My Ice Armor tanker experience
Hoarfrost and Hibernate.
I can't tell you if you'll like hibernate, but it certainly is an extremely useful survivability tool. It gives you enough time for debuffs to fade and for you to recovery health and endurance... quite often fast enough for you to continue to keep most of your taunt effects going. Hoarfrost goes a long way in mitigating spikes of damage.
No other pool resists besides tough, and I have complete confidence in telling not to bother with resist bonuses from IO sets. Tough helps, but recharge to help with hoarfrost and energy absorption is more productive than any amount of resists you can hope to acquire.
Hibernate if you havent reached that lvl yet.
At least in my experience, I depended way more on dullpain while in the pre 40 game and now that im gettin higher lvl (lvl 45 ice/stone here) im using hibernate now more for the emergency cover up.
After getting slots in dp, hibernate, and energy absorbtion and decent frankenslotting Im using EA to cap defense and when defense fails jumpin in hibernate fast. Using DP as a cover up on lesser battles.
My favorite combo is Faceplant/DebtCap with the TeamWipe Ancillary
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Hoarfrost and Hibernate.
I can't tell you if you'll like hibernate, but it certainly is an extremely useful survivability tool. It gives you enough time for debuffs to fade and for you to recovery health and endurance... quite often fast enough for you to continue to keep most of your taunt effects going. Hoarfrost goes a long way in mitigating spikes of damage. No other pool resists besides tough, and I have complete confidence in telling not to bother with resist bonuses from IO sets. Tough helps, but recharge to help with hoarfrost and energy absorption is more productive than any amount of resists you can hope to acquire. |
One other thing: don't skip chilling embrace! Not only is it a great taunt aura but it provides great mitigation, greatly reducing incoming fire.
I got Hoarfrost. I had it since my single digit lvl. I need it for obvious reason hehe . I don't have Hibernate though. I don't have a power slot for it. It's either I give up Build Up and take Hibernate...or I just use Eye of the Magus as a substitute. So far I'm ok with the Eye. And I have chilling embrace. I even have Icicles too. So IOs for Resist is useless, huh? Oh well. So far I have 55% S/L defense and 45% energy/negative energy defense. I'm usually ok unless I run into debuffing enemies. I guess I have to live life dangerously then lol :P
Thanks for the advices. I really appreciate it. Now....build up or hibernate...hmm.
What else do you have that you can't fit in hibernate?
I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.
I had a terrible time with my ice/fire build before the 40s due to power choices. I insisted on having everything from the primary aside from permafrost, taking stamina and hasten, and having all AE attacks when they became available. That makes finding room for a travel power, buildup, or additional single-target attacks rather complicated.
If it's a choice between a travel power, buildup, hibernate, or an AE, I'd reluctantly drop buildup. Dropping an AE partly defeats the purpose to playing an ice/fire, but is quite popular around here.
It might help to take tough(and maybe weave I don't know what your build is) The good news, you are fire for your melee so you are going to have to play kind of offensively and work on your damage so you can kill everything before they kill you. I suggest taking fire sword circle, combustion, and greater fire sword(and probably another AoE) that way you can attack those baddies and own them before they get the chances to debuff your defense.
Defense is always nice to have because 1 defense=2resist but defense can go away with debuffs which you are experiencing. What level are you? (I'll edit this out if I find it in the thread)
Not too familiar with ice armor, but It is high in defense and low in resist that's why I would suggest taking tough. when you get higher in level you might want to take physical perfection but I've never leveled an ice tanker that high.
Do take or at least consider my advice with fire melee, it's very important. My buddy has a 50 ice ice and he says he needs tough and weave so i suggest you check that out too.
EDIT
MAIN: Desi Boy> Level 51 Fire/Fire Tank
Super Group: C.O.R.E.
Tanking since 05'
Vigilante
well here's my ice/fire build. Any advice as to what I should remove in order to have Hibernate?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Hoarfrost
- (A) Numina's Convalescence - Heal
- (3) Numina's Convalescence - Heal/Endurance
- (15) Numina's Convalescence - Heal/Recharge
- (34) Steadfast Protection - Resistance/+Def 3%
- (43) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Kinetic Combat - Damage/Endurance/Recharge
- (3) Kinetic Combat - Damage/Recharge
- (13) Kinetic Combat - Accuracy/Damage
- (13) Kinetic Combat - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (5) Red Fortune - Defense
- (5) Red Fortune - Defense/Endurance
- (9) Red Fortune - Defense/Endurance/Recharge
- (9) Red Fortune - Defense/Recharge
- (17) Red Fortune - Endurance
- (A) Endurance Reduction IO
- (A) Obliteration - Damage
- (7) Obliteration - Accuracy/Recharge
- (7) Obliteration - Damage/Recharge
- (11) Obliteration - Accuracy/Damage/Recharge
- (11) Obliteration - Accuracy/Damage/Endurance/Recharge
- (27) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Endurance Reduction IO
- (A) Run Speed IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (17) Numina's Convalescence - Heal
- (46) Regenerative Tissue - +Regeneration
- (46) Miracle - +Recovery
- (A) Luck of the Gambler - Recharge Speed
- (19) Luck of the Gambler - Defense/Endurance
- (19) Luck of the Gambler - Defense/Recharge
- (23) Luck of the Gambler - Defense/Endurance/Recharge
- (23) Luck of the Gambler - Defense
- (A) Performance Shifter - EndMod/Accuracy
- (21) Performance Shifter - EndMod
- (21) Performance Shifter - Chance for +End
- (A) Obliteration - Chance for Smashing Damage
- (25) Obliteration - Damage
- (25) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (34) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (40) Luck of the Gambler - Defense
- (A) Armageddon - Chance for Fire Damage
- (29) Armageddon - Damage
- (29) Armageddon - Damage/Recharge
- (31) Armageddon - Accuracy/Damage/Recharge
- (31) Armageddon - Damage/Endurance
- (A) HamiO:Ribosome Exposure
- (31) HamiO:Ribosome Exposure
- (A) Luck of the Gambler - Recharge Speed
- (33) Red Fortune - Defense
- (33) Red Fortune - Defense/Endurance
- (33) Red Fortune - Defense/Recharge
- (34) Red Fortune - Defense/Endurance/Recharge
- (37) Red Fortune - Endurance
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Hecatomb - Chance of Damage(Negative)
- (39) Hecatomb - Damage
- (39) Hecatomb - Damage/Recharge
- (39) Hecatomb - Accuracy/Damage/Recharge
- (40) Hecatomb - Damage/Endurance
- (A) Gravitational Anchor - Immobilize
- (42) Gravitational Anchor - Immobilize/Recharge
- (42) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (42) Gravitational Anchor - Accuracy/Recharge
- (43) Gravitational Anchor - Immobilize/Endurance
- (A) Apocalypse - Chance of Damage(Negative)
- (45) Apocalypse - Damage
- (45) Apocalypse - Damage/Recharge
- (45) Apocalypse - Accuracy/Damage/Recharge
- (46) Apocalypse - Damage/Endurance
- (A) Ragnarok - Damage
- (48) Ragnarok - Damage/Recharge
- (48) Ragnarok - Accuracy/Damage/Recharge
- (48) Ragnarok - Accuracy/Recharge
- (50) Ragnarok - Damage/Endurance
- (A) Rectified Reticle - To Hit Buff
- (50) Rectified Reticle - To Hit Buff/Recharge
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Hm, what other 'non-traditional' secondaries might work well with Ice Armor?
A no attack "Group-Friendly" Defender is like a "Team Friendly" basketball player who won't dribble, run, or shoot, under any circumstances. "I'm a PASSER."
Energy absortion is underslotted. You could skip weave and replace those slots in EA. Slotted for defense it gave me a huge survivability increase.
Whats the defense for weave and whats the defense per mob hit with EA if slotted for defense?
It was/is a tough decision on my ice/ tank as well.
Build up at 41 and the hold from ice mastery at 44. Ill take ice storm and shiver at 47 and 49.
My favorite combo is Faceplant/DebtCap with the TeamWipe Ancillary
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Forget Icicles you are fire melee. You have enough AOEs. Also, 4 slotting Boxing. You need to six slot Weave it defense stacks with you other Def powers.
According to Mids extra defense IO in Energy Absorption doesn't make it much better after the first one. Weave provides more defense in this case. I cannot have build up at 41 because my build need fireball to be 5 slotted with a purple set. And I can't do that if I get build up at 41. I need fire mastery because I can't slot Ice storm with the ragnarvok set. I have Icicle to help me with aggro control since I do not have taunt. I was having difficulty with aggro management without it. I did 6 slotted Weave. I didn't 4 slot Tough because the extra enhancement would only increase the dmg resistance of Tough to about oh...2% more. which is a waste of slot.
I thought that EA was a endo replenisher at first as well.
Id hit that in the middle of a spawn and have negligable results raising my defense.
Slotting def/endredux/recharge IO's im seein a substantial increase to my defense.
I can soft cap using AE, with no IO's other than the def/endredux IO's.
My favorite combo is Faceplant/DebtCap with the TeamWipe Ancillary
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I do have defense slotted on EA. I just don't have 3 defense IO. I have one from LoTG +defense IO and the other is also a LoTG +recharger 7.5% that also give a bit of +defense as well. I checked on Mids that if I have 3 lvl 50 +def IO I have about maybe 2% more defense IF I hit a mob of 10. I figure I'll save the slots for something else. Since my build have a lot of +global recharge along with hasten, EA come back fast even without slotting any +recharge into it. Since I already am softcapped and beyond, I basically use EA as a way to gain endurance back because I just spam AoEs most of the time when I'm in the middle of a mob.
Then I see my HP bar drop below half after two bosses land their hits on me
My eyes widen and hit Hoarfrost and if there are debuffs on me, I'll eat a purple.
If things still going badly for me then my only defense will be my inspiration tray! lol
I do have defense slotted on EA. I just don't have 3 defense IO. I have one from LoTG +defense IO and the other is also a LoTG +recharger 7.5% that also give a bit of +defense as well. I checked on Mids that if I have 3 lvl 50 +def IO I have about maybe 2% more defense IF I hit a mob of 10. I figure I'll save the slots for something else. Since my build have a lot of +global recharge along with hasten, EA come back fast even without slotting any +recharge into it. Since I already am softcapped and beyond, I basically use EA as a way to gain endurance back because I just spam AoEs most of the time when I'm in the middle of a mob.
Then I see my HP bar drop below half after two bosses land their hits on me My eyes widen and hit Hoarfrost and if there are debuffs on me, I'll eat a purple. If things still going badly for me then my only defense will be my inspiration tray! lol |
If your defense breaks why wouldnt you want a heal/endo replenisher like hibernate?
You can get your recharge down on AE so its double stacked. Ive had soooo many buff icons from AE that I lose count. Im talkin about almost a whole row of buff icons, not just 10.
Your askin how to fit in hibernate.
Im telling you. If you drop weave, put those slots in AE, itll be a wash for your defense values. With the powerpick u save, you can grab Hibernate (with 3 recharge).
You'll be so much more survivable.
Go to test and try it out.
My favorite combo is Faceplant/DebtCap with the TeamWipe Ancillary
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I build my ice tanks for tanking, they all have hibernate and tough/weave. That's just the way I like to play them.
I've slotted EA a few different ways depending on the availability of IOs/SOs at the time. I've used 2 ea recharge, defense, end mod ... 3 recharge, 2 defense, 1 end mod...5 slotted Red Fortune 1 end mod... 1 ea Def/Recharge from each of the defense sets... 4 LOTG 2 end mod/rech. They all work fine for me, although I haven't slotted SOs since the invention system was in place.
End mods in EA aren't critical for my level 50 ice tanks so I can play around with wringing as much defense (or set bonii) as I can. By that time end management is under control.
Once I've soft capped defenses, EA becomes more insurance against my kryptonite enemies, especially if I can double stack EA for 10+ seconds with recharge set bonii / hasten. It's also an attention grabber on my ice/em who is lacking in aoes.
Then Hoarfrost if I get in trouble. Then Hibernate if there's more trouble, organize inspirations to pop after emerging. It rarely comes to that, even when it does I'm grinning because it's a challenge.
I haven't put more than 1 recharge in Hibernate since the phase timer change. I don't put slots into Hibernate unless I'm going for some specific IO set bonus.
I've slotted EA a few different ways depending on the availability of IOs/SOs at the time. I've used 2 ea recharge, defense, end mod ... 3 recharge, 2 defense, 1 end mod...5 slotted Red Fortune 1 end mod... 1 ea Def/Recharge from each of the defense sets... 4 LOTG 2 end mod/rech. They all work fine for me, although I haven't slotted SOs since the invention system was in place.
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Ok, so this particular build caught my interest, so I decided to see what I could make of it in Mids. The result is quite a good build. EA can cap def against S/L/E/N with 7 foes in range, and gets those same defenses into the 40% range off of just one foe in range. So you'll only get hit about 10% of the time. Not perfect, but with capped HP from Hoarfrost and being able to Hibernate every 60s (yeah, no phase effs that up, but you will have Hiber when you need it) you'll have pretty good survivability. Plus, EA can stack with itself, to give you even more defense.
It's a bit end heavy on its own, but EA will be up enough to cover any end issues you may have, and Hiber can always be used as a quick fix, too. Your F/C defense is on the low side, but you'll have capped Cold resists, so only Fire will give you any kind of major issues. Most Fire attacks have an S/L component anyway, so you'll be able to dodge a lot of them with your other defenses, most of the time.
Here's the build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Frozen Armor
- (A) Luck of the Gambler - Recharge Speed
- (3) Luck of the Gambler - Defense
- (3) Luck of the Gambler - Defense/Endurance
- (5) Gift of the Ancients - Defense
- (5) Gift of the Ancients - Defense/Endurance
- (7) Kismet - Accuracy +6%
- (A) Mako's Bite - Accuracy/Damage
- (A) Pacing of the Turtle - Accuracy/Endurance
- (9) Tempered Readiness - Accuracy/Endurance
- (11) Endurance Reduction IO
- (A) Obliteration - Chance for Smashing Damage
- (7) Obliteration - Accuracy/Damage/Endurance/Recharge
- (9) Obliteration - Accuracy/Damage/Recharge
- (11) Obliteration - Damage/Recharge
- (13) Obliteration - Accuracy/Recharge
- (13) Obliteration - Damage
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (15) Luck of the Gambler - Defense
- (15) Luck of the Gambler - Defense/Endurance
- (A) Jumping IO
- (A) Doctored Wounds - Heal
- (17) Doctored Wounds - Heal/Endurance
- (17) Doctored Wounds - Endurance/Recharge
- (19) Doctored Wounds - Heal/Recharge
- (19) Doctored Wounds - Heal/Endurance/Recharge
- (21) Recharge Reduction IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Healing IO
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (23) Gift of the Ancients - Defense
- (25) Gift of the Ancients - Defense/Endurance
- (A) Performance Shifter - Chance for +End
- (36) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Recharge
- (36) Performance Shifter - EndMod/Accuracy
- (A) Scirocco's Dervish - Chance of Damage(Lethal)
- (25) Scirocco's Dervish - Accuracy/Damage/Endurance
- (34) Scirocco's Dervish - Damage/Recharge
- (34) Scirocco's Dervish - Damage/Endurance
- (34) Scirocco's Dervish - Accuracy/Damage
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense/Recharge
- (27) Red Fortune - Defense/Recharge
- (33) Gift of the Ancients - Defense/Recharge
- (33) Efficacy Adaptor - EndMod/Recharge
- (33) Efficacy Adaptor - EndMod
- (A) Obliteration - Chance for Smashing Damage
- (29) Obliteration - Accuracy/Damage/Endurance/Recharge
- (29) Obliteration - Damage
- (31) Obliteration - Accuracy/Recharge
- (31) Obliteration - Damage/Recharge
- (31) Obliteration - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Doctored Wounds - Heal/Recharge
- (40) Performance Shifter - EndMod/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (40) Mako's Bite - Damage/Endurance
- (40) Mako's Bite - Damage/Recharge
- (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Crushing Impact - Damage/Endurance/Recharge
- (42) Crushing Impact - Accuracy/Damage/Endurance
- (42) Crushing Impact - Accuracy/Damage/Recharge
- (43) Crushing Impact - Damage/Recharge
- (46) Crushing Impact - Accuracy/Damage
- (A) Trap of the Hunter - Chance of Damage(Lethal)
- (43) Trap of the Hunter - Accuracy/Endurance
- (43) Trap of the Hunter - Endurance/Immobilize
- (A) Thunderstrike - Damage/Endurance/Recharge
- (45) Thunderstrike - Accuracy/Damage/Endurance
- (45) Thunderstrike - Accuracy/Damage
- (45) Thunderstrike - Damage/Endurance
- (46) Thunderstrike - Damage/Recharge
- (46) Thunderstrike - Accuracy/Damage/Recharge
- (A) Positron's Blast - Chance of Damage(Energy)
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Damage/Endurance
- (50) Positron's Blast - Accuracy/Damage
- (A) Perfect Zinger - Chance for Psi Damage
- (50) Perfect Zinger - Taunt/Recharge/Range
- (50) Perfect Zinger - Taunt/Range
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:
- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 5% Defense(Smashing)
- 5% Defense(Lethal)
- 2.81% Defense(Fire)
- 2.81% Defense(Cold)
- 6.56% Defense(Energy)
- 6.56% Defense(Negative)
- 10% Defense(Melee)
- 9.38% Defense(Ranged)
- 5.63% Defense(AoE)
- 4% Enhancement(Heal)
- 56.3% Enhancement(RechargeTime)
- 5% Enhancement(Immobilize)
- 50% Enhancement(Accuracy)
- 14% FlySpeed
- 217.9 HP (11.6%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- MezResist(Immobilize) 5.5%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 4.95%
- 13.5% (0.23 End/sec) Recovery
- 50% (3.91 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 3.13% Resistance(Negative)
- 14% RunSpeed
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Set Bonuses:
Luck of the Gambler
(Frozen Armor)
- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Frozen Armor)
- 2% (0.03 End/sec) Recovery
(Combustion)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Combat Jumping)
- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Hoarfrost)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Super Jump)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Glacial Armor)
- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Glacial Armor)
- 2% (0.03 End/sec) Recovery
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Icicles)
- 10% (0.78 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Build Up)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Energy Absorption)
- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Energy Absorption)
- 21.1 HP (1.13%) HitPoints
(Fire Sword Circle)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Incinerate)
- MezResist(Immobilize) 3.3%
- 28.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
(Greater Fire Sword)
- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Ring of Fire)
- 5% Enhancement(Immobilize)
- 35.1 HP (1.88%) HitPoints
(Fire Blast)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Fire Ball)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Taunt)
- MezResist(Terrorized) 2.75%
- 10% (0.78 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
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Scorch got the short end of the stick, sadly. With all the recharge you have, though, you'll have no shortage of attacks to use at any given time, so you won't need Scorch that often.
Hope you enjoy the build; I enjoyed making it. Sounds like a fun build to play, I may just give it a try myself.
~WP
Just my opinion, feel free to disregard...
I made a ice armor/fire melee tanker after trying out other tanker primaries like Invul, Stone, and Fire. I figure I give it a try since I've never play with a pure defense type tanker before(Shield Defense wasn't in yet when I made him).
I really like my ice tank. He's fun to play with because I have to watch out for when he get hit and his hp start to plummet faster than...well my other tanks(except maybe fire). I need to use inspirations(green and purple mostly) and temp powers like Eye of the Magus when that happens. It was kinda thrilling for me to play a tank this way. It's almost just like my SR scrapper except that I get more aggro. I have a bad habit of trying to bite off more than I can chew and ended up kissing the cold, hard floor. The fact that I can be at full health in one moment and out cold the next is what make me keep playing my ice/fire tank!
I do have a question though. Is there anything that can save me when my defense collapsed due to debuffs, bad luck, etc? Are there any resist pool powers beside Tough or some other dmg mitigation powers that I can use to lessen my demise? :P
Thank you in advance!