An appology to /Ice Tanks.


Acemace

 

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ice ember you need to probably work on your slotting then, or maybe choose a build that doesn't totally revolve around dropping ice patch and spamming burn.

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you have obviously not read any of my other posts.

Currently, I have FF, IS, and GIS all with one acc, 3 dam, and two recharge. Frost is 1 acc, 3 dam/range, and 2 recharge. FT is 1acc/mezz 1 acc/dam, 2 dam/mez, and 2 recharge.

In one hour I could do 6 invincible missions from Borea. When I used Ice Patch and Burn, I did 6 in 30 minutes. The other tanker melee sets were much faster than ice melee.

Sands of Mu hits for more damage than GIS.
RotP was my strongest attack when I had 2 dam/mez HO's. Currently it only has one, and it still hits for about 130ish, which is just less than GIS.

Try reading the other threads and you will see how ice melee compares to other tank secondaries.

Nice try though, trying to blame "slotting" on the poor performance of ice melee. When I respec again I will drop the sword attacks nad get Pyre mastery again, it did more damage.


YMMV---IMO
Ice Ember

 

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ice ember you need to probably work on your slotting then, or maybe choose a build that doesn't totally revolve around dropping ice patch and spamming burn.

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Stasis, if you're so good as to see that Ice Melee is great, I'd really love for you to educate us poor /Ice tankers who can't see to find decent slotting in over 3 years. I mean, I must be missing something. So by all means, let us know what your slotting is, and we'll see if it is indeed better.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

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The problem I have with numbers is, to quote someone, "Lies, damned lies and statistics"

Statistics NEVER tell the real story.

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Which is a pity, because the devs are just as reliant upon them as we are, if not more so.

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There might, potentially, be scores of players who are getting incredible amounts of mitigation out of frozen aura, using a tactic that none of us has seen used before.


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I can understand the desire to play devil's advocate, but please give us a little credit here. CoH came out three years, five months, and one day ago. Do you really, truly, deeply, honestly, in your heart of hearts, think that if it were possible to get "incredible amounts of mitigation" out of Frozen Aura, someone would not have found out how by now?

Wait, I take that back. Tundara *did* find a way to get incredible amounts of mitigation out of Frozen Aura. Too bad it relied on slotting it with the unbelievably bugged chance to heal IO, a bug that was quickly squashed.

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Maybe there's a trick with greater ice sword that turns it into an incredibly destructive 'insta-kill' power, and we haven't seen it.

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Unless you are suggesting there's a hidden GIS-only instant death proc out there somewhere, I'd be very interested in hearing some theories as to how this would even be possible. GIS is a bog-standard 1.96 DS attack that behaves like every other 1.96 DS attack in the game, except for three things:

1) It has an inherent 1.2 accuracy rating, as do Seismic Smash, Total Focus, Energy Transfer, Knockout Blow, and Greater Fire Sword.
2) It inflicts a 16% slow and -recharge penalty for 10 seconds. It is Ice Melee's most potent and long-lasting slow, and it is matched or exceeded by every power in Ice Blast that possesses a slow. (Technically it is exceeded by all of them, as blasters have a higher slow modifier than tanks, but the base values are the same.)
3) It is saddled with an interminable 2.87 second animation otherwise used only in weapon sets--and, I might add, only for 10-foot, 20-degree cone attacks--and therefore stuck with the weapon draw buffer, despite the fact that GIS does not have to be drawn. I should note this problem was previously shared with the more damaging Greater Fire Sword, which was shaved down to a still not sprightly but considerably faster 2.03 seconds in I7, which went live on June 6, 2006, nearly sixteen months ago.

Those are not statistics. Those are statements of fact. You may challenge the presentation as biased, which it is, but it remains fact nonetheless.


 

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That's sad. Even Mace blows Ice out of the water...


 

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omg is this like a serious thread


 

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honestly, in your heart of hearts, think that if it were possible to get "incredible amounts of mitigation" out of Frozen Aura, someone would not have found out how by now?

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mainly stealthy /ice blasters who solo street hunt alot but I am opting for flash freeze.


 

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Seriously though... why has /ice been gimped for this long? Frozen aura? Lol I laughed when I read the power discription the first time... I thought it was a joke, great damage mitigation power, giving tanks an AoE sleep and a PBAoE dmg power making us our own worst enemy, and as a lvl 38 power! Frozen aura is by far the most useless, worst lvl 38 power in all the secondaries.

I wish they would give us a power like footstomp where ice comes out of the ground, the power be a moderate (DoT) power with a chance to disorient (due to loss of blood?), besides... no one gets frozen aura anyways . The AoE power would be good since /ice has a lack of AoE and every other powerset has atleast one, all /ice gets is a cone power that is laughable.


 

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Well guys, I just want to say that no matter what the Sleep is going to stay. I'm not sure how I feel about that. Personally, I want to have FA be given damage. Something between Foot Stomp and Fault (or is it Tremor? I'm forever confusing the two). This is to me the most logical answer. It makes the power useful to the VAST majority of Tanks and still remain faithful to the powers original design intention; and that is a "good"* pbAoE Sleep effect.

I don't have high hopes though of FA getting damage however. This is just what I'd like. This is graphics aside intirely. The shooting of Icy Stallagmites out of the ground would be cool, but not neccessary.

=. .=

*:'Good' here being subjective. From a numbers PoV FA is really good. It is just useless for a Tank. Blasters can get far more use out of it though from what I've heard.


 

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Add in that I have a hold attack...Ice Melee is really safe set.

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Tanker Secondaries with 100% chance hold/stun attacks:

Energy.
Stun: Mag 3 Stun, 6.67 Smashing, 4.45 Energy
Total Focus: Mag 4 Stun, 44.49 Smashing, 113.89 Energy

Ice.
Frozen Touch: Mag 3 Hold, 6 * 12.46 Cold

Stone.
Seismic Smash: Mag 4 Hold, 158.38 Smashing

Super Strength.
Knockout Blow: Mag 3 Hold, 158.38 Smashing

War Mace.
Clobber: Mag 3 Stun, 11.12 Smashing

Ice's hold attack isn't even slightly the best.

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and that's one of the main problems. If Ice melee is about control (seems obvious it's not about damage) it should have the best hold in the tanker sets (a little more damage wouldn't hurt either).

Frozen Aura should be a low mag hold, not a sleep, so that it is not shut down by your own aura's or ice patch.

These two things in itself would go a very long way toward fixing the set.

IMHO of course.


[color=gold][b][size=5]♪ Sometimes you feel like a Tank, Sometimes you don't! ♪[/size][/color][/b]

[url=http://boards.cityofheroes.com/showthread.php?t=114726][color=black][b][size=5]Moon [color=red]Hazard [color=black]Zone![/size][/color][/color][/color][/b][/url]

 

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Frozen Aura should be more like Poison Trap, I think. A high magnitude, short "hold" that's a brief respite during a battle. Something that wouldn't drop toggles, and would nail an AV past the triangles.


Doom.

Yep.

This is really doom.

 

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my only losses were in SG v SG events and my 1 on 1 against Pohsyb's Ill/Kin Controller.

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/em flex

\o(^_^)o/

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Thanks for making a completely useless contribution to this thread.

Anywho, My main, yes, my MAIN is an Ice/Ice tanker. I've yet to read the entire thread here, but I wish I would've been on the boards for the first 2 versions that were discussed. Tundara, you rock.

Castle, thanks but...what? You pointed out that Ice Melee Tankers "ignore" their tier 9 power. I'm thinking that's because it's ridiculous to expect someone to get excited about a "melee" power that has very little to no postive effect on melee. It would take so little effort to make Frozen Aura an AoE that does "okay" damage, and those who have been around for so long talking about this would be satisfied not only that they were heard but also that their sexy Tanker was finally fixed.

Frozen Aura is not a tier 9 melee power. It's a weak sleep at best in a set that a sleep is not needed.

Now I'm going back to read everything this post just skipped. Hopefully, I don't look like a total tool by repeating things that have been beaten to death.


 

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Guess I'm the minority, my Fire/Ice seems powerful enough to me.

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I think that's the point, and has been heavily discussed in the 3 threads on Fixing Ice Melee. No one is debating Fire/Ice isn't fine in the dmg department, but that's mainly due to the one trick pony of Ice Patch+Burn.

Someone suggested datamining Ice Melee's performance after *excluding* Fire/Ice. Seems like a good place to start.

Let me add: fixing the pause after GIS is more of a bug than a balance issue IMO. If GFS was fixed, so should GIS...and fast.

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You can't exclude Fire/Ice from balancing. If Fire/Ice is "pretty good" now, then if /Ice receives a buff, it goes from "pretty good" to "potentially overpowering", depending on how they do it.

Some sets tend to have natural pairings. Some sets are balanced around those natural pairings. DM/DA, for instance. /DA is a horrible end hog, and can have difficulties with survivability unless played "right". DM provides an end recovery power and numerous survivability powers that tend to mesh with what you're trying to work with in DA. Now, while /DA is hardly gimped... you cannot argue that it operates far more efficiently with DM. Just like Fire/Ice. Like I say, /Ice needs work... but leaving Fire out is dangerous at best.

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i agree that certain combos that might be problematic shouldn't be flat-out ignored, but i think the devs can and should exclude fire/ice from being a *significant factor* in the balancing of /ice. a problem with the combo should not affect what the overall potency of each set should be. if it did, then you could argue that the design of allowing us to mix and match primaries and secondaries is "not exactly working". instead of fire/ice significantly affecting where /ice should be potency-wise, it should only prompt a second look at why the combo specifically behaves differently than other combos.

some sets are designed with each other in mind, sure. but balanced with each other in mind? to what degree? if you only go as far as saying that certain combos were designed to be "more convenient" from a certain purposefully obvious play perspective then i would agree. but in every way one set complements another like this in a designed way, the dev intent appears to me to be that it only goes flavor-deep, and that those combos don't provide anything substantive above other combos.

take your example of dark armor. dm provides an endurance source, but that power also occupies a slot that another primary has for some other trick in the bag. da has at least 6 powers that can be used to provide very end-efficient mitigation. the missing source of end for the other two set powers can be easily accommodated with slotting and/or alternate power choices. in that example, the source of end is just a convenience factor--nothing that doesn't exist in some other form for alternate powerset combos. and that's as it should be. if this were not the case then it would break the ability to mix and match primary and secondary sets.

that's dev *intent* at least, as far as i see it. are there set combos that outperform (better or worse) others? sure. but in every case i've seen, i could personally find what i honestly thought were the roots of the problem in one or two powers from the combo *in isolation*. and in every case, the best way to balance always seemed to be a change to those powers specifically, and not to the overall potency of the sets themselves.

ultimately, if it were me in castle's shoes i would look at fire/ice briefly, but only for the purpose of seeing if the combo pointed at a problem with individual powers. and from what i've seen, with this particular example i don't think there's a large source of concern.


 

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ultimately, if it were me in castle's shoes i would look at fire/ice briefly, but only for the purpose of seeing if the combo pointed at a problem with individual powers. and from what i've seen, with this particular example i don't think there's a large source of concern.


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I agree. You hear a lot about Fire/Ice and the Ice/Burn Patch combo, but is it that much more effective, especially with how Ice Patch works now. Adding damage to Frozen Aura has always been the best option in my opinion. I get the feeling that some people have a slight eye twitch when it comes to adding Damage to FA because of memories of the "glory" days of Fire just burning entire maps in a matter of moments. But that was thanks to the stacking bug, no aggro cap, and Burn didn't have it's much bombasted 'fear' effect. Having a short cone (Frost) as well as Frozen Aura doing damage raises concerns of 'Farming' and such. To this I give a hearty laugh.

Right now a well built Fire/Ice will have these powers for a 'Herding' strat; Burn, Ice Patch, Fire Ball, Frost, Blazing Aura, Hasten. The strategy is simple. Corner pull, Ice Patch, Fire Ball + Frost + Burn. This will leave gaps and holes for Frozen Touch (to keep a 6th mob in the Burn patch), as well as Boxing/Kick and Air Sup. I would be surprised if many Fire/Ice tanks had GIS or IS just because of the perception that Fiery Aura needs Tough and Weave combined with the less then great DPA of both swords. What this boils down to is that the Secondary has been taken for 3 powers!

Now, the reason I feel FA with damage would not suddenly make the above a lean mean uber farming machine on par with the incredible Fire/Kin Trollers is because of animation times. The 2.1 second animation of FA would by neccessity bump the Single Target attacks that would be used against the Lts and Bosses. Plus, Fire/Ice is a tight build from what I've seen tinkering in Mids Hero Builder. I'm sure Ice_Ember will back me up there. So just finding the power to remove for FA plus the 5 slots is going to leave holes and weaknesses elsewhere. Then there is the simple fact that you are By Choice making your character a specialist at defeating Minions and Lts. Aggainst Bosses the set will prove no different then before, or maybe even a bit weaker. As for AV's, HA!

But pbAoE damage is the great honking MASSIVE Achilles heel of Ice Melee. Yes, Frost is darn good, if specially catered towards in game play. Plus, it would be level 39 and 40 before a damaging Frozen Aura would come into its own in terms of functionality, just like Foot Stomp.

As for the concern (as pointed out to me by Redlynne between discussions of patarns for pants) of Scirroco's Chance of Lethal knocking mobs out of the sleep when slotted in FA (assuming of course FA did damage and took pbAoE sets), I say the user and buyer beware. Plus, I would doubt to the highest order that the vast magority of players will even notice, or care, that the power defeats the sleep effect itself. Pie, I'm lucky to see a nano-second of the beautiful Ice Sleep animation as it is right now!

For me Damage in Frozen Aura is 2 birds with one stone AND washing the hands of the set. Blimey, I would be the first to leap to Castles defense if a poster started bombasting Ice Melee and asking for further changes.

=. .=


 

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Thanks for making a completely useless contribution to this thread.

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Now I'm going back to read everything this post just skipped. Hopefully, I don't look like a total tool.

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Too late.


 

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Thanks for making a completely useless contribution to this thread.

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Now I'm going back to read everything this post just skipped. Hopefully, I don't look like a total tool.

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Too late.

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his post added more than yours did... and this one doesnt add much.


Add damage to FA. There, it is now constructive...


YMMV---IMO
Ice Ember

 

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I'm sure Ice_Ember will back me up there.

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Yup, 100%.


Ice melee should not be gimped because of the combination with fire primary and burn anymore than energy melee should be toned down because of Build Up, Fiery embrace coupled with Total Focus and Energy transfer.

Ice patch/burn with build up and fiery embrace is a combo that is utilized just as Total Focus and Energy Transfer receive insane amounts of damage from build up and fiery embrace. One combo allows minions to be defeated faster, 5 at a time, and the other destroys bosses. (bosses actually pose a threat and give bigger rewards, as opposed to the minions, but risk versus reward ehh...)

saying that ice melee needs to be gimp because of burn is retarded. the other aspects of fire armor allow other sets to get large damage increases for their area of specialty.

If I could squeeze in Fiery Embrace into my build I would, and I may try it out even though it has a VERY long recharge.

If damage is given to FA, or something is done to adjust GIS, then I may take them. But FA has NO USE, and GIS is less useful than frost (once it has 3 damage/range HO's in it...) so neither will be in my build when I use the last free respec that was awarded.

And currently, my spines/vuln is a better farming build than my fire/ice tank. things dont run from the spines aoe attack... and I dont have to herd them into a lil bitty ice patch to be able to defeat them.

The fire herders are fire/kin trollers now, not fire/ice gimps. do i want the fire/kins nerfed any more? nope, I dont, but I do want a buff to ice melee. It is well deserved and LONG overdue.


YMMV---IMO
Ice Ember

 

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This will leave gaps and holes for Frozen Touch (to keep a 6th mob in the Burn patch), as well as Boxing/Kick and Air Sup. I would be surprised if many Fire/Ice tanks had GIS or IS just because of the perception that Fiery Aura needs Tough and Weave combined with the less then great DPA of both swords. What this boils down to is that the Secondary has been taken for 3 powers!

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Fire/ice here, and yes, I took my single target attacks. Most fire/ice tanks I have inspected (guardian) have both.
Bosses are a problem, not minions.


50 Tanks: Invul/ss, Fire/ice/fire, Ice/em, Stone/fire
WP/Stone, dark/dark, shld/mace

50 Other: WS, SS/dark/sc brute, BS/Regen/WM scrpr, fire/fire/force blaster, rad/kin corr, mind/rad ctrl, ill/storm cntrl

 

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As for the concern (as pointed out to me by Redlynne between discussions of patarns for pants) of Scirroco's Chance of Lethal knocking mobs out of the sleep when slotted in FA (assuming of course FA did damage and took pbAoE sets)

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The easiest way around this is to do what Mesmerize does for Mind Controllers. Specifically:

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55.875 second Sleep (magnitude 3.5) to Target ==>>(after 0.25 second delay)<<== if (target = critter)

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That's how you put damage onto a sleep power ... you delay the sleep effect until AFTER the damage has been dealt.



For the record Tundy, I still think you're wrong to covet the toys of the other secondaries. The better option ... imo ... for AoE damage in Ice Melee is to convert Frost from a 90 degree/7 foot cone attack into a 10 foot PBAoE sphere attack, and to give Ice Patch a "banana peel factor" of minor smashing damage on KD proc (which then amounts to a DoT over the full duration of the Ice Patch). The Ice Patch change would then enable/excuse allowing PBAoE Damage IO Sets to be slotted into Ice Patch.

Again, imo ... Frozen Aura should be the "capstone" to Ice Melee's hard/soft control abilities. It should be the click power counterpart to Chilling Embrace, enhance the MAG of Holds and Immobilizations (so as to stack advantageously with other powers) and last-but-not-least ... Sleep. Increase the radius from 10 feet to 20 feet and you're basically in business.

Such a configuration isn't a "knockout punch" type of Nuke Power like most other secondaries get ... it's a "steal the initiative and never give it back" type power that puts your foes into the Deep Freeze and doesn't let them out again (until they're on their knees and on their way to the Zig).

And in case anyone is not familiar with the proposal I made in the Fixing /Ice Melee; 3.0 thread (see link in sig) somewhere around the 50th reply, here it is again:

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Frozen Aura (Ice Melee)
Changes from the current Live Server (as recorded at City of Data) implementation of Frozen Aura are [u]underlined[u] for ease of comparison.

Type: Click, [u]Melee[u]
Prerequisites: None
Accuracy: 1
Modes Required: None
Range: -
Modes Disallowed: Disable_All
Interrupt Time: -
Cast Time: 2.1 seconds
Recharge Time: 20 seconds
Activate Period: -
Endurance Cost: 13
Attack Types: AOE Attack, Cold Attack
Effect Area: Sphere
Radius: [u]20 feet[u]
Max Targets Hit: 10
Target: Caster
Target Visibility: Line of Sight
Notify Mobs: Always
Enhancements Allowed: Accuracy, Endurance Reduction, Recharge Reduction, Sleep, Taunt
IO Sets Allowed: Sleep

Level 50 Tanker Effects:
<ul type="square">[*]23.84 second Sleep ([u]magnitude 3[u]) to Target if (target = critter)[*][u]17.88 second Sleep (magnitude 1) to Target (50% chance) if (target = critter)[u][*]15.496 second Sleep ([u]magnitude 3[u]) to Target if (target = player)
Suppressed when Held, for 15 seconds (WhenInactive)
Suppressed when Sleep, for 15 seconds (WhenInactive)
Suppressed when Stunned, for 15 seconds (WhenInactive)
Suppressed when Immobilized, for 15 seconds (WhenInactive)
Suppressed when Terrorized, for 15 seconds (WhenInactive)
[*][u]11.92 second Held (magnitude 0.5) to Target if (target = critter)[u][*][u]7.951 second Held (magnitude 0.5) to Target if (target = player)
Suppressed when Held, for 15 seconds (WhenInactive)
Suppressed when Sleep, for 15 seconds (WhenInactive)
Suppressed when Stunned, for 15 seconds (WhenInactive)
Suppressed when Immobilized, for 15 seconds (WhenInactive)
Suppressed when Terrorized, for 15 seconds (WhenInactive)
[u][*][u]11.92 second Immobilize (magnitude 0.5) to Target if (target = critter)[u][*][u]7.951 second Immobilize (magnitude 0.5) to Target if (target = player)
Suppressed when Held, for 15 seconds (WhenInactive)
Suppressed when Sleep, for 15 seconds (WhenInactive)
Suppressed when Stunned, for 15 seconds (WhenInactive)
Suppressed when Immobilized, for 15 seconds (WhenInactive)
Suppressed when Terrorized, for 15 seconds (WhenInactive)
[u][*][u]-16% RechargeTime Enhancement to Target for 20 seconds [Ignores Enhancements &amp; Buffs][u][*][u]-24% RunSpeed to Target for 20 seconds[u][*][u]-1 Fly to Target for 20 seconds[u][*][u]-24% FlySpeed to Target for 20 seconds[u][*][u]-24% JumpHeight Enhancement to Target for 20 seconds [Ignores Enhancements &amp; Buffs][u][*][u]-24% SpeedJumping to Target for 20 seconds[u][*][u]-14% Smashing Enhancement to Target for 10 seconds [Ignores Enhancements &amp; Buffs][u][*][u]-14% Lethal Enhancement to Target for 10 seconds [Ignores Enhancements &amp; Buffs][u][*][u]-14% Fire Enhancement to Target for 10 seconds [Ignores Enhancements &amp; Buffs][u][*][u]-14% Cold Enhancement to Target for 10 seconds [Ignores Enhancements &amp; Buffs][u][*][u]-14% Energy Enhancement to Target for 10 seconds [Ignores Enhancements &amp; Buffs][u][*][u]-14% negative_Energy Enhancement to Target for 10 seconds [Ignores Enhancements &amp; Buffs][u][*][u]-14% Toxic Enhancement to Target for 10 seconds [Ignores Enhancements &amp; Buffs][u][*][u]-14% Psionic Enhancement to Target for 10 seconds [Ignores Enhancements &amp; Buffs][u][*]13.5 second Taunt (magnitude 4) to Target if not (((((target = Class_Boss_Archvillain) or (target = Class_Boss_Monster)) or (target = Class_Boss_Mito)) or (target = Class_Boss_Hamidon)) or (target = Class_Boss_RularuuFM)) or (target = player))[*]6 second Taunt (magnitude 4) to Target (14% chance) if (target = player)[/list]
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It's the end. But the moment has been prepared for ...

 

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I'd just like to say, while I just got FA today...and see no use coming from it as a power itself, I at least have two reasons to like it...

1) The animation is just nice. I love it. No way would I want to replace it with ISC animation.

2) At least I'll get set bonuses out of it.


BrandX Future Staff Fighter
The BrandX Collection

 

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I'm sure Ice_Ember will back me up there.

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Yup, 100%.


Ice melee should not be gimped because of the combination with fire primary and burn anymore than energy melee should be toned down because of Build Up, Fiery embrace coupled with Total Focus and Energy transfer.

Ice patch/burn with build up and fiery embrace is a combo that is utilized just as Total Focus and Energy Transfer receive insane amounts of damage from build up and fiery embrace. One combo allows minions to be defeated faster, 5 at a time, and the other destroys bosses. (bosses actually pose a threat and give bigger rewards, as opposed to the minions, but risk versus reward ehh...)

saying that ice melee needs to be gimp because of burn is retarded. the other aspects of fire armor allow other sets to get large damage increases for their area of specialty.

If I could squeeze in Fiery Embrace into my build I would, and I may try it out even though it has a VERY long recharge.

If damage is given to FA, or something is done to adjust GIS, then I may take them. But FA has NO USE, and GIS is less useful than frost (once it has 3 damage/range HO's in it...) so neither will be in my build when I use the last free respec that was awarded.

And currently, my spines/vuln is a better farming build than my fire/ice tank. things dont run from the spines aoe attack... and I dont have to herd them into a lil bitty ice patch to be able to defeat them.

The fire herders are fire/kin trollers now, not fire/ice gimps. do i want the fire/kins nerfed any more? nope, I dont, but I do want a buff to ice melee. It is well deserved and LONG overdue.

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The right build and the right missions are what makes for a good farm. I don't have much opinion on the effectiveness of Ice Melee in regular missions since truth be told I haven't used him in that manner in along time. My Fire/Ice was breed to herd and it's something either me or the build do very well. I run farming missions with him often and I'm just not seeing how you say it's a bad herder.


 

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1) The animation is just nice.

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100% correct. I think that's part of why people want it to be more effective. It seems the conversation must've gone like this:

"Hey, watch this!"

"Ooo, pretty....So, um, what's it do?"

"I haven't figured it out yet."

"Hmm, well, just make it do something and people will use it because it looks so neato."



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2) At least I'll get set bonuses out of it.

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It's been a while since I've looked, and I'm kind of taking too long of a work break right now, but what set bonuses of real value to a Tanker are in the sleep sets?


 

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It's been a while since I've looked, and I'm kind of taking too long of a work break right now, but what set bonuses of real value to a Tanker are in the sleep sets?

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Hibernation
Sleep Dur / +Health / + Smashing Res / - Recharge Time

Induced Coma (Chance for Recharge Slow proc IO)
Sleep Dur / +Health / Debt Prot / + Move / + Melee Def

Lethargic Repose
Sleep Dur / + Energy Def / + Smashing Def / + AoE Def / + Toxic Res

Call of the Sandman (Chance for Self Heal proc IO)
Sleep Dur / +Health / +Endurance / - Recharge Time / + Toxic/Psionic Res


It's the end. But the moment has been prepared for ...

 

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It's been a while since I've looked, and I'm kind of taking too long of a work break right now, but what set bonuses of real value to a Tanker are in the sleep sets?

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Hibernation
Sleep Dur / +Health / + Smashing Res / - Recharge Time

Induced Coma (Chance for Recharge Slow proc IO)
Sleep Dur / +Health / Debt Prot / + Move / + Melee Def

Lethargic Repose
Sleep Dur / + Energy Def / + Smashing Def / + AoE Def / + Toxic Res

Call of the Sandman (Chance for Self Heal proc IO)
Sleep Dur / +Health / +Endurance / - Recharge Time / + Toxic/Psionic Res

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So, nothing that you can't get from having a useful power instead of Frozen Aura.

=. .=