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Everything posted by Wimbochismo
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This is looking better. Don't forget to slot the Steadfast Protection res/def in Mind Over Body. Also slot Gladiator's Armor def all in Tough. This nets you an easy 6% def to all. They're also worth slotting while leveling for easy defense if you need it. For Arctic Fog, you'll probably get good mileage frankenslotting 2 partial Def and Resist sets. Maybe 3 Luck's, the Kismet, and 2 Reactive Armor res/end for the small s/l res bonus. Reduce slotting in Tidal Force's, at most it needs 2 slots. The Gaussian's build up proc and a rech. Can also reduce slots in Sleet by 1 or 2. Move the Miracle +rec out of Dehydrate and into Health. It works best in a toggle/always on power. The Annihilation set in Water Burst can be switched out for either a ranged def set or a recharge set. 2 slotting Blessing of the Zephyr in your travel power will give you 1.25 ranged def. One of the enhancements also gives knockback protection. If you want to, you can break the Vigilant Assault set into 2, slotting 3 of the enhancement's into two different attacks. This gives you the sets recharge bonus twice. Then you could 3 slot Thunderstrike for more ranged def. Altogether, none of these sets is super expensive. In general, the Defense and Resist sets tend to be the most expensive. PvP sets are very expensive. Everything else is do-able. The rest you can just kind of fill in as you level. Once you hit 50 the cash just flows in.
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A quick bit of general advice for a new player making money - it will vary if you decide to take the p2w xp booster. Slot the p2w enhancements for free proc dmg. Do DFB x 4 for the buffs, this will offset sub optimal slotting and set you up till the 20's. You can do the same up into the 30's if you run DIB. Run some TF's, probably starting with Posi. Convert the merits you get into enhancement converter's/booster's. Sell them on the AH and this should net you millions. By around lvl 27-30 you can afford all the lvl 30 IO's like in your build. As you level, shore up weaknesses you find like end issues. You can take performance shifter, panacea etc rather early and they help a ton. They're not too expensive, but if they cost too much, find other enhancements in the set that are cheaper and use those enhancement converters to in-set convert it to what you want. I've pulled off plenty of builds that only take the 2 ATO sets as purples. If you buy them as oranges they typically run around 8 million, with enhancement catalyst's around a million. That's probably the most expensive set you'll have to buy, if that puts things into perspective. A lot of the yellow/orange sets, especially the cheap ones might only cost around 1 million - 4 million per enhancement. Find the cheap sets in your build and it can be affordable. For the build, it's valuable to have something in place around 30-40 to start shooting for. You look like you already have a good idea of how to make builds and what you want. You're beefing up ranged defense and going after recharge with 5x lotg's etc. You can probably drop Steam Spray and pick up Water Jet to give yourself more single target dps. You already have Water Burst, Whirlpool, Geyser for aoe. I usually 3 slot Touch of Nictus accurate healing set with proc, and add more procs to Dehydrate. This makes it an ok heal and better dps. You may not even need Dark Consumption for end with Heat Loss covering end problems. If you want you can go with a different resist shield epic. I've posted a FF/Water build somewhat recently that you could probably partially port over to this combo with a few changes. ffwater def.mbd
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I've been wanting to do a deep dive into WoC to quantify why I dislike it. Let's start with what we get. It has a low end cost. Requires a to-hit check to land, so needs accuracy. An 8ft radius - melee range and attacks are 7ft so it's very tight and means you need to be in melee. A 100% chance for a 1.5 sec mag 2 confuse, 20% for a 1 sec mag 1 confuse, and 3.6 psi dmg. The activate period is 4 secs, I'm pretty sure that means all of this "ticks" every 4 secs - someone correct me if I'm off. Confuse does not set up Containment. If you want to use it for the confuse - to start out the duration doesn't equal the application chance. It needs hefty +confuse for it to be worth it. If you want to use it for the dmg, as in slot it full dmg set. It's a nice little bonus that pairs well with containment and a melee def build. I've seen people rave about proccing it. All offensive toggles are normalized for procs to go off every 10 seconds. There's a formula around for proc chance based off of the radius of the toggle. I'm not the best at the math for it, but I think with an 8ft radius it's around 50%? proc chance for a 3.5ppm proc. So you're really only getting a 50%? chance for each proc every 10 secs. It also needs accuracy and maybe still some end red so 4-5 procs total. Not that great. If you're a melee/s/l def build then it could be a nice little addition. Taking it precludes you from getting a s/l def shield, though. You'd need good survivability from your secondary to risk being in melee. If you're a ranged defense build, it's only worth it if you can cc and lock down the enemies first. You can't effectively strafe the mob and apply it, because of the 4 sec activate period. Going into melee puts you at risk. In a group mobs are best clumped by a tank. Solo/group it has a good showing on builds that also take Fold Space. Gravity would be the best pairing. Wormhole clumps the enemies tightly and applies a stun that sets up containment and keeps you safe. TLDR: With how tight builds can be and trying to free up slots for it, I rarely ever take it. It can be a nice little addition but I most definitely wouldn't design a build around it.
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To add to all of this. I've been giving any new character I make about 5 million to to buy odds and ends p2w stuff. The recovery/defense etc temporaries are cheap at level 1 and have lasted some of my guys until the 30's. You can slot miracle, panacea, perf shift pretty early in levels. Buy em and slot em asap. SR runs several toggles. On my SR Sent in the early levels, I only ran with the ranged def toggle and acted like a ranged Blaster. Here you could only run the melee def toggle and that should be all you need.
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That build may be lacking in accuracy, especially in a key power like Confounding with a 70% against +4. End management is a bit low, at least until incarnates. Symph/Storm should work pretty well together. Like most Stormies, you're chasing after enough recharge to get near perma Hasten and multiple Tornado's etc. You'll probably want to throw in Force Feedback +rech procs and KB-KD. The trade off on high recharge is typically sacrificing defense of your chosen type. This is especially true for Controller's and 1 lackluster ATO. The side advantage comes with control uptime. With a low defense you want to use cc for survivability. You have soft cc fear in Dreadful, which doubles for dmg and is proccable. Emergency hard cc in Chords. But it mostly center's around the Confounding stun and how often it's up. Unfortunately it has very low base accuracy and is also one of the higher damaging more proccable attacks. You have to choose between a full dmg set, Superior Will set, or some hybrid of cc duration/procs. There's also the option of treating Hymn and Impassioned as procced dmg attacks or using dmg sets. The build you listed takes some of this into account and points you in the right direction. At a quick glance, maybe drop Hurricane for Tactic's. Drop Enfeebling. Switch Ice Epic to a resist based one. If you take and use a resist shield you can switch the Red Fortune's in toggle's to x2 Gift of the Ancients or something for the +recovery bonuses. Move a slot to Health for Panacea and a Perf +end in Stamina. Reverberant is take it or leave it when it comes to slots. Set mule it, or if the slots are better used elsewhere, move them over.
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Haha yea that's been my experience with it. I brought it up bc your ability to max stack Rending Flurry more often is then dependent on the cooldown of Blood Thirst. On a perma Hasten build with a rech slot it can be around 30 second rech. It may be worthwhile to go harder on rech in it to then increase aoe dmg potential.
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I have a Water/FF Corruptor and the Seismic/SR Sent. It's a bit of an odd comparison but I'll give a run down. Both sets have perma Hasten. I didn't feel like I had any issue's on either when it came down to choices and power picks. Both combo's play very differently and involve different amounts of power/slotting investments. For powers and slotting - SR needs lots of slots and most of the powers in the set. Outside of SR, I needed kick/tough/weave and Combat Jumping to softcap all positional defenses. Seismic needs most of the powers as well. On FF I just needed full slotting in Dispersion and Force Bomb, but needed Maneuver's in addition to Fighting and Jumping pools. More slots can go to attacks and you can select more Epic pool powers, though. In terms of procs, with no detriment to other area's of the builds, I could fit roughly 20 dmg/FF rech procs in my Water/FF. For my Sei/SR I could get around 16 procs. On SR I have 45 to all positional defenses. Debuff Resistance/Status Protection/Status Resistance are all much higher and wider ranging on SR. For FF I have 45 ranged defense, and 30 to all other defenses. This is sans Power Boost because it doesn't play well with toggles. Debuff Resistance etc is lower than SR. In terms of damage? Seismic win's out in single target, with the inherent and how I have my slotting. For aoe the Water Corruptor wins out. For Sent's, you have a target cap of 6 on cones and 10 on targeted aoe's. On Corruptor's, especially Water the target caps on all aoe's is 16. You can partially get around this with faster recharging aoe's on Sent's. Quick summary: SR Sents are just flat out way tankier but needs more slotting investment. In the long run I still had flexibility to choose 2 additional powers and one different pool, and an Epic melee attack. Better single target dmg. FF Corruptor's can easily softcap only 1 (maybe other's if you pick Scorp Shield etc) positional defense. You have more slotting flexibility, and chances to pick more Epic powers. But you more easily get locked into Speed/Fighting/Leadership/Jumping(or Stealth/Flight). They're less tanky overall but excel in aoe dmg. Edit: With the caveat that my FF/Water is made for aoe. I don't know how Sent vs Corr single target dmg plays out.
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I'm not sure if anyone has ever mentioned this. Not sure if it's a bug or a feature. I tested it again tonight on my Savage/Dark Brute. If you execute something like Rending Flurry at full stacks you will get locked out of Frenzy. But if you Blood Thirst, this still gives you full stacks of Blood Frenzy and cancel's the lock out. Worth thinking about.
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Yup, all on the ground. It has some -fly too. For aoe: Upthrust, Rockshards, Meteor, and the PBAoE KD as you gain stacks. Stalagmites is also mag 3 stun. You can play it anywhere on the battlefield. I took Cremate and stay in melee for the PBAoE too. It's great because you can cycle your attacks and have options on where to burn your stacks. For aoe, Meteor then a stacked Seismic Force, Meteor asap, cycle aoes, spend more stacks on Rock Shards. Single target use Stalagmites stacks, Seismic Force with no stacks. All the powers besides Meteor activate fairly quickly so it's pretty fast.
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Force Field: FF is very strong for group defense, but also your own defense. Dispersion Bubble is a huge chunk of your def, consider fully slotting it for def and -end - something like full Reactive Defenses is nice. Slotted this way, it is 11.8 def across the board. Depending on your other power picks, still consider Personal FF as a LotG mule if you need it. Force Bomb is actually a very nice aoe when procced with -res as a bonus, is roughly equivalent to M30 but doesn't need a KB-KD slot, and can take a Forcefeedback +rech proc. If you need more slots elsewhere, consider dropping slots from the 2 group buffs. It's personal preference, but gives you more slot economy. Finally, Soul Mastery is nice for a FF Corruptor. You get +dmg in Soul Drain, a res shield, and Power Boosted shields - potentially making up for a slotting deficit in the group shields. AR: I don't have any experience with AR. From diving into it, it looks like a theme you have here is the opportunity for Forcefeedback +rech procs everywhere. You'll probably also need some KB-KD if that's your preference. A perma Hasten build could be worth it. Corruptor's have an advantage here with Malice of the Corrupter full slotted 10% rech, and Scouring Blast set split in 2 for an easy 20% rech. I'm confused as to why you wouldn't take the snipe? In combat snipes become instant cast and are typically a high dpa part of a ranged attack chain. Looking over your highest dpa single target attacks in mids for AR, you have: Snipe>Ignite>Slug>Beanbag=Burst I don't know how Ignite's damage is calculated in mids. If it is just considering the single target, it is a high dpa single target attack. If it is including the puddle dmg, it does less dmg then indicated. I'm going to advocate for picking Ignite, though. The dot lasts 5.25 secs and it creates a small puddle. The big benefit of Scourge for Corruptor's comes from persistent dmg effects like Rains and Dots. Your personal preference, though - and I don't know how it actually performs. Between Beanbag and Burst, the dpa is the same and it depends on if you want the mag 3 stun or the -def. The mag 3 stun may add more survivability. I wouldn't proc either, though. Just go with a straight dmg set. Beanbag can only take like 2 procs, and Burst can take more but with a 4 sec rech it isn't worth it. Someone else may have more insight into what AR can do.
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Taking Master Brawler further synergizes with Focused Senses and Focused Fighting. They then give you mez protection.
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Super Reflexes on a Sent allows you to choose Master Brawler and Enduring. It doesn't really do anything for your damage. What it does give you is the ability to easily softcap all positional defenses, get perma Hasten, has DDR, and fixes any endurance issues. On top of that, the Master Brawler absorb can be made perma, and synergizes very well with the set. You're much less likely to get 1 shot with the absorb, but if you lose health the innate resists kick in. The absorb also becomes massive when lower hp, so your hp bar pretty much stops moving down. It's pretty tanky. All of this together means that you don't have to pursue as many set bonuses for recharge and defenses. In terms of slotting it frees you up to proc out and play with powers in your primary and other pools.
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In my build I have a 23.69 sec recharge on Meteor. If I'm reading city of data correctly, someone correct me if I'm wrong - every Seismic ability you use reduces the cooldown of the other abilities by a flat -1 sec. At max stacks, Seismic Force reduces the cooldown of the other Seismic abilities. For Meteor, this is -15 seconds. So 8.69 sec, less if you use other Seismic powers. It's not sustainable, but if you add +5 recharges to Seismic Force on a perma Hasten build... maybe some FF procs on top of that? Fastest recharging nuke in game.
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I don't think I've made any huge achievements in game on my Sents... But, in my Seismic/Super Reflexes build I have 45 def to all positions, perma hasten, and a sub 8 sec recharge on Meteor. Yup, a Tier 9 nuke every 8 secs...
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Yes, it's still true. Just be aware that some of your survivability as a Controller is tied into using them as controls, as well. You can definitely go for pure dmg sets if you need set bonuses. But if your secondary/build allows for it, Symph truly shines when it's procced. Just about every power is heavily proccable. Impassioned Serenade and Hymn of Dissonance turn into hard hitting single target attacks. Confounding and Dreadful are great aoe dmg. Try it out!
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With respect to @Snarky, he tends to make more themed and out of the box builds. In this one, as he says, he leverages the stuns. The stuns are only mag 2 so you'll probably still be getting hit by bosses occasionally. It has almost no defenses so if an enemy even sneezes your way, you'll need to start spamming Twilight. Basically, it is eschewing the typical defense safety net and you'll have to use powers non stop preemptively and probably say a few prayers for your source of safety. It looks like you'd drop Dark Pit, move in for Oppressing, layer in -tohit, desperately take out bosses, heal what you can, hug fluffy like a lifevest. A more common way of building a /dark is going to softcap range defense and getting enough recharge/perma hasten for double Tar Patch and to treat Howling Twilight as a debuff. This is a more comfortable "starting point" that you can then make tweaks to depending on what you desire. This way is also going to be natively tankier and strong rech is great for blasting dps.
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I'm still getting used to Storm slotting, but I have a few Time characters. At a first glance the build is going to do everything you want it to, but poking around a bit you could do a bit of optimizing. Right now you have perma Hasten. Chrono Shift is about ~7 secs off of perma. If you're relying on FF +rech procs then that will cover those last few seconds. However, if you want to smooth it out you could dedicate another slot to it for rech. I'm mentioning this because CS is helping your rech and end recovery. The +rech lasts the whole 90 secs, but the heal and rec buffs only last 30 secs of the duration. If you toggle off Chrono then your net end recovery is about 1.6. Basically you may have end problems 1/3 of the time, but sticking another endmod/rech in it will boost the end recovery for those 30 secs as well. Conserve Power isn't perma either but alternating it with CS should manage your end. This suggestion is just to be aware of these interactions. Toggling on Power Boost is skewing your accuracy a bit. PB only lasts for a few abilities, though. Against +4's your accuracy is a bit low. Jet Stream, Hailstones, Time Stop, Cloudburst, and Slowed Response have low accuracy varying from ~67% to ~85%. Especially dedicate some slots to Slowed Response, since as a Time Def this is a valuable debuff, and the -def could cover your other low acc. Time Stop is a take it or leave it power. The -regen is very low, but proccing out the power is a good move and makes it more valuable to use in an attack chain. If you cannibalize anything for slots I'd take them from here first, though. You could potentially even switch this power with a 4 slotted Time's Juncture. It will allow you to dedicate more time to blasting with Storm instead, and I believe spamming Storm powers is how to get the most benefit from the set. Chain Lightning doesn't do well with procs. If your intention is to mainly proc against the first target, that'll work. But subsequent targets in the chain have a very low proc rate. You dedicate a lot of slots to Tough and Weave. If you don't intend to toggle them on, or to only do so in certain circumstances, you can remove some slots. You could effectively remove 2-4 slots from them for other set bonuses. Adding some +to hit slotting to Farsight could help accuracy overall, for instance. Also maybe a Kismet +acc in Hover? This is mainly just to get you thinking about toggling on and off powers and look at power interactions in more detail.
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I take a different approach to FF. I usually 1 slot LotG or at most 3 slot the 2 team buffs. My opinion is that at lower levels the defense really shines and can carry groups. At high end when people fix their defenses it becomes overkill. It does help with cascading debuffs, but Damping does ddr now so that defense won't shift as much. This gives you much more slot economy for other powers. Personal FF is a lifesaver and LotG mule or skippable. Repulsion Field, Detention Field are skippable. Repulsion Bolt 1 or 2 slots. Dispersion Bubble fully slotted for -end and ~15 defense. Force Bomb procced and force +recharge. Damping Bubble can be minimally slotted. Dispersion Bubble carries ~15 of your overall defense. This will let you hit your defense softcap easily so you can slot how you like elsewhere. FF plays very well into a recharge build with all the LotG mules and force feedback +recharges. It looks like Dark has Torrent for another feedback. Other than that, you may want to focus on recharge bonuses and just proccing Dark like crazy. Just don't go Agility alpha if you do this. I feel like I've been talking up Force Field a lot with all the threads on it recently. So I'll share my FF/Water Defender to show you what can be achieved with it. Even with this build minimally slotted for team buffs; between the team buffs, Dispersion, and Maneuvers you're providing 38 defense to the team.
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I think that you've explained the differences between the two pretty well. If your question is a meta, which one is better than the other? They each provide the different "flavors" you listed, but in my view it comes down to their slotting. In this case I think they are quite neck to neck depending overall on what abilities you want from each. The way I build Controller's is to be a bit more "selfish." So I'm more worried about hitting my defense goals and then proccing abilities. In Time you typically want a lot of the abilities. On top of that they need some slots. You probably want Shield Breaker in Slowed Response. Heal set in Temporal Mending. Dark Watcher's in Time's Juncture. Perma Farsight which gives ~14.5 defense slotted but needs to be made perma. Enough recharge for perma Hasten and Chrono. On my Time builds, I can typically hit my defense goal and perma Hasten while fully proccing 3 Controller powers. For FF you have the opposite. You can choose or not choose some of the powers and most can be 1 or 2 slotted. Personal FF is a nice life saver. You can slot up the 2 team buffs or 1 slot. All 3 of those powers are any easy LotG. Repulsion Bolt is a 1 or 2 slotter -res now. The only powers to fully slot are Force Bomb for procs, Force Feedback proc and does -res. And Dispersion Bubble which unlike Farsight is just a toggle and easy ~12 defense, no recharge needed. On my FF Controller's I can usually hit defense goals while fully proccing 3 powers + another 2 or 3 powers partially procced. In some cases still maintaining perma Hasten. So it more depends on what kinds of powers (including primary) and what your overall goal is for each. Having easy access to a heal is awesome, being able to proc Fireball or Consume is cool too. I think both are great.
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Water Blast: What are some outstanding pairings?
Wimbochismo replied to BuiltDifferent5's topic in Archetypes
I made a Def, but a Cor would still have higher damage. Since most of the dmg comes from procs though, it's not terribly different. It's up to stronger defense buffs or higher dmg, either would work great. There's not a huge difference the defense buffs give out, something like a 10 defense difference between the two? I didn't bother with Power Boost and instead went Dark to proc out Dark Consumption and make managing end better. Super high defense is desirable, but when people get around 32 even on low defense builds, you only need like a 13 buff to make them hit 45. That's my own take on it, though. -
Water Blast: What are some outstanding pairings?
Wimbochismo replied to BuiltDifferent5's topic in Archetypes
Since I've seen Force Fields coming up in the Def forums, I'll bring it up here. I have a FF/Water Def and the pairing works beautifully. The amount of knockdowns and knockup's is hilarious. I take the selfish view of FF and single slot mule LotG in most of the powers. I fully slot Dispersion Bubble for my own defense (~12 Cor, ~15 Def) and Force Bomb as a proc bomb. You can easily softcap defense and proc the heck out of abilities. With water's procability my Defender build has about 25 procs, and the Corrupter version 22 procs. Still with 45 ranged def, perma hasten, and group defense buffs up to 32 for Def and 25 for Cor. On top of that it's a bubble theme... -
😐 I do have to advocate for the combo, as I have an elec/elec/mu. It's one of the rare combo's that you don't have to build for heavy recharge, even skipping Hasten. Most of the abilities you need have short cooldowns and are fine slotted locally with recharge. But if you do go with higher recharge and Hasten you have pretty much every ability at your fingertips at all times. Conductive Aura goes a long way towards helping Controller end problems and the 20ft range goes well with a Hover ranged defense build. Jolting Chain doesn't get much benefit for procs in the chain, but it can take 3 procs. The initial hit will still proc fairly well with an 8 sec recharge so it can be viewed as a single target attack that happens to chain knockdown. It's very fun and very busy.
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Could I get some feedback on my Plant/Poison build ? Pretty Please ?
Wimbochismo replied to netphenix's topic in Controller
Without knowing what the build is for, what sets to keep or if you want to be ranged/melee I'll give my opinion. The build looks like it hits most of the highlights of the combo. Procced Carrion Creepers. Procced Poison Trap. Leveraging Venomous Gas. Rune of Protection for cc protection and to keep VG up. It seems like you're trying to push the dmg side of things. Endurance recovery is a bit low, and no Panacea proc. Accuracy vs +4 is a bit up and down on some abilities. Could pick up Tactics. Definitely consider dropping: the Breath, Spirit Tree isn't very useful, and Elixir of Life - it has a crash, unless you just want a rez. RoP doesn't benefit from rech slotting, just stick the Gladiator's Armor in it. Overpowering Presence is rarely worth slotting, go Coercive. A 2 slot Blessing of the Zephyr in a travel power is easy range defense/knockback prot. Try to find 2 slots for a Panacea in Health and a recharge in Hasten, it's worth. Controller's benefit from more recharge in general, but you have a fast Seeds and Poison Trap for CC and mitigation, so it may be less important. You still want some recharge in Creeper's though to try and make it perma. Possibly go accuracy/recharge slotting from a proc set to get a side bonus and lower overall procs to 4. I'd pick either ranged or s/l/melee defense and lean into it more, it will open up other slotting options. I'll throw out a few things to consider for both. Melee: Keep Sorcery for RoP, the CC prot will help keep up VG which is important. Lower some of the ranged defense in favor of recharge and s/l defense. Get rid of the 3 powers from earlier and go with something like Ice Storm, Tactics, Vengeance for LotG. Beef up Tough for s/l res. Ranged: Drop Sorcery and go for more of a Hover angle. Melee ranged is something like 7?ft, VG has a 15ft radius. You can effectively hover out of melee and still hit enemies with it, 15ft is still tight but do-able. RoP is less needed in a ranged situation. The only thing to ground for is Poison Trap but you can Seeds first and still waltz right in. Switch out some of the sets like Sovereign Right for Expedient Reinforcement and beef up ranged and recharge. Try to rely less on pure slotting Thunderstrike's. Take a resist epic and beef up s/l res, take a blast and aoe from there. Still try to fit in Tactic's etc. This should at least give you some idea's on options you can take. -
@A3r0h No probs, I see what you're aiming for, then. I don't have a specific priority for Controller's, it's more a sliding scale. I'd say the first thing I'd sacrifice is defense for recharge like @Doomguide2005. For Controller's I aim for the typical 45 of my chosen defense. I also build on the cheap with only 1 or 2 purps. I usually overslot for endurance because in lots of cases the end cost on abilities is high and I'm usually proccing. It's the best way to get dmg out of a 'troller. I managed to get like 27 dmg procs in a 'troller build and still hit 45 defense. If I can go with a resist based epic paired with ranged defense it's ideal. That gives you good s/l resist + whatever else and aoe/single dmg paired with containment. I always set my accuracy at +4. Perma hasten if at all possible, cause moar procs. Like Doom again, if you can't get 45 then try to get around 35. Just know to stay on top of/slot your control's as a form of mitigation, especially against an alpha. Most sets have a strong shorter cooldown lockdown like Earth you can Stalagmite's, Symph Confounding Chant etc. Maybe sleep here if you had to? Then lastly you leverage that defensive Secondary like crazy. In your case you're getting perma World of Pain. Like in your build, you can easily achieve 75 s/l and a decent blanket of resist across the board. This is great because Ice has soft control's that are probably letting through dmg here and there. It means you probably won't get chunked down very hard. To that end, Soothing Aura if you pick it is providing constant passive healing. If you get hit too hard you have a PBAoE heal. I think that's your best goal-post unless you go with pure sets. Pure set bonus Controller's usually end up dropping dmg (procs) in exchange for all those other considerations. But this would let you more easily reach those other defense/recharge goals. You just might end up with a no damage 'troller, which isn't a bad thing either.
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So I haven't made an Ice Controller here yet, but I have several 'trollers and a Pain Dom. Someone correct me if I'm wrong on any points. In general it looks like you're going to have some issues with endurance (I exclude incarnates when looking at a "base" build). Procs generally don't work as well in toggles and pseudopets. This includes Ice Slick, Enflame, World of Confusion, Arctic Air, and Psionic Tornado. With all the procs you have in yours, they'll definitely be doing work but I feel like you could get more benefits going for straight bonuses. Contagious Confusion proc in AA is still valuable. But CoD says the confusion duration for the mag3 is ~3.75 secs - AA is screaming for end reduction and confusion duration. It looks like the most proccable powers in cold are Cold Snap, Flash Freeze, Block of Ice and maybe Frost Bite. The chance of build up in Block of Ice is a low chance and with it slotted for recharge and Agility alpha it's never going to go off. I believe cold's control comes in the form of layering soft controls. Open with Flash Freeze, Cold Snap or both ? to then get in and Ice Slick with AA for soft control. Chillblain is good single target damage but this looks more like an aoe dmg/control build. It really needs Frostbite to set up aoe containment, confusion doesn't count towards containment. World of Confusion requires accuracy to land its confusion, Anguishing Cry -def helps a bit. I'm not sure how set you are on the Sorcery pool. It isn't doing a ton for you. Pain already has great heals, so Spirit Ward is unnecessary. Enflame is good aoe dmg but replacing it with a procced Cold Snap may be comparable. Share Pain YMMV. Damage on a 'troller is already anemic, but a 25% dmg boost isn't huge when most of your dmg is procs. You're also locked out of being healed for 15 seconds, with soft controls you're going to still be taking some hits. Soothing Aura is actually very nice on Pain. You can put a Numina +regen/rec in it and it will provide that bonus to teammates inside of it. Otherwise Pain is all about perma World of Pain and Anguishing Cry. Anguishing Cry could really use a Shield Breaker set or something, it needs accuracy as well! Hopefully this helps.