Infini

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  1. Infini

    Perma-Dom

    Quote:
    Originally Posted by ultrawatt View Post
    99% sure that triple stack is a lie. It's just like triple rage, icons are lieing to you.
    Probably. It's not that long of a triple stack looking at the icons. I think the first buff is flashing as the third one goes off. So, more like double stacked for the entire duration. Either way, it's free endurance more often.
  2. Quote:
    Originally Posted by Amy_Amp View Post
    I guess the debuff number would be 90% since I believe a targets damage can be brought down to 10%. Normally Kins are only really known for this, but a Ice/kin would be a good start for a tanker.
    Yea, Ice/Kin would be able to have pretty consistent -damage without the need for interface. For most things, though, CE+DN (-35%) helps a lot except against AVs that can 1 shot you regardless. Looking at you, bobcat :\

    Another thing about DN. If you can 4 slot it there's another easy 5% global recharge from Dark Watcher's.
  3. Void Total Radial (T3) does -50% damage and hits more targets than the core branch.

    There's a couple of ice/ build threads on the first page of the tank forum, i think. Good place to start for ideas. I've posted my current ice/ice build in both, however, it's a bit expensive. Bonuses you should focus on are getting softcapped s/l/e/n defense (not too hard for IA), then focus on a mix of +hp/regen/recharge.

    My build gets 2480hp and 1.14% regen (~28.4hp/sec). Endurance consumption is a bit heavy, especially with DN running, so Cardiac is the alpha I typically run with. Once you get more recharge into the build you can swap to spiritual if the mood suits you as EA will be up enough to cover endurance issues. I have 82.5% global recharge and Hasten for 152.5% total. Hoarfrost is perma and maxes out my hp. EA is up in about 18 seconds with cardiac slotted. BTW there are no purple sets in my build.

    Even with moderate slotting (just hitting the softcap, for example) will let you tank all the normal content pretty easily. all the -dmg you'll be tossing out will let you handle psi wielding mobs, too.

    I don't know what the -dmg % is for the interface procs, but CE+DN+void = 85%.
  4. with 5 doctored wounds slotting and the spiritual alpha, you can cap your regen off around 6 foes I think. depending on how you slotted health. Also, the regen debuff can peak over 1000%. My mind/psi's is 1087% and is perma.

    EDIT: before anyone chimes in on it. the recovery debuff is good at base numbers. will shut down an AV's recovery. I tested this in AE with a power analyzer. Probably not as effect for AVs with T9 powers that boost recovery, though. just wanted to toss that in there in case you elec/psi.
  5. I believe -Dmg isn't covered under general AV resistances. So stacking them would work. I use DN on my icer but I went with reactive interface since i'm ice melee. Also went with void radial for more -damage.

    The purple patch will affect your numbers, however.
  6. Infini

    Perma-Dom

    You can cram enough recharge into some builds to get triple stacked domination for a little bit. Nowadays, the only real benefit is getting a free end. refill more often. My mind/psi runs on 190% total global recharge (120% from IOs and 70% from hasten). I went this route instead of +rech/def because I wanted perma Drain Psyche, which I have. Additionally, the excessive recharges makes all my controls and attacks come up stupidly quick, so the defense really hasn't been needed.

    Fun fact: I can take my Dom into RWZ, use my accolade click powers, and run around confusing rikti guardians to get AM. after about 8 AMs stacked I'm at the recharge cap and those accolade powers are recharging in under 10 minutes - I haven't timed it but it is significantly less than its base recharge of 25 minutes.
  7. Quote:
    Originally Posted by Seldom View Post
    Eh. It's supposed to be a trap soft control power, not just a control power. If they let us use a power that doesn't have to be toe-bombed, can put foes to sleep, and slowly sap them, I'm totally cool with it being interruptable to compensate. Not every single part of the power can be changed, and interruptable traps have a precedent. Everything about the power makes it seem that it's meant to be used outside the heat of combat. Taking out interruption means that there's no risk to using it as a slap-dash sleep.

    That said, the 5 second interrupt could be reduced to 4 seconds. (same as trip mine)
    Another key discussion point was turning poison trap into a ranged power that fit more with the other powers in the set. The main debuffs are 70' and breath is 60', which is why I suggested 60'. If it's going to remain interruptible it needs a longer range, otherwise you're running the risk of aggro at 40' that can interrupt you. Taking stealth to alleviate this shouldn't be a prereq to make the power effective.

    Personally, while a ranged trap would be cool, I think trap-like powers should be left to sets like Traps and Devices.

    Now, a delayed effect would be pretty cool too. You toss over a fragile glob and a few seconds after it lands it diffuses into the air. Something on that order.
  8. Infini

    Ice/Ice Tanking

    Quote:
    Originally Posted by Finduilas View Post
    I agree that one attack is way too few--I like to have at least three secondary attacks by level 10-12. (Or two secondary attacks and a good pool attack like Air Sup.)

    But rather than Frozen Armor, I think at least two of the last four powers on New Dawn's build could easily be delayed a bit to pick up a couple more attacks. On my Ice/Axe, I don't think I took Icicles until the 20s or 30s.

    EDIT: I realize that Icicles could be considered an attack, but my preferred playstyle generally doesn't include standing around brawling enemies and waiting for a damage aura to whittle down their health.
    I wasn't trying to suggest frozen armor be pushed way into the teens or anything... but like between levels 8-12. At level 10 you can have it 3 slotted with DOs by the time you get around to do your first TF. Meanwhile, all of you other powers are decently slotted.

    Picking up one slot wonders or powers that don't need slots right away are good to get while you get your attacks slotted too. WI, CJ, Boxing, and CE are good candidates for this. For the OP, it would be good to know what temp powers he has available, such as ninja or beast run as those plus inherent fitness have really changed how builds can be put together (at least for me).
  9. Quote:
    Originally Posted by Seldom View Post
    Well, I mentioned a ranged approach to the trap earlier. This is for two reasons: a trap must be near the enemy to trigger. I know the devs probably do not see toe-bombing to be a proper use of trap powers but having to set a trap point blank even makes setting a trap in the open problematic. Having range means even using a trap preemptively, they are capable of being around a corner our further from aggro range. Secondarily, it's for theme. every other poison power is ranged. Having a power that is placed at the poisoner's position is completely different position-wise.

    The trap qualifier of the 'ranged trap' equation keeps this from being an out-and-out AoE control. You must plan placement and enemy position well enough to get it to function. Of course, if you make the range too far, it does become an aoe control, because you just toss it from across the room to an enemy's position, it goes off instantly, and nobody's the wiser. Hence why I'd give it only limited range, with a shorter interruption time. This way you still have to be careful working with it, and it still is better before battle, keeping to the 'prepare for the enemy' theme.
    sooo like 60' range and an overhand throw type of animation. hell even the animation from alkaloid might work to keep it simple. just change the actually glob that is thrown.

    OR

    Neutron Bomb's animation with a large spherical sack filled with poisonous liquid that instantly evaporates into a gas when popped.

    OR

    Envenom's animation but instead of a little glob, it's a continuous stream that forms the glob at the targetted location.
  10. Quote:
    Originally Posted by reiella View Post
    Oh, also going to look at aid other when I get back from work, need to determine how much of a slot commitment it ends up being.

    With Destiny, that was a difficult decision. Mostly went with barrier because I liked the idea of being def capped even if I wasn't tankerminding (kind of a silly idea I know ). Was also looking at Ageless because I do have end problems occasionally. However, since getting Miracle and Numinas slotted has reduced that to a state that is managable with inspirations. Will prolly go give it another look too, I got the threads for it so.
    Did not realize you had posted a new build as I was typing that first reply. >.>

    If you're defense is at least 34% you will get softcapped once one of the protector bots puts a shield on you. You'll still be under the cap during incarnate trials, however. Not a huge deal, IMO. So you could scale some of your defense back a little if you wanted to slot things differently. For your Protector Bots' ACC, drop the sovereign unique for and ACC IO or something similar.

    Speaking of ACC. Your accuracy in Provoke is low. I think it's because you're viewing it with Tactics toggled on while it has the BU proc in it. It adds the tohit bonus from the proc when you turn it on, same with any other BU proc like the soulbound one. You could sacrifice a slot from a power that's doing range/aoe defense for this and just use 1 ACC IO. I personally 6-slotted provoke with 1 acc/rech, 1 acc IO, 2 taunt/range/rech, and 1 each of taunt/range and taunt/rech to get as much out of it as I could.

    Also - Aid Other. Once the build is complete and you, your battle drones, and your assbot are running around with softcapped defense (protectors should have around 37%, you could probably leave Aid Other as a one slotter for a Heal IO. Otherwise you could 2 slot it with heal/rech or some other combo if you can get the slots. With Triage Beacon, I doubt you really need to devote a lot to it.

    Here's the build I'm looking at making for my own bot/traps. Biggest difference from yours is I opted for the Fighting pool instead of primary attacks. As a result, I didn't have to devote so many slots to defense bonuses. Although I don't have the layer of resistance under my defense, unless I go back to hoarfrost for more HP.

    Note: This build originally had Chill mastery for Flash Freeze and Hoarfrost. I might change it back but I've got about 20 levels before I have to decide.

    Villain Plan by Mids' Villain Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Speed
    Power Pool: Presence
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Heat Mastery

    Villain Profile:
    Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(34), BldM'dt-Dmg(48)
    Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(23), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-EndRdx/Immob(43)
    Level 2: Caltrops -- Posi-Dam%(A), ImpSwft-Dam%(25), RechRdx-I(48)
    Level 4: Triage Beacon -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Rchg(5), Dct'dW-Heal(37), Dct'dW-Heal/EndRdx(43)
    Level 6: Equip Robot -- EndRdx-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Acid Mortar -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(11), LdyGrey-DefDeb/Rchg/EndRdx(11), LdyGrey-DefDeb/Rchg(33), AnWeak-Acc/Rchg/EndRdx(46), Achilles-ResDeb%(50)
    Level 12: Protector Bots -- BldM'dt-Acc/Dmg/EndRdx(A), BldM'dt-Acc/Dmg(13), BldM'dt-Dmg/EndRdx(13), SvgnRt-Acc/Dmg/EndRdx(15), DefBuff-I(34), DefBuff-I(50)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/Rchg(17), LkGmblr-Def(40)
    Level 18: Provoke -- Mocking-Acc/Rchg(A), Mocking-Taunt/Rchg/Rng(19), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rng(23), Zinger-Taunt/Rchg/Rng(25), Acc-I(37)
    Level 20: Poison Trap -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Acc/EndRdx/Rchg/Hold(21), BasGaze-Rchg/Hold(33)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Assault Bot -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(27), EdctM'r-PetDef(27), EdctM'r-Acc/Dmg/EndRdx(29), EdctM'r-Dmg/EndRdx(34)
    Level 28: Seeker Drones -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(29), RzDz-Acc/EndRdx(31), RzDz-Stun/Rng(33), RzDz-Acc/Stun/Rchg(46), DampS-Rchg/EndRdx(50)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(31), LkGmblr-Def(40)
    Level 32: Upgrade Robot -- EndRdx-I(A)
    Level 35: Trip Mine -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Dmg(37)
    Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/Rchg(39), LkGmblr-Def(39)
    Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Tactics -- HO:Cyto(A), HO:Cyto(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Partial Core Revamp
    Level 50: Rebirth Partial Core Invocation
    Level 50: Cryonic Partial Core Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Warworks Total Core Improved Ally
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(7)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(7)



    Code:
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  11. Listen to Dechs, he's awesome.

    Anyway, definitely split up the SBAs if you're keeping them. And make room for provoke as even though your pets will have high defense, they'll still have aggro that'll kill them faster than if you were actively using provoke. I've never been too crazy for getting the MM attacks from the primary sets. If you're set on keeping them, at least drop 1 for provoke. If you don't mind dropping them, think about getting the fighting pool. Tough is a great mule for the steadfast IO and you could possibly slot it up some more to stack with charged armor. Then weave will get you 7% of your defense once it's slotted. This would allow you to reslot some other things better without having to shoot for those def bonuses.

    Side note, I noticed you have barrier chosen for your Destiny slot... maybe swap to Rebirth Core for the +hp.
  12. Infini

    Ice/Ice Tanking

    Quote:
    Originally Posted by New Dawn View Post
    I tanked a +2 Frostfire for an 8 man pug group with my Ice/Ice at lvl 6 herding like a level 50. There is not alot I could of done with armours at that point but I sure did like the hoarfrost as a omg hope is here button. The +hp given is potentially helpful to those supporting you as it can give them more time to react. Either way some people dont tank off the bat, for large teams and some do and we could all swear by some sauce. As mentioned before I rather do very little in respecing, like Largo says have the slots there for later. All my tankers will exemp to any level and cope with the content before them so slotting Hoarfrost early is how I'd be doing it.

    This would be my power order, one thing is wet ice at level 6 is a good idea for Frostfire.

    Hero Plan by Mids' Hero Designer 1.94
    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: Speed
    Power Pool: Fighting
    Power Pool: Flight
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Hoarfrost -- Empty(A), Empty(5), Empty(7), Empty(7), Empty(9)
    Level 1: Frozen Fists -- Empty(A), Empty(39), Empty(43), Empty(46), Empty(46)
    Level 2: Frozen Armor -- Empty(A), Empty(3), Empty(3), Empty(5)
    Level 4: Chilling Embrace -- Empty(A)
    Level 6: Wet Ice -- Empty(A)
    Level 8: Hasten -- Empty(A), Empty(9), Empty(11)
    Level 10: Taunt -- Empty(A), Empty(11), Empty(13), Empty(13), Empty(15), Empty(15)
    Level 12: Icicles -- Empty(A), Empty(17), Empty(17), Empty(19), Empty(19), Empty(21)
    Level 14: Super Speed -- Empty(A)

    I don't really think you need frozen armor at level 2. I've gotten into the habit of making sure I have some kind of attack chain while leveling because it makes it a lot easier. I wish I had done it when I made my ice tank because starting out his build looked pretty similar to this and I ran with FF and Frost for most of his career until I eventually respec'd to get IS sooner. Also, at the lower levels, taunt is completely unnecessary for holding aggro because CE is only bested by AAO from shields. So taunt could be replaced by either IS or frost and icicles could possibly be pushed out a little bit more in the teens for the other attack. Point is since your defenses aren't going to do much on TO/DOs, it makes more sense to get more attacks early to kill things before they kill you.

    With ninja/beast run available, you could even skip a travel power (or delay getting one further in the build) in favor of other powers or starting a power pool earlier, such as fighting. If you don't have them, then getting a travel power is pretty standard at 14. Personally, I don't see the need for a travel power unless it's for concept or pvp or getting SS for a stealthy toon. You can even get jet packs for the shadow shard.
  13. Quote:
    Originally Posted by Combat View Post
    Just a thought: Make Poison Trap sleep/drain endurance while not alerting the mob. That way it could be placed ahead of the group and the mob would be slept and drained of endurance by the time the group got to it. Then it would be very useful, but not necessarily overpowered (because it would be resisted by AVs, and wouldn't be as effective during a fight)
    This is pretty much what everyone is leaning towards. That it should be changed to something similar to Static Field, which also does sleep/end drain. /Poison's version would probably have a chance to hold like Neuro. Breath and Noxious Gas does.
  14. To reiterate - TOO much defense. All Ice Armor needs is 45% and it's good - even for incarnate content (if EA is slotted well). Try this build and see how it suits you.

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Rchg(9), Dct'dW-Heal(36), Dct'dW-Heal/EndRdx/Rchg(43)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(31), Acc-I(46)
    Level 2: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Dmg/EndRdx(31)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Dmg/EndRdx(31)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Boxing -- Acc-I(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(43)
    Level 12: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(13), LkGmblr-Def/EndRdx/Rchg(37)
    Level 14: Chilling Embrace -- EndRdx-I(A), Taunt-I(43)
    Level 16: Icicles -- M'Strk-Acc/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(17), Sciroc-Acc/Dmg/EndRdx(17), Sciroc-Dmg/EndRdx(34)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(19), LkGmblr-Def/EndRdx/Rchg(37)
    Level 20: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(25), KinCrsh-Rechg/EndRdx(50)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(33), RctvArm-EndRdx(40)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), GftotA-Def/EndRdx(33), GftotA-Def(37)
    Level 26: Energy Absorption -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(27), P'Shift-EndMod/Rchg(29), P'Shift-EndMod(33), Efficacy-EndMod/EndRdx(46)
    Level 28: Rage -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit(40)
    Level 30: Taunt -- Range-I(A)
    Level 32: Hibernate -- Heal-I(A)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Foot Stomp -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Dmg(40), FrcFbk-Rechg%(50)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/Rchg(42)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    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(15), Numna-Heal/EndRdx(34)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(15)



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  15. Reducing the cast time would also reduce its defiance buff - both in strength and duration. I'm not trying to say Gun Drone doesn't need a little love, just pointing out a possible consequence of it being changed. Personally, I would love it to be not interrupt-able at the very least. Such as waste of endurance if you get interrupted.
  16. Yes I think becoming a power like static field would fit poison trap well in the set. It seems to be the consensus of the more active posters in this thread. Only questions would be how strong should it be and what the animation should be like.
  17. I see lots of problems. Completely unnecessary to go for that much defense. Just hit 45-47% for s/l/e/n without EA and leave it at that. Rest of your bonuses should focus on +hp/regen/recharge (not in that order, but just a good mix of it).

    This is my Ice/Ice tank's current build. Should give you some ideas...

    Hero Plan by Mids' Hero Designer 1.94
    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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  18. Infini

    Ice/Ice Tanking

    Both Taunt and Permafrost can be put off until you final powerpicks or if you have nothing else you want to take. I took Taunt at 30 and Permafrost at 49. In regards to skippable powers, Greater Ice Swords is #1. Back to Taunt and Permafrost - they are also skippable to some degree. CE and Icicles can maintain aggro for you unless you're teaming with shield users. I ran my ice/ice tank to 50 without taunt and left him as such until i19 when I started playing again after a hiatus and like using taunt to grab ranged mobs. Permafrost is great for that extra little bit of fire resistance and it allows you to be completely immune to slows with EA up and it is a one-slot wonder for a steadfast +def IO.

    Being a tauntless tank requires you to be quite a bit more active, however, which isn't too bad if you take combat jumping. Herding is also encouraged as it keeps mobs on you to let your auras do their work and it doesn't take a lot of time if you stay ahead of your team to do it. Also will take longer if you slot CE for slow.

    Here's my current build for you to get some more ideas. When you're ready to start investing in IOs, softcapping s/l/e/n defense is priority. After that you should slot for a mix of +rech/regen/hp with a dash of recovery.

    Hero Plan by Mids' Hero Designer 1.94
    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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  19. Quote:
    Originally Posted by YoumuKonpaku View Post
    If you decide to take ageless, you can remove all of the slots from stamina/health and put them elsewhere.
    Only if you plan on doing level 50 content for the rest of your career... at the least I would have 2 slots in health and stamina.
  20. Quote:
    Originally Posted by OneFrigidWitch View Post
    Yeah, I can see it being valuable in a build without defenses, but in this case he has slotted significantly (and at cost....) to build for s/l def. For cheaper IOs, and endmod set IOs, you can get ~850% regen, and a LOT of -recov; sufficient enough to easily drain AVs and keep them there. In fights where the AV uses end costly attacks, its possible to ensure they never come out on an elec/psi, due to lack of end. Further, with high s/l def, its possible to wade into Incarnate level content, drop the bomb, sap them in one or two pulses of CA, and kill what you want, when you want, as the +2-4s try to brawl you to death. Plus, to be honest, I dont see how an extra 200% regen will help much, when if you go with rebirth you get that out of the gate, + a heal, + stupid hp/s. I get somewhere in the range of 40 hp/s when I pop rebirth plus a heal that garuntees I won't drop anytime soon.

    If he takes hoarfrost instead of those damn gremlins, he could have 2 heals, 1 massive regen, and 1 massive -recov, making it more than feasible to attempt to solo s/l based AVs. If the courage is there.
    All around, especially with the advent of rebirth, i just don't see the advantage of this type of slotting of DP, given you get bonuses from spiritual as well.
    I was testing my mind/psi against a level 53 Numina in AE some time ago and I was completely shutting down her recovery according to combat attributes via an analyzer temp power. I have no endmod enhanced in DP, either. More to the point, if you're sapping AVs would you not also be sapping everything else in a similar fashion? The extra regen is to get your through to the point in time where things are sapped or dead.

    And yes, rebirth is awesome, but ageless could be better for the debuff resistance if you're going to fight s/l mobs as most lethal attacks have -def in them.
  21. Quote:
    Originally Posted by OneFrigidWitch View Post
    This is very little different from my elec/psi/ice.

    Word of warning... I just don't see the value in the gremlins. I never used them low level, and high level they are utterly useless. I am so stupidly powerful that I just dont need the runts. I would love to respec out of the grems and pick up vengeance... I don't think I have enough rech for perma vengeance, but I could probably make it.

    I am curious, why go with the ribosomes in tough?

    edit: I went ion rare, rebirth rare, burny burny interface rare, and clockwork rare. The heals from the clockwork, heals from the rebirth, extra damage from interface, and ion glory make a huge difference. Without them, I do pretty well against anything thats NOT energy (which just eats me alive at +4).

    I also slotted DP differently, because with Spiritual, you will overcap regen. Put in some other end reducer or somesome to get extra glory.
    His slotting for DP is what I use on my mind/psi. The more you buff it, the less targets you need to cap, which is a big help in AV fights. Spiritual boosts this even further, makes DP perma in high recharge builds, and makes it the biggest regen debuff you can find in the game. Mine is sitting at 1087% -regen right now. Probably not necessary in a build with softcapped defenses, but it's pretty awesome on my build that has no defense.

    Doyler,

    Why did you change the slotting on Tesla Cage?
  22. Build looks good. Only thing I could suggest is dropping the 2 slots from tough (you could live without toggling it on - keep the steadfast in it, though) and put the slots into assault. THEN, change assault to tactics as you might have issues hitting +4s without it.

    In regards to Incarnate slots, for you Alpha it would depend on what you want to do. Spiritual will just about perma Drain Psyche and boost its +/- regen. If you don't want that, I would suggest Musculature, instead to boost the damage in your controls like tesla cage and chain fences.

    Interface - Reactive would be the obvious/popular choice. However, I would review the effects of the others to see which would fit your concept best.

    Judgement - Ion all the way. Fits thematically and has the highest target cap. I, personally, choose this depending on the character and playstyle. My tank, for instance, went with Void because he's in melee and likes to herd large groups. My Arch/dev Blaster went pyronic because of the fast animation so I could shoot it after RoA (and before the arrows hit).

    Destiny - I went Ageless - though moreso to assist teams than myself. The +rech is a bit redundant for me and I wasn't sure what else to go with. Clarion is out for permadoms unless you really want the +range/special. Rebirth Core might be good for you for the +hp to capitalize on the regen from DP and a heal doesn't hurt.

    Lore - Purely whatever you want. From other posts on the forums I've gathered that Warworks do the most damage. I went with CWK but I might change that later.
  23. Sorry but you won't be able to hit the softcap without using sets. SR lets you reach it easier, though. 4 slotting reactive armor into tough and getting a full set of both touch of death and mako's bite will softcap melee and range. Scirocco's dervish and eradication are good sets to get your aoe defense.

    Recommendation? Get those sets and then find cheaper set IOs to frankenslot at least your toggles as right now you'd probably get through an attack chain just a few times before you're sucking wind.

    Edit: Scratch that 4 slotting tough.. just get a steadfast +3% def IO and put it in it's base slot.
  24. Infini

    Ice/Fire build

    Waaaaaay too much defense and not much else. The defensive softcap is the same for everyone - 45%. In the Incarnate Trials it is technically 59% but as Ice Armor you don't need to build towards that as you can leverage EA.

    Try this build. Doesn't have Taunt, but it's arguable that Ice Armor doesn't need it. Doesn't have a travel power, either, but you could easily drop the pyre pool to fit that all back in if you want.

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Hoarfrost -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(9), Numna-EndRdx/Rchg(15), Mrcl-Heal/Rchg(43), Mrcl-Heal/EndRdx/Rchg(46)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 2: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Dmg/EndRdx(43)
    Level 4: Combustion -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-Dmg(9), Oblit-%Dam(37)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Kick -- Acc-I(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 12: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), GftotA-Def/EndRdx(13), GftotA-Def(15)
    Level 14: Chilling Embrace -- EndRdx-I(A), Taunt-I(40)
    Level 16: Icicles -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(17), M'Strk-Acc/Dmg/EndRdx(17), C'ngBlow-Dmg/EndRdx(21)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), GftotA-Def/EndRdx(19), GftotA-Def(21)
    Level 20: Build Up -- RechRdx-I(A), RechRdx-I(37)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(33), RctvArm-EndRdx(34)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), GftotA-Def/EndRdx(33), GftotA-Def(34)
    Level 26: Energy Absorption -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(27), P'Shift-EndMod/Rchg(33), P'Shift-EndMod(34), Efficacy-EndMod/EndRdx(46)
    Level 28: Fire Sword Circle -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-Dmg(31), Oblit-%Dam(37)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Hibernate -- Heal-I(A)
    Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(36), C'ngImp-Dmg/EndRdx(40)
    Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/EndRdx(40)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Dmg/EndRdx(45)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
    ------------
    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(25), Numna-Heal/EndRdx(43), Mrcl-Rcvry+(46), RgnTis-Regen+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(23)



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  25. Just get enough recharge to maintain domination - 85-95% global recharge is a comfortable range to shoot for so you won't have to panic if you don't click Hasten or Dom right away. Even though Earth may not utilize Domination as much as other sets, the mez protection alone is enough to warrant making it perma. After you get that "slightly above minimum" recharge you can focus your attention to other things like defense. Also, you can carry around lucks, instead of BFs with permadom.