Ice/Ice baby!


Aett_Thorn

 

Posted

Thinking of starting an ice tank, since its easy to soft cap lethal/smashing def. Got an idea of what i want in mids, the numbers look good but i got 2 questions.

1. Is it fun to play?

2. Any problems with certain enemys? (its lacking in resists)

Any other info would be very helpful, could post my build but want iron out a few things first. thanks all


Johnnycash-''Morning bright eyes!!''
Mrs johnnycash-''P*****F im sleeping''

 

Posted

Quote:
Originally Posted by jonnycash View Post
Thinking of starting an ice tank, since its easy to soft cap lethal/smashing def. Got an idea of what i want in mids, the numbers look good but i got 2 questions.

1. Is it fun to play?

2. Any problems with certain enemys? (its lacking in resists)

Any other info would be very helpful, could post my build but want iron out a few things first. thanks all
1) I always had fun playing mine, and that was before IOs or anything like that came out. It is low on damage until about level 38, though. Still, good control, and good defenses, plus near-unlimited endurance past level 27 or so.

2) Enemies with large +ToHit values are always tough, so the DE quartzes, and the Rularuu eyeballs can be a pain. Things like that. Fire-using enemies can sometimes be tough, but not overly so, I've found.


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

 

Posted

I Agree with Aett, plus atm not to many Ice build running around. The DE quartz is really the one I had trouble with. Like many things it helps with a team that has some understanding some deaper workings with the game.


 

Posted

Quote:
Originally Posted by Dissolution View Post
The DE quartz is really the one I had trouble with. Like many things it helps with a team that has some understanding some deaper workings with the game.
Oddly they were a problem for me on one team with a Shield Tanker. Take out the Guardian in advance ie get the controller to hold them at the very least. I whack a mole with clobber. Oh and never, or try not to combine two DE groups. Sometimes people are in there, in perception range of group two and getting their aggro count (yours may be full) and in your duties you end up trying to deal with a mix of the two groups I know but it's not the healthiest option.


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.

 

Posted

Quote:
Originally Posted by jonnycash View Post
1. Is it fun to play?
Watching any other tanker on your team complain that they can't pull aggro from you is always a plus. I just tell PuG teams right up front that I "inhale aggro like a wind tunnel" and then let them figure it out for themselves as play proceeds. I've even told Empath/* Defenders that they should feel free to Offend as the situation permits, if I'm not getting beaten on too hard (which they really appreciate for some reason).

Quote:
Originally Posted by jonnycash View Post
2. Any problems with certain enemys? (its lacking in resists)
DE Quartz Emanators (+ABSURD! ToHit Buff)
Rularuu Eyeballs (Defense Debuff) and Rularuu Wisps (Psionic Damage)
Level 54 Rikti
Arch-villains (various) who can 2-shot you without breaking a sweat
Cimeroran Traitors (potential for cascading Defense Debuffs when dogpiled)


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

 

Posted

Quote:
Originally Posted by jonnycash View Post
Thinking of starting an ice tank, since its easy to soft cap lethal/smashing def. Got an idea of what i want in mids, the numbers look good but i got 2 questions.

1. Is it fun to play?

2. Any problems with certain enemys? (its lacking in resists)

Any other info would be very helpful, could post my build but want iron out a few things first. thanks all
1: I've always had fun with mine. Well, that is a lie. Leveling was such a pain back in the day. You kids have it sooooo easy compared to the old days. Why, back in my day we had to take power pools to do damage! And don't get meh started on defense!

/em waves cane in the air.




Oh yeah, also; Heya! I'M BACK! How's everyone been?

=. .=


 

Posted

In all likely hood, yes. I've been getting a feel for my characters again. I really felt lost and aimless when I left. It was odd. For so long I'd had a goal and when it finally was achieved it was a big, 'What now?'. Maybe now I'm back I can just relax and have fun.

/hugs Frozen Footstomp

Oh, what's a good build for Ice/Ice these days? <- blatant attempt to stay on-topic.


 

Posted

thanks for all the replys guys, heres the build i did in mids, please tell me what you think good or bad

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Ice ice baby!: Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(15), RedFtn-EndRdx(15)
Level 1: Frozen Fists -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(37), S'ngH'mkr-Dmg/Rchg(46), S'ngH'mkr-Dmg/EndRdx/Rchg(46), Acc-I(46)
Level 2: Hoarfrost -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(3), RgnTis-Heal/Rchg(3), RgnTis-Heal/EndRdx/Rchg(5), RgnTis-Regen+(5), RechRdx-I(7)
Level 4: Ice Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(34), S'ngH'mkr-Dmg/Rchg(39), S'ngH'mkr-Dmg/EndRdx/Rchg(39), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Dmg/Rchg(40)
Level 6: Wet Ice -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 8: Permafrost -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(9), TtmC'tng-EndRdx/Rchg(9), TtmC'tng-ResDam/EndRdx/Rchg(11), TtmC'tng-ResDam(39), TtmC'tng-EndRdx(48)
Level 10: Frost -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(40), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43)
Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(13)
Level 14: Super Jump -- Jump-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A), Heal-I(19), Heal-I(19), Numna-Regen/Rcvry+(34), Mrcl-Rcvry+(34)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(33)
Level 22: Glacial Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(33), RedFtn-EndRdx(33)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Energy Absorption -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(27), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(29)
Level 28: Chilling Embrace -- EndRdx-I(A), EndRdx-I(50)
Level 30: Ice Patch -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Rchg(42), Sciroc-Dmg/Rchg(48), Sciroc-Acc/Dmg(48)
Level 35: Greater Ice Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(36), S'ngH'mkr-Dmg/Rchg(36), S'ngH'mkr-Dmg/EndRdx/Rchg(36), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/Rchg(37)
Level 38: Boxing -- Acc-I(A)
Level 41: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42), S'fstPrt-ResKB(42)
Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Taunt -- Taunt-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet

Code:
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As long as the powerset is fun, im a happy chappy!


Johnnycash-''Morning bright eyes!!''
Mrs johnnycash-''P*****F im sleeping''

 

Posted

I would not take Permafrost that early especially cuz u do not really need it. Only the base slot is pretty kewl for the Steadfast 3% Def


 

Posted

Yeah, definitely either skip Permafrost or delay it to the forties. Chilling Embrace, however, needs to be taken by level 10. Though I haven't played Ice Melee, it's my understanding that Frozen Aura has improved considerably, and should be included in a Ice Melee build. If there's nothing else you want to drop, I'd drop Permafrost in order to get FA.

As for the slotting, where to start?

Glacial and Frozen Armor are way overslotted; there are better ways to get the small E/NE bonus it offers, so drop the End and End/Rchg slots. I'm not a fan of Red Fortune in general, I think GotA and LotG have better bonuses if you can afford them, but that's your call.

If you're going to add one additional slot to Smashing Haymaker, try an Acc/Dam or Acc/Dam/End from another set.

Wet Ice is a toggle, and doesn't need recharge. Put an End Red in the base slot and leave it at that.

Chilling Embrace doesn't need more than one End Red, so leave it at the base slot unless you want to slot it with a set. (If you do, Curtail Speed has a small 4-slot S/L def bonus that might be worth getting.)

The added def for slotting CJ is pretty small; I'd recommend slotting both CJ and SJ with 2 Blessing of the Zephyr for the E/NE bonus. Without the Red Fortune bonuses, either two sets of BotZ or one of Eradication in either Icicles or Frozen Aura will get you to the soft-cap for E/NE.

Energy Absorption can and should be slotted for defense as well as end mod. If you don't want to bother with a set, add another slot, drop one of the Efficacy Adaptors, and just stick a couple of common Defense IOs in it.

Icicles is underslotted, especially for end reduction. It is a very high-end toggle and should be slotted for at 50-60% end reduction. You might want to frankenslot with Scirocco's and Multi Strike to make sure you get enough end red, accuracy, damage, etc.

Tough is very underslotted for resistance, and the -KB IO is completely unnecessary since Wet Ice takes care of KB protection. Keep the Steadfast +Def, add another slot, and replace the other two Steadfast with a higher level resistance set. If you're already soft-capped for S/L/E/NE, Aegis is a good choice since it provides a nice F/C bonus for three slots.

If you take Frozen Aura, (and I think you should) it would be a good place to put 3 slots of Eradication for the E/NE bonus. Erad is low on end red, so add another couple of slots from Scirocco's Dervish or Multi Strike to make sure it's fully slotted.

Hope that helps! My experience with Ice Melee is very limited, so hopefully one of the IM experts like Aett or Tundara can give you some advice on the attacks.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Finduilas View Post
Yeah, definitely either skip Permafrost or delay it to the forties. Chilling Embrace, however, needs to be taken by level 10. Though I haven't played Ice Melee, it's my understanding that Frozen Aura has improved considerably, and should be included in a Ice Melee build. If there's nothing else you want to drop, I'd drop Permafrost in order to get FA.

As for the slotting, where to start?

Glacial and Frozen Armor are way overslotted; there are better ways to get the small E/NE bonus it offers, so drop the End and End/Rchg slots. I'm not a fan of Red Fortune in general, I think GotA and LotG have better bonuses if you can afford them, but that's your call.

If you're going to add one additional slot to Smashing Haymaker, try an Acc/Dam or Acc/Dam/End from another set.

Wet Ice is a toggle, and doesn't need recharge. Put an End Red in the base slot and leave it at that.

Chilling Embrace doesn't need more than one End Red, so leave it at the base slot unless you want to slot it with a set. (If you do, Curtail Speed has a small 4-slot S/L def bonus that might be worth getting.)

The added def for slotting CJ is pretty small; I'd recommend slotting both CJ and SJ with 2 Blessing of the Zephyr for the E/NE bonus. Without the Red Fortune bonuses, either two sets of BotZ or one of Eradication in either Icicles or Frozen Aura will get you to the soft-cap for E/NE.

Energy Absorption can and should be slotted for defense as well as end mod. If you don't want to bother with a set, add another slot, drop one of the Efficacy Adaptors, and just stick a couple of common Defense IOs in it.

Icicles is underslotted, especially for end reduction. It is a very high-end toggle and should be slotted for at 50-60% end reduction. You might want to frankenslot with Scirocco's and Multi Strike to make sure you get enough end red, accuracy, damage, etc.

Tough is very underslotted for resistance, and the -KB IO is completely unnecessary since Wet Ice takes care of KB protection. Keep the Steadfast +Def, add another slot, and replace the other two Steadfast with a higher level resistance set. If you're already soft-capped for S/L/E/NE, Aegis is a good choice since it provides a nice F/C bonus for three slots.

If you take Frozen Aura, (and I think you should) it would be a good place to put 3 slots of Eradication for the E/NE bonus. Erad is low on end red, so add another couple of slots from Scirocco's Dervish or Multi Strike to make sure it's fully slotted.

Hope that helps! My experience with Ice Melee is very limited, so hopefully one of the IM experts like Aett or Tundara can give you some advice on the attacks.
This...all of this.

Frozen Aura is pretty much a key power now, and should be taken at level 38, no later.


That being said, there are two things that I will add to Finduilas's excellent advice:

1) Ice Melee is a control-heavy set. As such, I like to take Ice Patch much earlier. Although the animation is long, the power is fun, and can definitely help your survivability in certain situations, even if you have soft-capped Defenses. Also, Ice Patch only needs one RecRed in it to be perma'd, especially with a high-level IO in it.

2) Frozen Touch. This is a great power. It's got better DPA and DPS than Greater Ice Sword, IIRC, plus it has the Hold component to it. I would choose Frozen Touch over GIS any day of the week.


One other thing that is more of a recommendation, is that Hoarfrost is a pretty bad place for any sort of Proc. Since it's a click power, the +Regen will go for 120 seconds after you click it. Since you won't need Hoarfrost up all of the time, and it's a waste to use it just for the +Regen effect, I'd say that you could move that Proc to one of the slots in Health.

Hope this helps a bit. And Finduilas, definitely good advice there.


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

 

Posted

How does Ice synergize with Electric Melee? I tried Ice/Ice and rerolled almost immediately (couldn't stand the Frozen Fists animation, I don't like Barrage much either, unfortunately I have to deal with Slash because I'm not dropping it)

So far I like it, but it's a whole whopping level 3 right now.

I know that by going Electric instead of Ice I'm giving up some control, but is the extra AoE potential worth the trade, especially in the late game? If Ice Melee got Ice Sword Circle like Icey Assault I'd be all for it (I like that power for some reason, even if the damage IS crap)

On the build posted: No taunt aura until level 28, and no Taunt until 47? Your ability to hold agro will suck until 28 like that, which is a shame for an Ice tank. You'll be fine at level 50, but if you ever exemp you're going to have serious problems with agro management.

I'd go with 4 Kinetic Combats and a couple Crushing Impacts in the single target attacks, but that's just me (and they're more expensive than they really should be right now)

I'm planning on throwing 4 Eradications in Icicles and probably a couple generic EndReds. I know I only need 3 for the E/NE defense, but I want the HP bonus too. (Thunder Strike and Lightning Rod will get a similar treatment, but that doesn't really apply to the topic of Ice/Ice)


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
How does Ice synergize with Electric Melee? I tried Ice/Ice and rerolled almost immediately (couldn't stand the Frozen Fists animation, I don't like Barrage much either, unfortunately I have to deal with Slash because I'm not dropping it)

So far I like it, but it's a whole whopping level 3 right now.

I know that by going Electric instead of Ice I'm giving up some control, but is the extra AoE potential worth the trade, especially in the late game? If Ice Melee got Ice Sword Circle like Icey Assault I'd be all for it (I like that power for some reason, even if the damage IS crap)
[...]
Well, I think it synergizes quite well, as you have knockdown like in SS or Axe or IM.
Also I think it´s nice to do as the following:
1st Mob -->run in, taunting with the auras and then -->2nd Mob -->Give them the glorious feeling of LR and TS and you have 2 groups herded where in the second the minions and eventually lts are down so you do not reach over tauntcap. And I also would like to have Ice Sword Circle on other ATs (Blaster, Tank).
I really like it on my dom especially cuz it´s a permadom and I got some procs in it so I don´t think that this powers dmg is crap...