Ice Knight Inv/Ice + Inventions and Psy Guide
Ice Melee
In this section we will go over the Ice Melee Tanker set. We will discuss the Importance of each power and what they mean to you. Numbers will be given, slotting options will be stated. A desirability rating will be issued for each power. Also note the Power numbers are base on a Brawl Index. 1.0 on the Brawl Index = The same damage as hitting an even level enemy with brawl that has no resistance, so a 3.0 Brawl Index is like hitting a target with brawl 3 times and so on. For those that want to figure out the real Damage at level 50. Multiply the Brawl index by 16.02 and that’s the real damage.
Frozen Fists – Click Power Attack, Recharge 3 seconds Endurance Cost 4.37, Damage Cold 1.8 Smashing 0.5. Total 2.3 Brawl Index -Recharge and –Speed (Foe)
Power Description – Frozen Fists encrusts your hands in ice, giving them the ability to quickly inflict minor damage on villains. The foe’s attacks and movement speed are slowed, due to the chills caused by the cold blows. Damage – Minor, Recharge - Fast
My Opinion – You have to take it no choice on this one throw a few slots in it early until you can do your first respect, you have to take it but used the slots for other powers. However keeping the slots in the Power and throwing a few recharge reductions will enable to use Frozen Fists almost every other attack. Small damage adds up on quick use.
Power Rating – 3 out of 5 You have to have it but you don’t have to slot it. However slotting it can be very beneficial.
Slotting – 6 Slots Total, 3 Damage SO’s 1 Accuracy SO, 1 Endurance Reduction SO and 1 Recharge Reduction SO
Damage 95%
Accuracy 33.33%
Endurance 33.33 %
Recharge 33.33 %
Damage 3.51 Cold Damage BI, .975 Smashing Damage BI Total of 4.485 BI
Accuracy 99.75% (capped at 95%)
Endurance 3.64
Recharge 2.52 Seconds
IO Set Slotting Wow there are so many choices to Damage with Melee Damage Sets. Honestly there are a few choices we need to make. First do we want Extra Damage, or to be able to attack faster and hit more reliability and get more Psy Resistance. I chose the faster Damage and More Accuracy, that means Crushing Impact. Now were going to 6 slot this puppy. Here is what we get.
2 2.2% Time Reduction of Immobilization Effects
3 1.13% Health Increase
4 2.5% Accuracy Increase On all of your Powers
5 5% Recharge Time Reduction On all of your Powers
6 2.5% Psy Resistance Increase
Seems like some nice bonuses, Some accuracy, recharge, Health, and more of that Psy Goodness. Lets make sure we keep our Basics up to par.
Damage 101.16%
Accuracy 68.65%
Endurance 68.65 %
Recharge 68.65 %
Damage 3.62 Cold Damage BI, 1.005 Smashing Damage BI Total 4.625 BI
Accuracy 126.48 % (capped at 95%)
Endurance 2.87
Recharge 1.94 Seconds
Even better then before. That’s a ton of Damage. A FYI the Damage Before ED was 141.11 That’s allot of damage in that set.
Ice Sword – Click Power Attack, Recharge 6 seconds Endurance Cost 6.86, Damage Cold 2.3 Smashing 1.4. Total 3.7 Brawl Index -Recharge and –Speed (Foe)
Power Description – You create a blade of solid ice that deals good damage. Being hit by this Ice Sword will slow a targets movement and attack speed, due to the intense chill. Damage – Moderate, Recharge - Moderate
My Opinion – Its Available at level 2 Grab it, it will be helpful
Power Rating – 3 out of 5 Get it use it keep it.
Slotting – 6 Slots Total, 3 Damage SO’s 1 Accuracy SO, 1 Endurance Reduction SO and 1 Recharge Reduction SO
Damage 95%
Accuracy 33.33%
Endurance 33.33 %
Recharge 33.33 %
Damage 4.48 Cold Damage BI, 2.73 Smashing Damage BI Total of 7.21 BI
Accuracy 99.75% (capped at 95%)
Endurance 5.72 Per use
Recharge 5.0 Seconds
IO Set Slotting - Crushing Impact. For my build I skipped the Swords, not because I don’t Like them because I do however There is little room for Frivle and major room for Sizzle. Frost Frozen Fists and Freezing Touch Are all we need. I will however do the math for these attacks if you want to go with them.
2 2.2% Time Reduction of Immobilization Effects
3 1.13% Health Increase
4 2.5% Accuracy Increase On all of your Powers
5 5% Recharge Time Reduction On all of your Powers
6 2.5% Psy Resistance Increase
Seems like some nice bonuses, Some accuracy, recharge, Health, and more of that Psy Goodness. Lets make sure we keep our Basics up to par.
Damage 101.16%
Accuracy 68.65%
Endurance 68.65 %
Recharge 68.65 %
Damage 4.75 Cold Damage BI, 2.898 Smashing Damage BI Total 7.648 BI
Accuracy 126.48 % (capped at 95%)
Endurance 4.50 Per Use
Recharge 3.94 Seconds
Nice Bonuses If I had more Room I would Grab it.
Frost – Click Power Attack Cone, Recharge 11 seconds Endurance Cost 11.02, Damage Over Time Damage Cold 6 Tics of 0.8 damage Total 4.7 Brawl Index
-Recharge and –Speed (Foe)
Power Description – You create a short cone of Frost in front of you, that can frostbite a foe doing damage over time and slows there attack speeds as they uncontrollably shiver Damage – Moderate, Recharge - Moderate
My Opinion – Its Available at level 4 At the lower lvls you need all the damage you can get . It’s a nice power Melee Cone range and decent damage could get a few enemies at once.
Power Rating – 5 out of 5 Get it use it.
Slotting – 6 Slots Total, 3 Damage SO’s 1 Accuracy SO, 1 Endurance Reduction SO and 1 Recharge Reduction SO
Damage 95%
Accuracy 33.33%
Endurance 33.33 %
Recharge 33.33 %
Damage 9.165 Cold Damage BI, Per Tic BI 1.56 Cold Damage
Accuracy 99.75% (capped at 95%)
Endurance 9.25 Per use
Recharge 9.23 Seconds
IO Set Slotting This is were it gets a little interesting. There is no Melee cone Sets but it Qualifies as a Ranged AOE set which is Weird. I would expect it to qualify as a PBAoE. Here is what were going to slot it with Positrons Blast. Here are the bonuses that we get
2 2.50% Recovery
3 1.58% Fire and Cold resistance
4 3.13% increased accuracy of all of your powers
5 6.25% Decreased Recharge Time of all of your powers
6 3.13% Toxic resistance
Nice Set Bonuses, some Toxic, Fire and Cold Resistance Goodness. More of the Recovery, Recharge and Accuracy. Lets see how the Regular numbers look.
Damage 99.08%
Accuracy 47.70%
Endurance 47.70%
Recharge 26.5%
Range 26.5 %
Damage 9.53 Cold Damage BI, Per Tic BI 1.62 Cold Damage
Accuracy 110.775% (capped at 95%)
Endurance 8.41 Per Use
Recharge 9.46 Seconds
Range
No to shabby, we lost a little recharge time but the set bonuses will more then make up for it. Next
Taunt – Click Power Taunt effect 5 foes at a time. Recharge 10
Power Description – Taunt a foe to get him to attack you. Useful to Pull a villain off an ally who finds themselves in over their heads. This is an AOE power and will effect a group of foes up to 5
My Opinion – Its Available at level 10 . Ok here we are, taunt its what a tanker does right, its what we used to do taunt is nice to pull a baddie off a friendly but in the scheme of today’s game it isn’t needed. You can skip this power unless its important to your build for aesthetics or you find a hole for it, or If this is your first tank. I however would say that in the early stages you might want to get it until level 18.
Power Rating – 3 out of 5 For New tanks get it, for those of us who are experienced, it isn’t required.
Slotting – 1 Slot Total, 1 Recharge SO
Recharge 33.33 %
Recharge Time 8.35 Seconds
IO Set Slotting Base IO here nothing Fancy.
Recharge 42.4
Recharge Time 7.8 Seconds
Build Up – Click Power + Damage, + Accuracy, Recharge 90 seconds Endurance Cost 5.2 + Damage 80%, Duration 10 Seconds
Power Description – Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Recharge - Long
My Opinion – Its Available at level 16 you may not be able to get it at level 16 due to other build needs however getting it at 24 is an option. Its nice to have since the damage output is tight
Power Rating – 3 out of 5 Get it use it you may need to wait till the 20s to pick it up.
Slotting - 3 Slots Total, 3 Recharge SO’s
Recharge 95%
Recharge Time 47.25 Seconds
IO Set Slotting Base IO's here Recharge You could drop a slot off here, not that much of a difference.
Recharge 99.05
Recharge Time 45.85 Seconds
Ice Patch – Click Power PBAoE, Recharge 35 seconds Endurance Cost 10.4 –Speed, KnockDown (Foe)
Power Description – You emanate a Patch of Ice around you. Foes that step onto the Ice Patch will
slip and fall down. This effect lasts until the ice melts. You must be near the ground to activate this power Recharge - Slow
My Opinion – Its Available at level 20 Grab it it at 22 since you will need stamina at 20 but this power is the one power that will help you control a fight more than anything you have and it will save your bacon more times then you can count.
Power Rating – 5 out of 5 It’s the Staple of the Build Get it use it Love it.
Slotting – 1 Slot Total, I Recharge SO (You can add more slots to have it recharge faster but 1 SO to recharge will make it be able to cast before the first one disappears)
Recharge 33.33 %
Recharge Time 29.22 Seconds
IO Set Slotting Base IO Slot here.
Recharge 42.4
Recharge Time 27.58 Seconds
Freezing Touch – Click Power Attack, Recharge 16 seconds Endurance Cost 10.2 Duration 10 seconds, Damage Cold 6 ticks of .778 BI for a total of 4.668 Brawl Index - Recharge – Speed, Foe Hold
Power Description – This Freezing Touch will encase a single foe in a block of ice. This will deal high damage over time, as well as freezing him in his tracks, leaving him cold and helpless. Damage- High(DoT), Recharge - Slow
My Opinion – This power is a great asset to your build. It can lock down minions and Lt’s and its hold. With proper slotting you can lock down bosses if your recharge is fast enough and you hold, duration is long enough. In combination with Block of Ice from the Artic Mastery set on rare occasion you can even lock an AV down for a short time.
Slotting – 6 Slots Total, 3 Hold Duration SO’s 1 Accuracy SO, 1 Recharge SO and 1 Endurance Reduction SO
Hold Duration 95%
Accuracy 33.33%
Endurance 33.33 %
Recharge 33.33 %
Damage 4.668 Cold Damage BI, Damage per Tic .778 BI
Accuracy 99.75% (capped at 95%)
Endurance 8.46 Per use
Recharge 13.2 Seconds
Hold Duration 19.5 Seconds
Power Rating[/b] – 5 out of 5 This is one of the reasons to Play Ice Melee
IO Set Slotting This is a tough call. Due to our limited attacks Damage is our best option here. We will be able to get good recharge but no Hold Durations. I am not extremely fond of anything in the Hold sets. Besides the psionic DOT which we could always add in at a later date. Were going back to Crushing Impact.
2 2.2% Time Reduction of Immobilization Effects
3 1.13% Health Increase
4 2.5% Accuracy Increase On all of your Powers
5 5% Recharge Time Reduction On all of your Powers
6 2.5% Psy Resistance Increase
Seems like some nice bonuses, Some accuracy, recharge, Health, and more of that Psy Goodness. Lets make sure we keep our Basics up to par.
Damage 101.16%
Accuracy 68.65%
Endurance 68.65 %
Recharge 68.65 %
Damage 9.39 Cold Damage BI, Damage per Tic 1.56 BI
Accuracy 126.48 % (capped at 95%)
Endurance 6.63 Per Use
Recharge 10.40 Seconds
I hate to give up the hold durations but mixing a Hammi or 2 In there could work out also. Next
Greater Ice Sword – Click Power Attack, Recharge 10 seconds Endurance Cost 10.2, Damage Cold 2.78 Smashing 2.67. Total 5.45 Brawl Index -Recharge and –Speed (Foe)
Power Description – Your mastery of Ice allows you to create an enhanced blade of solid ice that deals above average damage. Being hit by the Greater Ice Sword will Slow a villain's attack and movement speed, due to the intense chill.Damage - High, Recharge - Slow
My Opinion – Ok so when you started your build you looked at this power and said, I can’t wait to get that power its going to be awesome, it’s a Greater Ice Sword. You went thru 35 levels to get it and here it is. It’s a cool power could be more damaging but still is a real + compared to what you already have. However there are some negative aspects to the power. The activation time is 2.33 seconds which may not seem like a long time but compared to the damage its an eternity.
Power Rating – 3 out of 5 Not the biggest damage out there but it’s the best you got. However due to the Activation time of the attack it does not fit well into an attack chain.
Slotting – 5 Slots Total, 3 Damage SO’s 1 Accuracy SO and 1 Endurance Reduction SO
Damage 95%
Accuracy 33.33%
Endurance 33.33 %
Recharge 33.33 %
Damage 5.421 Cold Damage BI, 5.20 Smashing Damage BI Total of 10.627 BI
Accuracy 99.75% (capped at 95%)
Endurance 8.39 Per use
Recharge 8.3 Seconds
IO Set Slotting This is or was a great attack. Unfortunately there is no room In my Build for this however I will incorporate Crushing Impact into the Build.
2 2.2% Time Reduction of Immobilization Effects
3 1.13% Health Increase
4 2.5% Accuracy Increase On all of your Powers
5 5% Recharge Time Reduction On all of your Powers
6 2.5% Psy Resistance Increase
Seems like some nice bonuses, Some accuracy, recharge, Health, and more of that Psy Goodness. Lets make sure we keep our Basics up to par.
Damage 101.16%
Accuracy 68.65%
Endurance 68.65 %
Recharge 68.65 %
Damage 5.592 Cold Damage BI, 5.37 Smashing Damage BI Total 10.96 BI
Accuracy 126.48 % (capped at 95%)
Endurance 6.60 Per Use
Recharge 6.52 Seconds
Frozen Aura – Click power PBAoE Damage Foe Sleep Recharge 20 Seconds Endurance Cost 18.51, Damage – 63.17 Cold Foe Sleep
Power Description – Your mastery of cold enables you to dramatically lower the temperature immediately around you. When you perform a Frozen Aura, nearby foes will be frozen within a fragile casing of ice. These frozen foes will break free if attacked. Frozen Aura deals Moderate Damage. Recharge - Moderate
My Opinion – This power has changed greatly and now is a staple in any Ice Melee Build. The damage added turns Ice Melee from a AOE sap to a contender. Get this power.
Power Rating – 5 out of 5 Build Staple
Slotting – 6 Slots Total, 3 Damage SO’s 1 Accuracy SO and 1 Endurance Reduction SO, 1 Recharge SO
Damage 95%
Accuracy 33.33%
Endurance 33.33 %
Recharge 33.33 %
Damage 7.72 Cold Damage BI, BI Total of 7.72 BI
Accuracy 99.75% (capped at 95%)
Endurance 15.21 Per use
Recharge 16.25 Seconds
IO Set Slotting With IO's you can do some amazing things with Frozen Aura. I would use the new Obliteration set.
2 Reduces the duration of Stun effects on you by 2.2%.
3 Increases damage by 3%.
4 Improves the accuracy of all of your powers by 9%.
5 Improves the Recharge Time of all of your powers by 5%.
6 Increases melee defense by 3.75% and lethal and smashing defense by 1.875%.
Seems like some nice bonuses, Some accuracy, recharge and damage. Lets make sure we keep our Basics up to par.
Damage 97.12%
Accuracy 66.20%
Endurance 18.5 %
Recharge 90.21 %
Damage 7.77 Cold Damage BI Total 7.77 BI
Accuracy 120.48 % (capped at 95%)
Endurance 16.58 Per Use
Recharge 11.52 Seconds
Time to add up our IO Bonuses. remember for the IO Build I am going for we only used Frozen Fists, Frost and Freezing Touch.
- 2.26 % Health
- 4.40 % Immob Reduct
- 8.13 % Accuracy
- 16.5 % Recharge
- 5.00 % Psy Resist
- 2.50 % Recovery
- 1.58 % Fire/Cold Res
- 3.13 % Toxic Resist
Pool Powers
There are many Pool powers in COH that are useful. For this guide were going to use 4 Pools as potentials pools to pull from. We will go over the Fighting Pool, the Medicine Pool, the Fitness Pool and the Leaping Pool. Leaping is a good travel choice however with IO's Super Speed has some great benefits. Hasten makes this Build Work. Numbers on Non core Powers won’t be as Detailed.
Fitness Pool
The Fitness Pool is now an inherent Pool. Everyone gets it no matter what.
Hurdle – Auto, Buff, Increases Jumping Height and Distance Always on
Power Description – You can naturally jump higher than normal. This ability is always on and does not cost any Endurance.
My Opinion – Hurdle or Swift are your choices. Since were going with the Leaping Pool Hurdle is the natural choice.
Power Rating – 2 out of 5 You got to get it it helps in suppressed combat. .
Slotting – No slots Necessary besides what it comes with.
IO Set Slotting Base Slot Run of Fly
Swift – Auto, Buff, Increases Running Speed, Always On
Power Description – You can naturally run slightly faster than normal. This ability is always on and does not cost any Endurance.
My Opinion – You have to get this or Hurdle. Hurdle works well with the Leaping Pool
Power Rating – 2out of 5 It works
Slotting – No slots Necessary, Seriously, unless you get Fly as a Travel Power.
IO Set Slotting Base Slot Jump
Health – Auto, Buff, 40% Health Regeneration Increases, Always On
Power Description –You heal slightly faster than a normal person. Your improved Health also rants you resistance to Sleep. This ability is always on and does not cost any Endurance. You must be at least level 14 and have Swift or Hurdle before selecting Health.
My Opinion – Pretty good power, as a tanker Health is more important to us then to any other AT. Get it and if slots are left slot it up.
Power Rating – 4 out of 5 Get it, Live it, love it.
Slotting – 3 Slots Total 3 Heal SO’s,
Heal 95% Increase
Regeneration 78%
IO Set Slotting Now this is the new Stamina... seriously. Your going to want to 6 slot it. You will want to 2 Numina's Convalescence, 2 Miracle and 2 Regenerative Tissue's. Now here is the catch, each of those sets has a unique. Listing them below.
2 Improves your Regeneration by 12%
2 Improves your Recovery by 2.5%
2 Improves your Run Speed by 4%
Here are the Unique’s
+Recovery 10% & +Regeneration 20% From Numina's Convalescence
+Recovery 15% from Miracle
+Regeneration 25% from Regenerative Tissue.
Just the Bonuses from the Unique’s makes Inventions worth it.
Regeneration 57% Bonus
Recovery 27.5 % Bonus
Run Speed 4%.
The Base Numbers work out. Just with the 3 IO's not including bonuses.
Heal 96.2 %
Regeneration 78.4 %
Just for some clarification those Regen numbers get added unto the regen total not multiplied out. Works out much better that way.
Stamina – Auto, Buff, 25% Endurance Recovery, Always On
Power Description – You recover Endurance slightly more quickly than normal. This ability is always on and does not cost any Endurance. You must be at least level 20 and have two other Fitness Powers before selecting Stamina.
My Opinion – This is why you got this set. Stamina will keep you blue recharged a lot longer then without it. Get it at 20. . .
Power Rating – 5 out of 5 Get it Live it Love it.
Slotting – 3 Slots Total, 3 Endurance Modification SO’s
Endurance Modification 95%
Recovery 48.75 %
IO Set Slotting 3 Base IO's Endurance Modification
Endurance Modification 99.8
Recovery 49.95%

There are 2 schools of thought on the Fighting Pool. First, there is the thought of getting as much Smashing Lethal Resistance as possible, even if to sacrifice a little non Smashing and Lethal resistance. The other school of thought is to avoid the Fighting Pool altogether and Get the Medicine pool ands Heal any extra damage that may be inflicted with less resistance. I personally feel that the extra Resistance is more important because if you don’t take the damage there is no need to heal. However to append that, later in your build you could have the Medicine pool and the Fighting pool. It can be done and that’s were I’m going.
Boxing – Click Power, Attack Recharge 2.5 Seconds, Endurance cost 4.22, Damage Smashing Total 2.11 Brawl Index. Foe Disorient
Power Description – A decent punch that has a small chance to Disorient foes
My Opinion – You have to get this or Kick, no slots necessary. It recharges as fast as brawl and does more damage
Power Rating – 2 out of 5 It can be worked into an Attack Chain
Slotting – No slots Necessary however if you want it in your attack chain 5 Slots Total, 3 Damage SO’s 1 Accuracy SO and 1 Endurance SO
IO Set Slotting Base IO Accuracy
Kick – Click Power, Attack Recharge 3.0 Seconds, Endurance cost 4.94, Damage Smashing Total 2.33 Brawl Index. Foe Knock Back
Power Description – A modest kicking attack that has a small chance to knock opponents down.
My Opinion – You have to get this or Boxing, no slots necessary. It recharges as fast as brawl and does more damage
Power Rating – 2out of 5 It can be worked into an Attack Chain
Slotting – No slots Necessary however if you want it in your attack chain 5 Slots Total, 3 Damage SO’s 1 Accuracy SO and 1 Endurance SO
IO Set Slotting base IO Accuracy
Tough – Toggle Power Costs Endurance 0.16 a second Base Resistance 15% Smashing/Lethal
Power Description – While active, you are tough and slightly resistant to Smashing and Lethal damage. You must be at least level 14 and have Boxing or Kick before selecting Tough
My Opinion – The whole reason to get this power pool was for this power. The power will give you another 15% resistance to Smashing and lethal attacks. When slotted up your looking at 25% additional Smashing lethal Resistance.
Power Rating – 5 out of 5 Get it, Live it, love it.
Slotting – 4 Slots Total 3 Resistance SO’s, 1 Endurance Reduction SO
Resistance 56 % Increase to the base %
Endurance 33.3 % Decrease of % of Base
Total Resistance 23.4% % Smashing/Lethal
Endurance .132
Recharge 8.3 seconds
IO Set Slotting Now that we have made it to the Power Polls we can start to see this plan come together. We are going back to Impervium Armor for one last Dip.
2 2.5% Endurance Recovery
3 1.88% Psy Defense Increase
4 2.25% Total Endurance Increase
5 2.75% Hold Duration Reduction
6 3.13% Psy Resist Increase
Now there is one thing I am leaving out. The 6th slot Increases Psy Resistance but one of the Impervium Armor Enhancements also gives a 3.00 % Psy Resistance bonus. The last thing we want to be sure of is we are not short changing ourselves Resistance. Here are the numbers with The Level 40 Impervium Set.
Resistance 56.65 % Increase to the base %
Endurance 67.55 % Decrease of % of Base
Recharge 67.55 % Decrease of % of Base
Total Resistance 23.475 % Smashing/Lethal
Endurance .105
Recharge 6.6 Seconds
The IO's work wonders and keep better numbers. You dont have to use level 40's however be cautions of the resistance %'s.
Weave – Toggle Power Costs Endurance 0.16 a second Base Defense 5% All
Power Description – While active, you bob and weave, increasing your Defense to all attacks, as well as your resistance to Immobilize. You must be at least level 20 and have two other Fighting Powers before selecting Weave
My Opinion – This power is a choice, if you want a little more Defense for you build then get it, however consider it another toggle and a drain on endurance. If I had one more power choice I would get it. 5% defense is nothing to sneeze at. For My New build I got it.
Power Rating – 5 out of 5, 5% defense, cant go wrong there
Slotting – 5 Slots Total, 3 Defense Buff SO’s and 2 Endurance Reduction SO
Defense 56 % Increase to the base %
Endurance 66.6 % Decrease of % of Base
Total Defense 7.8% All
Endurance .132
Recharge 8.3 seconds
IO Set Slotting The final piece of the Defense Puzzle. Weave, a power that is not truly understood by Most. Weave + Invuln + IO's is sweet.
2 10% Regeneration increase
3 1.13% Health increase
4 6.25% Accuracy Increase to All
5 2.75% Reduces Hold Duration Effects
6 3.13% Psy Resistance Increase
Again something I am leaving out. One of the Luck of the Gambler IO's is a 7.5% recharge reduction. A Nice little IO that we will throw in some other powers later also. Here are the numbers yes we lost the TO Hit Bonus but we can always Use a Hamadan Enhancement to fix that issue down the road. There is a reason were 6 slotting Tough Hide. We will get to it in a few.
Defense 61.34% Increase to the base %
Endurance 74.70 % Decrease of % of Base
Recharge 74.70 % Decrease of % of Base
Defense 8.067 to All
Endurance .092
Recharge 6.25 seconds

As stated above there are 2 schools of though. I wont go over it again. When done right the Medicine Pool powers are great benefit to the tank. Aid Self is good. With IO's I have dropped the medicine Pool. Leaving it here for SO Builds and Non IO set Builds.
Aid Other – Click Power, Buff, Recharge 10 Seconds, Endurance cost 6.5, Heal Ally
Power Description – Heals a single targeted ally. This power is interruptible, so you shouldn't use this in combat.
My Opinion – You have to get this or Stimulant. If you want to get a healing Badge then you want this power.
Power Rating – 2 out of 5 Not much use except in odd situations or badge getting.
Slotting – No slots Necessary, If you want the Healing badges then slot it this way. 6 Slots Total, 3 Heal SO’s 2 Recharge SO’s 1 Interrupt SO
IO Set Slotting Even though I no longer have this the best slotting I can find is this. Just the base slot with a Recharge IO. If you are going to slot it out then Use the same method as Dull Pain except slot it with 2 Slots for Miracle and Numina's Convalescence. Then add 2 Interrupt IO's in there.
Miracle
2 2.5% Endurance Recovery
Numina's Convalescence
2 12% Regeneration Increase
2 Interrupt Time IO's
Stimulant – Click Power, Buff Recharge 10 Seconds, Endurance cost 13, Buff Ally against Immobilization, Sleep, Disorient, Hold, Fear or Confuse
Power Description – Frees an ally from any Immobilization, Sleep, Disorient, Hold, Fear or Confuse effects and leaves them resistant to such effects for a brief time. Protection will improve with Multiple applications and as you advance in level. This power is interruptible
My Opinion – You have to get this or Aid Other, no slots necessary.
Power Rating – 2out of 5 Its nice to help Team Mates.
Slotting – No slots Necessary, Seriously
IO Set Slotting Base Slot for Recharge
Aid Self – Click Power Self Heal Costs 13 Endurance per use, Interuptable. Recharges in 20 Seconds Resistance to Stun for 45 seconds
Power Description – Allows you to heal yourself. This hypo also leaves you wide awake, and resistant to Disorientation effects. This power is interruptible. You must be at least level 14 and have Aid Other or Stimulant before selecting Aid Self
My Opinion – The whole reason to get this power pool was for this power. The power will give you the ability to heal yourself, In combat and make yourself more survivable.
Power Rating – 5 out of 5 Get it, Live it, love it.
Slotting – 6 Slots Total 2 Heal SO’s, 2 Interrupt SO’s 2Recharge SO's
IO Set Slotting Same slotting as Aid Other
Miracle
2 2.5% Endurance Recovery
Numina's Convalescence
2 12% Regeneration Increase
2 Interupt Time IO's
Resuscitate – Click Power Recharge 180 Seconds, Costs Endurance 32.5 Resuscitates a Fallen Teammate
Power Description – Revives a fallen ally, leaving him with full Hit Points, but no Endurance. The Resuscitated target will be protected from XP Debt for 15 seconds. This power is interruptible. You must be at least level 20 and have two other Medicine Powers before selecting the power.
My Opinion – What? Its there it’s Fluff. The only reason I can see to get it it there are times were the tank is the only survivor. A rez could be handy. .
Power Rating – 2 out of 5 Fluff Power
Slotting – No Slots Necessary, Really... Well 1 Recharge SO
IO Set Slotting 1 Recharge IO

This is your Travel power, it’s a good one. It has vertical movement, a little bit of defense which is always nice. Leaving this here for Relevance.. Currently I am using Super Speed, However I did grab Combat Jumping for another 10% regeneration bonus from LoTG.
Combat Jumping – Toggle, Costs Endurance .03 per Second, Increases Jump Height and Air Control, 2.5 % Defense to All, Resist Immobilize
Power Description – While active, Combat Jumping increases your Defense to all attacks, and adds resistance to Immobilization. Moderately increases your jump height and distance to melee and ranged attacks with good air control.
My Opinion – Combat jumping will Add 2.5 % to your Defense and will add to your Immobilization resistance. Get this power its much better then Jump kick.
Power Rating – 5 out of 5 You got to get it it helps in suppressed combat. .
Slotting – 1 Slot Total, Endurance Reduction SO
Endurance Reduction 33.33 % Decrease of % of Base
Endurance Cost .0249
IO Set Slotting I 3 Slotted this for Luck of the Gambler. This gives you a 10% regen bonus and a 1.13% Health bonus.
2 10% Regeneration Bonus
3 1.13% Health Increase
4 7.5% Recharge (Special Enhancement)
The Enhancement numbers.
Defense 54.18%
Endurance 47.70% Decrease of % of Base
Recharge 21.12 % Decrease of % of Base
Total Defense 3.85%
Endurance Cost .0228
Recharge Immediate
Jump kick – Click Power, Attack Recharge 2.8 Seconds, Endurance cost 5.46, Damage Smashing Total 2.77 Brawl Index. Foe Knock Back (up)
Power Description – A good jumping kick attack that may knock foes up. Good if you are looking for another attack power
My Opinion – Not worth it get Combat Jumping
Power Rating – 1 out of 5 Don’t Get it
Slotting – No slots Necessary, Seriously Don’t Get it.
IO Set Slotting No slots Necessary, Seriously Don’t Get it.
Super Jump – Auto, Buff, 40% Health Regeneration Increases, Always On
Power Description – While this power is active, you can leap great distances and heights, easily jumping over buildings and from rooftop to rooftop! If you attack a target while this power is on, you will temporarily be reduced to a normal jump height. You must be at least level 14 and have 1 other Leaping Pool power.
My Opinion – This is your travel power get it.
Power Rating – 5 out of 5 Get it, Live it, love it.
Slotting – 1 Slot Total 1 Jumping SO,
IO Set Slotting I Jumping IO
Acrobatics – Toggle, Costs Endurance .26 per Second, Resist Hold, Knock Back
Power Description – While this power is active, you are very nimble and Acrobatic. You can avoid most Knock back effects and are resistant to Hold effects. You must be at least level 20 and have two other Leaping Powers before selecting Acrobatics.
My Opinion – Not needed for this build.
Power Rating – 0 out of 5 Not Needed
Slotting – None, Don’t get it.
IO Set Slotting None, Don’t get it.

Flurry – Click Power, Attack Recharge 3.0 Seconds, Endurance cost 5.46, Damage Smashing Total 3.11 Brawl Index. Foe Disorient
Power Description – Unleashes a super fast Flurry of punches to pummel your foe. Flurry is so dizzying that it has a chance to Disorient the target
My Opinion – Not worth it get Hasten
Power Rating – 1 out of 5 Don’t Get it
Slotting – No slots Necessary, Seriously Don’t Get it. .
IO Set Slotting No slots Necessary, Seriously Don’t Get it.
Hasten – Click, Costs 15 Endurance when Expires , Increases Attack Rate 70 % for 120 Seconds Recharges in 450 Seconds.
Power Description – You can reduce the recharge time of all powers for 2 minutes. Although Hasten does not cost any Endurance to activate, you can tire easily since your Endurance does not recover more rapidly. After Hasten wears off, you become tired and will lose some Endurance.
My Opinion – Get it.
Power Rating – 5 out of 5 You got to get it it helps in suppressed combat. .
Slotting – 3 Slot Total, Recharge Reduction SO's
Recharge 95% Decrease of % of Base
Recharge Time 236.25 Seconds.
IO Set Slotting # base IO recharges.
Recharge 99.08 Decrease of % of Base
Recharge Time 231.75 Seconds.
Super Speed – Toggle, Costs Endurance .23 per second. Speed 350%
Power Description – You can run at super-human speeds! While running at such speeds, you are a blur, and many foes will not even notice you as you speed past them. If you attack a target while this power is on, you will temporarily be slowed to normal speed. You must be at level 14 and have at least one other power.
My Opinion – This is your travel power get it.
Power Rating – 5 out of 5 Get it, Live it, love it.
Slotting – 1 Slot Total 1 Running Speed SO,
Running Speed 33.3 %
Speed Increase 465.5% increase
IO Set Slotting 1 Running Speed IO
Running Speed 42.4 %
Speed Increase 498.4 % increase
Whirlwind – Toggle, Costs Endurance .49 per Second, Foe Knock Back
Power Description – You spin around at an amazing speed to create a Whirlwind around yourself. Any foes that enter this Whirlwind will be tossed into the air. You must be at least level 20 and have two other Speed Powers before selecting Whirlwind.
My Opinion – Not needed for this build.
Power Rating – 0 out of 5 Not Needed
Slotting – None, Don’t get it.
IO Set SlottingNone
Set Bonuses from the Power Pools.
- 77% Regeneration
- 30% Recovery
- 4% Speed
- 1.58% Psy Def
- 6.13% Psy Resist
- 2.25% Endurance Gain
- 5.50% Hold Effects Reduction
- 15% Recharge
- 1.13% Health
- 6.25% Accuracy
Epic Powers - In this section were going to discuss the epic power pools sometimes referred to as the Ancillary Powers. In this Build I recommend the Artic Mastery Pool for the Hold, however a close second would be the Energy Mastery set. I will go over the Artic Mastery Set for this Build. Currently no Epic powers in my build, No room for it. Amazing how IO sets can restrict certain things.

Block of Ice – Click Power, Attack Recharge 32 Seconds, Endurance cost 10.66, Damage Cold Total 2.77 Brawl Index. Foe Hold, Slow
Power Description – You can freeze a single foe in a Block of Ice. The target is frozen solid, helpless, and can be attacked. More powerful foes may not be held, but all affected targets will be Slowed. Recharge: Moderate
My Opinion – This is why you went with Arctic Mastery. This hold in combination with Freezing Touch will lock down any boss and with enough recharge and hold duration sometimes you can even lockdown an AV.
Power Rating – 5 out of 5 Work it into your attack chain with Bosses and its nice for those pesky Sappers and Ring Mistresses.
Slotting – 6 Slots Total, 3 Hold Duration SO’s 1 Accuracy SO and 2 Recharge SO’s
Hold Duration 95%
Accuracy 33.33%
Recharge 66.66%
Hold Time 27.96 Seconds
Accuracy 99.75% (capped at 95%)
Recharge 21.33 Seconds
IO Set Slotting If I were slotting IO's into this I would go for Devastation. Great Regen Buffs, a Damage Buff and some Psy Defense to boot.
2 12% Regeneration increases
3 2.25% Health Increase
4 3% Damage Increase
5 3.3% Hold Duration Reduction
6 3.75% Psy Defense Increase
Lets see how this Augments our Numbers
Damage 97.75%
Accuracy 66.25%
Recharge 61.25%
Endurance 45.50%
Totals
Damage 5.47 BI
Accuracy 124.68 (capped at 95%)
Endurance 8.23 Per use
Recharge 22.20 Seconds
Looking good, yea we loose the Hold Duration however with other buffs the recharge makes up for it.
Chillblain - Click Power, Attack Recharge 10 Seconds, Endurance cost 9.75, Damage Cold DoT Total 2.77 Brawl Index. Foe Immobilized, Slow
Power Description – Immobilizes your target in an icy trap. Deals some damage over time and slightly Slows the target's attack and movement speed. Useful for keeping villains at bay. Damage: Moderate(DoT), Recharge: Fast
My Opinion [/b]– I personally don’t use it, I find no major use for it except in PvP.
Power Rating – 2out of 5 It can be used in PvP
Slotting – No slots Necessary however if you want it in your attack chain 5 Slots Total, 3 Damage SO’s 1 Accuracy SO and 1 Endurance SO
IO Set Slotting I wouldn’t get it
Ice Blast – Click Power, Attack Recharge 6 Seconds, Endurance cost 6.5, Damage Cold/Smashing Total 2.77 Brawl Index.
Power Description – Ice Blast hurls shards of ice at foes and Slows their attacks and movement for a time. Slower recharge than Ice Bolt, but more damage. You must be level 44 and have Chilblain or Block of Ice before selecting this power. Damage: Moderate, Recharge: Moderate
My Opinion – This is a nice Power, you have some range, it recharges quickly and does decent damage. If you can find a slot grab it. .
Power Rating – 4 out of 5 Great Power but not Required.
Slotting – 5 Slots Total 3 Damage SO’s, 1 Accuracy SO 1 Endurance Reduction SO
IO Set Slotting If I were slotting IO's into this I would go for Devastation. Great Regen Buffs, a Damage Buff and some Psy Defense to boot.
2 12% Regeneration increses
3 2.25% Health Increase
4 3% Damage Increase
5 3.3% Hold Duration Reduction
6 3.75% Psy Defense Increase
Lets see how this Augments our Numbers
Damage 97.75%
Accuracy 66.25%
Recharge 61.25%
Endurance 45.50%
Totals
Damage 5.47 BI
Accuracy 124.68 (capped at 95%)
Endurance 4.77 Per use
Recharge 4.2 Seconds
Ice Storm – Click Power, Attack Recharge 120 Seconds, Endurance cost 19.5, Damage Cold. Foe Slow
Power Description – Shred your foes with this Ice Storm. This power deals a lot of damage in a large area and can Slow all affected targets movement and attack speed. You must be level 47 and have two other Arctic Mastery Powers before selecting this power. Damage: Minor(DoT
My Opinion – This is a nice power, but no room in the build for it. It scatters foes unfortunately.. This works better for Ice/Ice tankers.
Power Rating – 3 out of 5 Nice Power no were to use it
Slotting – 3 Recharges
IO Set Slotting Slot out Positrons Blast with the Energy Proc . This is last on my list. I generally only get this on my Ice/Ice tankers.
2 2.50% Recovery
3 1.58% Fire and Cold resistance
4 3.13% increased accuracy of all of your powers
5 6.25% Decreased Recharge Time of all of your powers
6 3.13% Toxic resistance
Nice Set Bonuses, some Toxic, Fire and Cold Resistance Goodness. More of the Recovery, Recharge and Accuracy. Lets see how the Regular numbers look.
Damage 99.08%
Accuracy 47.70%
Endurance 47.70%
Recharge 26.5%
Range 26.5 %
Endurance 15.01 Per Use
Recharge 104 Seconds

When it comes to inventions there are many things to Understand. My assumption is that you have a good grasp on what the Invention System is. If not Please take a Look at Paragon Wiki's Invention Overview. Now the recipes that are used to make these enhancements can be acquired 2 ways. First you can buy them from another player or the Consignment House (Wentworth’s) This is the expensive way but would make it easier. There is a catch, not everything is on hyand, there are some recipes that cost many millions of influence if there on the market. The second way is to go get them yourselves. This is easier said then done. There are many ways to acquire recipes. You have to know were to look. This page at Paragon Wiki will tell you were you need to look to get certain recipes. lets take for example "Luck of the Gamblers" 7.5 % recharge reduction and Defense IO. Paragon Wiki says that it is acquired as a TF completion Reward. That means the only way to acquire it is to complete TF's(Task Forces). Some recipes are dropped my baddies, others are from Task Forces, Trials and Mission Completes. Now lets look at the set Bonuses for the total Build.
Set bonuses for the Build
- 37.5% Recovery
- 107.0% Regeneration
- 7.60% Health
- 47.5% Recharge
- 38.63% Psy Resistance
- 5.34% Psy Defense
- 16.5% Hold Duration Reduction
- 27.63% Accuracy
- 7.5%Status Duration
- 3% Def All
- 4.40% Immob Reduct
- 1.58% Fire/Cold Res
- 3.13% Toxic Resist
Before we get into the builds, these Builds Take into account current Level of the Build. They also account for the type of Enhancements are in the build. There are no IO’s in these builds that’s something I cant advise on since I haven’t fully worked with them yet. I will explain points in each build below them. These builds are for Regular SO's and IO's. The IO build with Specials will be at the end.
Level 14 Build
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Ice Knight 26
Level: 28
Archetype: Tanker
Primary: Invulnerability
Secondary: Ice Melee
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01)Temp Invulnerability DmgRes(1)DmgRes(3)DmgRes(3)
01) Frozen Fists Dmg(1)Dmg(5)Dmg(5)
02) Ice Sword Dmg(2)Dmg(7)Dmg(7)Acc(15)
04) Dull Pain Rechg(4)Rechg(9)Rechg(9)
06) Combat Jumping EndRdx(6)
08)Unyielding DmgRes(8)DmgRes(11)DmgRes(11)
10) Swift Run(10)
12) FrostDmg(12)Dmg(13)Dmg(13)Acc(15)
14) Super Jump Jump(14)
16) Health Heal(16)
---------------------------------------------
01) Sprint Empty(1)
01) Brawl Empty(1)
01) Gauntlet Empty(1)
02) RestEmpty(2)
---------------------------------------------
This build is a Pre SO build, it accounts for the slots with Dual Origin Enhancements. First off, there is no damage or resistance slotted for 2 main reasons. Endurance is a premium at these levels and keeping your powers up is very important. The second thing is the more often you hit the better off you will be. The fewer attacks you will need to use. You can have all the damage in the world but if it doesn’t land, what use is it. This build will change severely once you get into SO’s and when you get close to SO’s you can throw some resistance and Damage in with the more slots you get. A couple of points I want to stress at these levels. These will be as far as I am concerned the most trying levels of the build. Tanking at the early levels with any Tank is rough. There is an expectation to tank. Unfortunately unless you have taunt, generating agro is harder then it appears. Also unless its Smashing Lethal you will be in a world of hurt. Soloing wont be much of an issue but because of the lack of damage it can be painfully slow. I would recommend team wise to try to hook up with a AT balanced team. 2 Defenders a Troller a Tank 2 Scrappers and 2 Blasters. This should yield some Buffs to help you tank and plenty of Damage to clear thru things fast. Its a good thing these levels go fast. As a tank remember this key thing. You are the first one In and the Last one out. You will go down at some point. Dont take it the wrong way, learn from it and Tank on. One thing you will notice is that you will fill up on salvage and recipies. I would suggest selling them at Wentworths in Atlas or kings Row. The money you will make will fund you thru DO's and IO's.
Once you get to 14 and Grab your Travel power things begin to pick up. With the slots you get and If you have the cash start looking into Base IO's. Were not going to mess with the sets until much later. Tanking will still be rough but with DO's and IO's it will be a little easier. Keep working the teams thru the 20's. Once you get to 18 Pick up Invincibility. This power will be one of you're 2 primary Mitigation tools. Even unslotted you will see a difference with larger groups. Keep Tanking at 20 Pick up Stamina and you're Endurance will last longer. At 22 Grab the Gem of Ice Melee "Ice Patch". This power is the one thing that will make large groups almost trivial. Invincibility + Ice Patch = Long Term Survival. Also at 22 "Welcome to SO's" Now you can really start to Tank and take advantage of the benefits of this Build. Fallow the slotting Procedure for the level 27 Slotting setup below. You have made it this far which is a good thing. I am not going to say things will get easier but after the first 21 levels it will seem like it.
How to use the Ice Patch may seem like a trivial question but an important one. There are a few thing to remember about teams. Knock back is great but too much can really hamper success. When getting agro from a group try to get them as close to you as possible. I usually use my environment to my advantage. If you can try to set the group of to were there against a wall and the team is behind you. This will prevent knock back out of range and also allow you to get the best bang for you buck with the Ice Patch. Lay it down and watch the flop.
Level 27 Build
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Ice Knight 26
Level: 28
Archetype: Tanker
Primary: Invulnerability
Secondary: Ice Melee
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01)Temp Invulnerability DmgRes(1)DmgRes(3)DmgRes(3)EndRdx(17)
01) Frozen Fists Dmg(1)Dmg(5)Dmg(5)Acc(25)EndRdx(27)
02) Ice Sword Dmg(2)Dmg(7)Dmg(7)Acc(15)EndRdx(27)
04) Dull Pain Rechg(4)Rechg(9)Rechg(9)Heal(19)
06) Combat Jumping EndRdx(6)
08)Unyielding DmgRes(8)DmgRes(11)DmgRes(11)EndRdx(17)
10) Swift Run(10)
12) FrostDmg(12)Dmg(13)Dmg(13)Acc(15)EndRdx(25)
14) Super Jump Jump(14)
16) Health Heal(16)
18) Invincibility DefBuf(18)DefBuf(19)DefBuf(23)EndRdx(23)
20) Stamina EndMod(20)EndMod(21)EndMod(21)
22) Ice Patch Rechg(22)
24) Build Up Rechg(24)
26) Tough Hide DefBuf(26)
---------------------------------------------
01) Sprint Empty(1)
01) Brawl Empty(1)
01) Gauntlet Empty(1)
02) RestEmpty(2)
---------------------------------------------
In this build once we have access to SO’s things begin to balance out. We have good resistance, damage in our attacks, Stamina and we have 2 of the most important powers in the build. Ice Patch and Invincibility. The reason I chose level 27 as a good level is that you can get your respect either from the respect TF or if you have a free one or a veteran reward floating around. Respec at 27 or 32, the reason I say that is when you respect sell all your enhancements back during the respect. You will get full value of what you paid for them. Then buy new ones. Saves a lot of Influence especially if you run in SG mode. Now that we have said that you should be able to tank for large Teams as long as you avoid a few things that you run into at these levels and beyond. Just because you feel like you can tank anything doesn’t mean you can. There are a few rules I have about large Team Tanking. First It isn’t the spawn size that matters its how close is the next spawn. Agro caps out at 17, that doesn’t mean that you cant have 50 baddies attacking you but that means you cant control 50 baddies attacking you. Peeling agro is the number one reason teams wipe. Be aware of how close the next spawn is. If a blaster Knocks one of the baddies into the next group, don’t chase, the baddie will come back. 1 group at a time at these Levels. Gathering Multiple Groups and "Herding" really shouldn’t be attempted until you hit the 40's. My second rule is Orenbega... Need I say more. This place is a death trap. there are 4 way intersections with a group at every corner except 1. 3 groups at one time for a 8 man team is almost an automatic group wipe. Handling these may seem boring but have a blaster or Defender snipe them out a few at a time, once they pass you hit the taunt and assume the agro of the blaster/defender pull. This will solve most of these issues. As a tanker even if your not the team leader speak up about the spawns. Hopefully if you have a competent group they will recognize the dangers. last rule as always Tanker is the first one in and the Last one out. Protect the team no matter how much they can tick you off.
Level 37 Build
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Ice Knight 37
Level: 38
Archetype: Tanker
Primary: Invulnerability
Secondary: Ice Melee
---------------------------------------------
01) Temp InvulnerabilityDmgRes(1)DmgRes(3)DmgRes(3)EndRdx(13)EndRdx(17)
01) Frozen FistsDmg(1)Dmg(5)Dmg(5)Acc(25)EndRdx(27)
02) Ice SwordDmg(2)Dmg(7)Dmg(7)Acc(15)EndRdx(27)
04) Dull PainRechg(4)Rechg(9)Rechg(9)Heal(15)Heal(19)
06) Combat JumpingEndRdx(6)
08) UnyieldingDmgRes(8)DmgRes(11)DmgRes(11)EndRdx(13)EndRdx(17)
10) Swift Run(10)
12) BoxingAcc(12)
14) Super JumpJump(14)
16)HealthHeal(16)
18) InvincibilityDefBuf(18)DefBuf(19)DefBuf(23)EndRdx(23)EndRdx(37)
20) StaminaEndMod(20)EndMod(21)EndMod(21)
22)Ice Patch Rechg(22)
24) Tough DmgRes(24)DmgRes(25)DmgRes(29)EndRdx(29)EndRdx(37)
26) Tough Hide DefBuf(26)
28) Freezing Touch Hold(28)Hold(31)Acc(31)Acc(34)Rechg(34)Rechg(34)
30) Build Up Rechg(30)Rechg(31)Rechg(33)
32) Unstoppable Rechg(32)Rechg(33)Rechg(33)
35) Greater Ice Sword Dmg(35)Dmg(36)Dmg(36)Acc(36)EndRdx(37)
---------------------------------------------
01) Sprint Run(1)
01) BrawlAcc(1)
01) GauntletEmpty(1)
02) Rest Rechg(2)
---------------------------------------------
In this Build after you Respec’ed, there are some power changes. No Build Up till 30, we removed frost and added Boxing and Tough, for that extra S/L Damage resistance. Trust me you will see the difference. We grabbed Unstoppable at 32, it’s a great power and a Oh Crap button. Its 3 Minutes of pure goodness. Greater Ice Sword at 35, it’s a decent attack and gives us a little more Single Target Punch. What I would suggest at 38 to Get Frost and slot it up, or grab Aid other to get Aid Self at 44. Now we are working in the Prime of this build. With Tough and Potentially Weave you survivability goes up even more. This is were you begin to shine. Yea the damage is your bane but hey cant have it all. Nothing much to explain here but to have fun.
Level 50 Build
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Ice Knight
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Ice Melee
---------------------------------------------
01) Temp InvulnerabilityDmgRes(1)DmgRes(3)DmgRes(3)EndRdx(5)EndRdx(5)
01) Frozen Fists Acc(1)]Dmg(7)Dmg(17)
02) Ice SwordDmg(2)Dmg(7)Dmg(9)Acc(19)Acc(40)EndRdx(50)
04) Dull Pain Rechg(4)Rechg(9)Rechg(11)Heal(13)Heal(15)Heal(19)
06) Combat Jumping EndRdx(6)
08) UnyieldingDmgRes(8)DmgRes(11)DmgRes(13)EndRdx(15)EndRdx(17)
10) SwiftRun(10)
12) BoxingAcc(12)
14) Super Jump Jump(14)
16) Health Heal(16)Heal(43)Heal(46)
18) Invincibility DefBuf(18)DefBuf(23)DefBuf(25)EndRdx(36)EndRdx(36)EndRdx(37)
20) Stamina EndMod(20)EndMod(21)EndMod(21)
22) Ice Patch Rechg(22)Rechg(23)Rechg(37)
24) Tough DmgRes(24)DmgRes(25)DmgRes(27)EndRdx(34)EndRdx(36)EndRdx(37)
26) Build Up Rechg(26)Rechg(27)Rechg(29)
28) Tough Hide DefBuf(28)DefBuf(29)DefBuf(31)
30) Freezing Touch Dmg(30)Dmg(31)Dmg(31)Acc(33)Acc(33)EndRdx(33)
32) Unstoppable Rechg(32)Rechg(34)Rechg(34)
35) Greater Ice Sword Dmg(35)Dmg(39)Dmg(39)Acc(39)Acc(40)EndRdx(40)
38) Aid Other Heal(38)
41) Block of Ice Dmg(41)Dmg(42)Dmg(42)Acc(42)Acc(43)EndRdx(43)
44) Aid Self IntRdx(44)IntRdx(45)Heal(45)Heal(45)Rechg(46)Rechg(46)
47) FrostDmg(47)Dmg(48)Dmg(48)Acc(48)EndRdx(50)EndRdx(50)
49) Resist Physical Damage DmgRes(49)
---------------------------------------------
01) Sprint Empty(1)
01) Brawl Empty(1)
01) Gauntlet Empty(1)
02) RestEmpty(2)
---------------------------------------------
This is close to my current Build. This is a respect Build so the slots are not in the right places at the right time. Basically you have a very good chance of surviving almost anything thrown at you. The build flows well and generally works decently while exemping. The dual holds are nice for bosses and also sappers. This build does break my 5 slots in Attacks rule however if you have the extra slots then adding a second accuracy will benefit you.
There are plenty of questions that can be answered with some other well written sites and guides here are some links for them.
City of Data
Arcana's Guide to Defense v1.4
Taunt Myths Debunked Aett_Thorn
[*] Conclusion
The Invulnerability/Ice Melee combination carries many benefits’. Ice patch plus Invincibility are a great combo. However the damage is something you would have to adjust to. Consider Ice Melee enhancing you're Primary's ability to hold Agro and keep yourself alive.
I will be Adding to and updating this guide as time goes on. I will also be posting an I/O Build and Version Addition to this Guide soon. Please post any questions or thoughts
Time for the I/O Build.
This is supremely Defense and Resistance Heavy but the speed of attacks doesn’t require many. Let me go over the goals of this build. First
- Psy Resistance - Is the primary goal of this build. Its extreme but well worth it in my opinion
- Speed of Attack - is the Secondary Goal of this build. Since were only using 3 attacks we have to be fast.
- Regeneration - is the Third and final main goal. With a Tankers high Hit Points we benifit the most from Regen.
The Long Form First
- Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Ice Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Temp Invulnerability- (A) Impervium Armor - Resistance/Endurance
- (3) Impervium Armor - Resistance/Recharge
- (3) Impervium Armor - Endurance/Recharge
- (5) Impervium Armor - Resistance/Endurance/Recharge
- (5) Impervium Armor - Resistance
- (7) Impervium Armor - Psionic Resistance
- (A) Crushing Impact - Accuracy/Damage
- (7) Crushing Impact - Damage/Endurance
- (9) Crushing Impact - Damage/Recharge
- (9) Crushing Impact - Accuracy/Damage/Recharge
- (11) Crushing Impact - Accuracy/Damage/Endurance
- (11) Crushing Impact - Damage/Endurance/Recharge
- (A) Numina's Convalescence - Heal
- (13) Numina's Convalescence - Heal/Endurance/Recharge
- (13) Numina's Convalescence - Heal/Recharge
- (15) Miracle - Heal/Recharge
- (15) Miracle - Heal/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (17) Positron's Blast - Damage/Endurance
- (17) Positron's Blast - Damage/Recharge
- (19) Positron's Blast - Damage/Range
- (A) Recharge Reduction IO
- (21) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Impervium Armor - Resistance/Endurance
- (19) Impervium Armor - Resistance
- (21) Impervium Armor - Resistance/Endurance/Recharge
- (25) Impervium Armor - Resistance/Recharge
- (25) Impervium Armor - Endurance/Recharge
- (27) Impervium Armor - Psionic Resistance
- (A) Crushing Impact - Accuracy/Damage
- (23) Crushing Impact - Damage/Endurance
- (27) Crushing Impact - Damage/Recharge
- (29) Crushing Impact - Accuracy/Damage/Recharge
- (45) Crushing Impact - Accuracy/Damage/Endurance
- (50) Crushing Impact - Damage/Endurance/Recharge
- (A) Accuracy IO
- (A) Run Speed IO
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Recharge Speed
- (37) Luck of the Gambler - Defense/Endurance
- (37) Luck of the Gambler - Defense/Recharge
- (A) Recharge Reduction IO
- (A) Impervium Armor - Resistance/Endurance
- (37) Impervium Armor - Endurance/Recharge
- (39) Impervium Armor - Resistance/Endurance/Recharge
- (42) Impervium Armor - Resistance/Recharge
- (43) Impervium Armor - Resistance
- (43) Impervium Armor - Psionic Resistance
- (A) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense/Recharge
- (48) Luck of the Gambler - Endurance/Recharge
- (50) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense/Recharge
- (40) Luck of the Gambler - Endurance/Recharge
- (40) Luck of the Gambler - Recharge Speed
- (A) Crushing Impact - Accuracy/Damage
- (34) Crushing Impact - Damage/Endurance
- (34) Crushing Impact - Damage/Recharge
- (34) Crushing Impact - Accuracy/Damage/Recharge
- (36) Crushing Impact - Accuracy/Damage/Endurance
- (36) Crushing Impact - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (45) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Resist Damage IO
- (45) Aegis - Psionic/Status Resistance
- (A) Obliteration - Damage
- (42) Obliteration - Accuracy/Recharge
- (42) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
- (50) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Impervium Armor - Psionic Resistance
- (48) Resist Damage IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (46) Impervium Armor - Psionic Resistance
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense
- (A) Accuracy IO
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - Heal
- (29) Numina's Convalescence - +Regeneration/+Recovery
- (31) Miracle - +Recovery
- (31) Numina's Convalescence - Heal/Recharge
- (31) Numina's Convalescence - Heal/Endurance
- (33) Regenerative Tissue - +Regeneration
- (A) Empty
- (A) Endurance Modification IO
- (33) Endurance Modification IO
- (33) Endurance Modification IO
Now the Short Version
- Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Ice Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-EndRdx/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam(5), ImpArm-ResPsi(7)
Level 1: Frozen Fists -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 2: Dull Pain -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(13), Numna-Heal/Rchg(13), Mrcl-Heal/Rchg(15), Mrcl-Heal/EndRdx/Rchg(15)
Level 4: Frost -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(19), ImpArm-ResDam/EndRdx/Rchg(21), ImpArm-ResDam/Rchg(25), ImpArm-EndRdx/Rchg(25), ImpArm-ResPsi(27)
Level 10: Ice Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 12: Boxing -- Acc-I(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx(37), LkGmblr-Def/Rchg(37)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(37), ImpArm-ResDam/EndRdx/Rchg(39), ImpArm-ResDam/Rchg(42), ImpArm-ResDam(43), ImpArm-ResPsi(43)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(46), LkGmblr-EndRdx/Rchg(48), LkGmblr-Rchg+(50)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(40), LkGmblr-EndRdx/Rchg(40), LkGmblr-Rchg+(40)
Level 28: Freezing Touch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(36)
Level 30: Taunt -- RechRdx-I(A)
Level 32: Unstoppable -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 35: Resist Energies -- ResDam-I(A), Aegis-Psi/Status(45)
Level 38: Frozen Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 41: Resist Physical Damage -- ImpArm-ResPsi(A), ResDam-I(48)
Level 44: Resist Elements -- S'fstPrt-ResDam/Def+(A), ImpArm-ResPsi(46)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 49: Block of Ice -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(29), Mrcl-Rcvry+(31), Numna-Heal/Rchg(31), Numna-Heal/EndRdx(31), RgnTis-Regen+(33)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
------------
Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 8.63% Defense(Psionic)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 6.75% Max End
- 6% Enhancement(Heal)
- 66% Enhancement(Accuracy)
- 50% Enhancement(RechargeTime)
- 175.7 HP (9.38%) HitPoints
- MezResist(Held) 8.25%
- MezResist(Immobilize) 6.6%
- MezResist(Stun) 2.2%
- 12.5% (0.21 End/sec) Recovery
- 64% (5 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 34.9% Resistance(Psionic)
Final Resistance and Defense Numbers.- Resistance
- 90% Smashing/Lethal
- 28.5% Fire
- 28.5% Cold
- 27.7% Negative Energy
- 27.7% Energy
- 27% Toxic
- 34.9% Psy
Defense with Invincibility and 4 Enemies in Melee- 35.5% Smashing/Lethal
- 35.5% Fire
- 35.5% Cold
- 35.5% Negative Energy
- 35.5% Energy
- 19.5% Psy
- 45.0% Smashing/Lethal
- 45.0% Fire
- 45.0% Cold
- 45.0% Negative Energy
- 45.0% Energy
- 19.5% Psy
Other Bonuses- 120% Recharge Time with Hasten Not accounting for Recharges in Powers.
- 285% Regeneration Total
- 187% Recovery
Please post any questions you may have. I am still fleshing some of this out due to IO changes and Build Requirements. If you see something that isn’t right or have an opinion please post.
Nice guide! An Invulnerability/Ice Melee was my second character evar and it's a cool concept (which, weirdly, I saw three different people with it the other day on Freedom; a first).
I really like that you split up the different "ages" of the build; pre-SO, et cetera. I wish more people would do that. 90% of the guides out there seem to be written with the idea that you're respeccing a 50. -.-
Having goals stated and worked towards is also good, as it helps people reading the guide to know why you're doing something (aside from "it is the ubering"), so, cheers on that.
You might go back through and try and.. un-bold some stuff, it's a little funky to go back and forth from, but it seems accidental, like maybe a closing tag was left off somewhere.
My own Sprite Knight (idle on Victory lo, these many years) takes Air Superiority and Flight (which can be respecced out later for a 3 SO/IO-slot Hover if you feel like it, or in addition to), which might be a viable alternative to people who don't want to take Super Speed and want to juggle their pools around a little.
Thx I am glad you enjoyed it. Ill look into the bolding. As for air Sup, yea I did that a while back. On revisions I will probably include it and possible some other pool sets. The big reason for going SS this round was to have hasten. Initially I couldnt find room to have hasten and a Travel set besides SS. Obviously now I can since there are not enough slots to slot up another attack in the IO build. I may move out of it but I have gotten used to SS and its nice. Just takes some getting used to.
I have seen a fe Inv/Ice characters but not too many and none past 35 atleas on Justice. I would hope that some more get rolled. Its actually a solid build. Thx for the input
Do you find Hasten really that important even with IO set +Recharge? Would the build just break if you didn't have it, or perform really badly? Now that we have set bonuses I don't cry about Health and Stamina so much, since I get more bang for my buck, but I've never really been a fan of Hasten.
Because I am running on less attacks yes. It wouldnt break the build because of the recharge but with Hasten it flowes smoother. The big thing ice Melee suffers from is lack of damage. This build attempts to maximize the few things Ice melee has going for it. Frost thich is a wide cone and does all cold damage. Freezing Touch which is also all cold damage plus a hold. These recharge regularly at 11 and 16 seconds respectively. Hasten plus the set bonuses adds 117.5% recharge to them plus the base enhancements that are in them. gettign frost down to 4 seconds is the ultimate goal. Freezing Touch to 5 seconds. Frozen fists recharges in 1 second which is a perfect alternate from freezing Touch when used.
Is it needed, no but its helps.
Quick Update
30 % Duration Reduction of Status Effects IO from the Impervious Skin Set, Eventhough its not a Unique it seems to only be used once. I am sure its mentioned somewere on the Forums. However I wanted to make a note of it here. On another Update I have most of my Resistance and Defense IO's shored in and slotted. They work real well and yes the Psy Resistance is real nice.
I am loving the build I have been playing a Invul/Ice ever since I saw this guide. Thanks Ice Knight! If possible can you give me some hints on how to lvl fast without getting slaughtered? So far my guy is lvl 21, I grabbed Taunt at lvl 10 so I can help out my buddy a bit.
How much inf needed for the IOs?
I am glad you are playing Inv/Ice and having fun. I hope some of this advice will be of help. Once you get into the 20's Invuln starts coming into its own. However their are a few things what will ruin your day. COT Spectrel Demons and Lords and primary issues. 22 is when you can grab SO's and that will change everything. As for quick leveling, thats a little rough but the best thing I could advise if you are tanking for large teams is to get Invincibility slotted up fast with Defense.
Thats will help you deal with large groups. The second thing is try to keep the agro tight by using objects to duck around to buy a few seconds and to also get everything into Melee to take advantage of Invincibility's buffs. The only way to kill fast with Ice Melee is with Buffs (pocked Kin, Empath with Fort) or Debuffs (Rad or Sonic Primary Defenders) or Speed up your attacks, IE hasten or recharge reductions. Also at 22 you will get Ice Patch, that will solve alot of your survivability issues. Its one of the strengths of Ice Melee. Between the Def Buff of Invincibility and the 5 targets that Ice patch will have oin its back you will be fine. Once you get a little higher and more slots you will find a much less dependency on Ice Patch for survival in large groups. Dont hesitate to use Ice patch on small groups. less then 5 enemies in melee means they will be on their back most of the fight. Hope this helps.
As for the cost of the IO's I am currently at 120 mill and have 2/3rds of My IO's but 60 Mill is atributed to The healing Line..lol. Stuff is expensive. Remember prices will go down and the difference between having a 50 when IO's came out and Levling up with IO recipies dropping is there is more of a chance to find what you need instead of buying them. Just some thoughts.
[ QUOTE ]
How much inf needed for the IOs?
[/ QUOTE ]
Sets will cost a boatload, 150 Mill at my current number. Regular IO's at 40 souldn't be to bad, 50k a piece maybe a little higher. Remember Regular level 40 IO's are about as good as Level 53 SO's.
Thanks for the tips, but another question, should I worry about IOs at a low lvl or should I just go ahead and work on SOs for the time being, I have some IOs but only for attacks like Ice sword, I used kinetic combat for a good knockdown bonus for the time being. And then I have some in running and sprinting stuff jumping also.
Nice guide actually. I'm also playing inv/ice tank, high lvl 40 already. I slot her mostly with non-rare IO set, with a couple unique or rare. It seems like rare salvage is a huge cost, and probably need to continue to work on influence for quite some time after lvl 50. Maybe you can make an "economy" set-IO build for the poor like me.
Slot for SO's until 30 then try to get the basic IO's so you can start saving Influence for later upgrades at 50. If you get sets along the way from drops and the salvage or can afford the salvage to make them then slot those in. My only concern is this. Multi Aspect IO's at lower levels make it rough to hit SO numbers. I personally would only slot up the IO sets that drop for you or that you can get real cheap that work for you untill your 30's. Then you can start to work on sets for your final build.
I don't even want to think about how long this took you to design.
Nice work.
Great guide, though I have a few questions -- Impervium Armor only goes to level 40 -- Is it still worth it to have -10 IOs in at a level 50 build? If not, what do you have in there?
lets do a comparison of the 2 level 50 Sets 6 slotted in comparison to Impervium at level 40 Here we go
Titainum Coating lvl 50
Resistance 57.5 %
Recharge 73.8 %
Endurance 97.2 %
Aegis lvl 50
Resistance 57.5 %
Recharge 73.8 %
Endurance 73.8 %
Impervium lvl 40
Resistance 56.57 %
Recharge 67.54 %
Endurance 67.54 %
Impervium lvl 25
Resistance 51 %
Recharge 56 %
Endurance 56 %
Now lets take this data and make it usefull. We are going to calculate the resistance of Temp Invuln. The base resistance is 30%
Titainum Coating 47.25 S/L Resistance
Aegis 47.25 S/L Resistance
Impervium 46.97 S/L Resistance
Impervium at level 25, 45.3%
Basicially the level 50 Resistance Sets Aegis and Titainum Coating do sore slightly better against a level 40 version of Impervium by .93% which is a little under 1 % . To make this practical on a 100 point hit you would take .93 points less damage which is nill in my opinion. Now to seal this deal lets compare set bonuses.
Aegis
Run Speed by 5%.
Fire and Cold defense by 1.58%.
2.5% debt protection.
Area Effect defense by 3.13%.
Toxic resistance by 3.13%
Titainum Coating
reduces the duration of Sleep effects on you by 2.2%.
increases maximum health by 1.5%.
reduces the duration of Stun effects on you by 2.2%.
reduces the duration of Hold effects on you by 2.75%.
Melee defense by 2.5%
Impervium Armor
Recovery by 2.5%.
Psionic defense by 1.88%.
maximum Endurance by 2.25%
reduces the duration of Hold effects on you by 2.75%.
Psionic resistance by 3.13%.
Lest start with the first Bonus Recovery of 2.5% trumps Run Speed or Duration of Sleep Effects
Second Bonus, is a tough one 1.5% health is nice as is the 1.88% psy defense I would call it a wash
Third Bonus, Increasing the maximum Endurance is nice, gives more to play with and In my opinion is better then 2.5% debt Protection or 2/2% Reduction in Stun effects
4th Bonus is a wash all around, seriously unless your fire AOE Defense is a waste and the Durations are not worth much
5th bonus is a tie on Aegis and Impervium as Toxic Resistance and Psy Resistance are coveted but I would want the PSy because as an Invuln its our Main weakness.
Now Impervium also gives a 3% Resistance to Psy with a single Enhancement, somthing no other enhancement can do except the Aegis Psy Resist + Mez Duration Reduction which is unique and can only be used once. Well you can use the Aegis more often but get no benifit from the unigque after the first one.
Now that I have put all this together, the point I am making is for .93% of resistance you can have all the benifits of Impervium which I think has some of the best set bonuses in all the Resistance sets. Just some thoughts.
Just to be clear, having level 40 enhancements in a 50 doesn't de value them at all. The big thing with IO's is they dont expire and wont be out leveled. They can be used by any character as long as they are high enough to slot them.
Some new information. Well not new but I believe its official. The Impervious Skin Status Resistance was changed and now is worth 7.5% per enhancement but will stack now. Currently in the build you could fit 2 of these in. That would give you 15% status resistance on top of the 20% IO. Basicially instead of 50% as the old number was its 35% total.
Level 50 Build
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Ice Knight
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Ice Melee
---------------------------------------------
01) Temp InvulnerabilityDmgRes(1)DmgRes(3)DmgRes(3)EndRdx(5)EndRdx(5)
01) Frozen Fists Acc(1)]Dmg(7)Dmg(17)
02) Ice SwordDmg(2)Dmg(7)Dmg(9)Acc(19)Acc(40)EndRdx(50)
04) Dull Pain Rechg(4)Rechg(9)Rechg(11)Heal(13)Heal(15)Heal(19)
06) Combat Jumping EndRdx(6)
08) UnyieldingDmgRes(8)DmgRes(11)DmgRes(13)EndRdx(15)EndRdx(17)
10) SwiftRun(10)
12) BoxingAcc(12)
14) Super Jump Jump(14)
16) Health Heal(16)Heal(43)Heal(46)
18) Invincibility DefBuf(18)DefBuf(23)DefBuf(25)EndRdx(36)EndRdx(36)EndRdx(37)
20) Stamina EndMod(20)EndMod(21)EndMod(21)
22) Ice Patch Rechg(22)Rechg(23)Rechg(37)
24) Tough DmgRes(24)DmgRes(25)DmgRes(27)EndRdx(34)EndRdx(36)EndRdx(37)
26) Build Up Rechg(26)Rechg(27)Rechg(29)
28) Tough Hide DefBuf(28)DefBuf(29)DefBuf(31)
30) Freezing Touch Dmg(30)Dmg(31)Dmg(31)Acc(33)Acc(33)EndRdx(33)
32) Unstoppable Rechg(32)Rechg(34)Rechg(34)
35) Greater Ice Sword Dmg(35)Dmg(39)Dmg(39)Acc(39)Acc(40)EndRdx(40)
38) Aid Other Heal(38)
41) Block of Ice Dmg(41)Dmg(42)Dmg(42)Acc(42)Acc(43)EndRdx(43)
44) Aid Self IntRdx(44)IntRdx(45)Heal(45)Heal(45)Rechg(46)Rechg(46)
47) FrostDmg(47)Dmg(48)Dmg(48)Acc(48)EndRdx(50)EndRdx(50)
49) Resist Physical Damage DmgRes(49)
---------------------------------------------
01) Sprint Empty(1)
01) Brawl Empty(1)
01) Gauntlet Empty(1)
02) RestEmpty(2)
---------------------------------------------
[/list] This is close to my current Build. This is a respect Build so the slots are not in the right places at the right time. Basically you have a very good chance of surviving almost anything thrown at you. The build flows well and generally works decently while exemping. The dual holds are nice for bosses and also sappers. This build does break my 5 slots in Attacks rule however if you have the extra slots then adding a second accuracy will benefit you.
This is a replacement for the Level 50 non IO build in the guide. I had made a mistake on a slotting assignment which was putting 3 slots into Combat Jumping which unless your going to throw IO's in there or want to add some minor Defense 3 slotting it is a bad Idea. Here is the build I would be using if I didnt have IO's.
[/b]
Awesome Guide Ice_Knight, looks like you have alot invested into this build... Great Job!!!!!
Hey Brainfreeze, you planning to revamp this guide to account for the invuln change in i13 as well as any new sets that have same out or are coming out since it's inception?
So you want to build an Invulnerability / Ice Melee Tanker. Welcome to one of the rarest Tanker Combinations in the Game. There have been many that say this build isn’t worth it, doesn’t do enough damage and last but not least this combination isn’t fun. To those folks I say move along this isn’t the guide for you. For those who want to try to build this tank and have some fun with it or at least expand you knowledge of a different tank, stay a while and continue on.
First off, what business do I have in writing this guide? I have seen a lot of guides in the 3 years I have been playing COH, most of them are quite helpful however in that time I have never seen an Invulnerability/Ice Melee guide. I have been playing this set since May 2004. I have ridden the rollercoaster thru Level 40 cap, Perma Unstoppable, Unyielding Stance, Issue 5 and Enhancement Diversification. Granted I was 50 with Ice Knight in February 2005. However I never stopped playing my tank. I have been thru so much trial and error with this power set. I remember not having Mez Protection until I got Unstoppable at 32 because I refused to get Unyielding Stance (yes at that time you were rooted and you had to be a teleport tank to do your job) because of the root. Since, I have played a second tank to 50 with Ice Melee yet again. I don’t know many people that have played Ice Melee to 50 the first time let alone a second. I hope this helps everyone that reads it and also gives an understanding to one of the most belittled sets in the game.
We will get into the meat and potatoes of the guide in a minute however I want to explain the role of the tanker in my opinion and set forth the location of points of this guide. First off the tanker is a unique class in City of Hero’s. One of our prime responsibilities is to hold the agro and soak up damage. This build has many tools at its disposal to do this job very well. All of that will be explained further in this guide
One last thing before we get headlong into this Guide, I want to make it clear what to expect. First off this is not the easy road, if that’s what you’re looking for I’ll direct you somewhere else. This is a journey of sacrifice and methodical play at times. Invulnerability is a great Primary, solid resistance and nice defense. Ice Melee on the other hand is low damage and pure control. It has been said that Ice Melee is the Best Control set in the tanker secondary. I would have to agree on most counts. Some of the key points in Ice Melee are when you get Ice Patch which is considered one of the best control tools in any of the tanker secondary’s. After that you get Freezing Touch, which is a Hold and is one of 3 in the entire set of tanker secondary’s. Then you finally get Greater Ice Sword, which is a nice attack that recharges quite quickly you're road is almost complete. This build is built to the Strength of Ice Melee, its ability to control, not do damage. This is a team tank and a good one if you ask me.
A couple of key things to remember. There are many different enhancement choices when Inventions are added in. I will go over those options and how to aquire the recipies. I will also explain the difference between TO's, DO's, SO's and IO's. What does it mean to you and the builds.
Sections of the Guide
Enhancements are ways to augment our characters abilities to fight crime. In the beginning there were 3 buyable types of Enhancements Training Origin (TO'S) Dual Origin Enhancements (DO's) and Single Origin Enhancements (SO's) To learn about those please visit Paragon Wiki.
With the release of Issue 9 a whole new class of enhancements were released into the game. Invention Origin Enhancements (IO's). The basic IO's can be made by anyone as long as they have the salvage and have the Influence to buy the recipe from a crafting table or the Consignment House. These give better benefits then there older counterparts at certain points. They also never expire or degrade in effectiveness. I don’t recommend getting IO's for a character until level 30 however if you have the Influence here is when IO's give a better benefit then there similar counterparts. Level 15 IO's are the same as +3 DO's. Level 25 IO's are slightly less effective then a level 25 SO's. I would wait till 30 to get the IO's were they are better then even level SO's. At level 40 IO's are the same as a +3 SO. From that point on they are better then SO's. Remember IO's never expire so you could use that level 30 set all the way up to 50 and notice little difference then buying new SO's every 5 levels.
Next are IO's Sets these are not buyable except from other players or the Consignment House. They are available from drops, Mission Completes, Task Force Bonuses and Trials Bonuses. These give special Set Bonuses depending on how many from a set you have in a single power. To learn about all of these sets head over to Paragon Wiki. There are many sets and I will go over what sets apply to each power and make recommendations. There is one important rule. You can get the same numerical bonus only 5 times for the same effect. You can get a bonus effect for the same aspect as many times as you like as long as the increase isn the same % more then 5 times. For example Increase recovery of 2.5% 5 times would be 12.5% if you added a 6th for 2.5 % it would still be 12.5% but if that 6th was 2% it would be 14.5%.
In this section we will go over the Invulnerability power set. We will discuss the Importance of each power and what they mean to you. Numbers will be given, slotting options will be s tated. A desirability rating will be issued for each power. Also a note the %’s for Resistance is out of 100% being a max the Cap for Resistance for a tank is 90%. Defense works off the same scale and Defense cap is 95% as there will be always a 5% chance to be hit. (Defense cap is actually somewhere around 300% however there is always at least a 5 % chance for the enemy to hit you). I will also go over IO sets and usage.
Power Description – You are naturally tough and inherently resistant to Smashing and Lethal damage as well as Defense Debuff effects.
My Opinion – This power is always on and gives some resistance and defense debuff resistance. However pick this up later in the Build there are much more important powers needed.
Power Rating – 3 out of 5 Nice and added later.
Slotting – 3 slot total at the end of your Build with Resistance SO’s (If you get the power you don’t have to slot it if you want the slots elsewhere)
1 Resistance Enhancement 20%
2 Resistance Enhancement 40%
3 Resistance Enhancement 56%
1 Slot 12 % Resistance
2 Slots 14 % Resistance
3 Slots 15.6 % Resistance
IO Set Slotting – Use the base slot only, either slot a Basic IO for Resistance or add a special Unique IO Like Steadfast Protections Resistance/ Defense Unique that gives Resistance plus a 3% Defense Bonus to all. Pretty nifty if you ask me.
1 Slot 9.15% Resistance + The Unique 3% Defense.
Power Description – When you toggle on this power you become highly resistant to Smashing and Lethal damage. Recharge Fast
My Opinion – This power is a must for this build or any Invulnerability build. It’s a staple of the Smashing lethal resistance and is a must for anyone
Power Rating – 5 out of 5 Get it get it now.
Slotting – 4 Slots total 3 Resistance SO’s and 1 Endurance Reduction SO
Resistance 56 % Increase to the base %
Endurance 33.3 % Decrease of 16.65% of Base
Total Resistance 46.8 % Smashing/Lethal
Endurance .1089
Recharge 2 seconds
IO Set Slotting - Now this is were it gets interesting, First there are quite a few roads a Tank can take here. I would recommend Impervium Armor for the simple fact that Psy Resistance is our Bane. We can fill that quite well here. I am 6 slotting this out. The Bonuses you get from the set for 6 slots. Remember Impervium Armor only goes up to Level 40.
2 2.5% Endurance Recovery
3 1.88% Psy Defense Increase
4 2.25% Total Endurance Increase
5 2.75% Hold Duration Reduction
6 3.13% Psy Resist Increase
Now there is one thing I am leaving out. The 6th slot Increases Psy Resistance but one of the Impervium Armor Enhancements also gives a 3.00 % Psy Resistance bonus. The last thing we want to be sure of is we are not short changing ourselves Resistance. Here are the numbers with The Level 40 Impervium Set.
Resistance 56.65 %
Endurance 67.55 %
Recharge 67.55 %
Total Resistance 46.95 % Smashing/Lethal
Endurance .086
Recharge 1.32 Seconds
The IO's work wonders and keep better numbers. You dont have to use level 40's however be cautions of the resistance %'s.
Power Description – You can activate this power to increase your maximum hit points for a short time. Recharge Very long
My Opinion – This power is another staple of the build get it as soon as it is available. +HP self heal cant beat that.
Power Rating – 5 out of 5 Get it as soon as possible
Slotting – 6 Slots Total 3 Heal SO’s and 3 Recharge SO’s
Healing 95%
Recharge 95%
Self Heal at level 50 is 1,461.77 Pts
Health Boost at level 50 is 1,105.70 Pts
Recharge 170 Seconds
IO Set Slotting - Again another interesting scenario. We want to make sure we have max recharge plus max heal. We will need to use 2 sets to accomplish this. The first is Numina's Convalescence which is from levels 20 to 50. The second will be Miracle which is from Level 20 to 40. 3 slots a piece totaling 6 slots.
Miracle
2 2.5% Endurance Recovery
3 1.88% Health Increase
Numina's Convalescence
2 12% Regeneration Increase
3 1.88% Health Increase
Why go this route. Well we will see that we will get our recharge and Heal like we had SO's plus get these nice bonuses. Extra health on a Tanker is sweet.
Healing 99.70 %
Recharge 95 %
Endurance 50.37%
Self Heal at level 50 is 1,497.00 Pts
Health Boost at level 50 is 1,123.23 Pts
Recharge 170 Seconds
Endurance 7.8 Pts
We have better numbers and those nice set bonuses, moving on.
Power Description – You are naturally resistant to the elements and always take less Fire, Cold and Toxic Damage. You are also resistant to Slow effects.
My Opinion – This power is always on and gives some resistance. However pick this up later in the Build there are much more important powers needed.
Power Rating – 3 out of 5 Nice, Could work out later in the build
Slotting – 3 Slots Total 3 Resistance SO’s
1 Resistance Enhancement 20%
2 Resistance Enhancement 40%
3 Resistance Enhancement 56%
1 Slot 12 % Resistance
2 Slots 14 % Resistance
3 Slots 15.6 % Resistance
IO Set Slotting - This is another spot to use some specials from other Resistance Sets. Actually in the build we will be using 2 slots both of them for special bonuses. The first will be from Impervium Armor. We will use the 3% psy Resistance enhancement, the Second will be the 7.5% reduction in Duration of Status Effects IO from the Impervious Skin Set. Basically this IO reduces the Duration of all status effects on you by 7.5%.
Bonuses
3% psy Resistance
7.5% Reduction in Duration of Status effects.
Technically we don’t have anything to add to the base 7.5% resistance but the 3% psy and the 7.5% reduction of Status effects is worth it.
Power Description – When you toggle on this power you become Unyielding. You are resistant to all damage but Psionics, as well as Knock back, Sleep, Hold, Immobilize, Disorient effects. Recharge -Slow
My Opinion – This is your status effect and your only source of Cold, Fire, Energy and Neg Energy resistance for a while unless you grab an auto power. Use it sparingly when you first get it. At the lower levels not everything hits with status effects. Once you slot it up then you can use it all the time.
Power Rating – 5 out of 5 Get it
Slotting – 4 Slots Total, 3 Resistance SO’s and 1 Endurance Reduction
Resistance 56 %
Endurance 33.3 %
Total Resistance 7.8 % Smashing/Lethal, 15.6% to Cold/Fire/Negative energy/Energy and Toxic.
Endurance .1089
Recharge 10 seconds
IO Set Slotting - Impervium Armor strikes again. Were going to 6 slot this. Here are the numbers.
2 2.5% Endurance Recovery
3 1.88% Psy Defense Increase
4 2.25% Total Endurance Increase
5 2.75% Hold Duration Reduction
6 3.13% Psy Resist Increase
Now there is one thing I am leaving out. The 6th slot Increases Psy Resistance but one of the Impervium Armor Enhancements also gives a 3.00 % Psy Resistance bonus. The last thing we want to be sure of is we are not short changing ourselves Resistance. Here are the numbers with The Level 40 Impervium Set.
Resistance 56.65 %
Endurance 67.55 %
Recharge 67.55 %
Total Resistance Smashing/Lethal 7.9%, Cold/Fire/Negative energy/Energy and Toxic 15.9%
Endurance .086
Recharge 6.7 Seconds
The IO's work wonders and keep better numbers. Believe it or not but recharge makes a difference here, especially if you have an Unstoppable Issue. You don’t have to use level 40's however be cautions of the resistance %'s.
Power Description – You are naturally resistant to Energy and Negative Energy damage, as well as Debuff effects which reduce your endurance or recovery.
My Opinion – This power is always on and gives some resistance. However pick this up later in the Build there are much more important powers needed.
Power Rating – 3 out of 5 Nice but not needed Immediately get it later
Slotting – 3 Slots Total 3 Resistance SO’s
1 Resistance Enhancement 20%
2 Resistance Enhancement 40%
3 Resistance Enhancement 56%
1 Slot 12 % Resistance
2 Slots 14 % Resistance
3 Slots 15.6 % Resistance
IO Set Slotting - Another spot for some more special slotting. We are using 2 slots here. We will slot 2 special IO's for their individual bonuses. The first will be from the Impervium Armor set + Psy Resistance 3%. The second will be a Resistance Enhancement from Impervium Armor.
Bonuses
3% psy Resistance.
2.5% Recovery
1 Slot will give us Resistance.
1 Slot 9.13 % Resistance
Power Description – While this power is active, for each nearby foe in melee range you receive a bonus to Defense against all attacks but Psionics, and a bonus to your chance to hit. This power is most effective while fighting multiple opponents. The first foe you engage in melee grants the highest Defense bonus, and up to 10 foes can contribute to you Defense and ToHit Bonus. Recharge: Slow
My Opinion – This power is important to this Build for 3 reasons. 1. It increases your defense per mob so its nice to get a few enemies around you. 2. It give an Accuracy Bonus and you can never have enough. 3. It’s a taunt aura nice for ticking off foes and a suitable replacement for taunt. However if you are new to Tanking keep Taunt until you feel comfortable without it. For some taunt is a must for others it isn’t needed. That’s a play style choice.
Power Rating – 5 out of 5 Get it at level 18 it’s a great power.
Slotting – 6 Slots Total 3 Defense Buff SO’s 2 To Hit Buff SO’s and 1 Endurance Reduction SO
Defense 56%
To Hit 40%
Endurance 33.33 %
Defense For the first Enemy in melee range is 9.36 and 2.34 Defense per additional Enemy in melee up to 10
To Hit is 3.12 per Enemy in Melee up to 10 Enemies.
Endurance .174
IO Set Slotting - Now were getting to the meat and potato's of the build. We are going to jump to the Defense IO sets. There are some fine choices but Luck of the Gambler is the way to go. We are going to 6 slot Invincibility and throw 6 Luck of the Gambler IO's in there. LoTG is from level 20 to 53. Here are the bonuses.
2 10% Regeneration increase
3 1.13% Health increase
4 6.25% Accuracy Increase to All
5 2.75% Reduces Hold Duration Effects
6 3.13% Psy Resistance Increase
Again something I am leaving out. One of the Luck of the Gambler IO's is a 7.5% recharge reduction. A Nice little IO that we will throw in some other powers later also. Here are the numbers yes we lost the TO Hit Bonus but we can always Use a Hamadan Enhancement to fix that issue down the road. There is a reason were 6 slotting Tough Hide. We will get to it in a few.
Defense 61.34%
To Hit 0%
Endurance 74.70 %
Recharge 74.70 %
Defense For the first Enemy in melee range is 9.68 and 1.61 Defense per additional Enemy in melee up to 10
To Hit is 2.0 per Enemy in Melee up to 10 Enemies.
Endurance .1308
Recharge 6.25 seconds
Looks like this will do Nicely. Yes we lost some to hit but we have options plus the 6.25% to acc isnt to bad.
Power Description – Your thickened skin makes you much tougher to hit. This power is always on and costs no Endurance. Tough Hide offers no protection to Psionic Attacks.
My Opinion – Get this power, no debate.
Power Rating – 4 out of 5 Very nice recommended for the build
Slotting – 3 Slots Total, 3 Defense Buff SO’s. Don’t put the slots in until later in the build.
1 Defense Enhancement 20%
2 Defense Enhancement 40%
3 Defense Enhancement 56%
1 Slot 6 % Defense
2 Slots 7 % Defense
3 Slots 7.8 % Defense
IO Set Slotting - We are going to 6 slot Tough Hide.. yes I said it 6 slots and throw 6 Luck of the Gambler IO's in there. LoTG is from level 20 to 53. Here are the bonuses.
2 10% Regeneration increase
3 1.13% Health increase
4 6.25% Accuracy Increase to All
5 2.75% Reduces Hold Duration Effects
6 3.13% Psy Resistance Increase
Why are we doing this. There are a few reasons. First to utilize the Set Bonuses and Psy Resistance. The second reason is this, If you get weave then you are able to throw a Hammi into Invincibility that Buffs To hit and Defense to maximize the bonuses. Remember the 5 like numbers per aspect rule. If we 6 slot This Invincibility and Weave we will have 6 3.13 Resistance Bonuses to Psy, were wasting a slot. Throw a HO into Invincibility to take Advantage of the To hit and you back to 5. It works out. Here are the Numbers
Defense 61.34%
Total Defense is 8.067
Lets move on
Power Description – When you activate this power, you not only become extremely resistant to most damage, but also to Disorient, Immobilization, Hold, Knock back and Sleep effects. Endurance recovery is also increased. Unstoppable costs little endurance to activate but when it wears off you are left exhausted, and drained of almost all Health and Endurance. Recharge – Very Long
My Opinion – Get it at 32 throw 3 slots in it for recharge. As for its usage only use it as needed beware of the crash it drops you to 10% health and no endurance. As far as I have seen it leaves you with a little endurance but the best way to deal with it is to stop fighting when it wears off. Either get out of the fight or hopefully you have stopped before you got into another battle
Power Rating – 5 out of 5 Sweet power 3 Minutes or Pure Unbridled Aggression
Slotting – 3 Slots Total, 3 Recharge Reduction SO’s
Recharge 95%
Recharge time 525 Seconds
IO Set Slotting - Not much to do here besides 3 slots with level 50 Recharge IO's.
Recharge 99.08
Recharge time 509 Seconds.
Ok we have finished the Invuln Side. Lets see what we have for set Bonuses by fallowing these steps.
- 7.5% Recovery
- 32% Regeneration
- 6.02% Health
- 15% Recharge
- 27.52% Psy Resistance
- 3.76% Psy Defense
- 11% Hold Duration Reduction
- 12.5% Accuracy
- 7.5% Status Duration Reduction
- 3% Def All
This is just the beginning there is much more.