Guide Lines of an Ice / Ice tank.


Alimistar

 

Posted

Guide Lines of an Ice / Ice tank.

Hello little frosties. Don’t give up hope, we are ice and we will have our day until then here is a simple process to live and live pretty well.

When planning your dip into the fires of tanking be aware of our strong points, and do not try to focus on what others can do, and what we cannot.



Defense is not great for us, and resistance, well that is worse. Cold is our friend and savior and we shall never really fear it. In the answer to questions of what should I do try a balanced view of ice defense. Defense is technically anything that helps us stay standing longer; we are tanks after all and will face plant. When planning your career there are some powers to think about very carefully.

Frozen Armor / Glacial Armor: These are NOT options; get them when you can, as they are our main defenses. Frozen is our S/L defense plus cold / fire resistance (base: 17%, cold 30%, fire 12.5%) and Glacial is our Energy / Neg. Energy defense plus cold resistance AND perception booster (base: 17%, and cold 30%) the Perception boost is VERY nice for PvP.

Hoarfrost: This is our ONLY Toxic resistance power. It is also a wonderful heal / hp booster. I like it planned at 3 recharge, and 3 heal although a resistance might be nice as well. Best uses? Pop it as a boost for that alpha strike (1st mob hit), once it is 3 slotted with SO Recharges it is nice to hit a minute before going in as it will give you that bonus hp, and be ready to heal you again in about 60 sec.

Chilling Embrace: This is by far one of our best defenses. Slower recharge = slower attacks, meaning less hits it also reduces damage a bit as well, so we have a reverse damage resistance if you will thanks to this babe, hold it..love it. 1 End reducer is about all you will need in the end for it, add some slows, and a taunt or two, it helps a lot with agro management.

Wet Ice: A very good resist effect defense (sleep, hold, diso, immo, kb, and slow), as well as a small defense boost, and cold resistance (because we need more I guess). (Base: S/L, Fire, Cold, Energy, Neg. Energy, and Toxic 1%’ish defense, Cold 30%)

Permafrost: This is our MAIN fire resistance, it adds to cold and slow resistance as well (Cold 20%, Fire 12.5%) Good to have at least with one slot for the fire resistance.

Icicles: Minor DoT, not great, but a good minion killer once slotted well to take out the trash while you dance with bosses.

Energy Absorption: I love this power. – Foe End, + You End, resist slow (that’s 3 total silly isn’t it?) Plus a VERY small amount of defense from S/L, Fire, Cold, Neg. Energy, and Energy. Great power to have to start the agro fun off with a bang.

Hibernate: I love this power. I makes you Invulnerable for 60, about long enough to heal fully up. With some planning and slotting in this as well as other powers you can stay agro king and alive for a long time flipping back and forth.




Melee, well they do little damage but can help our defense greatly. This makes agro control and defense even better when complimenting our build. Remember slow = less attacks, and slower mobs for easier CC. Some simple outlines and things to think about are:

Frozen Fists: Well we all get it. Not great, not horrible either. Semi fast recharge, add an Acc, some damage, a slow and it pans out pretty well. Bosses will not fear you, but the slow will help against them. Main damage is cold, with a small Smashing component.

Ice Sword: Pretty good attack, really good in our Ice melee options. For the recharge time, endurance cost this is a solid attack choice. It again takes slow enhancements and one is a good addition, as they stack from attacks, and CE. Main damage is cold with a Lethal component.

Taunt: Good for pulling / grouping mobs to you. Depends on your game play, but can be helpful in a PvE Solo, and Team role.

Frost: A short-range cone attack of cold. I think this attack is one of our best for CC, and solo. The range is poor, but it is a solid attack when you are facing multiple opponents. Slows, and is Damage Over Time. When soloing DoT’s are not so bad, as fights will be long so they usually run through. This is also a great way to drop minions in a fight while targeting a tough opponent.

Build Up: Generic power, bonus to acc and damage. Personally I don’t was a power for this, after all a few Inspirations of damage and acc do the same thing or more for longer and no recharge, as long as you have them.

Ice Patch: Take it. This is a great power to help with damage mitigation, they fall they don’t attack. Not everything falls, and sometimes stuff slips and falls backwards (yeap. what odd physics we have here). It is an Area Effect power, at your feet. Ok radius, and works well enough with 1 recharge.

Freezing Touch: Not a personal favorite. It is a melee hold, and does ok cold DoT. It might be a good PvP power, and can be set pretty solid as a perma with 2 recharge, and 2 hold durations (these are Single Origins)

Greater Ice Sword: This is the attack we have been waiting for. It has a solid cold and lethal damage component, and slows. The recharge time and endurance cost are not to bad either. I would do a recharge just because it is a good attack to cycle a little faster, and a endurance reduce to reduce the cost; those 2 additions make it about the same speed, and cost as Ice Sword.

Frozen Aura: This is an unknown to me the use is obvious. Grouping? Avoid it most of the time I would say. Sleep effect will be broken by AoE attacks, this include Frost and Icicles from you. I think as a add group control tool it would be good, or an ouch time to leave option it would be good. It is not a level 38 power I will call friend.




Power Pools can help balance out our weaker areas for defense, as well as maintain our role. It is important to get some ideas as to what you like, and don’t like as well as what you feel you need. Power pools don’t have a huge chance of breaking you, or anyone else, but they can prove very useful when picked in accordance to play style and build.

Concealment: I really only like stealth. It offers a little more defense then wet ice, and allows us to position ourselves for that initial agro, which can mean the difference between success and failure.

Fighting: I plan on getting Tough, and Weave. For the most part they will just help with S/L damage, which is the most common in the game. We have nothing great against these damage types and these 2 powers will help.

Fitness: I have always been a fan of this pool for tanks. Faster Healing and Endurance recovery are great no matter how you look at it.

Flight: I recommend Flight or Leaping as travel power pools. The defense from Hover will cover holes when have in our defenses. It grants a defense of 2.5% Base to everything minus Psionic. We lack in Fire, and Toxic (normally 1.1 Defense vs. those). Obviously Hover has the most dynamic of the travel power options, but it is slow.

Leadership: Good pool could be useful. Depends on play style. Maneuvers as a defense when thinking personally is just as good as hover, and combat jumping each of which offers more to you specifically for less endurance.

Leaping: I recommend Flight or Leaping as travel power pools. The defense from Combat Jumping will cover holes when have in our defenses. It grants a defense of 2.5% Base to everything minus Psionic. We lack in Fire, and Toxic (normally 1.1 Defense vs. those). Combat jumping is a fast travel power for fighting, and does offer some protection against Immo.

Medicine: Nice to have heal, and resist buff for the healer watching your back. Rez also is nice incase you are the only one left standing and no one packed an emergency Awaken. Over all, not a pool for me, but you play your toon.

Presence: With gauntlet, and taunt not much a fan of this pool, plus making stuff run takes it out of our CE.

Speed: We are mostly toggles, and the recharge times all balance well after a few recharge reductions. Hasten is not a must.

Teleportation: Another choice power pool, there are nice adds in here recall friend, tp foe very good powers over all.


 

Posted

Right on, man. Good advice all around, just a few things I've heard that'd be worth clarifying.

Slow enhancements don't affect -Recharge debuffs. So slotting Slows won't make the enemy attack slower, they'll only MOVE slower. Still is worth it, as you're a tanker and it helps with aggro control. Just don't think it's slowing their power Recharge rates more.

Frost isn't just a decent area attack, it's actually the second most damaging in the whole set! It's hard to notice since it's DoT, but the only Ice power that hits harder is Greater Ice Sword. Freezing Touch comes close, but Frost still beats that for overall damage. Add in the fact that this can hit 3 to 5 mobs at once and this sucker rocks. Hardly anything resists Cold damage except Pantheon Husks, Circle of Thorn Daemons, and some powerarmored mobs later on.

Build Up rocks for Ice/Ice! Your use of Insights and Rages is noted, but think of it like this, what's better than more damage? Even MORE damage! On top of those inspirations, Build Up can give you 100% damage and 63% more accuracy for 15 seconds. This lets you get off a really strong chain with Sword, Greater Sword, Touch, and Frost. Also, while you're attacking, Build Up ramps up all the damage coming off Icicles and gives them a big accuracy boost so the pings almost always hit. If you go three Recharge on Build Up, it's back in 30 seconds, letting you totally shred stuff much faster than you can without it. Just two Build Ups per fight will probably totally hose any minions without you needing to attack them. The Icicles alone should kill them.

Same trick works for Fiery Embrace and Blazing Aura, if you're a Fire/Fire tanker.


"I'm flying free with my beautiful butterfly wings!" ~ Randy Marsh

 

Posted

Error on the Hoarfrost section , or percevied error. The recharge total time is 180 sec (give or take a few with enhancements), and it lasts 120, so you have a 60 sec period of nothing. That is where Hibernate comes in handy.


 

Posted

One small thing, I believe the duration of Hibernate is 30 seconds, at least thats what the Hero Builder is telling me and thats what it seems like when I use it.


 

Posted

[ QUOTE ]
Error on the Hoarfrost section , or percevied error. The recharge total time is 180 sec (give or take a few with enhancements), and it lasts 120, so you have a 60 sec period of nothing. That is where Hibernate comes in handy.

[/ QUOTE ]
I believe Hoarfrost's recharge is actually 360 seconds. It is a little over 180 seconds with 3 Recharge Reduction SOs slotted in it. You used to be able to have it always on with 4 SOs and perma-Hasten, but that is no longer possible.


 

Posted

[ QUOTE ]
[ QUOTE ]
Error on the Hoarfrost section , or percevied error. The recharge total time is 180 sec (give or take a few with enhancements), and it lasts 120, so you have a 60 sec period of nothing. That is where Hibernate comes in handy.

[/ QUOTE ]
I believe Hoarfrost's recharge is actually 360 seconds. It is a little over 180 seconds with 3 Recharge Reduction SOs slotted in it. You used to be able to have it always on with 4 SOs and perma-Hasten, but that is no longer possible.

[/ QUOTE ]

DoH, ok to much OT this week at work. Yeap. 360 recharge, with a 184'ish ready time with the SO rechargers, 120 duration. Thanks for the flag, could screw people up with that error.


 

Posted

One thing to note in your guide is that you mention Toxic Defense a couple of times. There is no such thing as Toxic Defense in this game, only Toxic Resistance. Toxic damage came later in the game than the other forums, and they never put in a Defense component to it.

Therefore Hoarfrost is your only means of mitigating Toxic Damage.


 

Posted

Here's a look at an Ice/Ice build that I have been working on. It still needs some minor tweaks, but otherwise it's a solid build. Pyre Mastery helps to make up for the lack of damage output that Ice Melee provides.


Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Tanker
Primary Powers - Ranged : Ice Armor
Secondary Powers - Support : Ice Melee

01 : Frozen Fists dam(01) dam(3) dam(3) acc(43) slw(46)
01 : Frozen Armor defbuf(01) defbuf(5) defbuf(5) endred(23) endred(31) endred(40)
02 : Hoarfrost hel(02) hel(7) hel(7) recred(34) recred(34) recred(36)
04 : Ice Sword dam(04) dam(11) dam(11) acc(13) endred(13) slw(21)
06 : Wet Ice endred(06) endred(46)
08 : Hasten recred(08) recred(9) recred(9)
10 : Chilling Embrace slw(10) slw(15) slw(15) endred(40) endred(40) endred(50)
12 : Kick (Fight) dam(12) acc(21)
14 : Super Speed endred(14)
16 : Build Up recred(16) recred(17) recred(17) thtbuf(33) thtbuf(33) thtbuf(34)
18 : Glacial Armor defbuf(18) defbuf(19) defbuf(19) endred(23) endred(31)
20 : Ice Patch recred(20)
22 : Tough endred(22)
24 : Weave defbuf(24) defbuf(25) defbuf(25) endred(31) endred(39)
26 : Energy Absorption enddrn(26) enddrn(27) enddrn(27) recred(29) recred(29) recred(33)
28 : Freezing Touch dam(28) dam(42) dam(42) acc(42) endred(43)
30 : Provoke recred(30)
32 : Intimidate ferdur(32) acc(43)
35 : Greater Ice Sword dam(35) dam(36) dam(36) acc(37) endred(37) slw(37)
38 : Permafrost damres(38) damres(39) damres(39)
41 : Char hlddur(41)
44 : Fireblast dam(44) dam(45) dam(45) acc(45) endred(46)
47 : Fireball dam(47) dam(48) dam(48) acc(48) endred(50) recred(50)
49 : Hibernate recred(49)

-------------------------------------------

01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)





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Here is a look at some of the numbers using +2 SO's and considering you're surrounded by 10 mobs:

Total Defense to Smash/Lethal Damage = 43.22%
Total Defense to Energy/Neg Energy Damage = 43.22%
Total Resistance to Smash/Lethal Damage = 15%
Total Resistance to Cold Damage = 123.2%
Total Resistance to Fire Damage = 33.25%
Total Resistance to Toxic Damage = 20%


 

Posted

[ QUOTE ]
Here's a look at an Ice/Ice build that I have been working on. It still needs some minor tweaks, but otherwise it's a solid build. Pyre Mastery helps to make up for the lack of damage output that Ice Melee provides.


Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Tanker
Primary Powers - Ranged : Ice Armor
Secondary Powers - Support : Ice Melee

01 : Frozen Fists dam(01) dam(3) dam(3) acc(43) slw(46)
01 : Frozen Armor defbuf(01) defbuf(5) defbuf(5) endred(23) endred(31) endred(40)
02 : Hoarfrost hel(02) hel(7) hel(7) recred(34) recred(34) recred(36)
04 : Ice Sword dam(04) dam(11) dam(11) acc(13) endred(13) slw(21)
06 : Wet Ice endred(06) endred(46)
08 : Hasten recred(08) recred(9) recred(9)
10 : Chilling Embrace slw(10) slw(15) slw(15) endred(40) endred(40) endred(50)
12 : Kick (Fight) dam(12) acc(21)
14 : Super Speed endred(14)
16 : Build Up recred(16) recred(17) recred(17) thtbuf(33) thtbuf(33) thtbuf(34)
18 : Glacial Armor defbuf(18) defbuf(19) defbuf(19) endred(23) endred(31)
20 : Ice Patch recred(20)
22 : Tough endred(22)
24 : Weave defbuf(24) defbuf(25) defbuf(25) endred(31) endred(39)
26 : Energy Absorption enddrn(26) enddrn(27) enddrn(27) recred(29) recred(29) recred(33)
28 : Freezing Touch dam(28) dam(42) dam(42) acc(42) endred(43)
30 : Provoke recred(30)
32 : Intimidate ferdur(32) acc(43)
35 : Greater Ice Sword dam(35) dam(36) dam(36) acc(37) endred(37) slw(37)
38 : Permafrost damres(38) damres(39) damres(39)
41 : Char hlddur(41)
44 : Fireblast dam(44) dam(45) dam(45) acc(45) endred(46)
47 : Fireball dam(47) dam(48) dam(48) acc(48) endred(50) recred(50)
49 : Hibernate recred(49)

-------------------------------------------

01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)





--------------------------------------------------------------------------------

Here is a look at some of the numbers using +2 SO's and considering you're surrounded by 10 mobs:

Total Defense to Smash/Lethal Damage = 43.22%
Total Defense to Energy/Neg Energy Damage = 43.22%
Total Resistance to Smash/Lethal Damage = 15%
Total Resistance to Cold Damage = 123.2%
Total Resistance to Fire Damage = 33.25%
Total Resistance to Toxic Damage = 20%

[/ QUOTE ]

Check your Defense numbers again. Weave only protects S/L & M/R Energy / Neg Energy offers nothing as it picks the best type Zone: AoE/Melee/Range or Type: Fire/S&L/Energy. Weave offers nothing vs. NON-S&L so you only get the Wet Ice, Frozen Armor, and EA against Energy/Neg. Only mention it because I see no Defense variation between Ene/Neg. and S/L.

Our Builds are simliar, I think I am a little bit more balanced for Agro / Debuffing / Defense