Just wondering how players have been approaching this power. So far, I found it best combining it with a pure fire build with Chill powers from EB, Shield, and Ice Sheathe plus Nanobot Swarm (even Ice Form).
Getting Chill seems to be the key and it's just a matter of luck when Chill procs for me. Sometimes I can pull off 4 Rimefires within 10 seconds thanks to Nanobot Swarm coming off cooldown. So I can't depend on Rimefire but it's a nice high damage click to use whenever you can around other powers.
Fooled around with Frost Breath and Flashfire around a dedicated Rimefire build but the results were not so promising.
Love it! Want to make a build that lowers the hell out of it's recharge and just spam it
My build had it pretty decently lowered on CD with the gear, know I can get it lower, with every desire to do so! And I only relied on Rimefire itself.
Ended up taking Ice Blast , Avalanche, Fire Snake, and Flashfire, with Ice Form as a passive.
I treat the 30 foot radius + free cooldown as free damage, when I can get it, and I watch the target's buff bar pretty carefully when I'm on that character.
I like it, depending on the team makeup, it's instant-return pretty frequently. Can't say that I've done extensive numerical analysis or anything though.
Easiest way to get chill is frost breath w/ advantage. There uhh...there isn't anything else to say except tap it as fast as possible after you see the clinging flames debuff/animation then hit rimefire and repeat.
The initial hit from Flashfire is the only way to get clinging flames like frost breath w/ advantage...so either deal with its cooldown or just load up on fire powers and just spam tap the **** out of them all...Or just alternate between heat wave w/ advantage firesnake and flashfire. Or even the fabled Frag Grenade w/ advanatage and Flash Fire combination.
Now as a little on and off subject question: If fire breath w/ advantage was exactly the same as frost breath w/ advantage then how would you feel about it all?
I tried a build around Rimefire with Frost Breath w/adv, Flashfire, Firesnake plus Nanobot Swarm. And the 10% chance to apply Clinging Flames from FS and Flashfire Patch really helps so most of the I can just tap FB. So it worked well but....
The actual results on Kiga testing was less than stellar. It seemed like I was consistently hitting Rimefire every 3 sec and I had no energy issues yet sustained dps was low.
I have toyed with this for a bit as well...and while it all seems neat on paper, the build as a whole still lacks in dps.
However, what I have done, is just put it as a nuke in a pure fire build. Since fire already has great dps, I just toss this in for a quick nuke-on-tap. What was really funny was when I teamed with a frost toon in Alerts or something...when someone else was applying the Chill, Rimefire could burn down an Alert boss in just a few seconds.
Remember: Half the people you know are below average...
Do not correct a fool, for he will hate you for it. Correct a wise man, for he will appreciate you for it.
Don't be like the Qularr. They would not last one round in the Interstellar Galactic Arena...
The power does great spike damage, but you pay for it with the setup.
I use a toon with fire active offense, fire shield, and fire breath. Clinging flames happen, but I gotta work at it. I have frost breath with adv, so I get chill on tap. Like others said, attack until you get clinging flames, tap frost breath, tap rimefire.
For spike damage, I tap rimefire when enemy has chill and clinging flames, than immediately tap again.
Now as a little on and off subject question: If fire breath w/ advantage was exactly the same as frost breath w/ advantage then how would you feel about it all?
I think not only would that be fair but it would make the set up much easier, I find that clinging flames is more annoying to proc than chill in some instances.
If fire breath and frost breath both had the same advantage that frost breath has then it would take 2.17 seconds and 66 energy to do one rimefire burst(rimefire burst included).
Typhoon taps do around 29% less damage than rimefire and costs 55 energy but only has .67 seconds to deal tap damage. Charging it to ~2.17 seconds/tap spamming until ~2.17 seconds and you will still deal less damage unless you get a few criticals from tap spamming or your variance was better. Also typhoon has more range and doesn't have the 30 foot aoe dealibopper.....Oh, both of them have auto-crits for the second hit but I do not know and did not test if they suffer from the old defense penetration rules.
Little things to note: Chill stacks to 3 but it does not matter for all stacks get consumed. Clinging flames 'should not stack' but it can stack if and only if you make a critter use clinging flames while you, yourself, proc a clinging flames upon activation(Flash fire can do this) and, again, all stacks get consumed so meh. The animation and sound plays twice for rimefire burst in some cases and it is a tad annoying at those times....Both 100% Clinging flames activators have a short 'lag' time before it actually applies their clinging flames and something can escape from flash fire to prevent it all together and the knock from grenade is annoying...
Is rimefire burst worth the effort to keep it going? To me, nope. I'm lazy and unless it is an insta-kill or has some noticeably worthy point I would never change from self-maintained maintains to micromanaging debuffs and buffs...I left micromanagement in my previous life...I'M LAZY!
and I think fire breath and ice breath both look silly, and we need a better, more respectable looking way to apply chill.
For the most part, I don't use "breath" powers they seem to be more suited to creature super heroes or things like undead things.
Possible Alternatives?
[Freeze Beam] - Maintained Cone AoE - Emanation Points: Hands, Chest, Head, Fist (and Wrist if that is a point).
Would effectively be the same as Frost Breath but would look cooler (more rapid mist) and would apply Chill debuff to foes with a chance to freeze enemies in place.
[Nova Beam] - Maintained Cone AoE - Emanation Points: Hands, Chest, Head, Fist (and Wrist if that is a point).
Would be similar to Fire Breath but would have a chance to apply Searing Flames Debuff which affects movement and set foes alight (Clinging Flames)
Really, the best way to use it is as a burst of damage. For example, I got a character who uses tactics including Thermal Reverberation and Flashfire (mostly for clinging flames and energy) alongside Avalanche for AoE damage (said character also used assault rifle; she was a futuristic soldier/elemental wizard, but I digress).
Basically, whenever I noticed that the target she was attacking had both the debuffs up, I'd activate RFB. Sometimes (and especially if it was a boss) I'd trigger it twice in a row, which would easily pump out around 6000-8000 damage in an alert in a single second. Keeping in mind that DPS in alerts usually levels out around 1000, and maybe a bit higher if you got a good build going.
What I'm basically saying is that it's a bonus, but definitely something I wouldn't base an entire build around. That said, a fire/ice character using RFB every 30 seconds or so, broken up with normal fighting tactics, is still better than a build that just uses fire/ice attacks constantly.
Also yeah, a lot of the breaths really need alternate emanation points. As sucky a power it is, Crushing Wave would make for a really good sonic scream (if you could also move while using it/could stack concentration with it). Also, the greatness of having wrist flamethrowers cannot be overstated.
Has anyone been able to get it to recharge faster than 13 seconds?
Yes, it's 10 sec for me. But I have 570 Int, Hospitable and Legion Speed. Adding Nanobot Swarm is really good too. With two Fire Snakes I have hit 21k crit with Ice Sheath.
Rimefire is making an elemental build my top ranged dps at 5.8K! Fairly sturdy too with short cooldown on Masterful Dodge at 28 sec.
Cooldown gear is more effective for cooldown than INT point for point. Hospitable is 93 plus 376 on my Legion Speed. Then just 570 in INT. I have not extensively tested AoAC so I cannot answer (Ayonachan?)
Lowest I can idle with is 22 second cooldowns for active offenses/defenses and I can even push them to 20 seconds...
As for rimefire's cooldown lowest I can idle it with(solo) is 9 seconds and the lowest I can possibly make it is 8.6 seconds.
My convictions are 1.5 idle and 1.5 lowest possible.
Point for Point Cooldown = Int
the only problem is that you start out with 5 int already...They both share the diminishing returns for the cooldown stat and hospitable eyepiece > vigilante's eyepiece for cooldown purposes.
Well I tested a Legion Utility with 70 INT vs. Legion Speed with 10 INT and Legion Speed won out by a second or two which is pretty significant so that's why I concluded they were not the same point for point. I'll try and do some more testing when I can or maybe you might know the answer.
I've had some respectable results testing a modified Ice Blast build that uses Rimefire double-taps.
Spam Ice Blast taps, supported by Ice Form and Fire Snake. Whenever Rimefire has a few seconds of recharge left, use Flashfire to guarantee Clinging Flames. Use 2 Rimefires when it recharges (one to consume the debuffs, the other to reapply them), and go back to Ice Blast taps when Rimefire is on recharge. Since Chill lasts 16 seconds, a high-recharge build allows Rimefire to consume its own Chill debuff.
You don't have to hawkeye the enemy's debuff bar with that setup, unless you get really unlucky and Clinging Flames triggers between back-to-back Rimefires.
I've gotten up to 5.8k DPS on 2-to-3-minute Kigatilik tests with that cycle, but having to spam Conviction really varied the results. With a pocket healer, or just better gear and a Necrulltic Elixir (WTB infinite resources), I'm reasonably sure it could break 6k DPS.
Just to chime in... AoAC is "bugged" and scales off PRE not all superstats, so with INT primary it might not do anything for u Gradii...
Partly true partly not true.
The charge speed for yourself scales off of pre only. Everything else scales off of your superstats.
And yes, the bonuses for other people scale off of pre only like all other auras.
______________________
Well, I just tested cooldown reduction with basically naked level 40s:
With 42 INT and 93 Cooldown (135 points total), Active Offense recharge is 67.8 seconds per tooltip.
With 90 INT and 46 Cooldown (136 points total), Active Offense recharge is 71 seconds per tooltip.
I'd have to conclude we might have been mistaken all this time and Cooldown rating is worth more than INT for cooldown reduction.
42 int + 93 cooldown makes 67.8
138 int and 46 cooldown makes 67.2 s
271 int makes 64
122 int and 93 cooldown makes 62.1
138 int and 93 cooldown makes 61.1
175 int and 93 cooldown makes 59
218 int and 93 cooldown makes 57
271 int and 93 cooldown makes 54
138 int and 93+93 cooldown makes 52
308 int and 93 cooldown makes 52
513 int makes 51
175 int and 93+93 cooldown makes 50
262 int and 93+46 cooldown makes 50
351 int and 93 cooldown makes 50
255 int and 93+93 cooldown makes 47
425 int and 93 cooldown makes 47
558 int and 46 cooldown makes 46
299 int and 93+93 cooldown makes 45
308 int and 93+93 cooldown makes 45
395 int and 93+46 cooldown makes 45
343 int and 93+93 cooldown makes 44
513 int and 93 cooldown makes 44
469 int and 93+46 cooldown makes 43
551 int and 93 cooldown makes 43
558 int and 93 cooldown makes 43
5 int and 389 cooldown makes 42
404 int and 93+93 cooldown makes 42
441 int and 93+93 cooldown makes 41
602 int and 93 cooldown makes 41
5 int and 389+46 cooldown makes 40
484 int and 93+93 cooldown makes 40
602 int and 93+46 cooldown makes 39
5 int and 389+93 cooldown makes 38
551 int and 93+93 cooldown makes 38
646 int and 93+46 cooldown makes 38
138 int and 389+46 cooldown makes 37
595 int and 93+93 cooldown makes 37
691 int and 93+46 cooldown makes 37
271 int and 389 cooldown makes 36
684 int and 93+93 cooldown makes 35
271 int and 389+46 cooldown makes 34
175 int and 389+93 cooldown makes 34
404 int and 389 cooldown makes 33
308 int and 389+93 cooldown makes 32
441 int and 389+93 cooldown makes 30
558 int and 389+46 cooldown makes 29
646 int and 389 cooldown makes 29
551 int and 389+93 cooldown makes 28
558 int and 389+93 cooldown makes 28
595 int and 389+93 cooldown makes 28
602 int and 389+93 cooldown makes 27
640 int and 389+93 cooldown makes 27
691 int and 389+46 cooldown makes 27
646 int and 389+93 cooldown makes 27
684 int and 389+93 cooldown makes 26
_________
For active defenses:
23 seconds with 8 seconds in-between them.
Things used:
514 Int(77%)
389+93 Cooldown Reduction from Gear
21% Defensive Expertise 3
23% Second Wind 2
39% Aura of Clarity 3
Using Int as my primary SS I get 22 seconds with 8 seconds in-between them.
691 Int(104%)
389+93 Cooldown Reduction from Gear
21% Defensive Expertise 3
38% Aura of Clarity 3
551 int(83%)
389+93 Cooldown Reduction from gear
31% Aura of Clarity 3
Makes 25 seconds
551 int(83%)
389+93 Cooldown Reduction from gear
21% Defensive Expertise 3
31% Aura of Clarity 3
Makes 24 seconds
For active offenses:
551 int(83%)
389+93 Cooldown Reduction from gear
14% Offensive Expertise 2(This stacks with other offensive expertise but due to how low the cooldown already is having more than one does not lower it past 24 seconds)
31% Aura of Clarity 3
Makes 24 seconds
______________
Partly true partly not true.
The charge speed for yourself scales off of pre only. Everything else scales off of your superstats.
And yes, the bonuses for other people scale off of pre only like all other auras.
Ty for the clarification!
______________________________________________________________ My Characters
I've used Rimefire on an ice blast spam build and I loved it. Tap it, look at the big spike, spam IB with the hard frost advantage, then watch master villains die like trash mobs. Add fire snake for additional single target madness.
Still, I found it unreliable when it came to its side effects. I never managed to get more than 2 rimefires in a row, even when chill and flames where applied from the start by other powers.
IMO it's a fantastic complementary power. It has a lot of potential for power interactions when used in an elemental build, and even on a build that doesn't capitalize on those interactions, it's a great way to add more punch to the main attacks, especially if the cooldowns are kept low (I've seen it crit in the 6k/7k range, and that was with regen). But I wouldn't tailor a build around the AoE dmg- no cooldown side effect.
Tapping/charging Ice Blast and Fireball back and forth while it recharges has seemed to work rather well, with no real need to go into using 100% chance powers.
Comments
My build had it pretty decently lowered on CD with the gear, know I can get it lower, with every desire to do so! And I only relied on Rimefire itself.
Cooldowns remind me of why I left City of Heroes after the tutorial.
Ended up taking Ice Blast , Avalanche, Fire Snake, and Flashfire, with Ice Form as a passive.
I treat the 30 foot radius + free cooldown as free damage, when I can get it, and I watch the target's buff bar pretty carefully when I'm on that character.
I like it, depending on the team makeup, it's instant-return pretty frequently. Can't say that I've done extensive numerical analysis or anything though.
The initial hit from Flashfire is the only way to get clinging flames like frost breath w/ advantage...so either deal with its cooldown or just load up on fire powers and just spam tap the **** out of them all...Or just alternate between heat wave w/ advantage firesnake and flashfire. Or even the fabled Frag Grenade w/ advanatage and Flash Fire combination.
Now as a little on and off subject question: If fire breath w/ advantage was exactly the same as frost breath w/ advantage then how would you feel about it all?
I tried a build around Rimefire with Frost Breath w/adv, Flashfire, Firesnake plus Nanobot Swarm. And the 10% chance to apply Clinging Flames from FS and Flashfire Patch really helps so most of the I can just tap FB. So it worked well but....
The actual results on Kiga testing was less than stellar. It seemed like I was consistently hitting Rimefire every 3 sec and I had no energy issues yet sustained dps was low.
I wouldn't really expect it to be a fantastic spiker compared to some other powers.
But better than nothing at all...
However, what I have done, is just put it as a nuke in a pure fire build. Since fire already has great dps, I just toss this in for a quick nuke-on-tap. What was really funny was when I teamed with a frost toon in Alerts or something...when someone else was applying the Chill, Rimefire could burn down an Alert boss in just a few seconds.
Remember: Half the people you know are below average...
Do not correct a fool, for he will hate you for it. Correct a wise man, for he will appreciate you for it.
Don't be like the Qularr. They would not last one round in the Interstellar Galactic Arena...
Handle @brayv
I use a toon with fire active offense, fire shield, and fire breath. Clinging flames happen, but I gotta work at it. I have frost breath with adv, so I get chill on tap. Like others said, attack until you get clinging flames, tap frost breath, tap rimefire.
For spike damage, I tap rimefire when enemy has chill and clinging flames, than immediately tap again.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
I think not only would that be fair but it would make the set up much easier, I find that clinging flames is more annoying to proc than chill in some instances.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________
I would love if both got the "left hand out, power emanates from the palm" animation that Lifedrain (and other powers) uses as an option.
@flamingbunnyman in game. Formerly @Roderick in City of Heroes.
Or from the Warlord Bracer!
Typhoon taps do around 29% less damage than rimefire and costs 55 energy but only has .67 seconds to deal tap damage. Charging it to ~2.17 seconds/tap spamming until ~2.17 seconds and you will still deal less damage unless you get a few criticals from tap spamming or your variance was better. Also typhoon has more range and doesn't have the 30 foot aoe dealibopper.....Oh, both of them have auto-crits for the second hit but I do not know and did not test if they suffer from the old defense penetration rules.
Little things to note: Chill stacks to 3 but it does not matter for all stacks get consumed. Clinging flames 'should not stack' but it can stack if and only if you make a critter use clinging flames while you, yourself, proc a clinging flames upon activation(Flash fire can do this) and, again, all stacks get consumed so meh. The animation and sound plays twice for rimefire burst in some cases and it is a tad annoying at those times....Both 100% Clinging flames activators have a short 'lag' time before it actually applies their clinging flames and something can escape from flash fire to prevent it all together and the knock from grenade is annoying...
Is rimefire burst worth the effort to keep it going? To me, nope. I'm lazy and unless it is an insta-kill or has some noticeably worthy point I would never change from self-maintained maintains to micromanaging debuffs and buffs...I left micromanagement in my previous life...I'M LAZY!
For the most part, I don't use "breath" powers they seem to be more suited to creature super heroes or things like undead things.
Possible Alternatives?
[Freeze Beam] - Maintained Cone AoE - Emanation Points: Hands, Chest, Head, Fist (and Wrist if that is a point).
Would effectively be the same as Frost Breath but would look cooler (more rapid mist) and would apply Chill debuff to foes with a chance to freeze enemies in place.
[Nova Beam] - Maintained Cone AoE - Emanation Points: Hands, Chest, Head, Fist (and Wrist if that is a point).
Would be similar to Fire Breath but would have a chance to apply Searing Flames Debuff which affects movement and set foes alight (Clinging Flames)
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________
Basically, whenever I noticed that the target she was attacking had both the debuffs up, I'd activate RFB. Sometimes (and especially if it was a boss) I'd trigger it twice in a row, which would easily pump out around 6000-8000 damage in an alert in a single second. Keeping in mind that DPS in alerts usually levels out around 1000, and maybe a bit higher if you got a good build going.
What I'm basically saying is that it's a bonus, but definitely something I wouldn't base an entire build around. That said, a fire/ice character using RFB every 30 seconds or so, broken up with normal fighting tactics, is still better than a build that just uses fire/ice attacks constantly.
Also yeah, a lot of the breaths really need alternate emanation points. As sucky a power it is, Crushing Wave would make for a really good sonic scream (if you could also move while using it/could stack concentration with it). Also, the greatness of having wrist flamethrowers cannot be overstated.
I like Rimefire Blast, it's super good spike damage and I don't mind the CD, but the setup kills it for me.
Rimefire is making an elemental build my top ranged dps at 5.8K! Fairly sturdy too with short cooldown on Masterful Dodge at 28 sec.
My Rimefire build is posted BTW.
As for rimefire's cooldown lowest I can idle it with(solo) is 9 seconds and the lowest I can possibly make it is 8.6 seconds.
My convictions are 1.5 idle and 1.5 lowest possible.
Point for Point Cooldown = Int
the only problem is that you start out with 5 int already...They both share the diminishing returns for the cooldown stat and hospitable eyepiece > vigilante's eyepiece for cooldown purposes.
Spam Ice Blast taps, supported by Ice Form and Fire Snake. Whenever Rimefire has a few seconds of recharge left, use Flashfire to guarantee Clinging Flames. Use 2 Rimefires when it recharges (one to consume the debuffs, the other to reapply them), and go back to Ice Blast taps when Rimefire is on recharge. Since Chill lasts 16 seconds, a high-recharge build allows Rimefire to consume its own Chill debuff.
You don't have to hawkeye the enemy's debuff bar with that setup, unless you get really unlucky and Clinging Flames triggers between back-to-back Rimefires.
I've gotten up to 5.8k DPS on 2-to-3-minute Kigatilik tests with that cycle, but having to spam Conviction really varied the results. With a pocket healer, or just better gear and a Necrulltic Elixir (WTB infinite resources), I'm reasonably sure it could break 6k DPS.
Legion's speed is 93 0.
(46+70) - (93+10) = 13
So...yea, having 13 more 'cooldown points' than the other won't make them equal.
I'm a bit lazy and the only comparative information I have is between int and cost reduction. So I'll share that!
Force Cascade - 97-280 Base
288 Int(70%)- 57-165
10 Int + 288 Cost Reduction - 57-164
288 Int(70%)+46 Cost Reduction - 55-159
10 Int + 288+46 Cost Reduction - 55-158
On a little side note one would and should notice that 97/1.7 = 57.089
With 42 INT and 93 Cooldown (135 points total), Active Offense recharge is 67.8 seconds per tooltip.
With 90 INT and 46 Cooldown (136 points total), Active Offense recharge is 71 seconds per tooltip.
I'd have to conclude we might have been mistaken all this time and Cooldown rating is worth more than INT for cooldown reduction.
My Characters
The charge speed for yourself scales off of pre only. Everything else scales off of your superstats.
And yes, the bonuses for other people scale off of pre only like all other auras.
______________________
42 int + 93 cooldown makes 67.8
138 int and 46 cooldown makes 67.2 s
271 int makes 64
122 int and 93 cooldown makes 62.1
138 int and 93 cooldown makes 61.1
175 int and 93 cooldown makes 59
218 int and 93 cooldown makes 57
271 int and 93 cooldown makes 54
138 int and 93+93 cooldown makes 52
308 int and 93 cooldown makes 52
513 int makes 51
175 int and 93+93 cooldown makes 50
262 int and 93+46 cooldown makes 50
351 int and 93 cooldown makes 50
255 int and 93+93 cooldown makes 47
425 int and 93 cooldown makes 47
558 int and 46 cooldown makes 46
299 int and 93+93 cooldown makes 45
308 int and 93+93 cooldown makes 45
395 int and 93+46 cooldown makes 45
343 int and 93+93 cooldown makes 44
513 int and 93 cooldown makes 44
469 int and 93+46 cooldown makes 43
551 int and 93 cooldown makes 43
558 int and 93 cooldown makes 43
5 int and 389 cooldown makes 42
404 int and 93+93 cooldown makes 42
441 int and 93+93 cooldown makes 41
602 int and 93 cooldown makes 41
5 int and 389+46 cooldown makes 40
484 int and 93+93 cooldown makes 40
602 int and 93+46 cooldown makes 39
5 int and 389+93 cooldown makes 38
551 int and 93+93 cooldown makes 38
646 int and 93+46 cooldown makes 38
138 int and 389+46 cooldown makes 37
595 int and 93+93 cooldown makes 37
691 int and 93+46 cooldown makes 37
271 int and 389 cooldown makes 36
684 int and 93+93 cooldown makes 35
271 int and 389+46 cooldown makes 34
175 int and 389+93 cooldown makes 34
404 int and 389 cooldown makes 33
308 int and 389+93 cooldown makes 32
441 int and 389+93 cooldown makes 30
558 int and 389+46 cooldown makes 29
646 int and 389 cooldown makes 29
551 int and 389+93 cooldown makes 28
558 int and 389+93 cooldown makes 28
595 int and 389+93 cooldown makes 28
602 int and 389+93 cooldown makes 27
640 int and 389+93 cooldown makes 27
691 int and 389+46 cooldown makes 27
646 int and 389+93 cooldown makes 27
684 int and 389+93 cooldown makes 26
_________
For active defenses:
23 seconds with 8 seconds in-between them.
Things used:
514 Int(77%)
389+93 Cooldown Reduction from Gear
21% Defensive Expertise 3
23% Second Wind 2
39% Aura of Clarity 3
Using Int as my primary SS I get 22 seconds with 8 seconds in-between them.
691 Int(104%)
389+93 Cooldown Reduction from Gear
21% Defensive Expertise 3
38% Aura of Clarity 3
551 int(83%)
389+93 Cooldown Reduction from gear
31% Aura of Clarity 3
Makes 25 seconds
551 int(83%)
389+93 Cooldown Reduction from gear
21% Defensive Expertise 3
31% Aura of Clarity 3
Makes 24 seconds
For active offenses:
551 int(83%)
389+93 Cooldown Reduction from gear
14% Offensive Expertise 2(This stacks with other offensive expertise but due to how low the cooldown already is having more than one does not lower it past 24 seconds)
31% Aura of Clarity 3
Makes 24 seconds
______________
Lowest I can idle with is 22 second cooldowns for active offenses/defenses but I used defensive expertise and offensive expertise for those.
Using just Int(714 at 107%), cooldown reduction gear(389+93) and AoAC(rank 3 at 40%) one would get 23 second cooldowns for active offenses/defenses.
Ty for the clarification!
My Characters
Still, I found it unreliable when it came to its side effects. I never managed to get more than 2 rimefires in a row, even when chill and flames where applied from the start by other powers.
IMO it's a fantastic complementary power. It has a lot of potential for power interactions when used in an elemental build, and even on a build that doesn't capitalize on those interactions, it's a great way to add more punch to the main attacks, especially if the cooldowns are kept low (I've seen it crit in the 6k/7k range, and that was with regen). But I wouldn't tailor a build around the AoE dmg- no cooldown side effect.
Tapping/charging Ice Blast and Fireball back and forth while it recharges has seemed to work rather well, with no real need to go into using 100% chance powers.