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Ill/Cold Builds


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So I'm trying to make a boss killer controller. Many moons ago I heard Ill/Cold was quite adept at such a task. I know it's an odd pairing what with all the Ill/Rad, Ill/Storm etc etc. I've never built an Ill/ or /Cold so if someone has a decent build (cost of IOs not a problem) then I'd be eternally grateful ūüėČ

Edited by Ice_Warden

A bunch of toons. Global DocRanger

All on Excelsior. 

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You know what, I probably WILL forget tomorrow, so here's the build.

 

Notes:

- Endurance hog. Before Heat Loss, you will have severe endurance issues. Visit P2W and stock up on recovery serums. Also comes in handy when exemped down.

- No self-heal of any kind. Carry greens, buy Med Pack and if necessary, get out of the line of fire and wait for the Panacea to refill your health bar. Preventative Medicine will save your ass more times than you'll count.

- When using Heat Loss, REMEMBER TO BE IN THE POINT BLANK RANGE OF YOUR TARGET.

- The build does not work without Agility Core Alpha. Not at high levels anyway.

- Craft Ageless Destiny Core too. When you don't expect to fight many mezzers, use it instead of Clarion. That way you don't have to bother with getting into point-blank range for Heat Loss, and can use it as a pure ranged AoE debuff.

- Sprinkle Enhancement Boosters around liberally. I personally have EVERYTHING that can be boosted boosted to +5. It is clearly unnecessary due to ED limits, but looks gucci, as the cool kids say. Regardless, use enough boosters to hit ED limits everywhere you can. You absolutely MUST!! have a +5 Recharge IO in Hasten; and +5 all Expedient Reinforcements in Phantom Army also.

- Your ST attack chain is Blind -> Spectral Wounds -> Ice Blast -> Infrigidate. It cycles perfectly.

- Your AoE is Sleet -> Heat Loss (if it is up) -> Ice Storm.

- Benumb the hardest target in the spawn. Keep Benumb on it as much as you can. It's perma.

- You aren't going to be a proc monster (because of a lot of slotted recharge in your ST chain and Agility Alpha), but procs definitely help out with damage, and turn Infrigidate from a non-damaging debuff into a damaging attack.

- You should have capped ranged and S/L defense.

- Arctic Fog + Sprint (with Stealth IO) = full stealth. You don't need Improved Invisibility OR Group Invisibility (they give worse defense than Arctic Fog and no resistance, and can't be used together with Arctic Fog). If you don't want to be transparent all the time, buy prestige sprints from P2W and slot the stealth IO into one of them instead. Then use regular Sprint when you want to look solid but still want to run fast.

- Afterburner is optional if you don't care about flight speed, but if you don't take it, find something else to mule the LOTG IO.

- Use Longbow Lore pets to speed up AV killing. Also craft Banished Pantheon Radial and use it when you need moar AoE (farming or Trick or Treating and such).

- Get the "big four" stat-boosting accolades to improve your anemic HP somewhat and get a little extra Endurance.

- Don't forget to use Deceive where necessary. When Contagious Confusion procs, it's hilarious.

 

What I can do with this build:

- Best kill time on the pylon: 1:30 (give or take a couple seconds), without Lore or Judgment.

- Soloed ITF at +4/8

- Soloed various GMs

- Soloed various AVs.

- Soloed various level 50 arcs at +4/8

- Playing at +0/8 is straight up boring. You don't even need to use your Judgment half the time. Playing at +1/8 feels like "normal difficulty". +4/8 you need to pay attention to what you are doing, but even then you dominate the field. Your biggest problem is mezzes (but that's what Clarion is for), Deceive-immune mobs that see through stealth (i.e. Rularuu watchers) and bum-rushing melee mobs that get past your PA (i.e. Knives of Vengeance).

 

Build:

 

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Edited by Extor Prime
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Yeah got a few under the bed. There are inexpensive alternatives in the meantime. 
 

looking at personal modifications I‚Äôm toying with in the hero builder to suit my tastes...but it‚Äôs time consuming ūüôā

A bunch of toons. Global DocRanger

All on Excelsior. 

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Is Ill/Cold still king there? I would think Ill/Traps would be better for soloing most AVs. For one thing Ill/Cold lacks a single target immobilize, which hugely penalizes damage plus is just annoying for dealing with AVs. Are people using some temporary power or other trick?

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24 minutes ago, Extor Prime said:

Ill/Traps requires too much fiddling and setting up. I never had trouble with AVs running away (Ill/Storm suffers from that, but not Ill/Cold). 

 

Is it really that much set up though? It seems like Ill/traps would deal nearly double the damage of Ill/Cold but I'm maybe missing something. Does Ill/Cold have a way to get Containment for the double damage? Containment and mezz protection were a big part of why the devs never let /Traps be a thing for Controllers due to fears of how strong it would be combined with Illusion Control, but there are lots of temp powers I suppose people are using these days?

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I haven't needed to use temp powers for anything other than convenience, or when I'm exemped down and missing something crucial like Heat Loss.

 

Clarion fills the need for mez protection (it is permanent so you are pretty much mezz-immune). Sleet and Infrigidate with Achilles Heel give substantial res and def debuffs for extra damage.

 

Traps has a lot going on and is very powerful (there's a reason why everyone knows that a bots/traps MM can kill absolutely anything, given time). But, it requires re-setting the traps with every encounter. That's too slow for me. It also is annoying in a group setting where you need to just quickly roll ahead with everyone else. Cold on the other hand just shows up and starts killing and can keep killing on the move.

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3 hours ago, Extor Prime said:

I haven't needed to use temp powers for anything other than convenience, or when I'm exemped down and missing something crucial like Heat Loss.

 

Clarion fills the need for mez protection (it is permanent so you are pretty much mezz-immune). Sleet and Infrigidate with Achilles Heel give substantial res and def debuffs for extra damage.

 

Traps has a lot going on and is very powerful (there's a reason why everyone knows that a bots/traps MM can kill absolutely anything, given time). But, it requires re-setting the traps with every encounter. That's too slow for me. It also is annoying in a group setting where you need to just quickly roll ahead with everyone else. Cold on the other hand just shows up and starts killing and can keep killing on the move.

 

You don't strictly need a temp power, the issue was always that Controllers do double damage against Contained mobs, and most Illusion Controllers dont have access to an Immobilize. The developers went through many hoops to avoid giving Traps to Controllers or supplying easy sources of Immobilize temp powers out of fear of what Illusion Control could pull off if it could access to Containment (the only other Controller secondary with an Immobilize is Trick Arrow). 

 

Ill/Cold definitely can down AVs and is a strong choice. I don't think it's the top line choice it used to be though. The only time Traps would really struggle is if AVs or GMs tended to run away like they sometimes do in iTrials.

 

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 ill/cold doesn't rely on containment damage to produce objectively very high damage. 

It relies on huge amounts of -res ( more than any other set with stacked sleet, hl and consistent achilies).

containment is nice, but not all that important for the build.

 

AVs rarely flee as the taunt of PA and phanty decoy is more than the flee of sleet and the slows, so you usually dont need an immob. Even +con AVs are affected by the slows so if they do start to flee they are easy to keep up with and redirect by heading them off. 

 

Ill/traps may well be the strongest big game hunter in the game, but ill/cold is generally much faster for any given task.

 

Extor is correct in what he says. His initial reservations about the combo have clearly developed into some impressive accomplishments. it takes a lot of time and inf but ill/cold has an extremely high ceiling. 

 

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  • 3 months later

Ill/Traps should be the best at AV/GM killing since at max level with a level shift it can floor most AV's regen.

Ill/Cold does more -Res, which in most situations and especially teaming will end up doing more damage than the extra -Regen.

 

Ill/Traps is a lot safer, though in most cases that's a non-issue against AVs.

 

It depends on whether you want a smoother general play with Cold, or the Traps ability to zero out most Regeneration even against level 54 AVs. Personally, I'd take Traps for a soloing character, but Cold for a mixed solo/team.

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On 1/26/2020 at 5:17 PM, Guardian Rhykon said:

Extor, I'm definitely going to try this build, but have a (probably stupid) question: Heat Loss/Ice Storm is better at managing crowds than your AoE hold? How so?

Ice storm makes them fall on their ass.

Heat Loss slows and drains endurance.

 

Nice thing is that both go off fairly fast and you have an OPTION not to be in PBAOE. 

 

Flash is just too got-dang slow and I got no slots for it either.

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I've very quickly realized the price of this build is insane!

 

I had a go at making the same build as Extors but with much cheaper Sets, thoughts?

 

Spoiler

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  • 2 weeks later
  • 3 years later

Bumping this thread as I seem to be having trouble finding Ill/Cold builds for something that seems to be talked about a lot as far as AV/GM killers. Any other builds to consider besides for the one @Extor Prime shared?

 

I'm actually more interested in general teaming / incarnate content as opposed to soloing AVs

Edited by shadowrex
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I still run the build below and haven't found a good reason to change it other than dumping infrigidate for a travel power after page 5 and chucking some dsyncs in benumb. Havent found anything it cant solo at 50 but i dont find them good team toons, especially on fast running teams, much better off with a /cold corr. Phantasm is annoying to yourself as well as team mates so he's just a mule for rech+ranged defence set and doesnt get used. PA won't keep up with a team so unless your prepared to run ahead and hit every mob first your basically just a buffer every 4 min for shields/debuffer with sleet every 15 seconds/buff+debuffer with heatloss every 90 seconds til PA catches up and tags whatever sliver of hp is left on the last boss standing. With a corr your offense and defense/buffs+debuffs. On an ill troll your not, at least when teaming. 

 

Its still a top 5 combo in the game, capable of anything, don't let me dissuade you from the teaming aspect of it - every team wants /cold buffs+debuffs regardless of what else they do, you'll just find it one of those odd combos thats way more fun soloing (and when you stumble on gm's you've usually dropped them before you even have time to shout out on lfg and form a team) :

 

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

ILL COLD PSI: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Psionic Mastery

Hero Profile:
------------
Level 1:    Spectral Wounds    
 (A) Decimation - Accuracy/Damage
 (3) Decimation - Damage/Endurance
 (3) Decimation - Damage/Recharge
 (5) Decimation - Accuracy/Endurance/Recharge
 (5) Decimation - Accuracy/Damage/Recharge
 (7) Gladiator's Javelin - Chance of Damage(Toxic)


Level 1:    Ice Shield    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 2:    Blind    
 (A) Basilisk's Gaze - Accuracy/Hold
 (7) Basilisk's Gaze - Accuracy/Recharge
 (9) Basilisk's Gaze - Endurance/Recharge/Hold
 (9) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
 (11) Gladiator's Javelin - Chance of Damage(Toxic)
 (11) Gladiator's Javelin - Accuracy/Damage


Level 4:    Deceive    
 (A) Coercive Persuasion  - Contagious Confusion
 (13) Coercive Persuasion  - Confused/Endurance
 (13) Coercive Persuasion  - Confused/Recharge
 (15) Coercive Persuasion  - Confused/Recharge/Accuracy
 (15) Coercive Persuasion  - Recharge/Accuracy
 (17) Coercive Persuasion  - Confused


Level 6:    Hover    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (40) Kismet - Accuracy +6%
 (42) Shield Wall - +Res (Teleportation), +5% Res (All)


Level 8:    Fly    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
 (37) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 10:    Glacial Shield    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 12:    Hasten    
 (A) Recharge Reduction IO
 (37) Recharge Reduction IO


Level 14:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (42) Luck of the Gambler - Defense/Endurance


Level 16:    Tactics    
 (A) Adjusted Targeting - To Hit Buff
 (42) Adjusted Targeting - To Hit Buff/Recharge
 (43) Adjusted Targeting - To Hit Buff/Endurance/Recharge
 (43) Adjusted Targeting - Endurance/Recharge
 (43) Adjusted Targeting - To Hit Buff/Endurance


Level 18:    Phantom Army    
 (A) Expedient Reinforcement - Accuracy/Damage
 (19) Expedient Reinforcement - Damage/Endurance
 (19) Expedient Reinforcement - Accuracy/Damage/Recharge
 (25) Expedient Reinforcement - Endurance/Damage/Recharge
 (27) Soulbound Allegiance - Chance for Build Up
 (27) Soulbound Allegiance - Damage/Recharge


Level 20:    Arctic Fog    
 (A) Reactive Defenses - Scaling Resist Damage
 (21) Reactive Defenses - Defense/RechargeTime
 (21) Reactive Defenses - Endurance/RechargeTime
 (23) Reactive Defenses - Defense/Endurance
 (23) Reactive Defenses - Defense
 (25) Reactive Defenses - Defense/Endurance/RechargeTime


Level 22:    Kick    
 (A) Force Feedback - Chance for +Recharge


Level 24:    Tough    
 (A) Steadfast Protection - Resistance/+Def 3%


Level 26:    Spectral Terror    
 (A) Superior Will of the Controller - Recharge/Chance for Psionic Damage
 (29) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
 (31) Superior Will of the Controller - Accuracy/Control Duration/Endurance
 (31) Superior Will of the Controller - Endurance/Recharge
 (31) Superior Will of the Controller - Control Duration/Recharge
 (33) Superior Will of the Controller - Accuracy/Control Duration


Level 28:    Benumb    
D-Sync Origin:D-Sync Provocation


Level 30:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (45) Luck of the Gambler - Defense/Endurance


Level 32:    Phantasm    
 (A) Expedient Reinforcement - Accuracy/Recharge
 (33) Expedient Reinforcement - Accuracy/Damage
 (33) Expedient Reinforcement - Damage/Endurance
 (34) Expedient Reinforcement - Accuracy/Damage/Recharge
 (34) Expedient Reinforcement - Endurance/Damage/Recharge
 (34) Expedient Reinforcement - Resist Bonus Aura for Pets


Level 35:    Sleet    
 (A) Ragnarok - Recharge/Accuracy
 (36) Ragnarok - Damage/Recharge/Accuracy
 (47) Ragnarok - Damage/Recharge
 (47) Ragnarok - Damage
 (48) Ragnarok - Damage/Endurance
 (48) Achilles' Heel - Chance for Res Debuff


Level 38:    Heat Loss    
 (A) Preemptive Optimization - EndMod/Endurance/Recharge
 (39) Preemptive Optimization - EndMod/Accuracy/Recharge
 (39) Preemptive Optimization - EndMod/Accuracy/Endurance
 (39) Preemptive Optimization - EndMod/Recharge
 (40) Preemptive Optimization - EndMod/Endurance
 (40) Preemptive Optimization - Accuracy/Recharge


Level 41:    Indomitable Will    
 (A) Recharge Reduction IO
 (46) Recharge Reduction IO


Level 44:    Mental Blast    
 (A) Apocalypse - Chance of Damage(Negative)
 (45) Apocalypse - Damage/Endurance
 (45) Apocalypse - Recharge/Accuracy
 (46) Apocalypse - Damage/Recharge/Accuracy
 (46) Apocalypse - Damage


Level 47:    Evasive Maneuvers    
 (A) Winter's Gift - Slow Resistance (20%)


Level 49:    Mind Over Body    
 (A) Unbreakable Guard - +Max HP
 (49) Unbreakable Guard - Resistance
 (49) Gladiator's Armor - TP Protection +3% Def (All)


Level 1:    Containment    
Level 1:    Brawl    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 1:    Swift    
 (A) Empty


Level 1:    Hurdle    
 (A) Empty


Level 1:    Health    
 (A) Panacea - +Hit Points/Endurance
 (17) Numina's Convalesence - +Regeneration/+Recovery
 (36) Miracle - +Recovery
 (36) Preventive Medicine - Chance for +Absorb


Level 1:    Stamina    
 (A) Performance Shifter - Chance for +End
 (37) Power Transfer - Chance to Heal Self


Level 8:    Afterburner    
Level 50:    Agility Core Paragon    
------------

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