Katten

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  1. Quote:
    Originally Posted by ChaosAngelGeno View Post
    In terms of DPS, The T4 Spiritual Alpha slot is better because it allows you to triple stack Follow Up; provided you have enough recharge beforehand in enhancements and IO set bonuses.
    Just checking to see if I'd be anywhere close since otherwise it's not of much use to me, especially with it causing PB to fire even MORE often than it already does. What sort of recharge do you need to triple stack?
  2. Quote:
    Be honest. I got you.
    Arrgh, it's April 2nd now, caught me with my guard down. Dang it Bass, I love Ice Armor!
  3. To-Doomguide

    Wow, I really like this second build. This is very close to what I already have (atleast in number of slots on powers, and power selection) Which left similar defense numbers. So if I slot nerve (working on alpha now) I can remove my pointless seeming defense buff IO sets almost entirely to focus on other things. That's really quite cool (my build was better before the zephyr nerf) Also, no need for focused accuracy to even be in the build anymore after that.

    Now that I'm thinking on it too... what's musculature (which I would have gotten) really gonna do anyway? An extra 15-30 damage on each attack? Reasonably keeping all my double proccd attacks tends add more than that.

    Thanks (though I know it's kind of dredgin it up) for this build. Maybe not optimal to some, but definitely is to me and my prochorse.
  4. Katten

    6 hours downtime

    Quote:
    Originally Posted by TriAngel_EU View Post
    Uh huh (hours later) I'll believe it when I see it
  5. Katten

    6 hours downtime

    I guess we just won't be playing today.

    From what I've seen a few people who have gotten on have noticed a significant rollback to previous saves when maintenance finished the first time. Seems NC probably views this as bad, and is not coming back on until they can figure out how to fix the oh s***ery going on.

    Of course I'm probably wrong, but that's what I'm imagining over this ridiculously long maintenance time.
  6. Quote:
    Originally Posted by Amir View Post
    Ice melee really lacks damage which I found out the hard way. So until they proliferate ice melee to another AT I came up with two builds that may help rememdy this.
    Lucky for you ice has been changed pretty significantly, namely, frozen aura is now the exact same damage/rech as foot stomp and it's COLD damage. The sleep is just handy cause it detoggles folks, but it does considerable damage now, with lightning reflexes to back it up with speed or SD with damage you really should be able to pack a punch.

    Also, I don't know what you're reading in to, but frost, if you don't already know is simply one of the best attacks tankers get. Slot atleast one range in it, it activates super fast, does great damage (3 ticks, but it's not light) recharges quickly, and works excellent as a PBAoE if you jump before you fire it off. Very easy to hit 10 enemies with it.

    I'm currently working an ice/ice up now, but between frost and frozen aura I have no problem holding my own in the AoE damage arena... it's just single targets that can hurt. Take advantage of bruising, for single targets my attack chain tends to be FF->FT->IS->*frost or Ice bolt*(whatever extra attack you like) repeat. It doesnt seem like much, but after you complete the chain once and have 2-3 DoT's anticking away on a likely held enemy at-20%res it's not so bad.

    **Not at home, so can't check mids right now**
  7. Quote:
    Originally Posted by Infini View Post
    Once other lil bit about cardiac, the +range is awesome. 14ft frost and 100ft taunt.

    Since you lost ~7% defense. If you can afford it and have Block of Ice, toss 1 extra slot into it and put 2 Basilisk (that's where its def bonus of 2.5% en/ne is).
    Yea I've got block and slot I could probably spare, sounds good. Yea, I know what you mean about single hard targets and endurance. Infinite end in a mob of 3 or more, 100 to 0 in faster than the eye can see without.

    I'm just going to maintain this character as my tank and unorthodox AoE damage machine while my scrappers handle my hard target urges for now

    Also as a side note. Holy moly, now that I've got end mod in EA it is an incredible sapping power. Between sleeps and autohit major -end, enemies toggles don't stand a chance. I've been fighting custom fire armor mobs in the AE, something very satisfying about using a power thats supposed to draw heat away, and literally watch their flames die away with it.
  8. Quote:
    Are you opposed to taking Tough/Weave? Makes softcapping your defenses a bit easier. On my build (ice/ice/soul) I took out the 2 sets that let me softcap (kinetic combat and basilisk gaze) but a set of 4 Reactive Armor in Tough I can hit 45% with EA and 1 target. 44% without the Reactive Armor. This would at least allow you to slot for more Recharge or HP/Regen bonuses. On top of that, your build has 11.6% psi defense while mine has 14.3% and I didn't slot for any psi defense bonuses.

    Side note: I've got my Frozen Aura 6 slotted with 5 Obliterations (will be Armageddons at some point) and the Chance to Heal proc from Call of the Sandman. It's not reliable when you need it, but swarmed with mobs it fires off regularly. I get a 95hp heal per proc and the most I've seen it proc is 5 times simultaneously. It's decent for minor damage you may take.

    Here's my take on the build. Unfortunately it loses hasten, but has 101.25% global recharge to make up for it. It's also quite a bit more endurance hungry because of Tough/Weave but since you're softcapped you'd no longer need the Nerve alpha and could go Cardiac, instead.
    Interesting, as for tough weave... I really don't like them very much (already have 5 toggles as is), and I'd rather not go cardiac in a powerset that has such an incredible end recovery tool as is (it just seems wrong somehow). However, I've gained alot from seeing how you've slotted things, using global recharge really does allow you a good bit of leeway in slotting for the more important aspects of the power itself.

    I definitely see the wisdom of taking weave, as it fills the MANY defense holes ice has to some extent (why does the only pure defense tank primary have 3 def holes...) however, mo'hasten, mo'hoarfrost, less end usage. Your numbers are nice though, I may wind up dropping some other power like SJ for it, but for now it's out in lieu of a purple insp when trouble brews.

    And the sandman proc, very nice, just the kind of satisfying yet probably not all that gamechanging procciness I love. Any heals nice on a defense set though. Also, that basilisk has some nice set bonuses, great.

    Now I've got a baseboard build, I lost about 7% def all (but s/l) and gained 7.5rech and hasten back (from your build) when I made my alterations.

    Thanks.
  9. I've been searching through some 20 pages of Ice Armor stuff, and haven't found a decent up to date triple Ice build yet. So, unless someone has a way to point me, I'll post what I've got.

    So things I'm looking for in this build.

    1.) S/L/E/N Defense is not THAT important, please don't try and sacrifice things for the S/L/E/N Softcap without factoring in EA.

    2.) If you can somehow focus the build towards either +rech, ranged def, or +regen without sacrificing accuracy damage, or selected powers, awesome, mines kind of haphazard.

    3.) Shiver is a throwaway power, it can be replaced, as can superjump if necessary. If you can work in Greater Ice Sword cool, but not important.

    4.) I'm a sucker for procs, and expense is no issue*, take them out last.

    5.) Psi defense and Run speed are always a plus.

    *I refuse to shell out for pvp IO's, it's friggen ridiculous. 1-2billion, no thanks.

    Thanks for your help.

    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: Ice Melee
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Rchg+(5)
    Level 1: Frozen Fists -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(7)
    Level 2: Hoarfrost -- RechRdx-I(A), RechRdx-I(9), Dct'dW-Heal/Rchg(9), Heal-I(11), Heal-I(11)
    Level 4: Chilling Embrace -- ImpSwft-Dam%(A), EndRdx-I(13), CtlSpd-EndRdx/Rchg/Slow(13), CtlSpd-Acc/EndRdx(15), CtlSpd-Dmg/Slow(43), CtlSpd-Acc/Slow(46)
    Level 6: Frost -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(15), AirB'st-Dmg/Rng(17), AirB'st-Dmg/Rchg(17), Zinger-Dam%(19), Zinger-Taunt/Rng(19)
    Level 8: Wet Ice -- EndRdx-I(A)
    Level 10: Permafrost -- S'fstPrt-ResDam/Def+(A)
    Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(37), Mocking-Rchg(37)
    Level 14: Icicles -- Erad-%Dam(A), Erad-Dmg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), C'ngBlow-Acc/Dmg(23), C'ngBlow-Dmg/EndRdx(23), M'Strk-Acc/EndRdx(25)
    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(29)
    Level 18: Glacial Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Rchg+(27)
    Level 20: Ice Patch -- RechRdx-I(A)
    Level 22: Combat Jumping -- DefBuff-I(A)
    Level 24: Ice Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
    Level 26: Energy Absorption -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(31), Efficacy-EndMod/Rchg(31), Efficacy-EndMod(31), Zinger-Acc/Rchg(33)
    Level 28: Freezing Touch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 32: Hibernate -- RechRdx-I(A)
    Level 35: Super Jump -- Jump-I(A)
    Level 38: Frozen Aura -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(40)
    Level 41: Block of Ice -- Acc-I(A)
    Level 44: Ice Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46), Apoc-Dam%(46)
    Level 47: Ice Storm -- Ragnrk-Dmg/Rchg(A), Ragnrk-Dmg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Shiver -- Acc-I(A)
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Nerve Total Radial Revamp
    ------------
    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 -- Heal-I(A), Heal-I(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc(43)
    ------------
    Set Bonus Totals:
    • 9.5% DamageBuff(Smashing)
    • 9.5% DamageBuff(Lethal)
    • 9.5% DamageBuff(Fire)
    • 9.5% DamageBuff(Cold)
    • 9.5% DamageBuff(Energy)
    • 9.5% DamageBuff(Negative)
    • 9.5% DamageBuff(Toxic)
    • 9.5% DamageBuff(Psionic)
    • 10.5% Defense(Smashing)
    • 10.5% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 8% Defense(Psionic)
    • 9.563% Defense(Melee)
    • 8.313% Defense(Ranged)
    • 3% Defense(AoE)
    • 3.6% Max End
    • 2% Enhancement(JumpHeight)
    • 48% Enhancement(Accuracy)
    • 2% Enhancement(FlySpeed)
    • 2% Enhancement(JumpSpeed)
    • 2% Enhancement(RunSpeed)
    • 2% Enhancement(Knockback)
    • 2% Enhancement(Knockup)
    • 52.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 253 HP (13.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 8.8%
    • MezResist(Immobilize) 9.35%
    • MezResist(Terrorized) 2.75%
    • 9% (0.15 End/sec) Recovery
    • 46% (3.599 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 5% Resistance(Toxic)
    • 5% RunSpeed



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  10. Quote:
    Originally Posted by Auroxis View Post
    Yes I was wrong, thank you for digging up this thread to remind me
    Hahah, sorry if it seems like that, been trying to find some info on ice, so all this is new to me.
  11. Quote:
    Originally Posted by Auroxis View Post
    Except Hoarfrost covers the toxic hole and makes you overall tougher, not better against psi in particular. Hoarfrost isn't that good against psi enemies either, due to the common -recharge.
    Did you just mention -recharge on an ice tank thread?

    Ice tanks are completely IMMUNE to slows, this makes them good on at least that aspect of fighting psy.
  12. Quote:
    Originally Posted by DoctorWhat View Post
    True Claws, but your forgetting that I meant it to be the Broadsword to MA's Katana. They are, more or less, the same powers but the Brawling set would do more damage, take longer to recharge and use up more endurance, ala Broadsword, compared to the faster, end easier but less hard hitting Martial Arts, ala Katana.
    Hard to imagine this, Martial Arts is already incredibly hard hitting ST attacks. A chunkier noise might help you, but honestly if it hit any more damage it'd be stronger than broadsword in every way per attack. Since the cobra strike/EC change, no scrapper primary consistantly eats endurance like MA. (each attack weighing in at about 11).

    Really, you have to have something different (with different sorts of attacks, like AoE's or range or different status effects) or go ahead and settle for the new animations, (and hope they add brawling animations to the powers they hadn't touched yet also).

    _____

    As for the bubble talk, If all enemies are still bubbles, and nothing can be aimed, why then can executioners shot ALWAYS hit the head, despite drastic size differences? Something changed with GR, I would just assume it'd be awkward to get the player model to coincide with that, but eyepoke could almost be possible.
  13. To those who suggested dark blue dark blue, that's quite acceptable. It really didn't look like it'd be that good while in semi-dark Costume Creator menu, but in the open it's practically invisible.

    Thanks
  14. If you can survive 1-2 x8 mobs you can survive the whole mission. There seems to be a kill speed breaking point where insps (which can be combined for purples) are flowing in fast enough to become invincible forever. So long as you NEVER. STOP. KILLING. which is a brute specialty.

    Grats, btw, you'll love that ability when it comes to gathering incarnate shards.
  15. Quote:
    Originally Posted by SinisterDirge View Post
    As soon as the ambush is triggered, every player character on the map gets aggro. Even dead toons. There are no aggroless players on that sort of map. For consitant buffs, the best bet is to have the farmer take veng and he can buff off of your door sitting dead body.

    I predict the tears that happen once this sort of mish gets fixed will be very tasty indeed.

    I've seen some back and forth on this, so to get this straight.

    Only players in the path between the enemies (wherever they spawn) and the person who triggered will get aggro (and stealth means nothing to them) I sonic defender running the death donut can do so quite safely simply by standing down an abandoned hallway, so long as it isn't an unlucky spawn point. That's just experience, so it can't really be disputed. Looks like it and emp (if you can manage to keep alive for AB's) are most useful still.
  16. I'm sort of curious, with the somewhat new advent of fire enemy ambush farming, support* characters often don't play much of role. Reason being, even at the defense cap, the damage coming in from an aggro cap of +3/4's (all with high damage fire) WILL kill you eventually.

    So to support the man plowing the fields, what is the best AT - power set?
    (without being another damage taker)

    In old farms, I found sonic best covered all the holes kin lacked (old most common farmers being fire/kins) it gave resistance to stack over the def cap, and -res that traveled with the farmer, no anchoring or reapplying required, along with some -defense.

    Now, Sonic still has one thing going for it that no other support types do. It's Ally anchor res debuff draws no aggro, and can be kept toggled on at quite long distances (long enough to keep your character out of the way of ambushes). That allows the farmer to farm EXACTLY 30% faster, because that's all it offers, since fire brutes/tanks are the top farmers these days, you're not adding anything with +res since they're already hard capped.

    Other than forcefields (whose contribution is obvious) are there any other aggro free support* types, or sorts that can somehow magically handle it?

    * By support, I mean buff/debuff/control or indirect damage, basically anything to make farms go faster without being the farmer yourself.
  17. Start with your LoTG 7.5's, then in your attacks, crushing impacts are cheap recharge for your attacks, put the obli set into shadow maul (good for melee defense too), the purple sleep set will net you another cheap 10% if you slot up salt crystals (depending on how tight your slots are).

    That'll be a good start for you to start fine tuning off of.
  18. Quote:
    Originally Posted by The_Technophile View Post
    Radiation makes cells mutate so it should be amazingly horrible, like cancer.
    ... fixed?
  19. You're going to look at i19 and the incarnate content. With level 50 fast approaching, you should pick up the cardiac boost (basically a 33% end reduction enhancement to all) it'll give you more resistance too if you follow it's path, and probably take your end issues away if you just get the boost. Honestly, a single weekly task force at 50 should get you your booster or close to it.

    If you choose then that you want the spiritual enahnce line as you optimize the build (using IO sets to ecke out your end reduction/recov) than you'll know you didn't waste much time on cardiac.

    So basically, my power slot recommendations are it's fine how it is, and then however you see fit.
  20. Why is it, that Ice Armor, one of the most costume obscuring sets didn't get the No FX unless in pvpoption on any powers?
    I'm willing to believe they just didn't bother since it's tank only

    And with that said, since it seems like things don't get done quickly when it comes to changes in this game anymore (while so focused on main issue content) what is the least obscuring color combo you've found, or ways to incorporate the visuals to the costume (other than ... Ice Block.. Man. Costumes)
  21. Hahah, it can be annoying while the mob's gonna survive the attack because they WILL fly... but as a finisher, it's definitely one of my favorites too (and probably the best super stunner killing attack, knocks them far enough away they cant rez).
  22. Ah, good to know, that actually is pretty encouraging as, at the moment defense sets are seeming a little less special from that aspect (actually, their trick is being able to focus elsewhere while others build for defense it seems like).

    My Ice has only just hit 22 and SO's, at about 30% defense I wasn't sure how much EA does (though it looks like a great power) and I can tell with combat jump and maneuvers it's going to cap pretty easily.
  23. I heard that the tohit values have been raised significantly in the newest incarnate content, does this basically mean Ice armor (and Super reflexes for that matter) are simply screwed, or is it no worse than anyone else?
  24. Great guide.

    My only problem is you may have undersold Shocking grasp even if you did recommend it. For me it really put the controller into blaptrolling for my blaster. Sure you can hold a boss with other powers more safely, but this just allows you to 'give the hand' to the other guy (LT) who tries to get up in your boss killing business and leave them instantly disabled for as long as you want. Also, while you fight that disabled boss, if you can't kill him fast enough keeping shocking grasp as part of your blap chain WILL keep him both permaheld and taking heavy DoT.
  25. I've done Elec/Dev for this reason, never followed it up with PPP though.

    My advice, it's not worth it. The gun drone sucks up all your endurance and now runs into melee range to die, it only lasts a little while anyway (also, it does about as much damage as burst on attack (Single target) and takes forever to activate)... The only upside is with enough recharge you can summon two of them. Voltaic sentinel is a decent pet, but the resummoning is annoying every minute, and it helps you keep the endurance you're trying to recover from GD down. PPP pets from what i've seen work fine, but won't be up very often.

    Also, pets work directly against devices other, usually more powerful gimmick, stealth.
    They constantly give you away so you can't use your mines and you can't take advantage of the lower aggro range.

    I constantly find myself wishing I'd gone elec/anything else, dev wasnt worth missing BU over. I love volty, but pets just work against devices too much, if gun drone weren't so broken I might feel differently.