The Ice/Ice IO Tank; The Frosty Regen Fortress


Catharctic

 

Posted

Tundara’s Guide to the Invention based Ice/Ice Tank, Version 1.3


Preface:

Greetings and welcome to this; the final version of my Ice/Ice guide for an IO orientated tank. Frozen Aura has been utterly dropped, and in a stark departure from normal Ice/Ice builds, so has Greater Ice Sword. As per discussions about how to ‘fix’ Ice Melee, it has been deemed as counter productive to use. If at some point Ice Melee sees any changes, namely a reduction to Greater Ice Sword animation time, or increase to its damage, plus a damage component added to Frozen Aura, this build will see a drastic overhaul and will in it’s current form be obsolete. But that is the way of things.

If you notice errors or omissions anywhere, please let me know and I’ll try to update the guide to correct the mistake. As a quick side-note, I’ve only included the Enhancement Values of the set inventions, not the commons. This is to give you an idea of where the powers with sets stand in comparison to standard Single Origin or Hamidon Origin enhancements.

The Base Build:

For the purposes of this guide I present to you the base build the Inventions are built around and into. Think of it as the skeleton for the Inventions. They are the muscles of the build. 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.

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Skeleton Build
Level: 50
Archetype: Tanker
Primary: Ice Armor
Secondary: Ice Melee
---------------------------------------------
01) --> Hoarfrost==> Empty(1) Empty(3) Empty(13) Empty(15) Empty(23) Empty(23)
01) --> Frozen Fists==> Empty(1) Empty(3) Empty(13) Empty(15) Empty(40) Empty(40)
02) --> Chilling Embrace==> Empty(2) Empty(37) Empty(50)
04) --> Frost==> Empty(4) Empty(5) Empty(5) Empty(25) Empty(25) Empty(40)
06) --> Air Superiority==> Empty(6) Empty(7) Empty(7) Empty(11) Empty(43) Empty(46)
08) --> Frozen Armor==> Empty(8) Empty(9) Empty(9) Empty(11)
10) --> Swift==> Empty(10)
12) --> Wet Ice==> Empty(12)
14) --> Fly==> Empty(14)
16) --> Health==> Empty(16) Empty(17) Empty(17) Empty(37) Empty(37)
18) --> Glacial Armor==> Empty(18) Empty(19) Empty(19) Empty(21)
20) --> Stamina==> Empty(20) Empty(21)
22) --> Ice Patch==> Empty(22)
24) --> Ice Sword==> Empty(24) Empty(31) Empty(31) Empty(31) Empty(34) Empty(34)
26) --> Energy Absorption==> Empty(26) Empty(27) Empty(27) Empty(36) Empty(36) Empty(36)
28) --> Freezing Touch==> Empty(28) Empty(29) Empty(29) Empty(33) Empty(33) Empty(34)
30) --> Permafrost==> Empty(30)
32) --> Hibernate==> Empty(32) Empty(33)
35) --> Build Up==> Empty(35)
38) --> Icicles==> Empty(38) Empty(39) Empty(39) Empty(39)
41) --> Ranged Epic A==> Empty(41) Empty(42) Empty(42) Empty(42) Empty(43) Empty(43)
44) --> Ranged Epic B==> Empty(44) Empty(45) Empty(45) Empty(45) Empty(46) Empty(46)
47) --> Target AoE Epic==> Empty(47) Empty(48) Empty(48) Empty(48) Empty(50) Empty(50)
49) --> Taunt==> Empty(49)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------



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 you’d 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) 34.5 – 40%.

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 large amount of +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.

Inventions: Numina’s: Heal, Heal/End, Rech/End, Miracle: Heal, Rech/End, Heal/Rech/End.

Enhancement Bonus: 99 Heal, 91.1 End, 91.1 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. Chilling Embrace offer you some choice in what you want. It is also where the needed slots will be coming from depending on what mastery you want. The best thing about CE is that it can be made into a second damage aura to compliment Icicles.

Inventions: Common End Rdx, Pace of the Turtle: Chance for Recharge Reduction, Impeded Swiftness: Chance for Smashing.

No Set Bonuses.


Swift Swift, I rather like this power. Not much else to say. You can put what you wan here, either a +Run or +Fly. Another choice is one of the +Stealth Inventions. Since it is a passive the stealth will be always active. However, this also means the stealth visual effect will always be on.

No Set Bonuses.


Frozen Armour and Glacial Armour : Your defence toggles. Since you’ll be running them always in battle you’re 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. Don’t 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 you’ll be giving yourself a +15% recharge speed bonus. Not to shabby.

Inventions: Luck of the Gambler: Def/End, Def, Def/End/Rech, +Recharge Speed.

Enhancement Bonus: 54.2 Def, 47.7 End, 21.2 Recharge.

Set Bonuses: +10% Regeneration, +1.13% Max HP, +3.13% Acc.


Wet Ice Meh, it’s Wet Ice, not much to say or do. Put an End Reduction in it and call it a day.

No Set Bonuses.


Health : Health is the single most important and powerful passive in City of Heroes now, bar none. Expect a nerf to Health or the inventions that can be put in it, they are that good. Health is a monster, a diva, and is simply incredible. Off the top of my head I can’t remember the exact bonus to Regeneration Health will be giving you, but it is insane.

Inventions: Numina’s Convalescence: Heal, Heal/End, +Recover/+Regeneration (Unique), Miracle: Heal, +Recovery.

Enhancement Bonus: 96 Heal.

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.

No Set Bonuses.


Ice Patch : Used to be 2 Recharge Reductions were used in Ice Patch, now you just need one. Moving on.

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 Defence. It is also for Accuracy and Recharge speed. Rubbing your eyes to see if that is a typo? Nope, you read right. Energy Absorption is for Accuracy and Recharge Speed as much as Endurance Recovery and Defence.

Inventions: Luck of the Gambler: Def/Rech, End/Rech, Def/End/Rech, +Recharge Speed, Kismet: +Accuracy (Unique), Def/Rech.

Enhancement Bonus: 40.8 Def, 47.7 End, 94.4 Rech

Set Bonuses: +10% Regeneration, +1.13% Max HP, +3.13 Acc, +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. Slotting Miracle in Hibernate gives a small amount of +Recovery, and more HP. You’ll also be able to re-enter the fight faster.

Inventions: Miracle: End/Rech, Heal/Rech

Enhancement Bonus: 26.5 Heal, 26.5 End, 53 Rech.

Set Bonuses. +2.5 Recovery.


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.

Inventions: Steadfast Protection: Res/+Defence

Enhancement Bonus: +3% Defence All

No Set Bonuses.


**Attack Powers**

Ice Melee is the weakest tank set for damage, that is a well known fact. As mentioned earlier Greater Ice Sword is actually a hinderence to DPM. 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 mellee attack has two different Procs slotted. The reason behind this is that on it’s own Ice Melee probably has the worst single target damage. Each melee attack will have two 20% chances of a little extra damage shoring up this hole as much as possible. It might not be particularly ‘fun’ though.


Frozen Fists, Air Sup and Ice Sword : These three powers comprise the bulk of your attack power, and once slotted, have some interesting abilities. An odd state of affairs if compared to other secondary sets, but there you have it. 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.

Inventions: Mako’s Bite: Acc/Dam, Dam/Rech, Acc/Dam/End/Rech, Chance for Lethal. Touch of Death: Acc/Dam/End, Chance for Negative Energy.

Enhancement Bonus: 64.3 Acc, 90.8 Dam, 37.8 End Reduction, 45 Recharge

Set Bonuses: 2.75% Resistance to Immob, 3.3 % Resistance to Immob, +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 is also one of the few powers that will be taking a complete set.

Inventions: Positron’s Blast: Acc/Dam, Dam/End, Dam/Rech, Dam/Range, Acc/Dam/End, Chance for Energy Damage.

Enhancement Bonus: 47.7 Acc, 99.1 Dam, 26.5 End, 26.5 Rech, 15.9 Range.

Set Bonuses: +2.5% Recovery, +1.58% Fire/Cold Res, +3.13% Acc, +6.25% Recharge, +3.12% Toxic Res.


Build-Up : Recharge Invention. Yes, no other slots, =O_O=. Why? Well, look at the set bonuses from other powers, as well as some of the other Inventions. Hitting things is not a problem. As for having the damage buff up more often, well, we have the +recharge for that, plus, the slots are needed elsewhere to get all those bonuses.

No Set Bonuses.

Frozen Touch : Frozen Touch is slotted the same as your other Melee attacks. However, as a special consideration considering that it is a hold, you can swap out the Touch of Deaths for a Ghost Widow’s Chance of Psionic Damage and a Crushing Impact Acc/Dam. This will slightly increase the Acc and Dam of Frozen touch but will drop the 2.75% immob resistance set bonus, which isn’t much of a loss.

Inventions: Mako’s Bite: Acc/Dam, Dam/Rech, Acc/Dam/End/Rech, Chance for Lethal. Touch of Death: Acc/Dam/End, Chance for Negative Energy.

Enhancement Bonus: 64.3 Acc, 90.8 Dam, 37.8 End Reduction, 45 Recharge

Set Bonuses: 2.75% Resistance to Immob, 3.3 % Resistance to Immob, +1.5% Max HP, +3% Damage


Icicles : The enhancement bonuses for Icicles is less then what a standard HO or SO build will typically have, but they don’t have the set bonuses. The Lethal damage proc is also very helpful and makes killing mobs a lot faster.

Inventions: Scirocco’s Dervish: Acc/Dam, Dam/End, Acc/Dam/End, Chance for Lethal.

Enhancement Bonus: 47.7 Acc, 74.2 Dam, 47.7 End.

Set Bonuses: +10% Regeneration, +3.13% Negative Energy Resistance, +3.13% 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.

No Set Bonuses.


**Ancillary Masteries**

The Ancillary Masteries are where we’ll be getting our only big hitting powers from, and in the grand scheme, they are not that big. But, we can also get a good deal of interesting set bonuses. Some people like to use Focused Acc and the Energy Mastery, but I don’t feel it is that necessary. This portion of the guide is designed to be able to be applies to any of the other three 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 the build fill in a couple weak spots, and specialize against a specific damage type. Damage is also the prime factor over the powers secondary effects. Immobilizes and Holds are common in the APPs, but this is more like a nice fringe benefit. Once slotted you should be very strong against opponents that use Energy type attacks, as well as able to fight a little longer thanks to the recovery bonus.

Inventions: Entropic Chaos: Acc/Dam, Chance to Heal Self. Thunderstrike: Acc/Dam, Acc/Dam/Rech, Acc/Dam/End, Dam/End/Rech.

Set Bonuses: +10% Regeneration, +2% Recovery, + 2.5% Energy Defence, +2.5% Acc.

Epic Target AoE : Sadly, there is a minor downside to the Target AoE, and that is a set bonus. In this case it is the +3.13% Acc bonus, but it would be the 6th Acc bonus of that amount, and after 5 identical bonuses they no longer stack. Don’t let this dissuade you however, in the scheme of things, it is rather minor.

Inventions: Positron’s Blast: Acc/Dam, Dam/End, Dam/Rech, Dam/Range, Acc/Dam/End, Chance for Energy Damage.

Set Bonuses: +2.5% Recovery, +1.58% Fire/Cold Res, +3.13% Acc, +6.25% Recharge, +3.12% Toxic Res.


TOTAL SET BONUSES

Regeneration: +210.4% (Including Health and Procs)
Recovery: +89.2% (Including the Procs in Health, and Stanima slotted)
Max HP: +14.65% (baseline HP will be 2148 before accolades or Hoarfrost)
Accuracy: + 17.52 (-NOT- including Proc in Energy Absorption)
Damage: +12%
Recharge: +12.5% (-NOT- including Proc in Energy Absorption)
Immob duration reduction: 24.75%
Energy Defence: +5%
Fire/Cold Res: 3.16%
Neg Energy Res: 3.13%
Toxic Res: 6.26%


 

Posted

Very nice guide!

I particularly like the way you mixed and matched sets. That really can be an art, and finding those special combinations, like what you did with the ranged epics and your alternate slotting for Frozen Touch, can really change the way an otherwise identical build plays.

It's also considerably more concise than at least one other tanker guide I could mention

[ QUOTE ]

Regeneration: +112% (not including the Procs in Health)
Recovery: 18% (not including the Procs in Health)
Max HP: +14.65%


[/ QUOTE ]

The Numina's global adds 20% +Regen, bringing this ice/ice tanker to 132%. Health itself is 40% base, but 78.4% after enhancement, bringing the build to +210.4% regen. Not bad.

The Numina's and Miracle globals in Health add 25% +Recovery. The set bonuses, that's 43%... assuming that Stamina is 2-slotted with level 50 common IO endmods, we're at +89.2% Recovery. Not bad, considering that the average i8 build was +48.75%.

The max health set bonus takes a level 50 tanker with no accolades and Hoarfrost down from 1874 to 2148 health.

This tanker's native regen is at a rate of 1666 health per minute, or about 111 health approximately every 4 seconds.

Scrap


 

Posted

[ QUOTE ]
Very nice guide!

I particularly like the way you mixed and matched sets. That really can be an art, and finding those special combinations, like what you did with the ranged epics and your alternate slotting for Frozen Touch, can really change the way an otherwise identical build plays.

It's also considerably more concise than at least one other tanker guide I could mention

[ QUOTE ]

Regeneration: +112% (not including the Procs in Health)
Recovery: 18% (not including the Procs in Health)
Max HP: +14.65%


[/ QUOTE ]

The Numina's global adds 20% +Regen, bringing this ice/ice tanker to 132%. Health itself is 40% base, but 78.4% after enhancement, bringing the build to +210.4% regen. Not bad.

The Numina's and Miracle globals in Health add 25% +Recovery. The set bonuses, that's 43%... assuming that Stamina is 2-slotted with level 50 common IO endmods, we're at +89.2% Recovery. Not bad, considering that the average i8 build was +48.75%.

The max health set bonus takes a level 50 tanker with no accolades and Hoarfrost down from 1874 to 2148 health.

This tanker's native regen is at a rate of 1666 health per minute, or about 111 health approximately every 4 seconds.

Scrap

[/ QUOTE ]

Thanks for all those numbers and mathematics. Arguably that is my greatest weakness. I'll go add them into the base guide.

=^ ^=b


 

Posted

Tundara, great job! I wish I would have read this before I wasted my freespec for influence -- which of course is completely gone now!

So, when I10 goes live or they let us start INVENTING RESPECS, I'll check back here to see if you've updated anything.

Question, given your mention of STF, can this build be the Recluse taunter? So far, I've heard of no Ice Tanks that can survive his 3200+ slaparoo. I've been informed quite thoroughly on all the other Tanks pulling it off because of the damage resistance in those sets. Let me know.

Again, great guide! Wish I could use it for my main right now.


 

Posted

Nice guide, Tundara, but the +Stealth IOs can no longer be slotted into passives like Swift. I know you know this by now, just a reminder.


 

Posted

Question, aren't we supposed to ba able to slot only one unique IO per toon?


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Posted

only one of each Unique. Just because you slot a Numina regen/recovery doesn't mean that you can't slot a Miracle Recovery. It just means you can't slot another Numina regen/recovery.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

Posted

also, Tundara, I think your math is off.

I rebuilt your build in Mids' Hero Planner after it didn't feel right to me. These are the actual set bonuses you get.

+12% DamageBuff
+3% Defense
+5% Defense(Energy)
+59% Enhancement(Accuracy)
+35% Enhancement(RechargeTime)
+281.1 (15%) HitPoints
+MezResist(Immobilize) (Mag 21.5%)
+18% Recovery (+25% from the uniques)
74% Regeneration (+20% from the unique) (+78.5% from Health)
+3.15% Resistance(Fire)
+3.15% Resistance(Cold)
+3.13% Resistance(Negative)
+6.25% Resistance(Toxic)

Your total Regen buff is 172.5% with all these things factored in.

**********************************

Here are some ideas for changes:

1. one of your single target ranged APP passes the cap for 10% regen. Its bonus isn't counted. You should chang the slotting on one of them. I'd change the Entropic Chaos slots to 2slots of Devastation. That would give another 12% Regen buff.

2. Your multi-target ranged APP passes the cap for 9% Acc bonuses. Instead of reslotting, I'd change 2 of the slots in Icicles to Cleaving Blow. That'll give you a 1% recovery set bonus.

3. You should try to fit in the other +Regen Unique IO from the Regen Tissue set. That's another 25% Regen. Slot it in Health if you can.

4. I hate getting immobilized too but you've bypassed some nice Set bonuses to collect immob resistance. Instead of using slots in attacks for this, why not add two slots to Permafrost and then slot the two Unique Mez Resist IOs? The one in Aegis gives 20% resistance to all status effects and the one in Impervious Skin gives 30%.

5. think about adding 2slots of Pounding Slugfest to single target melee attacks. The set bonus for it is 8% regen.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

Posted

Wow, been a while since I last checked in on this guide. Thanks for all the comments everyone! I'm going to be reworking the guide with the round of changes that have happened (the To-Hit to Acc change come to mind) It was also only done with scratch pads, so I think I did rather well.

I did do some chatting with Castle, and I have a high hope that GIS will see a reduction to it's animation in the next few patchs (but don't hold any one to that, it's an educated guess) Now that I have Mids I can generate a more accurate build. To bad I can't edit it in to replace the one at the top of the thread/guide. Any suggestions on that?

=. .=


 

Posted

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.

Tundara’s 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 I’ll try to update the guide to correct the mistake. I’ve 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 Mid’s 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 you’d 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 you’ll be running them always in battle you’re 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. Don’t 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 you’ll 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 it’s 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 isn’t 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 Mid’s 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 it’s 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 Mako’s 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 don’t 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. You’ll 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.



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Posted

Great guide! I'm working on one for my Ice/EM Tank... taking me longer than I thought though. Your input has helped a bunch

I gotta ask... maybe I'm just tired and can't think straight (it is 2:30am right now), but how are you getting 287% total regen? I'm doing the math in my tired brain and I'm not getting nearly that much. Could you break it down? What could I be missing?

The total I get is 187%... is that extra 100 base character regen?


 

Posted

The 287% Regen is including the base 100%. Both Regen and Recovery are measured in total so you don't need to add in the base, I've done that already.

Sorry it's taken so long to respond. I don't check the guide very often. >.<

=. .=


 

Posted

Complete Edit: I had a build posted here that had an error in the set bonus cap.
This corrected version (I swapped in a sword for Icicles) has no conflicts and sits at 332% Regen with a lot of nice extras.
It's what I am planning to do with my i10 respec if they don't change a lot of things.
Note: If you like the Ice Swords (I don't. I hate them from a t00n concept style point of view) you could take slots out of FFists and give them to one of the Swords. I only have them in my build as I ran out of useful things and they are good regen bonus spots. They are in the build but they will not be in my trays. I prefer to use the ranged attacks anyways as they are pre-dominantly cold and are useful for grabbing aggro on things that outside my auras and away from the group I am taunting. They are like extra Challenges.

Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php

Grace Slick: Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Arctic Mastery

Hero Profile:
Level 1: Frozen Armor <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (3) Luck of the Gambler - Defense/Endurance: Level 50[*] (3) Serendipity - Defense: Level 40[*] (5) Serendipity - Defense/Endurance: Level 40[*] (23) Kismet - Accuracy +6%: Level 30[*] (25) Gift of the Ancients - Run Speed +7.5%: Level 40[/list]Level 1: Frozen Fists <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (5) Crushing Impact - Damage/Endurance: Level 50[*] (7) Crushing Impact - Damage/Recharge: Level 50[*] (7) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (9) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (37) Crushing Impact - Damage/Endurance/Recharge: Level 50[/list]Level 2: Hoarfrost <ul type="square">[*] (A) Doctored Wounds - Recharge: Level 50[*] (9) Doctored Wounds - Endurance/Recharge: Level 50[*] (11) Doctored Wounds - Heal/Recharge: Level 50[*] (11) Doctored Wounds - Heal/Endurance/Recharge: Level 50[*] (13) Numina's Convalescence - Heal/Recharge: Level 50[*] (33) Numina's Convalescence - Endurance/Recharge: Level 50[/list]Level 4: Chilling Embrace <ul type="square">[*] (A) Pacing of the Turtle - Accuracy/Slow: Level 50[*] (13) Pacing of the Turtle - Damage/Slow: Level 50[*] (15) Pacing of the Turtle - Range/Slow: Level 50[*] (15) Pacing of the Turtle - Chance of -Recharge: Level 50[*] (31) Endurance Reduction IO: Level 50[/list]Level 6: Wet Ice <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (17) Endurance Reduction IO: Level 50[/list]Level 8: Swift <ul type="square">[*] (A) Run Speed IO: Level 50[*] (17) Run Speed IO: Level 50[/list]Level 10: Permafrost <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%: Level 30[*] (19) Impervium Armor - Psionic Resistance: Level 40[*] (19) Aegis - Psionic/Status Resistance: Level 50[*] (43) Impervious Skin - Status Resistance: Level 30[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (21) Luck of the Gambler - Defense: Level 50[*] (21) Serendipity - Defense: Level 40[*] (23) Serendipity - Defense/Endurance: Level 40[/list]Level 14: Super Jump <ul type="square">[*] (A) Jumping IO: Level 50[/list]Level 16: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50[*] (25) Numina's Convalescence - Heal: Level 50[*] (27) Regenerative Tissue - +Regeneration: Level 30[*] (29) Miracle - +Recovery: Level 40[/list]Level 18: Glacial Armor <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (27) Luck of the Gambler - Defense/Endurance: Level 50[*] (29) Serendipity - Defense: Level 40[*] (31) Serendipity - Defense/Endurance: Level 40[/list]Level 20: Ice Patch <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]Level 22: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (31) Endurance Modification IO: Level 50[/list]Level 24: Acrobatics <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]Level 26: Energy Absorption <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (33) Endurance Modification IO: Level 50[*] (33) Serendipity - Endurance/Recharge: Level 40[*] (34) Serendipity - Defense/Recharge: Level 40[*] (34) Luck of the Gambler - Endurance/Recharge: Level 40[*] (34) Luck of the Gambler - Defense: Level 40[/list]Level 28: Freezing Touch <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (36) Crushing Impact - Damage/Endurance: Level 50[*] (36) Crushing Impact - Damage/Recharge: Level 50[*] (36) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (37) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (37) Crushing Impact - Damage/Endurance/Recharge: Level 50[/list]Level 30: Taunt <ul type="square">[*] (A) Accuracy IO: Level 50[*] (39) Accuracy IO: Level 50[/list]Level 32: Hibernate <ul type="square">[*] (A) Doctored Wounds - Recharge: Level 50[*] (39) Doctored Wounds - Endurance/Recharge: Level 50[*] (39) Doctored Wounds - Heal/Recharge: Level 50[*] (40) Doctored Wounds - Heal/Endurance/Recharge: Level 50[*] (40) Numina's Convalescence - Endurance/Recharge: Level 50[*] (40) Numina's Convalescence - Heal/Recharge: Level 40[/list]Level 35: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (42) Recharge Reduction IO: Level 50[*] (42) Recharge Reduction IO: Level 50[/list]Level 38: Maneuvers <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (42) Luck of the Gambler - Defense/Endurance: Level 50[*] (43) Serendipity - Defense: Level 40[*] (43) Serendipity - Defense/Endurance: Level 40[/list]Level 41: Chilblain <ul type="square">[*] (A) Decimation - Accuracy/Damage: Level 40[*] (45) Decimation - Damage/Recharge: Level 40[*] (45) Decimation - Accuracy/Endurance/Recharge: Level 40[*] (45) Decimation - Accuracy/Damage/Recharge: Level 40[*] (46) Decimation - Damage/Endurance: Level 40[/list]Level 44: Ice Blast <ul type="square">[*] (A) Decimation - Accuracy/Damage: Level 40[*] (46) Decimation - Damage/Endurance: Level 40[*] (46) Decimation - Damage/Recharge: Level 40[*] (48) Decimation - Accuracy/Endurance/Recharge: Level 40[*] (48) Decimation - Accuracy/Damage/Recharge: Level 40[*] (48) Decimation - Chance of Build Up: Level 40[/list]Level 47: Greater Ice Sword <ul type="square">[*] (A) Pounding Slugfest - Accuracy/Damage: Level 30[*] (50) Pounding Slugfest - Damage/Endurance: Level 30[/list]Level 49: Ice Sword <ul type="square">[*] (A) Pounding Slugfest - Accuracy/Damage: Level 30[*] (50) Pounding Slugfest - Damage/Endurance: Level 25[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Pounding Slugfest - Accuracy/Damage: Level 30[*] (50) Pounding Slugfest - Damage/Endurance: Level 30[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet



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C]_Z[&lt;WOP'Z#[;F```
|-----------------------------------------------------------------------------|
</pre><hr />


 

Posted

Here's an example build of an Ice/Ice tank with perma-Hoarfrost. It looks light on the attacks and heavy on the pools, but this is to push Defense as close to the theoretical caps as possible: S/E/N each hit 41.9, Lethal touches 44.4%, and everything else hovers in the teens. The other important thing about this build is that Energy Absorption recharges in 16.8 seconds, meaning it should be possible to double-stack its results at all times. Hoarfrost also recharges in 102 seconds, with a duration of 120, meaning it's always up and allows an eighteen second double-stack for those really desperate moments. I had to sacrifice the more controllerish aspects of Ice, which annoys me, but then this is more a "what's possible" build than a "what would I play" build, since I'm not about about to give up either Freezing Touch or Block of Ice. =n.n=

Hero Plan by Mids' Hero Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php

ExampleIceIceTank-PermaHoarfrost: Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Arctic Mastery

Hero Profile:
------------
Level 1: Frozen Armor LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), GftotA-Def:40(7), GftotA-Def/EndRdx:40(15)
Level 1: Frozen Fists C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/EndRdx:50(17), C'ngImp-Dmg/EndRdx/Rchg:50(23)
Level 2: Chilling Embrace TmpRdns-Acc/Slow:40(A), TmpRdns-Dmg/Slow:40(3), TmpRdns-Acc/EndRdx:40(9), TmpRdns-EndRdx/Rchg/Slow:40(17), TmpRdns-Acc/Dmg/Slow:40(31), Taunt-I:40(39)
Level 4: Hoarfrost Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal:50(21), Dct'dW-Rchg:50(31)
Level 6: Wet Ice EndRdx-I:50(A)
Level 8: Combat Jumping LkGmblr-Rchg+:40(A), LkGmblr-Def:40(9), GftotA-Def:40(11), GftotA-Def/EndRdx:40(11)
Level 10: Taunt Taunt-I:50(A), Taunt-I:50(43), Taunt-I:50(50)
Level 12: Icicles C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(13), C'ngBlow-Dmg/Rchg:50(13), C'ngBlow-Acc/Rchg:50(21), Taunt-I:40(40)
Level 14: Super Jump Empty(A)
Level 16: Swift Empty(A)
Level 18: Glacial Armor LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), GftotA-Def:40(19), GftotA-Def/EndRdx:40(23)
Level 20: Health Numna-Regen/Rcvry+:50(A)
Level 22: Permafrost S'fstPrt-ResDam/Def+:30(A)
Level 24: Hasten RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25), RechRdx-I:50(39), RechRdx-I:50(43), RechRdx-I:50(46)
Level 26: Energy Absorption LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(27), GftotA-Def:40(27), GftotA-Def/Rchg:40(34), RechRdx-I:40(37), RechRdx-I:40(37)
Level 28: Ice Sword C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(29), C'ngImp-Acc/Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/EndRdx:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(39)
Level 30: Boxing Stpfy-Acc/Rchg:40(A), Stpfy-EndRdx/Stun:40(31), Stpfy-Acc/EndRdx:40(40), Stpfy-Acc/Stun/Rchg:40(40), Stpfy-KB%:40(46)
Level 32: Hibernate Dct'dW-Heal/EndRdx:40(A), Dct'dW-EndRdx/Rchg:40(33), Dct'dW-Heal/Rchg:40(33), Dct'dW-Heal:40(33), Dct'dW-Rchg:40(34)
Level 35: Greater Ice Sword C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(36), C'ngImp-Acc/Dmg/Rchg:40(36), C'ngImp-Acc/Dmg/EndRdx:40(36), C'ngImp-Dmg/EndRdx/Rchg:40(37)
Level 38: Kick Empty(A)
Level 41: Chilblain Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(42), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-Acc/Immob/Rchg:50(42), Enf'dOp-Acc/Immob:50(43)
Level 44: Ice Blast Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(45), Decim-Build%:40(46)
Level 47: Ice Storm Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Weave LkGmblr-Rchg+:40(A), LkGmblr-Def:40(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 1: Gauntlet
Level 2: Rest Empty(A)


Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build.
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Posted

Good information in the revamp, Tundara, but the format is a lot more annoying. It's a pain to scroll through the list of powers, see the set bonuses and such, then have to scroll all the way back up to the build, sort through the powers to find the one you were looking at, then look at what was slotted in it.

If you could, putting back the 'Inventions' line for every power would make the guide much more enjoyable to read. Great guide, otherwise!


 

Posted

Hey Tundy, one thing to add: All of your melee attacks have a slow component to them. This means that in addition to the procs in touch of death and mako's bite, you can slot the smashing proc in impeded swiftness. Your damage output will be a little varied, but higher overall and very entertaining when you go to whittle a villian down and annihilate him instead.

This also lets you four slot makos while still having the 3 procs, so you can get the nice little 3% damage boost and 1.5% hp boost.

But seriously Invuln/Fire &gt; Ice/Ice.


 

Posted

Hmm, thanks for the feedback Seril. I'd be sure to add that back into the guide for the next version. I don't plan on posting a new guide until Issue 11 though or unless there are any changes to the sets. I don't expect this to be for some time however.

=. .=


 

Posted

Is there a way to vary this a bit for a more 'tanktrollerish' version with frozen aura? I am not particularly wedded to the epics (I usually use energy for focussed accuracy and nothing else)
I am not an influence monkey, so I tend to run with the sets I find rather than optimized sets, and a lot of the unique and proc stuff probably won't make it's way into the build for quite some time. can this build run well sidekicked?


 

Posted

About Frozen Aura;

I just respeced out of the power again after running with it for over a month. I do these periodically in a vain hope to find a use for it. Frozen Aura however, at this time, still has no functional use for an Ice/Ice tank, tank-troller or no. A more Tank-Troller build is to use the Arctic mastery and slot Ice Storm with Dam/Slows rather then Positron's Blasts.

Frozen Aura is one of the top five absolute last powers any Ice/Ice tank should think about getting. On my list it holds the top spot.

This is because, and tests using my second guide (slightly tweaked for Frozen Aura's inclusion) showed that only 71% of my damage actually comes from attacks activated. The other 29% came from Icicles and the Chance of XXX Procs.

=. .=


 

Posted

Hello, and thanks for a really good and informative guide Tundara. Just a heads up though, with the changes to the two powers in ice was wondering you thought and ideas of puting Frozen Aura back into the build. Ive played my tanker, have taken this power out and in, as much as you. Was wondering your thought on this is it at least usable now with the damage proc. I am assuming your gonna wait till it hits live. Again thanks for the guide, it really helped tons.