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Ice melee/Shield Defense - AOE mini-monster


KaizenSoze

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Working on this build, she's level 39 now. Looking for any suggestions. Since, I got really good feedback on my ice/ninja thread.

 

Pros:

Against All Odds, damage bonus.

All the usual benefits of the less resisted cold damage.

Nasty AOE chain BU->SC->FA->Frost->AS->FA. It's not elec/sd, but it's an excellent balance of ST and AOE.

Soft capped with hide suppressed for melee and ranged, but not AOE. See below.

Lots of recharge possible with Force Feedback in Shield Charge.

 

Cons:

AOE is not soft capped with hide suppressed.

An even bigger end hog than my ice/ninja. I cannot run all my toggles unless I am sure the fight will be short.

Much squishier than ice/ninja. Lacks a self heal, lower base defense values, and less damage mitigation. It does have better resists.

 

Comments:

I really miss the ice patch/caltrops combo. It provided a great deal of damage mitigation.

Damage is obviously going to be better than ice/ninja, but only after I get the end and def issues under control.

AAO is not providing enough -dam given other factors to avoid the squishy-ness. I wasn't expecting it. It's really not the strength of that power.

 

Since, I have read too many Redlynne threads. 🙂 I am going to over explain how I think the AOE chain should work:

Spoiler

Target the boss->Build up->Shield Charge - obvious opener, SC does not drop hide. This is very important.

Frozen Aura has a 50% crit rate while hidden. At least this my understanding. It is bugged and does not general Assassin Focus.

Frost. Hide is down, but frost can still hit a lot of mobs because you SC'ed right into the middle of group.

Assassin Strike the boss, mostly likely the ATO proc will fire and you'll be hidden.

Frozen Aura has recharged. Strike from hide again with 50% crit rate.

At this point, hopefully most of the group should be down. Switch to your single target chain.

If there are a lot of critters left, ice patch might be a good idea. This will keep them close.

 

 

Current plan:

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.6
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Siberian Shield: Level 50 Mutation Stalker
Primary Power Set: Ice Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery

Villain Profile:
Level 1: Ice Sword -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(13), SprAssMar-Acc/Dmg/Rchg(13), SprAssMar-Dmg/EndRdx/Rchg(15), SprAssMar-Acc/Dmg/EndRdx/Rchg(15), SprAssMar-Rchg/Rchg Build Up(17)
Level 1: Hide -- DefBuff(A)
Level 2: Frost -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(17), SprStlGl-Acc/Dmg/Rchg(19), SprStlGl-Dmg/EndRdx/Rchg(19), SprStlGl-Acc/Dmg/EndRdx/Rchg(21), Dtn-Acc/Dmg(21)
Level 4: Deflection -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(5), RedFrt-EndRdx/Rchg(5), RedFrt-Def/EndRdx/Rchg(7), RedFrt-Def(43), RedFrt-EndRdx(43)
Level 6: Assassin's Ice Sword -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(29), Mk'Bit-Dam%(29), GldStr-Acc/Dmg(31), GldStr-%Dam(31), SprStlGl-Rchg/Hide%(33)
Level 8: Battle Agility -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(9), RedFrt-EndRdx/Rchg(9), RedFrt-Def(45), RedFrt-Def/EndRdx/Rchg(46), RedFrt-EndRdx(46)
Level 10: True Grit -- ResDam(A), ResDam(11), ResDam(11), GldArm-3defTpProc(40), StdPrt-ResDam/Def+(40), UnbGrd-Max HP%(42)
Level 12: Build Up -- RechRdx-I(A)
Level 14: Kick -- Empty(A)
Level 16: Active Defense -- RechRdx(A)
Level 18: Ice Patch -- RechRdx-I(A)
Level 20: Against All Odds -- EndRdx(A)
Level 22: Tough -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam(23), TtnCtn-EndRdx(23), ImpArm-ResPsi(25), Ags-Psi/Status(43), TtnCtn-ResDam/Rchg(50)
Level 24: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(25), RedFrt-EndRdx/Rchg(27), RedFrt-Def/EndRdx/Rchg(27), RedFrt-Def(46), RedFrt-EndRdx(48)
Level 26: Freezing Touch -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(33), TchofDth-Dmg/Rchg(33), TchofDth-Acc/Dmg/EndRdx(34), TchofDth-Dmg/EndRdx/Rchg(34), TchofDth-Dam%(34)
Level 28: Grant Cover -- EndRdx(A)
Level 30: Hasten -- RechRdx(A), RechRdx(31)
Level 32: Frozen Aura -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-%Dam(37), Obl-Acc/Dmg/Rchg(37)
Level 35: Shield Charge -- Erd-%Dam(A), ScrDrv-Dam%(37), Obl-%Dam(39), FuroftheG-ResDeb%(39), ExpStr-Dam%(39), FrcFdb-Rechg%(40)
Level 38: Superior Conditioning -- EndMod(A)
Level 41: Physical Perfection -- EndMod(A), EndMod(42), PrfShf-End%(42)
Level 44: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(45), RedFrt-EndRdx/Rchg(45), RedFrt-EndRdx(48), RedFrt-Def/EndRdx/Rchg(50), RedFrt-Def(50)
Level 47: Tactics -- GssSynFr--ToHit/EndRdx(A), GssSynFr--Build%(48)
Level 49: Assault -- EndRdx-I(A)
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), PrfShf-End%(3)
------------

 

 

 

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Try this instead, broseph. A lot more oomph to your AS and Freezing touch, your AoE hole fixed, better times on Hasten, Shield Charge and Build-up, and you get a travel power and Combat Jumping to move around during missions.

 

 

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Siberian Shield: Level 50 Mutation Stalker
Primary Power Set: Ice Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery

Villain Profile:
Level 1: Ice Sword -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(7)
Level 1: Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46)
Level 2: Frost -- PstBls-Dmg/Rng(A), Dtn-Dmg/Rng(7), AirBrs-Dmg/Rng(9), PcnoftheT-Acc/EndRdx(9), TmpRdn-Acc/EndRdx(11), Ann-ResDeb%(11)
Level 4: Deflection -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(15), RedFrt-Def(17), Ksm-ToHit+(17)
Level 6: Assassin's Ice Sword -- SprStlGl-Acc/Dmg/EndRdx/Rchg(A), SprStlGl-Dmg/EndRdx/Rchg(19), SprStlGl-Rchg/Hide%(19), Hct-Dmg/EndRdx(21), TchofDth-Dam%(21), Hct-Dam%(23)
Level 8: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(23)
Level 10: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(31), Prv-Heal(31), Prv-Absorb%(31)
Level 12: Battle Agility -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(39), RedFrt-EndRdx/Rchg(25), RedFrt-Def/EndRdx/Rchg(25), RedFrt-Def(27), RedFrt-EndRdx(27)
Level 14: Combat Jumping -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(48), Rct-Def(48), BlsoftheZ-Travel(50), BlsoftheZ-Travel/EndRdx(50)
Level 16: Active Defense -- EndRdx-I(A)
Level 18: Build Up -- RechRdx-I(A), RechRdx-I(33), GssSynFr--Build%(33)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(36), RedFrt-Def(36)
Level 26: Freezing Touch -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(36), SprStlGl-Acc/Dmg/Rchg(37), SprEnt-End/Rchg(37), TchofDth-Dam%(37), UnbCns-Dam%(39)
Level 28: Kick -- Empty(A)
Level 30: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(33), Ags-ResDam(34), Ags-ResDam/EndRdx/Rchg(34), GldArm-3defTpProc(34), StdPrt-ResDam/Def+(48)
Level 32: Frozen Aura -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(40), Erd-Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(42), FuroftheG-Dam/End/Rech(42)
Level 35: Shield Charge -- Arm-Dam%(A), Arm-Dmg/Rchg(42), Arm-Acc/Dmg/Rchg(43), Arm-Dmg/EndRdx(43), Arm-Acc/Rchg(43), FrcFdb-Rechg%(45)
Level 38: Superior Conditioning -- PrfShf-End%(A), PrfShf-EndMod(45)
Level 41: Physical Perfection -- PrfShf-EndMod(A), PrfShf-End%(45)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(46), RedFrt-Def(46)
Level 47: Ice Patch -- RechRdx-I(A)
Level 49: Grant Cover -- LucoftheG-Def/Rchg+(A)
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15), PrfShf-EndMod/Rchg(50)
Level 4: Ninja Run
------------

 

 

 

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11 hours ago, KaizenSoze said:

Since, I have read too many Redlynne threads. 🙂 I am going to over explain how I think the AOE chain should work:

spacer.png

 

11 hours ago, KaizenSoze said:

Target the boss->Build up->Shield Charge - obvious opener, SC does not drop hide. This is very important.

Frozen Aura has a 50% crit rate while hidden. At least this my understanding. It is bugged and does not general Assassin Focus.

Frost. Hide is down, but frost can still hit a lot of mobs because you SC'ed right into the middle of group.

Assassin Strike the boss, mostly likely the ATO proc will fire and you'll be hidden.

Frozen Aura has recharged. Strike from hide again with 50% crit rate.

At this point, hopefully most of the group should be down. Switch to your single target chain.

If there are a lot of critters left, ice patch might be a good idea. This will keep them close.

Looks like you're not doing a Hop 'n' Pop for your Frost.

 

What's a Hop 'n' Pop?  Well I'm glad you asked!

On 6/16/2019 at 9:36 AM, Redlynne said:

One of the tricks I learned while playing Ice/Ice which seemed utterly foreign to everyone I ever met on the Tanker forums was the notion of turning Frost (a Melee Cone attack) into a PBAoE by pointing it in a useful direction.

 

What do I mean by that?

Well, you need to abandon your ...

... in order to understand what I'm talking about here.

 

So with Range slotted into Frost, you can get a Cone Range of about 15 feet on it.

"So what?" ... I hear you cry ... "that's just going to be wasted."

 

Well, that range WOULD be wasted if all you did was stand on the ground and point your cone towards one side of the $Targets that will be attacking you, resulting in one of these:

piechart-512.png

 

If you're surrounded on all sides using a melee cone that misses 3/4 of the attackers and has extra range to waste "beyond the attackers" on that side of you isn't going to help anything ... right?

 

 

 

Well ... that would certainly be true if you stay glued to the ground and only POINT your Frost Cone attack to one SIDE of the $Targets surrounding you.

So why would you want to stay glued to the ground like a Stone Tanker who can't ... JUMP ...?

 

 

 

If you've been paying attention so far, you know what's coming next ... (temporary) three dimensional positioning in order to use your Frost attack WAY MORE effectively ... so as to turn it into more of a PBAoE(ish) attack.

 

All you have to do is JUMP UP ... about 15 feet ... which you can do perfectly fine with Hurdle and no Combat Jumping and simply "time it" to click Frost when you're at the top of your jump.  So instead of doing a Cone TO THE SIDE like in the above pie chart image, you instead do a Cone that angles DOWN to hit everything clustered up around you like this:

 

spacer.png

 

Do you see how much WIDER the purple ring is than the green ring in that cone?  The purple ring is only 50% farther away from the peak/caster, but it covers a MUCH wider area, catching way more $Targets within it that would all be clustered up upon your location.

 

I call it the "Hop 'n' Pop" move.

You "hop" upwards from the pile of aggro you've got clustered up on you and at the top of your jump you "pop" them with Frost and catch EVERYTHING that was around you on all sides ... just as if you hadn't moved and had been using a PBAoE attack instead.  It'll take all of about 2 seconds to make the jump/attack/fall, you'll hit A LOT more $Targets with your Frost attack, dramatically improving its efficiency of converting endurance into damage, you'll defeat dogpiles of aggro faster and you'll also be debuffing everything attacking you in melee range even more than they would have been debuffed if you'd stayed put on the ground and only pointed Frost at one side of the dogpile instead of hopping above it to catch ALL of them in the Frost Cone before falling right back down in the middle of them.  You don't even need to switch $Targets or anything.  Herd up the aggro onto you and then jump to use Frost on ALL of them.  Your jump height will be almost exactly the distance that a Frost attack enhanced for +50% Range will reach ...

Note that the Hop 'n' Pop can be used with ANY Cone attack (such as Empty Clips in the Dual Pistols set), it's just that Frost synergizes really well with it when Frost is enhanced for Range (of all things).

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6 hours ago, Exxar said:

Interesting. Frost has the best melee cone range/arc by the way, so other cones would need a bit of testing to see if this is viable with them. Or did you already try it with other cones?

You're kidding, right?

I've got a frankenslotting pattern for damage cones on ALL of my builds!  The only time I don't use the frankenslotting on cones is when I absolutely HAVE TO HAVE that last global recharge bonus from a cone attack.  Adding range enhancements to cones just makes EVERYTHING about using that cone during a standard attack rotation SO MUCH EASIER to do.

 

And yes, not only have I tried it with other cones, other people have used the Hop 'n' Pop maneuver during their videos of clearing the Comic Con Fire Farm map.  Was fun watching someone riffing on my Time/Dual Pistols build using the Hop 'n' Pop with Empty Clips.  It's a generic principle that works for almost any cone, but the parameters are ESPECIALLY GOOD for Frost in Ice Melee due to a combination of factors.

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I personally just float above enemies. With minimal movement (made easier since we are not being body blocked) cones do act like PbAoEs, but Frost in Particular.

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were it me (I have a sav/shield, so not that different in the end). I'd consider fire epic. 

proc'd char is a great st attack and triggers decimation build up well. 

 

The small crit doesnt matter as freezing touch is your hidden st attack anyway. 

fireball is great, best epic aoe.  even ring of fire is better than most think for st dps. 

 

Just a thought

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