The Ice/Fire Tanker (I10)


Crmsn_Conundrum

 

Posted

So you want to roll an Ice/Fire tanker? These aren’t really prevalent in my opinion because it can be a hard concept to grasp. How can you have 2 different temperature extremes in the same character? That depends on your origin (Magic, Science, etc. . .) and your creativity. I’ll post out the power descriptions with numbers from Mid’s Hero Designer and my build at the end. This is a PVE build and is mainly designed for Area of Effect attacks, with some binds help as well.

What exactly does Ice/ do?
Ice/ is a defensive set. “What does defense mean?” you ask. Defense is simply a hit or miss type of protection. If you have a 30% melee defense, then 3 out of 10 times, the foes will miss you, but 7 out of 10 times they will hit you, and with full damage. So, not everyone likes this concept. Resistance means that they will hit you, but for less damage. If you have 30% resistance, then if someone hits you for 100 points of damage you only take 70 points of damage. With IO Sets you can hit 41.8% defense, which is great I know that some people freak out at a 60% chance to be hit, but that’s assuming your foe can has 100% accuracy. Usually they have 75% accuracy, so you’re looking at a default 25% miss rate, combined with 41.8% defense, you’re looking at around a 67% (2/3rds) miss rate for this set. To be hit only 1/3 of the time is not terrible. (This is rough math btw)

Why /Fire?
/Fire is simply the AoE (Area of Effect) king of the tanker secondary power sets. Sure, all the secondaries have AoEs, but Fire has the most, and they will do the most damage.

Who wants to create an Ice/Fire tanker?
Anyone who wants to have a group killer with great teaming ability should consider the Ice/Fire tanker. It’s a pleasing graphical look to it, and is just a lot of fun to play.

What should I expect with an Ice/Fire tanker
You may almost want to consider it a luck set. Sometimes you may jump into a group of foes and never get touched, other times, you may jump into the same group and faceplant. That is the nature of defense to be hit or not to be hit, that is the question.

What about IOs?
IOs (Invention Origin Enhancements) can be your best friend. They give really nifty bonuses including chances to do bonus damage, resistances, and extra defense, recharge recovery, etc… I’ve outlined the ones that will benefit the build most. They are to add defense, boost damage (with chances for extra damage), recovery, and recharge rate. Our goal here is to kill them before they kill you. And remember, IO sets are expensive. Take your time getting them. I'm posting 2 builds, one without the IOs to start, and one with the IOs. So take your time, lowball offer on them, and just get them as you can.

[u]Primarcy Powerset: Ice Armor[u]

1. [u]Frozen Armor[u]- While this power is active, you coat yourself in rock-hard Frozen Armor. The hardness of the Frozen Armor offers good defense to Smashing and Lethal attacks as well as reduces Cold damage. Also, Fire attacks deal slightly less damage and you can resist Defense DeBuffs. Recharge: Very Fast. Base defense is 17% and a 30% & 17% resistance to Cold and Fire Damage respectively. This is your first armor choice. Its not amazing defense in the beginning, but as you get to SOs you can up your defense to 26% by level 50. I recommend slotting with just 1 End Redux and 3 Defense Buffs. [color= RED]IO set- Luck of the Gambler. Full set[/color].
Rating-

1. [u]Hoarfrost[u]- Activating this power covers you in a thick layer of Hoarfrost. The frost can absorb the impact from enemy attacks effectively increasing your Hit Points for a short time. Hoarfrost also grants resistance to Toxic Damage. Recharge: Very Long. This is your heal/HP boost power that is pretty standard to the Tanker Primaries. The Toxic resistance is a modest 20%, but when facing the Vahzilok any help against that projectile vomiting is beneficial. The main benefit to this is the added HPs (up to 40% more than base). Remember if you get hit, you’re hit for full power, so the more HP that you have, the longer you survive if you’re hit. I recommend six-slotting this with 3 Recharge Reducers & 3 Heals.
Rating-

2. [u]Chilling Embrace[u]- While active, you dramatically lower the temperature around yourself, Slowing the attack rate of all nearby foes, as well as their movement speed and damage. Recharge- Very Fast CE is going to be your best friend, not only does it give the best toggle taunt of the Tanker Primaries, but it slows the attack speed of the foes by 32%. Combine that with your defense and you’re getting hit less and less often. With CE, you can put off taunt for a long while. It has a taunt mag of 5, which will get almost any boss to face you instead of your fellow heroes. Recommended slotting 1 End Reducers.
Rating-

6. [u]Wet Ice[u]- When you activate this power, you cover yoruself in a thick coating of slick, melting ice. This makes you slippery, leaving you nearly immune to Disorient, Immobilization, Hold, Sleep, Slow and Knockback effects. This power also adds a slight defense to all attacks except Psionics. Wet Ice also reduces Cold Damage and grants you resistance to Defense Debuffs. Recharge: Very Fast You’re second armor, and I recommend getting it at 6 when its available. It gives you a -10 and -13 mag resistance to all those listed above and a meger 1% defense to all. Recommended slotting- 1 End Redux.
Rating-

8. [u]Permafrost[u]- Your body temperature permanently lowers to 33 degrees Farenheit. Permafrost gives you strong resistance to Cold damage, and some resistance to Fire damage as well. You alos gain an inherent resistance to Slow effects. This power is always on and does not cost Endurance. Meh, I skip this power. 30% Cold Res. 12.5% Fire Res. & 20% Slow Res. With the cold resistance of the other armors, its really unneeded since you’ll hit 90% cold resistance cap with the other powers.
Rating-

12. [u]Icicles[u]- While active, you form sharp icicles on your body that continuously cut all foes that attempt to enter melee range. Damage: Minor(DoT), Recharge: Fast Some people say to skip this power, but not me! For one thing, its your second avialable AoE and all those little ticks of damage add up over time. Secondly in a recent one-hour long run in the Shadow Shard, Herostats revealed that Icicles was causing more damage over the play than Combustion! Recommended Slotting- 3 End Reducers, 3 Damage.[color= RED]IO Set- Cleaving Blow. Full set[/color].
Rating-

18. [u]Glacial Armor[u]- When you activate this power you cover yourself in Glaical ice. The crystalline matrix of the armor has refracting properties that make Energy and Negative Energy attacks less likely to land, and acts as a lens to increase your perception to see hidden foes. The bitter cold of glacial Armor also reduces Cold damage and also you resist Defense DeBuffs. Recharge: Very Fast. 17% Base Defense which can be upgraded to 26% with SOs. [color= RED] IO Set- Gift of the Ancients. 4 set[/color].
Rating-

26. [u]Energy Absorption[u]- Activating this power draws moisture directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw moisture from adds to your own Endurance as well as the Defense to all attacks except Psionics. The first foe you absorb grants the highest Defense Bonus, and you can absorb up to 10 foes. In addition to Defense, Energy Abosrption also grants you Resistance to Slow effects. If there are no foes within range, this power will fail. Recharge: Long End recovery is very nice. The defense lasts for 45 seconds, and has a 60 second recharge. With 1 SO recharge you have it perma. The bonus is about 1.5% defense for all with about 9.6% when you have 10 foes. Recommended slotting 1 Recharge, 2 End Mods, & 1 Defense.
Rating-

32. [u]Hibernate[u]- When you activate this power, you encase yourself in a block of solid ice, making yourself invulnerable, though you are frozen solid and cannot attack. While Hibernating within this block of ice, you heal damage and recover Endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot Hibernate for more than 30 seconds. If you activate this power while in the air, you will fall. A wonderful “Oh Crud” button, but it should be used extremely cautiously while in groups, if you haven’t aggroed properly the villians will decide that you’re not worth their time and go after your allies. It’s great for soloing if you see that you’ve bitten off more than you can chew. Bear in mind that any attacks that start against you between click and activation will still hit, so yes, you can be encased and still die. Great recovery though. 1000% health recovery 400% End recover. Recommended slotting- 3 Recharge Reducers.
Rating-

[u]Secondary Power set- Fiery Melee[u]

1. [u]Scorch[u]- This power engulfs your hands in flames, and can ignite the target of your Scorching attack. Once on fire, the target will suffer damage over time. Damage: Minor, Recharge: Fast You’re forced to take this power at Level 1, but it’s not bad. I’d recommend it anyway. Slotting- 1 Accy 1 End Reducer, 3 Damage. [color= RED]IO Set- Touch of Death. Full Set[/color].
Rating-

2. [u]Fire Sword[u]- Through concentration, you can create a Sword of Fire that sets foes ablaze. Successful attacks from the Fire sword will ignite your target, dealing damage over time. Damage: Moderate, Recharge Moderate Your first choice in whether to take or skip a power and I say skip. This build is more focused on defense, and since you’re end heavy, you need to be lean & mean with your attacks. Slotting- 1 Accuracy, 1 End Redux, & 3 Damage.[color= red]IO Set- A Touch of Death full set [/color]. Its still a good attack for low levels.
Rating-

4. [u]Combustion[u]- Your mastery of fire allows you to violently raise the temperature around yourself in and attempt to spontaneously combust any nearby foes and set them ablaze, dealing damage over time. Damage: Moderate (DOT), Recharge: Slow Ah your first AOE. Soon you’ll be setting tons of foes ablaze. Recommended Slotting- 1 Accuracy, 1 End Redux, 1 Recharge, 3 Damage. [color= RED]IO Set- Sciorrio’s Dervish. Full set[/color].
Rating-

10. [u]Taunt[u]- Taunts a foe, and all foes around him to attack you. Useful for pulling villains off an ally who finds himself in over his head. Taunted foes tend to ignore other heroes and focus on you for quite a while, so use this power cautiousl. An accuracy check is required to Taunt enemy players, but is not needed against critter targets. Recharge: Slow Ah debates abound, to Taunt or not to taunt? I say Yay, but only those outside of CE’s range. Take it later though, its not needed until 20s-30s. IF you bypass it, I won’t fuss at you.

16. [u]Breath of Fire[u]- This allows you to spew forth fire from your mouth, burning all foes within its narrow cone. This is a very accurate attack that can deal good damage at a close range. Damage: Moderate (DOT), Recharge: Slow I’ve yet to create a build where I can get this in. I’d like to, but just haven’t been able to do so. I’ve seen others have it, but the narrow cone range bugs me. Recommended slotting- 1 Accuracy, 1 End Redux, & 3 Damage.
Rating-

20. [u]Buildup[u]- Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Long Its always nice to have a free 3rd tier damage boost every so often. Get this and use it right before your main combo. Recommended slotting 3 recharge reducers.
Rating-

26. [u]Fire Sword Circle[u]- Mastery of your Fire Sword has enabled you to make an attack on every foe within melee distance. This will slash and burn your enemies, dealing minor damage and setting them ablaze. Damage Moderate, Recharge: Slow Ah, your 3rd AOE. How I love this power. It just amazes me. Get it at 26 and start smiling. Recommended slotting- 1 Accuracy, 1 End Redux, 1 Recharge Reducer & 3 Damage. [color= RED]IO Set- Multi-Strike. Full set [/color].
Rating-

35. [u]Incinerate[u]- Intense concentration can allow you to Incinerate an opponent. This will set your foe ablaze, dealing damage over time. Damage: High (DOT), Recharge: Slow Note a couple of things. This is your level 35 power, but the last one I recommend. Why? It only does 92.5% less damage than GFS, but costs half the END and recharges 2 seconds sooner. What’s not to love? Recommended slotting- 1 Accuracy, 1 End Redux, & 3 Damage. [color= RED]IO Set- Mako’s Bite. Full set[/color].
Rating-

38. [u]Greater Fire Sword[u]- Your master of fire allows you to create an enhanced Sword of Fire that can set foes ablaze. Successful attacks from Greater Fire Sword will ignite your target, dealing damage over time. Damage: Superior, Recharge: Slow. A great finishing power with a great look. I got this first before looking at the numbers of incinerate. Still a great power. Recommended slotting1 Accuracy, 2 End Redux, & 3 Damage.
Rating-

[u]Ancilliaries[u]
Ah choices abound. Which travel power? Should I get medicine? Do I need to stealth? I’m just going to say the set name and if it would benefit this build.

Concealment- I can’t really see a need for this. Let the trollers and defenders grant invis. Your job is to be seen and keep focus on you.

Fighting- A solid ancillary power pool. With Tough you gain a 15% S/L Resistance, which would be your only one. Weave gives you a 5% defense boost to your already defense heavy build. The downside to these are that they are end heavy and all the Ice/ defenses are toggles. Better to skip it.

Fitness- Ah the classic choice. With all the toggles I HIGHLY recommend this to get you to Stamina. In addition, Combat Jumping+Hurdle=Mini superjump

Flight- I don’t have a problem with flight. If you get this set, I’d recommend taking Air Superiority over Hover.

Leadership- A nice set, but again more toggles, better to leave this one be unless you’re going to make serious sacrifices.

Leaping- My Travel Power of choice for this build. Take it, it makes getting to your foes easier & faster. Also, remember that Combat Jumping has a 2.5% defense built into it for only 0.08 eps (Which is nothing!) Get it, and 3 slot it for an IO set like Serendipity (slot later though).

Medicine- People swear by Aid Self, but I just recommend not taking it for this build.

Presence- You have the choice of 2 taunts in this set, but with CE & taunt it’s unnecessary.

Speed- I always like to have Hasten, but you can get by without it. Not everyone likes to have glowing hands.

Teleportation- Recall Friend makes you friends; Period. TP is a nice travel power, but it sucks end like a vacuum. You’ll have to teleport with all your armors off and I don’t like that idea.

[u]Binds & Macros[u]
Binds & Macros are your best friends. Learn how to make them and love them. If there is one thing people love, it’s an organized tanker when it comes to herding. I have 3 macros that I use to help keep things organized.

/macro Here “em overhere$$say I’m going to herd them to here. Get in position!”

/macro Inc “em dance$$say They’re coming. Wait for my signal before you fire.”

/macro Now “em whistle$$say Now! Fire at will!”


Binds for Powers

/bind t “powexecname taunt”- simple & clear

/bind 1 “powexecauto combustion$$powexecslot 1”- I have FSC as my #1 power

/bind 3 “powexecauto scorch$$powexecslot 3”- #3 is Incinerate

/bind v “powexectoggleon icicles$$powexectoggleon chilling embrace$$ powexectoggleon glacial armor$$ powexectoggleon wet ice$$ powexectoggleon frozen armor”- Just keep hitting V to turn on your armors.

/bind shift+v “powexectoggleoff icicles$$powexectoggleoff chilling embrace$$powexectoggleoff glacial armor$$powexectoggleoff wet ice$$powexectoggleoff frozen armor”- turn them all off at once by hitting shift+v. I use a 2 button combo to keep this from happening accidentally.

[u]IO Sets & Bonuses[u]

Though I am by no means an expert on IOs I do have some recommendations. These are all chosen for their defensive bonuses & damage bonuses. They are by no means cheap, but start out with the slotting I recommend and keep a respec open for them later on. I have 2 builds, 1 for the non-IO setup and 1 for the IO setup.

[u]The Non-IO Build[u]
Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php

Frozen Fires: Level 50 Technology Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Frozen Armor -- EndRdx(A), DefBuff(3), DefBuff(3), DefBuff(5), Empty(21), Empty(50)
Level 1: Scorch -- Acc(A), EndRdx(33), Dmg(34), Dmg(37), Dmg(39), Empty(39)
Level 2: Chilling Embrace -- EndRdx(A)
Level 4: Combustion -- Acc(A), EndRdx(5), RechRdx(7), Dmg(7), Dmg(15), Dmg(15)
Level 6: Wet Ice -- EndRdx(A)
Level 8: Hoarfrost -- RechRdx(A), Heal(9), RechRdx(9), Heal(11), RechRdx(11), Heal(13)
Level 10: Combat Jumping -- DefBuff(A), DefBuff(46)
Level 12: Icicles -- EndRdx(A), EndRdx(13), EndRdx(39), Dmg(40), Dmg(40)
Level 14: Super Jump -- Jump(A)
Level 16: Hasten -- RechRdx(A), RechRdx(17), RechRdx(17)
Level 18: Glacial Armor -- EndRdx(A), DefBuff(19), DefBuff(19), DefBuff(21)
Level 20: Hurdle -- Jump(A)
Level 22: Health -- Heal(A), Heal(23), Heal(23)
Level 24: Stamina -- EndMod(A), EndMod(25), EndMod(25)
Level 26: Energy Absorption -- RechRdx(A), EndMod(27), DefBuff(27), DefBuff(40), DefBuff(42), EndMod(42)
Level 28: Fire Sword Circle -- Acc(A), RechRdx(29), EndRdx(29), Dmg(31), Dmg(31), Dmg(31)
Level 30: Build Up -- RechRdx(A), RechRdx(33), RechRdx(33)
Level 32: Hibernate -- RechRdx(A), RechRdx(34), RechRdx(34)
Level 35: Incinerate -- Acc(A), EndRdx(36), RechRdx(36), Dmg(36), Dmg(37), Dmg(37)
Level 38: Taunt -- RechRdx(A)
Level 41: Char -- Acc(A), EndRdx(42), Dmg(43), Dmg(43), Dmg(43)
Level 44: Fire Blast -- Acc(A), Range(45), Dmg(45), Dmg(45), Dmg(46), Dmg(46)
Level 47: Fire Ball -- Acc(A), RechRdx(48), Dmg(48), Dmg(48), Dmg(50), Empty(50)
Level 49: Recall Friend -- EndRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



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[u]The IO Build[u]
Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php

Frozen Fires: Level 50 Technology Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx:25(A), LkGmblr-Def:25(3), LkGmblr-Def/Rchg:25(3), LkGmblr-Rchg+:25(5), LkGmblr-Def/EndRdx/Rchg:25(21), LkGmblr-EndRdx/Rchg:25(50)
Level 1: Scorch -- T'Death-Acc/Dmg:25(A), T'Death-Dam%:25(33), T'Death-Dmg/EndRdx:25(34), T'Death-Dmg/Rchg:25(37), T'Death-Dmg/EndRdx/Rchg:25(39), T'Death-Acc/Dmg/EndRdx:25(39)
Level 2: Chilling Embrace -- EndRdx(A)
Level 4: Combustion -- Sciroc-Acc/Dmg:25(A), Sciroc-Dmg/EndRdx:25(5), Sciroc-Dam%:25(7), Sciroc-Acc/Rchg:25(7), Sciroc-Dmg/Rchg:25(15), Sciroc-Acc/Dmg/EndRdx:25(15)
Level 6: Wet Ice -- EndRdx(A)
Level 8: Hoarfrost -- RechRdx-I:25(A), Heal-I:25(9), RechRdx-I:25(9), Heal-I:25(11), RechRdx-I:25(11), Heal-I:25(13)
Level 10: Combat Jumping -- S'dpty-Def:25(A), S'dpty-Def/EndRdx:25(46)
Level 12: Icicles -- EndRdx(A), C'ngBlow-Acc/Dmg:25(13), C'ngBlow-Dmg/EndRdx:25(39), C'ngBlow-Dmg/Rchg:25(40), C'ngBlow-Acc/Rchg:25(40)
Level 14: Super Jump -- Jump(A)
Level 16: Hasten -- RechRdx(A), RechRdx(17), RechRdx(17)
Level 18: Glacial Armor -- GftotA-Def/EndRdx:25(A), GftotA-Def:25(19), GftotA-Def/EndRdx/Rchg:25(19), GftotA-Def/Rchg:25(21)
Level 20: Hurdle -- Jump(A)
Level 22: Health -- Numna-Regen/Rcvry+:30(A), Numna-Heal:30(23), Numna-Heal/EndRdx:30(23)
Level 24: Stamina -- EndMod(A), EndMod(25), EndMod(25)
Level 26: Energy Absorption -- RechRdx(A), EndMod(27), EndMod(27), DefBuff(40), DefBuff(42), DefBuff(42)
Level 28: Fire Sword Circle -- M'Strk-Acc/EndRdx:25(A), M'Strk-Acc/Dmg:25(29), M'Strk-Dmg/Rchg:25(29), M'Strk-Dmg/EndRdx:25(31), M'Strk-Acc/Dmg/EndRdx:25(31), M'Strk-Dmg/EndRdx/Rchg:25(31)
Level 30: Build Up -- RechRdx(A), RechRdx(33), RechRdx(33)
Level 32: Hibernate -- RechRdx(A), RechRdx(34), RechRdx(34)
Level 35: Incinerate -- Mako-Acc/Dmg:30(A), Mako-Dam%:30(36), Mako-Dmg/EndRdx:30(36), Mako-Dmg/Rchg:30(36), Mako-Acc/EndRdx/Rchg:30(37), Mako-Acc/Dmg/EndRdx/Rchg:30(37)
Level 38: Taunt -- RechRdx(A)
Level 41: Char -- Entrpc-Acc/Dmg:25(A), Entrpc-Heal%:25(42), Entrpc-Dmg/EndRdx:25(43), Entrpc-Dmg/Rchg:25(43), Entrpc-Dmg/EndRdx/Rchg:25(43)
Level 44: Fire Blast -- Decim-Acc/Dmg:25(A), Decim-Build%:25(45), Decim-Dmg/EndRdx:25(45), Decim-Dmg/Rchg:25(45), Decim-Acc/EndRdx/Rchg:25(46), Decim-Acc/Dmg/Rchg:25(46)
Level 47: Fire Ball -- Posi-Acc/Dmg:25(A), Posi-Dam%:25(48), Posi-Dmg/EndRdx:25(48), Posi-Dmg/Rchg:25(48), Posi-Dmg/Rng:25(50), Posi-Acc/Dmg/EndRdx:25(50)
Level 49: Recall Friend -- EndRdx(A)
------------
Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet



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</pre><hr />

The Set bonuses totals:

+6.5% DamageBuff
+1.25% Defense(Energy)
+3.13% Defense(Psionic)
+5% Defense(Melee)
+3.75% Defense(Ranged)
+5% Defense(AoE)
+6.3% Max Endurance
+27% Enhancement(Accuracy)
+26.3% Enhancement(RechargeTime)
+133.5 (7.13%) HitPoints
+MezResist(Confused) (Mag 2.75%)
+MezResist(Held) (Mag 8.8%)
+MezResist(Immobilize) (Mag 8.8%)
+MezResist(Sleep) (Mag 1.65%)
+MezResist(Stun) (Mag 1.65%)
+5.5% Recovery
+46% Regeneration
+5.02% Resistance(Fire)
+2.52% Resistance(Cold)
+3.13% Resistance(Negative)
+4.7% Resistance(Toxic)
+4.7% Resistance(Psionic)


 

Posted

Ow. Just...Ow.
So, do you have to hibernate every single fight, or just every other fight?


 

Posted

You can save two slots on hoarfrost by slotting 4 IO heal/rech IOs.


 

Posted

Okay, I am pleased that you went to so much trouble to itemize your opinions on each and every power in the ice/fire sets, but have you...umm...actually PLAYED an Ice/Fire past level 30?

WHY have you setted out so intensively to gain positional defenses that don't stack with our typed defenses? JUST to give a tiny hint of defense against psi/fire attacks?

What's with Hasten? do either of the builds actually NEED hasten to perform? Is it worth ignoring the whole CE/fire breath combination?

With your heavy emphasis on hibernation, how are you planning on tanking for a team, considering how quickly mobs lose all interest in a hibernated ice tanker? If you are strictly solo, why did you have such a low emphasis on damage sets, and how do you plan on taking out bosses, char+fire+scorch?

You might also want to consider changing your slotting for greater slot efficiency... you have a lot of stuff 5-slotted for bonuses that are almost useless. You also don't have Permafrost, who's REAL use is to deal with Tsoo green ink men, about a million and a half earth thorn casters, huge -speed from artemis chucking out dozens of caltrops, etc. I mean, I know that CE slows stuff down, but part of the big advantage is that you move FASTER than your enemy.

And also, the sets you mention are, for the most part, extremely expensive. Most people who can afford sets like those really won't have much need for a guide.


 

Posted

The cheapass build for surviving and tanking and taking out herd spawns:

There are a few items in sets, that can be replaced if they are too expensive, but for the most part I have tried to keep magical rares to a minimum and the really 'Godlike' uniques can be specced into easily without crippling your build simply by swapping out one IO and replacing the others with higher-level versions.

Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php

Frostweaver: Level 50 Science Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Arctic Mastery

Hero Profile:
Level 1: Hoarfrost <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance: Level 30[*] (40) Numina's Convalescence - Heal/Endurance/Recharge: Level 30[*] (42) Numina's Convalescence - Heal/Recharge: Level 30[*] (43) Numina's Convalescence - +Regeneration/+Recovery: Level 30[*] (43) Harmonized Healing - Endurance: Level 35[*] (43) Harmonized Healing - Heal/Recharge: Level 35[/list]Level 1: Scorch <ul type="square">[*] (A) Touch of Death - Accuracy/Damage: Level 30[*] (3) Touch of Death - Damage/Recharge: Level 25[*] (3) Touch of Death - Damage/Endurance: Level 35[*] (7) Touch of Death - Damage/Endurance/Recharge: Level 35[*] (11) Pounding Slugfest - Disorient Bonus: Level 15[*] (11) Pounding Slugfest - Accuracy/Damage: Level 25[/list]Level 2: Chilling Embrace <ul type="square">[*] (A) Tempered Readiness - Range/Slow: Level 30[*] (46) Tempered Readiness - Endurance/Recharge/Slow: Level 35[/list]Level 4: Combustion <ul type="square">[*] (A) Cleaving Blow - Accuracy/Damage: Level 35[*] (5) Cleaving Blow - Accuracy/Recharge: Level 50[*] (5) Cleaving Blow - Damage/Endurance: Level 35[*] (7) Cleaving Blow - Damage/Recharge: Level 35[*] (25) Damage Increase IO: Level 35[/list]Level 6: Wet Ice <ul type="square">[*] (A) Endurance Reduction IO: Level 35[/list]Level 8: Frozen Armor <ul type="square">[*] (A) Red Fortune - Defense/Endurance: Level 35[*] (9) Red Fortune - Defense/Recharge: Level 35[*] (9) Red Fortune - Endurance/Recharge: Level 35[*] (13) Red Fortune - Defense/Endurance/Recharge: Level 25[*] (13) Red Fortune - Defense: Level 25[/list]Level 10: Hurdle <ul type="square">[*] (A) Jumping IO: Level 50[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Kismet - Defense/Endurance: Level 25[*] (21) Kismet - Defense/Endurance/Recharge: Level 25[/list]Level 14: Health <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance: Level 30[*] (15) Numina's Convalescence - Heal: Level 30[*] (15) Numina's Convalescence - Heal/Recharge: Level 30[/list]Level 16: Breath of Fire <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage/Endurance: Level 35[*] (17) Positron's Blast - Damage/Endurance: Level 35[*] (17) Positron's Blast - Accuracy/Damage: Level 40[*] (25) Positron's Blast - Damage/Range: Level 35[*] (34) Range IO: Level 45[*] (40) Positron's Blast - Damage/Recharge: Level 40[/list]Level 18: Glacial Armor <ul type="square">[*] (A) Luck of the Gambler - Defense: Level 40[*] (19) Luck of the Gambler - Defense/Endurance: Level 40[*] (19) Luck of the Gambler - Endurance/Recharge: Level 40[*] (36) Kismet - Defense/Endurance: Level 30[*] (37) Kismet - Defense/Endurance/Recharge: Level 30[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 30[*] (21) Endurance Modification IO: Level 30[/list]Level 22: Icicles <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Recharge: Level 40[*] (23) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 40[*] (23) Cleaving Blow - Accuracy/Damage: Level 50[*] (37) Cleaving Blow - Damage/Endurance: Level 35[*] (37) Cleaving Blow - Damage/Recharge: Level 35[*] (40) Cleaving Blow - Accuracy/Recharge: Level 35[/list]Level 24: Stimulant <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]Level 26: Energy Absorption <ul type="square">[*] (A) Red Fortune - Defense: Level 35[*] (27) Red Fortune - Defense/Recharge: Level 35[*] (27) Red Fortune - Defense/Endurance/Recharge: Level 45[*] (29) Red Fortune - Defense/Endurance: Level 30[*] (29) Red Fortune - Endurance/Recharge: Level 35[*] (36) Endurance Modification IO: Level 10[/list]Level 28: Super Jump <ul type="square">[*] (A) Unbounded Leap - Jumping: Level 50[*] (50) Unbounded Leap - +Stealth: Level 15[/list]Level 30: Fire Sword Circle <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage: Level 50[*] (31) Scirocco's Dervish - Damage/Endurance: Level 50[*] (31) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50[*] (31) Cleaving Blow - Accuracy/Recharge: Level 50[*] (34) Cleaving Blow - Damage/Endurance: Level 50[*] (34) Recharge Reduction IO: Level 50[/list]Level 32: Aid Self <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance: Level 30[*] (33) Doctored Wounds - Heal/Recharge: Level 30[*] (33) Doctored Wounds - Heal/Endurance/Recharge: Level 50[*] (33) Doctored Wounds - Endurance/Recharge: Level 50[*] (39) Doctored Wounds - Heal: Level 30[*] (39) Interrupt Reduction IO: Level 50[/list]Level 35: Build Up <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (36) Recharge Reduction IO: Level 50[/list]Level 38: Permafrost <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%: Level 10[*] (39) Steadfast Protection - Knockback Protection: Level 10[/list]Level 41: Block of Ice <ul type="square">[*] (A) Paralytic - Accuracy/Recharge: Level 30[*] (42) Paralytic - Accuracy/Hold/Recharge: Level 30[*] (42) Recharge Reduction IO: Level 40[/list]Level 44: Ice Blast <ul type="square">[*] (A) Entropic Chaos - Accuracy/Damage: Level 20[*] (45) Entropic Chaos - Damage/Endurance: Level 20[*] (45) Devastation - Accuracy/Damage/Endurance/Recharge: Level 30[*] (45) Devastation - Damage/Recharge: Level 30[*] (46) Volley Fire - Damage/Endurance: Level 30[*] (46) Volley Fire - Damage/Recharge: Level 30[/list]Level 47: Ice Storm <ul type="square">[*] (A) Positron's Blast - Damage/Endurance: Level 30[*] (48) Positron's Blast - Damage/Range: Level 30[*] (48) Positron's Blast - Accuracy/Damage: Level 30[*] (48) Positron's Blast - Damage/Recharge: Level 30[*] (50) Positron's Blast - Accuracy/Damage/Endurance: Level 30[*] (50) Recharge Reduction IO: Level 50[/list]Level 49: Hibernate <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+8.5% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+5.5% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+18% Enhancement(Accuracy)[*]+10% Enhancement(Heal)[*]+27.5% Enhancement(RechargeTime)[*]+76.8 (6.38%) HitPoints[*]+4% JumpSpeed[*]+Knockback (Mag -4)[*]+MezResist(Immobilize) (Mag 7.15%)[*]+MezResist(Terrorized) (Mag 2.2%)[*]+16.5% Recovery[*]+88% Regeneration[*]+6.93% Resistance(Fire)[*]+6.93% Resistance(Cold)[*]+3.13% Resistance(Negative)[/list]


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</pre><hr />

Now, a few things to remember:

as with all ice/ tankers, you still have a big hole in fire, toxic, and psi. Fire has been butressed quite a bit with almost 33%, and with the boost from EA your natural regeneration should keep it manageable. Psionic damage is problematic, (You cannot solo the clock king AV, sorry, no way to get around it) but with the average number of psi-weilding mobs and their damage in rikti/arachnos/carnie spawns you can generally kill them/keep up with their damage in terms of healing without too many problems. Remember to keep purples handy though when fighting these foes in groups of ten or more.

even when fighting singles you have the tools to pretty much ignore your end bar, and the ones that REALLY screw up your end bar (Mask of Vitiation/Sappers) well.... sappers can be held easy enough and mistresses.... I never HAVE figured out a successful strategy for dealing with them other than blowing off your inspiration tray.

Remember that positioning is everything, and at the speeds your enemies will be reduced to, you have all the time in the world to position yourself perfectly.

This build was ALSO designed to be... well...acceptable, when you exemp down for task forces. It's not the best, by any means, but you should have acceptable tanking performance no matter what badge you are trying to get.

An important thing to note also is that this is kinda designed around making sure you get your jet pack/grav packs at lower levels, that's why it holds off on travel for utility for so long. You would be amazed, however, at how quickly you can travel by bouncing if you need to.


 

Posted

I have an alternate version that uses Pyre mastery instead....

since my ice tanker is only 46, I hadn't had the opportunity to use ice storm, so I didn't realize the whole scatter effect thing, which is counterproductive.

Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php

Frostweaver: Level 50 Science Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Hoarfrost <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance: Level 30[*] (40) Numina's Convalescence - Heal/Endurance/Recharge: Level 30[*] (42) Numina's Convalescence - Heal/Recharge: Level 30[*] (43) Numina's Convalescence - +Regeneration/+Recovery: Level 30[*] (43) Harmonized Healing - Endurance: Level 35[*] (43) Harmonized Healing - Heal/Recharge: Level 35[/list]Level 1: Scorch <ul type="square">[*] (A) Touch of Death - Accuracy/Damage: Level 30[*] (3) Touch of Death - Damage/Recharge: Level 25[*] (3) Touch of Death - Damage/Endurance: Level 35[*] (7) Touch of Death - Damage/Endurance/Recharge: Level 35[*] (11) Pounding Slugfest - Disorient Bonus: Level 15[*] (11) Pounding Slugfest - Accuracy/Damage: Level 25[/list]Level 2: Chilling Embrace <ul type="square">[*] (A) Tempered Readiness - Range/Slow: Level 30[*] (46) Tempered Readiness - Endurance/Recharge/Slow: Level 35[/list]Level 4: Combustion <ul type="square">[*] (A) Cleaving Blow - Accuracy/Damage: Level 35[*] (5) Cleaving Blow - Accuracy/Recharge: Level 50[*] (5) Cleaving Blow - Damage/Endurance: Level 35[*] (7) Cleaving Blow - Damage/Recharge: Level 35[*] (25) Damage Increase IO: Level 35[/list]Level 6: Wet Ice <ul type="square">[*] (A) Endurance Reduction IO: Level 35[/list]Level 8: Frozen Armor <ul type="square">[*] (A) Red Fortune - Defense/Endurance: Level 35[*] (9) Red Fortune - Defense/Recharge: Level 35[*] (9) Red Fortune - Endurance/Recharge: Level 35[*] (13) Red Fortune - Defense/Endurance/Recharge: Level 25[*] (13) Red Fortune - Defense: Level 25[/list]Level 10: Hurdle <ul type="square">[*] (A) Jumping IO: Level 50[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Kismet - Defense/Endurance: Level 25[*] (21) Kismet - Defense/Endurance/Recharge: Level 25[/list]Level 14: Health <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance: Level 30[*] (15) Numina's Convalescence - Heal: Level 30[*] (15) Numina's Convalescence - Heal/Recharge: Level 30[/list]Level 16: Breath of Fire <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage/Endurance: Level 35[*] (17) Positron's Blast - Damage/Endurance: Level 35[*] (17) Positron's Blast - Accuracy/Damage: Level 40[*] (25) Positron's Blast - Damage/Range: Level 35[*] (34) Range IO: Level 45[*] (40) Positron's Blast - Damage/Recharge: Level 40[/list]Level 18: Glacial Armor <ul type="square">[*] (A) Luck of the Gambler - Defense: Level 40[*] (19) Luck of the Gambler - Defense/Endurance: Level 40[*] (19) Luck of the Gambler - Endurance/Recharge: Level 40[*] (36) Kismet - Defense/Endurance: Level 30[*] (37) Kismet - Defense/Endurance/Recharge: Level 30[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 30[*] (21) Endurance Modification IO: Level 30[/list]Level 22: Icicles <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Recharge: Level 40[*] (23) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 40[*] (23) Cleaving Blow - Accuracy/Damage: Level 50[*] (37) Cleaving Blow - Damage/Endurance: Level 35[*] (37) Cleaving Blow - Damage/Recharge: Level 35[*] (40) Cleaving Blow - Accuracy/Recharge: Level 35[/list]Level 24: Stimulant <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]Level 26: Energy Absorption <ul type="square">[*] (A) Red Fortune - Defense: Level 35[*] (27) Red Fortune - Defense/Recharge: Level 35[*] (27) Red Fortune - Defense/Endurance/Recharge: Level 45[*] (29) Red Fortune - Defense/Endurance: Level 30[*] (29) Red Fortune - Endurance/Recharge: Level 35[*] (36) Endurance Modification IO: Level 10[/list]Level 28: Super Jump <ul type="square">[*] (A) Unbounded Leap - Jumping: Level 50[*] (50) Unbounded Leap - +Stealth: Level 15[/list]Level 30: Fire Sword Circle <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage: Level 50[*] (31) Scirocco's Dervish - Damage/Endurance: Level 50[*] (31) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50[*] (31) Cleaving Blow - Accuracy/Recharge: Level 50[*] (34) Cleaving Blow - Damage/Endurance: Level 50[*] (34) Recharge Reduction IO: Level 50[/list]Level 32: Aid Self <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance: Level 30[*] (33) Doctored Wounds - Heal/Recharge: Level 30[*] (33) Doctored Wounds - Heal/Endurance/Recharge: Level 50[*] (33) Doctored Wounds - Endurance/Recharge: Level 50[*] (39) Doctored Wounds - Heal: Level 30[*] (39) Interrupt Reduction IO: Level 50[/list]Level 35: Build Up <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (36) Recharge Reduction IO: Level 50[/list]Level 38: Permafrost <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%: Level 10[*] (39) Steadfast Protection - Knockback Protection: Level 10[/list]Level 41: Char <ul type="square">[*] (A) Paralytic - Accuracy/Recharge: Level 30[*] (42) Paralytic - Accuracy/Hold/Recharge: Level 30[*] (42) Recharge Reduction IO: Level 40[/list]Level 44: Fire Blast <ul type="square">[*] (A) Entropic Chaos - Accuracy/Damage: Level 20[*] (45) Entropic Chaos - Damage/Endurance: Level 20[*] (45) Devastation - Accuracy/Damage/Endurance/Recharge: Level 30[*] (45) Devastation - Damage/Recharge: Level 30[*] (46) Volley Fire - Damage/Endurance: Level 30[*] (46) Volley Fire - Damage/Recharge: Level 30[/list]Level 47: Fire Ball <ul type="square">[*] (A) Positron's Blast - Damage/Endurance: Level 30[*] (48) Positron's Blast - Damage/Range: Level 30[*] (48) Positron's Blast - Accuracy/Damage: Level 30[*] (48) Positron's Blast - Damage/Recharge: Level 30[*] (50) Positron's Blast - Accuracy/Damage/Endurance: Level 30[*] (50) Recharge Reduction IO: Level 50[/list]Level 49: Hibernate <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+8.5% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+5.5% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+18% Enhancement(Accuracy)[*]+10% Enhancement(Heal)[*]+27.5% Enhancement(RechargeTime)[*]+76.8 (6.38%) HitPoints[*]+4% JumpSpeed[*]+Knockback (Mag -4)[*]+MezResist(Immobilize) (Mag 7.15%)[*]+MezResist(Terrorized) (Mag 2.2%)[*]+16.5% Recovery[*]+88% Regeneration[*]+6.93% Resistance(Fire)[*]+6.93% Resistance(Cold)[*]+3.13% Resistance(Negative)[/list]


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</pre><hr />


 

Posted

[ QUOTE ]
Okay, I am pleased that you went to so much trouble to itemize your opinions on each and every power in the ice/fire sets, but have you...umm...actually PLAYED an Ice/Fire past level 30?

[/ QUOTE ]
You obviously haven't seen my signature, since yes, my ice/fire tanker is as of right now sitting at 49.
[ QUOTE ]

WHY have you setted out so intensively to gain positional defenses that don't stack with our typed defenses? JUST to give a tiny hint of defense against psi/fire attacks?

[/ QUOTE ] Simple reason for that is that like all tanks, except stone, do not get an inherent defense or resistance to psionic damage. so in the long run, 5% or more is better than none. In your +40s, more and more foes have Psionic damage, so if your kryptonite-like Achilles heel is psionic, why wouldn't you beef it up to the best of your abilities?
[ QUOTE ]

What's with Hasten? do either of the builds actually NEED hasten to perform? Is it worth ignoring the whole CE/fire breath combination?

[/ QUOTE ]
While I agree that hasten can be respeced out after you get Fire Sword Circle at 28, I say that it makes leveling and herding much smoother and faster than without. My main attack was combustion until I got FSC. If you look at the build the attacks are taken at 1 (Scorch), 4 (Combustion), 12 (Icicles), a big gap until 28 (FSC), then again at 35 (Incinerate) and ancillaries post 41. With hasten alone you drop your recharge time on Combustion from 15 seconds to 8.82 seconds. THAT is worth it in my build. Now when you get to 28 or 35 and you get your 3rd AOE and big single target attack, you can absolutely do fine without hasten.
[ QUOTE ]

With your heavy emphasis on hibernation, how are you planning on tanking for a team, considering how quickly mobs lose all interest in a hibernated ice tanker?

[/ QUOTE ]
Hibernation's use for this build is to reduce downtime, and a wonderful 'Oh ****' button when they've gotten too many 'lucky shots' on you and you're about to bite it and you're out of inspirs. While in combat you still have gauntlet's effect for around 10 seconds after activation, so you can recover quite a bit in that time and they're still attacking you. Once you drop hibernation Chilling Embrace will re-taunt anyone again for you. Again, it's used less frequently in groups, aside from quick recovery after battles.
[ QUOTE ]

If you are strictly solo, why did you have such a low emphasis on damage sets, and how do you plan on taking out bosses, char+fire+scorch?

[/ QUOTE ]
Remember that your main focus as an ice tank is for defense. You do no good to a team nor yourself lying on the floor asking for a rez. So, Defense first attacks second. If you go attacks primary defense secondary, then you're a scranker, and this is by no means a scranker build (and you should really just roll a scrapper, you'll be happier with more damage). As for the "how do i get rid of bosses?" question: Incinerate, scorch, fire blast, scorch, incinerate, scorch fireblast, scorch, etc.... (wash rinse repeat ) Before 35 it takes time to get rid of them. Again, you can respec out after you pick up FSC and take another attack, but remember that it's a pretty end heavy set, and more attacks=more end use (and using hasten does use more attacks, I know )

[ QUOTE ]

You might also want to consider changing your slotting for greater slot efficiency... you have a lot of stuff 5-slotted for bonuses that are almost useless. You also don't have Permafrost, who's REAL use is to deal with Tsoo green ink men, about a million and a half earth thorn casters, huge -speed from artemis chucking out dozens of caltrops, etc. I mean, I know that CE slows stuff down, but part of the big advantage is that you move FASTER than your enemy.


[/ QUOTE ] You only face the Green Ink men in your 20s and Artemis in your early 40s, so to take a power that is only used against 2 groups seems a waste to me just so I can run faster when I face them. I'll still pass. As far as the 5-slotting goes, those 'fractional defenses' add up. Going from 30% defense to 40% because you picked up some 'useless' sets is not a waste in my opinion. You still get all the inherent bonuses and then you get the additional bonuses as well. You might as well go without IOs completely by that logic. Now some of the bonuses are usless to an ice tanker like Sleep resistance, but its just a part of a set that you get with 3 or 4, when you really need to get to 5 to get that +2.25% melee damage resistance/defense.
[ QUOTE ]

And also, the sets you mention are, for the most part, extremely expensive. Most people who can afford sets like those really won't have much need for a guide.

[/ QUOTE ] And to handle your final objection: Any set worth having is going to be expensive. Everyone knows that. What's the point of influence? To buy stuff. No one's going to hold on to their precious millions of influence in their 40s because they dont want to spend 15-20 million getting a set they want. That thought process is just ludicrous. Not to mention that many of them are drops in game from fighting street mobs. Only the REALLY rare ones are from Task Forces or story arcs, but again, that's common knowledge. And find a guide that has IO recomendations and doesn't include the good ones, but I guarantee the build that has the better sets will do better overall.


 

Posted

&lt;QR&gt;
So I'm looking at your suggested build Brigadon, and I have some comments.

1. You have no upper level attacks. Why skip your most powerful single target attacks (Incinerate or Greater Fire Sword)?

2. I see that you recommended taking Medicine to get Aide Self. I'm just not a fan of that. Let the empaths heal you if you need it. Your recharge on Hoarfrost is 189.9 seconds, which gives you 70 seconds (rounded) to recharge. Mine is 124.8 seconds (hastened), which is only 5 seconds of downtime or 164.8 seconds (unhastened) which is 45 seconds (rounded) of downtime. Remember: When it comes to ice tankers: More HP=Longer survival when hit.

3. You chose Permafrost, which I know your reasons for it, but I still don't like the power nor have I felt a need for it.

4. You chose to go without Taunt. While there is always going to be the raging debate over whether a tank needs it or not, I will always fall on the side of "Yes." If you've got a group around you and some minion or Lt is running off killing your ally, you need a way to get them back focused you before you hit 44 and can use Fire Blast. That's just good tanking imho.

5. Our Defense/Resistances are not that varied. You get a .5% better on me with some, and I'll get .5% better than you on some. Its all a matter of choices.

6. You recommended the same expensive sets that you hounded me about. How's that not hypocritical?


 

Posted

Im in the early stages of a ice/energy tank and while some of what your talking about doesn't apply to me for the most part I agree with Star (and not just because I run the SG he is in). I have played with him and his ice/fire tank and he is very well rounded. Star in general is a team oriented player which is why I think he plays the way he does and builds the way he does. I don't know if this is his first attempt at a guide, but I think he did a great job. Differences of opinion are to be expected, and I am glad to see that everyone here has been able to discuss things very reasonably without resorting to name calling. My first love is and always will be tanks, my main is still a lvl 50 invul/SS tank. So defense in all its glory is not my favorite tanking style. I prefer to take less damage and last longer. Good to finally see you posting Star (not that you wern't but this is the first i've seen of you)
Lords of Retribution RULE!


Pinnacle Forever
Lords of Retribution: Bluring the lines between brave and stupid since 2005.
CrmsnConundrum 50 invul/SS tank - "I love stomp!"
Jimmy Buff-it 50 emp/rad defender - "Waste them away again!"
Faded Glory 50 ill/rad troller - "Only believe half of what you see"

 

Posted

Nice guide Star! My Ice/Fire's been 50 for a while and I get SG mates asking me for advice. I'll point them to this guide for sure. A few things that jumped out at me:

- Taunt, IMHO well worth taking. Ice may be the best aggro manager in the game but there are still times you need to taunt from range.

- Permafrost. Completely skippable. At 50 I herd CoT regularly without Permafrost and have never missed it. Yes, I'll take a bit more damage then if I were herding, say, Council, but if it's the difference between dropping to 60% health instead of 80% then who cares? There's no toxic damage past the low 40s, when Devoured mostly disappear and since DE are weak to fire they are not a challenge, toxic hole or not.

- Between Hoarfrost and Hiberate, Medicine is a complete waste. My Hoarfrost is on a longer recharge then yours but it's still generally there when I need it. I seldom have to use Hibernate and Energy Absorption makes endurance management a no-brainer.

- Re IO set costs - Since Ice/Fire/Pyre is arguably the best herding Tank in the end game, earning influence for the best sets is not a problem.

- The genius of Ice/Fire/Pyre is that you don't have to choose between being a Tank or being a Scranker. You can build a good, solid "meat shield" Tank who also has superior damage. If you go skipping the best attacks, you've missed the point of the set completely.

- Personally I'm not a fan of Hasten. I prefer to boost recharge with set bonuses, which feels more organic. Obviously this is up to player preference.

- Group Fly. Yes, I know. Stop laughing. It's a raid tool. :P

Here's my current build for reference. This is not an ideal or projected build - It's my actual what-I'm-working-with current build. It's not finished or ideal but it's a build that runs ship raids, herds Carnies and tanks the Hamidon.


Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php

Diamond D - actual ingame: Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Frozen Armor -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/EndRdx/Rchg:50(3), RedFtn-Def:50(3), RedFtn-Def/Rchg:30(9)
Level 1: Scorch -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Acc/Dmg/Rchg:30(5), C'ngImp-Dmg/EndRdx/Rchg:30(5), C'ngImp-Acc/Dmg/EndRdx:30(15), C'ngImp-Dmg/Rchg:30(17)
Level 2: Hoarfrost -- Dct'dW-Heal/EndRdx:30(A), Dct'dW-EndRdx/Rchg:30(7), Dct'dW-Heal/Rchg:30(11), Dct'dW-Heal:30(33), Dct'dW-Heal/EndRdx/Rchg:30(33), Dct'dW-Rchg:30(33)
Level 4: Chilling Embrace -- Taunt-I:50(A), Taunt-I:50(7)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Combustion -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(9), M'Strk-Dmg/Rchg:30(13), M'Strk-Acc/EndRdx:30(13), M'Strk-Acc/Dmg/EndRdx:30(21)
Level 10: Air Superiority -- Mako-Acc/Dmg:30(A), Mako-Acc/EndRdx/Rchg:30(11), Mako-Dmg/Rchg:30(15), Mako-Acc/Dmg/EndRdx/Rchg:30(34), Mako-Dam%:30(34)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Fly -- Frbd-Fly:30(A), Frbd-Stlth:30(34), HO:Micro(43)
Level 16: Health -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(17), Heal-I:50(23)
Level 18: Glacial Armor -- LkGmblr-Def:30(A), LkGmblr-Def/EndRdx:30(19), LkGmblr-Def/Rchg:30(19), LkGmblr-Def/EndRdx/Rchg:30(43)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(23)
Level 22: Icicles -- C'ngBlow-Acc/Dmg:30(A), C'ngBlow-Acc/Rchg:30(25), C'ngBlow-Dmg/Rchg:50(25), C'ngBlow-Dmg/EndRdx:30(27), Sciroc-Dmg/Rchg:50(43), Sciroc-Acc/Dmg:50(50)
Level 24: Build Up -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(31)
Level 26: Energy Absorption -- RechRdx-I:50(A), RechRdx-I:50(37), RechRdx-I:50(37), EndMod-I:50(40), EndMod-I:50(40), EndMod-I:50(40)
Level 28: Fire Sword Circle -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(29), M'Strk-Dmg/Rchg:30(29), M'Strk-Acc/EndRdx:30(31), M'Strk-Dmg/EndRdx/Rchg:30(31)
Level 30: Taunt -- RechRdx-I:50(A)
Level 32: Hibernate -- H'zdH-Heal:40(A), H'zdH-Heal/Rchg:40(42), H'zdH-Heal/EndRdx:40(42), H'zdH-Heal/EndRdx/Rchg:40(46)
Level 35: Incinerate -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/Rchg:50(36), C'ngImp-Dmg/EndRdx/Rchg:50(36), C'ngImp-Acc/Dmg/EndRdx:50(36), C'ngImp-Dmg/Rchg:50(37)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Dmg/EndRdx/Rchg:50(39), C'ngImp-Dmg/EndRdx:50(46)
Level 41: Char -- Acc-I:50(A), Acc-I:50(42), Hold-I:50(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 47: Fire Ball -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(48), Det'tn-Dmg/Rchg:50(48), Det'tn-Acc/Dmg/EndRdx:50(48), Det'tn-Dmg/Rng:50(50)
Level 49: Group Fly -- EndRdx-I:50(A)
------------
Level 1: Brawl -- RechRdx-I:50(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+6% DamageBuff[*]+3.75% Defense(Energy)[*]+5.63% Defense(AoE)[*]+37% Enhancement(Accuracy)[*]+7% Enhancement(Heal)[*]+20% Enhancement(RechargeTime)[*]+4% FlySpeed[*]+72.3 (6%) HitPoints[*]+4% JumpSpeed[*]+MezResist(Confused) (Mag 1.65%)[*]+MezResist(Held) (Mag 3.3%)[*]+MezResist(Immobilize) (Mag 12.1%)[*]+MezResist(Sleep) (Mag 4.95%)[*]+MezResist(Stun) (Mag 3.3%)[*]+MezResist(Terrorized) (Mag 2.2%)[*]+7% Recovery[*]+28% Regeneration[*]+4.41% Resistance(Fire)[*]+4.41% Resistance(Cold)[*]+1.88% Resistance(Energy)[*]+1.26% Resistance(Toxic)[*]+1.26% Resistance(Psionic)[*]+4% RunSpeed[*]+1% Debt Protection[/list]------------
[u]Set Bonuses:[u]
[u]Red Fortune[u]
(Frozen Armor)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +1.26% Res(Fire, Cold)[*] +2% DamageBuff[/list][u]Crushing Impact[u]
(Scorch)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +13.6 (1.13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
(Hoarfrost)<ul type="square">[*] +MezResist(Terrorized) (Mag 2.2%)[*] +1.26% Res(Fire, Cold)[*] +4% Enhancement(Heal)[*] +5% Enhancement(RechargeTime)[*] +1.26% Res(Toxic, Psi)[/list][u]Multi Strike[u]
(Combustion)<ul type="square">[*] +MezResist(Sleep) (Mag 1.65%)[*] +0.945% Res(Fire, Cold)[*] +MezResist(Stun) (Mag 1.65%)[*] +1.88% Defense(AoE)[/list][u]Mako's Bite[u]
(Air Superiority)<ul type="square">[*] +MezResist(Immobilize) (Mag 3.3%)[*] +18.1 (1.5%) HitPoints[*] +3% DamageBuff[*] +MezResist(Held) (Mag 3.3%)[/list][u]Freebird[u]
(Fly)<ul type="square">[*] +8% Regeneration[/list][u]Miracle[u]
(Health)<ul type="square">[*] +2.5% Recovery[/list][u]Luck of the Gambler[u]
(Glacial Armor)<ul type="square">[*] +10% Regeneration[*] +13.6 (1.13%) HitPoints[*] +9% Enhancement(Accuracy)[/list][u]Cleaving Blow[u]
(Icicles)<ul type="square">[*] +1% Recovery[*] +1.25% Defense(Energy)[*] +1% DamageBuff[/list][u]Scirocco's Dervish[u]
(Icicles)<ul type="square">[*] +10% Regeneration[/list][u]Multi Strike[u]
(Fire Sword Circle)<ul type="square">[*] +MezResist(Sleep) (Mag 1.65%)[*] +0.945% Res(Fire, Cold)[*] +MezResist(Stun) (Mag 1.65%)[*] +1.88% Defense(AoE)[/list][u]Harmonized Healing[u]
(Hibernate)<ul type="square">[*] +1.5% Recovery[*] +MezResist(Confused) (Mag 1.65%)[*] +3% Enhancement(Heal)[/list][u]Crushing Impact[u]
(Incinerate)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +13.6 (1.13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
(Greater Fire Sword)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +13.6 (1.13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[/list][u]Thunderstrike[u]
(Fire Blast)<ul type="square">[*] +2% Recovery[*] +2.5% Defense(Energy)[*] +7% Enhancement(Accuracy)[*] +4% Movement Increase[/list][u]Detonation[u]
(Fire Ball)<ul type="square">[*] +MezResist(Sleep) (Mag 1.65%)[*] +1.88% Resistance(Energy)[*] +1% Debt Protection[*] +1.88% Defense(AoE)[/list]


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"He may be arrogant, but he happens to be correct" - Ellis
"The server is full of crazies" - New_Dark_Age

Rainbow Arcana / Diamond D: Legion of Freedom - Virtue
lof.guildportal.com

 

Posted

So I was re-reading my guide, and I realized I forgot to mention this in the details of Chilling Embrace. It has a -DMG aspect to the foes affected, so you do take less damage from those in melee range. Keep that puppy up! It equals 14% reduction in damage. Not a lot, but it helps.


 

Posted

Great guide.

I've been an Ice/Fire tank since issue 2, and only recently has my SG started rolling up the Ice tanks, and most find they are loving it.

You did a good job of hitting def vs resist right on the head. I always explain it pretty much the same, it's a gamble. Step one to a defense based character, be humble. Fight 1, RNG loves you and you don't get hit; fight 2, the controller out tanks you.

As far as power choices go, I'm with you on hasten, it's not needed, but I took Super Speed and it fits in easier. That's usually my biggest complaint with builds, why hasten or recall friend, then a different travel power. For Ice, I'd almost always recommend either SJ or SS.

Permafrost totally skippable, it seems to be a more situational power than Hibernate, and there's no oh &lt;bleep&gt; to it. Even more skippable if you have super speed.

Taunt - I have made tons of different builds, and this always seems to fall WAY later than other tanks would. For a long time I ran without taunt (then switched and took it as the last power with no slots just so people wouldn't complain), but my suggestion would be to take it in the mid 30s. You're going to need it on teams to pull those guys in emergency, unless you run with a pretty static crew that knows to follow you.

Energy Absorbtion - why so little recharge? yes the base defense buff doesn't stack, but the bonus gained from all they enemies does. With a max hit of 10, and extra 6% defense(unenhanced) is never anything to sneeze at.

Attacks are pretty good, they can be mixed and matched different ways for better AoE damage or better single target damage.

The normal slotting is pretty good, but you have a few empty slots there.

As far as IO sets, that one is kinda all over. I've seen 3 different builds here and saw small holes in each of them, and some big opportunities missed with alot of them. I'll generalize my normal slotting a bit here.

Defensive powers - 5 or 6 slots - 5 Red fortune +1 LotG +rech (if you can't get LotG 5 slot) - Red Fortune is pretty easy to get and gives a good 5% recharge bonus and a 2% damage buff.

PBAoE(combustion/Fire sword circle possibly icicles) - 6 slot - 4 slot Cleaving Blow, then I usually add 2 from Scirocco's Dervish (chance for energy, and Dam/acc if possible) the 2 from Sciroccos can be replaced by a Damage IO and a Recharge or Acc IO

Single Target attacks - 5 slot - Crushing Impact - this can be swapped for Mako, or Touch of death if you prefer the +damage. Keep in mind, crushing impact + red fortune sets can only be 5 in total to get the recharge bonus

Chilling embrace - Why did not a one of you think of slotting this into a damage shield? Impeding swiftness has a chance for lethal damage, this 1 can be slotted in CE alone, or if you slot up to 3 of the set, you get an additional slow bonus.

This is just my own IO slotting, and my main goals are recharge, to try and chain together a better AoE attack chain.


 

Posted

Great guide Star! I wholeheartedly agree with your statement about defenses as a priority in one of your posts. You're no good lying down on the job.

I don't see Tough and Weave in your build. Are those pool powers even necessary? I have a level 36 Fire/Ice tank and was thinking of respeccing out of them.


 

Posted

&lt;QR&gt;
Windchillfactor,

Thanks for the critiques &amp; complements. I appreciate them both. With regards to IOs. I sat out the issue when they were launched, and I'm only now getting to understand the little nuances such as the limit of 5 per % amount. With regards to your question about added the chance for lethal on Chilling Embrace.... I just never noticed that IO. I'm totally for it!

cibasc,

Thanks for the kind words. Tough and Weave are a mixed blessing. Tough gives you really good S/L resistance and Weave is decent Defense, but unfortunately they are REALLY end heavy. Both their base end cost is 0.32 EPS, which is higher than the standard armors of Ice.

The only reason why I dont recommend them is the End cost. Ice Armor is full of Toggles (Frozen Armor, Glacial Armor, Wet Ice, Icicles and Chilling Embrace--That's 5!) and so that just burns endurance like gasoline in a Ferarri. Tough and Weave are nice, and if you can take less damage, I'm all for it, but to make it effective you'd have to plug 2 or maybe 3 End reducers in them to keep from running out too fast. I've never run with them in my Ice/Fire and I never noticed a problem.

Another thing to remember is to not bite off more than you can chew. When you start facing +3s or higher, your defense is put up against a foe's default (75%) accuracy and their accuracy bonus against facing a -3 foe (you). So be careful when you face anyone higher than +2 to your level. It can be done, but its likely they're going to get in more shots against you than you'd like. Remember you can hit a -3 Foe REALLY easily, and that's what you are to them. So just don't go nuts.


 

Posted

[ QUOTE ]
So I was re-reading my guide, and I realized I forgot to mention this in the details of Chilling Embrace. It has a -DMG aspect to the foes affected, so you do take less damage from those in melee range. Keep that puppy up! It equals 14% reduction in damage. Not a lot, but it helps.

[/ QUOTE ]

It cannot be understated how great Chilling Embrace is, with the slow recharge and damage reduction you get essentially a 38% resistance to all damage from foes in it's AoE. That is not only for you but all others they may target. The only downfall to this power is grabbing too much attention in your early levels and faceplanting, since they really hate to be hit by chilling embrace.


 

Posted

I tend to go heavily into the attacks specifically because I don't like Taunt.
Raging Halitosis does almost exactly the same thing as taunt, except that it can catch up to ten opponents, adds to existing punchvoke mag, and does a nicely hefty amount of damage to boost. Also, it's endurance costs are not so prohibitive it cannot also be used as a single target attack.


However, I do have to definitely point out that team tanking higher than +2's is going to likely be an exercise in frustration unless you have a pocket defender or corrupter. Because of the way ice armor and fire melee work, accuracy and slots are always going to be an issue for you, and you will often want to slot IO set bonuses for accuracy so you can leave them out of your primary powers and save slots.


 

Posted

Very nice guide! But I'm concerned, will a def-based tank really have problems with +3 like Brigadon said? I'm thinking of either fire/fire or ice/fire.

I'm thinking of this build:

Hero Plan by Mids' Hero Designer 1,30
http://www.honourableunited.org.uk/mhd.php

Frozen Fires: Level 50 Technology Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Frozen Armor -- (A)(3)(3)(5)(21)(50)
Level 1: Scorch -- (A)(33)(34)(37)(39)(39)
Level 2: Chilling Embrace -- (A)
Level 4: Combustion -- (A)(5)(7)(7)(15)(15)
Level 6: Wet Ice -- (A)
Level 8: Hoarfrost -- (A)(9)(9)(11)(11)(13)
Level 10: Hasten -- (A)(46)
Level 12: Icicles -- (A)(13)(39)(40)(40)
Level 14: Super Speed -- (A)
Level 16: Hurdle -- (A)(17)(17)
Level 18: Health -- (A)(19)(19)(21)
Level 20: Stamina -- (A)
Level 22: Glacial Armor -- (A)(23)(23)
Level 24: Taunt -- (A)(25)(25)
Level 26: Energy Absorption -- (A)(27)(27)(40)(42)(42)
Level 28: Fire Sword Circle -- (A)(29)(29)(31)(31)(31)
Level 30: Build Up -- (A)(33)(33)
Level 32: Hibernate -- (A)(34)(34)
Level 35: Incinerate -- (A)(36)(36)(36)(37)(37)
Level 38: Greater Fire Sword -- (A)
Level 41: Char -- (A)(42)(43)(43)(43)
Level 44: Fire Blast -- (A)(45)(45)(45)(46)(46)
Level 47: Fire Ball -- (A)(48)(48)(48)(50)(50)
Level 49: [Empty] -- (A)
------------
Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Gauntlet



<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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Posted

Interesting approach.

I am currently working on a team-focused Alpha Tank for PvE activity. I read your guide thoroughly and I can see why folks like Brigadon are scratching their heads. My approach for team-centric Tanks generally focuses on some key elements (listed in order of priority):
1.) Ability to hold, keep, and control aggro
2.) Survivability
3.) Mobility
4.) Damage

The build you present appears to be either a general build or one focused on AoE damage. That's great if it meshes with your play style and undoubtedly is based on your experience to-date with your Tank of choice. However, my personal opinion does not match yours regarding IO set selections, slotting, and power choices. Some key differences are:

1.) Fighting Pool. I consider this a "must have" for an Ice Tank that intends to Tank for teams. Tough adds much needed S/L Resistance to the build. It's a critical element of layered damage mitigation that enhances survivability. Weave is also a key pick, as slotted at the ED cap, it represents an additional 7.5% Defense against everything, INCLUDING Psi damage. Combined with the +3.75% Def from a slotted Combat Jumping, that gives a base 11.25% Defense against all. It's also a solid base to build Psi Defense on. Something that in the late game is critical for Tanking some AVs and villain groups.

2.) Build-Up. In a build concept where Damage is the last priority, having a +Damage power is not that big an issue. The +Acc from the power (+20%) is nice, but truthfully with an IO'd build, Acc is not a concern unless you're getting debuffed (which, with strong defenses will not happen that often). I drop Build-Up from the plan, as it just doesn't provide enough benefit. If I want to spam damage, I log in my Fire/Fire Tank or my Spines/DA Scrapper.

3.) Epic Pool. Great powers in there. Holds. Ranged Damage. Nice AoEs. But, like Build-Up, the value is questionable. A defense based set is not going to get hit by Sappers and such like a Resistance based set will. Holds are the domain of Controllers and not that pertinent to an Alpha Tank role. The additional AoE is nice, but with Taunt, two taunt auras, and two AoE attacks, having the extra AoE does not add a lot of functionality to the build's ability to hold aggro. My approach does not dip into an Epic Pool as a result.

4.) Hasten. We agree on Hasten, but I want to touch on it briefly. Hasten has great value to a Tank build. AoEs recycle faster, the 20 point endurance drop at the end is offset by Energy Absorption coming up quicker, and HoarFrost (heal + Max HP boost) cycles more frequently. Even Hibernate comes up more often with Hasten running. It's not a good choice until later in the build when better IO sets open up and you get EA cycling more frequently, but it helps every priority (1-4) across the board. Definitely a power to pick up.

5.) Permafrost. Yep, the much-maligned resistance power. It's great in the late build for a couple key things. First, it offers resistance to slow movement effects (caltrops, mud pots, etc.) which impacts priority #3. Secondly, it offers resistance to Fire, a nice addition for layered mitigation given the low +Fire Resistance bonuses from IO sets. Third, it's a GREAT mule to slot Resistance IOs. Sure, you can use Tough or HoarFrost (which also takes Resistance IOs), but you might as well use it and not impact the IO set bonuses for those powers. You should move the Steadfast Def/Res IO (+3% Def to all) from Hoarfrost or Tough to here when you pick up the power. Also, you can slot the unique from Aegis (+Psi/Mez Resist) and slot the +Psi Resist IO from Impervium Armor. Assuming you slot the Impervium Armor +Psi Resist in Tough and HoarFrost, that means you get a cumulative +12% Psi resist just from those 4 IOs. Build on top of that with IO set bonuses and it's a solid platform for layering Psi mitigation.

So, here's the unslotted build that I am developing:
-----------------------------------------------------------
+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: N/A
Level: 50
Archetype: Tanker
Primary: Ice Armor
Secondary: Fiery Melee
+---------------------------------------------
01 =&gt; Scorch ==&gt; Empty(1),Empty(37),Empty(37),Empty(40),Empty(43),Empty(43)
01 =&gt; Frozen Armor ==&gt; Empty(1),Empty(3),Empty(3),Empty(5)
02 =&gt; Chilling Embrace ==&gt; Empty(2),Empty(9),Empty(43)
04 =&gt; Combustion ==&gt; Empty(4),Empty(5),Empty(7),Empty(7),Empty(13),Empty(15)
06 =&gt; Wet Ice ==&gt; Empty(6)
08 =&gt; Hoarfrost ==&gt; Empty(8),Empty(9),Empty(11),Empty(11),Empty(13),Empty(15)
10 =&gt; Combat Jumping ==&gt; Empty(10),Empty(46)
12 =&gt; Hurdle ==&gt; Empty(12)
14 =&gt; Super Jump ==&gt; Empty(14)
16 =&gt; Health ==&gt; Empty(16),Empty(17),Empty(17),Empty(37),Empty(48),Empty(50)
18 =&gt; Glacial Armor ==&gt; Empty(18),Empty(19),Empty(19),Empty(23)
20 =&gt; Stamina ==&gt; Empty(20),Empty(21),Empty(21)
22 =&gt; Icicles ==&gt; Empty(22),Empty(23),Empty(25),Empty(25),Empty(31),Empty(34)
24 =&gt; Taunt ==&gt; Empty(24)
26 =&gt; Energy Absorption ==&gt; Empty(26),Empty(27),Empty(27),Empty(31),Empty(31),Empty(34)
28 =&gt; Fire Sword Circle ==&gt; Empty(28),Empty(29),Empty(29),Empty(31),Empty(31),Empty(34)
30 =&gt; Boxing ==&gt; Empty(30)
32 =&gt; Tough ==&gt; Empty(32),Empty(33),Empty(33),Empty(33)
35 =&gt; Weave ==&gt; Empty(35),Empty(36),Empty(36),Empty(36)
38 =&gt; Incinerate ==&gt; Empty(38),Empty(39),Empty(39),Empty(39),Empty(40),Empty(40)
41 =&gt; Hibernate ==&gt; Empty(41),Empty(42),Empty(42),Empty(42)
44 =&gt; Greater Fire Sword ==&gt; Empty(44),Empty(45),Empty(45),Empty(45),Empty(46),Empty(46)
47 =&gt; Hasten ==&gt; Empty(47),Empty(48),Empty(48)
49 =&gt; Permafrost ==&gt; Empty(49),Empty(50),Empty(50)
+---------------------------------------------
01 =&gt; Sprint ==&gt; Empty(1)
01 =&gt; Brawl ==&gt; Empty(1)
02 =&gt; Rest ==&gt; Empty(1)


I will say that my build approach seems to have a different focus than your own. Be that as it may, I think that a Tank should focus on the ability to Tank, first and foremost. As such, I respectfully disagree with several of your powerset and IO selections.

Great effort and I appreciate the time commitment and initiative to write a guide like this for the community.


 

Posted

This is my build... Set bonuses include some major +acc, +regen, +recharge (please Note the set lvls are not right, Im still learning to use the planer, and i made this before i knew how to change lvls, didnt feel like fixing the whole build. Many sets are in the lvl 25 range to get bonuses earlier for respecing

Highlights and reasons why i did certain things


I wanted tough+weave. I took tough at 38 over GFS for a couple reasons, mainly for the eden and sewer trials, The extra leathal def is huge especially for eden trial and the eminators. this raises your survivablity a ton. For the few times im gonna resepc back down to 38-40 tough is a much better choice than a little extra single target damage. I already have combustion and GFC up practically constantly due to hasten and major recharge bonuses +45 recharge with full sets.. down a little lower it ends up in the +30 range

Hiberbate, 2 recharge, +1 heal. i use this constantly in battle. fire off a couple AOE's, and a taunt then hibernate for 5 secs, pop out and 2 AOE's are ready to go again. Ive never lost agro doing this. You dont need to always regen back to full in hibernate, sometimes you only need 2-3 secs to catch your breath, Or dodge a big attack. (a good one to do this on is a Crey Paragon protector. right as he is about to do his bone smasher type attack, Hit hibernate, Completly dodge his major damage attack then pop out, think of it as almost a mini MOG. Its also nice for when ya just took a huge hit, Hibernate for 3-4 secs regain 30-40% your HP then resume attacking. many times that can let a controler hold something, or a defender help you out, or a scrapper took out the target. Tactics like this can let you tank for teams with out a defender or troller as well.

Fire breath. too me this is a great power, but it needs range. (i may switch my build to include HO's for this instead and skip the bonus. 3 acc/range, 1 acc, 1 end, last slot is either end or recharge) With range in this power it becomes increadible. move around a little you can hit 5-10 guys easily, it also hits about the same as GFC and if you move right you can hit nearly the same number easily.

Hasten, I added this to the build, I went all the way to 47 with out it, (same with tough./weave acually) But hasten really helped out. Bringing up combustion, GFC, Firebreath, EA, Hibernate and Hoarfroast that much faster. To me it was a no brainer.. It increased my tanks effectiveness along with the IO sets, probly close to twice as good. (and that means something as this tank rocked to begin with)

Energy absorbtion.. Increadible power. Sloted up with DEF it really helps your surviablity out a ton. WHile also being able to keep your end always full. being able to fill your end often, and the bonuses you can get from luck of the gambler is more than worth the 6 slots. And with hasten+IO sets.. You can stack this power for nearly +30% def !!!! (large teams, small you will get to around +20%)

Weave, While its a toggle, and does use end, I dont have icciles sucking end soo i can run this. The OP's fact about if you have 30% def which means you get hit 3 outta 10 times, is very miss leading. Everything has a chance to hit, i think its 5% always, But there are caps and points that adding just a few % means a ton. LIke say you have 45% def, what your fighting may acually only have a 18% chance to hit you. (yes this can be a + mob too. Now at times when you just add 4% to def, It doesnt just make it 14%, It can aucally push you over the hump and turn it into them being floored and will only have a 5% chance to hit you, even though it only added an extra 4%.

Im not sure im explaining it correctly, But its sorta like adding weave to bubbles. that tiny % boost acually makes your bubble 2X as effective. there are certain lvls that really ramp up your def, chances, damage.. Im sure some crazy numbers man can explain it better than i can. But this is the basics.. Some times 3% can mean the world..

i took ring of fire last, cause really i had nothing else i wanted, I didnt wanna spend many slots, and hey atleast you can bring down flyers if needed, or perhaps tag a runner to make your life easier.

Over all this tank rocks solo or on a team..The Proc sloting of disoreints definatly helps in tanking and lowering damage taken.. Its funny, At near 50 my Ice tank was just barely into the 3rd damage taken badge.. while my resist scrapper, which i dont really tank with is almost to the 10 million damage taken badge.. Nearly 6-7 million more damage was taken by a scrapper than a tank.. Keep that in mind with this def set. Purples, and orange sheilds are your friend, along with carefull use of hibernate.


Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx:39(A), LkGmblr-Def/EndRdx/Rchg:39(3), LkGmblr-Def:39(3)
Level 1: Scorch -- C'ngImp-Acc/Dmg/EndRdx:39(A), C'ngImp-Dmg/EndRdx/Rchg:39(5), C'ngImp-Acc/Dmg:39(7), C'ngImp-Dmg/Rchg:35(9), C'ngImp-Acc/Dmg/Rchg:35(9), P'ngS'Fest-Stun%:30(43)
Level 2: Hoarfrost -- RgnTis-EndRdx/Rchg:10(A), RgnTis-Heal/EndRdx:10(5), RgnTis-Regen+:10(7), RgnTis-Heal/Rchg:10(45), RgnTis-Heal/EndRdx/Rchg:10(46), RechRdx-I:10(46)
Level 4: Chilling Embrace -- EndRdx-I:50(A), Slow-I:50(36)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Boxing -- C'ngImp-Acc/Dmg/EndRdx:30(A), C'ngImp-Dmg/EndRdx/Rchg:30(11), C'ngImp-Acc/Dmg:30(17), C'ngImp-Dmg/EndRdx:30(17), C'ngImp-Acc/Dmg/Rchg:35(19), P'ngS'Fest-Stun%:30(40)
Level 10: Combustion -- Sciroc-Acc/Dmg:39(A), Sciroc-Dmg/EndRdx:39(11), Sciroc-Dmg/Rchg:39(13), Sciroc-Acc/Rchg:39(13), Sciroc-Acc/Dmg/EndRdx:39(15), Sciroc-Dam%:39(15)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Combat Jumping -- LkGmblr-Def/EndRdx:39(A), LkGmblr-Def/EndRdx/Rchg:39(43), LkGmblr-Def:39(43)
Level 16: Health -- RgnTis-Heal/EndRdx:30(A), RgnTis-Heal/Rchg:30(19), RgnTis-Heal/EndRdx/Rchg:30(21)
Level 18: Glacial Armor -- LkGmblr-Def/EndRdx:39(A), LkGmblr-Def/EndRdx/Rchg:39(21), LkGmblr-Def:39(23)
Level 20: Stamina -- P'Shift-End%:39(A), P'Shift-EndMod:39(23), P'Shift-EndMod/Acc:39(25)
Level 22: Super Jump -- Jump-I:50(A)
Level 24: Breath of Fire -- Posi-Dam%:39(A), Posi-Acc/Dmg/EndRdx:39(25), Posi-Acc/Dmg:39(27), Posi-Dmg/EndRdx:39(27), Posi-Dmg/Rng:50(29), Range-I:50(29)
Level 26: Energy Absorption -- LkGmblr-EndRdx/Rchg:39(A), LkGmblr-Def/Rchg:39(31), LkGmblr-Def/EndRdx:39(31), LkGmblr-Def/EndRdx/Rchg:39(31), LkGmblr-Def:39(33), LkGmblr-Rchg+:39(33)
Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg:39(A), Sciroc-Dmg/EndRdx:39(33), Sciroc-Dmg/Rchg:39(34), Sciroc-Acc/Rchg:39(34), Sciroc-Acc/Dmg/EndRdx:39(34), Sciroc-Dam%:39(36)
Level 30: Taunt -- Annoy-Taunt:20(A), Annoy-Taunt/Rchg:20(39), Range-I:50(39)
Level 32: Hibernate -- RechRdx-I:50(A), RechRdx-I:50(37), Heal-I:50(37)
Level 35: Hasten -- RechRdx-I:40(A), RechRdx-I:40(36), RechRdx-I:40(37)
Level 38: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(39), ImpArm-ResDam/EndRdx/Rchg:40(40), ImpArm-ResDam/Rchg:40(40)
Level 41: Greater Fire Sword -- Hectmb-Dmg/EndRdx:50(A), Hectmb-Dmg:50(42), Hectmb-Dmg/Rchg:50(42), Hectmb-Acc/Dmg/Rchg:50(42), Hectmb-Acc/Rchg:50(46), P'ngS'Fest-Stun%:30(50)
Level 44: Weave -- LkGmblr-Def:39(A), LkGmblr-Def/EndRdx:39(45), LkGmblr-Def/EndRdx/Rchg:39(45), LkGmblr-Rchg+:39(48)
Level 47: Build Up -- HO:Membr(A), HO:Membr(48), HO:Membr(48)
Level 49: Ring of Fire -- Dev'n-Acc/Dmg/EndRdx/Rchg:39(A), Dev'n-Acc/Dmg/Rchg:39(50), Dev'n-Hold%:39(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



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</pre><hr />


 

Posted

My build has more emphasis on attacks. I prefer Knockdown procs over Disorient because they work on bosses more easily.

Hibernate is a bit overslotted as I don't use it that much but I solo often and versus some EBs I need it up several times per fight and in teams I need the increased health recovery so I'm back in the fight faster.

I chose to skip Combustion and Breath of Fire. I personally don't like ranged cones on melee chars so Breath of Fire was out. Combustion did hurt but overall I think Hasten is the better choice because it helps both offensively (FSC, Fireball, Incinerate, GFS) and defensively (EA, Hoarfrost, Hibernate).

I like Permafrost. Without additional End Cost it adds another layer of Slow resistance, helps with some Fire resists and most importantly it's a great place to put that Steadfast Protection +3% Defense IO in.

Disclaimer: This is neither a level up build nor is it well suited for exemplaring. You would severely lack offence if you tried. Fire Blast and Fireball replace Fire Sword and Combustion in my build so you would have to fit them in.

Hero Plan by Mids' Hero Designer 1,30
http://www.honourableunited.org.uk/mhd.php

Alexianna II: Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(7), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(15)
Level 1: Scorch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(13), KntkC'bat-Knock%(40)
Level 2: Chilling Embrace -- EndRdx-I(A), Slow-I(25), Slow-I(25)
Level 4: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Rchg(9), Dct'dW-Heal(15)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Combat Jumping -- RedFtn-Def/EndRdx(A), Ksmt-ToHit+(13)
Level 14: Super Jump -- Jump-I(A), Jump-I(43)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/Rchg(17), Numna-Heal(17)
Level 18: Icicles -- C'ngBlow-Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(19), Sciroc-Acc/Dmg/EndRdx(19), M'Strk-Dmg/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 22: Build Up -- RechRdx-I(A), RechRdx-I(23)
Level 24: Glacial Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(34)
Level 26: Energy Absorption -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod(27), RedFtn-Def/Rchg(29), LkGmblr-Def(37), LkGmblr-Def/Rchg(46)
Level 28: Fire Sword Circle -- C'ngBlow-Dmg/Rchg(A), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Dmg/EndRdx(31), M'Strk-Acc/Dmg(31), M'Strk-Dmg/Rchg(31)
Level 30: Permafrost -- S'fstPrt-ResDam/Def+(A)
Level 32: Hibernate -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Rchg(43)
Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37), KntkC'bat-Knock%(37)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40), KntkC'bat-Knock%(40)
Level 41: Char -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(42), G'Wdw-Hold/Rng(42), G'Wdw-Acc/Hold/Rchg(42), EoCur-Acc/Hold/Rchg(43)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+6,3% Max Endurance[*]+48% Enhancement(Accuracy)[*]+8% Enhancement(Heal)[*]+37,5% Enhancement(RechargeTime)[*]+10% FlySpeed[*]+135,6 (11,3%) HitPoints[*]+10% JumpSpeed[*]+MezResist(Immobilize) (Mag 9,35%)[*]+MezResist(Sleep) (Mag 3,3%)[*]+MezResist(Terrorized) (Mag 4,4%)[*]+2,5% Recovery[*]+62% Regeneration[*]+4,1% Resistance(Fire)[*]+4,1% Resistance(Cold)[*]+15% RunSpeed[/list]


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</pre><hr />


 

Posted

[ QUOTE ]
I like Permafrost. Without additional End Cost it adds another layer of Slow resistance, helps with some Fire resists and most importantly it's a great place to put that Steadfast Protection +3% Defense IO in.

[/ QUOTE ]

You can also put the Steadfast unique in Hoarfrost, and still maximizing heal/rech with 5 doctored wounds.


 

Posted

Agreed. My L41 Ice/Fire has it there. Mixed with 2 Triage (Heal/Rech, Heal/End/Rech), 2 Doctored Wounds (Heal/Rech, Heal/End/Rech) and one Regenerative Tissue (Heal/Rech), the power is sitting with over +95% Heal and +95% Recharge. Set bonuses add up to +1.5% Recovery and +4% Regen.

Nice thing about it is that this is dirt cheap, available at an early level, and works even when Exemplared down. At some point I'll swap it out with Numina's and Miracle enhancements, but with those enhancement values, there's no rush...


 

Posted

I haz a IO build too, shouldn't break the bank for a 50 (no uniques), emphasis on hit points, accuracy and regen (don't ask about the last power I put it there for the lulz and I always wanted to have it in some toon):

Hero Plan by Mids' Hero Designer 1,30
http://www.honourableunited.org.uk/mhd.php

FreezBurn: Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Frozen Armor -- RedFtn-Def:50(A), RedFtn-Def/EndRdx:50(3), RedFtn-Def/Rchg:50(11), RedFtn-EndRdx:50(11), RedFtn-Def/EndRdx/Rchg:50(13)
Level 1: Scorch -- Mako-Acc/Dmg:50(A), Mako-Dmg/Rchg:50(31), Mako-Dam%:50(31), T'Death-Acc/Dmg:40(33), T'Death-Dmg/Rchg:40(34), T'Death-Dam%:40(36)
Level 2: Chilling Embrace -- Taunt-I:50(A), Slow-I:50(3), Slow-I:50(5)
Level 4: Combustion -- Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Rchg:50(5), Sciroc-Dmg/Rchg:50(7), Sciroc-Acc/Dmg/EndRdx:50(7), M'Strk-Dmg/Rchg:50(9)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Hoarfrost -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(9), Dct'dW-Heal/Rchg:50(13), Dct'dW-EndRdx/Rchg:50(15), Dct'dW-Heal/EndRdx/Rchg:50(15), S'fstPrt-ResDam/Def+:30(31)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(46)
Level 12: Icicles -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(17), Sciroc-Acc/Dmg/EndRdx:50(21), Sciroc-Dam%:50(21), C'ngBlow-Acc/Dmg:50(23), EndRdx-I:50(23)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(19), Numna-Heal:50(19)
Level 20: Stamina -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod:50(25), P'Shift-End%:50(25)
Level 22: Glacial Armor -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/EndRdx/Rchg:50(29), LkGmblr-Def/Rchg:50(29), Ksmt-Def/EndRdx:30(34), Ksmt-ToHit+:30(37)
Level 24: Taunt -- Zinger-Dam%:50(A), Zinger-Taunt/Rng:50(39), Zinger-Taunt/Rchg/Rng:50(39)
Level 26: Energy Absorption -- LkGmblr-Def:50(A), P'Shift-EndMod/Acc/Rchg:50(27), LkGmblr-Def/Rchg:50(39), LkGmblr-Def/EndRdx/Rchg:50(40), P'Shift-EndMod:50(40), P'Shift-EndMod/Rchg:50(40)
Level 28: Fire Sword Circle -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(33), C'ngBlow-Dmg/Rchg:50(33), M'Strk-Acc/Dmg:50(36), RechRdx-I:50(36)
Level 30: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(37), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-Rchg/EndRdx:50(42), AdjTgt-ToHit/Rchg:50(42)
Level 32: Hibernate -- RechRdx-I:50(A), RechRdx-I:50(34)
Level 35: Incinerate -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(42), C'ngImp-Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/EndRdx:50(43)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/EndRdx:50(46), C'ngImp-Dmg/EndRdx/Rchg:50(46)
Level 41: Char -- HO:Endo(A), HO:Endo(48)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(48), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 47: Fire Ball -- HO:Nucle(A), HO:Nucle(48), Det'tn-Dmg/Rchg:50(50), AirB'st-Dmg/Rchg:50(50)
Level 49: Whirlwind -- KinCrsh-EndRdx/KB:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+2% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+6,75% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+48% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+20% Enhancement(RechargeTime)[*]+15% FlySpeed[*]+180,8 (15%) HitPoints[*]+15% JumpSpeed[*]+MezResist(Immobilize) (Mag 12,7%)[*]+MezResist(Terrorized) (Mag 4,95%)[*]+7% Recovery[*]+62% Regeneration[*]+2,52% Resistance(Fire)[*]+2,52% Resistance(Cold)[*]+6,25% Resistance(Negative)[*]+15% RunSpeed[/list]


 

Posted

Now that I have spent some tim at level 50, my slotting choices have changed a lot.

Especially since I tend to tank the ITF so very, very often.
Please ignore all my prior posts... I will put up my updated build eventually.

farming the wall rawks :P