The Ice Man Rocketh
Ice/Fire, probably the biggest aggro magnet of the tanker world! Also it's the second best for AoE destruction ( only Fire/Fire beats it ).
@Unthing ... Mostly on Union.
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Ice/Fire Tank - considerable changes since he started out life in I3 as pretty much the only Ice tank on Defiant.
Built as an offensive meat shield, aggro control is supplemented by two high damage AoE attacks in addition to Icicles from the primary.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Spad
Level: 50
Archetype: Tanker
Primary: Ice Armor
Secondary: Fiery Melee
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01) --> Frozen Armor==> EndRdx(1) EndRdx(3) DefBuf(3) DefBuf(19) DefBuf(19)
01) --> Scorch==> EndRdx(1) Acc(5) Dmg(5) Dmg(7) Dmg(17)
02) --> Hoarfrost==> Rechg(2) Rechg(7) Rechg(9) Heal(9) Heal(11) Heal(11)
04) --> Combustion==> EndRdx(4) Acc(13) Dmg(13) Dmg(15) Dmg(15) Rechg(17)
06) --> Wet Ice==> EndRdx(6) EndRdx(50)
08) --> Air Superiority==> EndRdx(8)
10) --> Chilling Embrace==> EndRdx(10)
12) --> Taunt==> Rechg(12)
14) --> Fly==> Fly(14) Fly(21) Fly(48)
16) --> Swift==> Run(16)
18) --> Health==> Heal(18) Heal(21) Heal(23)
20) --> Stamina==> EndMod(20) EndMod(25) EndMod(27)
22) --> Glacial Armor==> EndRdx(22) EndRdx(23) DefBuf(25) DefBuf(27) DefBuf(29)
24) --> Hasten==> Rechg(24) Rechg(33) Rechg(34)
26) --> Icicles==> EndRdx(26) Acc(33) Acc(33) Dmg(34) Dmg(36) Dmg(40)
28) --> Energy Absorbtion==> DefBuf(28) DefBuf(29) DefBuf(31) Rechg(31) Rechg(36) Rechg(36)
30) --> Fire Sword Circle==> EndRdx(30) Acc(31) Dmg(34) Dmg(37) Dmg(37) Rechg(37)
32) --> Aid Other==> IntRdx(32)
35) --> Incinerate==> EndRdx(35) Acc(39) Dmg(39) Dmg(42) Dmg(43) Rechg(43)
38) --> Greater Fire Sword==> EndRdx(38) Acc(39) Dmg(40) Dmg(40) Dmg(42) Rechg(42)
41) --> Aid Self==> IntRdx(41) IntRdx(43) IntRdx(46) Heal(46) Heal(48) Heal(48)
44) --> Char==> EndRdx(44) Acc(45) Hold(45) Hold(45) Hold(46)
47) --> Build Up==> Rechg(47) Rechg(50) Rechg(50)
49) --> Hibernate==> Rechg(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
02) --> Rest==> Rechg(2)
01) --> Gauntlet==> Empty(1)
01) --> Power Slide==> Empty(1)
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that's pretty much where my ice/fire is aimed, with only a few changes. most immediately noticeable defensive slotting difference is chilling embrace. i've got that slotted for 3*slow, 2* taunt, 1* end red atm to give more damage mitigation.
Here goes my Ice build.
Name: Hibernal Flea
Level: 44
Archetype: Tanker
Primary: Ice Armor
Secondary: Super Strength
01) --> Frozen Armor==> DefBuf(1) DefBuf(3) DefBuf(3) EndRdx(9) EndRdx(17)
01) --> Jab==> Dmg(1) EndRdx(15) Acc(17) EndRdx(40)
02) --> Chilling Embrace==> EndRdx(2) Taunt(7)
04) --> Haymaker==> EndRdx(4) Dmg(5) Dmg(5) Acc(9) EndRdx(36) Rechg(36)
06) --> Wet Ice==> EndRdx(6) EndRdx(7)
08) --> Hoarfrost==> Rechg(8) Rechg(11) Rechg(11) Heal(13) Heal(13) Heal(15)
10) --> Combat Jumping==> DefBuf(10)
12) --> Taunt==> Taunt(12)
14) --> Super Jump==> Jump(14)
16) --> Hurdle==> Jump(16)
18) --> Health==> Heal(18) Heal(19) Heal(19)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Icicles==> EndRdx(22) Dmg(23) EndRdx(23) Dmg(33) EndRdx(34) Dmg(34)
24) --> Glacial Armor==> DefBuf(24) DefBuf(25) DefBuf(25)
26) --> Energy Absorbtion==> Rechg(26) DefBuf(27) DefBuf(27) Rechg(31) Rechg(31) EndMod(31)
28) --> Hasten==> Rechg(28) Rechg(29) Rechg(29)
30) --> Rage==> Rechg(30) Rechg(36) TH_Buf(42) TH_Buf(43)
32) --> Knockout Blow==> Acc(32) Dmg(33) Dmg(33) EndRdx(34) Rechg(37) EndRdx(37)
35) --> Hibernate==> Rechg(35) Heal(37)
38) --> Foot Stomp==> Dmg(38) Dmg(39) Rechg(39) EndRdx(39) EndRdx(40) Rechg(40)
41) --> Block of Ice==> Acc(41) Hold(42) Hold(42) Hold(43) Rechg(43) Rechg(46)
44) --> Ice Blast==> Dmg(44) Dmg(45) Dmg(45) EndRdx(45) EndRdx(46) Rechg(46)
I like balanced tankers, combining offense and defence. This is the build I levelled up with, I never saw any reason to respec so far. Rage is run perma. I jump alot.
@Unthing ... Mostly on Union.
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This comment makes my blood boil and is sweeping in nature. I play a granite tank, yes a granite tank. I use a lot of tools to keep aggro since my defence is taken care of. Yes I have ONE armour but MANY aggro keeping tools. I believe that a GOOD granite tank is one that has many tactical options with limited tools.
I mean this: Teleport, one simple little power with so many tactical uses. With some experimentation you can work out a tactical TP sequence using the terrain/corridors/boxes to best advantage. Now that is what I call tactical and thoughtful use of one power. Throw taunt/provoke/hasten/rech enh into the mix and yes, you can end up with a granite tank using NO attacks other than an AE aggro such as foot stomp/fault and using taunt/provoke as attacks all the time to keep aggro.
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I really appreciate thet you'll have done all you can to make your tank a powerful tank. But the nature of the game engine means that if you are in pretty permanent granite form you have totally gimped your ability to tank when the trouble hits.
We all know the penalties of Granite Armour, I presume, but lets list them just to be sure:
- Recharge Rate (-70%)
- Damage (-30%)
- Accuracy (-30%)
- Speed, Fly, Jump
So, you really need to slot one acc, one damage, and 2 recharge enhancements (4 slots) in every power just to almost counteract the self-imposed debuff of Granite Armour. Meaning you have only 2 slots left (max) to use in actually enhancing the power over its unslotted norm.
Sure hasten helps, and almost counters the -recharge, for the 2 minutes duration of Hasten. Then it kicks out, and your Granite -70% recharge rate effect means you'll be waiting a long time for your next 2 minutes of normal recharges. 6 minute wait for Hasten's recharge for a Granite Tank even with 3 slots of recharge right? You can't five-slot hasten to get what everyone else has with 3-slotted hasten recharge because of ED.
You have to put an extra acc and damage slot into mud-pots anyway just to counter the debuffs of granite, so need another acc slot in there to give it any chance of getting much gauntlet going leaving just 3 slots for endurance reductions, and no further room for slow or taunt enhancers.
Naturally, you take Teleport Foe as the precursor power to Teleport so that you can grab those foes that evade your taunt and maneuvering. You'll still need to take Provoke from the Presence pool to hold the same agro a well built Ice Tanker can, and you'll need to slot that to compensate for your minus recharge and minus accuracy of course...
I really appreciate where your heart is on this, but the numbers are not there. Sure, you can hold agro as well as one of the Ice Tanks who only use their auras, but the gimping of your acc, recharge and damage is heavy for good reason - Players were never meant to run around in perma Granite, but the debuffs built into it made it balanced if they really wanted to accept the heavy debuffs.
Nobody is saying Granite Tankers are not tough. They are far and away the toughest tank in the game when it comes to taking damage. They are also inarguably the weakest in the game at dishing attacks, taunts, and gauntlet. Those are simply the facts of the mechanics of the game.
http://www.savecoh.com/
Granite doesn't have -ACC. What does this have to do with Ice Men Rockething anyway?
@Unthing ... Mostly on Union.
I've always thought it has had the -ACC. I'm sure it did when I played it.
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that's pretty much where my ice/fire is aimed, with only a few changes. most immediately noticeable defensive slotting difference is chilling embrace. i've got that slotted for 3*slow, 2* taunt, 1* end red atm to give more damage mitigation.
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Remember that Slow enhancements only increase the -Speed of the power and not the -Recharge. Good for stopping people from running away, not so good for damage mitigation.
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Bottom line is: my granite tank can easily take a whole team of dmg dealers, no trollers, no buffers and no healers through missions.
Also, I am playing an ice tank to see what the fuss is about and I must admit one thing: my granite tank is a HELL of a lot of work in missions compared to the ice.
Ice tanks have it easy.
@Boerewors
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Also, I am playing an ice tank to see what the fuss is about and I must admit one thing: my granite tank is a HELL of a lot of work in missions compared to the ice.
Ice tanks rocketh.
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edited for accuracy
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We all know the penalties of Granite Armour, I presume, but lets list them just to be sure:
- Recharge Rate (-70%)
- Damage (-30%)
- Accuracy (-30%)
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Guess not but it dont matter much if people get things slightly out and other people put it right - everyone gets something wrong.
Game content doesnt have to be a problem to any tanker, primaries, secondaries, power pools and epics all can help handle a situation and then there is everyone else in the team. Each tank has enemies to which they have to be extra careful, but thats just it "careful". Different tanks outperform eachother in different ways against differing levels of different enemies so some are more challenging than others especially at certain level ranges where certain enemies are more common but thats a good thing cos some people play to be challenged, challenged as an individual or as a team. If the devs see lots of Ice/Fires levelling to 50 faster than anyone else theyd soon nerf em.
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my granite tank can easily take a whole team of dmg dealers, no trollers, no buffers and no healers through missions.
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Aoes on you will likely effect people in range of them but the point is true though, a stone tank can get around fast and can keep aggro built and played right with a decent team. Blasters can be part controllery, part debuff or have even picked up aid self or aid other and all. Its not the fact that a tanker can not get dented that matters to me its the fact that others dont get dented and it only takes one person to be not so clever (not necessarily the tank) and things can go two jellies with a cherry on top, up.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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I've always thought it has had the -ACC. I'm sure it did when I played it.
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Hasn't had -acc for ages.
50% Resistance (All but Psi)
20% Defence (All but Psi/Toxic)
Defence Debuff Resistance (About 43%)
Mag 21 Stun/Hold/Sleep/Immob Protection
Mag 10 KnockUp/KnockBack/Repel Protection
-70% RunSpeed
-65% RechargeTime (A little less than two SOs)
-30% Damage Enhancement (a little less than one SO)
-Jump, -Fly.
Mobility issues are solved by Teleport-Self, and since Tankers aren't meant to be damage dealers (and after slotting, you'll only do around 15% less actual damage) the only REAL kicker is that -65% Recharge.
If you can spare two extra Recharge SOs in your attacks + Taunt, it'll compensate for most of GA's debuffs.
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If you can spare two extra Recharge SOs in your attacks + Taunt, it'll compensate for most of GA's debuffs.
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Thanks for those figurs. All the builders I've tried still quote the -30% acc as well as the -30% damage, which as you probably know is about the same as being permanently under the effect of Darkest Night (with 2 enhances in the accuracy debuff).
With your figures there, we now only need 3 slots (1 damage SO, 2 Recharge SOs) on each applicable power to completely negate these heavy debuffs (except the movement, which is countered by Teleport, and the slots for that), which is a lot better than 4 slots per power.
However, this still means that any power players would normally choose to 3-slot with recharge, such as Hasten, Conserve Energy, and self empowerments such as build-up and self-heal, will only be the equivalent recharge of one-slot on a Stone Tank in Granite Armour. In fact, due to ED, the effect is a teeny amount lower, as the third slot of recharge is nowhere near full effect. Looking at the numbers here, it seems I would need to 4-slot recharge (under ED) on a power to have it recharge as fast as one slot would do without Granite Armour's debuff effect.
The essential points are the same therefore. Granite Armour is the absolute daddy of all shields because it comes with the absolute mother of all debuffs.
I'm not sure why so many Stone Tanks, and particularly Granite Tanks are haunting a thread about Ice Tanks to argue the facts. Maybe they had nothing else to do while waiting for Hasten to recharge.
Anyway, here's a very unusual powerset combo for an Ice Tank, using Stone Melee.
Level: 50
Archetype: Tanker
Primary: Ice Armor
Secondary: Stone Melee
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01) - Frozen Armor - EndRdx(1) EndRdx(3) DefBuf(9) DefBuf(13) DefBuf(13)
01) - Stone Fist - Acc(1) Acc(3) EndRdx(5) Dmg(9) Dmg(11) Rechg(17)
02) - Chilling Embrace - EndRdx(2) EndRdx(7) Slow(50)
04) - Heavy Mallet - Acc(4) Acc(5) EndRdx(7) Dmg(15) Dmg(15) Rechg(23)
06) - Wet Ice - EndRdx(6)
08) - Combat Jumping - DefBuf(8)
10) - Hoarfrost - Heal(10) Rechg(11) Heal(43) Rechg(45) EndRdx(45)
12) - Swift - Run(12)
14) - Super Jump - Jump(14)
16) - Health - Heal(16) Heal(17) Heal(40)
18) - Glacial Armor - EndRdx(18) DefBuf(19) DefBuf(19) DefBuf(23) EndRdx(46)
20) - Stamina - EndMod(20) EndMod(21) EndMod(21)
22) - Taunt - Taunt(22)
24) - Fault - Acc(24) Acc(25) EndRdx(25) DisDur(34) DisDur(37) Rechg(37)
26) - Energy Absorbtion - EndMod(26) Rechg(27) EndMod(27) Rechg(31) EndRdx(31)
28) - Icicles - Acc(28) EndRdx(29) EndRdx(29) Acc(33) Dmg(34) Dmg(34)
30) - Hasten - Rechg(30) Rechg(31) Rechg(42)
32) - Hibernate - Rechg(32) Rechg(33) Rechg(33)
35) - Tremor - Acc(35) Acc(36) Dmg(36) EndRdx(36) Dmg(37) Dmg(42)
38) - Seismic Smash - Acc(38) Acc(39) Dmg(39) EndRdx(39) Dmg(40) Hold(40)
41) - Stone Prison - Acc(41) Immob(42) EndRdx(43) Immob(43)
44) - Fossilize - Acc(44) Hold(45) Hold(46) EndRdx(46)
47) - Stalagmites - Acc(47) Acc(48) EndRdx(48) Rechg(48) DisDur(50)
49) - Build Up - Rechg(49) Rechg(50)
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This is an all-round build, focusing early on powerful defence, but still packing a very powerful punch with Heavy Mallet and with Seismic Smash.
Fault is a defensive attack in much the way that Ice Slick can be, making a huge difference in reducing the damage taken in those first few seconds of any mob. Tremor also has some of that function, but it is really there because its just so much fun.
This particular build is lighter on Taunt enhances than I'd usually like for a team tank, but this build can solo very effectively, so I angled it less to pure meatshielding.
Having both Stalagmites and Fault on the build once the third Epic is gained is truly excellent damage prevention, which is really what the Ice Armour set is all about anyway.
http://www.savecoh.com/
Well I am reading this thread because I am also playing a low lvl ice tank. The negative comments towards granite tanking just caught my eye and made me pause.
Here is the build for my Ice Tank until I can respec at 24.
Name: frozen idol
Level: 30
Archetype: Tanker
Primary: Ice Armor
Secondary: Ice Melee
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01) --> Frozen Armor==> DefBuf(1) DefBuf(3) DefBuf(3)
01) --> Frozen Fists==> Acc(1) Acc(13) Dmg(15) Dmg(17) Taunt(25)
02) --> Ice Sword==> Acc(2) Acc(5) Dmg(5) Dmg(7) Taunt(7)
04) --> Chilling Embrace==> Taunt(4)
06) --> Hoarfrost==> Rechg(6) Rechg(9) Rechg(11) Heal(11) Heal(13) Heal(15)
08) --> Air Superiority==> Acc(8) Acc(9)
10) --> Taunt==> Taunt(10) Taunt(17)
12) --> Wet Ice==> EndRdx(12)
14) --> Fly==> Empty(14)
16) --> Swift==> Empty(16)
18) --> Health==> Heal(18) Heal(19) Heal(19)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Glacial Armor==> DefBuf(22) DefBuf(23) DefBuf(23)
24) --> Ice Patch==> Rechg(24) Rechg(25)
26) --> Energy Absorbtion==> Rechg(26) EndMod(27) Taunt(27)
28) --> Frost==> Acc(28) Acc(29) Taunt(29)
Note that I have Air Superiority, one of the most useful melee powers in the game. I am planning to maybe respec out of it into jumping after I get Ice Patch, since this does the same but to a group and without activation.
@Boerewors
One think I've noticed about these builds is that the powers which are slotted most differently on an Ice tank are Chilling Embrace and Energy Absorption.
Chilling embrace
Ammon ice: 1xEndRdx 3xSlow 1xTaunt
The Spad: 1xEndRdx
Unthing: 1xEndRdx 1xTaunt
Ammon Stone: 2xEndRdx 1xSlow
Looks like Ammon likes his enemies running the Baywatch way. Personally I find that slow enemies slow down the fighting. I like to herd a bit and it takes ages if they can't move.
I put a Taunt in because I initially had put 2 slots there in order to deal with the endurance cost. I now realise that was unnecesary once I gained levels ( same as Wet Ice ). However I like the extra taunt in there, so when/if I ever respec I'd probably keep a taunt in CE.
Energy Absorption
Ammon Ice: 2xRechg 3xEndMod 1xEndRdx
Spad: 3xDefBuf 3xRechg
Unthing: 3xRechg 2xDefBuf 1xEndMod
Ammon Stone: 2xEndMod 2xRechg 1xEndRdx
Spad is all out defensive. I am mostly defensive with a slight end bonus. I've always used it as a defensive top up, with a end mod bonus.
Ammon has end reds and end mods and has ignored the defence. Interesting. I think it costs 13 and gives back 15 per enemy. So he's using it mainly as a endurance recovery tool.
Shame it only has room for 6 slots really. I'd love to slot it 3xDef, 3xRecharge, 3xEnd mod. Personally I think that the recharge is probably the most important aspect as you then get the benefit of both the defence and the endurance as often as possible.
@Unthing ... Mostly on Union.
Boerewors don't believe the most common hero builder stats about the endurance costs of Ice Shields, especially the first one, Frozen Armour, which costs tons more than the builder says. You will definitely need 2 end-reducers in there, and at least one in every other armour toggle or you'll be needing to pop blues all the time. Ice Armours are end-heavy, especially if you later intend to run Icicles and Focused Accuracy, which are also very endurance hungry toggles.
The really strong thing about Ice Tanks is that if you slot those few endurance reducers around, then once you have Energy Absorbtion, you'll never need RA, or rest, unless endurance drained badly. Ice Tanks and Fire Tanks are the energizer bunnies of the tanker world.
Unthing, you are right about the slows in Chilling Embrace if herding - it slows you down as much as them. However, while running in super-slow-mo, they aren't hitting or shooting, so it can act as a major extra in attack prevention (and makes enemy players physically ill in PvP, especially the stalkers ).
If you prefer not having slows in there, and never intend to PvP, then swap out the Slows for Taunts by all means, and move any extra slots to other powers. Having those slows in there however can be important when the blasters use scattering AoE attacks such as Rain of Fire, as it maximises the damage those do, and any Ice Blaster with Blizzard is going to adore you.
As for Energy Absorbtion, well, I seriously recommend any Ice Tanker at least gives a day's test to slotting Energy Absorbtion for end drain and recovery rather than defence. The defence boost from enhances since several issues back isn't that great, and it is a very small defence boost per mob anyway. However, slotting for end drain means that just 2 enemies pretty much fully recharge your endurance, every 30ish seconds. Means you can really let rip with other powers, and that end-draining opponents of lesser effect than kinetics or sappers really don't worry you. In just 2 rounds (1 minute) of holding a mob, you've drained all of them to empty, and they are back to basic and minor attacks since they don't have the power for the major ones.
In PvP, it is actually the End-drain of a well slotted Energy Absorbtion that is the most lethal power you have, and really makes the brutes and stalkers panic as all their shields drop, leaving them flopping on an Ice Patch, or stunned/held by your next attack.
Try a day slotted each way, even on the test server so as not to waste inf, and you'll probably stick with the one I use after testing for myself.
I never slot less than 2 end modifiers, and never more than one defence buff, on Energy Absorbtion. You don't even need hero stats to show you the difference, you'll notice it for yourself within 2-3 mobs, and certainly after 2-3 missions of endless endurance and no down-time.
It is particularly effective when up against EBs and AVs of course, when the most protracted fights leave everyone else screaming for blues or RA, and you're happily passing out any you've picked up.
On the numbers, IIRC, on even level mobs, Energy Absorbtion drains 35 from each enemy in AoE, and gives you 25 end for each enemy in AoE. Three slotted with end modifiers, just 2 even level foes in AoE will give you almost 100 endurance (full recharge) and they'll each have been drained of around 68 endurance in one shot. When it recharges in 30ish seconds (if two or three slotted for recharge), you'll take another 67 end off them, and they are empty. It is a massively good power.
http://www.savecoh.com/
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Boerewors don't believe the most common hero builder stats about the endurance costs of Ice Shields, especially the first one, Frozen Armour, which costs tons more than the builder says. You will definitely need 2 end-reducers in there, and at least one in every other armour toggle or you'll be needing to pop blues all the time. Ice Armours are end-heavy, especially if you later intend to run Icicles and Focused Accuracy, which are also very endurance hungry toggles.
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nofuture seems to say that Ice Armour toggles are the same cost as all the other set's toggles. My experience of the other tanker sets seems to fit with that, so do believe the hero planners. The main difference is that as Ice you have to run 4 different ones ( Frozen Armour, Chilling Embrace, Wet Ice and Glacial Armour ) rather than the more normal 3. Once you add Icicles ( or any other damage aura ) to it, that gives you far more toggles you need to run. Only Stone has more, but they are easier toggles to decide whether to run or not. Although I've never player stone seriously so someone else could be the judge of that.
Generally I find that slotting end reds in attacks is more effective in dealing with your end management than adding extras to toggles. Each attack is about 1 endurance per second rather than the minor 0.26 end per second that a toggle uses. The first end red has more effect than the second as well. However as you can only 6 slot things it is all a balancing act.
[ QUOTE ]
Unthing, you are right about the slows in Chilling Embrace if herding - it slows you down as much as them. However, while running in super-slow-mo, they aren't hitting or shooting, so it can act as a major extra in attack prevention (and makes enemy players physically ill in PvP, especially the stalkers ).
If you prefer not having slows in there, and never intend to PvP, then swap out the Slows for Taunts by all means, and move any extra slots to other powers. Having those slows in there however can be important when the blasters use scattering AoE attacks such as Rain of Fire, as it maximises the damage those do, and any Ice Blaster with Blizzard is going to adore you.
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Any enemy that is slow is one that is potentially less close to my icicles and foot stomp. However if I decide to get Ice Storm I may well change my slotting priorities. I don't PvP, as you can probably tell by my lack of ACC enhancements.
@Unthing ... Mostly on Union.
As it has been a couple of years since I last leveled a tank I thought I'd start a new one to remind myself what the early levels are like. Of course the game has changed a lot since then too.
Currently at 18 but my planned build is
Archetype: Tanker
Primary: Ice Armor
Secondary: Energy Melee
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01) --> Frozen Armor==> Empty(22)
01) --> Barrage==> Empty(1)
02) --> Chilling Embrace==> Empty(22)
04) --> Hoarfrost==> Empty(22)
06) --> Wet Ice==> Empty(6)
10) --> Bone Smasher==> Empty(10)
10) --> Taunt==> Empty(8)
12) --> Combat Jumping==> Empty(12)
14) --> Provoke==> Empty(14)
16) --> Stealth==> Empty(16)
18) --> Glacial Armor==> Empty(18)
20) --> Intimidate==> Empty(20)
22) --> Invoke Panic==> Empty(22)
24) --> Swift==> Empty(24)
26) --> Energy Absorbtion==>
28) --> Health==> Empty(28)
30) --> Build Up==> Empty(30)
32) --> Hibernate==> Empty(32)
35) --> Energy Transfer==> Empty(35)
38) --> Total Focus==> Empty(38)
I'll sort slotting as I go but it's likely to be heavy with endred and anything that takes a defence enh will be three slotted. Of course, this is all subject to change if it's not working but I won't really find that out until I hit SO levels.
With that build I hope Chilling Embrace doesn't wake people out of fear...
@Unthing ... Mostly on Union.
Had considered that which is partly why icicles is not in the build at the moment (although end issues and concept had something to do with that too). Even if it does, they will only attack once every 8 seconds.
Why? Is that the limit on feared people attacking?
@Unthing ... Mostly on Union.
As far as I know and have seen in game, yes (although the 8 seconds figure is something I picked up on the US forums ages back. I've never timed it).
Faultline, did you go for Tech origin for the early access to end-reduction SOs from Yin's store in Faultline?
Not only for tanks, I think Yin's store has finally added a small amount of tactical choice to Origin selection for all ATs. Magic Origins can get early Acc SOs, Mutant and Natural Origin characters can get early Dam SOs, Science Origin get early Recharge SOs, and Technology Origin characters can get early access to Endurance Reduction SOs.
http://www.savecoh.com/
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Crystal Clay
Level: 50
Archetype: Tanker
Primary: Ice Armor
Secondary: Stone Melee
---------------------------------------------
01) --> Frozen Armor==> EndRdx(1) EndRdx(7) DefBuf(9) DefBuf(11) DefBuf(11)
01) --> Stone Fist==> EndRdx(1) Acc(13) Dmg(15) Dmg(15) Dmg(17)
02) --> Hoarfrost==> Rechg(2) Rechg(3) Rechg(3) Heal(5) Heal(5) Heal(7)
04) --> Heavy Mallet==> EndRdx(4) Acc(13) Dmg(17) Dmg(19) Dmg(19) Rechg(37)
06) --> Wet Ice==> EndRdx(6)
08) --> Air Superiority==> EndRdx(8) Acc(9)
10) --> Chilling Embrace==> EndRdx(10)
12) --> Taunt==> Rechg(12)
14) --> Fly==> Fly(14) Fly(33) Fly(33)
16) --> Icicles==> EndRdx(16) Acc(34) Dmg(34) Dmg(34) Dmg(37)
18) --> Glacial Armor==> EndRdx(18) EndRdx(21) DefBuf(21) DefBuf(23) DefBuf(40)
20) --> Hurdle==> Jump(20)
22) --> Health==> Heal(22) Heal(23) Heal(25)
24) --> Stamina==> EndMod(24) EndMod(25) EndMod(31)
26) --> Energy Absorbtion==> DefBuf(26) DefBuf(27) DefBuf(27) Rechg(29) Rechg(29) Rechg(31)
28) --> Hasten==> Rechg(28) Rechg(31) Rechg(33)
30) --> Fault==> EndRdx(30) Acc(42) DisDur(45) DisDur(46) DisDur(46)
32) --> Aid Other==> IntRdx(32)
35) --> Tremor==> EndRdx(35) Acc(36) Dmg(36) Dmg(36) Dmg(37) Rechg(40)
38) --> Seismic Smash==> EndRdx(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(48)
41) --> Aid Self==> IntRdx(41) IntRdx(42) IntRdx(42) Heal(43) Heal(43) Heal(43)
44) --> Block of Ice==> EndRdx(44) Acc(45) Hold(45) Hold(46) Hold(48)
47) --> Ice Blast==> EndRdx(47) Acc(48) Dmg(50) Dmg(50) Dmg(50)
49) --> Hibernate==> Rechg(49)
---------------------------------------------
01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
02) --> Rest==> Rechg(2)
01) --> Gauntlet==> Empty(1)
01) --> Power Slide==> Empty(1)
---------------------------------------------
As for Energy Absorption, it goes something like this:
Base: 10*0.6 + 1 = 7%
1*DEF: 10*0.72 + 1.20 = 8.4% (+1.4)
2*DEF: 10*0.84 + 1.40 = 9.8% (+1.4)
3*DEF: 10*0.94 + 1.56 = 10.92% (+1.12)
So you do obviously get marginally less benefit from the 3rd enhancement, but then it's all pretty marginal anyway. 27.6% is your DEF before EA, so it's a question of how much better 38.51% DEF is than 34.5% (which I can't do in my head as my math-fu is dreadful). The Fire/Cold is only going from 1.0 to 8% or 11.92% so it's effectively negligible.
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[ QUOTE ]
As for Energy Absorption, it goes something like this:
Base: 10*0.6 + 1 = 7%
1*DEF: 10*0.72 + 1.20 = 8.4% (+1.4)
2*DEF: 10*0.84 + 1.40 = 9.8% (+1.4)
3*DEF: 10*0.94 + 1.56 = 10.92% (+1.12)
So you do obviously get marginally less benefit from the 3rd enhancement, but then it's all pretty marginal anyway. 27.6% is your DEF before EA, so it's a question of how much better 38.51% DEF is than 34.5% (which I can't do in my head as my math-fu is dreadful).
[/ QUOTE ]
You take 75% damage if you have 38.5% rather than 34.5% defence. However if you have combat jumping ( 3% def ) this gets better and goes to 67%. As you know the maths of defence means the closer to 45% you get the more value a single percetnage point of def has.
@Unthing ... Mostly on Union.
i am not a one trick pony
i totaly agree with boerewors,although you may think it predictable i would because i also play a "granite" tank. i do not beleive the average ice tank bags any more aggro then me from experience, as i said it could be an individual case and the ice tank in question wasnt as skilled as some of you, i explained that i was the one herding them up and grabing all the aggro and for about 3-4 radio missions i was doing this WITHOUT speed boost i DO NOT agree with the statements in some of these posts that "granite" tanks, not the usual stone tank you descibed so nobley but "granite" tanks NEED buffs such as speed boost self tp suits me fine and taunt slotted for rech and hasten is running for most mobs. if anything as i keep saying in MY experience stone tanks dont NEED any buffs to speak of but ice tanks could do with a few defence buffs.... especially if tanking +4s
i am not saying stone tankers are better then ice tanks, not at all for instance if you like to tank and are a pvp fan the stone tank is not for you the most i can do in a pvp zone is sit there and taunt any villains that go by which just annoys them and your little more then a punch bag unless you come out of granite. where as ive seen some amazing fights between brutes and ice tankers, this one between and ice/nrg tank and an invlu/ss brute was amazing and ice tanks would be a good choice for the tanker that enjoys pvp infact i rolled my own ice tank together last night just to see how he fairs during the early levels in the hollows any way my point is that all tanks have there qualitys and play styles and none of these is more skillfull then the other defence or resistance based in my opinion