Why change Energy Absorbtion?


Aerageil

 

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It’s not really a defense cap. It’s 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.

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And what's the problem with that? Inv gets cap resistance to pretty much everything. We only get defence.

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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.

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Too powerful? I guess that's right next to "Blizzard is the mother of all nukes". If that's the measuring stick, then I'm buying that.

When I 1st read that we were getting a defense cap I was thinking 500% or so. But 94%? I guess I can't fight DE, Crey, Antimatter's and his bots, or any other mobs that debuffs defenses anymore (PvP I don't care, I wasn't going to play that anyways) ?

As it is now I need at least 10 DE's so I can get my def. high enough no bypass their carnies or whatever they're call. And from where am I suppoused to get enh slots to slot EA? As it is now my only 5 slotted attack is Icicles, the other 2 are using just the one enh that comes with the power. I need all my armors 5 slotted to be able to do half of what an Inv can do.

So basically what I'm getting from all this is:
- Inv/* only weakness is Psionic
- Stone/*'s weakness is how slow they are (They can get TP to fix that)
- Fire/*'s weakness is Ice atacks (2 mobs that do that damage?) and no def. But they have awesome damage.
- Ice/* gets: Fire, Psionics, mobs with high accuracy, Auto-hit powers, and no damage.

I guess you want us all to play Inv/*?


 

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Well, assuming you slotted for 6 defs buffs, the cap would be 188%. The hell do you need with 500% defense? As has been said the excess is wasted.

Edited Because I thought of something- Despite the fact that Invuln can get Max resists to pretty much everything, isn't the uber power in that set considered to be Invincible? And isn't EA basically Invicible on steroids? And ice isn't sololy +def, you have -recharge also, about 25% if I recall, and +hp(which stone and Invuln have, but fire doesn't).


 

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You're forgetting that Invlun Tanks have resistance to fall back on when their defense fails. When an Ice Tanker gets hit he has nothing to fall back on. No Resistance like an Invuln or Stone Tanker. No active heal boost like a Stone Tanker.

Sure there's Hibernate... which comes into play at... level 32 and its a good power in general, but its not as effective overall as Unstoppable or Granite Armor.

And Energy Absorbtion itself doesn't even come into play until level 26... unlike say Invuln who gets Invincibility at 18, and then still more defense at level 26 -- on top of all their Resistances.

Stone oddly also has DEF towards PSI, which in strong counterpoint to every time Statesman says that PSI is supposed to be the Tanker hole. So what is the hole in Stone Armor?

Because Ice can not Resist damage (Invlun, Stone, Fire) OR heal itself on the fly (Stone and Fire) it will never be able to Tank quite like the others. It can take on large groups of mobs close to its level, but not an AV.

I've been through a number of AV battles that are just my Blaster and my friend who's an Invuln Tanker. Try that with an Ice Tanker and no dice.

Sure maybe this change makes sense numerically, not taking into account things like... oh... the normal mob grouping when solo is 3. Or the fact that most things you fight are not your level -- especially when teamed. The fact that its far too easy for mobs (PvM) and players (PvP) to get superior accuracy bufs and or defense debuffs that completely negate the character. etc.

So when is Ice going to come up to par?

*****

If the number is truly 18.75. Then its fairly optimal that provided no accuracy buffs for enemies or def debuffs on you, 2 DEF enhancers (putting you at 26.25% per target) and 2 targets that assuming the following defenses:

68% Smash/Lethal
18% Cold/Fire
60% Energy/Neg

(achieved via 5 DEF slots in Frozen Armor, 5 in Wet Ice, and 2 in Glacial Armor)

Bringing those to (for only a single application):

120.5% Smash/Lethal
70.5% Cold/Fire
112.50% Energy/Neg

That your flooring for mobs vs you you get (assuming I figured this all out right, which I probably didn't since I feel like I flubbes something here -- please someone else calc all this):

For minions:
Smash/Lethal floored at +10 levels
Cold/Fire floored at +5 levels
Energy/Neg floored at +10 levels

For lts:
Smash/Lethal floored at +9 levels
Cold/Fire floored at +1 level
Energy/Neg floored at +7 levels

For bosses:
Smash/Lethal floored at +5 levels
Cold/Fire floored at -2 levels
Energy/Neg floored at +4 levels

Now... with those numbers posted... I'm skeptical. I fighting stuff at +1/+2 is fairly typical... and except for cold/fire bosses I should be fairly well off in not getting hit, but it doesn't play out that way in observation. Which means to me that mobs are getting an awful lot of accuracy buffs across the board OR my calcs are way off (which I suspect they are like I said above).


 

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I'll state it again, for reference:

Resistance >> Defense.

Defense scales with the level of the enemy that you face. Resistance does not.

There are more defensive buffs (including one whole powerset that does nothing but give defensive buffs, Force Field) than resistance buffs, and a good portion of the resistance buffs come in the form of PBAoE auras that put the defender/controller in danger of drawing aggro/being hit by the enemy.

There are defensive inspirations (Lucks) but no resistance inspirations.

So, to answer your question: No, EA is not invincibility on steriods. Invincibility gives both a defensive AND accuracy both per enemy within its aura, while EA only gains defense. Yes, EA steals end; but that too scales with level, and it has no effect on monsters or AVs, even with an end drain slot. I would hazard it would take 3-4 end drains to have any effect on either of these class of villians.


 

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Well, assuming you slotted for 6 defs buffs, the cap would be 188%. The hell do you need with 500% defense? As has been said the excess is wasted.

Edited Because I thought of something- Despite the fact that Invuln can get Max resists to pretty much everything, isn't the uber power in that set considered to be Invincible? And isn't EA basically Invicible on steroids? And ice isn't sololy +def, you have -recharge also, about 25% if I recall, and +hp(which stone and Invuln have, but fire doesn't).

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EA is about twice as powerfull as invinc, and works to all types except psi.

However, its capped at 5 enemies, and invinc is not. So with 10-15 enemies around the inv tank has MORE def to melee/ranged than an ice tank. The ice tank has to slot EA well or stack it to get past this.

Now, the other issue is that inv has resistance as well as defence. Ice does not(tough is a power you pretty much need to take). So while Ice can protect from cold attacks (whoooo!) inv has protection form all forms but psi. The other issue is that the ice armours are not strong enough when six slotted and stacked to cap anything but smashing/lethal defence vs +3/4 enemies. Meaning that you need EA to survive. All in all, it makes it very tough against many groups to get the requisite amount of defence to not be flattened when a quartz or lord forbid TWO quartz drop simply because their only method of defence is overpowered. Something that cannot be easily done against the other tank types, and when done, affects ice tankers just as drastically.


 

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Yes, EA steals end; but that too scales with level, and it has no effect on monsters or AVs, even with an end drain slot. I would hazard it would take 3-4 end drains to have any effect on either of these class of villians.

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And just to add... its End Drain is completely neutered in PvP. Unlike the ACC buff on Invincibility.


 

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Invince has a cap also doesn't it? Plus doing almost nothing against range and absolutly nothing against AoE. I don't know, my fire tanker self is drooling over the though of 188% defense. Would that floor what +7s chance to hit?

And to the Resist is better because it scales better, sure this isn't a myth? Cause they claimed to have fixed this in about the first patch, though it might have gotten messed up again sometime later. I don't know, even this Nerfed EA is making me want to make an Ice/Tank, question is who to delete. Then again I like +def powers.


 

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Well, assuming you slotted for 6 defs buffs, the cap would be 188%. The hell do you need with 500% defense? As has been said the excess is wasted.

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Why do I need 500% def? Simple: There are a LOT of mobs that debuff your defense, by either reducing your defense (Think Crey's Medic and Antimatter's Clockworks, CoT's, Council's vampiry) or by increasing accuracy (Some of the Devouring Earth pet beacons, Nemesis using Leadership/Vengeance everytime you arrest one of them, Rikti's Radiation users)

And like I said before: From where am I suppoused to get those slots? As it is now I'm putting everything on my armors so I can tank half as good as an Inv/* tanker.

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Edited Because I thought of something- Despite the fact that Invuln can get Max resists to pretty much everything, isn't the uber power in that set considered to be Invincible? And isn't EA basically Invicible on steroids? And ice isn't sololy +def, you have -recharge also, about 25% if I recall, and +hp(which stone and Invuln have, but fire doesn't).

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Thanks for helping the cause! Inv/* tankers cap pretty much everything, AND get a very nice defense... Where is our resistance? Agains Ice and Fire? They can take that and do as they please.

About the -25% rech, that's only for melee mobs. Half of the mobs are always at range... The same mobs that are affected by my Ice Patch. The only real use of CE is to keep the melee agro so I only have to worry about the range ones.

Fire tankers? Give me their damage capabilities and I'm going to stop complaining.


 

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Well, assuming you slotted for 6 defs buffs, the cap would be 188%. The hell do you need with 500% defense? As has been said the excess is wasted.

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Reminds me... most optimal Invuln builds don't even have to 6 slot their powers to be at peak efficiency. They don't have to worry if their Resists are going to be maxed out, because once they are... they are. And on top of that they get DEF to boot.

Ice Tankers need to spend a lot more slots and run more toggles to achieve a much less effective state than an Invuln Tanker. Yes, Ice Tankers can tank. They just can't tank to nearly the same effectiveness.


 

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If all your other powers only give +def also, why couldn't you just use EA for defense? That is just one power 6 slotted? Then you could have stealth and SS to get up close, useing 2 pool, but you still are using WAY less slots for a mighty defense. I guess you might want to 6 slot Tough and Health, and then 4 in Hoarfrost, but that isn't that many slots, considering. Is there something I'm missing? I'm guessing most of you Icers aren't slotted like that, but with that and Chilling Embrace(which is the same as +25% resists to all enemies in range which applies to your team as well) I see that as being a very powerful defense, for relatively few slots, leaving a lot to focus on attacks (that damage one of you asked for).


 

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Another thing, everything and it's grandmother debuffs defense, a rare few debuff resistance.


 

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Well, won't most of these grandmothers be missing, and to drop 188% defense, that would need a hell of a lot to bring down to rational levels? Also these grannys seem to debuff defense very little, my SR hardly notices them, except for an elite few, but hey, you don't have to worry about Sappers, so that is a plus.

-Just though of something else so Edit- Would the current EA, if 6 slotted and hitting say, 10-15 mobs, allow the user to tank say +20s? Cause it seems like it would. That ranks as bit overpowered in my book, sorry guys. If they can't then, that is a bit wierd, but where you can find groups of +20s once you have 6 slotted EA, around lvl 31, so I guess you can't.


 

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Invince has a cap also doesn't it? Plus doing almost nothing against range and absolutly nothing against AoE. I don't know, my fire tanker self is drooling over the though of 188% defense. Would that floor what +7s chance to hit?

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On paper, and only if fighting the easy stuff, "farmable" stuff (Freak, Nemesis, some crey's, wolfs) You have to understand, we, as Ice Tankers, don't usually like to farm 2 or 3 kinds of mobs every 5 levels. We like the challange. We like being able to tank everything, with this change to EA we're not going to be able to tank half of the things out there.

Hell! I may not even be able to fight Nemesis again! Thing of 8-10 Leadership/Vengeance going off at once!!

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And to the Resist is better because it scales better, sure this isn't a myth?

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No is not. Your 90% S/L is going to apply if you're hit by a -5 or a +5 alike. The only difference is that the +5 is going to be doing more damage then the -5.

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I don't know, even this Nerfed EA is making me want to make an Ice/Tank, question is who to delete. Then again I like +def powers.

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Please! Go ahead and do so (And you don't have to delete anyone, unless you have 8 chars per server that is) Come to Liberty and I'll even give you 2000K so you can fully slot all of your enh. all the way to 32.

Once you get to lvl 36 or so and have gone thru pretty much all the mobs we can talk.


 

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You will at last have to six slot Frozen Armor to survive. Actually that and Wet Ice otherwise you will not be able to fight even level minions and Lts. That is at least twelve slots going to only smashing and lethal defense all the way till level 26.


 

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If all your other powers only give +def also, why couldn't you just use EA for defense? That is just one power 6 slotted? Then you could have stealth and SS to get up close, useing 2 pool, but you still are using WAY less slots for a mighty defense. I guess you might want to 6 slot Tough and Health, and then 4 in Hoarfrost, but that isn't that many slots, considering. Is there something I'm missing? I'm guessing most of you Icers aren't slotted like that, but with that and Chilling Embrace(which is the same as +25% resists to all enemies in range which applies to your team as well) I see that as being a very powerful defense, for relatively few slots, leaving a lot to focus on attacks (that damage one of you asked for).

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And we can all see you've never played an Ice Tanker

Much luck dying many times over with that tactic. And don't for a minute think people haven't tried it. Someone here will invitably say they hit 50 with only EA and WI while walking up hills both ways in the snow. And they probably did, but they ignored certain mobs, fought only certain other things, farmed, or didn't do all their story arcs or TFs or trials, or some combination of any of those.

Bottom line is that pools are supposed to be optional. In fact, many a time Statesman has said on these very forums this very thing. That means that a powerset should stand on its own without power pools. That means Stealth... Superspeed... Tough... Health... all don't enter into the picture.

The set as it stands was broken even before this change. And this change doesn't really help it much.


 

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While we are on it, why do invuls get so many damn auto powers while ice and the other sets get one or none? Invuls [censored] about endo while they have no ideal what real endurnce problems are. The only saving grace of ice is easy aggro management.


 

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I'm not sure which thing it is that you wouldn't be able to fight. Maybe DE with Quartz, but I heard from somewhere that they made them Auto hit. But if not, wouldn't a basically 200% boost be enough? That might be an issue I see, so a good case there, but thats it that I see from this. Nem might have a point, but if 8 lts just died, shouldn't everything else be gone also?

Then as to the scaling, consider this. Say a +5 does 50 percent more damage than a +0. Then he also has a 50% acc buff (we are assuming that things actually scale up evenly like they said they did in the patch, if thats not the case I don't know why they said they fixed it and it needs to be /bugged). So now minons have 100% acc, lts 116% acc, and bosses 125% (these are the numbers I have, but I could be off). Against a Invuln with nothing but resists, he has 90%, but they deal 50% more damage, so if they would do 10 they now do 15, meaning his resist is the same as 85% resists, a 5% reduction. The EA man has 188% defense, so everyone still has a 5% chance of hitting. No change here, but he does take 50% more damage when he does get hit, which is a problem. So they are basically the same. Even if +acc was 2 times as valuable so the foes had +100% acc, putting minions at 150%, lts at 166%, and bosses at 175%, there is still no change to def, except the extra stuff to bosses. Maybe this is just because of how much EA gives, but this is using the nerfed EA, albeat 6 slotted, but any tanker needs at least 6 slots to get his max resists, except stone I think.

As for making an Ice tank on Liberty, I'm cool with the idea (pun intended) as soon as my login server starts working again. Glad to see you there, and maybe it won't work how I think it will, but I'm thinking of an Ice/Fire man. Planning on being a minion destroyer and aggrohound. We'll just have to see how it works.

Then to slotting armors at low level, I don't see why they cant get respeced once you hit 26 or so, also, I think I'll look to see about the recharge length on EA to see how stackable it can be.


 

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I'm getting tired of this.

Anyways...

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If all your other powers only give +def also, why couldn't you just use EA for defense? That is just one power 6 slotted?

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Simple... Because to be able to use EA you need to get close to the enemie, w/o defense or resistance you're going to get killed by the Alpha Strike.
Also, if you don't slot your other armors fighting AV's or Monsters is going to be anything but imposible. Only one mob fueling EA is going to be no more than 40% def (With a 6 slotted EA that is) As it is now most AV can one-shot us easilly.

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Then you could have stealth and SS to get up close, useing 2 pool, but you still are using WAY less slots for a mighty defense.

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Even with stealth/SS on, there is one second between EA's activation and the Def Buff activation. That's all the time mobs need to kill you. That and the fact that there are many mobs that can see thru invisibility (Snipers, Drones, Carnies, KoA, some monsters)
Plus, not everybody takes stealth and/or SS. I'm one of those. I loathe SS, to me Fly is the only real travel power.

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I guess you might want to 6 slot Tough and Health, and then 4 in Hoarfrost, but that isn't that many slots, considering. Is there something I'm missing? I'm guessing most of you Icers aren't slotted like that

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Just so you know that's the way most Ice tankers are slotted as it is nowadays. You didn't discover any magic formula there, we need Hoarfroast, health and tough (all 6 slotted) to be able to come close to Inv/* tanker. The only thing you're missing is any idea of how this set works.

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but with that and Chilling Embrace(which is the same as +25% resists to all enemies in range which applies to your team as well) I see that as being a very powerful defense, for relatively few slots, leaving a lot to focus on attacks (that damage one of you asked for).

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You lost me with that last one there. Like I said before, that 25% applies only to melee mobs. half of the mobs ARE NOT affected by CE. To me the only real application for CE is for agro management.

Anyways. I'm getting of answering your posts regarding Ice Tankers. Go build yourself an Ice tanker and take it to the 35-ish and then come back here and tell us what you think. As it is now you're starting to sound like a troll.

This is your last post I answer. Go back and read the reasons we've been giving here to why we think this change to EA sucks mayor time. If you're still not happy with that, please fell free to keep posting about it! My ignore list is getting shorter.


 

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Gah, I'm really sorry to piss you off, the numbers are all I've seen, I guess it actually works very different than that. I really don't have any experience with them, and if you really do need 500% defense to work than I'm sorry I saw this as reasonable. I still think I'll make an Iceman, I wasn't expecting uberness, but it sounded fun, then I guess I'll see what you mean better.

Again, really sorry to come off as a troll, the numbers just seemed to be fine for me, but obviously I'm missing something I would know easily if I had an Iceman, since all of you disagree with me.


 

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Sorry, how many invuls that have a choice run with just resist? That and there are some auto hit powers ei Death mage's Death shord and DE swarms that totally ignore defense. There holes in ice as well other than psi, toxic and sonic cut right thru all the armors and EA.


 

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Well, my tank right now is fire, and yes we have high damage, but I do actually tank for teams and we have only resists, and not even max in all. Sure Invulns take extra defense, but the only defense they get is Invince, which doesn't really work against range and just doesn't work against AoE. Sonic isn't a damage type, at least if it is, Maestro and the sonic Council don't use it, and I though that giving def to all but Psy meant Toxic too, but it seems all of the tanks but Stone have weakness to Toxic and Psy. And someone mentioned CE only working for those in melee range, Invince only really works for those in melee range also. DE swarms don't seem to ignore defense to my, but Deathmages are annoying I'll agree, I don't think my regen will be able to take them once I4 hits either. But even Superman had Kryptonite.

That was really only commenting of the specific post. I now concede that I'm unqualified to comment, seeing as experience shows different than what I would expect from the numbers. Thats probably Geko's problem also, he doesn't see how you Ice Tankers really use EA.


 

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I'll state it again, for reference:

Resistance >> Defense.


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And a combination of the two beats out all (*cough* Invunl *cough*)

Lets take a closer look. For this we'll assume even level bosses which we all know have an 85% chance to hit. We'll also assume capped Resistance, 95%, and enough Defense to floor accuracy.

Take 20 attacks (X) from the same boss. Each is doing 250 points of damage each (Y).

For the capped Resistance:

20 * 0.85 = 17 hits
17 * 250 = 4250 gross damage
4250 * (1 - 0.95) = 212.5 net damage

For enough Defense to floor accuracy:

20 * 0.05 = 1 hit
1 * 250 = 250 gross/net damage

It doesn't matter how many hits (X) or how much damage per hit (Y) you plug into the equation. A capped Resistance will always be taking less damage then enough Defense to floor Accuracy. In fact, it will always be taking exactly 15% less damage over time.

So already Defense starts 15% behind Resistance due purely to the way game works.

Now lets say we have two Tankers one is Ice, the other is Invuln. Both are designed in a fairly standard manner. Lets assume that the Ice Tanker can for purposes of this discussion floor accuracy toward whatever the damage type is above. The Ice Tanker will also have 25% less hits coming in due to Chilling Embrace.

Lets assume the Invuln Tanker has his Resistance maxed. And lets also rememebr that Invuln Tankers also get Tough Hideand Invicibility. Lets say the total DEF the Invuln Tanker has picked up is 40% (about 15% from Tough Hide, and 25% from Invincibility -- derived figuring the 5% for each of the same 5 mobs the Ice Tanker got his defense from).

To allow for Chilling Embrace to enter the calculation better we'll up the attack count to 100.

For the capped Invuln tanker the following happens:

100 * (0.85 - 0.40) = 45 hits
45 * 250 = 11250 gross damage
11250 * (1 - 0.95) = 562.5 net damage


The Ice Tanker doesn't change from above's floor accuracy example:

100 * 0.75 = 75 hits after CE
75 * 0.05 = 3.75 hits
3.75 * 250 = 937.5 gross/net damage

This means the Invuln Tanker is taking 40% less damage than the Ice Tanker.

Really, I think the numbers speak for themselves at this point.


 

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Gah, I'm really sorry to piss you off, the numbers are all I've seen, I guess it actually works very different than that. I really don't have any experience with them, and if you really do need 500% defense to work than I'm sorry I saw this as reasonable. I still think I'll make an Iceman, I wasn't expecting uberness, but it sounded fun, then I guess I'll see what you mean better.

Again, really sorry to come off as a troll, the numbers just seemed to be fine for me, but obviously I'm missing something I would know easily if I had an Iceman, since all of you disagree with me.

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We've really been working very hard to play, and it's frustrating sometimes to see people come in and say 'your set is fine' when we've worked up aruond the loopholes.

But I'd like to poitn out some reasons why.

First off, around half the lethal attacks reduce your defense. Guns, swords, claw swipes- you name it. Moment of Glory, Vengence, and Quartzes do massive accuracy things. This is irrespective of the fact that many (and I do mean -many-) foes have fairly hefty +acc benifits already in them (the MA using Council, for example).

I think you might be mistaken about the +50/+50 thing, as well, but even if yuo're not, realzie that whenever a hit gets through you're taking 10 -times- the damage of someone with a 90% resist. Invul and Stone -also- are going to have a deff buff going on, which keeps people below the 95% to hit soft cap.

ANd lets' not even mention the fun of being oneshotted by archvillans. It happens..often.

Personally, I like my Ice tank. And since I've discovered that I can tank -very- well in the -very- high ranges, I was enjoying doing my best. However, that required liberal uses of hibernate -and- tough, and now unless I'm the highest on a mission odds are I'm going to run into some issues tanking.

I'd also like to point out some misconceptions you appear to have about Energy Absorption. It's a click power, requiring melee (10ft) range. We get it at 26, incredably late. It recharges in 60 seconds, lasts 45 seconds, and takes around 20 end. So I don't know of a single person who can possibly afford to more than 4 slot this power with def. The end drain requires a full 6 slots to drain even cons, and has no -recovery attached to it, so they'll just be right back up in a second.

Ice...needs buffs. I like the two minor changes to Hibernate, but now that EA is not a 'cap your def instantly' power, but instead a 'get high def quickly'. Ice will still get hit, and this means we'll get hit more- period.

So.....excuse us if we're a little defensive about treating a moderate nerf to the power that makes our powerset function as a nerf instead of an 'adjustment'.

if they kept the max number at 10, I don't think a soul who plays an ice tanker would have an issue, and I cannot imagine it would come up durring PVP. Instead....it does matter. We get hit harder, slightly less often, and our one 'shining star' ability (slow resistance) is now present in a number of powers.

I'm shelving my ice tank. I got to 37, but I really don't have the energy to die in every AV fight from here on out unless I 6 slot tough, and have a chance just barely then. And it's lovely being the def based tanker who has less def to something than Stone. Whee.

As for the ice vs fire comparison (whomever did this, I don't recall? long day at work)- please don't. Fire's Blazing aura, as pointed out, is cheaper and does more damage, and Burn's cost to the set is that they will rely on resists and a very quick usage heal, putting thier surivability at close to Ice's within the set.


 

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I'm not sure which thing it is that you wouldn't be able to fight. Maybe DE with Quartz, but I heard from somewhere that they made them Auto hit..

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You know what you wouldnt be able to fight...

One Single Boss.

Five bosses? bit easier, but only one? 37% defense? have fun.

edit: for those just tuning in, he is suggesting an ice tank with ONLY EA, CE and Hoarfrost


 

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Since I'm still plaining on making an Iceman with around the same build I'll comment here. Never, never, never, do I expect to fight a boss or AV one on one, I'll drag some minions along with me. 1 should be enough for bosses, I think I might need 2 or three for AVs. And I'll still take the smashing armor for the look and because you have too, so if that boss does smashing, I'll have whatever plus my 39 percent. I don't think I'll be soloing many AVs, so against them, I'll probably have to deal with a bunch of extra mobs around.

I don't know if it will work or not, but it sounds fun so I'll try it out.