Flints

Apprentice
  • Posts

    167
  • Joined

  1. I like the feel of a tanker, I like to jump into a bunch of mobs on either of my level 50 Ice Tankers, watch that cloud of snow from CE debuff them. I tend to want to be up front, pounding on lots of things at once all the time.

    For comparasion, my other 2 50's, BS/Regen scrapper and Rad/Sonic defender, I ended up taking out all their IO sets because I couldn't justify sinking billion or two inf into each one to make them playable for me, BS/Regen was just weak without any real defences, it made a lovely concept toon but that was about it, Rad/Sonic just feels slow in anything except a superteam, its all great sleeping everyone and killing one target a time, but not quite for me.

    Everything I can do on my scrapper, I do for longer, easier, and safer on my tankers. Why worry about getting hit a few times and then having to use long-recharge powers, when I can just get hit once and wait 2 seconds for my 40-50hp/s regen to put me back to full? My ice tankers can't handle Lord Recluse in STF (Although fine outside of that.) without trays full of Resistance insps, and I'm sure if I had a soft-capped high recharge build on my BS/Regen under the same conditions he might be able to handle it, but if LR's two-hit combo of chaingun and meele attack removes 4200 hp off my tankers who sit somewhere between 2500 hp and 3500 hp depending on if Hoarfrost is up, then I seriously doubt a /Regen scrapper could handle that.

    I play my Tankers like Brutes, sure. I jump into the middle of a group, I hit everything I can, and if the team can handle it I normally leave before the last mob is dead and head into the next group, the majority of the time the first group will follow me and die quickly in my first attack wave of group 2, this playstyle comes from how my Ice/Ice/Arctic is built offensively, and requires 10 targets in EA to be soft-capped, while my defensive Ice/Kin/Soul requires 10 targets to be soft-capped for N/E only, and is at the soft-cap of S/L anyway, but lacks the aggressive damage levels of the other.

    The only thing my tankers can't do is hold a big group of mobs, but as a tanker I don't really have any need for that, soft-control is more fun regardless.
  2. Thanks for catching that error.

    I did forget to mention that cranking the difficulty up on Ice/ tankers normally makes things easier, due to the nature of EA.

    For those interested in knowing why,

    Energy Absorption will provide a defence buff, and a chunk of endurance based on how many targets are around you (Due to autohit.) With the first providing the biggest bonus to defense.

    It generally takes 3 targets if slotted with End Mods to be restored to full Endurance, and about 5 without any End Mods slotted (15% Endurance per target). So in situations where you're fighting one or two bosses and your end bar is getting too low, pulling the next mob or group will allow you to maintain end throughout the boss fights, while Icicles can take care of most minions by the time the Boss is dead.
    • Levelling.

    • 1 – 20:
      The slow grind.

    Levels 1 to 20 can be a painful process for a defence-based tanker, with i19 bringing Inherent Stamina, most of the endurance issues will be solved, but still the best bet for these levels is to be in a good team.

    Also at these levels most people tend to go for defences quickly, so your single target damage may be lacking.

    • 20 – 26:
      Defence Soft-cap.

    At 20 you can be almost soft-capped, so these next few levels become relatively simple, you can pick up more attacks, and you won't be worrying about not having a support AT with defence buffs or heals to keep you alive, here's where Ice/ first starts becoming easy.

    • 26 – 40:
      Energy Absorption.
    Now comes the fun part of Ice/, picking up EA will start to solve all End problems you may have had during those 1 - 26 levels, and if you hadn't gone down the root of the fighting pool, you'll start to get soft-capped from level 26 onwards.

    at 32 you'll probably want to pick up Hibernate, it requires no slotting to be effective, and becomes a great tool throughout the game to either take alpha strikes, hide in safety while you combine Inspirations or wait for EA to recharge, you may find yourself using it more than you'd like to admit.

    Just be careful with Hibernate, as if you don't hit Taunt beforehand (40 second duration, with Hibernate being a 30 second duration, if you don't cancel it.) you may end up losing aggro and having a few any players staring at the ice cube.

    • 40 – 50:
      Epic Power Pools. - Which one is best for me?

    Here's another turning point in the levelling of Ice Armour, which one you choose can either solve issues in your build, help with AoE or attack chains, or define your build completely.

    • Ancillary:

    Arctic Mastery and Pyre Mastery will provide you with solid AoEs, ranged immobs, holds or attacks. (Personally I take the immob for the quicker recharge and higher damage.) to take out troublesome mobs such as Malta Sappers, with either immobing and moving out the way, or holding them while you kill. Ice/Ice/Arctic was my first toon and first Tanker.

    Earth Mastery offers a way to debuff enemies Defence (that great thing that's been stopping you from getting hit all these levels.) So your attacks, and the attacks of your team are more likely to hit.
    It offers a decent amount of damage, and while icicles will break Salt Crystal's sleep, stick 2 recharge IOs and the sleep healing proc into it, and you've got yourself a cheeky self-heal that provides 93hp. I've seen that proc trigger up to 3x at once in my Ice/Ice Tankers Frozen Aura, which is roughly 7-8% of that toon's max HP.

    Body Mastery is an option if even after EA, you're still finding some end issues within your build, slotting a +end proc in Physical Perfection and one in Stamina as well as a 2 End Mod IOs in each should end up providing you enough End to keep on going regardless.

    • Patron:

    Soul Mastery tends to be a good "Go to" Patron Pool for tankers, Gloom offers great ST damage at range, and the set provides ample -ToHit to protect you with synergy to your defence, and in the cases that you're fighting something with a damage type you have no protection against. (Psi for example.) the Toggle AoE -dmg debuff works well with CE's -dmg debuff and Kin Melee's -dmg debuff. Ice/Kin/Soul was the direction I took on one of my toons.

    Mu Mastery makes a good second choice, as said earlier, the end drain and -recover works well with EAs autohit end drain, the aoe immob provides a good way to make sure you keep aggro on everything around you, and due to it having two aoe's with a damage component with good recharge times, its a great choice for Ice Tankers lacking AoEs in their secondary.
    I went Ice/Dark/Mu and Ice/Elec/Mu with end-drain in mind for both those toons.

    Leviathan Mastery work great with cone tier 9 secondaries (Mace and Axe.) due to by the time you reach 41 and start selecting an Epic Power Pool, you should be used to pulling, gathering and grouping up mobs to maximise your cone attacks. You've also got a variety of damage types and debuffs to close up any problem-enemies you may be facing resistant to your attacks.

    Mace Mastery is something I tend to avoid, the pet is great if you want to take it due to having end draining attacks, but only lasts 4 minutes and recharges 15 minutes, and the immob aoe doesn't provide -kd effects to make Disruptor Blast a particually useful attack. Mace and Body Masteries are what I would consider the least appealing options, although those a fan of knockback powers may decide to combine attacks such as Handclap and Disruptor Blast to have a little breathing room.
    • Choosing your Power Pools:

    Depending on how you wish to soft-cap, and how willing you are to use expensive IO sets, power pools are a good place to start.

    To achieve 42% defence to S/L/N/E at level 20, a Ice Tanker needs to take Combat Jumping and Weave, which will take up 4 power choices (Although only 4 enhancement slots need to be used.) You could equally take Hover or Stealth and achieve the same effect.

    Tanking the fighting pool, really negates the use for taking Permafrost, as the slow resistance can be gotten in a Winters' Gift IO in a travel power, and Tough being used to place the 3% Def steadfast IO instead of Permafrost. So effectively, this method of soft-capping only takes 3 power choices.

    Hasten is another good option, if you want to go towards heavy IO recharge builds and achieve perma-Hasten, you'll also achieve Perma-Hoarfrost as well, which will put your Max HP at the cap all the time with the accolades. Or if you just want to have bursts of high HP and higher damage outputs from not having Hasten perma'd (Still extremely useful.)

    Ice/ has an advantage over other sets in which an increase of global recharge will provide no Endurance use issues that some combos will suffer from due to attacks being used more frequently (Fire/SS or SD/Elec Tankers come to mind.) due to EA being up faster to compensate.

    There's also been a change to EA that may or may not be a bug, in which multiple applications (For example the second recharge with the duration of the first one still in effect.) are increasing defence more than the "10x" limit, while each trigger of the power will only hit (And hits automaticly.) 10 targets, these will then stack, if someone was clever enough with their power choices and IO slotting, achieving perma-hasten, thus putting EA to a <20 second recharge (45s duration on the buff.) a continuous 20% Defence buff to all but psionic could be achieved. With the 3% Steadfast and 3% Gladiator's Armour IOs, Weave and CJ, 41% Defence to all typed damage except psi can be reached.

    • Bruising:

    Tankers Tier 1 powers on their secondaries now provide a 20% resistance debuff, this effectively increases a Tankers solo damage, and helps in teams to debuff targets. A neat little trick for those who can afford it, is to slot the Fury of the Gladiator IO proc for -20 resistance into Icicles, this will not only increase your and your teams AoE damage, but also help bring down AVs without having to keep using a high end-cost PBAoE attack on one target when there's only a 20% chance to apply the debuff. In Icicles, it'll keep rolling the chance of the debuff every 10 seconds on all targets in range.
    • Choosing your secondary:

    Choosing the right secondary for your play-style is an important part of your Tanker, luckily Ice Armour works well with almost all secondaries, and with the versitlity of EA, different things can be achieved with different secondary powersets.

    • Secondaries:

    Battle Axe, War Mace, Stone Melee, Ice Melee and Energy Melee all provide great choices for any Tanker Primary, and its no different on Ice Tankers, the first three provide great Cone or AoE knockback/down (KD or KB) powers to keep targets on the ground (A target unable to attack can't do any damage.) As well as providing solid Single Target (ST) damage to targets such as AVs to maintain aggro via Gauntlet.

    Energy Melee offers its Mitigation in the form of Disorients, and makes a great ST damage set, Ice Armour is a good combination for Energy Melee due to its Area of Effect (AoE) damage in Icicles, as Energy Melee is mostly ST-focused.

    Ice Melee fits well thematicly with Ice Armour, and due to previous changes to that powerset, it now has an incredible damage output, as well as one of the most useful Mitigation powers in Ice Patch, a PBAoE that causes knockback and a large amount of movement slows to whoever stands upon it. Ice Patch also only requires one slot. Ice/Ice will provide a good amount of -recharge powers and slow effects to make losing aggro not an issue, and to slow down the rate of incoming attacks.
    A healing proc can be slotted into its AoE power (On par to the damage to Foot Stomp without Rage) That helps to add to survivability.
    This guide is great to those choosing Ice Melee.

    Kinetic Melee has similarity to Energy Meele, but offers a better alternative due to the -damage component of Quick Strike, and Power Siphon, these will stack with CE's -damage debuff. Kin Melee is rather rounded to AoE damage, ST damage, and debuffing, while not providing the best in those directions, its a well-rounded set. Combine it with Soul Mastery for even more -damage debuffs and some -tohit.

    Dark Melee is another option for debuffing and the "Bag Of Tricks" effect. Ice/Dark will provide you with loads of options for +End powers, self-healing powers, single target damage and -tohit debuffs for AV battles. If you're looking to be great against one target at a time (For example Lord Recluse in STF) Ice/Dark will offer you to tools to achieve that, take Fire or Mu Epic Power Pools and issues of a lack of AoE will be solved.

    Fiery Melee and Super Strength, are great high-damage options, with both sets mainly focusing on damage, survivability comes from literally killing things quickly before they kill you. Due to Ice Armour's high S/L/N/E defences, they work well together due to having solid defences in Armour Armour, and solid AoE and ST damage in the offensive. I would be very surprised to see a Ice/Fire or Ice/SS Tanker lose aggro, ever.

    As I don't know enough about Dual Blades to offer an opinion, Ice/Elec would be the final secondary to talk about, while it provides solid AoE damage in Thunderstrike, Lighting Rod (A really fun power to use.) and its cone/chain powers, I find the main weapon in Ice/Elec's arsenal is the end drain. My Ice/Elec tanker intends to end up as Ice/Elec/Mu, with defences soft-capped Pre-EA (Via taking Weave and CJ), EA can then be slotted for End Modification, and while most minions and some Lts will be killed in a wave of Lighting Rod > Electric Fences > Thunder Strike > Ball Lightning, the (extremely high) end cost of such an attack wave will be recovered with EA, and the remaining targets will be close to 0 Endurance, considering how Elec Melee attacks also debuff Recovery, as such enemies that can't use attacks simply can't hurt you at all.
  3. "Everything Freezes" A Guide to Ice Tankers and their Secondaries. (i18)

    • Introduction:

    There are some good guides going in-depth to each power and what it does, here I'm going to focus on how to tailor your Ice Armour tanker to its secondary, or how to best choose a secondary to suit you and Ice Armour.

    Ice Armour is a powerset that suffers from bad publicity, namely it's visual effects, and the same steep curve most defence-based tanker powersets suffer from.


    But Ice Armour has some saving values, first off, it's possibly the easiest Tanker powerset to soft-cap Smashing, Lethal, Energy and Negative Energy defence types. (More on soft-capping here.)

    Secondly, Ice has what is considered amongst most tankers to be the strongest aggro aura in the game, coupled with how Icicles also helps gaining and holding aggro in that is a pbaoe toggle. Chilling Embrace (CE) is available at level 2, so with the launch of i19 and Inherent Fitness, Ice Tankers will be incredibly useful in low level teams to hold the aggro.

    Other tools at Ice/'s disposal, is its AoE damage when combined with AoE-heavy secondaries (Ice Melee, Fiery Melee and Super Strength for just a few examples.) due to procs in CE and the damage component of Icicles.
    Due to Hoarfrost, Ice Armour can easily hit the new Tanker HP cap using all the accolades, this is a great way for Ice Tankers to separate from Scrappers and Brutes in survivability.
    The Energy Management of the set, Energy Absorption (EA) is one of the main reasons people roll Ice Tankers, simply put at level 26 (or 27 with slotting.) Endurance becomes a very minimal issue for the build, any problems with End after that point are either due to a low recharge of EA, or a lack of end reduction enhancements in attack powers.
    EA can also boost defence by upwards of 10% across all Typed Defences with the exception of Psi.
    Depending on what secondary you choose, whether or not you take Weave, if you want to drain your targets Endurance, or slot IO bonuses for defence, EA will provide useful tool for those concepts.

    Hibernate is the final tool in Ice/'s bag of tricks, unlike other tier 9 defence powers, Hibernate has no weakness to specific damage types, nor does it require you to be dead to use it. Hibernate offers you a way to quickly recover health and endurance during a battle, because it makes you phased so that you can't be effected by damage (Aside from Hamidon's) it's drawbacks are mostly the inability to attack with it, and due to the No Phase self-buff, you can only use it every 120 seconds.
  4. If I haven't finished IO'ing Rebate I'll probably respec and alpha Flints.

    Most of my other characters however are probably going to be ignored and only respec'd when I decide to play them again.
  5. As you're looking for something that blooms (Becomes powerful in a sense, or just feels good as a toon.) early, I'm notgoing to suggest a Tanker, but otherwise I'd be suggesting one of the many awesome Ice/ tanker combos.

    While the majority of my toons are Tankers or Brutes, I still play other ones that are of a varity of levels,
    While my rad/son defender was a fun ride to 50, I haven't really played him since changing his alignment to the more fitting villain.

    Here's a quick list of Archtypes and Powersets that I've found bloom within a day or pre-20. From quickest bloom to lastest/weakest. And an explaination of why I feel that way.


    Rad/Kin Corruptor.
    I personally find this more effective than the fire/kin corruptor AoE machines, and right from level 1 I felt good about this toon, joined a team quickly though so that was a factor.

    Good in a full team from the start, and pick up Siphon Power at level 2, even though its a weak buff at low levels this is genius.

    At level 12 you get Aim, I'd respec out of it at 38 due to Fulcum making it obsolete, but at 12 definately picking up.

    The reason this blooms so fast is that you're boosting your own damage with the /kin part.
    And dropping targets Def with the rad/ part. A few attacks and you (And your team) are at the cap of 95% chance to hit, this is great for all the low levels before accuracy IOs and those other things.

    Also Siphon Power is a team buff, as is Fulcrum, in the low levels and even more so in the high levels, you're completely wrecking everything you meet.

    And finally if you'll be able to buff and heal your teammates, a great "first toon" combo in my opinion, as tanks take a while to become amazing (And even I'm willing to admit that.)

    DP/Traps Corruptor or DP/Devices Blaster

    Feels like a pretty average ride, bit low on defense, but bullet rain, caltrops and acid mortar all come into play at around level 10, although at that level you'll probably be cycling through which one you'll use on each mob due to the recharge.

    I like to place acid mortar, drop caltrops on it, stand in the middle and aggro as much things as I can, when they step on caltrops they start to run away, so you end up feeling pretty badass.

    Flashy set, works good in teams overall pretty average.

    But get to 35 and it becomes stupidly powerful to play, levels up at a good pace so oyou're not hating the toon all the way, and feels great in the higher levels, a pretty good "middle" option.

    Earth/Storm Controller

    Great in teams, terrible solo.

    You'll get a little bloom at level 12 when you actually have a decent AoE to stack with your debuffs and slows.

    You'll get another bloom at 16 when you have 3 damage AoEs and all your debuffs.

    Best to wait for i19 for this though, end is a killer here.

    And what do I mean by great in teams? Well solo your damage is really low before the 30s/40s, but both sets synergise really well, all your aoes have similar debuffs/effects, so in a team you can either have something up for every fight, or just all out shut a place down by launching everything you have at once.

    Its a different sort of controller set, instead of simply holding a group of mobs in one place (A tad boring for my tastes) you simply cause so much panic, chaos and destruction that the mobs cannot reach anything to attack aside from the tanker, and the rest of your teams attacks are most likely going to hit due to the -def again.

    Solo you just lack damage so it feels slow and painful, which is why this is bottom of the list, you pretty much have to be in a team for this to feel fun, but it feels incredibly fun.
    Also, 6 AoE powers by level 16, and all 9 of your good ones by level 35.
    At level 38, you'll have 2 pets to deal your damage for you, while being able to debuff and destroy the way you want to, which is when it becomes good for solo.

    I'd totally take Lev Mastery at 41 just for Water Spout, on paper its a powerset combo that just looks good.
  6. First off welcome to the game and the forums.

    Secondly, there's a program called Mids Hero Designer on http://www.cohplanner.com/ That will allow you to build up a copy of a characters power selection, and switch out powers, enhancements as you see fit.
    It's a great tool for working out how your character will end up looking, what powers to take next and what slots to place where.

    Thirdly, what's your budget with this toon? I notice you're using SOs (Single Origin) so would you be designing this toon with only SOs in mind, or would you be able to afford the cheap generic IOs and the cheap Set IOs?

    And finally, I'm sad to say you didn't enjoy your Ice tanker. I hope you'll have better luck with your WP/SS (although personally going from Ice/ to WP/ is a huge difference for me.)
  7. Quote:
    Originally Posted by Call Me Awesome View Post
    My opinion? Presence is among the more useless pools in general and even more so for a tank; you already have far superior tools for aggro management. I wouldn't even consider it on an Ice tanker; you already have the best aggro tools in the game at your disposal in your primary and secondary.
    This was pretty much what I was thinking anyway, and was just brainstoming the idea of having it as an aggro panic power (Even though such situations are unlikely.)

    I think my final opinion then is either taking Leadership Pool for Vengence (dropping Smashing Blow all together and using Brawl as a 3 slot Mule for that E/N defense if I can't get it other places.)

    Or going Medcine Pool for the aidself, dropping Permafrost and slotting Winters Gift.

    EDIT: Prety much whatever I take its always going to end up as a situation power.
  8. I've been in mids constantly tweaking my Ice/Kin for i19. I've gone through almost every variation of powerpools and travel powers.

    One of the things that I've noticed though, is that I have 2 slot choices free before 18 that I can't seem to find a use for, my build is rediciously end-heavy, so I'm tempted to use those two slots on an end redux in Quick Strike, bringing it close to the E.D cap.

    But before I looked into the Presence pool (Mostly just Challenge), those slots were used to 2-slot both Swift and Hurdle.

    Now I'm wondering if anyone uses Challenge or Provoke, they both seem to need slotting for Taunt and Accuracy to be considered useful, but I've noticed something about Challenge and all Taunt powers that is interesting.

    First off, no taunt power for a tanker (And possibly other ATs) actually has an end cost, secondly, Challenge's recharge rate with 1 Recharge IO is the same as its casting time, so if I did a burst with all my attacks against an AV and came to dangerously low end, I could simply put Challenge on Auto until I've popped enough blues or EA has recharged (Only really effective on ITF though due to how many targets it needs in how I've slotted it.) and be able to maintain aggro on an AV if punchvoke is failing to compete with the other meele ATs.

    How does taunt effects stack? Am I simply increasing the magnitude as the durations overlap? Does anyone have any experience in using the presence pool taunts on a tanker?

    Here's this version of the build, first off I'm not going to be using Smashing Blow a lot, and Permafrost is a bit of a waste aside from if I want to free up another slot (From Hoarfrost's 3% Def IO) as I can get 100% slow resistance just by slotting Winters Gift in a travel power.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1477;784;1568;HEX;|
    |78DA8D94DB4E134118C7674BB7DB13B4A5AD2DE783402987422F4C3C241A14130B3|
    |629B472A5364B1D75A56C6BBB18D11B1F00141EC02BA30FE0216A7802CFFA04BE80|
    |FA020AF53B2C95442FDCB4DF6FF6BF33FFF976E69BCDDE9EF50B71EF9450FC67CA7|
    |ABD5E2CE8E68AACA959FD9A51722DCA65DD929A1022CE7A71565E95665DA6322559|
    |9CA9AD566A5DF683AC2C4B999A374C6919A5E28C65E9A59550C6BC2E6BD2B452FB8|
    |DF65CA5524E15A06FB552B374CBA8982192B2BA6954D7CAA47849C957A5BCC20F33|
    |E62DA36E2C1B65C35A8F9DAD1AA5D4E9DA9A258BF9CA5AB998D5EB96ACADC721C92|
    |4FCDF782028F0178D161184465A38428C08C11925DC0809FB827E39C0A0702E105C|
    |8B84F63CE11DF829ECE7509ED250D713408F080E08BC2B83510B1B395ACE097CE2C|
    |E10FC7384F7E0A0B2835079CC0790345BD28E90E95B903C2CA99E3C49DE02E302C1|
    |9FA559DBC6C9A13D4677C3B0373E9E5CF8C6E8490748AD763EADDCB9AD93104C131|
    |2D021608F09F01813DE81D7A3E10C3D2369E839E3058F794948BE220C8243D89E22|
    |CC532419638C8FF03251FB65A277483A7497D17020FABF3930FDFEEF84811F84554|
    |821C6B64AAC4EFD7A39BFCFE0D7A178C9AF234CCBD1C99BDAC99BDACD9BDABD4B2B|
    |DE8B59844515FCBAD84FEDFA497E03BF18BB84C37B0CCE6908B7312D3EC15C3DF68|
    |6F7EC011262CCA1202678920AD8F609953AF4FDEBEDBF78B0707881078748AAC198|
    |613B9561AEB611AEB611AEB611AEB6041750629E50828446ED1A1D7D4446938F191|
    |394F2649A7013DCC7EDED1BDF24A389FB8C0784A92DC63641826DCAEE9ED2E8A5A7|
    |DC84B487E165F8085FE103316D17EBF40E4C1811DDCEE6E1811F5CE2FC5F4ACE699|
    |F4350145292CEE6D16C7882CD53F33F97AA35870A31494BE03A288D92A4FD915471|
    |920E4824435B179923C4176807E37CA27A97086EEDC017638316D4BDC955BAC5F5B|
    |14D78EDDFEFE759C4522C60C8415096B07511C325BCBD8C2D1D5BCB184A54B73BFE|
    |FD050A1CC5753886E138861318A2B01E62037B6A789E7D18FC185A31B4610860086|
    |20863E8C4F01043E3370C5DF2C2|
    |-------------------------------------------------------------------|
  9. Quote:
    Originally Posted by Lady Arete View Post
    Thank you for the early warnings of cube spawnings Tsu. I think that helped rushing people back to their cubes.
    These were indeed helpful, although I was pretty much working at my own rhythm for when to return to the cubes as I've done it before on my Tanker, having everyone be prepared for that phase was useful and noticable.

    I think all 7 of the people in my team (While I was still in it) were new to the CoP as such there was a lack of Shivans and HVAS from that side, I was talking to them about certain things before the start mostly relaying or adding details to what Tsu was briefing (Loving how short those introductions are getting btw, while still explaining everything there is to say.) but probably the most useful thing was all of Tsu's binds spamming chat.
  10. I've suddenly realized that if I take the Defense Alpha on some of the builds I have soft-capped, I can free up at least one slot in every defense power. As 25% Defense IO + 15% Def/globalrecharge and the 20% from the alpha should come up to 60% Def enhancement including the ED cap bypass.

    Edit: I really want to see how the level shift works though, from what I've read the new TF/SFs are only accesible for someone who's unlocked the alpha-slot, and suggested to be only attempted by those who are Incarnate Whether this means the basic incarnates without the level shift, or for whatever level of incarnate can be achieved without doing those TF/SFs (From the obtainable list, I'm guessing the one talking about praetoria means from the taskforces set in that area).

    I'm also curious to see how the level-shift effects the HP cap and regeneration, as those numbers typically increase as you level up.
  11. Probably because of that sitting Knockback IOs in Burst would change its effect to Knockback instead of the Knockdown intended.
  12. Quote:
    Originally Posted by BunnyAnomaly View Post
    This post above raises a very good point. Will the Alpha slot act like a set bonuses (improved healing) which does not influence regeneration rates at all, or will it at like an additional enhancement slot in all of your powers, in which case it will?
    From what I can tell (Aside from healing flames) it should be increasing your (Inherent) Health power enhancements a little past the ED cap, which will be increasing your Regen.

    However, it will not increase any set bonuses, all it does is add enhancements to all your powers, whether they have those ehanceable stats or not.


    I'm most looking foward to see how it effects EA for defense, because any increase in percentage gets increased by 10 at its target cap.
  13. Seems like on my two ice tankers currently at 50,

    My Ice/Ice will be going Spiritual, towards the Partial Radical Revamp, and ending as a Radical Paragon. The Slows and healing (More Regen from Health etc, bigger bulk heal from Hoarfrost. The Recharge will probably only just help with my slotting (slotted for bonuses not ED capping recharge on attacks) and so I'll probably benefit best from that, as that character is already soft-capped to S/L/N/E with EA applications.

    My Ice/Kin tanker might end up going into the Nerve tree, as a Core, from the math above in this thread, the 3% Def increase from pushing over the ED cap should allow me to drop one Kinetic Combat set from my slotting, and thus being able to pick up more damage on that toon. Plus the Acc should help. As once again things have been slotted for set bonuses not E.D capping stats.
  14. Quote:
    Originally Posted by Call Me Awesome View Post

    Thinking of pairings of course Ice/Ice is the classic example; it will offer considerable additional mitigation at the expense of lower overall damage. Ice/Stone will have excellent single target damage and good mitigation but limited AOE damage. I haven't any experience with Kin Melee but from watching a couple of friends playing it the set impresses me as a lot of flash and not much substance.
    incredibly long post ahead.

    First off while its easy to soft-cap without Fitness and CJ at 50 with IOs, during leveling you may want to pick both of them up and try to get Energy Absorption down to a perma-recharge and close to 1% def per target. (Sitting at .9% def per target would end up giving you 9% def instead of 10%, as EA hits 10 targets max)

    Ice has insane aggro managment, pretty much all the time you're in a team without another tanker or a brute, you're not going to lose aggro at all, occassionally you'll lose it to another tanker who's generating more Threat than you, but the majority of the time you'll be the one taking all the hits,

    Now there's the problem with Ice/ people pick up Chilling Embrace far too early in the game (its selectable at level 2) This ends up meaning that through levels 2 to 26 (Where you can have capped defense to S/L and about 30% def to N/E) you're going to be out of end, hardly and defense, and having every single mob your team fights hitting you until you die a quick death. This is the real issue with Ice armour, and its a player issue not a powerset issue, you have to be prepared to sit through 26 levels of painful, low damage, end issue, no defense leveling before you suddenly wake up and realize you're invicible. All defense-based tankers suffer from this however, its just something you have to live with.

    Also people don't see the tier 9 as a useful power at first glance. "What? I can't attack with it? What kind of panic button is that?" The best kind, if you're low on end and EA hasn't recharged (Sappers for example.) if that nasty AV just broke your soft-capped defenses and hit you for a 3000 damage hit (Happens.) Hit them with a taunt, press hibernate, your end and hp will recover to full, you'll get about 5 seconds of recharge for your powers, that AV won't lose aggro (roughly 13-14 second duration on Chilling embrace.) and you'll be back in the game with a bunch of combined Insps you just made while hibernating, I personally find this the best tier 9 in the game (I'm biased though, I love ice tankers.)

    Ice some people also find hard to look at, I'll admit that you don't look like a tank (for example, a Granite tank, you look like a tank.) and other sets give you the option of being able to display your fanatasic superhero costume, Ice doesn't have this, in the lower levels you can colour the armour white/grey and your costume is completely visable, but in the higher levels you just become a coloured ball of Ice, with all four toggles having a isal, and Hoarfrost and EA both having visuals, its so easy for your costumes to be obscured, I can take a guess that this is the main reason people don't play Ice.

    But there's also an awful lot you can do with an Ice/ tanker, depending on how you built it, you can pump out insane AoE damage. (Ice/fire, Ice/SS) have plenty of soft-controls. (Ice/ Mace/Axe/Stone. Put everything around you to a state of sleep in Ice/Ice, omitting Icicles, you could even add Stone Mastery to have your mag 2 sleep become a mag 5 sleep stacked, enough to hold bosses and possibly AVs.) Or you could focus on stacking debuffs such as the -dmg and -rech aspects of the aggro aura, with sets like Kinetic Meele, Ice Meele and Dark Meele. And finally you can focus on being an defense-based Sapper toon by going Ice/Elec(/Mu) Ice/ is a monster people don't seem to use, because they're either seeing/wanting all tanks to be thematicly just a damage sponge, not something with so many options and playthings that almost anything is possible (Except high resistance) This, in my opinion, is close to the same reason we don't see many Dark/ tanks in the game, people have wrong ideas about what a tank can and should be.

    Personally and for an example of the uses of Ice/ with other powersets, I just rolled my 3rd Ice tank (Ice/Dark, a surviability powerhouse of single target damage.)

    My Ice/Ice/Ice is insane, Ice Meele is currently on the same level as Super Strength without Rage (With arguably isn't a whole lot of damage considering rage is quite possibly the most important power in SS's damage output.) with the addition that instead of extra damage (Rage) you have so much more surviability with all the -recharge debuffs (and Ice Patch, can easily be made perma with one recharge IO, possibly autohit KD, with a -90% runspeed and -50000% Jump height.) and aggro is easier to maintain.

    The Ice/Kin/Soul I use is also pretty impressive, combining soft-capped defenses with stacking -tohit, -dmg and -run/rech. Once again its a case of not losing aggro, having a stupidly powerful attack and debuff chain on AVs with Power Siphon, and throwing everything to the ground with Burst, its slow to attack, feels a bit flashy, but honestly its enjoyable to play.

    Finally theres my Ice/Dark/Mu that I'm planning and slowing leveling, He's going to be my powerhouse, trying to get Hasten to perma with one +recharge buff (For example AM or SB from rads or kins) so Hoarfrost can also be perma without using Purples, the idea is to sit at the HP cap with a 20% heal power on an <5s recharge, being able to drain targets End in two rotations of EA - Electric Fences - Ball Lightning in large mobs, and stacking large amounts of -tohit from /dark during AV fights. (While also draining end, generally paired with things such as Elec controllers/Dominators or anything using Kinetics, AVs end should be floored with a considerable amount of -tohit as well.)
  15. Inv/ is still actually stronger than Ice/'s aggro aura (Inv, Ice and Dark are considered to be the top 3 as I recall.)

    WP's aggro aura is weak because of the short duration, radius and long tick-rate, its possible to slot taunt IOs into RTTC so the duration and magnitude double stack, but WP/'s lack of astrong aura is often considered it's only drawback.

    As long as you don't press hand-clap and knock everything out of your aggro aura while a teammate is nuking, you should be applying enough gauntlet due to rage and footstomp to keep most aggro. (The reason why Inv/SS is the king of aggro, great aggro aura, and high damage to sustain enough gauntlet over any other tanker combo, Ice/SS or Dark/SS wold give tough competition though.)

    There are ways to improve your aggro control on a willpower tanker, but the majority of them involve pulling in ways to get as much mobs into a tight space as possible (So they can't be knocked out of your aura) and applying enough damage to keep them interested on you.
  16. Quote:
    Originally Posted by Muon_Neutrino View Post
    all that you really need is to be able to toss your tier 1 at least every 10 seconds, and that's possible out of the box for all of them.

    What actually makes a tier 1 good for using this effect is that the tier 1 is otherwise worth using, so that you don't lower your damage too much just to lay the debuff on the target.

    Which set would take advantage of it the best? Probably whatever set has the highest ST damage at whatever level of recharge you're considering,
    Going on just debuffing and ignoring damage.

    Dark has -tohit and -res, 0.83s cast 3s base rech.
    Elec has -end and -res and a weak chance to sleep. 0.83s cast 3s base rech.
    Ice has -rech, -speed and -res. 1.33s cast and 3s base rech.
    KM has -dmg -res. 0.83s cast 3s base rech.

    Most other tier 1's seem to be disorients and thus have around a 6s recharge.
  17. Quote:
    Originally Posted by L3GEND View Post
    Jab recharges faster than most tier 1 attacks, so does that make it use bruising better?


    Also, is there an "attack set" that uses bruising more effectively as well? Like, one that can get the "most mileage" out of it?
    if you just wanted to apply Bruising, and that being your only use for your tier 1, then its best to look at activation times rather than recharge.
    As long as the recharge is lower that 10secs a constant application of bruising can be kept. And afaik most if not all tier 1 attacks are between 1 and 2 sec recharge.
  18. Quote:
    Originally Posted by AzureSkyCiel View Post
    Wow, in light of a lot of the info in this thread, particularly this... Bruising doesn't quite seem so great.
    As it's been said before, its mostly for solo.

    And that a 20% -res debuff is a pretty hefty debuff.
    I believe I dev stated the reason for Bruising was because they saw a very little amount use of the Tier 1 tanker attack in game.
  19. No, it cannot stack the debuff in anyway, its written as "Only one application of bruising can be on a target at anytime." However, it can refresh the duration.
  20. Seems to happen with all psuedo-pets occassionally, happens in my Ice Mastery AoE, I'm pretty confident that you still get xp for the kills.
  21. [QUOTE=Nemu_;3305436]I don't now why people bother building for run speed when TP and taunt and ranged AoEs are available. It's not like running can get said tank to places that TP can't take them. /QUOTE]

    Quality of life improvements.
    Some of just don't want to have to teleport all the time for small adjustments to a mob/pull.
  22. The main channels are

    Union Chat - for general discussions
    Union Taskforce - name explains it really
    Union Raids - MSR/CoP/Hami raids.
    sals badgehunters - for hunting badges, TF/event teams etc.

    And welcome back to the game.