Mira_Frost

Citizen
  • Posts

    6
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  1. I'm pretty sure gauntlet doesn't work with APP powers so you can't slot taunt IOs in them.
  2. I think its a little overpowered, but not much. I would probably drop the psi res totally and reduce end/rec resistance to maybe 20%. Alternatively you could drop the immob and KB protection down by about half instead of reducing the end/rec res. My reasoning is the sets with over 50% end/rec res tend to suffer from weaker status protection in other areas. The ones with it being 20% and down tend to maintain their fulls status protection though.

    I think another change I would probably make is dropping the toxic res to be at 50% while boosting the energy res up to 40-50%. Simply as a flavor thing since Rad sets are currently all energy based. Plus toxic is a less common dmg type. Also I'd probably move the heal up to be tier 6, and drop Rad Haze to be tier 7 to be a bit easier on the end bar until you can get SOs and decent IOs.

    Overall though I like the set and I would probably play it, and it doesn't hurt that tankers are my favorite class either!
  3. None of the powers you took are bad. The snipe has its limitations and I dislike them, but it sounds like you find them useful at times so thats all good. I wouldn't socket electric fences though, because fire has a solid single target attack chain and you can always sub in fireball if there are any gaps.

    As far as fighting goes, unless you are going to deck out with IO sets to cap a defense weave isn't really worth it. Tough could be worth it to some extent because when combined with an ancillary armor you should be able to push your res up to 50% to smashing/lethal.

    Also at 28-30 I wouldn't bother with getting any set pieces. I would wait until mid thirties and higher and start either building sets or just doing some sort of franken slotting. For the time being i would reccomend 2 acc, 3 dam, and 1 rech or end.
  4. You could do something like this. Personally I don't find sniper attacks that useful or anything other than pulling but if you really wanted blazing bolt you could get rid of firebreath, swap it with rain of fire and get pretty much anything else that interests you at level 20. That would open the slots up to deck out blazing.

    The IO's can all be replaced with SO's and you could replace the dam/accs with vanilla damages, but I find getting whatever acc/dam thats cheapest really helps to get the most out of powers.

    Leadership is there because fitness is now inherent, and with stam + power sink you'll have an excess of end anyway. You could yank the bonus sockets out of them though and put them anywhere else you want. Another option instead of leadership could be superspeed and stealth or grant invis and invisibility.

    I nabbed the elec ancillary to add another aoe to fire as well as a second hold, but you could go with something else if you wanted to.


    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kitsuneko Fireshock mkii: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Fire Blast -- Acc-I(A), Thundr-Acc/Dmg(5), Dmg-I(5), Dmg-I(7), RechRdx-I(7), RechRdx-I(9)
    Level 1: Electric Fence -- Acc-I(A)
    Level 2: Flares -- Acc-I(A), Thundr-Acc/Dmg(15), Dmg-I(15), Dmg-I(17), RechRdx-I(17), RechRdx-I(19)
    Level 4: Fire Ball -- Acc-I(A), AirB'st-Acc/Dmg(9), Dmg-I(11), Dmg-I(11), RechRdx-I(13), RechRdx-I(13)
    Level 6: Combat Jumping -- DefBuff-I(A)
    Level 8: Fire Breath -- Acc-I(A), AirB'st-Acc/Dmg(23), Dmg-I(25), Dmg-I(25), RechRdx-I(27), RechRdx-I(27)
    Level 10: Havoc Punch -- Acc-I(A), C'ngImp-Acc/Dmg(19), Dmg-I(21), Dmg-I(21), EndRdx-I(23), EndRdx-I(29)
    Level 12: Aim -- RechRdx-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Build Up -- RechRdx-I(A)
    Level 18: Blaze -- Acc-I(A), Thundr-Acc/Dmg(29), Dmg-I(31), Dmg-I(31), RechRdx-I(31), RechRdx-I(33)
    Level 20: Rain of Fire -- Dmg-I(A), Dmg-I(45), RechRdx-I(45), RechRdx-I(46)
    Level 22: Assault -- EndRdx-I(A), EndRdx-I(45)
    Level 24: Tactics -- EndRdx-I(A), EndRdx-I(43)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 28: Thunder Strike -- Acc-I(A), M'Strk-Acc/Dmg(34), Dmg-I(37), Dmg-I(37), EndRdx-I(37), EndRdx-I(40)
    Level 30: Blazing Bolt -- Acc-I(A)
    Level 32: Inferno -- RechRdx-I(A), RechRdx-I(33), M'Strk-Dmg/Rchg(33), Dmg-I(34), Dmg-I(34)
    Level 35: Power Sink -- RechRdx-I(A), RechRdx-I(36), EndMod-I(36), EndMod-I(36)
    Level 38: Shocking Grasp -- Acc-I(A), Dmg-I(39), Dmg-I(39), Hold-I(39), Hold-I(40)
    Level 41: Static Discharge -- Acc-I(A), AirB'st-Acc/Dmg(42), Dmg-I(42), Dmg-I(42), RechRdx-I(43), RechRdx-I(43)
    Level 44: Surge of Power -- RechRdx-I(A), RechRdx-I(46)
    Level 47: Charged Armor -- EndRdx-I(A), ResDam-I(48), ResDam-I(48), ResDam-I(48)
    Level 49: Shocking Bolt -- Acc-I(A), RechRdx-I(50), Hold-I(50), Hold-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- Empty(A), Empty(3), Empty(3)
  5. Mira_Frost

    Ice/Ice help

    Quote:
    Originally Posted by Psycho_Sarah View Post
    So I wanted another tank. My last was Shield/Super Strength and it went well. I very rarely see Ice/Ice tanks anywhere so I decided that I would make one. Leveling has been...interesting so far. Finally hit 31 and got into a Citadel TF. I don't think I had many problems and was able to get to 33.

    First questions are on Hibernate. Do you keep aggro when you activate it? Can you get out of it early? Is is needed or can I skip it?

    Chilling Embrace and Icicles. Should I slot these for taunt or can I set slot them for better bonuses?
    Hibernate is not exactly necessary but it does help against stuff with -def debuffs or stuff with crazy + acc buffs like quartz. Your aggro will only continue as long as its remaining duration. This can be an issue when fighting stuff that is +3 or more levels above you since taunt duration drops quite a bit against those mobs.

    As far as Icicles go, slot it like you would a normal attack with a little more focus on end reduction. I think the multi strike set is close to perfect for it, good dmg, end redux, acc and decent set bonuses for an ice tanker.

    CE doesn't really need to be slotted at all. The bonus to slow on it only affects the run speed portion of its slow not its attack speed reduction, although you could use some taunt in it to help with its duration when/if you use hibernate. I like having both auras since they can spread out the taunt effect over more mobs than just one aura could do on its own.
  6. Quote:
    Originally Posted by ORACLE View Post
    I have since been thinking this combo with pyre epic (Fireball) might be fun.
    That pretty much hits the nail on the head. Frozen Aura + Fireball + Frost makes a pretty strong AE combo. I find that it makes a pretty fast combo when soloing if you round up as many groups as you can handle then unleash. Ice Patch is great early on, but it's pretty unnecessary at 50. As far as single target goes though, the set is pretty meh.