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Frost Prime

Lord Frost, Ice Magi (Steel Path Approved|6.9k EHP,|Spamcast Abilities)

by last updated a year ago

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Frost Prime has the same chilling abilities as Frost but provides unique mod polarities, allowing for greater customization.

5 VOTES
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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
150
HEALTH
370
SHIELD
650
SPRINT SPEED
0.95
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
315
Damage Reduction
51.2%
EFFECTIVE HIT POINTS
1,625
Guide
0 Comments
Frost Prime builds
Builds by Aquifn

Lord Frost, Ice Magi (Steel Path Approved|6.9k EHP,|Spamcast Abilities)

Lord [Frost], Ice Magi (Steel Path Approved)

[Frost] is in a weird place. He's old. Feeling the strain of doing defensive heavy lifting and watching the new kids run around with their fancy toys and nifty training. However, having a lot of FUN with him is still possible. With this build, the idea is to fling out his 4 whenever, wherever, as often as you like. Really, to cast any of his spells as often as you damn well please. Just have at it.

Max Energy: I haven't found any reason to add any with this build, but you can certainly add it if you want. I find I don't need it really at all, to the degree that while you might think you want Arcane Energize, it also isn't really needed.

[Icy Avalanche]: I like it. I know it isn't really seen as a "good" mod by most, but when you're slinging your ult every few seconds, it feels good. It helps the team. It's okay. This slot is flexible, you could go another way with it. Especially if you format again to get just a few more capacity.

Power Strength: My biggest issue with [Frost] currently, is that he is lacking in damage. Just is, no amount of power stacking makes it feel good. The answer is more casting! You'll tear armor off, fear not. Once you get molt augmented stacked, you'll be fine. And now that it only takes 167% strength to 100% strip armor, [Frost] is actually one of the best at performing that role in a group.

Power Duration: You're not going to freeze things for long, but that isn't the point of this build. This build is all about slinging out the spells. Sliding around with your hand in the air like you just don't fuckin' care. Bubble doesn't care about duration, and neither should you.

Snow Globe: Pro Tip, you can spam Bubble inside of Bubble to stack up its health. It's YOUR hill. Your hill can be anywhere you need a minute to breathe. The Bubble stacks with your armor and your ability strength. Moreso with strength.

Avalanche: Pro Tip, used properly you can avoid being knocked down when entering the animation. Not hard to master, and is a wonderful trick.

Flex Spots - You can flex the final mod slot and the second arcane to whatever feels good. Possible replacements:
--Adaption: Never really a bad option. [Frost] has plenty of armor, health, and shields with the above build, but if you wanna live forever, this sure does help. You can also replace Vigor with this for better effective health once you get rolling.
--Augur Reach: More range, better shields when spamming your 4. Decent option.
--Armored Agility: Another okay defensive option. Feels nice to move faster no matter who you are. Makes use of all that health.
--Power Drift: You could swap this in, or replace cunning drift. Give yourself some knockdown resistance and a touch more damage.
--[Flow]: If you are feeling a little squeezed for energy, Flow should fix that right up. Could also use any level of Arcane Energize instead of Guardian.
--[Sure Footed]: You could use this, but I find the 4 knockdown immunity works just fine. Depends on how much effort you want to put into play.
--Squall Helmet: Honestly, kind of a decent option if you are lacking Arcanes.

Helminth Options: You can replace [Frost]'s 2nd ability. You need the 1st to pop the 3rd, and the 4th is this build's bread and butter. The 2nd however, is more or less useless.
--Larva: This is just to make use of the 'popcorn' mechanic of Avalanche. Doesn't need duration, just needs the initial grab.
--Pull: [Mag]'s Pull is also something to consider. Slightly different mechanic, no negative from our lack of duration. Chance at energy drops. Does damage.
--Air Burst: Always fun.
--Aquablades: Add a little slash to your damage typing. Works fine at 18s, even better on the below list.

[Augur Message] Helminth Options: You can swap Augur Secrets for Augur Message and get a bit more of your duration back. This will help make the following feel at least decent.
--Roar: Add some damage to the kit, to your team. Only 20 seconds, and honestly a touch expensive, but it feels good to scream at your enemies.
--Pillage: PIllage is interesting. Our duration affects how far out it goes, thus how many enemies it can hit. Your choice on if .8 seconds is enough, or if you want 1.3 travel time.
--Parasitic Armor: I need to mess with this one to figure out the actual duration with our nerfed duration. And the cost. However, our bubble scales with armor and this might be worth having just to drop some thicc boi bubbles around.
--Elemental Ward(Electric/Ice): This is the one where I feel our lack of duration hurts the most, as both these could be good. Your choice is 10/16 seconds for the aura. At 13 cost, you can probably weave it in and be fine, though it is more upkeep than just doing your Ra-Ra-Lord Frost dance with his 4.
--Vial [Rush]: Get a little speed in there, some extra damage. Is it actually useful? Eeeeehh. Is it fun? Hmmmm.

Honestly, this is for fun. It isn't super end game OP. Pick a skill you enjoy, and have at.