The Ice Man Rocketh
Most of the defence in EA comes from the unslotted power, and from overlapping the recharge of it.
I figured that I could try to constantly keep 10 foes all within the 8ft AoE and so long as I could constantly have 10 herded mobs within 8 feet of my tank, I'd be getting 21%ish from EA stacking and having 3 def slots and 3 recharge slots (and Hasten, otherwise the overlap isn't that much). But you know, without slotting for end regain, there was no way on earth I could constantly keep 10 foes in my AoE - I kept needing to rest, or at least to pause a bit.
By slotting for end regain instead, I can have 14% defence from EA as long as I can keep enough mobs around me, and I have endless endurance, fully recharging everytime I fire the EA off. Taking Weave from the fighting pool gave me another 7% def, all the time the toggle is running, and before I take the first alpha strike. I have the endurance to keep using all my toggles, powers, and hasten as much as I can, and that in real use for me was the maximum defence overall.
Slotting EA for endurance drain and regain just made the most sense in real useage I found, as it not only gave me the higher defence in protracted use, but also had the benefit of seriously reducing enemy power to attack.
As I say, give it a try yourselves sometime, as play-styles vary, and the numbers alone can't easily take that into account. Try both ways, and whatever you prefer is right for you.
http://www.savecoh.com/
Hi just reading all your different view on the ice Tanker and i am presently building an Energy / Ice Tanker myself now at lvl 32. If anyone has a good build for that posting it for me would be much appreciated.
But one question for you all is Tough and Weave a must for Ice tankers. Especialy Weave as i find it uses loads of Endurance ?
Thanks all
on my ice tank i have tough and weave, and weave does make quite a difference i noticed, its not needed though, plus with EA you wont have many endurance problems.
i have neither in my ice tank as she is at the moment, and can happily solo missions on invincible without. personally, i'd take stimulant/aid self over box/tough/weave.
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But one question for you all is Tough and Weave a must for Ice tankers. Especialy Weave as i find it uses loads of Endurance ?
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If you are going for the fighting pool the only decent power is Weave. The fighting pool is all about stacking resistance/defence on top of your existing powers. You have no Slash/Lethal resistance so Tough is pretty useless, sure you get 23% resistance, but that is not worth the endurance. Weave on the other hand is well worth the ( same amount of ) endurance, it gives 7.8% defence fully slotted which gets you very close to the hard cap. However for 3 powers and 4 slots I'm not sure it's worthwhile.
I've found that Ice is perfectly survivable without it. also quite a few defender team buff powers give a bit of defence ( shadowfall, fortitude , bubbles etc ) or a -acc debuff ( Darkest night, Flash Arrow, Tenebrous Tentacles, nightfall, Smoke Grenade ), which stack with your armours to give the same result.
If you want to improve survivabilty, apparently Aid Self is a better bet.
@Unthing ... Mostly on Union.
Ammon, so you can look at more accurate figure on anything
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My CE is 1 end 1 taunt and a 1 slow so far (for the higher levels mainly).
EA slotting should differ with different secondaries imo.
My icetank hopefully will be as pure as i can get her as ice/ice/ice with just haste and ss for an extra.
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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quite a few defender team buff powers give a bit of defence ( shadowfall, fortitude , bubbles etc ) or a -acc debuff ( Darkest night, Flash Arrow, Tenebrous Tentacles, nightfall, Smoke Grenade ), which stack with your armours to give the same result.
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Technically, team buffs that boost defence are actually miles better than Weave for an Ice Tanker, because despite the lower numbers per buff effect, at least they are of the stacking kind.
Weave defence does not cleanly stack on top of Ice defences. That is beacuse Ice armour has damage-typed defence (i.e. defence against a particular damage type such as lethal, or energy) while Weave, like Super Reflexes is positional (i.e. defence against all melee attacks, or all ranged attacks).
However, Weave does provide its defence versus attacks that Ice Armours do not, most notably toxic and fire, so although it is a lower defence against those things, well as Tesco say, every little helps.
(Super-Reflexes defences suffer from the other side of this equation, where Weave does stack with their other defences perfectly, but team buffs (with the exception of Bubbles which was specially modified to have a positional defence factor) are mostly damage-typed, and do not stack cleanly.)
http://www.savecoh.com/
I thought weave is like a purple, it grants defence to both location based as damage-based?
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It certainly does. The issue of non-stacking was resolved a whilst ago (issue 5) and it now provides both positional and damage type defence.
It is therefore an excellent addition to an ice tanks armoury, so to speak.
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quite a few defender team buff powers give a bit of defence ( shadowfall, fortitude , bubbles etc ) or a -acc debuff ( Darkest night, Flash Arrow, Tenebrous Tentacles, nightfall, Smoke Grenade ), which stack with your armours to give the same result.
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Technically, team buffs that boost defence are actually miles better than Weave for an Ice Tanker, because despite the lower numbers per buff effect, at least they are of the stacking kind.
...
(Super-Reflexes defences suffer from the other side of this equation, where Weave does stack with their other defences perfectly, but team buffs (with the exception of Bubbles which was specially modified to have a positional defence factor) are mostly damage-typed, and do not stack cleanly.)
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Weave does provide both full typed and full positional defence ( including Psi ).
I believe only team defence buffs that are specifically damage typed are the Force Field ones. Deflection Shield provides melee, smash, lethal. Insulation provides Ranged, AoE, Fire,Cold, Energy and Negative Energy.
Dispersion Bubble, like all other team buffs and Power Pool defences, provides Melee, Ranged, AoE, Smashin, Lethal, Fire, Cold, Energy, Negative Energy and Psi defence.
This was all the result of a patch to I6 ( I think ). Originally they were only going to add S/L defence to the power pools but were persuaded by the forumites.
Edit: I think it was I5 rather than I6
@Unthing ... Mostly on Union.
Hey guys, nice read that.
Got an Ice Tank at 18, and enjoying it so far. Looking forward to SO's to finally feel fully Tank-y.
Few questions though
- How long does the defense buff last on EA?
- How much more piddly defense would an extra SO in Frozen Armour give?
It's my first Tank, and I'll be going for a Stamina-less build, but was wondering if Health was really useful on a Tank, because of their higher HP's, hence higher regen rates.
Cheers chappies.
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Hey guys, nice read that.
Got an Ice Tank at 18, and enjoying it so far. Looking forward to SO's to finally feel fully Tank-y.
Few questions though
- How long does the defense buff last on EA?
- How much more piddly defense would an extra SO in Frozen Armour give?
It's my first Tank, and I'll be going for a Stamina-less build, but was wondering if Health was really useful on a Tank, because of their higher HP's, hence higher regen rates.
Cheers chappies.
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EA's DEF buff lasts for 45 seconds
The first two (even level) SOs in your armours give 20% DEF, the 3rd gives 16% and a 4th would give 3%.
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The first two (even level) SOs in your armours give 20% of the power's base DEF, the 3rd gives 16% and a 4th would give 3%.
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Edited for clarity.
So for Frozen Armour or Glacial Armour
0 enhancements 17% defence
1 SOs 20.4% defence
2 SOs 23.8% defence
3 SOs 26.52% defence
4 SOs 27.03% defence
So the 4th SO would give you 0.5% defence. You are better off using the slot as a 2nd one in Combat Jumping or Hover, it would give the same defence but to all damage types.
@Shnyet
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It's my first Tank, and I'll be going for a Stamina-less build, but was wondering if Health was really useful on a Tank, because of their higher HP's, hence higher regen rates.
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Yes, Health noticably helped my Ice Tank. I even noticed the difference when I slotted 3 slotted it with DOs at level 19. It will be less important if you have someone healing you though, my Ice tank did most of his late teens and twenties in controllerless and defenderless teams.
@Unthing ... Mostly on Union.
Whoops, I should have mentioned that.
CoX's use of percentages is not conducive to understanding
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Faultline, did you go for Tech origin for the early access to end-reduction SOs from Yin's store in Faultline?
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You know, I regret not looking at the map when I first got the game and had to choose a character name. It's starting to get confusing being named after a zone.
And I didn't know about the store, will check it out.
Oh, ignore my earlier comment about fear too. I tested it on another char and it seems that they will attack as normal if in a damaging aura. However if the damage isn't constant (ie, slap them just after they have attacked) they often ignore you. Seems a little random.