Ice Armor IO Set Slotting Guide for i9
I like you guide very much! You do a good job of explaining why you are using certain set IO's when you do, which is a major hurdle for a lot of people I know that are just getting into IO's. Gave me some more good ideas for my build *getting close to perfection I think* I would like to see you devote a little more time to your PvP build, because it turned out very well considering you say you spent little time on it.
Hey thanks SharpHat
I think I'll continue to play with different Secondaries as sample builds, mainly because I love Ice/ and I love planning IO Builds.
I've recently made a Ice/Mace build that I'll include here as it really gets into some neat stuff, forcing alternate slottings into some of my Primary skills.
Because /Mace has so many Melee AoEs, it is huge for slotting Scirocco's, so I concentrated on Psi defense/resists instead of Regen. As such, I found I only needed to use 3 of the Fantastic Four in all the shields. I also slotted out EA and HF differently compared to my usual preferences.
It is worth looking at even if just to stand in awe of the Psi layering an Ice/Mace can do and to see some scaled down slotting of the Ice/ Primary. It is definitely slotted more heavily in the Pools and the Secondary than I suggest in the guide above.
Ice/Mace Psi Tanker
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One more build, this time a Stamina-less Ice/Energy one.
Credit for thinking up the set idea for the Secondary is due to MsTrij. It uses the Fantastic Four setup for everywhere the available slots allow. and uses the Psi setup for slotting Permafrost and Hoarfrost 9come to think about it, I had better discuss Psi slotting in the main guide). I shaved a slot out of Hibernate and used minimal slotting for EA.
Ice/Energy Stamina-less Psi Tanker
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Nuts. Can't go back and Edit any longer so I'll just add bit and pieces of paragraphs, etc... till I feel like going through all the composing for version 2.
The Psio Trio
Okay, okay... it isn't as cool sounding as the Fantastic Four... and it doesn't even rhyme unless you have the absolute wierdest accent- but it's a way to alternately slot HoarFrost, PermaFrost and Tough (if you've taken it) to really boost your capabilities versus Psionics. Wow, my Grammar Teacher would be nailing me hard for that run-on sentence.
The Psio Trio is as follows...
Impervium Armor : 3% Psionic Resists (Set Bonus)
Impervium Armor : Resists (or whichever mods match your needs)
Impervium Armor : whichever mods match your needs
In addition to the mods and the 3% Psi Resists, this slotting gives a decent 2-Slot Bonus of +2.5% Recovery and the desired 3-Slot Bonus of +1.88% Defense vs. Psi. It's a shame an Icer rarely gets the opportunity to 6-Slot this skill to take advantage of the extra 3.13% of Psi Resists. Considering Hoarfrost will not wisely be 6-slotted for Resists, and a home needs to be found in PermaFrost (or Tough) for the Aegis Unique (3% Psi Resists/20% Status Resists) and the Steadfast Unique (+3% Defense All).
I suppose if one had the slots and had Tough, Tough could be 6-slotted with Impervium. If you only have HF and PF, then the following slotting is recommended to help out with your Psionic setup.
Hoarfrost Slotting for Psi
Numina's : Heal/Recharge
Numina's : Endurance/Recharge
Impervium : 3% Psi Resists
Impervium : Resist/Recharge
Impervium : Endurance/Recharge
This maximizes Recharge at 92.5%, sacrifices Healing and Toxic Resists from earlier slotting but grants the Psi bonuses and every litttle bit helps.
Note: If you had a lot of Recharge in your build you can play with Numina's to give more Healing or with Impervium to give more Resists at the expense of Recharge.
PermaFrost Slotting for Psi
Impervium : 3% Psi Resists
Impervium : Resist/Recharge
Impervium : Endurance/Recharge
Steadfast : 3% Def Global
Aegis : 3% Psi Resists/20% Status Resists
After doing some more playing with the Psi Trio on the planner, I've come up with two amazing builds, one for an Epic-less Ice/EM Tank and the other one a replacement for my next respec on my Ice/Ice/Arctic build.
I'll include them here as data chunks. Both are very tanker Ice Tank builds, one an offensive juggernaut, the other more into control.
Ice/EM Ultimate Ice Tank
I think I'm going to make this even though I have a 50 Ice/Ice. I compare the two of them side by side and I see why /Ice gets the rap it does.
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M3.#7
Grace Slick i10 Respec
I've decided to build resists on Grace and drop Chilblain. Boxing takes it's place and will probably chain better but Chilblain's cold damage and -Rechg will be missed (even if it's immobilization won't be).
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Incredible guide! I just started my Ice tank (level 16) and have found your guide very helpful. Is there any chance I could get a sample build for Ice/SS (max regen/recharge, dont bother with psi resists)?
HELP!
Hey Molar maybe you could help me... I was about to slot 3 LotG's def/increased recharge rate into my 3 primary's, but first I wanted to see what the time difference was for HF recharging.
So, without hasten Hoarfrost recharged in 155 seconds.
Then I slotted the 3 IO's in FA,GA, and EA, but the recharge for Hoarfrost was the exact same time! 155 seconds..
The only difference I can see is I'm only using 1/6 LotG instead of 2/6 LotG
any idea's?
perma jump is ---> /up 1
Hey Cuppa_Fluff.
I have a SS build in my files, but it does concentrate on Psi a bit (23.2%/25.1% Def/Res) but does not sacrifice Regen/Recharge at all to get there (322%/183%) with Perma-HF, a 132s Hasten and a 77s Rage (nearly always double).
It does have Tough and Weave (but of course they don't have to be on to get the bonuses). You can tweak it if you like, you can of course optimize your attacks for Recharge by losing the 6-slot Psi bonus from the sets.
If you don't like it, just give me a bare bones skills-only data chunk and I will slot it out for you.
Ice/SS with Tough/Weave
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And Hindenburg, give me a data chunk and I'll look at it. Do you have Hasten turned on when looking at your totals?
Thanks Molar! Thats a great build right there.
EDIT: By any chance would you know how much this build might cost?
A very nice guide! My Ice/Fire tanker that I'm going to be making in a few weeks will greatly benefit from this. I can see its a whole new ball game with these IOs floating around. I feel like an old lady hobbling around sayin 'back in my day, they didn't even have badges, let alone these new-fangled IOs. Kids these days! Bah!
I like the different/alternate slotting options you give. It really is a 'Guide', and not just a 'Build'.
My memory's not as sharp as it used to be.
Also, my memory's not as sharp as it used to be.
"The tip of a shoelace is called an aglet, its true purpose is sinister." The Question
nice guide!
Great and Insightful guide, MM. Having not played between i8 and now, I was wondering what you thoughts were on Gift of the Ancients, and throwing it in on top of the Fantastic 4. I'm not sure if GotA came in after i9 or not, so was wondering why you didn't bring it up.
@Rylas
Kill 'em all. Let XP sort 'em out.
Hey Rylas We're playing thread tag between here and the Tanker Forum now.
I never mentioned GotA as not many of the bonuses I saw seemed all that useful for what I like to try and build on an Icer. The Fire resists may have some use but the endurance and recovery bonuses don't seem that useful to a set with EA and the run speed is less useful on a tanker that'll never be slowed.
Where I can see it as being useful would be if one was to drop a LotG, say if a Scirroco's used up a 10% Regen spot and you're capped. 1 LotG 2 Serendipity and 3 GotA would be a viable way to slot to nab some more fire resists if you had the slots to burn.
I'm duoing a ice/em with my wife as a ice/nrg blaster and I'm loving even at lvl 10 how chilling embrace was holding aggro from her. With her doing all the dmg I guess I would focus on def and resistance, perhaps regen and recovery as well. What kind of thoughts and ideas do we have for that type of toon?
Justice is a dish best served cold...
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7
This is an i9 Set-Slotting Guide for the Ice Armor Primary. It also contains a skeleton build for the Ice Primary and a complete build for an Ice/Ice/Arctic Tank. It is based on my experiences with Grace Slick, my 50 Tank, and hours of fun thought experiments tweaking things with Mids wonderful planner. This guide assumes the reader has a passing knowledge about the game, the AT and the powersets involved.
Also, to take full advantage of this guide, youll want to have Mids Hero Planner operational so you can import the builds and look at them. I cant tell you what a wonderful planner this is. Oh wait I have. Its wonderful.
After a brief discussion of Ice Tanks and the backbone defensive set for Ice Tanks, Ill go through things power by power and talk about various slotting options.
The Ice Tank
No one likes to get hit. Getting hit involves all sorts of bad things, the least of which sometimes is damage. Ask a resist-based hero what they think of getting hit with slows or getting hit with every status effect from every enemy every attack they take. Try being a resist based t00n faced off with 6 Green Dragon Men, or a room full of Stone CoT Casters. It is much better not to be hit. This is the strength of a defensive set.
But guess what youll get hit every so often, and when you do.... Bam! It aint pretty as you generally feel the full force of the blow. Its like bouncing a toddler on your knee. Every so often they go zigging when you thought they were zagging and you take a 60 mph head butt on the bridge of your nose. Generally you can take on a toddler in a fair fight but for those three or four seconds of bone-crunching agony, youve been pwned by a three-year-old. That is the weakness of a defensive set. Deal with it.
So how does an Ice Tank deal with it?
There are several strategies for an Ice Tank on how do deal with damage after you take a hard blow or two. Remember, the Random Number Generator has a hate for you unbridled in the history of the universe.
You can try and build resists into your build and layer things this way. That generally means taking Tough, which is a useful stepping stone to Weave, but do you really need another couple of toggles?
You can try to layer what I and many successful Ice Tanks have done and try to build up and maximize the Ice Tanks true friends, Regeneration and Recharge.
Regeneration used to be handled by taking and maxing Health. And by also maxing your hit points. And by praying that Hoarfrost comes up. And hitting Hibernate occasionally (well, more than occasionally) for maximal regeneration at the cost of being an ice sculpture.
Recharge was handled by taking Hasten and liberal slotting of recharge enhancements.
Well, let me tell you something. Defense sets that rely on Recharge and Regeneration got the absolute most loving in i9 with the creation of the Invention Sets. Every other AT and powerset that isnt defense based got totally hosed! Hosed, I tell you! Take that resist-based sets!
An Ice Tanks minimum goal in i9 is to live at the hit point cap. This means Perma-Hoarfrost and it is pretty easy to accomplish with time, lucky drops and influence. Add a decent amount of regeneration to a huge amount of hit points and you will literally forget sometimes which button you have Hibernate hot-keyed to.
The Fantastic Four
I know, I know. There isnt an Ice Tank in the comic. Im talking about 4 Set IOs that you can plug into any defensive set that an Ice Tank has and instantly make your life a whole lot better. You have 3 placement spots for them in your Primary: Frozen Armor, Glacial Armor and Energy Absorption. You can easily get 2 more spots from popular and useful pool powers such as Combat Jumping, Maneuvers and Weave. Youll want 5 of these combos in your build eventually, the sooner the better.
They are 2 Luck of the Gambler and 2 Serendipity. They are the true Fantastic Four.
The leader of the Fantastic Four is the Def/+7.5% Global Recharge Set IO. It costs 10 million influence on a good day. You can get them as rewards from finishing a TF if you feel lucky. Ive bought more than Ive found and Ive found one on an incredible happy day (albeit it was on a villain). The desirable mods on the remaining LotG and the two Serendipitys depend on what skill you are slotting them into but for now, lets just look at the Set Bonuses for slotting all 4.
+7.5% Recharge on all skills
+14% Regeneration
Thats it, thats all but what set bonuses they are. As the game treats the +7.5% Recharge as a Set Bonus and not as an Enhancement, it is on all the time, just like any other Set Bonus. Its on 24/7, regardless of whether the power it is slotted into is a clickable, a toggle or an auto-power.
Multiply that by 5 for your 5 defensive skills and you have +37.5% Recharge and +70% Regeneration as a base on which to build your Ice Tank.
Add this to easily attainable recharge and regeneration Set Bonuses and you can build an Ice Tank that lives permanently with 3200 hps at level 50 without Accolades and sports an easily reached goal of 300% regeneration. The most regeneration Ive ever packed into a utile sample build was 354%. Ive cut down on my regen a bit in my planned i10 respec so I could build in Psi resists. Ill post that build later.
An alternate version of the Fantastic Four is for you PvPrs. It is 4 LotG rather than 2 LotG/2 Serend. It grants a little less regen (10% vs. 14%) in exchange for more hit points (not so useful to a perma-HF t00n) and a +9% boost to accuracy. Its an easy trade for a PvP Ice Tank to trade +20% regen for +45% acc. For PvE, youll be hitting things with proper slotting from your attacks and accuracy set bonuses from other sources.
Slotting the Ice Armor Primary
Frozen Armor and Glacial Armor
These are your main defensive toggles. I am grouping them together because they are generally slotted the same.
Frozen Armor is your Smashing/Lethal defense toggle and Glacial is your Energy/Negative defense toggle. Both FA and GA give resists to defense debuffs. GA also gives +Perception.
They give a base of 17% defense to their respective damage types with a 0.26/s endurance cost and are your first layers of protection. They also give fire and cold resists that cannot be enhanced. They accept Defense, Recharge and Endurance enhancers and Defense IO Sets.
Maximized for defense with 6 lvl 50 IOs it can reach 28.9% defense.
Maximized for endurance with 6 lvl 50 IOs the cost can be lowered to 0.12/s.
Prior to i9 the standard SO slotting was 4 slots with 1 End 3 Def for 26.5% Def and 0.2/s.
You could get a similar result with 3 Cytoskeleton HOs at 26.5% and 0.13/s and shave a slot out of your build.
Recommended Slotting in i9
I like using the Fantastic Four in an ideal combo of
LotG Def/+7.5% Recharge
LotG Def/End
Serend Def
Serend Def/End
You can reach values of 26.8% with a cost of 0.17/s. This is comparable to standard SO and HO slotting and is frankly all you want out of the skills. That, and +7.5% recharge and +14% regeneration. And a bag of chips.
Hoarfrost
Hoarfrost is extra hit points as well as a whopping big heal. It also provides a low level of toxic resists. Hoarfrost slotted up will take a Ice Tank to the hit point cap for Tankers and that, my friend, is a lovely place to live. As mentioned, it can be made permanent in i9 thanks to +recharge set bonuses and these bonuses are easily attained by a tanker with defensive power sets. Your minimum goal as an Ice Tank in i9 is to eventually reach perma-HF. Dont forget, as HF becomes permanent, your Toxic resists also become permanent.
The important attribute to slot for is recharge. Slotting for healing is important but secondary and you can get away with sub-optimally slotting for heals. You want to push the ED limits for recharge when slotting this skill.
There are a few good ways to slot this skill. If you are hurting for places to get extra recharge set bonuses, you can slot this skill with either Doctored Wounds or Regenerative Tissue sets from the Healing Sets. You could also get +5% recharge from Impervious Skin from the Resist IO Set. You can reach perma-HF with 5 slotting any of these three sets, although it is easier with Doctored Wounds as it has a single-attribute Recharge enhancement as one of the set pieces. You can even tickle approaching the hit point cap with slotting the Impervious Skin set without Accolade help.
However, the 2-4 slot bonuses for all three of these sets are not all that great and +5% recharge bonuses are also easily attainable with Crushing Impact from the Melee Sets. Lots of +6.25% recharge bonuses are out there as well, so it is possible to forego recharge Set Bonuses from this skill and slot in other ways, including finding homes for the Uniques from Miracle, Numinas Convalescence and Regenerative Tissue. This is especially attractive if you are not planning on taking Health (dont you dare!) as Hoarfrost and Hibernate are then the only places to slot in the Heal Uniques in your Primary.
Typical slotting for this skill is 3 Heal/3 Recharge. This is gross overkill on the hp boost for a level 50 but it will help you hit the hp cap earlier in your career. 3 Health SOs will put you at a +121% Heal and a 91% increase in hit points. 1 Heal SO is enough to cap a level 50s hit points without any hit point boosting accolades.
Recommended Slotting for i9
I recommended partial Set slotting for Hoarfrost as we did for our shields.
Numina's has an amazing 2 IO set bonus of +12% regeneration. Miracle and Impervium Armor have an interesting 2 IO set bonus of +2.5% recovery.
I recommend the following setup
Impervium Armor Res/Rechg
Impervium Armor Res
Miracle Heal/Rechg
Miracle Unique +15% Recovery
Numinas End/Rechg
Numinas Heal/Rechg
With this you push the recharge on the skill into ED limits at +95% and get the following effects,
94% heal with a 78% hit point boost (easily caps a lvl 50)
27.5% resists to Toxic (up from 20% base)
+20% endurance recovery
You can see it maxes the attributes of the skill we want, allows us for the first time to practically slot the skill for resists, finds a useful and natural home for one of the Healing Uniques and allows us to get a coveted +12% regeneration set bonus from Numinas.
Note: the Miracle Unique recovery bonus is not a set bonus like the recharge from LotG. It therefore needs you to click HF every two minutes for it to function. But youre planning on doing that anyways, arent you? If this bothers you, stick it into Health as it is an auto-power.
Chilling Embrace
There are a myriad of ways to slot CE. You want to slow things and you want it not to cost too much. Ideally both can be accomplished with an interesting bonus or two thrown in.
5 slotting with Tempered Readiness can help build overall recharge with a +3.75% bonus. This is pretty small potatoes compared to the +5%s, the +6.25%s and the +7.5%s that are available to us. As well, the 2-4 slot set bonuses are not very useful to an Icer.
I much prefer to use 4 of Pacing of the Turtle as a source of a +9% accuracy bonus. It is also a spot to use one of the two Slow Set Procs, one of which is a 20% chance of a 20% recharge reduction for a target in range. The other Proc is a 20% chance for smashing damage from the Impeded Swiftness Set.
Recommended
4 slot with Pacing of the Turtle (the Proc, 2 with /EndRed and one other) and the Proc from Impeded Swiftness. It gives an -88% RunSpeed to your targets with a cost of 0.18/s (down from 0.26/s) with a chance for Smashing and an additional Recharge. If you are awash in slots, it could also use an EndRed.
If the +9% Acc bonus does not appeal to you, it could be slotted with just the Procs or some combo of Procs and EndRed.
Wet Ice
This is an easy one as it does not accept sets and can only be slotted for EndRed and Recharge. Slot this with 2 EndRed IOs if you can afford the extra slot.
Because this is such a boring section, I will use it for some free advice on slotting IOs.
In general with level 50 IOs, I typically never 3 slot a non-set skill anymore, except Hasten. 2 IOs of this level give 83% of the possible bonus. ED makes the third one half as effective.
For example, Wet Ice gives the following cost/s at these IO(50) slotting levels
0 0.26/s
1 0.18/s
2 0.14/s
3 0.13/s
2 nearly halves the cost of the skill, 3 does very little extra. If you look, you get this effect from almost every non-set skill you can slot with 50 IOs. Your t00n will function fine 2 slotting skills you would normally 3 slot. Saves a lot of slots for using sets.
Permafrost
Once the red-headed stepchild of the Ice Armor Set, I recommend taking and three or four-slotting this skill. First, it provides a very nice resist to being slowed. Second, it gives a little extra protection to fire, something we generally occasionally get protection from our smashing/lethal defense. Third and most important, it is a natural place to slot in some of the Unique Resist Set IOs.
Note: If you are planning to take Tough, you could skip this skill and slot the Uniques into Tough.
Recommended Slotting
For Ice Tanks, Id minimum 3 slot this skill and take
Steadfast Protection +3%Defense Unique
Impervium Armor Psionic Resist Unique
Aegis Psionic Resist/Status Protection Unique
If you had an extra slot, you could slot a second Impervium to get the +2.5% recovery Set Bonus and a little more resists.
Icicles
If you choose to take Icicles, you are left with few set bonus goodies. The PBAoE Sets do not have recharge bonuses but Sciroccos has two of interest; the two-slot bonus of 10% regen and the 4 slot bonus of +9% accuracy.
Hot Tip: If you plan to use Sciroccos, be aware that the +10% regen Set Bonus is also granted by slotting two of the LotG Defense Set. So if you are using the 2LotG/2Serendipity setup, you could drop the second LotG (typically from CJ, Man or Weave) for every Sciroccos Melee AoE Set you use, for example Icicles from IceA and perhaps FootStomp if you have a SS secondary.
Slotting more than 4 Sciroccos does not yield anything useful to an Ice Tank so you may want to consider adding the Acc/Dam or Dam/EndRed IOs from the Cleaving Blow Set or the Acc/Dam, Acc/EndRed or Dam/EndRed IOs from the Multi-Strike Set.
A decent 6-slot version of Icicles taking advantage of the +9% accuracy from 4 Sciroccos is:
Sciroccos Acc/Dam
Sciroccos Dam/EndRed
Sciroccos Acc/Dam/EndRed
Sciroccos 20% Chance for Lethal Damage Proc
Cleaving Blow Dam/EndRed
Multi-Strike Dam/EndRed
This gives slotting close to the ED cap for damage and endurance and allows the use of the Proc. It grants the useful bonuses of +10% regen and +9% accuracy.
Energy Absorption
Recharge, Defense, Endurance Reduction and Modification all come to play in this skill and it makes slotting it very complex. So forgive me if this section seems hard to read. It is pretty hard to write.
Ideally, this skill would max the defense you get from mobs, max your endurance return and be cheap to cast and recharge quickly. Not much to ask from 6 slots. I generally start with the Fantastic Four of 2 LotG/2 Serend as my base slotting. Here are some options for the other two slots depending on your particular needs.
Maxed Defense
Capped for defense, the skill yields 2.5% defense from the first mob and almost 1% for every additional mob. If you ignore endurance recovery and slot for recharge and defense, you can get a nice result from slotting the following
Cytoskeleton
Cytoskeleton
LotG +7.5% Recharge
LotG Def/EndRed/Rechg
Serendipity Def/EndRed
Serendipity EndRed/Rechg
This maxes defense and recharge and a reduced casting cost of 7.7 (vs 13 originally).
It gives a defense bonus of +2.55% +0.96%/mob and an endurance return of 15/mob.
It also gives the Fantastic Four Set Bonuses of +7.5% recharge and +14% regen.
Maxed Single Target Endurance Recovery
This slotting does not completely max recharge but does concentrate on endurance recovery. Defense bonus is +2.09% +.78%/mob so it is still respectable not slotting this skill for defense.The endurance cost per cast is higher than the first scenario at 8.63 but it recovers 27.5 endurance per mob.
IO EndMod
IO EndMod
LotG +7.5% Recharge
LotG EndRed/Rechg
Serendipity Def/Rechg
Serendipity End/Rechg
PvP
This is built to drain and to grant the 9% acc bonus.
IO EndMod
IO EndMod
LotG +7.5% Recharge
LotG Def/Rechg
LotG EndRed/Rechg
LotG Def/EndRed/Rechg
Hibernate
Hibernate is again a possible place to slot in Doctored Wounds or Regenerative Tissue for a +5% recharge bonus. If you use Doctored Wounds, be sure to leave out the Heal as your odd man out. This maximizes recharge and end recovery which needs more help than health regeneration.
I prefer to slot it more sparingly. The only really useful set bonus you can get out of the Heal Sets for an Icer is the Numinas +12% regen bonus. Hibernate does not really need more healing power as it regens you pretty fast. I like to slot the Numinas Unique here for that reason as you can two slot and not really lose any effectiveness from slotting a heal set with no other attributes.
IO Recharge
IO Recharge
Numinas Unique +Regen/+Recovery
Numinas End/Rechg
This caps you out for recharge, reduces your toggle cost so endurance recovers a little faster and provides a good home for Numinas. Be aware that youll want to Hibernate (for fun!) every two minutes so Numinas bonus switches on. If you find you never use Hibernate at all, ever, you should stick the Unique in Health. And then respec out of Hibernate, n00b.
Ice Queen of all Coolness and Big Chill, Tundara, has a good suggestion for Hibernate. If you have the slots available, you can stick the Numina's Unique into Health (with another Numina to get another 12% Regen) and stick two plain vanilla Numina's into Hibernate (or just leave it with Recharge IOs). I'll play with that idea before I get my i10 respec but I won't alter the build in my guide. Too lazy. Thanks Tundara for a reasonable disagreement.
My dream i9 build for Ice/Ice/Arctic
I am waiting for the i10 respec to put this baby into action. I foolishly burned my i9 respec before I fully learned how to properly tweak a t00n for i9 Sets. I currently run a set up with a lot of the sets I mention slotted into place but it is no where near as optimized as this build which is also built to add more psi resists than my current build has. At the moment I am collecting the sets and building my bankroll for when i10 hits. Then Ill probably make an i10 mistake and be anxiously awaiting i11. Cest la vie.
I dont believe listing the skills is enough anymore to fully appreciate a build so I am just giving the data chunk and youll have to plug it in and explore.
I had a previous plan that had 354% Regen vs the 330% in this build (you have to manually add the Numinas bonus from Hibernate), basically by taking and two-slotting the Ice Swords and Brawl with Pounding Slugfest for an extra 24% Regen. I dropped that in my dream build so I could take Block of Ice (for the extra recharge and general quality of life/safety) and Tactics (to help out with hitting Scirocco in the STF).
Notables about this build are a 38.3% defense to S/L/E/N, 11.6% to F/C and 10.6% to Psi without firing EA (not that EA helps with Psi). 1 firing of EA against 1 mob pushes that to +40.9% for S/L/E/N and it is usually double-stacked vs. 10+ enemies in practice.
It also boasts ~29% resists to Fire/Toxic and 15% resists to Psi. Hoarfrost is permanent and hit points are capped without accolades. Running the Shields, WI, CE as well as Maneuvers and Tactics still leaves 1.76/s room with endurance (3.18/s rec vs. 1.42/s usage- remember to manually add the 10% from Numinas in Hibernate). There is a 12s downtime on Hasten with EA firing at 18s and Hibernate at 36s. Build Up is at 32s with just a single recharge IO.
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
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Primary Only Slotting for i9
Ive made a skeleton build for the Ice Primary in which you can import all my favourite slottings for every Ice Armor skill. Just change to the Secondary of your choice and play with the planner to achieve perma-HF on your own, stick in Tough and Weave or whatever Pool strikes your fancy and go to work.
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An Ice/Energy/Power PvP build made using the Template above
For fun, I used my own template of the Ice Armor set and made a quickie PvP t00n using Tough and Weave instead of Maneuvers and Tactics. I used the PvP slotting for the shields and got some impressive accuracy numbers. And better Psi numbers than my Ice/Ice/arctic build.
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