Infini

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  1. Quote:
    Originally Posted by Santa_Laws View Post
    You are correct, on so many different levels. My attack chain is perfectly balanced for my recovery.

    BTW, at 3279.5 HP How am I lacking on HP? Recharging is built into my Sets and Set Bonuese so that I get the full DEF bonus for the baddies around me before the previous ones expire.
    You have that HP potentially every 2 out of 4 minutes. Those other 2 minutes you have 2530hp. I, on the other hand, have 2855hp all the time with the potential of being at the hp cap of 3534hp ALSO all the time as my Hoarfrost is perma, but I use it as a heal instead of keeping it on all the time. That's ~300hp difference.
  2. Quote:
    Originally Posted by Santa_Laws View Post
    I agree that Hasten is a nice power, but keep this in mind.

    While hasten is good for recharge, it recharges all your powers (except incarnate). Perma Hoarfrost? Yes, if you are waiting for Hoar to be available so that you can click it ASA it is up. Same with all other clicky powers. That is why I forego Hasten in lieu of EA for my Autofire. Perma +DEF and END recovery.

    Hasten is good, but not good enough for me. Believe it or not, most comments from people that see me run goes to the effect of "MY GOD! You use a lot of END! How do you not run out?"

    My secret is Autofire EA.
    Or you could just use a bind and look at the icon out the corner of your eye. Hasten also means EA is up more often, which means more endurance and defense. Double stacked EA gets me up to ~57% defense. That's perma double stacked EA, to boot. There's also the extra effect of sapping mobs, which is more potential mitigation.

    Just because a power is recharged, doesn't mean you need to use it (in regards to Hoarfrost).
  3. Infini

    Ice/Ice Tanking

    Quote:
    Originally Posted by Aett_Thorn View Post
    While this is true for a large portion of the game, if you're going to be Tanking AVs or other tough foes, Taunt is your only guaranteed way of holding aggro. Your attacks and aggro auras will need to roll a ToHit against them, and can miss. Taunt is auto-hit even against these enemies.

    Also, Taunt has to other benefits over the aggro auras and attacks: 1) It's much longer of a duration, meaning that you generate much more Threat using Taunt than without, and 2) Taunt contains -range, which is very useful against mobs that don't like to enter melee range.
    Exactly. CE, Icicles, and Gauntlet can handle your aggro needs while leveling, unless you're teaming with Shield users. Once you get into the end game content, Taunt becomes very useful.
  4. Quote:
    Originally Posted by Santa_Laws View Post
    Ice tanking is not about damage. It is damage mitigation. You get in the fight, you last and last and last until the damage you do finally takes them down. Granted, I had to rely on lots of pets when I soloed Imperious.
    Edit: Saw your quoted 19.5 billion inf cost. I only physically spent about 3 billion on mine. The Luck of the Gambler: +rech IOs I got from A-merits and a friend that owed me a favor. Some of the others I lucked out in drops or ticket farming.

    With the advent of IOs and other changes in the game, Ice/Ice can mitigate damage AND dish it out just as well. Not as well as some other sets, mind you, but heaps and bounds more than what Ice Melee was capable of before its changes. I leveled my Icer to 50 just before the changes to FA and it was a godsend. As far as damage mitigation goes, you can last and last all you want, but on a defense base set the dice will go sour on you at some point the longer you take to finish the fight. Having some semblance of an attack chain helps with this. It doesn't need to be super strong, just efficient when pointed in the right direction.

    As to the discussion about your building techniques, no one is arguing that there is only 'one' way to build a tank. There are numerous build styles for any and all characters. I think they are just baffled at your unorthodox choices (I feel the same). You spent all that influence or grinding away to get all of those PvP IOs for what reason? I can get behind being heavily dependent on EA for your defense needs, yet you don't build up recharge bonuses to get the most out of it. You're regen level is where I like to have mine, but your HP is severely lacking.

    There's just a better way to build an ice tank that can tank 99% of the game's content and cost a fraction of your posted build. I mean, if you enjoy your tanks, then more power to you. Myself and others here are merely trying to understand the quirks of your build style.

    I'm going to post my build (for like the 6th time on this forum) for all to look at. My personal build style when it comes to defense based characters follows 2 simple rules. #1 - softcapping defense. With Ice/Ice, it's really, really easy to do and without relying on EA. #2 - rest of the slotting is focused into a trinity of hp/regen/rech bonuses. Usually you can get all 3 of those in same set. You'll notice in my build that I use no purple sets and no pvp sets (except that -res proc in icicles that I've yet to actually slot) and number-wise it comes out way ahead of your build. My apologies as I'm not trying to attack you or anything, just to make you realize that you have an extremely expensive build that is outclassed by my moderately expensive build when normally efficiency increases as the budget increases.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Hero Profile:
    Level 1: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Rchg(7), Dct'dW-Heal(11), Dct'dW-Heal/EndRdx(34)
    Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 2: Ice Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Dmg/EndRdx(21)
    Level 4: Frost -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(9), Posi-Dam%(21), Mocking-Taunt/Rchg/Rng(46)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Boxing -- Acc-I(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34), Ksmt-ToHit+(40)
    Level 12: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(13), LkGmblr-Def/EndRdx/Rchg(33)
    Level 14: Chilling Embrace -- EndRdx-I(A), Taunt-I(15)
    Level 16: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(17), C'ngBlow-Acc/Dmg(17), M'Strk-Acc/Dmg/EndRdx(31), FotG-ResDeb%(37)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(19), LkGmblr-Def/EndRdx/Rchg(33)
    Level 20: Ice Patch -- RechRdx-I(A)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(34)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(33)
    Level 26: Energy Absorption -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(27), P'Shift-End%(31), P'Shift-EndMod/Rchg(37), P'Shift-EndMod(46)
    Level 28: Freezing Touch -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), Dmg-I(40), Dmg-I(43)
    Level 30: Taunt -- Range-I(A)
    Level 32: Hibernate -- Heal-I(A)
    Level 35: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(36), AdjTgt-Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(37)
    Level 38: Frozen Aura -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Dmg(40), CSndmn-Heal%(46)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Build%(42), Decim-Dmg/EndRdx(43)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Slow%(45)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Gauntlet
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(43), RgnTis-Regen+(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(11)



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  5. Quote:
    Originally Posted by Madamme Mayhem View Post
    Thanks alot for the advice Finduilas, i really appreicate it. I have changed both Kinetic combat sets, one to smashing haymaker and the other to crushing impact. When i get EA going it will be more then enough def.

    I am a bit concerned about the dmg out put though. I have never ran a tanker before but i have 2 brutes so i will be trying not to compare the dmg out put. I wish brutes got ice/ice lol. Do you think with all those cones i will be doing enough dmg?
    If you're super concerned for damage output, Ice Melee may not be for you. That said, it is far better than it used to be. Once you get Frozen Aura it will be a lot nicer, similar to how /SS users feel when they get Foot Stomp. Utilizing all of those cones will up your overall damage considerably. However, maximizing their usage could become tedious and even hinder your survivability. Ice Armor feels most at home in Melee/PbAoE range.

    CE, Icicles, EA, FA, and your melee attacks are pretty dependent of you pretty much being surrounded. I'm NOT saying don't go Leviathan. I'm just saying be prepared to move around a lot to get the most out of your cones.

    Honestly, though, the AoE damage I can put out on my Ice/Ice/Soul is pretty decent (and I don't have Dark Obliteration). My main concern with my Icer was single target damage, which was fixed with the addition of Gloom. I'm running 82.5% global recharge and Hasten, which gets just shy of perma when I use Spiritual Alpha (mainly use Cardiac) and that allows me to spam the crap out of FA and Frost.

    All in all, be prepared to not be on top for damage while leveling. Once you hit 50 and finalize your build (actually get it slotted on your tank) you'll be pretty happy with it, I think.
  6. Go with Finduilas's suggestions - pretty much what I would do anyway. Only gripe I have with his build is I prefer to get Freezing Touch at 28, putting off Build Up to 35, if necessary.

    As far as defense goes you can drop one set of Kinetic Combats and an Eradication in lieu of Crushing Impact and Obliteration for more recharge. If you don't have that Hecatomb set already, I would suggest 6 slotting Freezing Touch with 4 Basilisk Gaze and 2 common Dmg IOs. That slotting, coupled with increased global recharge, will let you perma hold bosses. Additionally, the defense from Basilisk Gaze would softcap your e/n defense without those Eradication sets if you wanted to try something else. Not discounting Finduilas, just proposing alternatives.

    I'm pretty partial to shooting for at least 1% hp/sec regen on defense sets. More is better if you're not popping greens or using Aid Self. Also, interesting suggestion: if you can squeeze a 6th slot into Frozen Aura, pop a Call of the Sandman: Chance to Heal proc into it. Not reliable, sure, but it can be quite helpful if you like to stay at the aggro cap.
  7. Quote:
    Originally Posted by UnicyclePeon View Post
    Thanks for the additional reply.

    As for Frost, it is the reason I've deleted every /Ice Melee tanker I've ever tried to make. I find it maddening. So I am not going to take it, even if I therefore have no AOE until 38 (and I won't).

    As for the build, thanks, but the whole concept of the character is really built around the epic powers. School of Sharks, Bile Spray, and Arctic Breath. So I'm not interested in skipping those. In fact, scrappers can't get those, so I guess its good that I go ahead with the Tanker. If they ever give Ice Melee to scrappers, I can make an Ice/Shield or Ice/Ice or Ice/Energy scrapper or something weird using a different concept.

    I will see if I can manage aggro with the stuff I've got. I do like your implication that I can probably do without Taunt. It will kill my soul though.

    Lewis
    What's so maddening about Frost?

    Being tauntless requires you to be more active. Stay moving and spamming AoEs. Combat Jumping helps alot for this style, except when you get webnaded while surrounded. I find it far more thrilling than just standing still and spamming taunt, though. Also, herding and getting good at it is encouraged in a tauntless build, but you can manage without doing so. Herding just makes holding aggro easier.
  8. Quote:
    Originally Posted by LSK View Post
    First off a tank with out taunt is like a troller with no holds, tanks needs them. I am looking at it right now though, so i will probably edit it with some more stuff. Ok r u planing on taking it to be a vill? you took the vill pool and only way is if u take it to vill side and do that arc, secondly your Accuracy is over the cap limit. I would lose grant cover and add taunt there.
    The taunt aura in Shields, much like CE from Ice Armor, is good enough that you don't need taunt to actually hold aggro. Taunt is never required. It just requires a more active playstyle to manage aggro. Up until issue 19, my Ice/Ice never had taunt (not even while leveling) and I never had issues except around shield users. The only reason I put taunt into my post i19 build is do things like taunt LR in the LRSF, as Syntax pointed out.

    As far as the OP's build goes, I'd highly recommend dropping Greater Ice Sword for Frost - AND taking Frost much earlier in the build. Also, drop 2 slots from Ice Patch and put them towards Health as you could use more regen. I try to shoot for at least 1% hp/sec and up. An interesting suggestion I'll make is to add in the Call of the Sandman: Chance to Heal proc to Frozen Aura.

    Here's a build I made for someone in another thread some time ago for reference purposes.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Ice Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(33)
    Level 1: Frozen Fists -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Dam%(7), T'Death-Acc/Dmg(17), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
    Level 2: Ice Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(50)
    Level 4: Frost -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(15), Posi-Dam%(43), Mocking-Taunt/Rchg/Rng(48)
    Level 6: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(33)
    Level 8: Against All Odds -- EndRdx-I(A), Taunt-I(13)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
    Level 12: Boxing -- Acc-I(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), Ksmt-ToHit+(40)
    Level 16: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(34), RgnTis-Regen+(40)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Ice Patch -- RechRdx-I(A)
    Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(23), Aegis-EndRdx/Rchg(34), Aegis-ResDam/Rchg(43)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(34)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(46)
    Level 28: Freezing Touch -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), Dmg-I(37), Dmg-I(46)
    Level 30: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 32: One with the Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(33)
    Level 35: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(37)
    Level 38: Frozen Aura -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Dmg(40), CSndmn-Heal%(46)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Dmg/Rchg(42), Decim-Dmg/EndRdx(48)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitDeb(45)
    Level 47: Taunt -- Range-I(A)
    Level 49: Grant Cover -- HO:Cyto(A)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(13), Numna-Heal/EndRdx(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(11)



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  9. Here's the build I mentioned earlier.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Devices
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(45)
    Level 1: Web Grenade -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/EndRdx(15)
    Level 2: Aimed Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(45)
    Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(19), Posi-Dam%(37), Range-I(48)
    Level 6: Blazing Arrow -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(7), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(45)
    Level 8: Caltrops -- Posi-Dam%(A), ImpSwft-Dam%(17)
    Level 10: Targeting Drone -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(11)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(13), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(19), Posi-Dam%(37), KinCrsh-Rechg/EndRdx(50)
    Level 14: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(15), Zephyr-Travel(25)
    Level 16: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(17)
    Level 18: Boxing -- Acc-I(A)
    Level 20: Cloaking Device -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(21), LkGmblr-Def/EndRdx(34)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 24: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(25), LkGmblr-Def/EndRdx(34)
    Level 26: Stunning Shot -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(43), Stpfy-KB%(46)
    Level 28: Trip Mine -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg/Rchg(29), C'ngBlow-Dmg/Rchg(31), C'ngBlow-Dmg/EndRdx(43), C'ngBlow-Acc/Rchg(50)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(31), LkGmblr-Def/EndRdx(34)
    Level 32: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dam%(37), RechRdx-I(46)
    Level 35: Ranged Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(36), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(48)
    Level 38: Gun Drone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-+Res(Pets)(48)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
    Level 44: Bonfire -- RechRdx-I(A)
    Level 47: Rise of the Phoenix -- RechRdx-I(A), RechRdx-I(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Total Core Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11)



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  10. That looks good to me. An optional suggestion would be to sacrifice a slot in Footstomp to put a FF:Rech proc into it. Defense would drop to 42.5% but you'd have a chance to get Energize up (well everything up) more often.

    Just wanted to point that out since I didn't before. Probably not a huge deal, though, especially if you are thinking of taking Rebirth for your Destiny slot.
  11. I have an Arch/Dev that hoverblasts with ~43% range defense and somewhere between 60-70% global recharge (couldn't fit in hasten, though).
  12. For my Arch/Dev I went with Range defense and got about 43% with Cloak suppressed. I think it has almost 70% global recharge but doesn't have hasten. I don't have the build on my laptop otherwise I'd just post the build. Took hover to stack with the range defense and it works pretty well. As far as incarnate content goes, I currently just have Cardiac alpha and Pyronic judgement, which is nice because you can shoot RoA, then toss Pyronic before the arrows reach their target. My build doesn't really need Cardiac for the end redux unless I'm spamming AoEs (which I do). It was more so I could have an 80' range on Fistful of Arrows.

    Power-wise I think I took every power from Archery but not Devices. The exceptions in Devices were Taser, Smoke Grenade, and Time Bomb. Power pools are Hover, Combat Jumping, Fighting pool (Boxing, Tough, Weave), and Leadership for Maneuvers (might have Tactics, too). Took Pyre Mastery for the epic and got Char, Bonfire, and RotP.
  13. Quote:
    Originally Posted by Joe Lightning View Post
    Alright, I see what you mean. I think the 2% shouldn't really matter, if need be I can just pop a purple and be well over it. Just so I know in the future is there a reason the 6th set isn't doing anything?

    If I were to drop the slots in the powers, 2 from Rage and 2/3 from Grounded, where would you recommend I slot them?

    I don't think I'll have accuracy problems, but it never hurts to have more. Is there a suggestion that you recommend? At the moment I'm sitting at around 200% accuracy for everything without the Build Up proc.
    The 6th set's enhancement components work. It's the set bonuses that are void. This is because you can only have 5x any particular bonus.

    As far as the extra slots go, I'd put at least one towards your attacks. You could also take a slot from charged armor, keep Power Surge 4 slotted and just change it. I like 2 Res/Rech IOs, a common Rech IO, and then you can put the steadfast +def IO in the 4th slot (you'd move it from Charged Armor). Should shave about 30 seconds off of PS's recharge time.

    Auroxis's builds are also good.
  14. I've personally been debating between a build similar to this and one with about 10% less defense but has a different epic pool for another AoE attack.

    Moving on, do you have suppressing effects turned on in Mids? You're only softcapped while Stealth is unsuppressed. Once you get hit or start attacking it's going to drop to 43% or so.

    Another glaring error is that you're using 6 sets of Reactive Armor. The 6th set isn't contributing to your defenses.

    Last thing I notice is you may have some accuracy issues while fighting +3/4s. I can never remember the math to double check. But I can tell you that when you have Rage toggled on in Mids, that Guassians proc is automatically added into the buff. The result is that your numbers are skewed. An alternative to your slotting in Rage would be 2 Rectified Reticles and a couple Recharge IOs or Membrane Exposures. The 2 R. Reticles will get you 1.88% s/l def instead of the 1.25% Guassians gives.

    If I remember I'll post my 2 ss/elec builds sometime later today or tomorrow for comparison.
  15. Overall, it looks fine. However, you could strip Psi. Dart of its slots to use elsewhere. I don't think anyone uses it all that often except while leveling. Put one in Mind Probe and the Other where ever you think it'd be best (I think Strangler for some DMG).

    That's about it. Nice work.
  16. Quote:
    Originally Posted by Lohenien View Post
    carnies? Farming at +4/x8 has proven fatal against fire and s/l damage so far but with only ~50% resistance to s/l and 42% to fire (including soft cap defense to each via powers and inspirations) just doesn't cut it. I'm going to respec eventually out of weapons mastery (took it for caltrops + reactive but that is getting fixed).
    You're missing a key component. S/L defense.
  17. Quote:
    Originally Posted by Lohenien View Post
    What would be a good farm for a dark armor scrapper ? As a scrapper all of the values seem to suck
    Dark armor = dark melee or psionic assault from doms. However, DM has -tohit which could be bad and psi assault has slows, which is really bad for sets without slow resists.
  18. Nowadays, I see there being 2 different build routes to take with Doms.

    #1 - Extreme recharge, such as enough to make hasten perma and even domination perma without hasten. This type of build is also beneficial for making drain psyche perma. This is the route I went with my mind/psi.

    #2 - Enough recharge to get permadom, then shooting for softcapping s/l and maybe range defense. Much debate over the merits of this build philosophy as to whether or not the defense makes a difference. I think it does, depending on your powersets. Mind/ for instance, seems pretty good without it.

    I personally enjoy option #1 as it makes all of you powers come up faster. With /psi, making DP perma and getting a resist shield like Charged Armor might be fruitful, as well.
  19. Quote:
    Originally Posted by Calvin- View Post
    So I'm reading a lot on how your res is 90 95 100 blah blah that's all really really good because then that means your up there just like fire res. But I also was reading on how the defense is workin out on ice Does ice not give good defense??? And I wondered about this one to if I was to make a farm then how would I do it because as uhmmm untold hero said I believe don't quote me on it but ice attacks are smashing and lethal attacks and not cold dmg so I'd have to have the baddies use ice blast n stuff but then wouldn't that defeat the purpose of farming with him because everything would be at range and not close up in your face !.??? Or would I pick the baddies to have ice mellee attacks which are S/L dmg and have them have one or two ice blast attack to ? So in the end I'd but taking just smashing and lethal dmg????? With little bit of ice blast on the side ????
    For my farm, I used Tanker: Ice Melee and Dominator: Icy Assault. Minions and LTs got regen for secondaries and bosses got 1 attack from an Ice Blast set. Yes they use the ranged attacks a bit... but they eventually run over to you. Taunt helps as well. Plus, if you do an ambush farm, you won't have to worry about distance for most of the run.

    Ice armor itself is a primarily defense based set. You can achieve softcapped s/l/e/n defenses. Cold resistance will be 90% and fire resistance will be ~30% or so. Also, to get the most out of AE, you're mobs will have to have at least 1 melee and ranged attack. The sets I listed above are good and you should be able to tune them to hit 100% reward at level 50.
  20. Quote:
    Originally Posted by Granite Agent View Post
    Here's how i slotted in on my Fire/MM blaster.

    Level 20: Drain Psyche -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(25), Numna-EndRdx/Rchg(25), Numna-Heal/Rchg(27), Numna-Heal/EndRdx/Rchg(27), Efficacy-EndMod/Acc(29)
    While there's nothing wrong with this slotting, for Doms the DW slotting can max the healing/recharge attributes of DP -and- give an easy 5% global recharge bonus.

    Hell, if it were easy to do, I'd sub in Panacea for DW - but on excessive recharge builds, the extra 2.5% is minor. Would be good for a softcapped def/perma dom build, though.
  21. Quote:
    Originally Posted by Necrotech_Master View Post
    the slow resist cap is 100%, i think only tohit resist, end drain, and DDR cap at 95% (i think regen resist might be 100% as well, but i am not totally sure)

    the only hole that ice armor has is to psi dmg
    Psi damage can now be alleviated with a combination of CE+DN+the interface that does -damage+Void.

    Not trying to nitpick - just saying
  22. I've done this with my Ice/Ice tank. Would do +4/8 in about 8 minutes, but with Reactive it dropped down to just under 6 minutes. Even though IA has 90% cold res and no defense, most of the attacks you'll give the mobs will have a s/l component. Softcapping s/l means you'll rarely get hit, and when you do, the cold portion will be neutered.

    IA also gets 100% slow resistance - if you take permafrost in addition to the other powers (some people like to skip it). Without PF you're looking at 80% I think. Both the 100% and 80% are AFTER you use EA.

    If Ice/Ice were ever to be proliferated to brutes, farming with that combo would be sweet!
  23. Will have to agree to shoot for ranged defense, hover, and some recharge. It's what I did with my arch/dev - though I only managed to get 43% while cloaking device is suppressed. I still rarely get hit, however.

    You can skip time bomb, though it is fun to run ahead of the team while stealth-capped and use it so that it goes BOOM once the team arrives.

    Keep trip mine. You can use it while hovering if you get as close to the ground as possible (same with gun drone).

    Even if you don't intend to make use of gun drone, if you can get the slots for it, you can get a nice +range def bonus from Expedient Reinforcement.
  24. Quote:
    Originally Posted by Madamme Mayhem View Post
    Hmm well i have never really had a pet, and i dont really feel that inclined to trust it to do alot of damage lol.

    On the matter of reactive. Im not going to take a specific power set to take advantage of somethign that will probably be corrected with the next issue.
    Even without taking advantage of the current Reactive procs, Sleet+Ice Storm is pretty strong. MH+DP+Terrify+Sleet+Ice Storm+Psi Scream/PSW = Dead things. Reactive just gets your end result quicker.
  25. Quote:
    Originally Posted by Asha'man View Post
    Thanks for the quick feedback. I will switch over to the doctored wounds "soon". Does the regen reach triple digits/sec?
    Since i'm working towards perma-dom I could probably do without the extra recovery. Chances are i'll cap out anyway since I like to fight big mobs.

    Oh, and Infini, I was talking about my plant/psy/ice in my sig. He's a beast!
    Triple digit regen numbers will depend more on your hp, I think. According the memory, ingame combat attribute numbers caps regen at around 8.12% hp/sec. I know it's at least 8% but under 8.5% (don't be fooled by what mids says as it can tell you over 12%). I haven't really played in a little over a week so I'll try to hop on him to get some numbers.