Ice_Ember

Legend
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  1. Pre ED you could keep a mob drained with Lightning Field with just the one tick of recovery for an attack. (Short Circuit, Power Sink, and Lightning Field.)

    After ED... not so much. Now that End Drain has been "fixed" it may be possible again. I deleted my elec/elec blaster at level 36 because it was no longer fun to play.
  2. Ice_Ember

    Master of STF

    Quote:
    Originally Posted by TFury View Post
    Looking forward to this. Of course, let me know if you need any other AT.

    Trev.
    Your stone/cold controller is way cool.
  3. Ice_Ember

    Master Of ITF

    Yes, thanks you all very much. It was a great team.

    Thanks all for getting my gimp fire/ice tank the badge.
  4. Accelerate Metabolism no longer roots you during animation.
  5. Ice_Ember

    Master Of ITF

    Quote:
    Originally Posted by SteelDominator View Post
    Yup im game again for next week, i'll bring the ice/storm troller again if you want whatever works for team.
    The two colds and one storm was great. Freezing Rain/Sleet is one of my favorite powers. (not that I am diminishing any others...)
  6. I wont be able to make it on Saturday night.
  7. I want them on my fire/ice tank (which needs lots of help...)

    I can help out with my rad/rad defender which I think is my best TF toon.

    I have tomorrow night off, so mark me down on the list.
  8. Quote:
    Originally Posted by BashfulBanshee View Post
    So I was thinking about Hasten and also when I Respec out of Stamina can I eliminate the entire Fitness pool? Was thinking that I could just use the Heal if I need extra health.

    Any thought.
    It seems I am making her a total support hero. Have Invisibilty pool and Leadership as well now. What else can I do?
    keep Stamina... even with transference you will need it, especially if you are running leadership toggles.

    With all of the mind powers and all of the kinetics powers, leadership toggles are the least of my worry.
  9. Quote:
    Originally Posted by BrandX View Post
    I keep making Broadsword, but I just find the animations boring, so I can never stick with it. Now, if they could give alternate animations that look fancier, I'd probably be all over Broadsword.
    I deleted a few BS/Regens because of the animations. I got one to 50, IO'd it to the gills... and shelved it. My fire/WP is more fun.
  10. Quote:
    Originally Posted by McBoo View Post
    To answer the question as it was originally asked I would have to say Stone Armor/Ice Melee is the best for pure tankability/survivability. I have an Ice Armor/Stone Melee tanker in the mid 20s but he doesn't feel as 'tanky' as my Stone/Ice did at the same level.


    >
    EA is just around the corner. This will make you tanky and then some. when fully slotted... it is an oh my power.

    Fault is better than Ice Patch for aggro control. Not necessarily at control... Ice Patch only affects 5, Fault affects 10. Those ten, who are not stunned, are attacking the tank when they get up off the ground. The 5 on ice patch, if they are not walking of of it, are wanting to attack the tank. The other 5 on the ice patch are attacking the tank and are not having to get up. Ice patch doesnt work on AV's.

    Fault and Tremor can keep the spawn flopping like fish out of water. Seismic is better than Freezing Touch. Everything is better than GIS. Tremor does do much less damage than Frozen Aura though. Frozen Aura is great now. Frost is really good when range is added to it.
  11. Quote:
    Originally Posted by Local_Man View Post
    It depends on the situation. Solo or Team? Large team or small? One good option would be Mass Hypnosis, Siphon Speed (to help everything recharge faster), Fulcrum Shift, then Siphon Power only if you are not at damage cap, then Terrify (cone with Damage and Fear) to keep everything controlled, then another Siphon Speed, then individual attacks (Dom-Mez-Lev). However, on a large, fast moving team, you probably won't have that much time. It may be that you have to let the Tank go in to grab aggro, then Fulcrum Shift, Siphon Speed, Terrify and your individual attack chain. Another would be to use Mass Confusion as an AoE control that lets the foes do damage to one another and then Fulcrum -- just make sure you get some damage done to all the foes.

    Don't underestimate Terrify. It has somewhat weak AoE damage, but that damage adds up. Also, it lets you get some damage on every foe in a group, which is important for when you use Mass Confusion. (You get bonus XP for damage done by confused foes, but only if you do some of the damage to the target of the confused foe.) Most important, with a little bit of Recharge, you can have Terrify back up before the Fear effect ends, making it Perma. An AoE control that is Perma is very powerful. It lets you take your time killing off the foes.
    confused enemies who are also feared dont attack as often. Terrify is a great power and should be used often. Mass Hypnosis is also great. Use it to put adjoining spawns to sleep so there isnt too much aggro.

    Mind/Kins are great when you learn how and when to use the control powers. you can hold one spawn, fear another, sleep another, and confuse yet another. No other controller can do that.

    Confuse mezzers from the beginning. Siphon Power the bosses. Transference and Transfusion on the bosses.

    have fun with it.
  12. binds: each line needs to be copied and pasted individually. Create a text file to keep all to make it easier to reference later. I have hundreds...

    Bind files are easier when importing large numbers... but harder to explain on how to set up.


    /bind NUMPAD9 "assist"
    /bind G "powexec_name Speed Boost"
    /bind shift+G "powexec_name Increase Density"

    /bind NUMPAD1 "+ $$teamselect 1$$powexec_name Speed Boost"
    /bind NUMPAD2 "+ $$teamselect 2$$powexec_name Speed Boost"
    /bind NUMPAD3 "+ $$teamselect 3$$powexec_name Speed Boost"
    /bind NUMPAD4 "+ $$teamselect 4$$powexec_name Speed Boost"
    /bind NUMPAD5 "+ $$teamselect 5$$powexec_name Speed Boost"
    /bind NUMPAD6 "+ $$teamselect 6$$powexec_name Speed Boost"
    /bind NUMPAD7 "+ $$teamselect 7$$powexec_name Speed Boost"
    /bind NUMPAD8 "+ $$teamselect 8$$powexec_name Speed Boost"

    /bind SHIFT+NUMPAD1 "+ $$teamselect 1$$powexec_name Increase Density"
    /bind SHIFT+NUMPAD2 "+ $$teamselect 2$$powexec_name Increase Density"
    /bind SHIFT+NUMPAD3 "+ $$teamselect 3$$powexec_name Increase Density"
    /bind SHIFT+NUMPAD4 "+ $$teamselect 4$$powexec_name Increase Density"
    /bind SHIFT+NUMPAD5 "+ $$teamselect 5$$powexec_name Increase Density"
    /bind SHIFT+NUMPAD6 "+ $$teamselect 6$$powexec_name Increase Density"
    /bind SHIFT+NUMPAD7 "+ $$teamselect 7$$powexec_name Increase Density"
    /bind SHIFT+NUMPAD8 "+ $$teamselect 8$$powexec_name Increase Density"


    Mouse control binds: I created these for raids and such. I use the mouse for targeting enemies, nearest, previous and next enemy with the regular side buttons.

    /bind shift+mbutton "powexec_name Speed Boost"
    /bind alt+mbutton "powexec_name Increase Density"
    /bind shift+BUTTON4 "target_friend_near$$powexec_name Speed Boost"
    /bind shift+BUTTON5 "target_friend_next"



    /bind alt+c "e wave$$local These are not the droids you are looking fo$$powexec_name confusion"
    /bind ctrl+c "e wave$$local These are not the droids you are looking fo$$powexec_name mass confusion"
  13. Quote:
    Originally Posted by prvtslacker View Post
    Ice, I am always willing to give one a shot, and I have a couple of toons I want to get MoITF on.

    Cool. In theory I can play on Sundays... possibly Mondays. Doesnt always get to work that way though.

    Lets see what a good time is on a Sunday afternoon.
  14. Quote:
    Originally Posted by _Deth_ View Post
    Again, your question wasn't valid. Which tank can survive longer depends on the situation the tank is in. Certain sets survive better in certain situations. In your average every day s/l situations, if you know how to play your tank, then you have just as much of a chance of surviving no matter what set you choose. They all have different tools for survivability, and knowing how and when to use those tools determines your survivability.

    What you really wanted to know was which Tanker primary requires the least amount of skill and attention to play. Which set is most forgiving in most situations. That isn't a measure of survivability, it is a measure of player skill.

    Survivability is not the main function of a Tanker, the main function of a tanker is aggro control. Your job in a group setting is to make sure that the squishier members of your group don't faceplant unless they do something really stupid. An excellent tanker will even prevent that from happening. Some people refuse to take self-rez powers on Tankers because they believe the Tanker should ALWAYS be the last man standing. I believe that if the Tanker is the last man standing, he has failed. I like taking the self-rez powers on my tanks where they are offered, because they are offered for a reason. If I die, then I still have the ability to protect my team because I have the ability to stun the mobs, get back on my feet and regain control of the situation. I may not have survived, but I did my job and am back standing.

    That is the problem with these "what is the best" threads. There is no best. Is there a best for "situation X". Yeah, there is. But if you know how to play your toon, you don't have to be "best" to get the job done, and done well.

    I agree entirely with Fireheart and Dechs. This subject has been done to death. Play the damn game, take the time to learn the powersets and figure out what you are comfortable with and what you enjoy. The "best" or "most survivable" means squat if you don't enjoy it. If you aren't having fun, you will play like crap and be useless to everyone. I have toons that are supposedly the "best" combinations or powersets that I hate with a passion. I don't play them, and only keep them because they are level 50 and I may find whatever fun I had with them when I first made them. The "inferior" sets that I play regularly, and I love, can usually stack up with anyone playing the "best" set. Why, because I enjoy the toon enough to learn what I can and can't get away with. I know how to react in most situations. I know what I need to do and when. That is what makes a powerset best. No single set, with all the IOs in the world can make up for crappy play. Yet, because of the closed mindedness that comes with this type of question, people perpetuate that type of stupidity.
    I agree almost completely. (I dont have RotP.)

    My best tank for pure aggro control is my ice/stone tank. My best all around is my stone/fire. Both are heavily IO'd. My Shield/Fire is not as well IO'd... but is still capped and very capable (my farmer if I feel like it.) My invuln/mace is just easy, aside from endurance issues and IO's will take care of that. The one that needs the most watch is my fire/ice, which is heavily IO'd and is the least fun to play.
  15. Quote:
    Originally Posted by Ryuuk View Post
    Thanks for the link, didn't know he had a blog. As an aside though, in his post "Risk vs. Reward" he says:

    "Also, make sure you are rewarding your players for their time investment. If you have a mission that has a character doing FedEx quest after FedEx quest in the mission chain, eating up time they could be out killing stuff for XP, make sure that they are rewarded accordingly."

    Wow.
    which explains why rewards for fed ex missions/easy hunts were removed in Numina TF and a few other arcs....
  16. Quote:
    Originally Posted by Newty View Post
    In all honesty, This is what it is all about.

    Close friends most probably yep?, doing something like this together purely to hang out and prove something.

    Its awesome that you guys have done this, really great job! Kudos .
    Agreed.

    Good job guys. I still dont have any Master of... one day though.
  17. Ice_Ember

    Inv/WM

    Quote:
    Originally Posted by DJ_Onslaught View Post
    I see the point about Clobber and about WM amd Focused acc, I also forgot that invincability makes focused accuracy kinda a waste anyways. I followed your guild for alot of what I did and was going for a perma dull pain add on to it. I'm a 66 month vet so I don't need a prerequisite for any travel power, sorry i should have mentioned that.
    higher hit point bonuses and you dont need perma-dull pain. there are other bonuses other than just +recharge which are beneficial.
  18. Ice_Ember

    Inv/WM

    This is basically how my build will be when I am done, though without the purple set. (Crushing Impact will work fine for me.)

    The high recharge is not a big deal because mace has an easy attack chain which is only limited by endurance usage. I have mine currently at 37 and it works great. Only the Numina unique currently slotted.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: War Mace
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(42)
    Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Knock%(7), P'ngS'Fest-Acc/Dmg(7), P'ngS'Fest-Dmg/Rchg(42)
    Level 2: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(13), Mrcl-Heal/Rchg(13), Mrcl-Heal/EndRdx/Rchg(15), Mrcl-Heal/EndRdx(15), Numna-EndRdx/Rchg(46)
    Level 4: Jawbreaker -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(11)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(27), S'fstPrt-ResDam/Def+(42)
    Level 10: Taunt -- Zinger-Dam%(A)
    Level 12: Combat Jumping -- DefBuff-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(43), Numna-Heal(43), Mrcl-Heal/EndRdx(43), Mrcl-Heal(45), Numna-Heal/EndRdx/Rchg(46)
    Level 18: Invincibility -- GftotA-Run+(A), GftotA-Def/EndRdx(19), GftotA-Def(19), Rec'dRet-ToHit(37), Rec'dRet-Pcptn(40)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Clobber -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(25)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/Rchg(27)
    Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(34)
    Level 30: Weave -- GftotA-Run+(A), GftotA-Def(31), GftotA-Def/EndRdx(31), GftotA-Def/EndRdx/Rchg(31)
    Level 32: Whirling Mace -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), EndRdx-I(34)
    Level 35: Shatter -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Dmg/EndRdx(37)
    Level 38: Crowd Control -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(40)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), Heal-I(45), EndMod-I(46)
    Level 47: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
    Level 49: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Gauntlet
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 14.9% Defense(Smashing)
    • 14.9% Defense(Lethal)
    • 4.56% Defense(Fire)
    • 4.56% Defense(Cold)
    • 15.5% Defense(Energy)
    • 15.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 8.94% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 5.4% Max End
    • 31% Enhancement(Accuracy)
    • 15% Enhancement(RechargeTime)
    • 238.9 HP (12.8%) HitPoints
    • MezResist(Immobilize) 10.5%
    • 20% Perception
    • 13% (0.22 End/sec) Recovery
    • 84% (6.57 HP/sec) Regeneration
    • 7.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 15% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  19. Quote:
    Originally Posted by Grey Pilgrim View Post
    Does it have to have the absolute best in a few things to be viable, though? Willpower doesn't really have any strengths or weaknesses, but it's still a good Tanking set. I'm merely making the point that it's a good and fun set that can still tank well- and it sounds like you don't entirely disagree with that, heh.

    Here's my list for Fiery Aura that it really does need to get on par, though.

    1. Lowered Recharge for Consume. I would be okay with it in the 90-100 second range, even though Ice and Electric have 60 seconds for theirs... Consume does have a better radius and doesn't cost endurance, but I don't think those pros mean the power has to recharge in three times the length, either.
    2. Fiery Embrace shouldn't punish you for using a non-Fire primary. Make it buff all damage for 20 seconds.
    3. Burn needs to be usable solo or on a team, and without needing another power. Shield Charge doesn't have all those quid pro quos, and nor should Burn. So remove the fear, and set the damage to something balanced. Burn could be put on a long recharge, or turned into another AOE that is not a patch (so like FSC or Combustion). I personally don't care much, as long as it boosts damage on par with Shield Charge (and I would want it on par with where Shield Charge, not the incorrect higher number it has right now).

    That's it. Temperature Protection is viable enough as is (though I do feel like Fiery Aura could use some end drain protection as well, since it has no defenses in the set to dodge any nasty things like that). I know most don't like Rise of the Phoenix, but it has its uses, and I don't see it going anywhere. The above seem much more balanced and viable.

    I would love to see some immobilize and kb protection added to the Shields, but I would find these drawbacks less irksome if the above were adjusted.
    WP has the best regen and recovery out of the box.

    I agree with what you have listed for changes. I would like FE to be different though. The long timer really doesnt make it attractive at all and doesnt make it beneficial. AAO adds a constant damage increase which I think is more beneficial.

    Since, with the introduction of Dual Pistols, there is a toggle damage adjusting power. I wonder if they could modify FE to have two modes. One mode for the 100% damage increase for 20 seconds on a large recharge, and the other to have a stepped incremental increase per foe in range. Make it if you activate the spike damage, you cannot activate the stepped damage till the power recharges. (Probably not possible... but I like it.)

    It was discussed about Temp Prot having End drain protection when the slow resistance was added... it would still be nice to add.
  20. Quote:
    Originally Posted by Grey Pilgrim View Post
    It also performs very consistently- the resists and Heal help guarantee that. I do think that is a pro, though not everyone may see the benefits there.
    Consistently lowest in survival. Consistently less damage potential than Shield. Consistently less of a heal then Dark. Consistently slower end recharging power than Ice and Electric. Consistently less endurance drain protection. Consistently less slow protection than ice and invuln, though it does have more than the rest.

    Yes, this post is sarcastic. I could have added more, but I just got home and I have been up for more then 24hrs.


    We agree that fire needs a buff.

    I want to be able to use Burn without having to have an immob or ice patch.

    I want more but am too tired to type... maybe tomorrow or the day after.
  21. Quote:
    Originally Posted by Grey Pilgrim View Post
    Well... a ~50% heal that you can get to recharge every 20 seconds (something most of my tanks would love to have, even if they are technically more defensive/resistant), consistent performance against most mobs (Invuln can vary widely, depending on the damage type it is facing), it exemps well, and is more offensive than most sets.

    It should be more offensive, I would say, and hopefully Castle will address that when he looks at Fiery Aura (he said he would again recently, but who knows when he'll get to that), but as I say in my guide, "the moniker still stands." Each set has pros and cons against the others, and Fiery Aura definitely fits that characterization.
    Dark has a better, though more costly heal. My Ice, Stone, Shield, and Invuln do not need a heal every 20 seconds. (with the +end proc, I may roll a dark/* tank now. Maybe Dark/Kinetic. Dont know if I want another tank or scrapper though.)

    Fire does not have a "pro" which sets it out above the others aside from the heal.
  22. I am trying to figure out what strength Fire armor has, aside from capped resistance to fire damage.
  23. Quote:
    Originally Posted by SilverBullet_NA View Post
    I meant to say "too much IO set def bonuses" not just positional def bonus. For my /stone brute unlike stone tank you have to pick up some IO sets Kinetic combat and thunderstrike to soft cap S/L/E also i worked to negate the movement (gift of ancients) and recharge penalty.
    I have Kinetic Combat and Thunderstrike slotted. The S/L is 39.4% and E/N is 38.1% when not in Granite. (44.9% S/L and 43.6% E/N in Granite.)

    It moves at 26mph in Granite, and 66mph with Sprint and Ninja Run. I have Teleport for combat movement when needed. (60 month vet reward) Recharge is 67.5% when not in Granite.

    IO's make a strong tank even better. It will not make my fire/ice as damaging as my Shield/fire or my shield/ice however.
  24. Quote:
    Originally Posted by SilverBullet_NA View Post
    Not arguing whether Ice tank can run tf, pretty much run every tf there is with my ice tank (Arctic), what i am saying is post IOs Ice tank are inferior to other tank sets simply due to the resistance hole. What do i mean? Ice tanks gain very little from IO set bonuses my tank is at 48% S/L def. There is way too much positional IO def set bonuses which in other hand greatly help my Fire/Shield tank or my /Stone brute. Till the devs address this and give more resistance bonuses i stand by my argument.
    My ice/stone is superior to my fire/ice with or without IO's. Before IO's I used Hibernate periodically, and after IO's it was up quite often. (I dunno now since the change and I rarely play the Ice/stone.) When I added Weave to the ice/stone... it was all win, even before IO's.

    Please explain how positional defense helps a /stone brute? Typed is a bigger bonus to help with /stone armors. My stone/fire tank has really good typed defense with just regular armors and only uses Granite when needed. The movement penalty and recharge penalty are gone with IO's, so being in Granite is only a damage penalty.