Updated and altered the guide, thanks for the feedback. I wonder if Lighthouse or Ex Libris could just completely replace my OP with this version though so people don't have to dig down to reach it.
Tundaras Guide to the Invention based Ice/Ice Tank, Version 1.4
Preface:
Greetings and welcome to this; the latest final version of my Ice/Ice guide for an IO orientated tank. After some messages with Castle it looks like
maybe Greater Ice Sword will have an alteration to repair its horrendous animation time. This is in large part conjecture by me however and could as easily never happen. I have faith however that it will be reduced so that Greater Ice Sword truly becomes the fast acting, quick recharging Heavy Hitter power in relation to the other sets big hitting powers. So it has been added back into the build, and as a subsequent consequence, other alterations were necessary.
As always, if you notice errors or omissions anywhere, please let me know and Ill try to update the guide to correct the mistake. Ive only included the Enhancement Values for all the powers, or as close to as I can. This is to give you an idea of where the powers stand in comparison to standard Single Origin or Hamidon Origin enhancements, as well as how they will operate in the game.
The Base Build:
For the purposes of this guide I present to you the completed build for the guide. Take into consideration this is a Respec build for a level 40+ Ice/Ice tank, though it could be possible to play this build from level 1. This is a new feature as the older guides contained only the rudimentary skeleton for the build. We can all thank Mids Hero Designer for this update to the guide.
Hero Plan by Mids' Hero Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Hoarfrost -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(3), Mrcl-EndRdx/Rchg(5), Numna-Heal/EndRdx/Rchg(39), Numna-Heal/Rchg(39), Numna-EndRdx/Rchg(39)
Level 1: Frozen Fists -- T'Death-Dam%(A), Mako-Dam%(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg(40)
Level 2: Chilling Embrace -- EndRdx-I(A), ImpSwft-Dam%(50)
Level 4: Frost -- Posi-Dam%(A), ImpSwft-Dam%(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rchg(11), Posi-Dmg/EndRdx(25), Posi-Acc/Dmg(37)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(11)
Level 10: Swift -- Run-I(A)
Level 12: Air Superiority -- T'Death-Dam%(A), Mako-Dam%(13), Mako-Acc/Dmg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Dmg/Rchg(40)
Level 14: Fly -- Flight-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Mrcl-Rcvry+(23), Mrcl-Heal(23), RgnTis-Regen+(25)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Ice Patch -- RechRdx-I(A)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(40), ToHit-I(43)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(27), RechRdx-I(27), EndMod-I(33), Ksmt-ToHit+(33), Ksmt-Def/Rchg(33)
Level 28: Freezing Touch -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg(34), Mako-Dam%(34), G'Wdw-Dam%(34)
Level 30: Icicles -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dam%(31)
Level 32: Hibernate -- RechRdx-I(A), RechRdx-I(46)
Level 35: Greater Ice Sword -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg(36), T'Death-Dam%(37), ImpSwft-Dam%(37)
Level 38: Permafrost -- S'fstPrt-ResDam/Def+(A)
Level 41: Ring of Fire -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg(42), Decim-Dmg/Rchg(43), Dev'n-Hold%(43)
Level 44: Fire Blast -- Dev'n-Hold%(A), Entrpc-Heal%(45), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg(46)
Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(50), Posi-Acc/Dmg(50)
Level 49: Taunt -- Taunt-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Gauntlet
Level 2: Rest -- Empty(A)
Build Walkthrough:
**Defensive Powers**
With the Defence portion of the build I focused on what I could get with the least amount of sacrifice. The first thing some people will notice is that I do not have the fighting pool in this build. I have always found the sacrifices in powers and slots to be greater than the benefit of Weave and Tough. Weave is a great power, no mistake, but you have to drop attacks or utility to get them. This will leave a build hole in offence. The amount of defence this build has is more then sufficient for anything youd ever want to do. In the event of confronting an enemy with particularly high amounts of To Hit or Accuracy you should have at least one buffer/debuffer to increase your own survivability. The game is designed around this principle and no amount of griping can change that. Depending on the number of mobs around you your defence ranges from (roughly) 33.1 38%. Strongest defence is against opponents who use Energy based attacks, the weakest is of course against Psionics.
Without Accolades this build should be hitting the Maximum HP cap with Hoarfrost up. If you have Accolades, then you will hit the Max HP cap. This is (roughly) 3200 Hit Points. The purpose then of the +Max HP in the build is so that outside of Hoarfrost you have a greater amount of life to power all the +Regeneration.
Hoarfrost: The tradition thinking of Hoarfrost was as a tool to increase your HP for a short time and in doing so, increase your regeneration rate. This idea has been simply expanded by using set bonuses.
Enhancement Bonus: 88.79 Heal, 88.79 End, 101.26 Recharge.
Set Bonuses: +2.5% Recovery, +1.88% Max HP (x2), +12% Regeneration
Chilling Embrace : It is well known that CE is the best agro aura in the game bar none. The best thing about CE is that it can be made into a second damage aura to compliment Icicles. When Embrace and Icicles are combined they turn you into a rather prickly little person.
Enhancement Bonus: 42.40 End, 20% chance of 71.8 Smashing damage every 10 seconds.
No Set Bonuses.
Swift Swift, I rather like this power. Not much else to say.
No Set Bonuses.
Frozen Armour and Glacial Armour : Your defence toggles. Since youll be running them always in battle youre going to be getting some nice effects out of them. You might notice that your +Def bonus to the powers is a little lower then before. Dont worry though. Energy Absorption will make up the difference, and then some. Also, there are some rather beefy set bonuses in these two powers. Also, while both powers are on youll be giving yourself a +15% recharge speed bonus. Not to shabby.
Enhancement Bonus: 57.52Def, 47.7 End, 21.2 Recharge, 7.5 Recharge (global)
Set Bonuses: +10% Regeneration, +1.13% Max HP, +9% Acc.
Wet Ice Wet Ice is Wet Ice, not much to say or do. Put an End Reduction in it and call it a day.
Enhancement Bonus: 42.40 End
No Set Bonuses.
Health : Health is the single most important and powerful passive in City of Heroes now, bar none. Health is a monster, a diva, and is simply incredible. When all is said and done, this build with Health will be putting out 287% Regeneration, a large portion of that coming from Health.
Enhancement Bonus: 96.13 Heal, 45 Regen, 25 Recovery
Set Bonuses: +12% Regeneration, +1.88% Max HP, +2.5% Recovery.
Stamina : Sorry Stamina, but your day in the sun is over. 2 End Modifications here and move along.
Enhancement Bonus: 83.32 End Mod
No Set Bonuses.
Ice Patch : Used to be two Recharge Reductions were used in Ice Patch, now you just need one. Moving on.
Enhancement Bonus: 42.40 Recharge
No Set Bonuses.
Energy Absorption : Once upon a time Energy Absorption was used for mostly endurance recovery. Some people slotted it for that little extra defence, but it was a less common to do so and opinion was divided on the issue. With inventions the debate can probably be put to rest. Energy Absorption is for both at the same time. It is also for To Hit and Recharge speed. Rubbing your eyes to see if that is a typo? Nope, you read right. Energy Absorption is for To Hit and Recharge Speed as much as Endurance Recovery and Defence. The funny thing is, EA is best served with an assortment of Sets and Common inventions.
Enhancement Bonus: 44.44 Def, 42.4 End Mod, 88.45 Rech, 6 To-Hit, 7.5 Recharge (global)
Set Bonuses: +10% Regeneration, +1.5% Recovery
Hibernate : The panic button of the build. As a general rule it will recharge faster than you will need to use it. There is nothing funnier then popping Hibernate in the middle of a PvP duel.
Enhancement Bonus: 83.32 Rech
No Set Bonuses.
Permafrost: An often underestimated power, Permafrost has always found a special place in my heart and builds. Good without any additional slots, Permafrost has gotten a lot better with inventions. The cold resistance is superfluous, the fire resistance minimal, but the slow resistance is handy, especially against caltrops. Furthermore Permafrost can use the +3% Defence All proc. For an Ice tank that 3% is nothing to sneeze at.
Enhancement Bonus: 20.9 Res, 3 Defence All (global)
No Set Bonuses.
**Attack Powers**
Ice Melee is the weakest tank set for damage; that is a known fact. Greater Ice Sword is actually a hindrance to DPM, I am assuming that in the near future this issue will be corrected as to leave it is rather silly. The idea behind the slotting used is to use as many fast activating powers as quickly as possible. This is in order to get as many activations of your Procs as possible. Every single target melee attack has two different Procs slotted. The reason behind this is that on its own Ice Melee probably has the worst single target damage. Each melee attack will have two chances of a little extra damage shoring up this hole as much as possible. It isnt un-fun, but sometimes it can feel a bit bland. As a minor side note, using this set up and theory I have managed to beat Master Minds and Brutes in the Arena, something previously nigh impossible for Ice Melee. That is more a comment on the Procs then Ice Melee though.
Frozen Fists and Air Superiority : The two core powers of your offence. They do good damage on their own, but also have a chance each attack of doing a little extra Lethal and Negative Energy damage. Compared to standard HO slotting the powers are individually weaker in enhancement bonuses, but this is more then made up by the set bonuses.
Enhancement Bonus: 47.7Acc, 53 Dam, 21.2 End, 47.7 Recharge, 20% Chance of 71.8 Lethal Damage, 15% Chance of 71.8 Negative Energy Damage.
Set Bonuses: Mag 3.3 Immob Resist, +1.5% Max HP, +3% Damage
Frost Good old Frost. This power can take some skill to get the most out of it. Still, it is probably your best attack excepting your Mastery. Frost no longer is taking a complete set however. This is assuming Mids builder is correct in that Frost can take Slow sets. This is to give Frost two different types of additional damages.
Enhancement Bonus: 47.7 Acc, 95.11 Dam, 47.7 End, 26.5 Rech, 20% Chance of 71.8 Smashing Damage, 20% Chance of 71.8 Energy Damage.
Set Bonuses: +2.5% Recovery, +1.58% Fire/Cold Res, +9% Acc, +6.25% Recharge.
Build-Up : Slots have been freed up for Build Up now that Greater Ice Sword itself is back in the build. It is also just a nice helping hand for hitting things in general. In a stark departure from the rest of the build, Build Up uses Hamidon typed enhancements.
Enhancement Bonus: 94.93 Recharge, 56% ToHit Modification.
No Set Bonuses.
Frozen Touch and Greater Ice Sword : Frozen Touch has had its role altered a little yet again. It and Greater Ice Sword share the same slotting considerations with just a minor variation in the Chance of Damage Inventions. This is in part to avoid overlapping set bonuses, and to not be too focused in only one area. Plus, Crushing Impact is a better set plain and simple than Makos Bite.
Enhancement Bonus: 68.9 Acc, 88.07 Dam, 42.4 End Reduction, 42.4 Recharge, 20% Chance of 71.8 Lethal Damage (Frozen Touch), 20% Chance of 71.8 Psionic Damage (Frozen Touch), 20% Chance of 71.8 Smashing Damage (Greater Ice Sword), 15% Chance of 71.8 Negative Energy Damage (Greater Ice Sword)
Set Bonuses: Mag 2.2 Immob Resist, +1.13% Max HP, +7% Accuracy.
Icicles : The enhancement bonuses for Icicles is less then what a standard HO or SO build will typically have, but they dont have the set bonuses. The Lethal damage proc is also very helpful and makes killing mobs a lot faster.
Enhancement Bonus: 47.7 Acc, 73.78 Dam, 47.7 End.
Set Bonuses: +10% Regeneration, +3.13% Negative Energy Resistance, +9% Acc.
Taunt : The last power of the build is in part a personal choice of mine, as well as adding some versatility to the games final two events for a level 50. I speak of course of the STF and Hamidon Raids. Taunt is better for both then relying on the agro auras because of the amount of Arch-villains and Monsters.
Enhancement Bonus: 42.4 Taunt
No Set Bonuses.
**Ancillary Masteries**
The Ancillary Masteries have seen the greatest overhaul of the overall build in terms of what Sets and Inventions are being slotted. This portion of the guide is designed to be able to be applies to any of the other three masteries. For purposes of the build above I used Pyre mastery, though the same principles and inventions can be applied to a lesser extent to the other masteries.
Ranged Epics : Unless you take Energy mastery, the first two APP powers you pick should be ranged. Being ranged is very important as it lets you use some rather fun inventions. Youll have Holds, Build Ups, Self Heals, Immobilizations in your hand. The animation for the invention Hold is rather fun and never gets old.
Enhancement Bonus: Power A: 56.55 Accuracy, 60.9 Damage, 17.4 End, 56.55 Recharge
Set Bonuses: Power A: Mag 2.75% Immob Resist, 1.13% Max HP, 2.25 Max Endurance, 6.25 Recharge
Enhancement Bonus: Power B: 68.9 Accuracy, 88.07 Damage, 42.40 End, 42.4 Recharge.
Set Bonuses: Power B: 2% Recovery, 2.5% Energy Defence, 7% Accuracy
Epic Target AoE : The Target AoE is the last attack of the build and the final piece into making you truly undesirable to cluster around. I like Fireball overall, hence why I went Pyre Mastery in the Build. The funny thing is, this attack is the only one in the whole Build that has only a single Invention Proc, the rest all have two.
Enhancement Bonus: 47.7 Accuracy, 99.08 Damage, 47.7 End, 15.94 Range, 26.5 Recharge.
Set Bonuses: +2.5% Recovery, +1.58% Fire/Cold Res, +9%Acc, +6.25% Recharge, +3.12% Toxic Res.
TOTAL BONUSES
Regeneration: 287% TOTAL**
Recovery: 184% TOTAL**
Max HP: +14.3%
Max End: +2.25%
Accuracy: +66%
Damage: +6%
Recharge: +41.3%
Immob Resist: Mag 13.8%
Energy Defence: +2.5%
Fire/Cold Res: 3.15%
Neg Energy Res: 3.13%
Toxic Res: 3.13%
**This includes base and all the various increases.
Copy & Paste this data chunk into Mids' Hero Designer to view the build.
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