybrid Slot could generate enough Magnitude for a CONTROLLER to PERMAHOLD an AV even with the Purple Triangles of Doom up. /e plots
As I earlier stated Frostbite is virtually useless in this build thanks to its near total incompatibility with Ice Slick. At Arbiter Hawks request to condider Small Teams is the reason why I took Aid Other, the average Kin can't heal outside of combat to top off before the next wave, and with some tactics, luck, and only a 1 second interrupt some emergency healing mid-combat. As /Trick Arrow my "job" is to debuff. Controller numbers for Leadership aren't the best and most of my Recovery is dependant upon IOs through Bonuses and Globals, I decided to get Assault due to it not needing additionally slots to work for the team and provide extra damage while soloing. I never consider the concept of the "Superteam." Arctic Air is also generally incompatible with Ice Slick and costs way too much end for an almost self-defeating 30% Confuse, but at least it doesn't have an ACC Check.
Yeesh 2 multi-hour essays in 2 days, and I -hate- writing. All it took was COH. ;p
If that's what you think, apparently you've never run a mish with nothing but trollers...
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With the right comination its pretty much like entering /g0dm0de if CoH had cheats, with a random combination you are running around with 8 tank mages melting everything in their path.
Well I ended deciding on taking this build into melee range to take advantage of Artic Air so I opted going with the Stone Mastery Epic to increase damage output as I found Fissure/Seismic Smash useful on my Grav/Storm Controller which focusses on melee as well.
I have soft capped to Smashing/Lethal Defence, got 102% recharge (172% with Hasten) and boosted recorvery a bit to help against the endurance usage.
I envisage the play style starting at range setting up with Flash Arrow/Ice Slick, then the debuffs and Oil Slick Arrow and then wading in up close with Jack in tow using Block of Ice, Fissure and Seismic Smash to take down foes. I skipped a travel power with the assumption that Ninja Run etc could be used in its place.
It would be advisable to go Tech or Magic origin for the toon so you could light Oil Slick Arrow although you could try and rely on the procs from Acid Arrow or Fissure to light it.
I guess my IO tricks would be:
* The unique Numina and Miracle are extremely useful in Health when dealing with a toggle heavy character
* I try and slot Luck of the Gambler defence/global recharge IOs at level 25 because the bonus to Defence is that much difference from a level 50 version and you get to keep the recharge bonus at a lower level when exemping
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Block of Ice
- (A) Basilisk's Gaze - Accuracy/Hold
- (5) Basilisk's Gaze - Accuracy/Recharge
- (7) Basilisk's Gaze - Endurance/Recharge/Hold
- (7) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (9) Damage Increase IO
- (A) Accuracy IO
- (A) Siphon Insight - ToHit Debuff
- (43) Siphon Insight - Accuracy/ToHit Debuff
- (43) Siphon Insight - Accuracy/Recharge
- (43) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (46) Siphon Insight - Accuracy/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
- (9) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
- (11) Superior Will of the Controller - Endurance/Recharge
- (11) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
- (13) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
- (13) Coercive Persuasion - Contagious Confusion
- (A) Luck of the Gambler - Recharge Speed
- (46) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Basilisk's Gaze - Accuracy/Hold
- (15) Basilisk's Gaze - Accuracy/Recharge
- (15) Basilisk's Gaze - Endurance/Recharge/Hold
- (17) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Endurance Reduction IO
- (17) Recharge Reduction IO
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Fortunata Hypnosis - Sleep/Recharge
- (25) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (34) Fortunata Hypnosis - Accuracy/Recharge
- (37) Fortunata Hypnosis - Sleep/Endurance
- (40) Fortunata Hypnosis - Chance for Placate
- (A) Luck of the Gambler - Defense/Endurance
- (19) Luck of the Gambler - Recharge Speed
- (19) Red Fortune - Defense/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (21) Positron's Blast - Damage/Recharge
- (21) Positron's Blast - Damage/Endurance
- (23) Positron's Blast - Accuracy/Damage/Endurance
- (23) Positron's Blast - Chance of Damage(Energy)
- (A) Accuracy IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Basilisk's Gaze - Accuracy/Hold
- (27) Basilisk's Gaze - Accuracy/Recharge
- (27) Basilisk's Gaze - Endurance/Recharge/Hold
- (29) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Endurance Reduction IO
- (29) Recharge Reduction IO
- (A) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense/Endurance/Recharge
- (31) Luck of the Gambler - Recharge Speed
- (31) Red Fortune - Defense/Endurance
- (50) Karma - Knockback Protection
- (A) Sovereign Right - Accuracy/Damage
- (33) Sovereign Right - Damage/Endurance
- (33) Sovereign Right - Accuracy/Endurance
- (33) Sovereign Right - Accuracy/Damage/Endurance
- (34) Sovereign Right - Accuracy
- (34) Sovereign Right - Resistance Bonus
- (A) Ragnarok - Damage
- (36) Ragnarok - Damage/Recharge
- (36) Ragnarok - Accuracy/Damage/Recharge
- (36) Ragnarok - Accuracy/Recharge
- (37) Ragnarok - Damage/Endurance
- (37) Achilles' Heel - Chance for Res Debuff
- (A) Positron's Blast - Accuracy/Damage
- (39) Positron's Blast - Damage/Endurance
- (39) Positron's Blast - Damage/Recharge
- (39) Positron's Blast - Accuracy/Damage/Endurance
- (40) Positron's Blast - Chance of Damage(Energy)
- (40) Force Feedback - Chance for +Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Recharge Speed
- (42) Red Fortune - Defense/Endurance
- (A) Kinetic Combat - Accuracy/Damage
- (45) Kinetic Combat - Damage/Endurance
- (45) Kinetic Combat - Damage/Recharge
- (45) Kinetic Combat - Damage/Endurance/Recharge
- (46) Accuracy IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (48) Basilisk's Gaze - Accuracy/Recharge
- (48) Basilisk's Gaze - Endurance/Recharge/Hold
- (48) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Recharge Reduction IO
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Level 2: Swift
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (5) Miracle - +Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (3) Endurance Modification IO
- (3) Performance Shifter - Chance for +End
- (A) Accuracy IO
Level 1: Sprint
- (A) Unbounded Leap - +Stealth
- (A) Empty
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Set Bonus Totals:
- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 12.06% Defense(Smashing)
- 12.06% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 13% Defense(Energy)
- 13% Defense(Negative)
- 3% Defense(Psionic)
- 9.88% Defense(Melee)
- 8% Defense(Ranged)
- 3% Defense(AoE)
- 4% Enhancement(Confused)
- 4% Enhancement(Held)
- 4% Enhancement(Stun)
- 4.4% Enhancement(Terrorized)
- 72% Enhancement(Accuracy)
- 8% Enhancement(Immobilize)
- 8% Enhancement(Sleep)
- 102.5% Enhancement(RechargeTime)
- 4% FlySpeed
- 38.15 HP (3.75%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 2.75%
- MezResist(Held) 2.75%
- MezResist(Immobilize) 2.75%
- MezResist(Sleep) 2.75%
- MezResist(Stun) 2.75%
- 21% (0.35 End/sec) Recovery
- 30% (1.27 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 18.19% Resistance(Fire)
- 18.19% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 4% RunSpeed
- 2% XPDebtProtection
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This ended two days ago, I think. It's pointless to post new builds.
Goodbye. Not to the game, but the players. Goodbye. Everyone, remember to have fun. That's all I can say.
I'll admit, I snickered.
With the right comination its pretty much like entering /g0dm0de if CoH had cheats, with a random combination you are running around with 8 tank mages melting everything in their path. |
Obviously eight controllers at level 50 would be a force to be reckoned with. Eight controllers at level 5.... meh.
This ended two days ago, I think. It's pointless to post new builds.
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I thought it ended on the 16th April (today) for some reason
Striking the balance here was tricky; many of the epics don't add a great deal of damage, which will make soloing a long and tedious process. Fire seems to be the go-to choice, but as good as it is for damage and lighting Oil Slick, it's not particularly thematic. I picked the chilly theme instead, which not quite coincidentally also features the most consistently damaging epic attack.
With the following build, I'm assuming that you'll go with a magic or tech origin, Reactive Interface incarnate, or a large number of Plasmatic Taser-type temp powers to light your oil slick. If none of those are feasible or practical, well, hopefully you've got a Fire Blaster in that small team Other than that, defenses to the most common attacks should be sufficient for anything not already mitigated by controls, damage is solid, recharge is superior (as mentioned by several folks previously, the current Mids' version incorrectly applies Arctic Air's debuff, just toggle it off for the actual recharge number), and endurance is plentiful (and will only get better with accolades).
IO tricks?
1) Slot a level 10 Blessing of the Zephyr knockback protection IO in a travel power. Sure, the level 50 is more available, but it does you no good when running that Positron TF.
2) Slotting 2 lvl 50+5 Recharge IOs in Hasten brings you to 95% recharge enhancement, and lets many builds skip a third slot in Hasten.
Anyway, here's...
Arbiter Frost