Infini

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  1. Infini

    Ice/Fire tank

    I'll have to play with the build a little bit more later as I'm doing some traveling this weekend. Thoughts regarding Taunt and Ice Armor from personal play experience: Taunt is unnecessary to holding aggro with Ice Armor as it has two taunt auras. I never had any problems leveling up my Icer and only recently (like 1.5 weeks ago) respec'd into Taunt for my level 49 power pick in order to taunt the STF. Now that I have it I do find it useful for general pulling and such. That said, tanking without taunt while using ice armor is a different playstyle, imo. A more active play style that requires to you to jump around alot (CJ is handy for this). Herding is a big part of it too as you try to clump mobs together in order to keep them within your auras, though some dislike the idea of herding.

    Next... Permafrost. Yes, it is a power that can be skipped and never looked at again. However, combined with Wet Ice and Energy Absorption, you become 100% resistance to slow effects. And it's a great mule for a Steadfast: +def IO so you can slot Tough decently (though I didn't put any slots in Tough as I don't use it. It'll become a mule for the pvp +def IO).

    Finally, a question I'm not sure about. Greater Fire Sword. I didn't include it in the build I posted earlier because I figured it shared the same stigma associated with it's animation time that Greater Ice Sword has. Anyone know if that's the case or not?
  2. Infini

    Ice/Fire tank

    Quote:
    Originally Posted by Kamora View Post
    I am bumming a build off basically, but its not because im lazy, its only because i have no idea how to make one to follow.
    It's not a huge deal. The point was for you to a) get accustomed to using mids (practice makes perfect... or so they say) and b) to assemble power picks you would be happiest with, which we (the forumites) could help you optimize to get the most out of it. Didn't necessarily need for you to slot. Just power picks in any order. In addition, everyone builds differently. Since I no longer PvP (and can just make a 2nd build for it), I don't see the need to have travel powers as I have Ninja/Beast Run. Sure I'll take Hover/CJ, though. All that said, here's something I threw together in about 5 minutes. No purples, but it is still a fairly expensive build. The empty slot in Icicles is empty on purpose - the Gladiator -Res proc. At least that's what I'm working towards on my Ice/Ice tank.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Fiery 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(5), Dct'dW-Heal(9), Dct'dW-Rchg(23), Dct'dW-Heal/EndRdx(34)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(37)
    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(15), C'ngImp-Dmg/EndRdx(37)
    Level 4: Combustion -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Dmg(11), Oblit-%Dam(34)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Boxing -- Acc-I(A)
    Level 10: Chilling Embrace -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(46), Taunt-I(48)
    Level 12: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(31)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43), Ksmt-ToHit+(48)
    Level 16: Icicles -- M'Strk-Acc/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(17), Sciroc-Dmg/EndRdx(17), M'Strk-Acc/Dmg(21), Empty(46)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(31)
    Level 20: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(21), GSFC-ToHit/Rchg(33), GSFC-Rchg/EndRdx(46), GSFC-ToHit/Rchg/EndRdx(48)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40), RctvArm-ResDam/Rchg(40)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(33)
    Level 26: Energy Absorption -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(27), P'Shift-EndMod/Rchg(33), Efficacy-EndMod/EndRdx(39), P'Shift-EndMod(50)
    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(34)
    Level 30: Permafrost -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(50)
    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/Rchg(37)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx(42)
    Level 44: Darkest Night -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb/Rchg/EndRdx(45), DampS-Rchg/EndRdx(45), DarkWD-ToHitDeb/EndRdx(45)
    Level 47: Super Speed -- EndRdx-I(A)
    Level 49: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rng(50)
    ------------
    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(23), RgnTis-Regen+(43)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(43)
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Melee)
    • 4.875% Defense(Ranged)
    • 3% Defense(AoE)
    • 3.6% Max End
    • 4% Enhancement(Heal)
    • 62.5% Enhancement(RechargeTime)
    • 66% Enhancement(Accuracy)
    • 15% FlySpeed
    • 168.67 HP (9%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Immobilize) 8.25%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 2.2%
    • 3.5% (0.058 End/sec) Recovery
    • 62% (4.851 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 15% RunSpeed



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  3. Infini

    Ice/Fire tank

    Are you looking for a leveling build or endgame build? Try throwing one together so you can get in any pool/travel powers to fit your taste and we can go from there.

    Generally speaking, though, for Ice Armor you want to softcap (45%) S/L/E/Ne defense types (which isn't hard to do). After that you want to slot for +regen/+hp/+rech. Not necessarily in that order, but after defense those are the 3 attributes you want to focus on building for.

    Some tips to help you softcap: get weave and combat jumping. grab a Steadfast Protection: res/+3 def IO and slot it into either Tough or Permafrost (if you take it). After those things, it's pretty trivial to finish softcapping with IO sets. By softcapping, I also mean without using Energy Absorption.
  4. Doh I completely failed to realize Parry becomes unnecessary with softcapped defenses. I'll echo what theheat said about opening up your build by dropping Parry. Also the procs I put in the attacks are totally interchangeable with whatever you'd like to put in.

    BTW, theheat, I didn't see a link or chunk to the build you revised.
  5. Quote:
    Originally Posted by Seldom View Post
    For extra recharge, I do a 5-slot doctored wounds with the sixth being an accuracy IO.
    I would use this for a end game build. Leveling up you can frankenslot it with a variety of sets. Slotting for Regen also enhances the -regen component of the power, making it the biggest -regen buff available, I think.
  6. Your second build is quite confusing. The trick to softcapping defense is to stack bonuses with any defenses your powersets give. Using Kinetic Combats to get melee defense is silly as you can get the melee defense of 2 sets of kinetic combat from just 1 full set of Touch of Death. Also, with SR you should start stacking your defense by properly slotting your toggles and passives. Your end use is ridiculous. Having knockback protection IOs is completely unnecessary unless you're trying to get all the bonuses from its set.

    I redid your build a little bit. Reordered a few powers but completely reslotted it. Included the some purples, too. There are other slotting arrangements to maintain softcap (without needing the Nerve Alpha slot) and not gimp your build, but this one is pretty simple, imo.

    If you were dedicated to Nerve, then stick with it... but the build i'm suggesting will allow you to use other Alpha trees if you so choose.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Medicine

    Hero Profile:
    Level 1: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(45)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(21)
    Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(21)
    Level 4: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(45)
    Level 6: Slice -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(7), Sciroc-Acc/Dmg/EndRdx(7), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(39), AnWeak-%ToHit(43)
    Level 8: Parry -- HO:Nucle(A), HO:Nucle(9), HO:Membr(9), HO:Membr(13), Mako-Acc/Dmg/EndRdx/Rchg(29), C'ngImp-Dmg/EndRdx/Rchg(45)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(34), S'dpty-Def/Rchg(50)
    Level 14: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(25), GSFC-Build%(31)
    Level 16: Kick -- Acc-I(A)
    Level 18: Fly -- Flight-I(A)
    Level 20: Quickness -- Run-I(A)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(23), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/EndRdx/Rchg(40)
    Level 24: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(34), S'dpty-Def/Rchg(50)
    Level 26: Disembowel -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(27), Hectmb-Dmg/Rchg(27), Hectmb-Dmg/EndRdx(29), Hectmb-Dam%(37), FrcFbk-Rechg%(46)
    Level 28: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(34), S'dpty-Def/Rchg(50)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 32: Head Splitter -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(33), Armgdn-Dmg/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(37), Achilles-ResDeb%(46)
    Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(39), Ksmt-ToHit+(40)
    Level 41: Whirling Sword -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Dmg(42), Oblit-%Dam(43), Achilles-ResDeb%(43)
    Level 44: Aid Other -- Heal-I(A)
    Level 47: Aid Self -- Numna-Heal/Rchg(A), Numna-Heal(48), Numna-Heal/EndRdx/Rchg(48), IntRdx-I(48)
    Level 49: Elude -- RechRdx-I(A)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), RgnTis-Regen+(36), Mrcl-Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), EndMod-I(40)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 11% DamageBuff(Smashing)
    • 11% DamageBuff(Lethal)
    • 11% DamageBuff(Fire)
    • 11% DamageBuff(Cold)
    • 11% DamageBuff(Energy)
    • 11% DamageBuff(Negative)
    • 11% DamageBuff(Toxic)
    • 11% DamageBuff(Psionic)
    • 6.125% Defense(Smashing)
    • 6.125% Defense(Lethal)
    • 5.813% Defense(Fire)
    • 5.813% Defense(Cold)
    • 6.125% Defense(Energy)
    • 6.125% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 8.625% Defense(AoE)
    • 48% Enhancement(Accuracy)
    • 62.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 180.71 HP (13.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 6.05%
    • MezResist(Stun) 2.2%
    • 14.5% (0.242 End/sec) Recovery
    • 86% (4.808 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 3.125% Resistance(Negative)
    • 10% RunSpeed



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  7. Are you full Hero? if you're one of the 'grey' alignments (vig or rogue) you could just get the easier versions of the accolades. Some are easier to get red side or blue side.

    but not a huge deal if you don't. personally I only run my def toggles while on teams that have other defense buffs. otherwise I just toggle on Tactics, SS, and alternate between CJ and hover (depending on what i'm doing).
  8. If you have 98% global recharge before hasten is added in, you'll be able to maintain Permadom. You just have to pay attention for Dom and Hasten to recharge and use them ASAP. So, no, you don't need to go the Spiritual route if you wanted to do something else. My Dom has 190% rech (w/ hasten) and I still went with Spiritual mainly in order to boost Drain Psyche and get sleet up faster. I'm going to start down the Nerve track, however to see how it does.

    In order to get the defense you want, you'd have to sacrifice a little recharge. Some set combinations make it easier than others, I believe. All in all you did a good job. I reworked you build a little bit. You lose about 6% global recharge, but you can softcap your range defense with a small purple. Again it is still permadom... you just have to be more mindful about your clicks to maintain it.

    Alpha slot: you could still stay Spiritual if you want your powers to be up more often. However, Cardiac might be a better choice since there isn't that much end redux in the toggles and some attacks. Cardiac will also boost the range of your powers, which will work wonders with your ranged playstyle.

    Side note: I recommend you go through the motions in order to get the 4 passive +hp/end accolades. They help a lot with your regen and recovery.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Tremendo Terremoto: Level 50 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery

    Villain Profile:
    ------------
    Level 1: Fossilize BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5)
    Level 1: Flares Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(45)
    Level 2: Stone Cages Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/Rchg(11), Posi-Dmg/EndRdx(17), Posi-Dam%(17)
    Level 4: Fire Breath Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(37)
    Level 6: Quicksand TmpRdns-Dmg/Slow(A), TmpRdns-Acc/EndRdx(7), TmpRdns-Rng/Slow(7), TmpRdns-EndRdx/Rchg/Slow(9), TmpRdns-Acc/Dmg/Slow(11), TmpRdns-Acc/Slow(45)
    Level 8: Hasten RechRdx-I(A), RechRdx-I(9), RechRdx-I(21)
    Level 10: Fire Blast Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(29), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(45)
    Level 12: Stalagmites Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Stpfy-KB%(50)
    Level 14: Stealth LkGmblr-Rchg+(A)
    Level 16: Embrace of Fire RechRdx-I(A)
    Level 18: Earthquake DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(21)
    Level 20: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46)
    Level 22: Tactics EndRdx-I(A)
    Level 24: Vengeance LkGmblr-Rchg+(A)
    Level 26: Volcanic Gasses BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(27), BasGaze-Acc/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(29)
    Level 28: Consume P'Shift-EndMod/Acc(A), P'Shift-EndMod/Acc/Rchg(37), P'Shift-EndMod(40)
    Level 30: Combat Jumping LkGmblr-Rchg+(A), Winter-ResSlow(42)
    Level 32: Animate Stone ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(46), ExRmnt-+Res(Pets)(50)
    Level 35: Blazing Bolt Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(36), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dmg/EndRdx/Rchg(37)
    Level 38: Blaze Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Fire Ball Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46)
    Level 44: Rise of the Phoenix RechRdx-I(A)
    Level 47: Fire Shield RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48), RctvArm-EndRdx(48), S'fstPrt-ResDam/Def+(50)
    Level 49: Melt Armor Acc-I(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Domination
    Level 1: Sprint Run-I(A)
    Level 2: Rest Empty(A)
    Level 4: Ninja Run
    Level 2: Swift Run-I(A)
    Level 2: Health Empty(A)
    Level 2: Hurdle Jump-I(A)
    Level 2: Stamina EndMod-I(A), EndMod-I(43), EndMod-I(43)
    ------------
    Set Bonus Totals:
    6% DamageBuff(Smashing)
    6% DamageBuff(Lethal)
    6% DamageBuff(Fire)
    6% DamageBuff(Cold)
    6% DamageBuff(Energy)
    6% DamageBuff(Negative)
    6% DamageBuff(Toxic)
    6% DamageBuff(Psionic)
    4.25% Defense(Smashing)
    4.25% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    25.5% Defense(Energy)
    25.5% Defense(Negative)
    3% Defense(Psionic)
    3.625% Defense(Melee)
    27.38% Defense(Ranged)
    3% Defense(AoE)
    0.9% Max End
    1.5% Enhancement(JumpSpeed)
    1.5% Enhancement(FlySpeed)
    1.5% Enhancement(JumpHeight)
    1.5% Enhancement(RunSpeed)
    92.5% Enhancement(RechargeTime)
    3% Enhancement(Stun)
    48% Enhancement(Accuracy)
    17% FlySpeed
    53.41 HP (5.252%) HitPoints
    17% JumpHeight
    17% JumpSpeed
    MezResist(Confused) 2.5%
    MezResist(Held) 2.5%
    MezResist(Immobilize) 3.6%
    MezResist(Sleep) 2.5%
    MezResist(Stun) 2.5%
    MezResist(Terrorized) 2.5%
    24% (0.401 End/sec) Recovery
    32% (1.359 HP/sec) Regeneration
    20% ResEffect(FlySpeed)
    20% ResEffect(RechargeTime)
    20% ResEffect(RunSpeed)
    10% Resistance(Smashing)
    10% Resistance(Lethal)
    14.73% Resistance(Fire)
    14.73% Resistance(Cold)
    10% Resistance(Energy)
    10% Resistance(Negative)
    10% Resistance(Toxic)
    10% Resistance(Psionic)
    17% RunSpeed






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  9. I've only done it once. Ran the STF shortly after I finally gave in and respec'd into Taunt on my Icer. Throughout his career I refused to get it for him, though. So first time I hover taunted LR he shot me once while I was getting that initial taunt (popped Hoarfrost to counter) then just continued to spam taunt without him attacking at all. Eventually he started jumping on the little spires in his courtyard area, but never attacked me or my team. Similarly, a friend of mine who runs and Ice/SS tank does the same thing with a range-boosted taunt (about 100ft). It's safe, efficient, and dare I say, reliable.

    I haven't taken part in any of the I20 content on test, but from what I've been reading, content is steering away from 'tank and spank'. New tactics are going to be developed by players in order to make up for not being able to stand directly toe to toe with foes. Hover taunting is a small example of this. It's all about adapting and trying something different. Typical 'tank and spank' sometimes becomes so mind numbing that I have to do something reckless to spice things up, like aggroing that nearby mob or another AV and bringing it to the mob/av the team's already fighting.

    Whatever anyone's opinion of hover taunting, the theory behind it is sound, even if those executing it fail.
  10. Quote:
    Originally Posted by Sprite Fire View Post
    with a few purples you don't need to do the coward method of hovertanking. My WP tanker is softcapped across all damage types (except psy). Chew a single med purple inspiration, stand toe to toe with him and wait for the team to take out the blue tower. once that's down you don't even need the purples anymore.

    game over.
    Even with softcapped defense plus a medium purple, once the dice roll badly, it's game over for the tank. I stood toe to toe with LR without any purples or oranges and lasted through 2 towers before I got taken down. Hover taunting is just safer for the team because once the tank's down, the rest of the team usually gets ganked too. A tank's job is to keep aggro off the rest of his team. You may call hover taunting cowardice, but I call it efficient.
  11. Quote:
    Originally Posted by Stormfront_NA View Post
    Never tried the hovering, which all my tanks have by default, but seldom use. When you hover, my take is you float at a height just beyond melee range from Lord Recluse?
    Best way to do it is to have Taunt's range slotted up and taunt from maximum range. Not only do you keep LR's aggro, but you also don't have to worry about his Channelgun. My icer's taunt is just 2 slotted with a taunt/range and a range IO for about 100ft.
  12. Infini

    Ice/stone

    Quote:
    Originally Posted by Smiling_Joe View Post
    Surprised no one said ranged defense. You don't have to softcap, but getting 15-20% ranged defense from sets is fairly easy and if you're already taking combat jumping, maneuvers, and weave (and you should) then it's not hard to get as much as 25-30% ranged defense.

    Why do this?

    Psi hole. Cap S/L and E/N all you want; your biggest foe is Psionic, and you have exactly squat for defense against that. Slotting for Psionic from sets isn't particularly easy, but since most of the really nasty Psionic is ranged you've got pretty good coverage.
    Let's say my Icer has a 5% chance to get hit by anything. Psi damage gets bumped up to 10-15% (just my opinion from playing). I rarely get hit by psi attacks. Not as rarely as the attacks I'm softcapped to, but rarely, nonetheless. That's what Hoarfrost, Hibernate, and Chilling Embrace are for. Then again, I also use Darkest Night, which might have something to do with it.
  13. Infini

    Ice/stone

    In regards to Alpha slotting, Cardiac Core would be good if you're still having endurance issues (and could allow you to drop conserve power if you wanted). Otherwise I would say Spiritual Radial or Nerve Radial. Hell, Musculature Radial would be good if you wanted to get more sapping out of EA, but that would be my last choice if I had to choose.
  14. Infini

    Ice/stone

    I kept your power picks the same and stripped out the slots, reordered them, and reslotted them. The slotting of Weave is that way because with another LotG the hp bonus would break the rule of 5, which you broke 3 times in your build. The slotting of EA and Icicles is what I use on my ice tank, as is the slotting on seismic smash (freezing touch for me). Only took 3 sets to cap your defense, the rest of the slotting i devoted to +rech, which usually included +hp/regen. You should be able to keep your soft cap in some exemplaring (though you'd have to use level 30 IOs in Taunt and Tough to match the bonus def you get from Basilisk).

    Another route you could take would be to go villain long enough to pick up Soul Mastery for Darkest Night, which is sexy for Ice Armor.

    EDIT: FYI I turned on all the passive accolade powers (for +hp/end). Turn them off to properly compare this build to yours. Also, are you planning on going Incarnate with this tank?

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Avalanche: Level 50 Mutation Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(13), LkGmblr-Def/EndRdx/Rchg(40)
    Level 1: Stone Fist -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(43)
    Level 2: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(43)
    Level 4: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(43)
    Level 6: Hoarfrost -- Dct'dW-Heal/Rchg(A), Dct'dW-Rchg(9), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal(25), Dct'dW-Heal/EndRdx(34)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15), Ksmt-ToHit+(50)
    Level 10: Wet Ice -- EndRdx-I(A)
    Level 12: Chilling Embrace -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(15), Taunt-I(45)
    Level 14: Super Jump -- EndRdx-I(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(19), LkGmblr-Def/EndRdx/Rchg(40)
    Level 20: Fault -- Amaze-Acc/Stun/Rchg(A), Amaze-Acc/Rchg(21), Amaze-Stun/Rchg(21), Amaze-EndRdx/Stun(34), Amaze-Stun(37)
    Level 22: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(23), M'Strk-Acc/EndRdx(23), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Acc/Dmg(46)
    Level 24: Kick -- Acc-I(A)
    Level 26: Energy Absorption -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(27), P'Shift-EndMod/Rchg(29), Efficacy-EndMod/EndRdx(31)
    Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(42), RctvArm-ResDam/Rchg(45)
    Level 30: Weave -- LkGmblr-Rchg+(A), S'dpty-Def/EndRdx(31), S'dpty-Def(31), S'dpty-Def/EndRdx/Rchg(40)
    Level 32: Hibernate -- Heal-I(A)
    Level 35: Tremor -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Dmg(37), FrcFbk-Rechg%(46)
    Level 38: Seismic Smash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), Dmg-I(45), Dmg-I(46)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Physical Perfection -- EndMod-I(A)
    Level 47: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rng(48), Mocking-Taunt/Rchg(48), Mocking-Taunt(48)
    Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A), ResDam-I(50)
    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: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(25), RgnTis-Regen+(37), Mrcl-Rcvry+(50)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(11), EndMod-I(13)
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.875% Defense(Melee)
    • 4.875% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 63% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 80% Enhancement(RechargeTime)
    • 119.47 HP (6.375%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 7.7%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 7% (0.117 End/sec) Recovery
    • 56% (4.381 HP/sec) Regeneration
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)



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  15. Infini

    Ice/stone

    Quote:
    Originally Posted by Syntax42 View Post
    Start by soft-capping S/L and E/N defenses. After that, HPs and regen are what you should build for. You shouldn't need more than the Miracle and Numina uniques for recovery.
    This. After getting your defense up, hp/regen become pretty important. recovery isn't really an issue unless you're fighting an AV or just burning through endurance faster than EA can keep up. Recharge bonuses are pretty nice too to get Hoarfrost and EA back faster. again, regen is pretty important unless you're using aid self.

    if you post a build yourself, we can help you out with sets and slotting a bit easier.
  16. A note about slotting for defense bonuses: if your powersets already grant you defense of either positional or typed, your defense bonuses should compliment those. WP/ is typed defense, so there's no need to go for the 6th-slot positional bonuses like in Red Fortune and Touch of Death. Kinetic Combats are very expensive, but between R- and A-merits, it's doable to get them in a reasonable about of time.

    Here's my suggestion for a build update. I just imported your build, kept the power picks the same, and stripped/rearranged slots and changed enhancements. Ice is a little lower on damage so I slotted for some decent global recharge to help you go through your attack chain, which the extra recovery you get with wp/ should be enough to support it. Notice the Sandman proc in FA. That's how I have it slotted on my Ice/Ice/Soul. When it procs I get a 94hp heal, which can proc multiple times if you're surrounded by mobs. It's not reliable, sure, but I've had it proc 5 times in one go for a 470hp heal. I feel it's pretty nice to patch up minor scratches.

    One last bit before I post the build. Alpha slotting. Personally I think you should go with Nerve Radial (included in this build). It will boost your Acc, Def, Holds, and Taunt. Also, I don't know if you have all the passive Accolades, but I included those, too. It is a pretty expensive build as I like long term projects.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Snowbrawl: Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Ice Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(43)
    Level 2: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(36)
    Level 4: Frost -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/EndRdx(17), Posi-Dmg/Rng(27), Range-I(46)
    Level 6: Super Jump -- Winter-ResSlow(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(50)
    Level 8: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(23)
    Level 10: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(11), Numna-Heal(11), Taunt-I(34), Taunt-I(43)
    Level 12: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13)
    Level 14: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(46)
    Level 16: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), RgnTis-Regen+(17), Numna-Heal(33), Numna-Heal/EndRdx(37)
    Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(23)
    Level 20: Ice Patch -- RechRdx-I(A)
    Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(27), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(43), Mocking-Rchg(45)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(25), LkGmblr-Def(37)
    Level 26: Boxing -- Acc-I(A)
    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(33), Dmg-I(40)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 32: Strength of Will -- ResDam-I(A), ResDam-I(33)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36)
    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%(40)
    Level 41: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-Rchg/Hold(42)
    Level 44: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Dmg/EndRdx(45)
    Level 47: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit(48), AdjTgt-Rchg(50)
    Level 49: Resurgence -- RechRdx-I(A), RechRdx-I(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Nerve Total Radial Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(15), Mrcl-Heal/EndRdx(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13)
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 15.5% Defense(Smashing)
    • 15.5% Defense(Lethal)
    • 6.125% Defense(Fire)
    • 6.125% Defense(Cold)
    • 10.5% Defense(Energy)
    • 10.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 4.563% Defense(AoE)
    • 1.8% Max End
    • 68.75% Enhancement(RechargeTime)
    • 27% Enhancement(Accuracy)
    • 309.22 HP (16.5%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 7.7%
    • MezResist(Stun) 2.2%
    • 9% (0.15 End/sec) Recovery
    • 88% (6.885 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.575% Resistance(Fire)
    • 6.575% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  17. Here is what I came up with. With a Luck you can softcap s/l/n/e. The slotting for Freezing Touch is what I'm currently using and it allows me to perma hold bosses while cycling through my attack chains. The build looks good to me on paper, but I'm not sure for practical uses. My Ice tank can afford to get more recharge bonuses and has EA, so attack chains may not be as fluid with this build. Also, dropped OG for CoF mainly for the -tohit to stack with your defenses, even though it makes the build more end hungry.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fallen Legend: Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Ice Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(34), S'fstPrt-ResDam/Def+(45)
    Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(34), S'fstPrt-ResKB(45)
    Level 4: Frost -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(25), Posi-Dam%(42)
    Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(34), S'fstPrt-ResKB(45)
    Level 8: Dark Regeneration -- Theft-+End%(A), Zinger-Acc/Rchg(9), Nictus-Acc/EndRdx/Heal/HP/Regen(15), Nictus-Acc/EndRdx/Rchg(17), Numna-Heal/EndRdx(37), Numna-EndRdx/Rchg(46)
    Level 10: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(11), Erad-Acc/Dmg/Rchg(11), Sciroc-Acc/Dmg/EndRdx(25), Sciroc-Dmg/EndRdx(40)
    Level 12: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 14: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rng(33), Mocking-Taunt/Rchg/Rng(37), Mocking-Rchg(37), Mocking-Acc/Rchg(43)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(33)
    Level 18: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(36)
    Level 20: Ice Patch -- RechRdx-I(A)
    Level 22: Super Jump -- Jump-I(A)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(27), RctvArm-ResDam/Rchg(33)
    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(43), Dmg-I(50)
    Level 30: Cloak of Fear -- N'mare-Acc/EndRdx(A), N'mare-EndRdx/Fear(46), N'mare-Acc/Fear(48)
    Level 32: Soul Transfer -- RechRdx-I(A)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Frozen Aura -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(39), Oblit-Dmg/Rchg(39), Oblit-Dmg(40), Sciroc-Acc/Dmg/EndRdx(50)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43)
    Level 44: Physical Perfection -- EndMod-I(A)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(50)
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Mrcl-Rcvry+(40), RgnTis-Regen+(46)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(17)
    Level 1: Gauntlet
    Level 4: Ninja Run



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  18. Quote:
    Originally Posted by Valorin View Post
    Greater Ice Sword- Most folks seem to hate this power. I have never tried it. I will leave the bashing of it to those who have.
    I can't make many recommendations for Dark Armor (though i'm currently leveling an elec/dark stalker), but I have an Ice/Ice/Soul Tank so I shall stick to Ice Melee. Greater Ice Sword is currently skipped by most tank that use Ice because you can get better single target DPS with Ice Sword. I took GIS while leveling my tank and while it's good damage, the animation time and end use was pretty bad. So when I began reading on the forums about dropping it for IS, I tried it out and have yet to regret the decision. Also you can take IS sooner so you have a more complete attack chain when exemplaring.

    My single target chain goes something like Frozen Fists (for bruising) then IS -> FT -> IS -> Gloom. It actually takes care of bosses pretty quickly. When surrounded by mobs I still focus on the Bosses, letting Frost and Frozen Aura take care of minions/Lts. That chain is FF -> FT -> Gloom -> FA -> Frost. If hasten's down I have to squeeze FF or IS to fill the chain. Since it does not look like you're taking any epic pool attacks, I would expect your chain to be similar to mine (using FF where Gloom is in the chain). In addition to being pretty decent damage, it is also a decently quick, yet end-efficient chain.

    I'll take a crack at your combo with Mids to see what I can come up with. Always good to have various routes to gain inspiration from
  19. Here's the end game build for the km/regen scrapper I'm currently leveling. 30% melee defense and 62.5% global recharge are the highlights. Tier 4 Spiritual Core gets near perma hasten.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Regeneration
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Body Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(46)
    Level 1: Fast Healing -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(23), Numna-Heal(42), Numna-Heal/EndRdx(48)
    Level 2: Smashing Blow -- T'Death-Acc/Dmg(A), T'Death-Dam%(3), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(46)
    Level 4: Reconstruction -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(15), Dct'dW-Heal(37), Dct'dW-Heal/EndRdx(40)
    Level 6: Power Siphon -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(7), AdjTgt-ToHit/EndRdx/Rchg(15), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit(43)
    Level 8: Boxing -- Acc-I(A)
    Level 10: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(37), Dct'dW-Heal/EndRdx(40)
    Level 12: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13)
    Level 14: Hover -- LkGmblr-Rchg+(A), Ksmt-ToHit+(36)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(17), Numna-Heal/Rchg(21), EndRdx-I(50)
    Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(45)
    Level 20: Resilience -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(42)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(43), RctvArm-ResDam/Rchg(45)
    Level 24: Weave -- LkGmblr-Rchg+(A), HO:Cyto(25), HO:Cyto(43)
    Level 26: Focused Burst -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(27), Dev'n-Acc/Dmg(27), Dev'n-Dmg/EndRdx(31), FrcFbk-Rechg%(36)
    Level 28: Instant Healing -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(37), Dct'dW-Heal/EndRdx(40)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Concentrated Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dam%(46)
    Level 35: Revive -- RechRdx-I(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Dark Blast -- HO:Centri(A)
    Level 44: Shadow Meld -- LkGmblr-Rchg+(A), HO:Membr(45)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(48), HO:Cyto(48)
    Level 49: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-Rchg/EndRdx(50), GSFC-ToHit(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Heal(25), Numna-Heal/EndRdx(42)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13)



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    |-------------------------------------------------------------------|
  20. It has mez protection to all except confuse. You can look at its combat attributes ingame, FYI. It has higher resistance numbers because it can't be healed.
  21. Infini

    Ice/Elec Tanker

    I think my Ice/Ice tank is built similarly to yours. The only thing I definitely have issues with is toxic damage. Psi can be problematic, too, but those attacks typically miss whereas toxic always hits me. Otherwise, anything is tankable, including +4 AVs.
  22. Mids has Paralytic listed as a 9.5 second base hold duration, which means you can slot it so it is stackable - just for only 5 or so seconds depending on how you slot it. If you have the slots to spare, my vote goes for M30 as extra damage is nice with mercs. If not I'd say snag Paralytic with minimal slotting to mez any pesky mobs in a spawn, like Sappers.
  23. Thanks guys. Going to try it out. Even if it's every 10 seconds, that's 3 chances per cast.
  24. Does anyone know how the Achille's Heel -res proc behaves in Water Spout? Does it have a chance to proc with each damage tick from the spout or would it even work at all?
  25. Looks good. My only suggestion would be to alter Siphon Life's slotting a bit. You're relying soley on global recharge for it. If you happen to exemplar you won't be getting the most out of it. My dm/sr is going for 2 Nucleus, a dam/end/rech IO, and 3 Numina (end/heal, rech/heal, and end/rech/heal). Won't be as damaging and the healing can be brought back up with Spiritual alpha slot, but the power will be more efficient, imo, in lower level play.