How I Improved My Ice Dom
Oh, btw, can't the devs move the dmg from the sleep to ice slick?
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Frankly At the very least they should flag Flashfreeze as no-agro like they did Wormhole in Gravity's last pass. That would get rid of that oh so annoying alpha strike to your face before FF takes hold. World of Confusion already sets precedent for powers with (trivial) damage being no-agro.
You would think it'd be easy.... but it breaks that one oh so infamous rule. (Because it removes functionality, and enhancement/set types).
Frankly At the very least they should flag Flashfreeze as no-agro like they did Wormhole in Gravity's last pass. That would get rid of that oh so annoying alpha strike to your face before FF takes hold. World of Confusion already sets precedent for powers with (trivial) damage being no-agro. |
Please buff Ice Control.
I was kinda thinking that, but if they added the dmg to ice slick those enhancements for flash freeze could just be moved over (in case anyone was silly enough to slot FF as a dmg power). Then FF would take only the sleeps (might take slows, too). So you're just moving dmg from one power to another. I don't see that any different from what was done with nrg armor (or maybe it was elec) where the heal and end recovery powers were moved (energize?).
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Oh, I didn't forget. I was screaming at the time that that qualifies as breaking the cottage rule, so there was no reason dimension shift couldn't be changed as well.
Anyway, the idea was that energy armor wasn't losing anything, but the ability was moved from A to B and A had X added to it to make it better. So can't the dmg from Flashfreeze (why does a sleep do dmg???) be moved to Ice Slick? Would make sense that the falling would do smashing dmg wouldn't it? Maybe put a DoT version. Then slick could take dmg sets.
This would improve both powers without much effort (IMO). Ice slick would have more utility just like every other patch power in the game, plus the sets you could put in it would give it some nice dmg potential.
I'd further like to see flash freeze receive the static field treatment. Make it a sphere of cryogenic freezing. Anything that enters is slowed and has a sleep proc hit it. I wouldn't mind the aggro then as it'd make sense.
You do that and ice control goes from bottom of the barrel to mid-level.
If Synapse feels really frisky, he could beef up Shiver while he's at it. There have been two suggestions I've seen on the forums that would make it quite nice. One was to add a -range debuff a la hurricane and taunt. The other was to add a shatter mechanic. Any target hit with shiver would then be susceptible to bonus 'shatter' damage from a followup hit with BoI or Chilblain.
Toss that in with the above and now you have a top tier set with useful powers from 1-32 that you'd have a hard time deciding to take/skip.
Please buff Ice Control.
Yeah, as it stands Ice needs something. Whether or not it breaks the cottage "rule" or not (they've done it a few times now, why not for Ice).
Just about any change would be a marked improvement, considering how the set currently performs.
Yeah, as it stands Ice needs something. Whether or not it breaks the cottage "rule" or not (they've done it a few times now, why not for Ice).
Just about any change would be a marked improvement, considering how the set currently performs. |
My Dom is an Ice/Earth/Ice permadom.
What did I change about my build? I dropped Ice Slick, I dropped Shiver, and I dropped the medicine pool. I picked up Frostbite, power boost, and the presence pool.
As you may remember from my previous discussions I use Flash Freeze as an every spawn control. To prevent an Alpha, adding enough range to get to 80+ to the nearest target, is enough to stop the Alpha provided Domination is up (this is because it will one shot sleep a boss. If the boss isn't slept the rest of the spawn chain aggros immediately).
After Flash Freeze I move into melee range, using Block of Ice and Seismic Smash on any unslept targets on the way. When I am in the center of the spawn I use power boost and Invoke Panic. The time this takes allows the confuse in AA to take hold.
I follow up with, believe it or not, Frostbite. I discovered that the problem with AA is the fear in it. The mobs will move to the edge of the radius and stand just outside it, plinking you to death with ranged attacks while you are gobbling down end to run AA and getting no benefit from it. It actually scatters the spawn albeit very very slowly.
I slotted Frostbite for immobilize duration. With Dom up and the remnants of Power Boost it lasts a long long time but only 12 seconds of it comes with KB protection for the mobs.
I then follow up with Sleet and the mobs will begin flopping while immobilized, confused, and terrorized.
Glacier is usually up every others spawn so no worries there.
Those changes let me switch from struggling on +1/x4 to low risk on +3/x6. I went with Alpha Cardiac Radial Paragon as that not only solves the endurance issue it increases the terrorize and sleep durations. Adding in the Contagious Confusion proc let me bump to +3/x8. All of that lets me select other useful options for all the rest of my incarnate powers.
The change that needs to be made is that the fear in AA needs to be converted to a mag 3 terrorize. The mobs stay in the radius of AA that way and they are affected by layered controls.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I think I know what it is too. DarkCurrent's ideas are good but I found a way to get the missing mitigation that I needed. Much earlier than incarnates.
My Dom is an Ice/Earth/Ice permadom. What did I change about my build? I dropped Ice Slick, I dropped Shiver, and I dropped the medicine pool. I picked up Frostbite, power boost, and the presence pool. As you may remember from my previous discussions I use Flash Freeze as an every spawn control. To prevent an Alpha, adding enough range to get to 80+ to the nearest target, is enough to stop the Alpha provided Domination is up (this is because it will one shot sleep a boss. If the boss isn't slept the rest of the spawn chain aggros immediately). After Flash Freeze I move into melee range, using Block of Ice and Seismic Smash on any unslept targets on the way. When I am in the center of the spawn I use power boost and Invoke Panic. The time this takes allows the confuse in AA to take hold. I follow up with, believe it or not, Frostbite. I discovered that the problem with AA is the fear in it. The mobs will move to the edge of the radius and stand just outside it, plinking you to death with ranged attacks while you are gobbling down end to run AA and getting no benefit from it. It actually scatters the spawn albeit very very slowly. I slotted Frostbite for immobilize duration. With Dom up and the remnants of Power Boost it lasts a long long time but only 12 seconds of it comes with KB protection for the mobs. I then follow up with Sleet and the mobs will begin flopping while immobilized, confused, and terrorized. Glacier is usually up every others spawn so no worries there. Those changes let me switch from struggling on +1/x4 to low risk on +3/x6. I went with Alpha Cardiac Radial Paragon as that not only solves the endurance issue it increases the terrorize and sleep durations. Adding in the Contagious Confusion proc let me bump to +3/x8. All of that lets me select other useful options for all the rest of my incarnate powers. The change that needs to be made is that the fear in AA needs to be converted to a mag 3 terrorize. The mobs stay in the radius of AA that way and they are affected by layered controls. |
I use 2 main patterns for Ice Control on Dominators, depending on whether Destiny Barrier or Glacier is up:
(Arctic Air is running)
>> Super Speed in with Glacier OR Barrier at a distance and then run in
>> Frostbite (slotted for immob duration)
>> Fireball
>> Rain of Fire
>> Blaze
>> Ice Slick
(the -KB is about to wear off, so enemies start falling)
>> Fireball
>> etc
That basically keeps everything cemented in place while I DPS them down.
Sometimes I cast Ice Slick around a corner if I'm slightly worried.
I agree that the Fear in Arctic Air is often counter productive. It helps you survive a little but probably creates more problems than it solves. Frostbite helps with this a lot.
Hopefully I'm not figmenting too much in my hope that an Immobilize -KB adder or remover IO might be on the table for the future.
IMO at the very least Arctic Air should be modified to use a mezz duration table that does not penalize Dominators. The duration is based on the Fear table for some reason. This power should almost probably use the Ranged_Ones table so that the duration of a confusion pulse does not degrade.
Given the way Bonfire works now damage in Ice Slick is not out of the question. I just don't want to see a few modest tweaks that only help out a few non-key powers. Plant, Fire, and Illusion are really good because they pack most of their potential into just a few powers, not because every individual power is must have.
PS just speaking of my own taste, I personally hate World of Confusion. IMO if you're going to go Psi APP, the main reason is the Psi Defense in Indom Will, and mezz protection outside of Domination. The -Recharge in Psi Tornado is nice to have too because it stacks with AA and gets you out of having to use something like Shiver. Anyway, I've personally gotten a lot Confusion-use out of Fireball/Rain of Fire because they cast quickly/pulse and trigger the Cognitive incarnate proc. Rise of the Phoenix is pretty nice too and basically takes a lot of the guesswork out of it all, especially in the incarnate trials.
I have built my Ice/Dark/Psi dom under the same premise as DarkCurrent (vigor/cognitive/barrier/control) and it is indeed a ton of fun (I get more mileage off Vigor due to the heal portion). Didn't heavy proc AA but I can understand why he did so.
Just because some playstyles work however doesn't mean the set is 100% fine
@Miladys_Knight: Vigor Radial Paragon also provides sleep and fear duration in addition to confuse/acc/end/heal, making it a good fit for your playstyle as well.
@Viper Kinji
Currently working on:
Turtle Snapper - SD/MA/Ice Tanker
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
It only works for Doms though. Domination + Power boost gives it the duration and mag needed to make it effective. Outside Dom and power Boost it deserves its maligned fate.
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Fortunately it's getting a buff in i24. (Reduced end cost, higher accuracy, larger radius, mag3, available at level 14.) Unfortunately, that just means it'll overshadow Ice's inherent control more.
Well, yeah. It really is terrible right now.
Fortunately it's getting a buff in i24. (Reduced end cost, higher accuracy, larger radius, mag3, available at level 14.) Unfortunately, that just means it'll overshadow Ice's inherent control more. |
That is scary.
Please buff Ice Control.
Unfortunately, that just means it'll overshadow Ice's inherent control more.
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I really don't agree with that. It's a nice supplement but Arctic Air + Ice Slick is still much better than just a PBAoE fear. Skipping Ice Slick for this power, like one person above did, is IMO probably not a strategy for most people.
Of course, you can combine them all together, which is probably the best option.
It almost sounds like popular opinion is Ice Control has less control than, say, a Blaster or maybe even a Dark Miasma Defender, which is IMO not really the reality. It is somewhat worse than other controls sets but I really don't think the is as bad as a lot of people say.
I really don't agree with that. It's a nice supplement but Arctic Air + Ice Slick is still much better than just a PBAoE fear. Skipping Ice Slick for this power, like one person above did, is IMO probably not a strategy for most people.
Of course, you can combine them all together, which is probably the best option. It almost sounds like popular opinion is Ice Control has less control than, say, a Blaster or maybe even a Dark Miasma Defender, which is IMO not really the reality. It is somewhat worse than other controls sets but I really don't think the is as bad as a lot of people say. |
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
When I24 comes out Ice Slick + Invoke Panic may be better mitigation than Ice Slick + AA. Especially since Invoke Panic will cost far less end to use AND it benefits from Domination while AA does not.
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I haven't followed the changes very closely, but isn't Invoke Panic only a 15ft radius? Plus it's still just Terrorize, so the enemy will still be taking swings at you when you actually attack them. I suppose it could be useful if you mostly limit yourself to single target, but I don't see it working for my personal play style.
The upshot of AA is that as long as you don't get mezzed, it has no cast time. It is also one of the only control powers that is essentially always available. I think it has some headaches that need to be worked out--particularly for non perma-dom builds and builds without mezz protection/incarnate procs/purple procs/endurance reduction--but overall that the power doesn't get enough credit for what it does do.
To put it another way, if someone were to stick Arctic Air in a Power Pool like Invoke Panic is, I have very a hard time believing most people would skip it. I actually suspect it would become a beeline power for power gaming melee characters in particular, for reasons partially discussed in this thread.
Ice Control has almost zero ranged control in my opinion, that being the biggest issue. Any foe that attacks from range while you're in melee with AA and on top of slick has a free pass to whoop you good.
Please buff Ice Control.
I haven't followed the changes very closely, but isn't Invoke Panic only a 15ft radius? Plus it's still just Terrorize, so the enemy will still be taking swings at you when you actually attack them. I suppose it could be useful if you mostly limit yourself to single target, but I don't see it working for my personal play style.
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A level 50 set of Gimp of the Abuse plus a level 50 Nightmare End/Fear drops end cost to 12.74, duration to 20.64 seconds, and Accuracy high enough to make little difference.
Power boosted with Dom up the duration is 46.3 seconds and my level of +rech has it recharging in 17.77 seconds.
I replaced Ice slick in my Build because Sleet does KD, (as does most of my secondary) AND it gives -res. Having both of them was redundant.
A Terrorized mob that flops doesn't get to make his attack during his window of opportunity because he is affected by KD.
I24 solving these problems for Invoke Panic: Reduced end cost, higher accuracy, larger radius, mag3. Means that it may switch from being a nice shore up to Ice/ to a no brainer for any melee focused (perma) Dom.
I'll probably add it to my Elec/Psi. Having it go up to Mag 3 means that I don't have to have power boost to stack it and keep Bosses terrorized.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
So I finally figured out a way to make an ice dom awesomesauce. I recently respec'd and incarnated my ice/earth dom and here's what I did:
(This guy's an end hog and extremely toggle heavy, but you can make it work with proper IO sets and incarnate choices.)
Go for mega-stacking confuse.
From Ice Control you take Arctic Air of course. I six-slotted with frankenslots for a combo of confusion and damage procs. Cacophony dmg proc + end/confuse, Malaise dmg proc + end/confuse, Impeded Swift dmg proc + Coercive Persuasion contagious confusion. This allows AA to do its standard confuse duty, saves on end costs, gives you 3 dmg procs that provides 'hot feet lite', and spreads confusion quickly in a wide AoE.
From Earth Assault you take Power Boost of course. This will lengthen the confusion time on targets affected by AA. Also, take Mud Pots. Yes, I know the radius is small. But take it anyway. You'll see why in a minute.
I swapped primal forces mastery for psionic mastery and picked up World of Confusion. Yes, I know the radius is small. Yes, I know the confusion chance is only 20%. But take it anyway. You'll see why in a minute.
From those three powersets you should easily be able to achieve permadom status. I have my guy at 90% without any purple sets, so you can do it too. This will give you the recharge to spam attacks, boost your other control mags (doesn't work on AA's confuse to my knowledge), and refill your end bar (which is critical because I gave up Conserve Power when I respec'd).
Okay here's where incarnate abilities come in. Take Vigor and go up the right tree. That'll give acc, end redux and heal boosting that all have usefulness (the end redux is mandatory fyi). It also will boost your confuse duration 33%, which helps AA and WoC
From Interface, take the Cognitive set and head up the left hand tree. At tier 4 you have a 20% confuse proc on all dmg attacks + psi dmg proc DoT to all attacks. This makes it so any of your attacks... oh say from mud pots and WoC... proc confusion every 5th hit. It'll stack up to 5x. Combined with your AA and WoC hits, you're confusing targets potentially 7x stacked.
I took Void Judgement cuz I live in melee with this guy. Barrier destiny for the def/res boost in melee. Lore doesn't matter much but I haven't given much thought (I went vanguard, but don't like their ranged nature).
Okay, last but not least is your Hybrid slot. A lot of folks poo-poo this tree, but I can't say enough about it for this build. Control. If you head up the left hand tree, you can get the +1 mag boost to all mezzes and a chance to dmg to all mezzed targets. Well now you're firing critical level confuses from AA and WoC hits. And you're proc'ing dmg because everything is 'mezzed' that stands within your AA cloud, or gets close enough for WoC.
At the end of the day, just standing in the middle of x8 mobs is all the control you'll ever need. You're procing dmg and mezzes all over the place. Hitting with your AoEs like fissure, psi nado, mud pots, WoC, and tremor just spreads the madness. Contagious confusion wreaks havoc even more. You'll one-shot confuse bosses. And even better the mag boost from hybrid lets you one-shot hold mez resistant foes like kheld dwarfs. I seismic smashed one while domination was up (when isn't it?) that was running past me in a DA arc and he stopped dead, held. Those guys usually take a couple, three holds to stop. It was glorious.
Anyway, it's a really fun build. Of course, to me, it just highlights how weak ice control is that it requires massive incarnation to make it work to the level other control sets have in their 30s, but hey, what else is there to do with the end game stuff?
Oh, btw, can't the devs move the dmg from the sleep to ice slick?
Please buff Ice Control.