Cathryn_EU

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  1. Had some changes on that build... hence it's before my morning coffee and I'm sitting on the train to work so I may have to re-check my build when I wake up again... I wasn't sure if you're going IO sets or just "regular enhs" so I built a mix of em... Death Shroud benefits greatly from set IO since you get some nice acc, dmg and end red from it, Freezing Touch also slotted with a set for max hold, tho cannot remember how got it was on my ice tank. Oppressive Gloom also slotted with a set for good acc and some stun effect GIS should be slotted with a set aswell for max benefit... since BU isn't in the build I go with an extra acc enh... really want to hit those baddies once ya fire off yer thingies.

    Generally pre-IOs I usually slotted 2x end reds in my toggles, however on DA I felt that adding a 2nd end reducers in most powers wasn't really worth the slot. There might be some endurance concerns since there's no power that gives ya end back, so to ease the pain a bit Conserve Energy might be a good power to take instead of Earth Mastery. Will have a 2nd look at the build once I wake up

    Hero Plan by Mids' Hero Designer 1,4006
    http://www.cohplanner.com/

    Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Ice Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Death Shroud -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(3), Sciroc-Dmg/Rchg:50(3), Sciroc-Acc/Rchg:50(5), Sciroc-Acc/Dmg/EndRdx:50(5), M'Strk-Acc/Dmg/EndRdx:50(7)
    Level 1: Frozen Fists -- Acc(A), Empty(43), Empty(43), Empty(43)
    Level 2: Dark Embrace -- EndRdx(A), ResDam(17), ResDam(31), ResDam(31)
    Level 4: Ice Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/EndRdx:50(15), C'ngImp-Dmg/EndRdx/Rchg:50(17)
    Level 6: Obsidian Shield -- EndRdx(A), ResDam(25), ResDam(29), ResDam(33)
    Level 8: Dark Regeneration -- Acc(A), Acc(9), RechRdx(9), RechRdx(11), RechRdx(11), Heal(13)
    Level 10: Swift -- Run(A)
    Level 12: Combat Jumping -- DefBuff(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Murky Cloud -- EndRdx(A), ResDam(25), ResDam(29), ResDam(31)
    Level 18: Health -- Heal(A), Heal(19), Heal(19)
    Level 20: Ice Patch -- RechRdx(A), RechRdx(21), RechRdx(21)
    Level 22: Stamina -- EndMod(A), EndMod(23), EndMod(23)
    Level 24: Taunt -- Taunt(A)
    Level 26: Cloak of Fear -- EndRdx(A), Acc(27), Fear(27), Fear(33), Fear(33), Empty(40)
    Level 28: Freezing Touch -- G'Wdw-EndRdx/Hold:50(A), G'Wdw-Acc/EndRdx:50(37), G'Wdw-Acc/Rchg:50(39), G'Wdw-Acc/Hold/Rchg:50(39), EoCur-Acc/Hold/Rchg:50(39), EoCur-EndRdx/Hold:50(40)
    Level 30: Oppressive Gloom -- Acc(A), Stpfy-Acc/Rchg:50(34), Stpfy-EndRdx/Stun:50(34), Stpfy-Acc/EndRdx:50(34), Stpfy-Acc/Stun/Rchg:50(40), Stpfy-Stun/Rng:50(46)
    Level 32: Soul Transfer -- RechRdx(A)
    Level 35: Greater Ice Sword -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(37), Empty(37)
    Level 38: Boxing -- Empty(A)
    Level 41: Tough -- Empty(A), Empty(42), Empty(42), Empty(42)
    Level 44: Stone Prison -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
    Level 47: Fossilize -- Empty(A), Empty(48), Empty(48), Empty(48)
    Level 49: Stalagmites -- Empty(A), Empty(50), Empty(50), Empty(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]3,13% Defense(AoE)[*]2,25% Max End[*]3% Enhancement(Stun)[*]11,3% Enhancement(RechargeTime)[*]16% Enhancement(Accuracy)[*]91,4 HP (4,88%) HitPoints[*]MezResist(Immobilize) 2,2%[*]MezResist(Terrorized) 1,65%[*]2,5% (0,04 End/sec) Recovery[*]10% (0,78 HP/sec) Regeneration[*]3,13% Resistance(Negative)[*]2,5% Resistance(Psionic)[*]5% RunSpeed[/list]------------
    [u]Set Bonuses:[u]
    [u]Scirocco's Dervish[u]
    (Death Shroud)<ul type="square">[*] 10% (0,78 HP/sec) Regeneration[*] 3,13% Resistance(Negative)[*] 9% Enhancement(Accuracy)[*] 3,13% Defense(AoE)[/list][u]Crushing Impact[u]
    (Ice Sword)<ul type="square">[*] MezResist(Immobilize) 2,2%[*] 21,1 HP (1,13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 2,5% Resistance(Psionic)[/list][u]Ghost Widow's Embrace[u]
    (Freezing Touch)<ul type="square">[*] 5% RunSpeed[*] 35,1 HP (1,88%) HitPoints[*] 2,25% Max End[/list][u]Essence of Curare[u]
    (Freezing Touch)<ul type="square">[*] MezResist(Terrorized) 1,65%[/list][u]Stupefy[u]
    (Oppressive Gloom)<ul type="square">[*] 2,5% (0,04 End/sec) Recovery[*] 35,1 HP (1,88%) HitPoints[*] 3% Enhancement(Stun)[*] 6,25% Enhancement(RechargeTime)[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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  2. Cathryn_EU

    Your Tankers...

    Invul/Stone, lvl 50
    Ice/nrg, lvl 50
    Fire/Ice 40 summat and forever retired
    DA/DM Baby project

    and prolly alot of other project that I cannot remember atm...
  3. Havn't gotten a high lvl troller yet, and always going lil against the "stream" Totally love my Fire/Storm, teh AoE madness is stunning!
  4. very valid point Thundorn
  5. Cathryn_EU

    Claws / Dark

    HAvin' quite a smilar power choise selection as you do, can't remember exactly since my claw/da is pretty much inactive at the moment... Also the one I've respecced most and still wondering if I'm happy with the build.

    Pretty much agree with DSorrow, even if DA is pretty end heavy, slotting too many end reducers on yer toggles is pretty much a waste of slotting. I had in 1 build 2x end reducers on most of the toggles (Murky only requires 1 since it's end use is very low). The end drainers are: Cloak of Darkness and Death Shroud... those should be slotted with 2x end reducers. The other toggles can do with 1. (1xend red and 3xres is the usual slotting for the def toggles)

    Then I found out that slotting the attacks with 1 end reducer instead of 1 recharge (since I also got hasten) made my end usage noticable lower. You will be able to keep an attack chain with orginal fast recharge on claws + hasten, so 1 end reducer is a tip.

    Dark Regen, yupp 2x acc/recharger/end reds... I also skipped Opressive Gloom and took Cloak of Fear with 2x end reducers, 1 acc and 3 fear (or was it 2x end red/acc/fear) Found out that OG was a dissapointment to me... aswell as Shockwave. I run Death Shroud fully slotted so knocking back em baddies wasn't really my taste

    Also should consider that these are non-IO-set slottings
  6. After getting my latest tank project invul/stone to 48, I started YET another tank... Fire/Ice. Tough is in my build plan tho atound later 30ish. (pretty much at the same time as my other tanks that gotten tough) Being ice melee and ice patch migrating quite a bounch of the incomin' dmg Tough might be able to take a wee bit later compared to pure fire tank. Tho as said earlier takin' tough as soon as pre-20 is imo a lil too early even for a pure fire tank (tho got no experience to back up my statement with fire/fire)

    Quite enjoying the Fire tank and have some pwetty cool plans for it.
  7. Cathryn_EU

    Showcase?

    Fault + Tremor combo is awsome dmg migration, they look cool however some may issue the long animation times to be a downside, but imo it isn't really a biggie. Great fun ^^
  8. Am sure Lucius made a typo*cough*typo

    Mmm checked again on the build you initially posted and toss Stamina before Tough and especially Acrobatics (OR acro at 20 and Stamina 22, by that time you don't have the "end heavy" attack powers so I guess you can live without stamina for 2 lvls after takin' Acrobatics)

    Slotting whirling for stun would be smart since Burn makes mobs run away?!? (fire primary n00b) (being stunned they would then stay in close proximity for at least a lil while)
  9. Heya. Uhm, I don't see any major problems but 1... "Energy Punch" You would probably at that time have enough to make a "complete attack chain", my first choise would be hasten instead

    Checked yer build with CoH/CoV Character builder and made pretty quickly a comparison against what I "could have" taken (mind you was pretty quick, so some slottings might have not been so thought out)

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name:
    Level: 50
    Archetype: Tanker
    Primary: Fiery Aura
    Secondary: Energy Melee
    ---------------------------------------------
    01) --&gt; Blazing Aura==&gt; EndRdx(1) EndRdx(3) Acc(3) Dmg(5) Dmg(5) Dmg(7)
    01) --&gt; Barrage==&gt; Acc(1) Acc(50)
    02) --&gt; Fire Shield==&gt; EndRdx(2) DmgRes(17) Dmg(19) DmgRes(21)
    04) --&gt; Bone Smasher==&gt; Acc(4) Acc(25) Dmg(25) Dmg(34) Dmg(40) Rechg(43)
    06) --&gt; Healing Flames==&gt; Rechg(6) Rechg(7) Rechg(9) Heal(11) Heal(13) Heal(15)
    08) --&gt; Consume==&gt; Rechg(8) Rechg(9) Rechg(11) Acc(13) EndMod(15)
    10) --&gt; Taunt==&gt; Taunt(10) Rechg(50) Taunt(50)
    12) --&gt; Plasma Shield==&gt; EndRdx(12) DmgRes(17) DmgRes(19) DmgRes(21)
    14) --&gt; Combat Jumping==&gt; DefBuf(14)
    16) --&gt; Super Jump==&gt; Jump(16)
    18) --&gt; Boxing==&gt; Acc(18)
    20) --&gt; Swift==&gt; Run(20)
    22) --&gt; Acrobatics==&gt; EndRdx(22) EndRdx(23) EndRdx(23)
    24) --&gt; Health==&gt; Heal(24) Heal(45) Heal(46)
    26) --&gt; Stamina==&gt; EndMod(26) EndMod(27) EndMod(27)
    28) --&gt; Tough==&gt; EndRdx(28) EndRdx(29) DmgRes(29) DmgRes(31) DmgRes(37)
    30) --&gt; Build Up==&gt; Rechg(30) Rechg(31) Rechg(31) TH_Buf(46) TH_Buf(46) TH_Buf(48)
    32) --&gt; Burn==&gt; Rechg(32) Rechg(33) Rechg(33) Dmg(33) Dmg(34) Dmg(34)
    35) --&gt; Energy Transfer==&gt; Acc(35) Acc(36) Dmg(36) Dmg(36) Dmg(37) Rechg(37)
    38) --&gt; Whirling Hands==&gt; Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(40)
    41) --&gt; Total Focus==&gt; Acc(41) Acc(42) Dmg(42) Dmg(42) Dmg(43) Rechg(43)
    44) --&gt; Hasten==&gt; Rechg(44) Rechg(45) Rechg(45)
    47) --&gt; Fiery Embrace==&gt; Rechg(47) Rechg(48) Rechg(48)
    49) --&gt; Rise of the Phoenix==&gt; Heal(49)
    ---------------------------------------------
    01) --&gt; Sprint==&gt; Empty(1)
    01) --&gt; Brawl==&gt; Empty(1)
    01) --&gt; Gauntlet==&gt; Empty(1)
    02) --&gt; Rest==&gt; Empty(2)
    ---------------------------------------------

    I would think that's the way I'd choose the powers for a 1-50 build. I tend to respec around lvl 38 just to swap around some powers so it suits 38-50 better, but that usually involves removing early attacks and swapping around. Lookin' at the preview I can see some adjustments I prolly could make to this build, for instance to get acrobatics at lvl 20 instead of 22 so you have the KB protection asap. And don't put too much effort in the slottings since I picked em pretty quickly just to get the powers done.

    in short:
    I'd ditch Energy Punch.

    "major miss":
    well hasten is nice, but not a "major miss"

    Powers to take earlier:
    well, I would take Plasma Shield ASAP, since that's yer Sleep/Hold protect... I'd say Fire tanks have enough trouble with KBs, so take PS asap.

    Power to take later:
    Well, I'd go for Energy Transfer befor Whirling Hands, ET is just such a good power that you would be slapping yerself for takin' it at 38ish.

    Takin' Tough before Stamina is end heavy, even with Consume I think (not played Fire primary enough to be worthy to make any precise comments, but a fair guess I recon)

    Well, those were from the top of my head what I could think of and give some pointers, hope ya find something useful.
  10. the def on combat jump was really something I couldn't decide where to put the last one... and Maelwys, yer correct Kick did knockback and not Knockdown as I think Hero Builder says.

    According to Hero Builder: Temp invul and Unyelding costs 0.195 with 1 end red, which is the same as Tough and Weave with 2x end reds. However, you get slighty better benefit from adding the 2nd end red to Temp Invul and Unyeld than 3x on Tough and Weave.

    Swapping Kick for Boxing, and adding the def buff from CJ to acc there.

    Been playing her quite good lately, and I must say I've been quite darn wrong that Invul "seems like a bad Power set"... it's bloody amazing Really enjoying the lil toon.
  11. Got aid self on my ice/em tank and well, slotted 2x recharger, 2x interrupt reducers and 2x heals, it works pretty well. Ice being the def set I seem to land aid self bout 60-80% (soo rough numbers but it "feels" about there) depending on the number of mobs. Since em doesn't have that "gimme a break power" as Sinergy_X said, I feel that you'll have even less chance to land aid self than ice/em tanks does.

    My new toy, invul/stone I didn't consider aid self due to the fact that I'll most likely get constantly hit and therefor just waste up the end that it costs everytime to try launching aid self, tho I "might" consider to try a build with aid self and tough/weave (just for fun), since Fault gives me enough time to get Aid self launched.

    I doubt that you can rely on Aid self to land, but hey transfer the char to the test server and try out to see if it works, cause I'm not 100% sure since I've not tried invul and aid self before so I might be wrong.
  12. Ahh cheers for the other heads-up post, really apprichiate it Shannon
    [ QUOTE ]

    14) --&gt; Super Jump==&gt; Acc(14)&lt;--bugged herobuilder


    [/ QUOTE ]
    Of course, the day Super Jump has to check against acc, then it's time to move on
    [ QUOTE ]

    Tough and weave arent as high as you may think. They are listed as endurance per tick on herobuilder and not endurance per second. In endurance per second terms both use .16 of an end point, 16/1000ths of your end bar. Both are less than invincible, 3rd end slot saves you half what you will read it to be and imo what you will read it to be is nothing to worry about.


    [/ QUOTE ]
    Ahh I've always thought it was endurance per sec, and not per tick... Ya learn something new everyday
    [ QUOTE ]

    44) --&gt; Hurl Boulder==&gt; Empty(44)...


    [/ QUOTE ]
    Yea I'd agree with prefering the dmg over range increase, tho that is so easy to swap around to test and see what one prefers.

    I'll have an end mod from Tough and Weave removed and added to the 2 attacks, 2 acc has become the "standard" in the attacks in pretty much all the ATs... Rather it hits often for Gauntlet to launch than the poor minor dmg it does anyways.

    Inputs been really great, cheers
  13. Cheers Shannon for yer reply.

    Invincibility has been move earlier, since ya got a good valid point that it was too late taken (and of course missed out taunt ). Checked the end usage with hero builder and agree that 2x end reds on the toggles were a lil bit too much wishful thinkin' as they only gave 0.03 reduction.

    Picked initially recharge reduction on the attacks, since end havn't been a problem so far, tho I didn't take Tough and Weave into account when I get em later, since those 2 are quite end heavy, also noticed that the later stone powers are lil end heavy so moved over a end reduction to them.

    Wasn't sure how to slot Unstoppable, so cheers for that feedback

    Revised and redone version:
    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name:
    Level: 50
    Archetype: Tanker
    Primary: Invulnerability
    Secondary: Stone Melee
    ---------------------------------------------
    01) --&gt; Resist Physical Damage==&gt; DmgRes(1) DmgRes(7) DmgRes(9)
    01) --&gt; Stone Fist==&gt; Acc(1)
    02) --&gt; Dull Pain==&gt; Rechg(2) Rechg(3) Rechg(3) Heal(5) Heal(5) Heal(7)
    04) --&gt; Temp Invulnerability==&gt; EndRdx(4) DmgRes(9) DmgRes(11) DmgRes(13)
    06) --&gt; Kick==&gt; Acc(6)
    08) --&gt; Unyielding==&gt; EndRdx(8) DmgRes(13) DmgRes(15) DmgRes(15)
    10) --&gt; Taunt==&gt; Rechg(10) Taunt(11) Taunt(23) Rechg(48)
    12) --&gt; Combat Jumping==&gt; DefBuf(12) DefBuf(50)
    14) --&gt; Super Jump==&gt; Acc(14)
    16) --&gt; Tough==&gt; EndRdx(16) Heal(17) DmgRes(17) DmgRes(25) DmgRes(31) EndRdx(43)
    18) --&gt; Invincibility==&gt; EndRdx(18) DefBuf(19) DefBuf(19) DefBuf(21) Taunt(21) TH_Buf(23)
    20) --&gt; Fault==&gt; Acc(20) Acc(25) Rechg(29) Rechg(31) Taunt(31) EndRdx(33)
    22) --&gt; Swift==&gt; Run(22)
    24) --&gt; Health==&gt; Heal(24) Heal(37) Heal(37)
    26) --&gt; Stamina==&gt; EndMod(26) EndMod(27) EndMod(27)
    28) --&gt; Weave==&gt; EndRdx(28) EndRdx(29) DefBuf(34) DefBuf(36) DefBuf(37) EndRdx(46)
    30) --&gt; Tough Hide==&gt; DefBuf(30) DefBuf(34) DefBuf(34)
    32) --&gt; Unstoppable==&gt; Rechg(32) Rechg(33) Rechg(33) DmgRes(40)
    35) --&gt; Resist Energies==&gt; DmgRes(35) DmgRes(36) DmgRes(36)
    38) --&gt; Seismic Smash==&gt; Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) EndRdx(40)
    41) --&gt; Tremor==&gt; Acc(41) Acc(42) Dmg(42) Dmg(42) Dmg(43) EndRdx(43)
    44) --&gt; Hurl Boulder==&gt; Empty(44) Acc(45) Dmg(45) Dmg(45) Dmg(46) EndRdx(46)
    47) --&gt; Resist Elements==&gt; DmgRes(47) DmgRes(48) DmgRes(48)
    49) --&gt; Conserve Power==&gt; Rechg(49) Rechg(50) Rechg(50)
    ---------------------------------------------
    01) --&gt; Sprint==&gt; Empty(1)
    01) --&gt; Brawl==&gt; Empty(1)
    01) --&gt; Gauntlet==&gt; Empty(1)
    02) --&gt; Rest==&gt; Empty(2)
    ---------------------------------------------

    Added another taunt and rechage on taunt so I can fire it up lil more often, removed 1 end red from the toggles and added a taunt on invincibility (how could I miss that in the first time). Also, removed the KB from fault and added an end red, still havin' 3 end reds on tough and weave since I kinda didn't find anywhere else to put those 2 slots (even if the end red on the 3rd one is minor). Kick and Stone fist is only a "fill up" till the main powers have rechaged, so will have them unslotted. If I feel the lack of taunt I could always swap out an dmg from Tremor and add an taunt in there... but by the looks of the build right now, it feels like there's enough taunt for the time being.

    Only thing I really miss in the build is where the heck I'd fit Hasten, but I guess you cannot have it all
  14. So it was time to roll a new tank, and decided to try out a Invul/Stone tanker. Already gotten an Ice tank to 50, I wanted to check out the "dmg resistance" sets and have a goodie time. So after some browsing on the board, where I found some builds with invul/stone I decided to fool around with the hero builder for a decent set.

    The goal was to make pretty much a pure team tanker and figured this one would do the trick (after a few times):

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: Amazing Cathryn
    Level: 50
    Archetype: Tanker
    Primary: Invulnerability
    Secondary: Stone Melee
    ---------------------------------------------
    01) --&gt; Resist Physical Damage==&gt; DmgRes(1) DmgRes(5) DmgRes(7)
    01) --&gt; Stone Fist==&gt; Acc(1)
    02) --&gt; Dull Pain==&gt; Rechg(2) Rechg(3) Rechg(3) Heal(7) Heal(9) Heal(11)
    04) --&gt; Temp Invulnerability==&gt; EndRdx(4) EndRdx(5) DmgRes(11) DmgRes(15) DmgRes(15)
    06) --&gt; Kick==&gt; Acc(6)
    08) --&gt; Unyielding==&gt; EndRdx(8) EndRdx(9) DmgRes(13) DmgRes(13) DmgRes(17)
    10) --&gt; Taunt==&gt; Rechg(10)
    12) --&gt; Combat Jumping==&gt; DefBuf(12)
    14) --&gt; Super Jump==&gt; Jump(14)
    16) --&gt; Tough==&gt; EndRdx(16) EndRdx(17) EndRdx(19) DmgRes(19) DmgRes(21) DmgRes(21)
    18) --&gt; Swift==&gt; Run(18)
    20) --&gt; Fault==&gt; Acc(20) Acc(23) Rechg(23) Rechg(40) Taunt(43) KB_Dist(45)
    22) --&gt; Health==&gt; Heal(22) Heal(48) Heal(50)
    24) --&gt; Stamina==&gt; EndMod(24) EndMod(25) EndMod(25)
    26) --&gt; Invincibility==&gt; EndRdx(26) DefBuf(27) DefBuf(27) DefBuf(29) TH_Buf(29) TH_Buf(31)
    28) --&gt; Tough Hide==&gt; DefBuf(28) DefBuf(34) DefBuf(36)
    30) --&gt; Weave==&gt; EndRdx(30) EndRdx(31) EndRdx(31) DefBuf(36) DefBuf(36) DefBuf(37)
    32) --&gt; Unstoppable==&gt; Rechg(32) Rechg(33) Rechg(33) DmgRes(33) DmgRes(34) DmgRes(34)
    35) --&gt; Resist Energies==&gt; DmgRes(35) DmgRes(37) DmgRes(37)
    38) --&gt; Seismic Smash==&gt; Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(40)
    41) --&gt; Tremor==&gt; Acc(41) Acc(42) Dmg(42) Dmg(42) Dmg(43) Rechg(43)
    44) --&gt; Hurl Boulder==&gt; Acc(44) Acc(45) Dmg(45) Dmg(46) Dmg(46) Rechg(46)
    47) --&gt; Resist Elements==&gt; DmgRes(47) DmgRes(48) DmgRes(48)
    49) --&gt; Conserve Power==&gt; Rechg(49) Rechg(50) Rechg(50)
    ---------------------------------------------
    01) --&gt; Sprint==&gt; Empty(1)
    01) --&gt; Brawl==&gt; Empty(1)
    01) --&gt; Gauntlet==&gt; Empty(1)
    02) --&gt; Rest==&gt; Empty(2)
    ---------------------------------------------


    At the moment, she's lvl 26 and only had Stone fist, heavy mallet and taunt up to lvl 24, where I picked up Fault (which is an wicked awsome power, btw ) The build above isn't planned to be respeced until at least lvl 38, after I've gotten Seismic Smash.

    The missions I've soloed so far (1 or 2) I've only had Heavy Mallet slotted with 2x acc, and done okay... Sure it's not like the ice/nrg set but, hey I'm the one coming out laughing from every mission

    If anyone see some funny slotting or mebbe has some suggestions on re-locating some powers I'd be idle ear. At around 35 when ya really start to fight Freaks more and more often, I figured resist energies would be ok lvl to pick em up... resist elements, well... those dmg types are quite rare, and who doesn't try to avoid those fresky CoTs anyways alltho, picked it up around 47, since that would be the latest to start working on the Portal Jockey badge, and kick Inferno a zillion times as one have done with Frosty in Hollows.

    Well, enough babbling before I even bore myself out, comments are, as said welcome.

    Cheers
  15. Gotten my ice/nrg tank to lvl 50, and I enjoyed it all the way. The modified DEF really made tanking a difference, and you can be quite an "ice berg"... tho if yer in bad luck you can get puddled quite hard... Chilling Embrace 3x with slow slotted is really recommended. Hibernate can be the "oh [censored]!" button in PvE or the "haha" button in PvP. Going only PvE, Icicles fully slotted is amazing... was long time my main source of dmg (dmg over time).

    Havn't got any experience with Fire secondary but looking at its powers and looks like you'd be pretty darn good holding aggro due to the many AoEs you get. Chilling Embrace, Icicles, Combustion and FSC plus of course taunt
  16. Cathryn_EU

    Ice Tanks

    my first "high" tank, 33 atm (2 june). My PoV is that ice is actually really really fun. Sure Ice isn't as "dmg soaking" as stone, but I've recently experienced Hibernate and well, I'd say that power really turns the tide in fights. Personally using CJ/SJ, and doesn't really considering other pool sets except self aid (3 self heals are better than 2, rite? )

    afaik, ice tanks is the best AT to steal and hold AoE aggro compared to the other sets, tho I would like "granite power" thingie so I can withstand the darn aggro I pull, but with some finess and some working one comes by alive after each fight.

    Dunno if my question answers the first question, but thought I'd give my PoV of my fave char, and well... having a blast at the moment.
    (from here on, the jibbrish useless ramble ends, please continue!)