Why change Energy Absorbtion?
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Why change Energy Absorbtion?
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i was wondering this as well, and since it does have a cap now, what is the cap?
and will multiple EA's stack?
and is that capped as well?
I really want to understand why if they're so worried they don't cap DEF across the board for everyone instead of just mucking with the effectiveness of a specifc powerset, that already underperforms to its counterparts.
Well, aparently both the ice tankers got together and managed to tank something, so the Devs felt it was time for a nerf.
I just hope this doesn't inhibit our ability to manage purples. You know, like the 3 other Tanker powersets can.
This needs to seriously not go live. Leave the only other (wet ice) great ice armor power alone please!
Did you also notice that we're left out in the cold on Confuse, Fear, and End Drain Resistance? The set thats supposed to be the king of defense and status protection, and not a one of those is given.
Just another reason why my Ice tank is once again, on ice.
I really can't believe they are mucking with us. I mean come on! we are by far the least effective tank as is, why make us worse?
sadism?
I think its actually a lack of understanding that most of the time in game you are in fact not fighting whites.
you guys are forgetting the one thing NO other powers in the game have. All ice armors have resistance to slow effects. The ice blaster was going to be king of the arena because nobody else would be able to do anything, even the */rad defender would just end up standing around! But not with ice tankers!
Doesn't SR get slow resistance with Quickness?
Dame Silverwing (50 Kat/SR Scrapper) Virtue
Professor Bikini (50 Bots/Dark MM) Virtue
Dame Silver Fury (41 Peacebringer) Virtue
Operative Velvet (50 Fortunata) Virtue
Petal Dancer (35 Plant/Kin Contoller) Virtue
Tanegashima (Rapidly levelling DP/Ice Blaster) Virtue
(and more)
Sorry, but that's not enough to warrant a nerf that disallows us from ever effectively tanking purple cons.
Its not really a defense cap. Its a cap on how many foes can give you a defense bonus (much like Invincibility). Since the power Always hits, that would give you access to unlimited defense.
As it stands now, the power gives you a Defense buff of 18.75% per affected target. The max affected targets is 5, giving you a base defense bonus (if you hit 5 foes) of +93.75%. That means it reduces your enemies chance to hit you by 93.75%. If those foes are your level, that is 18.75% beyond the max possible defense to a Boss (Bosses Accuracy is 75%. Minus 93.75% gives them a -18.75% chance to hit you. That is hard set to 5% because a foe always has a 5% chance to hit you). So essentially, this is Max defense for foes your level. Enhancements will, of course, increase that to Max defense to foes higher level than you.
Unlike Invincibility, the defense is to all Attack types (except psionics). Also, with the short recharge time, you can actually STACK this power. So although you are limited to 5 foes buffing you in one click, of you can reduce the recharge enough, you can get double the defense bonus from a second Click.
The power is still quite massive, and probably still too powerful.
Geko, one question though.
Why does a heavy resist set (doesn't it cap out at what? 90?) like invul get a defense/accuracy boost with no real negatives, while an ice tanker has virtually no resists to speak of and is essentially no better than a SR scrapper in capibility?
And no matter how many times you stack EA, you could stack it 1000 times over and over again, there will always be a 5 percent chance to be hit, meaning we're no better than a well slotted SR scrapper with some gimmicky auras.
Stone is a nice mix of RES and Defense, and it's not game breaking, so why can't ice be similar or at least resist more status effects and toxic damage to make up for the gapeing holes in the set? (As of now, I can't think of any tanker set that resists or defends against toxic)
I think we deserve a slight bit of resist so we're not just a "oh we couldn't find an invul, stone tank, or fire tank, so you'll do" alternative.
Thx for the clarification, Geko.
FYI, to a previous poster, not all ice armors have resistence to slow. Only Wet Ice and EA give that.
Geko whats the bonus per foe of invinc? please! we will send you cookies!
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And no matter how many times you stack EA, you could stack it 1000 times over and over again, there will always be a 5 percent chance to be hit, meaning we're no better than a well slotted SR scrapper with some gimmicky auras.
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I don't play an Ice nor SR scrapper, but doesn the fact that you have multiple slows make you much more survivable than an SR scrapper?
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Geko, one question though.
Why does a heavy resist set (doesn't it cap out at what? 90?) like invul get a defense/accuracy boost with no real negatives, while an ice tanker has virtually no resists to speak of and is essentially no better than a SR scrapper in capibility?
And no matter how many times you stack EA, you could stack it 1000 times over and over again, there will always be a 5 percent chance to be hit, meaning we're no better than a well slotted SR scrapper with some gimmicky auras.
Stone is a nice mix of RES and Defense, and it's not game breaking, so why can't ice be similar or at least resist more status effects and toxic damage to make up for the gapeing holes in the set? (As of now, I can't think of any tanker set that resists or defends against toxic)
I think we deserve a slight bit of resist so we're not just a "oh we couldn't find an invul, stone tank, or fire tank, so you'll do" alternative.
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Ice has control, aoe knock up, single target hold, slow effects, end removal. And an PBAoE damage toggle.
Just as fire is more damage, less defense, ice is more controll less defense. As Invul has no secondary effects, best defense. The variety is there for a reason.
Most of the defense sets have toxic resist now. In their heal power for a set duration, or in one of the armours.
Wet ice resists all status effects except knock down/back, but I think no defense set gets that.
I know some ice tanks that do very well, a flopping knocking up enemy has no chance to hit you. Doesn't help for ranged though does it.
EDIT: No idea about new status effects on test . . . sorry, may be there, just not in the description.
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I don't play an Ice nor SR scrapper, but doesn the fact that you have multiple slows make you much more survivable than an SR scrapper?
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If you're Ice/Ice. Not everone is though. And no it doesn't. Both can floor accuracy, so there's virtually no difference defensewise.
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Ice has control, aoe knock up, single target hold, slow effects, end removal. And an PBAoE damage toggle.
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End removal is okay for PvM, but its not there for PvP. There is no AoE knockup or Hold in Ice Armor -- don't confuse primaries with secondaries. And while Icicles does do damage, its not nearly as much as Blazing Aura it also costs more End then BA.
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Just as fire is more damage, less defense, ice is more controll less defense. As Invul has no secondary effects, best defense. The variety is there for a reason.
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But in practice... despite what geko says above... it doesn't work out as well as you think.
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Wet ice resists all status effects except knock down/back, but I think no defense set gets that.
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Actually it does get knockdown/back RES. And I'm sorry but what other purely Defensive Tanker set is there? Also for the record, Rooted and Uyielding both resist knockback/down.
No offense, but you need better information because at least half of what you posted is wrong.
Thats stupid. So whats the chance of a AV bypasing that defense then? Ice only has defense. Theres nothing wrong with excess if it lets ice tankers do thier job.
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And no matter how many times you stack EA, you could stack it 1000 times over and over again, there will always be a 5 percent chance to be hit, meaning we're no better than a well slotted SR scrapper with some gimmicky auras.
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I don't play an Ice nor SR scrapper, but doesn the fact that you have multiple slows make you much more survivable than an SR scrapper?
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Of course it does. We're tankers... We're suppoused to survive what others can't! What's your point?
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The power is still quite massive, and probably still too powerful.
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Please, don't try to be funny.
Everyone knows that resistance >> defense. Defense scales with level, while resistance does not. It's because of this fact that Ice Armor will always be considered the weakest of the armor sets available to tankers.
And now, to top it off, you make it harder for Ice Tankers to cap their best skill? Your reasoning is flawed. It's extremely rare for a tanker past L30 to face anything but orange-conned or better, even while soloing; anything less is simply boring.
As long as this sort of thinking continues with the developers, Ice Armor will never be as good as the other sets.
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o Put a cap on the max defense you can gain from Energy Absorption.
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I mean c'mon... doesn't Ice Armor have enough issues as it is?
Was this change really necessary for a powerset that needs some kind of change to bring it up to par with Invuln and Stone in effectiveness?
There really is some 'splainin' to do here.
If you keep chipping away at the edges Ice Armor has (pun intended) what is going to be left?
To compensate for this, make Ice Armor able to drop ACC below the 5% floor OR allow for the DEF of Ice Armor to always work as if what is being fought is the same level as the Tanker. Give it an edge.