Can a hero get a ice/mace build??? PVE/SOLO./Group
Leave off Chilling Embrace until your 30s (if at all). Skip Icicles altogether.
Skip Taunt (if you're mostly soloing).
Skip Perma Frost (unless you plan on farming Portal Corps missions (Behemoths)).
Go the Stamina route up through L20 (take Hurdle, not Swift).
Get Hasten at L24(ish).
I suggest Combat Jumping / Super Jump.
Pick up Energy Absorbtion as soon as possible (L26 I think?) as this is what gives you your go power.
Hibernate is definitely worth taking.
You will want all of the Mace powers (except Taunt) more then likely.
Try to fit in Tough and Weave for when you want to main tank for groups towards the end of the build.
Hope that helps.
Gonna have to disagree with you on a couple of points here, Kruunch:
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Leave off Chilling Embrace until your 30s (if at all). Skip Icicles altogether.
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When facing enemies near your level, CE is better than your base armor at damage mitigation. Even if you don't need the taunt effect, CE still has it's uses in a Solo-focused build. So does Icicles, although with an AoE heavy secondary like Mace, it's probably less needed (remember, depending on secondary and how you play, Icicles can add up to more damage than any individual secondary attack.).
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Skip Taunt (if you're mostly soloing).
Skip Perma Frost (unless you plan on farming Portal Corps missions (Behemoths)).
[/ QUOTE ]
These I agree with.
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Go the Stamina route up through L20 (take Hurdle, not Swift).
Get Hasten at L24(ish).
I suggest Combat Jumping / Super Jump.
Pick up Energy Absorbtion as soon as possible (L26 I think?) as this is what gives you your go power.
[/ QUOTE ]
I agree with these, too. However, depending on playstyle, Hasten might not be so necessary. Take it only if you can fit it in.
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Hibernate is definitely worth taking.
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Solo, I find that I have very little need for this power. With the base armors, CE, and Hoarfrost, it's very, very rare that I need a second panic button. With the heavy mitigation from War Mace, I doubt he'll find it necessary, especially since I agree with this:
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You will want all of the Mace powers (except Taunt) more then likely.
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You can get away with skipping either the tier two or three attack. Personally, I like Jawbreaker over Pulverize. Take both in the low levels, then possibly respec one out later on.
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Try to fit in Tough and Weave for when you want to main tank for groups towards the end of the build.
[/ QUOTE ]
Maybe better for a second build that is team focused. A solo-oriented Ice Tanker really won't need those.
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
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Frozen Armor -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(3), RedFtn-Def/EndRdx/Rchg:50(3), RedFtn-Def/Rchg:50(19)
Level 1: Bash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
Level 2: Chilling Embrace -- ImpSwft-Dam%:30(A), Slow-I:50(9), EndRdx-I:50(11), Slow-I:50(11)
Level 4: Jawbreaker -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(7), C'ngImp-Dmg/Rchg:40(13), C'ngImp-Acc/Dmg/Rchg:40(13), C'ngImp-Acc/Dmg/EndRdx:40(15)
Level 6: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(9)
Level 8: Wet Ice -- EndRdx-I:50(A)
Level 10: Hurdle -- Jump-I:50(A)
Level 12: Icicles -- HO:Nucle(A), Oblit-%Dam:50(15), Armgdn-Dam%:50(21), Armgdn-Dmg/EndRdx:50(21), Sciroc-Dam%:50(23)
Level 14: Super Jump -- Zephyr-Travel:50(A), ULeap-Stlth:50(17), Zephyr-ResKB:50(17), Zephyr-Travel/EndRdx:50(25)
Level 16: Health -- Mrcl-Rcvry+:40(A)
Level 18: Hoarfrost -- Dct'dW-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(19), Dct'dW-Heal/EndRdx/Rchg:50(27), Numna-Heal/Rchg:50(29), Numna-Heal/EndRdx/Rchg:50(29), Mrcl-Heal/Rchg:40(31)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(27)
Level 22: Clobber -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(23), Mako-Dam%:50(25), Mako-Dmg/Rchg:50(31), Mako-Acc/EndRdx/Rchg:50(31), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
Level 24: Boxing -- HO:Nucle(A)
Level 26: Energy Absorption -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(33), P'Shift-EndMod/Acc/Rchg:50(34), P'Shift-Acc/Rchg:50(34), P'Shift-EndMod/Acc:50(34), P'Shift-End%:50(48)
Level 28: Tough -- S'fstPrt-ResDam/Def+:30(A), TtmC'tng-ResDam/EndRdx/Rchg:50(33), TtmC'tng-ResDam:50(36), TtmC'tng-ResDam/EndRdx:50(36)
Level 30: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(36), RedFtn-Def/Rchg:50(37), RedFtn-EndRdx/Rchg:50(37), RedFtn-Def/EndRdx/Rchg:50(37)
Level 32: Glacial Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(39), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(39)
Level 35: Shatter -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(42), Oblit-%Dam:50(50)
Level 38: Whirling Mace -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(45), Oblit-%Dam:50(50)
Level 41: Crowd Control -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(43), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(45), Oblit-Acc/Dmg/EndRdx/Rchg:50(45), Oblit-%Dam:50(46)
Level 44: Block of Ice -- Lock-Acc/Hold:50(A), Lock-Acc/EndRdx/Rchg/Hold:50(46), Lock-%Hold:50(46), Lock-Acc/Rchg:50(48), Lock-Rchg/Hold:50(48), Lock-EndRdx/Rchg/Hold:50(50)
Level 47: Taunt -- Zinger-Taunt/Rchg/Rng:50(A)
Level 49: Hibernate -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]21.5% DamageBuff(Smashing)[*]21.5% DamageBuff(Lethal)[*]21.5% DamageBuff(Fire)[*]21.5% DamageBuff(Cold)[*]21.5% DamageBuff(Energy)[*]21.5% DamageBuff(Negative)[*]21.5% DamageBuff(Toxic)[*]21.5% DamageBuff(Psionic)[*]12.4% Defense(Smashing)[*]12.4% Defense(Lethal)[*]7.38% Defense(Fire)[*]7.38% Defense(Cold)[*]8.31% Defense(Energy)[*]8.31% Defense(Negative)[*]3% Defense(Psionic)[*]16.1% Defense(Melee)[*]13.6% Defense(Ranged)[*]11.8% Defense(AoE)[*]43% Enhancement(Accuracy)[*]2.5% Enhancement(Held)[*]32.5% Enhancement(RechargeTime)[*]5% FlySpeed[*]161.6 HP (8.63%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 5.5%[*]MezResist(Immobilize) 12.7%[*]MezResist(Sleep) 2.2%[*]MezResist(Stun) 6.6%[*]MezResist(Terrorized) 2.2%[*]9% (0.15 End/sec) Recovery[*]22% (1.72 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]5% RunSpeed[/list]
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Without Energy Absorb: 51.8% S/L 47.7% E/Nrg Def
27.7% Melee
25.2% Ranged
23.4% AoE
21.5% Damage Boost (Beats having Build-up up only 1/5 of the time)
+43% Accuracy
HoarFrost is down only 35seconds (120 up, 35 down)
4 Damage Procs on Toggles (CI has 1, Icicles has 3)
Just my $0.02 on Ice/Mace
Tanker Tuesday #72 Oct 5 @Champion
"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."
Not exactly a great leveling build there, is it?
No Glacial Armor until level 32?
Icicles before Stamina?
Hoarfrost only at level 18?
I also don't think that a mostly solo build will need nearly that much Defense. Solo, you don't need to be at the soft cap, let alone over it.
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
Not to mention that build seems to concentrate on positional defense, instead of typed defense, which would be much more desirable for an Ice Tanker.
I think you could get pretty close to the soft cap without Weave if you swapped out the 6-slotted Obliterations for 3-slotted Eradications (plus something else, of course) and another set or two of Kinetic Combat.
The BotZ -KB in particular seems like an expensive luxury given the relatively small typed def bonus it provides and the fact that an Ice tank doesn't need additional KB protection.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
The over the top S/L is quite useful in the ITF actually. One hit doesn't start chipping into my def, and 2 hits just barely.
And yes this is a level 50 spec build. I have changed it alot since I started with it. Glacial isnt as useful at low levels anyways unless you are running Synapse TF alot against the Clocks. Most of Council is S/L (with some energy blasts). Family, S/L primary. Vahz, Skulls, Thorns are all S/L heavy in the lower levels. It isnt until you get to Crey, upper Thorns, Rikti, that you need the E/Nrg defense. Weave is where it is to help when LK'ed down.
Ice/Mace is what it is. A late blooming behemoth. You will need to respec a few times along the ways, but its a great combo.
(and yes there are some pricy luxuries in there... because I can. He didnt ask for the budget build.)
Tanker Tuesday #72 Oct 5 @Champion
"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."
Can I get a loan to go with it? you can have...my first born son....soul...ah..ah...
Now I need to know all the builds in betweeen 14 and 50 hahahahaha
We've diagreed before on CE and we'll just have to agree to disagree.
Definitely stay away from Icicles though ... fully slotted, doing 8 dmg per tick is paltry for the stupendous endurance cost especially given that we're talking about an AOE build where endurance (even with EA) will come at a premium.
I'll give you Hibernate but if I'm taking the primary that has one of the best "oh crap!" T9s in the game, then I'd feel obligated to take it. Also works as a great way to get back endurance if you need a rest mid-fight -OR- when you remember you forgot to set your DVR to record your favorite show at the last minute
By the same token, Tough and Weave could be optional ... I notice that when I make an AOE built toon, I generally like to go for big packs of mobs. In this regard Tough and Weave become handy while soloing (is also why I recommended Hibernate for when your eyes are bigger then your maces ).
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Can I get a loan to go with it? you can have...my first born son....soul...ah..ah...
Now I need to know all the builds in betweeen 14 and 50 hahahahaha
[/ QUOTE ]
Should have been on Champ this weekend when Ping was doling out the cash. I added 210mil to my war chest.
Ice/Mace: Pre-Stamina (>L20)
You will need to grab your 3 first attacks because thats all you get until clobber. Glacial isnt available until 18 anyways, so focus on slotting attacks and armors for EndRedux. Tho defensive armors blow pre SOs, so just get used to being squishie. Slot Hoarfrost for recharge because youll be needing it.
Phase 2: L20 - L30
SOs kick in, so your defense will start to get better. Youll still want your first 3 attacks + Clobber and Build-Up. You are still ST only, so do it well. Stamina and Energy Absorb arent optional. Slot EA for recharge first, then endrecovery.. youll likly use it with more than a few around, so having up often will be more beneficial.
Phase 3:
Now you can drop Pulverize with Clobber and Shatter being your 2 big ST hitters (Shatter is a narrow cone, and usually hits only 1-2). Whirling Mace and Crowd Control coupled with Icicles (shun the non-believers... shuuuunnnnn) makes short work of minions and places the rest on thier backside for a few seconds. Without IO bonuses, you will need to push weave into your build to drive toward soft cap when EA is up.
Phase 4: Refinement.
As posted above, you can make Ice/Mace into a war machine with high typed and positional defense. There are alot of def debuffs late in the game so not getting hit is a boon. (You have 52% res to def debuff, but as soon as the soft cap gets broken, you can fall flat fast.) You wont really need taunt, but solo it can be very useful for gathering groups to max your AoE goodness.
Tanker Tuesday #72 Oct 5 @Champion
"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."
[ QUOTE ]
The over the top S/L is quite useful in the ITF actually. One hit doesn't start chipping into my def, and 2 hits just barely.
And yes this is a level 50 spec build. I have changed it alot since I started with it. Glacial isnt as useful at low levels anyways unless you are running Synapse TF alot against the Clocks. Most of Council is S/L (with some energy blasts). Family, S/L primary. Vahz, Skulls, Thorns are all S/L heavy in the lower levels. It isnt until you get to Crey, upper Thorns, Rikti, that you need the E/Nrg defense. Weave is where it is to help when LK'ed down.
Ice/Mace is what it is. A late blooming behemoth. You will need to respec a few times along the ways, but its a great combo.
(and yes there are some pricy luxuries in there... because I can. He didnt ask for the budget build.)
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Even in a "price is no object" build, I see no point in spending the influence for the Blessing of the Zephyr -KB IO when an Ice tank doesn't need the additional KB protection.
You also haven't explained why you're slotting so heavily for positional defense when Ice is based on typed defense. You (the general you) could get just as much defense with a lot fewer slots (and less influence) by building on Ice's existing typed defense.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Seriously.
To the OP: Run CE and Icicles on a second build and you'll see what I mean
[ QUOTE ]
Seriously.
To the OP: Run CE and Icicles on a second build and you'll see what I mean
[/ QUOTE ]
Icicles is endurance intensive, but once slotted, it's fine. It does far more damage than 8 per tic, as you mentioned earlier. Again, if you're leveraging your AoEs in the late game, Icicles will add up to do a startling amount of your total damage. Don't believe me? Run Herostats and find out for yourself.
CE, on the other hand, costs the same amount of endurance to run as your basic armors. It drops enemy damage by 5-14% right off the bat, and then drops it more once the -Recharge kicks in. At low levels, soloing, it is a great tool, because it can be run IN PLACE OF Frozen Armor if you want. You don't have to worry about herding during low level Ice/Macing anyways, because you won't have many AoEs, so you don't have to worry about the aggro is causes. You're going to be the focus of the enemy anyways.
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
Again ... that's what second builds are for.
But I suggest trying your second build in-game ... it plays a little differently from Herostats
P.S. - Checking Mids ... 3 slotted Icicles with damage SOs puts it at 8.9 damage per tick in an 8' radius (which is painfully small btw). Also to put it in perspective, Icicles costs twice the endurance of the most expensive Invuln toggle (.52/sec). It also has a base accuracy of 75% which means you have to have an ACC SO just to get it to normal baseline toHit. And if you're killing so slow that Icicles dramatically adds to your damage output ... you built something wrong.
[ QUOTE ]
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The over the top S/L is quite useful in the ITF actually. One hit doesn't start chipping into my def, and 2 hits just barely.
And yes this is a level 50 spec build. I have changed it alot since I started with it. Glacial isnt as useful at low levels anyways unless you are running Synapse TF alot against the Clocks. Most of Council is S/L (with some energy blasts). Family, S/L primary. Vahz, Skulls, Thorns are all S/L heavy in the lower levels. It isnt until you get to Crey, upper Thorns, Rikti, that you need the E/Nrg defense. Weave is where it is to help when LK'ed down.
Ice/Mace is what it is. A late blooming behemoth. You will need to respec a few times along the ways, but its a great combo.
(and yes there are some pricy luxuries in there... because I can. He didnt ask for the budget build.)
[/ QUOTE ]
Even in a "price is no object" build, I see no point in spending the influence for the Blessing of the Zephyr -KB IO when an Ice tank doesn't need the additional KB protection.
You also haven't explained why you're slotting so heavily for positional defense when Ice is based on typed defense. You (the general you) could get just as much defense with a lot fewer slots (and less influence) by building on Ice's existing typed defense.
[/ QUOTE ]
Im trying to cover positional because of the afore mentioned Psi-hole (and tox, and fire). I know I've got S/L/E/Nrg covered. I am to the point of a single small purple to hit the soft capped positional, covering the typed holes. Perhaps not need much solo, but it makes dealing with Certain Psi heavy factions (Carnies, Rikti) alot easier; and both of those are late game players.
3 Slotted BotZ has moar +def% (3.13%AoE 1.56%Fire and Cold). Its not the -KB i care about, but not like I have the choice. The Frozen and Glacial are deep into ED range already so a slot in them yields about .6% def boost to area that are already capped. I could squeeze a little more blood from CJ, but I like having super jump be SUPER jump.
L50 Ice/Mace is fun (actually have one... Anonymoose). Lots of fun. Not as quirky as Dark Armor/Mace and it has less mez, but a juggernaught all the same.
Tanker Tuesday #72 Oct 5 @Champion
"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."
[ QUOTE ]
P.S. - Checking Mids ... 3 slotted Icicles with damage SOs puts it at 8.9 damage per tick in an 8' radius (which is painfully small btw).
[/ QUOTE ]
Not sure what you're doing in Mid's there, but Icicles does 8.9 damage per tic BASE. 3-slotting with SOs should bring it up to 17.444 damage per tic against an even-level foe.
This is the same damage as Death Shroud from Dark Armor, more damage than Mud Pots from Stone Armor, and slightly less damage than Blazing Aura from Fire Armor.
[ QUOTE ]
Also to put it in perspective, Icicles costs twice the endurance of the most expensive Invuln toggle (.52/sec).
[/ QUOTE ]
It costs the same endurance as every other damage aura, just to put it into persepctive. Invuln and Willpower are cheaper because they don't do damage. Also, I've never had a problem running Icicles on my Icer, thanks to EA. I never run out of endurance with Icicles on or off, so I might as well run it.
[ QUOTE ]
It also has a base accuracy of 75% which means you have to have an ACC SO just to get it to normal baseline toHit.
[/ QUOTE ]
NoFuture has Icicles as a 1.00 Acc power, meaning that final ToHit will be 75%, due to player ToHit being set at 75% in PvE, but makes it no different than other powers in terms of Acc. However, I do believe that you (and Mid's) are correct on this, and that the base accuracy is lower, but not at 0.75 Acc.
With just SOs, I slotted Icicles on my Tank with 2 Acc, 2 Dam, and 2 EndRed. That let me do a significant amount of damage with it on my Ice/Ice Tanker. With a heavier AoE-focused secondary, then the dynamic may change. I still think it's going to add up to do more damage than you think it does.
IO slotting on it will push it even further, allowing you to get more damage out of it without compromising Acc or EndRed.
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
Icicles does 8.9 damage per tick in an 8' radius, which is pretty standard for damage auras.
So Icicles does 8.9 damage per tick, 30 ticks per minute. 267 damage per minute, using 31.2 endurance.
For comparison, Whirling Mace, 8' radius, does 49.83 damage per activation, 4.3 activations per minute. 213 damage per minute, using 55.7 endurance.
If you're killing 2-4 spawns at once--and I pretty much always herd up that much solo on my Ice/Mace--Icicles and its zero activation time adds pretty significantly to damage output. Worth having and running IMO. If you're taking out one spawn at a time and just annihilating that spawn in seconds, there may be a better choice.
[ QUOTE ]
Im trying to cover positional because of the afore mentioned Psi-hole (and tox, and fire). I know I've got S/L/E/Nrg covered. I am to the point of a single small purple to hit the soft capped positional, covering the typed holes. Perhaps not need much solo, but it makes dealing with Certain Psi heavy factions (Carnies, Rikti) alot easier; and both of those are late game players.
3 Slotted BotZ has moar +def% (3.13%AoE 1.56%Fire and Cold). Its not the -KB i care about, but not like I have the choice. The Frozen and Glacial are deep into ED range already so a slot in them yields about .6% def boost to area that are already capped. I could squeeze a little more blood from CJ, but I like having super jump be SUPER jump.
L50 Ice/Mace is fun (actually have one... Anonymoose). Lots of fun. Not as quirky as Dark Armor/Mace and it has less mez, but a juggernaught all the same.
[/ QUOTE ]
Ahh, the "belt-and-suspenders" approach.
Thing is, there aren't *that* many attacks that are typed ONLY psi or fire, and even fewer in melee, which is all the positional def is going to help you with. (And some psi-typed attacks have no positional element anyway, so positional def is useless against them.) IMO it's just not worth the infl and trouble to slot against such a rare occurence; after all, you've got Hoarfrost and Hibernate if it really hits the fan.
Honestly, if I were building a primarily solo Ice tank, I think I'd skip the Fighting Pool altogether, try to get S/L and E/NE def up near the soft cap using set bonuses, and use those three power picks for something else like Hasten, another epic attack, and maybe Permafrost to hold the SP +def IO.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
For a mostly solo Ice/Mace, I'd probably run something like this.
No Taunt since it's only somewhat useful solo, no Fighting pool since you can survive any solo-sized spawn without it, and Pyre Master for the damage. Hibernate a bit late since you'll rarely need it solo. Hasten and Build-Up included since they're handy solo, Build Up I don't always use on team builds.
If you have a respec available, take Pulverize on the way up or getting to 22 will be tedious.
For a pure solo build, you could swap Build Up and Chilling Embrace, but this build would also team fairly well.
If you can get a few set bonuses for +HP, +recharge or +smash/lethal defense those would help.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Frozen Armor -- EndRdx(A), DefBuff(11), DefBuff(13), DefBuff(15)
Level 1: Bash -- Acc(A), Dmg(3), Dmg(3), Dmg(9), Acc(17), RechRdx(46)
Level 2: Hoarfrost -- Heal(A), Heal(7), Heal(9), RechRdx(11), RechRdx(13)
Level 4: Jawbreaker -- Acc(A), Dmg(5), Dmg(5), Dmg(7), Acc(15), RechRdx(46)
Level 6: Wet Ice -- EndRdx(A)
Level 8: Hurdle -- Jump(A)
Level 10: Combat Jumping -- DefBuff(A)
Level 12: Chilling Embrace -- EndRdx(A)
Level 14: Super Jump -- Jump(A)
Level 16: Health -- Heal(A), Heal(17), Heal(43)
Level 18: Glacial Armor -- EndRdx(A), DefBuff(19), DefBuff(19), DefBuff(31)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Clobber -- Acc(A), Dmg(23), Dmg(23), Dmg(25), Acc(31), RechRdx(37)
Level 24: Icicles -- Acc(A), EndRdx(25), EndRdx(31), Dmg(34), Dmg(37)
Level 26: Energy Absorption -- RechRdx(A), RechRdx(27), RechRdx(27), EndMod(34), EndMod(42)
Level 28: Whirling Mace -- Acc(A), Dmg(29), Dmg(29), Dmg(33), Acc(34), RechRdx(43)
Level 30: Build Up -- RechRdx(A), RechRdx(33), RechRdx(40)
Level 32: Hasten -- RechRdx(A), RechRdx(33), RechRdx(43)
Level 35: Shatter -- Acc(A), Dmg(36), Dmg(36), Dmg(36), Acc(37), RechRdx(45)
Level 38: Crowd Control -- Acc(A), Dmg(39), Dmg(39), Dmg(39), Acc(40), RechRdx(40)
Level 41: Hibernate -- Heal(A), RechRdx(42), RechRdx(42)
Level 44: Char -- Acc(A), Acc(45), Hold(45), RechRdx(46)
Level 47: Fire Blast -- Acc(A), Dmg(48), Dmg(48), Dmg(48)
Level 49: Fire Ball -- Acc(A), Dmg(50), Dmg(50), Dmg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
QR
On my ice/ice tank I had just frozen fists and icicles as my only attacks until I hit 24, when I got frost. So sue me. I solod much of the time, maybe 70%.
Anyway, just rounding up to the aggro cap in a mish or outside and letting chilling embrace and all of your armors prevent damage and icicles tick away gives you plenty of damage. For example, I solod quite a few EBs with only frozen fists plinking away.
I since added frozen aura and ice blast to the chain, but while nice they are not necessary (although you can only pry the new improved frozen aura from my dead, icy hands after you defeat me.)
I guess what I am saying is: you are a tank. Play to your strengths, which are great defense and damage mitigation. Then just round up a lot of guys and plink away. You make surprisingly good xp/hour. In fact, I think that lots of Tanker builds can easily get just as much xp/hour as Scranker builds. They just need to realize what their strengths are and play to them.
This is perhaps a bit too much editorializing, but I am often amazed by the complaints I see on the tanker forum because they are completely at odds with my experience playing tankers. Playing them, they seem to roll through anything and are extraordinarily robust and strong. I think that perhaps what happens is people always build some half-[censored] scranker thing and then are both disappointed with the survivability (because they didn't take/slot appropriate powers) and damage (because they still have to deal with the tanker AT modifiers, despite the fact that they took and heavily slotted 11 attacks or something.)
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
I solo mostly cause well...I HAVE KIDS...shoot me! Really shoot me dont let me endure the agony anymore!
Seriously just looking for some build help been gone a long time