Aett_Thorn

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  1. [ QUOTE ]
    [ QUOTE ]
    I'm really hoping that the new sets that are coming out are more unique than just crossover sets.

    [/ QUOTE ]


    With the fancy graphics just jammed into game (sorry dont know real name) mayhem mission 3D smashing stuff maybe Shield powerset would be easier to do now.

    [/ QUOTE ]

    It was scrapped pretty recently (post-mayhem mission). It was something to do with not being able to render the shield correctly as it moved through space. It was going to be the most expensive powerset they had ever created, so they scrapped it.
  2. Ninjitsu will probably remain as Stalker's unique powerset. Much as plant will probably stay on Dominator's side. I'm really hoping that the new sets that are coming out are more unique than just crossover sets.
  3. It was scrapped over it, that's for sure. What is with you and finding really old threads to necro today?

    We won't be getting shields anytime soon.
  4. [ QUOTE ]
    Tanker damage going up? is it true? if so YAY!

    [/ QUOTE ]

    most likely not...this was from back in 2004 when our damage was indeed bad. It already got upped, I doubt they'll do it again.
  5. [ QUOTE ]
    Nice to see an ice/ice guide. I would mention that Glacial Armor has excellent +perc for PVP. In fact, that's where I have it on the most get the greatest value for having it.

    This is the only guide or post anywhere that I've seen that actually doesn't outright dismiss Frozen Aura. I'm curious as to the actual tactics that you use to get this power to be worth its weight.

    [/ QUOTE ]

    GA does provide some great +Perception in both PvE and PvP (you'll love it more and more when you start fighting Knights of Artemis when the rest of your team can't see them but you're still swinging away). But since I don't PvP, I didn't want to comment on PvP aspects of the seets much.

    As for Frozen Aura, you'd have to talk to the people who actually use it. I took it at level 38 on my way up, and dropped it in a respec a few days later before I hit 39. I just found it attrocious. Great graphic, horrible effect for what I needed at the time. I'll respec into it on test for the CuppaJo going away event, as it's so pretty.

    I'm also going to try a new build on test where I take the stone ancillary pool and see what kind of things can be done with the stacked sleeps, and will let you all know.
  6. [ QUOTE ]
    Greetings fellow Ice/Ice/Ice tanker. I am suprised that after looking through all excellent builds you have presented here that I did not see one that included the Leadership pool. I am sorta suprised, Leadership is very natural for ice/ice/ice I think and also beneficial. I took it instead of taking any of the attacks from /ice except for ice patch, freezing touch and taunt. Maneuvers tactics and vengeance, you get a boost to your defense which is quite helpful as well as helping others. Tactics doesn't help me much, but it does give me +perception making me the ultimate stalker spotting machine-never had a problem seeing somebody that's invisible, ever. And vengeance, I 4 slotted it with defense. The first person to die is the last person to die for a while, and there's no way in hell you're going to go down while vengeance is up.

    Just my opinions and justifications, ice on.

    [/ QUOTE ]

    If you've got a good team, then not having any attacks in favor of the leadership pool would be fine, I guess. I, however, knew that I was going to be soloing for at least part of the time, so I needed some attacks in order to help take down the enemies. I didn't really find room for extra powers until later in the build anyways. Maneuvers just didn't seem like enough of an extra Def bonus for the End cost and slots I'd need to put in it. I don't PvP, so tactics wasn't really necessary, as GA provided all the +Perception I'd need in PvE. As for Vengeance, I couldn't justify the two power picks I'd need to take it.

    And if someone dies on my team, it's usually me first, so having Vengeance wouldn't really do the team any good. I don't let squishies die very often, which both them and I are glad about.
  7. [ QUOTE ]
    I am curious to hear about your experience with defense. I see that you have not tried to stack extra defenses, and even EA is not slotted for defense.

    With my Ice/EM tank, I got hit plenty of times, so I have built up the defense where I can, and it has helped. Is it that you just did not get hit enough to warrant more defense, or is there something about /Ice, like Ice Patch, that makes the difference. I know with my Fire/Ice tank, Ice Patch saved me all the time.

    I assume you take whole spawns of reds or even purples, so what do you think keeps you alive?

    Thanks.

    [/ QUOTE ]

    Sorry I haven't really been paying attention to this much, guys and gals. I threw it up on the guides, and then just kinda let it go. That's my bad, and will try to answer comments as they come in from now on.

    CJ and my armors, plus the base Def from EA have been all I've really needed to run. In one respec of mine, I took tough and weave, but found the endurance costs too much for the little they provided. I found myself surviving quite well without them on, so dropped them for more fun powers. I still get hit plenty, but between Hoarfrost and Hibernate, I've usually got a way to heal the damage before it becomes too much. Ice patch is also huge, and Frozen touch, at mitigating damage so that you've got a more steady stream of damage coming in.

    I can tank Reds, but try to avoid purples. It's not that I can't survive them, but I've noticed that when there are purple enemies around, teammates start doing stupid things for some reason, and they tend to die or get me killed trying to save them. Just something out of personal experience though.
  8. I absolutely rely on gauntlet and my aggro-auras to maintain aggro, and I've never had any complaints. I haven't had taunt in my build since about I4. I have fought AVs, large spawns, +3s and +4s, and GMs without losing aggro to my teammates.

    You can indeed rely on it, without problem.
  9. Aett_Thorn

    Fiery Aura

    Thank you very much for the post _Castle_, it does clear a few things up. It also means we can't say that a Redname hasn't posted here in a while.

    I think we're all aware that the survivability indexes created by people here don't take into account speed to defeat enemies, but I would imagine that it would be very hard to include into an index like that. It's easier to say that a mob does 100 damage to you every second and then figure out how long you can live than to try to figure out how fast you can take them out with just your primary and add that in.

    So again, thanks for stopping by and clarifying a few points, guess we'll have to try to work that kind of thing into the models somehow.
  10. Yup, and history shows that the Devs oftentimes don't check their decimal locations, and tend to give out overly large or small buffs/debuffs. However, I doubt anyone will be able to test the actual value of the new debuff in time before it goes live anyways.
  11. I also like how this is pretty much saying that one power in the set (TH) appears to be designed to counter anothers penalty. I wouldn't mind it if Tough Hide did something else, but does it appear odd to anyone else that the reason you should pretty much take that power is to counteract another?
  12. Well yes, but we already knew that.
  13. Quick question for you: have you tested whether or not the Resistance debuff stacks with itself? Most player debuffs on targetted attacks don't stack with other instances of the same power from the same player.
  14. The Tundara:


    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Tundara
    Level: 50
    Archetype: Tanker
    Primary: Ice Armor
    Secondary: Ice Melee
    ---------------------------------------------
    01) --> Hoarfrost==> Rechg(1)Heal(3)Rechg(7)Heal(13)Rechg(25)Heal(25)
    01) --> Frozen Fists==> Acc(1)Acc(3)Dmg(7)
    02) --> Frozen Armor==> EndRdx(2)DefBuf(5)DefBuf(13)DefBuf(15)
    04) --> Chilling Embrace==> EndRdx(4)EndRdx(5)Taunt(9)Taunt(17)Slow(46)Slow(50)
    06) --> Air Superiority==> Acc(6)Acc(9)Dmg(17)
    08) --> Wet Ice==> EndRdx(8)
    10) --> Frost==> EndRdx(10)Acc(11)Acc(11)Dmg(15)Dmg(34)Dmg(34)
    12) --> Permafrost==> DmgRes(12)
    14) --> Fly==> EndRdx(14)
    16) --> Swift==> Run(16)
    18) --> Glacial Armor==> EndRdx(18)DefBuf(19)DefBuf(19)DefBuf(21)
    20) --> Ice Patch==> Rechg(20)Rechg(21)
    22) --> Health==> Heal(22)Heal(23)Heal(23)
    24) --> Taunt==> Taunt(24)
    26) --> Energy Absorbtion==> Rechg(26)EndMod(27)Rechg(27)EndMod(31)Rechg(33)EndMod(33)
    28) --> Freezing Touch==> Rechg(28)Acc(29)Acc(29)Hold(31)Hold(31)Hold(34)
    30) --> Build Up==> Rechg(30)Rechg(37)TH_Buf(43)
    32) --> Hibernate==> Rechg(32)Rechg(33)Rechg(40)
    35) --> Greater Ice Sword==> EndRdx(35)Acc(36)Acc(36)Dmg(36)Dmg(37)Dmg(37)
    38) --> Frozen Aura==> Rechg(38)Acc(39)Sleep(39)Sleep(39)Sleep(40)EndRdx(40)
    41) --> Block of Ice==> Rechg(41)Acc(42)Acc(42)Hold(42)Hold(43)Hold(43)
    44) --> Ice Blast==> EndRdx(44)Acc(45)Acc(45)Dmg(45)Dmg(46)Dmg(46)
    47) --> Ice Storm==> EndRdx(47)Dmg(48)Dmg(48)Dmg(48)
    49) --> Ice Sword==> Acc(49)Acc(50)Dmg(50)
    ---------------------------------------------
    01) --> Sprint==> Run(1)
    01) --> Brawl==> Empty(1)
    01) --> Gauntlet==> Empty(1)
    02) --> Rest==> Rechg(2)
    ---------------------------------------------


    [ QUOTE ]
    Right, this is a Contronker, with heavy emphisis on the tronking. All powers that give a measure of control have been taken and slotted to maximize that aspect. It is light on the damage, so soloing can be slow at times. However, it is a very rare day that it runs into a situation that it can not handle. Mostly designed to be a level up friendly build, but it has it's rough spots at times. Best used with a playstyle where you are not sitting around attempting to hit the same mob over and over. When I play I attempt to always be on the move, placing Ice Patches in strategic locations that will not interfere in Frozan Aura. At the end game it has two holds, and with them it should be possable to perma hold almost any foe. Taunt is a power that I personally do not favour, but it is included as it does further inhance the control aspects (Note: I had a small error with the exporter, put a taunt enhancer in Taunt). The bulk of your damage will be comming from Frost, GIS, and Ice Blast, so it is best not to be conserned if your name rarely appears in the kill credits. Ice Storm is a good idea to use once you have mobs locked down in holds or the ice patch to get as many ticks out of it as possable.

    Now, onto the downsides. As I have said, this is not a damage build. Ice already has poor damage and I have made no concessions to alter that. Also, it is stanimaless despite having the fitness line. You wont see problems with end if you take it slow. EA should keep you topped up on large teams, and with end reducers in the big three attacks, you also should not go through end that fast. Worst comes to worst, just hibernate. Keep in mind that you are a Contronker; Scrankers need not apply.

    My final word on the build is that it is alot of fun. Satisfaction is earned through the successful shutting down of spawns while being almost unkillable. Given Ice is a defensive set though, bad things can happen. Nine times out of ten that I die is to the alpha of a spawn on eight person missions. Once among the spawn and Ice Patch is down, things are relatively simple.

    [/ QUOTE ]
  15. The EonNight:


    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Living Comet
    Level: 50
    Archetype: Tanker
    Primary: Ice Armor
    Secondary: Ice Melee
    ---------------------------------------------
    01) --> Frozen Armor==> EndRdx(1)DefBuf(3)DefBuf(5)DefBuf(7)
    01) --> Frozen Fists==> Acc(1)
    02) --> Ice Sword==> Acc(2)Acc(3)Dmg(5)Dmg(11)Dmg(21)EndRdx(43)
    04) --> Chilling Embrace==> EndRdx(4)Taunt(25)Slow(40)
    06) --> Air Superiority==> Acc(6)EndRdx(7)
    08) --> Hoarfrost==> Rechg(8)Rechg(9)Rechg(9)Heal(25)Heal(37)Heal(43)
    10) --> Frost==> Acc(10)Acc(11)Dmg(13)Dmg(13)EndRdx(23)Range(43)
    12) --> Wet Ice==> EndRdx(12)
    14) --> Fly==> EndRdx(14)Fly(15)Fly(15)
    16) --> Icicles==> Acc(16)Acc(17)Dmg(17)Dmg(23)EndRdx(31)EndRdx(50)
    18) --> Glacial Armor==> EndRdx(18)DefBuf(19)DefBuf(19)DefBuf(21)
    20) --> Ice Patch==> Rechg(20)
    22) --> Build Up==> Rechg(22)Rechg(46)Rechg(46)
    24) --> Permafrost==> DmgRes(24)
    26) --> Energy Absorbtion==> Rechg(26)Rechg(27)Rechg(27)EndMod(31)EndMod(34)EndMod(37)
    28) --> Freezing Touch==> Acc(28)Acc(29)Dmg(29)Dmg(31)Hold(40)Rechg(40)
    30) --> Taunt==> Taunt(30)
    32) --> Hibernate==> Rechg(32)Rechg(33)Rechg(33)Heal(33)Heal(34)Heal(34)
    35) --> Greater Ice Sword==> Acc(35)Acc(36)Dmg(36)Dmg(36)Dmg(37)EndRdx(39)
    38) --> Frozen Aura==> Acc(38)Sleep(39)Rechg(39)
    41) --> Block of Ice==> Acc(41)Hold(42)Hold(42)Rechg(42)
    44) --> Ice Blast==> Acc(44)Acc(45)Dmg(45)Dmg(45)EndRdx(46)
    47) --> Ice Storm==> Rechg(47)Rechg(48)Dmg(48)Dmg(48)Dmg(50)EndRdx(50)
    49) --> Chilblain==> Acc(49)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Gauntlet==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------
  16. Name: Laurentide
    Archetype: Tanker
    Primary Powers - Ranged : Ice Armor
    Secondary Powers - Support : Ice Melee

    01 : Frozen Fists acc(01) endred(3) dam(42) dam(43)
    01 : Frozen Armor defbuf(01) defbuf(3) defbuf(5) endred(9)
    02 : Ice Sword acc(02) endred(5) endred(7) dam(13) dam(43)
    04 : Chilling Embrace endred(04) endred(7) slw(15) slw(17) tntdur(33) slw(46)
    06 : Wet Ice endred(06) endred(13)
    08 : Hoarfrost recred(08) recred(9) recred(15) hel(17) hel(25) hel(33)
    10 : Permafrost damres(10) damres(11) damres(11) damres(21)
    12 : Combat Jumping endred(12)
    14 : Super Jump jmp(14)
    16 : Hurdle jmp(16)
    18 : Glacial Armor defbuf(18) defbuf(19) defbuf(19) endred(37)
    20 : Ice Patch recred(20) endred(21)
    22 : Health hel(22) hel(23) hel(23) hel(40)
    24 : Icicles endred(24) endred(25) acc(34) dam(34)
    26 : Energy Absorption recred(26) recred(27) recred(27) endred(29) enddrn(31) enddrn(33)
    28 : Freezing Touch acc(28) endred(29) endred(31) recred(37) hlddur(42) acc(43)
    30 : Taunt recred(30) rng(31) tntdur(34)
    32 : Hibernate recred(32) recred(40) recred(40) Empty(37) Empty(46)
    35 : Greater Ice Sword acc(35) endred(36) endred(36) dam(36) dam(39) dam(46)
    38 : Frost acc(38) endred(39) conrng(39)
    41 : Block of Ice acc(41) acc(42) hlddur(45) recred(45)
    44 : Ice Blast acc(44) acc(45)
    47 : Air Superiority acc(47)
    49 : Frozen Aura acc(49) endred(50)

    -------------------------------------------

    01 : Brawl dam(01)
    01 : Sprint runspd(01)
    02 : Rest recred(02)

    This is a respec build, so keep that in mind when leveling up if you’re following this. It might not be the best to follow this build step for step on the way up, as it may be a bit hard, but a good respect build nonetheless.

    [ QUOTE ]
    Here, I'll give you what I currently have - I think it's not that unlike EonNight's, although I took the Fitness Pool and do not yet have Frozen Aura (that's going to be my "okay, I'm 50, time for something fun" power).

    Now, keep in mind a few things:

    1. He's overslotted for Health and Permafrost, because he got this build pretty much right after ED came out. I've come to the conclusion that it helps when he's running on yellow enhancers, but that at the end of his career (when that stops) they're not going to be worth the cost of the slots, honestly. But he's level 45 and without any major issues, so I have yet to be bothered to respec him completely just to shuffle a few slots.

    2. He's meant to run without Stamina, and even without EA at lower levels. This build works great when you're level 35+ and have the slots to spare. I have no idea how it'd be trying to grow up through the levels to get to this point anymore, since when I did it the endurance costs for everything were higher.

    3. This is a slooooow build to solo. Seriously, think Zen-like levels of slow. Even in his upper 40s with plenty of attacks. I'm starting to slot damage in said attacks, and honestly, I've yet to notice that big of a difference, but I'm probably just spoiled by spending too much time with a pocket fire blaster. You'll probably want to team if you build along these lines, but soloing is doable and not bad if you have people to chat up on Global, especially since you can stand in a pack of seven to ten enemies with Icicles on while you type up the latest gossip.

    4. I don't think I have all the levels for all these slots right. I seriously can't remember how often I've respecced this guy anymore.

    Anyway, that's what I did with my slots - keep in mind my aim is always defensive and control powers first (team-based tank), damage last - so yours will probably vary based on preferences and playstyle. This might give you an idea for another very Ice/Ice heavy approach, though, and I hope it helps

    [/ QUOTE ]
  17. ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Grace Slick
    Level: 50
    Archetype: Tanker
    Primary: Ice Armor
    Secondary: Ice Melee
    ---------------------------------------------
    01) --> Frozen Armor==> DefBuf(1)DefBuf(7)DefBuf(7)
    01) --> Frozen Fists==> Acc(1)Acc(3)Dmg(3)Dmg(42)Dmg(42)
    02) --> Hoarfrost==> Heal(2)Heal(9)Heal(9)Rechg(13)Rechg(13)Rechg(34)
    04) --> Frost==> Acc(4)Acc(5)Dmg(5)Dmg(11)Dmg(11)
    06) --> Wet Ice==> EndRdx(6)
    08) --> Chilling Embrace==> Slow(8)Slow(46)Slow(46)
    10) --> Swift==> Run(10)
    12) --> Teleport Foe==> Acc(12)Acc(50)
    14) --> Teleport==> EndRdx(14)EndRdx(15)EndRdx(15)
    16) --> Health==> Heal(16)Heal(17)Heal(17)
    18) --> Glacial Armor==> DefBuf(18)DefBuf(19)DefBuf(19)
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
    22) --> Icicles==> Acc(22)Acc(23)EndRdx(23)EndRdx(39)Dmg(39)Dmg(39)
    24) --> Hasten==> Rechg(24)Rechg(25)Rechg(25)
    26) --> Energy Absorbtion==> Rechg(26)Rechg(27)Rechg(27)EndMod(29)EndMod(29)EndMod(31)
    28) --> Freezing Touch==> Acc(28)Acc(36)Hold(36)Dmg(40)Dmg(40)Dmg(40)
    30) --> Build Up==> Rechg(30)Rechg(31)Rechg(31)
    32) --> Hibernate==> Rechg(32)Rechg(33)Rechg(33)Heal(33)Heal(34)Heal(34)
    35) --> Greater Ice Sword==> Acc(35)Acc(36)Dmg(37)Dmg(37)Dmg(37)
    38) --> Ice Patch==> Rechg(38)
    41) --> Block of Ice==> Acc(41)Acc(42)Rechg(43)Rechg(43)Rechg(43)
    44) --> Ice Blast==> Acc(44)Acc(45)Dmg(45)Dmg(45)Dmg(46)
    47) --> Ice Storm==> Dmg(47)Dmg(48)Dmg(48)Rechg(48)Rechg(50)Rechg(50)
    49) --> Permafrost==> DmgRes(49)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Gauntlet==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------


    [ QUOTE ]
    AT, I wouldn't mind having Grace's build posted in the final guide.
    She is a straight from lvl 1 playable build that uses Teleport to drop right into groups. The vast majority of her xp has been soloing.
    Very very fun and strong. Runs 5 toggles, Hasten and all the attacks except Ice Sword.
    I had her out last night doing a Board Train Council/Nemesis mission on Unyielding and was routinely handling the 15+ mobs at once with trouble only if a Lieutenant gave the mobs Vengeance.
    With Hasten up this build will nearly chainhold a boss as they maybe get an attack off before they are reheld.

    With the endurance slotting I have, it can get dicey with Icicles running vs. a high hp single target but in general there are no endurance problems with this build. However, if I had extra slots in this build they'd go for EndReds, no doubt.

    Grace is 43.5 at the moment but I have included her projected build to 50. The only near death experience she's had lately has been vs. a +1 Carnie RingMistress who managed to drop my toggles. After getting back on my feet, a quick Hibernate and retoggling, she went down pretty easy.

    My favourite attacks?
    Frost!!! Icicles!! GIS!
    When Hasten is up and I trigger BU, my attack chain is first with Icicles and Frost taking out crowds and GIS and FT focusing on anyone behind me or out of the general cone.
    GIS packs a pretty big whollop and FT is a good DoT but Frost is my favourite. Icicles, although not very sexy, was dearly missed in any respec where I dropped it.

    [/ QUOTE ]
  18. ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Supercool
    Level: 50
    Archetype: Tanker
    Primary: Ice Armor
    Secondary: Ice Melee
    ---------------------------------------------
    01) --> Hoarfrost==> Rechg(1)Rechg(3)Rechg(15)Heal(31)Heal(34)Heal(36)
    01) --> Frozen Fists==> Acc(1)
    02) --> Chilling Embrace==> EndRdx(2)Slow(3)Slow(15)Taunt(33)
    04) --> Ice Sword==> Acc(4)EndRdx(5)Rechg(5)Dmg(7)Dmg(7)Dmg(9)
    06) --> Frozen Armor==> EndRdx(6)DefBuf(17)DefBuf(17)DefBuf(21)
    08) --> Air Superiority==> Acc(8)Acc(9)EndRdx(11)Dmg(11)Dmg(13)Dmg(13)
    10) --> Wet Ice==> EndRdx(10)
    12) --> Swift==> Run(12)
    14) --> Fly==> Fly(14)Fly(45)
    16) --> Health==> Heal(16)Heal(23)Heal(23)
    18) --> Glacial Armor==> EndRdx(18)DefBuf(19)DefBuf(19)DefBuf(21)
    20) --> Stamina==> EndMod(20)
    22) --> Ice Patch==> Rechg(22)
    24) --> Icicles==> EndRdx(24)EndRdx(25)Acc(25)Acc(29)Dmg(29)Dmg(43)
    26) --> Energy Absorbtion==> Rechg(26)EndMod(27)Rechg(27)EndMod(31)Rechg(39)EndMod(40)
    28) --> Permafrost==> DmgRes(28)
    30) --> Freezing Touch==> Acc(30)Acc(31)Rechg(33)Rechg(34)Hold(39)Hold(40)
    32) --> Hibernate==> Rechg(32)Rechg(33)Rechg(34)Heal(39)Heal(40)
    35) --> Greater Ice Sword==> Acc(35)EndRdx(36)Rechg(36)Dmg(37)Dmg(37)Dmg(37)
    38) --> Frozen Aura==> Acc(38)
    41) --> Block of Ice==> Acc(41)Rechg(42)Rechg(42)Rechg(42)Hold(43)Hold(43)
    44) --> Ice Blast==> Acc(44)EndRdx(45)Rechg(45)Dmg(46)Dmg(46)Dmg(46)
    47) --> Ice Storm==> Dmg(47)Dmg(48)Dmg(48)Rechg(48)Rechg(50)Rechg(50)
    49) --> Build Up==> Rechg(49)Rechg(50)
    ---------------------------------------------


    [ QUOTE ]
    Currently I'm at 21 on this final Ice/Ice build. I really like Frost, but Ice Sword works better for my tanking style. Frozen Aura is only in there as a hopeful placeholder in case it gets looked at someday; plus it does have a neat animation and I've got the idea that it might have the occasional use immediately pre-Hibernate, after switching off Icicles. Air Superiority for more damage and mob juggling beyond Ice Patch, Permafrost due to a fear of fire. It's all observation and theory for me, and it constantly changes.

    I've had this guy around since pre-ED and I keep coming back thanks to the niftiness that is ICE!

    [/ QUOTE ]
  19. 1: Frozen Armour (endrdx/3xdefbuff) / Frozen Fists (acc)
    2: Ice Sword (acc/3xdam/endrdx/recharge)
    4: Taunt (recharge)
    6: Wet Ice (endrdx)
    8: Hoarfrost (3xrecharge/3xheal)
    10:Air Superiority (acc/3xdam/endrdx/recharge)
    12: Swift
    14: Fly (2xfly)
    16: Health (3xhealth)
    18: Glacial Armour (endrdx/3xdefbuff)
    20: Stamina (3xendmod)
    22: Ice Patch (recharge)
    24: Chilling Embrace (endrdx/taunt)
    26: Energy Absorption (3xrecharge/3xendmod)
    28: Freezing Touch (acc/3xdam/endrdx/recharge)
    30: Icicles (2xendrdx/1xacc)
    32: Hibernate (3xrecharge)
    35: Greater Ice Sword (acc/3xdam/endrdx/recharge)
    38: Permafrost (3xdamres)
    41: Block of Ice (acc)

    [ QUOTE ]
    i don't use a snazzy tool, but this is the way mine grew; currently
    at 41. (from memory, so the slots may not add up properly.)

    the BIGGEST mistake with this build is how late chilling
    embrace comes. i could have fixed that on the EC respec, but i
    didn't bother; i decided to live with that level of mistake. certainly
    you could fiddle around with flipping CE, hoarfrost and taunt. take
    CE and hoarfrost before 10, push taunt back to 24.

    i also took ice sword because i liked the animation better than Frost.

    i don't claim to be optimal by any stretch of the imagination but it's been
    fun pretty much every step of the way. except for the last couple of levels
    pre-stamina: those were hellish. :-)

    [/ QUOTE ]
  20. Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: ice-ice-tank
    Level: 33
    Archetype: Tanker
    Primary: Ice Armor
    Secondary: Ice Melee
    ---------------------------------------------
    01) --> Frozen Armor==> EndRdx(1) DefBuf(9) DefBuf(17)
    01) --> Frozen Fists==> Acc(1) EndRdx(3) Dmg(9) Dmg(13) Dmg(17)
    02) --> Hoarfrost==> Rechg(2) Rechg(3) Rechg(5) Heal(7) Heal(11) Heal(19)
    04) --> Ice Sword==> Acc(4) EndRdx(5) Dmg(7) Dmg(11) Dmg(15)
    06) --> Chilling Embrace==> EndRdx(6)
    08) --> Wet Ice==> EndRdx(8)
    10) --> Hasten==> Rechg(10) Rechg(13) Rechg(15)
    12) --> Hurdle==> Jump(12)
    14) --> Super Speed==> EndRdx(14)
    16) --> Icicles==> EndRdx(16) Acc(19) Dmg(21) Dmg(25)
    18) --> Health==> Heal(18)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(23)
    22) --> Glacial Armor==> EndRdx(22) DefBuf(23)
    24) --> Ice Patch==> Rechg(24) Rechg(25)
    26) --> Energy Absorbtion==> Rechg(26) Rechg(27) Rechg(27) EndMod(29) Taunt(29) EndMod(31)
    28) --> Taunt==> Rechg(28)
    30) --> Build Up==> Rechg(30) Rechg(31) Rechg(31)
    32) --> Hibernate==> Rechg(32)

    Focusing mainly on aggro-getting and maintaining powers, this build is great for anyone looking for a build just to get them to hibernate.
  21. Exported from version 1.5C of CoH Planner
    http://joechott.com/coh

    Archetype: Tanker
    Primary Powers - Ranged : Ice Armor
    Secondary Powers - Support : Ice Melee

    01 : Frozen Fists acc(01) dam(9) dam(13) dam(15) endred(23) recred(34)
    01 : Frozen Armor defbuf(01) defbuf(3) defbuf(3) endred(40)
    02 : Ice Sword acc(02) dam(5) dam(5) dam(13) endred(23) recred(34)
    04 : Chilling Embrace endred(04) endred(15) slw(46)
    06 : Hoarfrost recred(06) recred(7) recred(7) hel(9) hel(11) hel(11)
    08 : Wet Ice endred(08)
    10 : Combat Jumping defbuf(10)
    12 : Hurdle jmp(12)
    14 : Super Jump jmp(14)
    16 : Health hel(16) hel(17) hel(17)
    18 : Glacial Armor defbuf(18) defbuf(19) defbuf(19) endred(40)
    20 : Stamina endrec(20) endrec(21) endrec(21)
    22 : Ice Patch recred(22)
    24 : Icicles endred(24) acc(25) acc(25) endred(34) dam(37) dam(39)
    26 : Energy Absorption recred(26) recred(27) recred(27) enddrn(29) enddrn(29) endred(31)
    28 : Freezing Touch acc(28) dam(31) dam(31) dam(33) recred(33) endred(33)
    30 : Provoke acc(30)
    32 : Hibernate recred(32) recred(39) recred(39) Empty(40) Empty(43)
    35 : Greater Ice Sword acc(35) dam(36) dam(36) dam(36) endred(37) recred(37)
    38 : Intimidate acc(38)
    41 : Block of Ice acc(41) acc(42) hlddur(42) hlddur(42) recred(43) hlddur(43)
    44 : Ice Blast acc(44) dam(45) dam(45) dam(45) recred(46) endred(46)
    47 : Ice Storm dam(47) dam(48) dam(48) Empty(48)
    49 : Invoke Panic acc(49) endred(50) acc(50) ferdur(50)

    -------------------------------------------

    01 : Brawl Empty(01)
    01 : Sprint Empty(01)
    02 : Rest Empty(02)

    This build has been a lot of fun. I didn’t switch into the Presence Pool until late in my career (had tough for most of the 30s and 40s, but found I wasn’t using it much), but have liked what I’ve seen with it. Most of the slottings for the armor powers and attacks are pretty standard I think, with the exception that I didn’t fully-slot Hibernate. I find that with this slotting for it, it does what I need it to do, and didn’t see a need for the sixth slot. The two Empty slots in there are actually 1 Health and 1 EndMod, but the character builder didn’t have those for Hibernate.

    I took Fitness for both Health and Stamina. Health I feel is great for Ice Tankers since it allows you to regain HP back in the periods where mobs aren’t hitting you, which can add up for defense-based sets. Stamina is great for me when fighting tough, single mobs, like AVs. EA doesn’t help much in those times since it relies on having multiple enemies around you to really top you off. So stamina has been a blessing for me, even though I don’t need it when fighting large spawns.

    I took leaping mostly for combat, but the secondary impacts are that I become very mobile in combat. With hurdle and CJ on, I can usually be found hopping around like a bunny on speed in combat in large spawns to make sure I keep the attention of all the enemies. In smaller spawns, I usually just jump in and let CE and Icicles hold their attention. It’s never let me down.
  22. Secondary Powers:

    This section will outline the powers in the Ice Melee line available to you. The set provides for some great control, but it is not the most damaging around. All of the Ice Melee attacks have a minor slow effect that will reduce enemy speed and recharge when you hit. I will be describing slotting for PvE only, and you can extrapolate slotting for PvP off of that.

    Frozen Fists:
    Your basic attack, it’s a quick one-two punch to the enemy with your hands wrapped in ice. Doing smashing and cold damage, you’re forced to take this power, so why not love it?
    Slotting: 1 Acc, 3 Dam, 1 EndRed, 1 RecRed

    Ice Sword:
    Some love it for concept; others hate it for the same reason. This power produces a sword of Ice that you use to slash at your enemies. Doing lethal and cold damage, this is a great single-target attack that you can use your entire career (well, from level 2 on really). Damage is decent, and End cost and Recharge aren’t bad either. I like it, and recommend it, but some go without in order to get Frost.
    Slotting: 1 Acc, 3 Dam, 1 EndRed, 1 RecRed

    Frost:
    Your only multiple-enemy attack in the set. This power allows you to blast forth a cone of chilling air that damages and slows enemies. This attack is great in that it is pure Cold damage, and very few enemies are resistant to it. It does cost a bit of endurance though, and if you have trouble lining up the cone, you might not hit more than one or two enemies. So if you like cones, I recommend it. If not, I’d say skip it.
    Slotting: 1 Acc, 3 Dam, 1 EndRed, 1 RecRed

    Taunt:
    Not even going to get into whether you should take this or not. If you want it, take it, if not, don’t. It’s taunt, and you all know what it does.
    Slotting: Up to you really, and depends on your playstyle of how much you want to use it, and how you use it.

    Build Up:
    This power improves your damage and accuracy for a short while. Great in burst-damage sets, it’s not at all required for an Ice Meleer. While it can improve your damage, and I don’t disapprove of anyone that gets it, damage isn’t why one normally goes /Ice. It’s a great power though, so take it if you can fit it in.
    Slotting: 3 RecRed

    Ice Patch:
    A great power, this will drop a patch of ice at your feet that will cause up to five enemies to flop around like fish out of water. This power will increase your survivability greatly, and is one of the jewels of the /Ice set. Plus, it’s just fun. It can also be used to block passages if you need to escape. Take it, use it, and love it.
    Slotting: 1 RecRed is all that is needed to make it perma.

    Freezing Touch:
    This power is great for two reasons: 1) it’s your second-highest damaging power in the set, and 2) it’s a hold! Seriously, this is the other jewel of the set in my opinion. The hold lasts for a decent amount of time, and the damage it does is pretty good. However, it is a damage-over-time (DoT) power. Still, this power can be used to lock down a lieutenant or minion for most of a fight. Anyone going /Ice should seriously consider this power.
    Slotting: 2 options, depending on how you want to use it. 1) 1 Acc, 3 Dam, 1 EndRed, 1 RecRed, or 2) 1 Acc, 2 Hold, 2 RecRed, 1 EndRed.

    Greater Ice Sword (GIS):
    The most damaging power in the set, GIS is an improved version of the ice sword. Doing lethal/cold damage, it can provide for a smack-down to anyone you use it against. Not nearly as damaging as the other big hitters in other sets, GIS is still quite capable of increasing your damage output.
    Slotting: 1 Acc, 3 Dam, 1 EndRed, 1 RecRed

    Frozen Aura (FA):
    Probably the coolest-looking power in the game, its usefulness is a bit dubious. Some love it, some hate it. This power, when activated, puts minions around you to sleep. In order to sleep lieuts or bosses, multiple applications will need to be applied. While great to put minions out of the fight for a time, there are a couple of things to keep in mind: 1) Damage will wake them, so using Icicles at the same time as this power is not recommended, and 2) knockdown/back will break the sleep, so using it at the same time as Ice Patch is not recommended. Several builds in this guide point to the effectiveness of this power in combat, so check them out if you’re interested.
    Slotting: 2 Acc, 2 Sleep, 2 RecRed if you have the slots.


    Ice Ancillary Powers

    While this is mainly just an Ice/Ice guide, most people who take that combo also go with the Ice Ancillary Pool to complete the concept. It’s a great pool, and I recommend it. So I will discuss the various powers in the pool and comment on their use and slotting as well.

    Chillblain:
    Same as the first-tier Ice controller power, this is a single-target immobilization power. A decent power, it’s not really worth writing home about, and most people skip this is favor of the other power you can take at 41 from this pool.
    Slotting: 1 Acc, 3 Immob, 1 EndRed, 1 RecRed

    Block of Ice (BOI):
    A single target hold, BOI can be used to take out the more annoying mob types you’ll see in the upper levels before they can hit you. This is a great power for taking out sappers before they drain your Endurance, and also for Seneschals and other fire-using enemies. Using this with Freezing Touch can also hold a boss for quite a while.
    Slotting: 2 Acc, 3 Hold, 1 RecRed (if you’re using this against sappers, you want it to hit, hence the 2 Acc)

    Ice Blast:
    A moderate-damage ice attack at range. This power is great for grabbing a mobs attention before he runs over to smack a squishy. Also good for single-target damage, I find I use this as part of my attack chain even when I’m fighting a mob in melee. Highly recommended.
    Slotting: 1 Acc, 3 Dam, 1 EndRed, 1 RecRed

    Ice Storm:
    A wide-area rain power that can deal a whole lot of damage to multiple enemies. Now, for blasters, this power isn’t the greatest because it causes mobs to scatter. However, we’ve got a few tricks up our sleeves that increase the effectiveness of this power, namely Ice Patch, CE, and the two holds. With a combination of these, Ice Storm can do a lot of damage to the mobs before they’re able to get out of it. Plus, it just really completes the concept.
    Slotting: 1 Acc, 3 Damage, slows if you can fit them in.
  23. Welcome to the I7 compatible guide to Ice/Ice tanking. This guide will outline the powers available to you, slotting configurations, and even several builds from people who play the sets. We will start off with builds with stamina in them (if only because that is what I play as, and not to slight those who go without) and then head on to builds that do not require stamina. In each section, personal experiences with power slotting will be shown, so that you can get a good idea of the person’s playstyle. In this way, you can try to find a build that is better for your personality.

    First off, I want to take this opportunity too all who helped to compile this and provide their builds and playstyle information. I couldn't have done this without their backing and support. So to all who contributed, thank you!

    Now, I have to start off by saying that the Ice/Ice tanker is not a damage king in any regard. You sacrifice some damage for control, and although this tradeoff has been lessened a bit with ED, it still holds true, and you are more capable than other sets of using your secondary to increase your survivability through control.


    Primary Powers:

    In this section, we’ll outline your primary powers, what they do, and what the “standard” slotting is for them. You’ll see in several of the builds later how people have changed these slottings for their own use, so don’t think that they are set in stone as “the best” slottings that you can have.

    Frozen Armor:
    This is your basic defense to Smashing and Lethal Damage (S/L). Keep in mind that it is defense (making you get hit less) and not resistance (getting hit for less damage) based against S/L types. It also grants a decent resistance to Cold damage, and some to Fire. This power should almost always be on when in combat. Your resistance to Cold damage will hit 90% just from your three armors, and the resistance is unenhanceable.
    Slotting: 3 DefBuff, 1 EndRed

    Hoarfrost:
    This power is much like Dull Pain and Earth’s Embrace. It raises your max HP for a while, and also heals you back a certain percentage of your HP. This power is invaluable for an Ice tanker as a panic button, as there will be times when a bunch of hits get through your armors. This power is fantastic, and I would not recommend skipping it.
    Slotting: 3 RecRed, 3 Heals

    Chilling Embrace (CE):
    Chilling Embrace is a multi-functional tool that you will come to love. Originally, it was just a slow aura that affected enemy speed and recharge rate. More recently though, this power received a buff, and now lowers enemy damage if they are in the aura. While not true resistance, if you get all your enemies into range of this power, you effectively lower the damage you’ll take if you get hit. This is one of your taunt auras, and can help tremendously in grabbing and keeping aggro. While a little Endurance thirsty, this power is great both solo and on teams, but especially on teams, where it will help you do your job. Slotting several slow enhancements in this power can bring many mobs to the speed floor.
    Slotting: 1 or 2 EndRed, taunts and slows to taste

    Wet Ice (WI):
    Once upon a time, this power gave decent defense, and was your primary protection against fire. Now, however, it gives only 1% (unenhanceable) defense. This is a power that you’ll want to take, however, as it is your status protection power. It protects against most things that will mezz you, including holds, sleeps, stuns, and knockback. The great thing about this power now is that it’s fine with just the base slot, so you can start slotting other things earlier in your career. This power also adds to your Cold resistance, but you’ll be at the cap anyways, so slotting for that is not recommended.
    Slotting: Base Slot Only! 1 EndRed.

    Permafrost:
    This power is a bit of a contentious one. Some like it because it provides extra resistance to fire. Others don’t like it because it ONLY provides extra resistance against fire. While taking this power grants you triple the Fire protection you would otherwise have (thanks to Circeus for that stat), the Cold resistance is only useful when something is using cold damage against you, AND can lower your resistance, since you’ll be at the 90% cap for Cold most of your career. Check out the various builds and their perspectives on this power for more info.
    Slotting: 3 DamRes.

    Icicles:
    The Endurance for the return isn’t the greatest, mostly because it is all lethal damage. For most Ice/ tanks, the recommendation is not to take this. However, you’re an Ice/Ice, so you’re running a bit different. Without an AoE damage source in your secondary, this power becomes invaluable. Also, when running this with CE, aggro is kept on you like butter on bread, even without taunt.
    Slotting: 2 Acc, 2 EndRed, 2 Dam or Taunt, depending on your playstyle

    Glacial Armor (GA):
    This is your protection against Energy and Negative Energy attacks. With the way attacks are coded, the game takes your highest defense to the attack, and applies that to see if you get hit or not. What this means is that if an attack is smashing/energy, if your smashing defense is higher than your energy defense, it will use the smashing defense number to see if the attack hits you. With this in mind, you might think to yourself that you don’t need GA to protect you, since most energy attacks have a smashing component to them, so Frozen Armor should be all that you need. However, there are plenty of attacks out there that are pure energy, and lots of Negative Energy attacks out there as well. So take this power and run it whenever you’re up against enemies that use energy attacks.
    Slotting: 3 DefBuff, 1 EndRed

    Energy Absorption (EA):
    This is where Ice tanking really gets fun. EA allows you to suck the Endurance out of enemies around you, and apply that to your blue bar, and also to your defense. The defense provided from this power has been reduced as of late, so this power is more of an End management power with a side effect of providing defense than anything else. It’s autohit, so you won’t need any Acc to make it work its best. This power will let you keep going where other tankers have to sit and wait for their blue bar to get back up.
    Slotting: 3 RecRed, and either 3 EndMod, or 2 EndMod and 1 EndRed

    Hibernate:
    The other panic button in the set, Hibernate will make you completely invulnerable for a time, while filling up your HP and End. The downside to this: you can’t affect anything besides yourself. While you can hibernate for up to 30 seconds, you usually won’t need the whole time to fill up both bars. This is a great power for when you get more agro than you can handle, but keep in mind that it does have an activation time, and so hitting it when you’re in the red may be too late.

    The funny part about this power is that while it allows you to regain End at a high rate, it actually costs a lot of End to run. So if you’re looking to increase the amount of Endurance that you get back, think first about slotting EndRed versus EndMod.
    Slotting: 3 RecRed, 1 EndRed, 2 slots for either EndMod or Heals
  24. Just posted the final Ice/Ice build guide over in the tanker forums. It can be found here:

    The best tanker combo ever!