Tenorex

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  1. Tenorex

    Bodyguard

    A even nicer change would be for Body Gaurds to randomly take effects like Confuse, TP foe, Stun, mezz, sleep and randomly effect you or any of your bodyguards.

    So in theory the bodyguards would sacrifice themselfs for one of those effects. It would be random so that it would occasionally still effect the MM. But, depending on how many bodygaurds you have it would reduce the chances of it effecting the MM.

    Just a thought.
  2. Sorry JJ_Jason i didn't make myself very clear. I was hoping that the unannounced change to Hibernate would make it different than the current phase shift, which would make it more useful. I'll edit my post so it makes morew sense.
  3. Well this could be a nice change if it works the way I'm thinking.

    {If the new changes ( unannounced) also effects the phase shift of hibernate it would be more effective as well. Meaning the new animation and ability would no longer have the phase shift effect. No that I'm editting this may be difficult to do and still be invun.} Editted change to post.

    If it doesn't drop toggles, then you can have CE up and running while you click on Hibernate. This means you still have some pretty good taunting and debuff there rech, damage, and slow them. Hmm, the only draw back is that you are stuck there for 45s while you hibernate. If this worlks this way it could potentially be pretty nice. I wonder if you could TP a Hibernating Ice Tanker?

    anyways this still doesn't really do much to the lower level Ice Tanks, which applies to new Ice tanks and up to about level 18 or so. The solutions so far only help out established Ice Tankers. Unless the -damage on CE is greater than normal, meaning kinetics and other -damage debuffs, which I doubt. The lower level Ice Tank in my opionion is still were a big issue is at that still looks ike it's not going to be resolved.
  4. The changes to Hibernate are nice, but permafrost is still not very attractive.

    Again I must continue to push for reasons why Early level Ice tankers are left with abmisible defenses? With the removal of def to Wet Ice there is not much protecting my lvl 14 Ice Tanker. I tested today 5 minions, 1boss, +0 had me run after killing only one, while I was in the red. I tried 3 +2 minions and barley killed one before I ran because I was in the red. When I can do better with scrappers and the other Tankers. I find this makes Ice Tankers not playable at lower levels.

    The - damage reduction will be nice but will only prolong the combat only maybe 5 more seconds. While any mob outside still will do full damage. This is not going to solve the issue.

    The main issue not being addressed is compensating the removal of the defenses from wet ice for early Ice Tanks. I don't thin anyone will try a new Ice Tank, when every other tank and scrapper is so much better. As well as running out of endurance constantly. Early levels don't have stamina, they don't have tough, Wet Ice made it so Ice tankers could at least help a team while a low level.

    My main concern is lower level Ice Tanks, which hasn't even begun to be address from what I've seen.

    This is getting very fustrating, since I5 will probably be realesed soon. My Ice Tanker will go on hold I guess. Or removed, if these are all the changes that will be made.
  5. Well I just realised what all the changes to the Ice tanker point towards. All the new changes seemed to add many debuffs, which are welcome to a team. But overall seemed very similar to me.

    - damage debuff
    - recharge debuff
    - speed debuff
    - end recharge
    + end recharge

    Hm.... Man that's a kinetics defender set of powers. Why couldn't they create a new Tanker set calling it a Kienetics Tank with these powers? Anyways its very similar to my high level Kinetics defender, who by the way has very low defense/res for itself.

    If they created a new Tank set, then they could keep Ice more towards higher def? Ah well just a dream of a thought during the weekend playing my Ice Tank. This would never happen but definitly I good idea. At least i tought so.
  6. The numbers look better for an Ice Tanker above level 34. It still doesn't do much for an Ice tanker starting at the lower levels. For one no DO's or SO's should be in the calcualtions for them until they can get them. A low level Ice tankers will have Frozen Armor, which possibly won't even be six slotted until level 12 or 15. They can have Chilling Embrace with the damage reduction, which does help all the damage they will get starting out. But unfortuantly Perma Frost, Energy Abpsorption, and Glacial Armor don't help them for awhile. Even though at those levels you will see negative, cold, fire, toxic, S/L , and energy because of the foes you fight at that level. So early in the game on an 8 man team as an Ice Tanker you will die quite frequently. You can only hope the defenders are healing you constantly. As well as your end goes into the dirt all the time.

    I think one of the things not being looked at is where each of these solutions fall in while leveling up your Ice Tanker. Overall there is a great start with Chilling Embrace damage reduction. Ice Tankers still need a little more help on their early game for surviving.

    So, Honestly I think they still need to change the order in which you can get Energy Absorption. The earlier the better for end issues and helping with def.
  7. Since Icicles is so end heavy and not much damage why don't you put a -accuracy to the effects, so maybe it would be worth the end cost? It would also help our now low defense when we are tanking.
  8. After testing my three low Ice tanks on the test server I have some comments. This is also in reference to the confirmed numbers by Statesmen.

    Here are the issues I see still
    1. AV one shotting is probably number one issue, confirmed by others.

    2. Wet Ice as 3rd power giding mez protection and negligable def is not need at this point in the game. There is really not many villains at the 4th power range that do Mez effects, so this power here is even more of a waste. In my opionin this should be exchanged in order for Energy Absorption, so at least Ice tanks can get some more defence early on. If not then no one will even try to play an Ice Tank, since they will die real easy. So Energy Absorption should now be 4th power in the set to get some def ealier in the game. While Wet Ice should take the place as the 8 power in the set to help out Mez protection where it is needed.

    3. END requirements for ICE toggles are still too high for the actual def you get now for EA and WI. Chilling embrace and Icicles need to be severly reduced as well now since Ice tanks hardly have any Def anymore.

    4. PermaFrost in my opionion should do RES against all damage types but PSI. Why? Because if you actuallly read about permafrost is the layer of ICe in the artic reagions that stays year round and never melts or evaporates. Well at least thats a quick general idea of Permafrost. So I personaly don't see why it shouldn't have Res against all Damage types as a solution to Ice tanks problems currently.

    5. Wet Ice please remove the ability to put def enhancments into this power. Since your numbers show it is a complete waste anyways, please help the players who don't check the forums and remove the ability to put in def enhancments.


    All the tests I've done with a level 6, 12 and 18 Ice tankers on test had me receive deaths way more often then on I4. In some situations I dided almost imediatly on a 8 man tem trying to tank one mob of about 12 villians. Very disappointed in the set on Test server.

    At this point if we don't see many changes to Ice Tank set then I agree with others to just delete it from the game. I see it as a waste of time for the developers to create this set with the animations and coding. Unless this set gets some much needed help.

    Sad for my Ice tankers.