Flints

Apprentice
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  1. This is what I've got so far, its maybe an hour or so from being finished. I've yet to make the VEATs menu and the Other menu, and I've yet to make the "toggle all off" for each menu and the reopening of the menu when you cast a toggle, the general idea is that whatever toon you're on, you can simply type either "Popmenu Toggles" to get all toggles or type "Popmenu <powerset>" and it'll bring up the options for that powerset.

    Code:
    //
    //
    {
    Menu "Toggles"
    Title "Type" 
    Option "Power Pools &1" "popmenu PowerPools"
    Option "Armors (Elements) &2" "popmenu ArmorsE"
    Option "Armors &3" "popmenu Armors"
    Option "Electric (Other) &4" "popmenu Electric"
    Option "Ice (Other) &5" "popmenu Ice"
    Option "Fire (Other)&6" "popmenu Fire"
    Option "Dark (Other) &7" popmenu Dark"
    Option "HEATs &8" "popmenu HEAT"
    Option "VEATs &9" "popmenu VEAT"
    Option "Other &0" "popmenu Others"
    }
    Menu "PowerPools"
    {
    Title "Non-travel"
    Option "Concealement &1" "popmenu Concealment"
    Option "Fighting &2" "popmenu Fighting"
    Option "Leadership &3" "popmenu Leadership"
    Divider
    Title "Travel"
    Option "Speed &4" "popmenu Speed"
    Option "Flight &5" "popmenu Flight"
    Option "Leaping &6" "popmenu Leaping"
    }
    Menu "ArmorsE"
    {
    Title "Elemental Armors"
    Option "Dark Armor &1" "popmenu DarkArmor"
    Option "Fire Aura &2" "popmenu FireAura"
    Option "Ice Armor &3" "popmenu IceArmor"
    Option "Stone Armor &4" "popmenu StoneArmor"
    Option "Electric Armor &5" "popmenu ElectricArmor"
    Option "Energy Aura &6" "popmenu EnergyAura"
    }
    Menu "Armors"
    {
    Title "Armors"
    Option "Regeneration &1" "popmenu Regeneration"
    Option "Willpower &2" "popmenu Willpower"
    Option "Super Reflexes &3" "popmenu SuperReflexes"
    Option "Invulnerability &4" "popmenu Invulnerability"
    Option "Ninjistu &5" "popmenu Ninjistu"
    Option "Shield Defense &6" "popmenu ShieldDefense"
    }
    Menu "Electric"
    {
    Title "Electric"
    Option "Control &1" "popmenu ElectricControl"
    Option "Manipulation &2" "popmenu ElectricityManipulation"
    }
    Menu "Ice"
    {
    Title "Ice"
    Option "Control &1" "popmenu IceControl"
    Option "Manipulation &2" "popmenu "IceManipulation"
    Option "Assault &3" "popmenu IcyAssault"
    }
    Menu "Fire"
    {
    Title "Fire"
    Option "Control &1" "popmenu FireControl"
    Option "Manipulation &2" "popmenu FireManipulation"
    }
    Menu "Dark"
    {
    Title "Dark"
    Option "Dark Miasma &1" "popmenu DarkMiasma"
    }
    Menu "HEAT"
    {
    Title "Aura"
    Option "Umbral Aura &1" "popmenu UmbralAura"
    Option "Luminous Aura &2" "popmenu LuminousAura"
    }
    Menu	"Speed"
    {
    Title "Speed"
    Option "Super Speed &1" "powexecname Super Speed"
    Option "Whirlwind &2" "powexecname Whirlwind"
    }
    Menu	"Concealement"
    {
    Title "Concealement"
    Option "Stealth &1" "powexecname Stealth"
    Option "Invisibility &2 " "powexecname Invisibility"
    Option "Phase Shift &3" "powexecname Phase Shift"
    }
    Menu	"Fighting"
    {
    Title "Fighting"
    Option "Tough &1" "powexecname Tough"
    Option "Weave &2" "powexecname Weave"
    }
    Menu	"Flight"
    {
    Title "Flight"
    Option "Hover &1" "powexecname Hover"
    Option "Fly &2" "powexecname Fly"
    Option "Group Fly &3" "powexecname Group Fly"
    }
    Menu	"Leadership"
    {
    Title "Leadership"
    Option "Maneuvers &1" "powexecname Maneuvers"
    Option "Assault &2" "powexecname Assault"
    Option "Tactics &3" "powexecname Tactics"
    }
    Menu	"Leaping"
    {
    Title "Leaping"
    Option "Combat Jumping &1" "powexecname Combat Jumping"
    Option "Super Jump &2" "powexecname Super Jump"
    Option "Acrobatics &3" "powexecname Acrobatics"
    }
    Menu	"BaneSpiderTraining"
    {
    Title "Bane Spider Training"
    Option "Clocking Device &1" "powexecname Cloaking Device"
    }
    Menu	"ColdDomination"
    {
    Title "Cold Domination"
    Option "Artic Fog &1" "powexecname Arctic Fog"
    }
    Menu	"CrabSpiderTraining"
    {
    Title "Crab Spider Training"
    Option "Fortification &1" "powexecname Fortification"
    }
    Menu	"DarkArmor"
    {
    Title "Dark Armor"
    Option "Dark Embrace &1" "powexecname Dark Embrace"
    Option "Death Shroud &2" "powexecname Death Shroud"
    Option "Murky Cloud &3" "powexecname Murky Cloud"
    Option "Obsidian Shield &4" "powexecname Obsidian Shield"
    Option "Cloak of Darkness &5" "powexecname Cloak of Darkness"
    Option "Clock of Fear &6" "powexecname Clock of Fear"
    Option "Oppressive Gloom &7" "powexecname Oppressive Gloom"
    }
    Menu	"DarkMiasma"
    {
    Title "Dark Miasma"
    Option "Shadow Fall &1" "powexecname Shadow Fall"
    }
    Menu	"Devices"
    {
    Title "Devices"
    Option "Cloaking Device &1" "powexecname Cloaking Device"
    }
    Menu	"ElectricArmor"
    {
    Title "Electric Armor"
    Option "Charged Armor &1" "powexecname Charged Armor"
    Option "Lightning Field &2" "powexecname Lightning Field"
    Option "Conductive Shield &3" "powexecname Conductive Shield"
    Option "Static Shield &4" "powexecname Static Shield"
    }
    Menu	"ElectricControl"
    {
    Title "Electric Control"
    Option "Conductive Aura &1" "powexecname Conductive Aura"
    }
    Menu	"ElectricityManipulation"
    {
    Title "Electricity Manipulation"
    Option "Lightning Field &1" "powexecname Lightning Field"
    }
    Menu	"EnergyAura"
    {
    Title "Energy Aura"
    Option "Kinetic Shield &1" "powexecname Kinetic Shield"
    Option "Power Shield &2" "powexecname Power Shield"
    Option "Entropy Shield &3" "powexecname Entropy Shield"
    Option "Energy Cloak &4" "powexecname Energy Cloak"
    }
    Menu	"FieryAura"
    {
    Title "Fiery Aura"
    Option "Fire Shield &1" "powexecname Fire Shield"
    Option "Blazing Aura &2" "powexecname Blazing Aura"
    Option "Plasma Shield &3" "powexecname Plasma Shield"
    }
    Menu	"FireControl"
    {
    Title "Fire Control"
    Option "Hot Feet &1" "powexecname Hot Feet"
    }
    Menu	"FireManipulation"
    {
    Title "Fire Manipulation"
    Option "Blazing Aura &1" "powexecname Blazing Aura"
    Option "Hot Feet &2" "powexecname Hot Feet"
    }
    Menu	"ForceField"
    {
    Title "Force Field"
    Option "Personal Force Field &1" "powexecname Personal Force Field"
    Option "Dispersion Bubble &2" "powexecname Dispersion Bubble"
    Option "Repulsion Field &3" "powexecname Repulsion Field"
    Option "Force Bubble &4" "powexecname Force Bubble"
    }
    Menu	"FortunaTeamwork"
    {
    Title "Fortuna Teamwork"
    Option "Mask Presence &1" "powexecname Mask Presence"
    }
    Menu	"IceArmor"
    {
    Title "Ice Armor"
    Option "Frozen Armor &1" "powexecname Frozen Armor"
    Option "Chilling Embrace &2" "powexecname Chilling Embrace"
    Option "Wet Ice &3" "powexecname Wet Ice"
    Option "Icicles &4" "powexecname Icicles"
    Option "Glacial Armor &5" "powexecname Glacial Armor"
    Option "Hibernate &6" "powexecname Hibernate"
    }
    Menu	"IceControl"
    {
    Title "Ice Control"
    Option "Arctic Air &1" "powexecname Arctic Air"
    }
    Menu	"IceManipulation"
    {
    Title "Ice Manipulation"
    Option "Chilling Embrace &1" "powexecname Chilling Embrace"
    }
    Menu	"IcyAssault"
    {
    Title "Icy Assault"
    Option "Chilling Embrace &1" "powexecname Chilling Embrace"
    }
    Menu	"IllusionControl"
    {
    Title "Illusion Control"
    Option "Superior Invisibility &1" "powexecname Superior Invisibility"
    }
    Menu	"Invulnerability"
    {
    Title "Invulnerability"
    Option "Temp Invulnerability &1" "powexecname Temp Invulnerability"
    Option "Unyielding &2" "powexecname Unyielding"
    Option "Invincibility &3" "powexecname Invincibility"
    }
    Menu	"Kinetics"
    {
    Title "Kinetics"
    Option "Repel &1" "powexecname Repel"
    }
    Menu	"LuminousAura"
    {
    Title "Luminous Aura"
    Option "Shining Shield &1" "powexecname Shining Shield"
    Option "Thermal Shield &2" "powexecname Thermal Shield"
    Option "Quantum Shield &3" "powexecname Quantum Shield"
    Option "Group Energy Flight &4" "powexecname Group Energy Flight"
    Option "Quantum Flight &5" "powexecname Quantum Flight"
    }
    Menu	"MentalManipulation"
    {
    Title "Mental Manipulation"
    Option "World of Confusion &1" "powexecname World of Confusion"
    }
    Menu	"Ninjitsu"
    {
    Title "Ninjitsu"
    Option "Ninja Reflexes &1" "powexecname Ninja Reflexes"
    Option "Danger Sense &2" "powexecname Danger Sense"
    }
    Menu	"PainDomination"
    {
    Title "Pain Domination"
    Option "Soothing Aura &1" "powexecname Soothing Aura"
    Option "Suppress Pain &2" "powexecname Suppress Pain"
    }
    Menu	"RadiationEmission"
    {
    Title "Radiation Emission"
    Option "Choking Cloud &1" "powexecname Choking Cloud"
    }
    Menu	"Regeneration"
    {
    Title "Regeneration"
    Option "Intergration &1" "powexecname Intergration"
    }
    Menu	"ShieldDefense"
    {
    Title "Shield Defense"
    Option "Deflection &1" "powexecname Deflection"
    Option "Battle Agility &2" "powexecname Battle Agility"
    Option "Against All Odds &3" "powexecname Against All Odds"
    Option "Grant Cover &4" "powexecname Grant Cover"
    }
    Menu	"SonicResonance"
    {
    Title "Sonic Resonance"
    Option "Sonic Dispersion &1" "powexecname Sonic Dispersion"
    }
    Menu	"StoneArmor"
    {
    Title "Stone Armor"
    Option "Rock Armor &1" "powexecname Rock Armor"
    Option "Mud Pots &2" "powexecname Mud Pots"
    Option "Rooted &3" "powexecname Rooted"
    Option "Brimstone Armor &4" "powexecname Brimstone Armor"
    Option "Cystal Armor &5" "powexecname Cystal Armor"
    Option "Minerals &6" "powexecname Minerals"
    Option "Granite Armor &7" "powexecname Granite Armor"
    }
    Menu	"StormSummoning"
    {
    Title "Storm Summoning"
    Option "Steamy Mist &1" "powexecname Steamy Mist"
    Option "Hurricane &2" "powexecname Hurricane"
    }
    Menu	"SuperReflexes"
    {
    Title "Super Reflexes"
    Option "Focused Fighting &1" "powexecname Focused Fighting"
    Option "Focused Senses &2" "powexecname Focused Senses"
    Option "Evasion &3" "powexecname Evasion"
    }
    Menu	"Teamwork"
    {
    Title "Teamwork"
    Option "Tactical Training: Maneuvers &1" "powexecname Tactical Training: Maneuvers"
    Option "Indomintable Will &2" "powexecname Indomintable Will"
    Option "Tactical Training: Assault &3" "powexecname Tactical Training: Assault"
    Option "Tactical Training: Leadership &4" "powexecname Tactical Training: Leadership"
    }
    Menu	"TrainingandGadgets"
    {
    Title "Training and Gadgets"
    Option "Tactical Training: Maneuvers &1" "powexecname Tactical Training: Maneuvers"
    Option "Tactical Training: Assault &2" "powexecname Tactical Training: Assault"
    Option "Tactical Training: Leadership &3" "powexecname Tactical Training: Leadership"
    }
    Menu	"UmbralAura"
    {
    Title "Umbral Aura"
    Option "Gravity Shield &1" "powexecname Gravity Shield"
    Option "Orbiting Death &2" "powexecname Orbiting Death"
    Option "Penumbral Shield &3" "powexecname Penumbral Shield"
    Option "Shadow Cloak &3" "powexecname Shadow Cloak"
    Option "Twilight Shield &4" "powexecname Twilight Shield"
    Option "Nebulous Form &5" "powexecname Nebulous Form"
    }
    Menu	"WidowTeamwork"
    {
    Title "Widow Teamwork"
    Option "Mask Presence &1" "powexecname Presence"
    }
    Menu	"Willpower"
    {
    Title "Willpower"
    Option "Mind Over Body &1" "powexecname Mind Over Body"
    Option "Indomitable Will &2" "powexecname Indomitable Will"
    Option "Rise to the Challenge &3" "powexecname Rise to the Challenge"
    Option "Heightened Senses &4" "powexecname Heightened Senses"
    }
    }
    Also I want it to grey out the toggles your toon doesn't have, so if anyone knows the code for that could they tell me.
  2. Thank you for writing/discovering this, although I'm not taking my toggles off the power trays (I like to just look at whats spinning to see whats on, instead of looking at the buffs section.) my Ice tankers now just hit a key and using the "popmenu IceToggles" command at the end of each Toggle string, I'm just hitting a button then a number to put my toggles up or to take them all off at once.

    Also its great for different RP commands, currently my KM has a few different speeches for his attacks.

    I created several pop menus and an "overmenu" for team commands, using RP lines instead of just the simple "bind <key> "Team $target spotted" so now I can just press the macro on my hotkey and decide target spotted, incoming (and which direction) herding or rested, with a local RP announcement and a OOC team command.

    I think I'm going to create and upload an "over menu" of every toggle power in the game, with sub-menus dividing by powersets, so whatever character is being played you have one button or popmenu command to bring up each toggle power, although its going to take me a while to right, and since I don't have access to every powerset I'll need feedback on anything I've missed or errors.
  3. Flints

    Dark Tanks

    Ice patch only requires one Recharge IO to make perma.
  4. my Ice/Ice/Ice is far too tight for me to move any slots about,
    So most likely I'll take recall friend and teleport for Hamidon raids/farming as Unions started doing Hamidon again, so I can get in and out faster.
    Will probably take Stimulant as well for assisting the tank in Hami/STFs as I generally off-tank in STF, and my end drain is already pretty heavy for Hasten to be worth taking (and the global rech isn't high enough for Hasten to be worth unslotted.)
    Or I'll take Freezing Touch again.

    my Ice/KM/Soul will take the Summon, Hasten and Permafrost,
    Or 3 slots of medicine pool including self-rez. Again with being tight on slots, Medicine will probably be the choice I make there.
  5. Thats true, elec/ offers an end discount, +regen clicky, and the +rech, and a version of Ea. I remember the +rech being passive but couldn't fact that.
  6. ice ice ice ice ice ICE.

    Seriously though, the list of what I'd choose from (I realize the size of the list is a bit long.)

    Either Fire/SS, Fire/Ice, Fire/Elec Inv/SS, Inv/Stone, Inv/SS, Inv/Ice, Inv/Elec, Ice/Ice, Ice/SS, Ice/Stone, Ice/Elec, Shield/SS, Shield/Elec, Shield/Ice, Shield/Stone.

    I could say all of those are best for farming, and each is easy to cap defenses, but each set has its own perc.
    Really short summary
    Fire, resistance-based, Burn.
    Inv, Easy to cap S/L def and Resistance.
    Shield, easy to cap, shield charge.
    Ice, easy to cap, End recovery, got taunts.

    SS, Footstomp
    Elec, Teleport attack, aoe attack.
    Stone, stone's footstomp, iirc has some soft-controls,
    Ice, Ice's footstomp, Ice Patch.
  7. Quote:
    Originally Posted by Heraclea View Post
    One thing that surprises me about Praetoria is that nobody seems to be making many tankers there.
    This is exactly why the first thing I did was roll a tanker, although because I then decided to do the story arcs I was rejecting a team request several times every hour, so I made two tanks, one for teaming and one for solo, and lets just say he's been pretty popular.

    but the week before GR went Live, I expected every tanker fan to roll a brute, and everyone else to roll Elec controllers/doms, MMs or Kin scrappers/stalkers, I wasn't exactly proven wrong on that prediction.

    And it definately made teams work better, IMO not only does a tank hold aggro and take the beating for the whole team, but they also set the pace, and if the group is a rag-tag PuG as a tanker, I generally take the role of leadership if the one with the star isn't doing so.

    As a tanker, running into each mob, not stopping for anything once you've outleveled the end-issue range, you're setting the pace of the team, and 90% of the time if nobody's said AFK people will follow you.
  8. Quote:
    Originally Posted by Hyperstrike View Post
    Old game mechanic. Kiting. If you can't immediately kill a group of enemies, kill a few and GET THE HELL OUTTA DODGE until you heal/recover end. Take a few more. Rinse and repeat until done.

    That's how I got through the TNN mission. I ran my tank's little hiney off! But I didn't die!
    Off-topic but on that mission I just used CJ to jump onto one of the window frames to rest.

    One tip I'm gunna say for low-level tanking/tankerlock, is stun grenades, when you're in trouble throw one of those down and run and hide.

    The few seconds mobs are stunned for can help get you some of that regen or maybe recharge your self-heal.

    Also throwing a Hand Grenade down after the Stun can knock **** back when soloing as another panic-button.
  9. Quote:
    Originally Posted by HeavyTank View Post

    something i can play in the off when my SG mates aren't around.

    tried electric/kinetic melee and found it, well the flashy animations don't fit the tanker idea in my mind and the resists (i love resist sets immensely) were well poor...


    Electric Armor/Electric melee

    requirements: fun solo, in small and large teams. decent survivability and good damage (for a tanker)
    I've had an elec/elec tanker on "posi duty" atm as my Ice/Ice exempts down terrible, and although 10-16 was bad, now I've got Grounded she's actually playable, you have to learn Elec's learning curve pretty fast, but seeing how big of a component End Drain is looking to be (both from targets and on targets) my Elec/Elec (and Ice/Ice) seem to do this pretty well.

    I think because I haven't got high/capped resistance yet I've been running CJ on her, and even with the 5 or 6 toggles she's got up her end usage isn't -too- terrible.
    One issue I have with /elec is how thin the cone attack is, my /ice has a incredibly wide cone, but /elec seems to be almost straight back, it works slightly thinner than /KM's cone except without the insane range, the reason I mention the cone attacks is thats what I find generally is the most used attack for aggro/gauntlet mangement, although off the top of my head I believe /elec gets a PBAoE at level 18 and another at top-tier.

    I couldn't say much on Shield/weapon because I have yet to play a shield tanker, however my Shield/Elec brute seems fine.

    I heard Shield/ soft-caps really well but is heavy on end usage, so a light-weight secondary would probably be best.
  10. Flints

    Ice and Why?

    Quote:
    Originally Posted by Dark_Razor View Post
    now i've talked to alot of people on champion about why they don't take ice over any other set and it comes down to mostly that ice "Looks Crap"

    i can understand in 2006 that is all they could do to make ice look better but in 2010 with GR coming out and the change to the graphics engine why can't they do something to make Ice armor look more fitting

    If Iceman looked like a ice tanker he would of got killed off of the X-men comics the issue he got put in

    Dev's its time to redo the look of Ice Armor

    You guys tell me what you think?
    I find people who play ice either like the way it looks or the make it work.

    For example my Ice/Ice I've had for years and before power customisation had light blue armour/costume pieces and a glowing white aura, she went from hero to ice-cube before charging into combat.

    One of her costumes though is black and white, and with black or white Ice powers its almost completely clear, so her costume is visable.

    My Ice/KM however I fear is going to be obscured when I get glacial armour, I would like/enjoy a redesign of Ice/'s appearance, but I would want/beg it to be an option, instead of a decision, I'd like my Ice/Ice to keep the "spikey ice-cube." appearance, but I would want a "low key" on my Ice/KM.

    However, I don't see much you could do, a tighter/closer to the body version would actually obscure the costumes even more, as with the large cubes on each bodypart they are rather translucent, the only viable option I could see would completely conflict with costume auras (Aka keep CE the way it is, maybe have icicles thinner and "shoot out" or remain constant and break/regrow like spines. And with FA/EA/Glacial have a smaller bulk and have pieces of ice fall off much like the stones?/rumble? costume aura.)

    One thing I do love about being Ice/ is that you can be seen a mile off, in raid such as MSR/CoP where everyones grouped up on one target its pretty easy to spot Ice tankers and Stone tankers, but Ice even more because of how much glow the armour has.
  11. oh-my-god.

    Pre-nerfed praet, I got my tanker to level 12 before I had a team, thinking "Oh this will be fine." my first tanker (I pretty much only play tanks and occassionally brutes) hit the "herding" macro and rounded up half the room, and faceplanted about 10 yards short of the herd point.

    Suffice to say, I've never attempted a herd in praet since.
  12. For Union channels, "sals badgehunters" would probably be the best one.
  13. Quote:
    Originally Posted by Aquabladez View Post
    Nice work on getting soft capped Fire and Cold but 2.4 end use
    Idk why you keep mentioning HP its already over the new tanker cap lol

    it was the -dmg that interested me, I noticed you'd have roughly 50% -dmg in PBAoE if you used Darkest Night, Chilling Embrace and then Burst as they surrounded you, you could then raise that to 64% if you can stack Burst's -dmg twice

    Also with that much -dmg even if anything hit you it would be severely weakened and then maybe regen wont matter so much so I was kinda going for a tank/debuffer without really concentrating on being the major dmg dealer and leaving that up to my fellow team mates.
    Yeah half-way through working out I kept on thinking that may -dmg is what you using as the main insentive.

    Saved the end, rech and kept the regen.

    EDIt: Also I've been told the -dmg% doesn't stack but rather multiplies
    Such as 7% on a 100 damage, 93 damage, then another 7%, so on and so forth, I haven't found anything on wiki saying thats true or false, but I'd be cautious of how much you want to depend on it.

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  14. Quote:
    Originally Posted by Aquabladez View Post
    The 400% accuracy is just because of the chance for build up IO and because Power Siphon is set to 5, put it down to 1 and take out the chance for and its normal accuracy.

    I also know that defence soft caps at 45% but you're only soft capped to smashing, lethal, energy and negative. Fire and cold are stuck way down even if it has resist to them so the extra defence was to try and get them as close as possible to 45% for a perfect all round defence build and the full taunt set and gaussians set help with that.

    You can also never have too much recharge if your build allows it, maybe the regen is a bit low and you could possibly lose 10-15% recharge for some more regen.
    Ahh, now I see what you're trying to achieve.

    The only hole in Ice/ is Fire,Toxic Resistance and Meele,Psi defense.

    Looking at it knowing you've maxed out all figures in mids the only issues I'm seeing really is the regen/hp, and possibly the attack-chain due to the cast time.

    I'm assuming you're going Power Siphon - Quick Strike - Burst - Concentrated Strike - Soul Tentacles - Burst - Quick Strike - Focused Burst - Burst - EA.

    Which seems the best way to stack Bruising on a target, and maximise the ST/AoE damage, although personally the activation times irks me a little, but thats just a player issue.

    How much are you relying on soft controls and -dmg?

    I'd like to see how it copes, but I don't particularly want to be the person to spend 4/5 bill finding out.

    I'm personally a regen tank though and would myself try to push it to 300%.


    I tried editting to something that'd more suit my playstyle, while Hoarfrost isn't perma anymore (7 second downtime) I sacrifced your rech and tohit/acc for higher Regen and soft-capped to F/C

    EDIT: Obviously if I've made any mistakes I'm here looking for help personally, so any advice/knowledge you can give is great.

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  15. You could drop the 6 sets in Power Siphon and Taunt, Weave or the IO 3% defs and you'll still be at the soft-cap.

    You're accuracy is insane, as in, 400% insane, not sure if thats a pvp thing though.

    You're at/close to the old HP cap andyou're only getting 29hp/s.

    I'm not quite sure where to go with your build really, except maybe moving some of the purples out for Pounding Slugfests.

    You could drop the 6 slots in both Power Siphon and only use 4 IOs of generic 2x rech 2x ToHit, and move some meele attacks into 2 slots Pounding Slugfest 4 slots Kinetic Meele, (3x that in meele attacks is 10% S/L def, 30% regen, 90hp. roughly) remember that EA will normally give at least 5% def if used right.

    Once you hit 45% def (Or 40% if you're relying on constant EA) and around 50% acc its best to focus on hp/regen or recharge.

    Otherwise your looking at little survival and even with the -dmg you're still going to get pounded on.
  16. I'd probably end up doing this with you actually.

    Thinking of maybe fortuna/crab combos, or if HEATs maybe White Dwarf/Human-form WS combo.

    Contact me ingame if you want though.
  17. I've got tanks of all ranges and would love to be a part of this.
  18. Fire/Ss seems good, for Burn/Footstomp.
  19. First off you've gotta ignore Repulsing in your build, I take it as a fun power, but for Fire it's going to ruin Burn.

    iirc Leadership is end-heavy, but CJ and Tough/Weave arn't so bad.
    Your "high end" attack chain will be mostly Burn & Burst as they're both pbaoe DoTs.
    You may want to take fire mastery for the AoE in there, or Mu for the Electric Fences.

    You may be able to get the recharge down on Burn and Burst to have them constant, iirc in my Ice/KM/Soul my Burst DoT's constant, other than that your priorites should be regen/hp and enough end reduction or recover to keep the build constant.

    Whats your budget?
    5 Kinetic Meele sets and 6slots of Obliteration in both Burst and Burn with CJ and Fighting pool may cap you to S/L.
  20. Basic questions first, I'm assuming you mean dark/dark, but would need clarification on that.

    And how much levels are we talking about here before you respec? All the way to 40/50 or just out of the teen levels?

    Are we talking teaming or solo?
    Primal hero-arcs/pre-20 TFs, or praet?
  21. Quote:
    Originally Posted by TheMullet View Post
    I remember my ice tank. To these people who think tank=attack, they are going think I'm really boring.

    I didn't get a second attack until level 22.

    But putting all my abilities into taunting and being indestructable was really fun! I could just hop into a mob and read a book! They couldn't do anything to me.

    This allowed me one time to hold 2 mobs of Lt Freakshow. It was horrifying and my team kept dying, get back up, and then died again. Meanwhile.... I'm at my max taunt, surrounded by Lts and they can't do a thing to me!

    Extremely rewarding experience!

    Tanking is fun, for me at least. But I can see how just standing in mob doing very little for hours can be rather boring to some.
    This post makes me sad to have Ice Armour as my favourite powerset.
    Not only does Ice/ have insane taunt auras, if you're paying attention to the mobs, teammates shouldn't even get hit on the off-chance they somehow manage to out-aggro you, all you need to do is target the -slow'd mobs running towards the thief, hit Taunt and go back to attack rotations. And by second attack power, I'm assuming you mean icicles, as generally 20/22 powers will either be Stamina or Icicles.

    You should at least have a cone attack, and taunt by 22, because I hate to say it, because without using Gauntlet, and attempting to have your only goal to be out-living the rest of your team, at best you fail as a tank, at worst you're a glorified scrapper with no attacks.
  22. What I see happening there is that the tankers are wanting you to go in first on a brute, one to probably take the alpha in the teen levels, the other to allow you to generate high fury before they go in, take aggro and "gimp" your fury generation.
  23. Quote:
    Originally Posted by DSorrow View Post
    Here's something I based on my Ice/SS tank's planned //Soul build.

    Main differences are no Repulsing Torrent, which you could take in place of SJ if you have Ninja Run, and no Focused Burst. I skipped FB because according to my calculations it's the worst ST attack in the set DPA-wise.
    Yeah, when I first saw Focused Burst, I initally ignored it completely, I may end up leaving it out as its only use for tankers it seems is aggro, which I've already got enough of.

    Comparing those two builds, you've got greater ST DPS, and a more rounded defense, your Hoarfrost is perma which is a nice touch and putting the regen on both builds the same.
    You've got lower end-drain and less recovery, so we're on par there.

    I may drop Focused Burst, drop the procs from Icicles, stick in 3 Eradication there, stick another slot into Smashing Blow and put a 4x Kinetic in there, while dropping the full set in Burst for 4x Erdication and 2x Scirocco's, and maybe 2 powers with 2x Thunderstrike to cap S/L/E/N.

    This is my S/L/E/N Revision with perma-hoarfrost.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Kinetic Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(3), LkGmblr-EndRdx/Rchg(3), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(5), LkGmblr-Rchg+(7)
    Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(19)
    Level 2: Chilling Embrace -- P'ngTtl--Rchg%(A), ImpSwft-Dam%(7)
    Level 4: Smashing Blow -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Dmg/Rchg(13), P'ngFist-Acc/Dmg(42), P'ngFist-Acc/Dmg/Rchg(43), P'ngFist-Acc/Dmg/EndRdx/Rchg(45)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Hoarfrost -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(11), Numna-Heal(13), RechRdx-I(46)
    Level 12: Combat Jumping -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(19), RedFtn-EndRdx(43)
    Level 14: Health -- RgnTis-Regen+(A), Mrcl-Heal(25), Mrcl-Rcvry+(25), Numna-Heal/EndRdx(31), Numna-Heal(31), Numna-Regen/Rcvry+(33)
    Level 16: Super Jump -- Jump-I(A)
    Level 18: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42), Zinger-Dam%(42)
    Level 20: Icicles -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), Erad-%Dam(23), Sciroc-Dmg/EndRdx(23), Sciroc-Dam%(36)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc(33), Efficacy-EndMod/EndRdx(34)
    Level 24: Taunt -- Zinger-Dam%(A)
    Level 26: Energy Absorption -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/Rchg(27), LkGmblr-Def(27), LkGmblr-Rchg+(29), Ksmt-ToHit+(29), Zinger-Dam%(31)
    Level 28: Burst -- Erad-Dmg(A), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Dam%(37)
    Level 30: Glacial Armor -- S'dpty-Def/EndRdx(A), S'dpty-Def(43), LkGmblr-Rchg+(45)
    Level 32: Hibernate -- Heal-I(A)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Stun%(40)
    Level 41: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(46), Apoc-Dam%(46)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/Rchg(A), DarkWD-Rchg/EndRdx(45)
    Level 47: Dark Obliteration -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(48), SipInsght-Acc/Rchg(48), SipInsght-ToHitDeb/EndRdx/Rchg(48), SipInsght-Acc/EndRdx/Rchg(50)
    Level 49: Power Siphon -- Mocking-Taunt/Rchg(A), Mocking-Acc/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run



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  24. This is a multi-billion build I've been slowly working on and tweaking over the last week or so, but I've got to a point where I'm unsure about certain things and tweaks but I'm at a loss of other options to do, the build is capped 45% S/L with almost 32% E/N and 13% M before EA kicks in, primarly I'll be using this build for maintank TFs/SFs (With the exception of off-tanking STF/LRSF dude to the lack of resistance.) I'm going to run through each choice of my powers/slots just to help people point out problems or things they would change.
    My primary worry is that there are too many attack powers in the build.
    This is a respec build mostly playing end-game content.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Kinetic Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(3), LkGmblr-EndRdx/Rchg(3), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(5), LkGmblr-Rchg+(7)
    Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(19)
    Level 2: Chilling Embrace -- P'ngTtl--Rchg%(A), ImpSwft-Dam%(7)
    Level 4: Smashing Blow -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Dmg/Rchg(13)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Hoarfrost -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(11), Heal-I(11), RechRdx-I(13)
    Level 12: Combat Jumping -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(17), RedFtn-Def(17), RedFtn-EndRdx(19)
    Level 14: Health -- RgnTis-Regen+(A), Mrcl-Heal(25), Mrcl-Rcvry+(25), Numna-Heal/EndRdx(31), Numna-Heal(31), Numna-Regen/Rcvry+(33)
    Level 16: Super Jump -- Jump-I(A)
    Level 18: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42), Zinger-Dam%(42)
    Level 20: Icicles -- Sciroc-Dmg/EndRdx(A), Sciroc-Dam%(21), Oblit-Dmg(21), Oblit-%Dam(23), Armgdn-Dmg/EndRdx(23), Armgdn-Dam%(36)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc(33), Efficacy-EndMod/EndRdx(34)
    Level 24: Taunt -- Zinger-Dam%(A), Range-I(43)
    Level 26: Energy Absorption -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/Rchg(27), LkGmblr-Def(27), LkGmblr-Rchg+(29), Ksmt-ToHit+(29), Zinger-Dam%(31)
    Level 28: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
    Level 30: Glacial Armor -- S'dpty-Def/EndRdx(A), S'dpty-Def(43), LkGmblr-Rchg+(45)
    Level 32: Hibernate -- Heal-I(A)
    Level 35: Focused Burst -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(42), Entrpc-Dmg/Rchg(43), Entrpc-Dmg/EndRdx/Rchg(45), Entrpc-Heal%(50)
    Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Stun%(40)
    Level 41: Gloom -- Volly-Acc/Dmg(A), Volly-Dmg/Rchg(46), Apoc-Dmg(46), Apoc-Dam%(46)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/Rchg(A), DarkWD-Rchg/EndRdx(45)
    Level 47: Dark Obliteration -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(48), SipInsght-Acc/Rchg(48), SipInsght-ToHitDeb/EndRdx/Rchg(48), SipInsght-Acc/EndRdx/Rchg(50)
    Level 49: Power Siphon -- Mocking-Taunt/Rchg(A), Mocking-Acc/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 13.1% Defense(Smashing)
    • 13.1% Defense(Lethal)
    • 1.25% Defense(Energy)
    • 1.25% Defense(Negative)
    • 9.38% Defense(Melee)
    • 0.63% Defense(Ranged)
    • 4.05% Max End
    • 45% Enhancement(Accuracy)
    • 45% Enhancement(RechargeTime)
    • 4% FlySpeed
    • 182.7 HP (9.75%) HitPoints
    • 4% JumpHeight
    • 4% JumpSpeed
    • MezResist(Confused) 2.75%
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 7.7%
    • MezResist(Stun) 4.4%
    • 10.5% (0.18 End/sec) Recovery
    • 114% (8.92 HP/sec) Regeneration
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 3.13% Resistance(Psionic)
    • 4% RunSpeed
    • 2% XPDebtProtection
    ------------
    Set Bonuses:
    Luck of the Gambler
    (Frozen Armor)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • MezResist(Held) 2.75%
    • 3.13% Resistance(Psionic)
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (Quick Strike)
    • MezResist(Immobilize) 2.75%
    • 28.1 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Pounding Slugfest
    (Smashing Blow)
    • 8% (0.63 HP/sec) Regeneration
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Numina's Convalescence
    (Hoarfrost)
    • 12% (0.94 HP/sec) Regeneration
    Red Fortune
    (Combat Jumping)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Miracle
    (Health)
    • 2.5% (0.04 End/sec) Recovery
    Numina's Convalescence
    (Health)
    • 12% (0.94 HP/sec) Regeneration
    • 35.1 HP (1.88%) HitPoints
    Positron's Blast
    (Repulsing Torrent)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Scirocco's Dervish
    (Icicles)
    • 10% (0.78 HP/sec) Regeneration
    Obliteration
    (Icicles)
    • MezResist(Stun) 2.2%
    Armageddon
    (Icicles)
    • 4% (0.07 End/sec) Recovery
    Efficacy Adaptor
    (Stamina)
    • 21.1 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.78 HP/sec) Regeneration
    Luck of the Gambler
    (Energy Absorption)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Obliteration
    (Burst)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Serendipity
    (Glacial Armor)
    • 4% (0.31 HP/sec) Regeneration
    Luck of the Gambler
    (Glacial Armor)
    • 7.5% Enhancement(RechargeTime)
    Entropic Chaos
    (Focused Burst)
    • 10% (0.78 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Kinetic Combat
    (Concentrated Strike)
    • MezResist(Immobilize) 2.75%
    • 28.1 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Pounding Slugfest
    (Concentrated Strike)
    • 8% (0.63 HP/sec) Regeneration
    Volley Fire
    (Gloom)
    • 4% (0.31 HP/sec) Regeneration
    Apocalypse
    (Gloom)
    • 16% (1.25 HP/sec) Regeneration
    Dark Watcher's Despair
    (Darkest Night)
    • 28.1 HP (1.5%) HitPoints
    Siphon Insight
    (Dark Obliteration)
    • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
    • 2% XPDebtProtection
    • 9% Enhancement(Accuracy)
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Mocking Beratement
    (Power Siphon)
    • 1.8% Max End





    Frozen Armour

    Standard armour toggle.

    Slots: full set of LotG, I find this toggle is the one thats going to benefit the most from a full LotG set.

    Quick Strike

    Tier 1 bruising attack.

    Slots: 4 slots of Kinetic Combat, going for the slot bonus here, with acc and rech of the power not being large from the IOs, however that gap is plugged using set bonuses mostly.

    Chilling Embrace

    First taunt aura, supporting the -dmg aspect of the build, basic CE slotting.

    Slots: 2, Chance for -rech, and chance for damage, nothing special here as there are limited slot choices, and it doesn't really need a end reduction in the build in my opinion, but I could easily move a slot out to stick a generic IO in there.

    Smashing Blow

    This is probably another unslotted attack, but I find it low-tier, and those slots can be better used in other places.

    Slots: 3, 3 slots of Pounding Slugfest, originally I had only 2 slots, and was using the attack to free up slots in other places and gain the 8% Regen, if I was to reduce end cost of CE, the slot would probably be coming from this attack.

    Wet Ice

    Nothing to say here, 1 end reduction.

    Slots: 1, generic end reduction.

    Hurdle

    May switch to Swift, purely for being able to pursue mobs without using Sprint, however CJ and Hurdle seem to work well together.

    Slots: 1 generic leaping.

    Hoarfrost

    Going for Health/Healing and Recharge here, 35 second downtime from the upkeep of this power, which doesn't worry me too much, as in TFs/SFs I'm likely to be buffed and healed anyway.

    Slots: 4, Numina's Heal/Rech, Numina's Heal/End/Rech, generic Heal, generic Rech.

    Combat Jumping

    Basic defense/combat movement power, helping to soft-cap pre-EA, and allow for Leaping as I don't like Hover on meele characters, and using Air Sup would cause another attack power, and require more expensive slotting to hit the cap.

    Slots: 5, set of Red Fortune minus the triple IO, if required I could drop some of the procs in Icicles to hit that last E/N defence slot bonus, but I find heavy procs in Icicles to be too much fun for the maybe 5% E/N thats being lost.

    Some good slot bonuses here as well.

    Health

    Sticking lots of global uniques in here, hence the 6 slots.
    Probably going to be the most expensive power of the build.

    Slots: 6, Regentive Tissue + Regen, Miracle Heal, + Recover, Numina's Heal, + Recover/+ Regen.

    Super Jump

    Travel power.

    Slots: 1, generic leaping.

    Repulsing Torrent

    Seems most people hate this power, but I find it brilliant and hilarious, the wigth of the cone is seemingly small (about the same as Elec's cone), but the power has fun-factor, and when used properly isn't as "Tank breaking" on Ice/ as it is on say WP/
    Another this is that CE's debuffs have a duration, and are not just "while enemy is in meele-range" so after sending them into a nearby wall, I've got added damage mitigation as the slow is going to make it a while before the mob is able to hit me again. There's also a taunt component, so I'm not going to lose aggro (a follow-up of Focused Burst would also ensure this.)

    the Psi proc is another "fun" component, although the slot could be benefit another power, but as a cone attack (With a 40 yard range as well, so I could literally shoot it through a whole mob after a pull.) the proc's got a better benefit.

    If I was conviced to drop this, I could increase my ST damage, but at the moment my aoe damage is kinda low, (only two PBAoEs) so I'm finding this to be a useful power. (And its also a signature power to KM, which is another reason I'm finding it as a "fun" attack.)

    Slots: 6, 5 slots of Positron's Blast without the Dmg/Range, and Perfect Zinger's Psi damage proc.

    I'm getting good slot bonuses from this power.

    Icicles

    This power is heavy on the procs, and is another "fun" power, but also being a heavy component of the aoe damage in the build, the IOs are hitting the damage ED, and almost 60% end reduction, I could drop a proc for a generic End Reduction if the End of this power is looking too heavy.

    Slots: 6, Scirocco's Dmg/End, Proc, Obliteration Dmg, Proc, Armageddon Dmg/End, Proc.

    (Side note: if more ST damage was required, dropping icicles for 4-slot and losing Repulsing, I could slot Quick Strike and Smashing Blow more,

    Stamina

    Basic end recovery, 4 slots up to the Regen bonus.

    Slots: 4, Efficacy Adaptor End Mod, End Mod/Rech, End Mod/Acc, End Mod/End.

    Taunt

    2 slots, damage proc and range for Hamidon raids.

    Could drop the psi-proc to free up other powers.

    Slots: 2, Psi proc, generic Range IO.

    Energy Absorption

    Taking Tundra's advice on the use of EA slotting, using EA for def, accuracy and recharge, and has been slotted according. Obviously I could drop the proc again if people are seeing some powers that are missing vital slots (You can see a pattern here, I like procs in my aoes/cones.)

    Slots: 6, LotG without the def/end and end/rech, Kismet Acc unique, Psi Proc.

    Burst

    Taking a full set here for damage, as well as the great bonuses Obliteration offers.
    I'm worried about the end of this power here, in solo farms I'll most likely be spamming this 5 times then using EA and repeating, and avoiding the ST damage untill the numbers are about 4 or 5 (Enough for EA to get me back to full End so I can use the ST damage to finish off if they've still got plenty of health.)

    Slots: 6, full set of Obliteration.

    Glacial Armour

    Unsure how to slot this power, so I went for 2 slots to get near the Def ED, and stuck a LotG +rech in there to support the other powers in the build.

    Slots: 3, Serendipity Def/End, Def. LotG Def/+rech.

    Hibernate

    Basic panic-button, with the no-phase slotting this heavily becomes a waste, if End becomes a sudden issue in a long fight and I'm taking heavy damage, I'll probably just hit this power 'till EA is recharged again so I can put down my Anchor, use my -dmg ST on the "Heavy hitter" in the group I'm fancing, and controlling my bursts to prevent huge end loss.

    Slots: 1, generic Heal IO.

    Focused Burst

    I originally wasn't going to take this power, but after seeing how it uses Gauntlet I've decided to take it and slot it for good IO bonuses, dmg/rech and a heal proc.

    Slots: 5, Full set of Entropic Chaos.

    Concentrated Strike

    Worried about the end of this power, but the idea is that for mobs I'm using Burst as my high-end attack, and for ST damage I'm using this, getting def, heal and regen bonuses from my slotting, but I could drop the 8% regen for some end redux.
    Could switch the proc for the dmg/end part of the set, but if it goes off it makes the effect Mag 5.

    Slots: 6, Kinetic Combat, all but KD bonus, Pounding Slugfest, Acc/Dmg, Disorient Proc.

    Gloom

    Good old Gloom, I've yet to use this on a Tanker (Or any AT) so I'm not sure if I'm slotting it right, but I'm feeling the idea is to further support the -dmg/-ToHit component of the ST damage with using -ToHit, I can stack the DoT due to it's rech, and I'm getting 20% regen from its 4 slots.
    Could switch the purple proc for another Acc/Rech

    Slots: 4, Volley Fire, Acc/Dmg, Dmg/Rech, Apocalypse, Dmg, Chance of Ne Dmg.

    Darkest Night

    -dmg, -ToHit anchor.
    Synergises well with CE and Kinetic Meele's ST -dmg.

    Slots: Dark Watcher's Dispair, ToHit-Debuff/Rech, Rech/End.

    Dark Obliteration

    Going for Debuff and Defense bonuses here instead of straight up damage.

    Slots: 5, Set of Siphon Insight except the +ToHit proc.

    Power Siphon

    Taking this pretty late, but as its a respec 50 build I'm not too bothered, but I could easily slot its positioning with Taunt, as in an Ice/ build, especially with the addition of Focused Burst's taunt effect, I don't really need Taunt, I'm not too bothered how I place either power really, but if it's heavily suggested I'll make the switch.
    This power supports Taunt IO's, so I'm assuming/hoping that the Taunt effect is causing my KM-attacks to be at a higher Taunt number.
    I'm getting 1.8% Max End to help with my Recovery from these slots, but I could switch to Generic Recharge IOs.

    Slots: 2, Mocking Beratement, Taunt/Rech, Acc/Rech.