Feedback - Suggestions - Ice Armor/Elec Melee
Hero Plan by Mids' Hero Designer 1.601
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Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Frozen Armor
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Endurance/Recharge
- (43) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense/Recharge
- (48) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (37) Kinetic Combat - Damage/Endurance
- (40) Kinetic Combat - Damage/Recharge
- (40) Kinetic Combat - Damage/Endurance/Recharge
- (43) Accuracy IO
- (A) Pacing of the Turtle - Chance of -Recharge
- (3) Pacing of the Turtle - Endurance/Recharge/Slow
- (3) Pacing of the Turtle - Accuracy/Slow
- (19) Pacing of the Turtle - Accuracy/Endurance
- (37) Pacing of the Turtle - Damage/Slow
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Damage/Endurance/Recharge
- (43) Accuracy IO
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (7) Obliteration - Chance for Smashing Damage
- (7) Obliteration - Damage
- (9) Obliteration - Accuracy/Recharge
- (9) Obliteration - Damage/Recharge
- (17) Obliteration - Accuracy/Damage/Recharge
- (A) Endurance Reduction IO
- (21) Endurance Reduction IO
- (A) Numina's Convalescence - Heal
- (11) Numina's Convalescence - Heal/Endurance
- (11) Recharge Reduction IO
- (15) Recharge Reduction IO
- (A) Armageddon - Damage/Endurance
- (13) Armageddon - Chance for Fire Damage
- (13) Armageddon - Accuracy/Damage/Recharge
- (29) Armageddon - Accuracy/Recharge
- (33) Armageddon - Damage/Recharge
- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Miracle - +Recovery
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (A) Luck of the Gambler - Defense
- (23) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Endurance/Recharge
- (A) Obliteration - Damage
- (25) Obliteration - Chance for Smashing Damage
- (25) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Performance Shifter - EndMod/Accuracy
- (27) Luck of the Gambler - Defense/Endurance
- (27) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (34) Accuracy IO
- (34) Energy Manipulator - Chance to Stun
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Empty
- (A) Steadfast Protection - Resistance/+Def 3%
- (39) Aegis - Resistance/Endurance
- (39) Aegis - Resistance/Recharge
- (39) Aegis - Endurance/Recharge
- (40) Aegis - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense/Recharge
- (42) Luck of the Gambler - Recharge Speed
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (45) Obliteration - Chance for Smashing Damage
- (45) Obliteration - Damage
- (45) Obliteration - Accuracy/Recharge
- (46) Obliteration - Damage/Recharge
- (46) Obliteration - Accuracy/Damage/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Performance Shifter - Chance for +End
- (50) Performance Shifter - EndMod
- (50) Performance Shifter - EndMod/Accuracy
- (50) Performance Shifter - EndMod/Recharge
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
You should slot your PBAoEs with at least 3 Eradication (I'd use 4 for the HP boost), that will boost your E/N.E defense by 3.75% each. You can add 2 or 3 Scirocco's as well to give better enhancement and a little more regen.
I'd also take the procs out of Health and put them in Physical Perfection. That's because any enhancement you have in a power also enhances the proc. Since you can't slot Health for End Mod, it's doing nothing for the Miracle or the recovery component of the Numina's. I'd put a Numina's Heal and Heal/End in Health for the extra 12% regen.
I would also slot Energy Absorption for more recharge than you have in it there. You can make it perma quite easily (assuming you have mobs around to keep fueling it). I'd replace the Def/End with a Def/Rech for sure, and maybe slot an end mod 3 piece EndMod/Acc/Rech.
That's all that jumps out at me immediately. I'm at work so I can't actually open the build and tweak it.
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. |
I would utilize some different slotting. Looking at the build, it appears as a lvl 50 respec with no exemplaring in mind. The no travel power and order of powers chosen leads me to think this.
Going by what you have chosen I have made a few modifications to IO sets, slotting, and bonuses. My way is not the correct way, it is just how I would choose with the powers you are wanting to take.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def/Rchg(40)
Level 1: Charged Brawl -- Empty(A)
Level 2: Hoarfrost -- S'fstPrt-ResDam/Def+(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(37)
Level 4: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(15)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Chilling Embrace -- Taunt-I(A), Taunt-I(9)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-EndRdx/Rchg(17), Mrcl-Heal/EndRdx/Rchg(33), Mrcl-Heal(34), Mrcl-Rcvry+(34)
Level 16: Thunder Strike -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(43), Armgdn-Dmg/EndRdx(46), Armgdn-Dam%(46), Erad-%Dam(46)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def/Rchg(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(48)
Level 22: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(23), C'ngBlow-Acc/Dmg(23), C'ngBlow-Dmg/EndRdx(25), C'ngBlow-Acc/Rchg(25)
Level 24: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(29)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(31), S'dpty-Def/Rchg(31), S'dpty-Def/EndRdx/Rchg(31), P'Shift-EndMod(33), P'Shift-EndMod/Rchg(33)
Level 28: Boxing -- Empty(A)
Level 30: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 32: Hibernate -- Numna-Heal/Rchg(A), Numna-EndRdx/Rchg(37)
Level 35: Build Up -- RechRdx-I(A), RechRdx-I(36)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def/Rchg(45)
Level 47: Focused Accuracy -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(50), Heal-I(50), EndMod-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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YMMV---IMO
Ice Ember
I just created a Ice Armor / Electric Melee Tanker, and i'm uncertain how to build it exactly, any suggestions would be good, as well as the merits and disadvantages of choosing said sets.
But, from what my brain believes and has calculated. It'd be a insanely fun farming machine. I'd link you a build but i'm currently multi-tasking in my Inventor 10 Class. While in college, the district computers don't exactly look nicely upon me installing things. |
I think the only disadvantage from Ice Armour is the almost complete lack of protection against Fire. There is virtually no defence against Fire and you don't get any resistance except through permafrost. I tried to fit in Permafrost on my toon for this reason and as mule for the Steadfast Protection Res/Def IO.
I think the only disadvantage from Ice Armour is the almost complete lack of protection against Fire. There is virtually no defence against Fire and you don't get any resistance except through permafrost. I tried to fit in Permafrost on my toon for this reason and as mule for the Steadfast Protection Res/Def IO. |
I know how great Shield Charge is, so Lightning Rod will perform almost as well with proper grouping. I know the mobs need to be tighter to get the most damage. Again, no personal experience, just what I have read and been told.
If I was to play this build, I would take Weave as soon as I could fit it in. I based the above build on the OP's build. With my Ice/Stone, when I took Weave, it made a huge difference. However, this was a long time ago. It was before the the change to defense scaling and a long time before IO's came around. (back when Ice was da gimp and I wanted something that was rare and a challenge. I also had the fire/ice burninator...)
In short...Ice/Elec will be fine with Weave and Energy Absorption. With different IO bonus slotting, Weave is optional. Others will say it isnt needed to begin with... but opinions vary.
YMMV---IMO
Ice Ember
With EA and capped S/L, fire is not a big deal. I test my Ice/Stone and my wifes Ice/Fire on Infernals map without issue. The Stone has the advantage because of Fault and Tremor. However, the Fire melee does great as well. The fire melee does not have the mitigation, but makes up for it with the defeat speed. I have not played electric melee high enough to truly (fairly) judge it, but what I have seen from others I dont think it will be an issue.
.... If I was to play this build, I would take Weave as soon as I could fit it in. I based the above build on the OP's build. With my Ice/Stone, when I took Weave, it made a huge difference. However, this was a long time ago. It was before the the change to defense scaling and a long time before IO's came around. (back when Ice was da gimp and I wanted something that was rare and a challenge. I also had the fire/ice burninator...) In short...Ice/Elec will be fine with Weave and Energy Absorption. With different IO bonus slotting, Weave is optional. Others will say it isnt needed to begin with... but opinions vary. |
I would say Weave definitely makes slotting a lot easier and opens up options for you in terms of other set bonuses (Accuracy, Recovery, Regen, Recharge etc), as you can hit the soft cap on S/L/E/NE without but the focus on the set bonuses is very specific. Personally I would aim to have if you can as it can make things easier.
From the top:
The fifth LotG slot in Frozen Armor is unnecessary; drop the Eng/Rchg.
The Kinetic Combat sets need additional damage as well as accuracy. Any Acc/Dam from another set will do as a fifth slot, or a Acc/Dam/End or Acc/Dam/Rchg if you prefer.
Obliteration is a poor choice for a typed defense set like Ice Armor; some of the IOs are very expensive, the set has very little end reduction, and you don't get much defense for all those slots. You're currently waaay overslotted for S/L def, so as others have mentioned, the PBAoEs should be slotted with Eradication instead. I'd go with 3 or 4 Eradication, plus the Scirocco's Dervish Dam/End and Acc/Dam/End for additional end reduction and the regen bonus from the Scirocco's.
Hoarfrost is underslotted, especially for Heal. I recommend 5 slots of Doctored Wounds instead, everything but the Heal/End/Rchg.
Icicles is underslotted for end reduction. Instead of the purples, I'd frankentslot it with a mix of Multi Strike and Scirocco's. (I'd also take it much later, it's a huge end hog before Stamina.)
Health and Stamina are both underslotted and need an additional slot if possible.
Energy Absorption needs to be slotted for end mod, defense, and especially recharge. Add a couple more slots from Perf Shifter; heavy on the recharge. It absolutely does not need accuracy.
Hibernate's recharge cannot be enhanced. Drop it down to one slot and slot it with Heal or End Mod.
Tough doesn't need anywhere near that amount of end reduction; replace the End/Rchg with the Resistance IO.
Your power order is okay, though I'd move Icicles until after Stamina and put Thunderstrike in its place. But most importantly, you want Lightning Rod ASAP! So take it at 38 and delay Tough/Weave so you have room for it.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I didn't choose a travel power for a reason, mostly because I use Ninja Run, this build has no intentions of exempting down, and its very much made for 50 farming.
Thanks for the suggestions, i've never made a tanker before.
I also thought Energy Absorption required a hit check.
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: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Frozen Armor
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Endurance/Recharge
- (43) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (37) Kinetic Combat - Damage/Endurance
- (40) Kinetic Combat - Damage/Recharge
- (40) Kinetic Combat - Damage/Endurance/Recharge
- (43) Accuracy IO
- (A) Pacing of the Turtle - Chance of -Recharge
- (3) Pacing of the Turtle - Endurance/Recharge/Slow
- (3) Pacing of the Turtle - Accuracy/Slow
- (19) Pacing of the Turtle - Accuracy/Endurance
- (37) Pacing of the Turtle - Damage/Slow
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Damage/Endurance/Recharge
- (43) Accuracy IO
- (A) Eradication - Damage
- (7) Eradication - Accuracy/Recharge
- (7) Eradication - Damage/Recharge
- (9) Eradication - Accuracy/Damage/Recharge
- (9) Eradication - Accuracy/Damage/Endurance/Recharge
- (50) Eradication - Chance for Energy Damage
- (A) Endurance Reduction IO
- (21) Endurance Reduction IO
- (A) Numina's Convalescence - Heal
- (11) Numina's Convalescence - Heal/Endurance
- (11) Numina's Convalescence - Heal/Recharge
- (15) Numina's Convalescence - Endurance/Recharge
- (17) Recharge Reduction IO
- (A) Scirocco's Dervish - Accuracy/Damage
- (13) Scirocco's Dervish - Accuracy/Damage/Endurance
- (13) Scirocco's Dervish - Damage/Endurance
- (29) Scirocco's Dervish - Damage/Recharge
- (33) Scirocco's Dervish - Accuracy/Recharge
- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
- (A) Jumping IO
- (A) Numina's Convalescence - Heal
- (19) Numina's Convalescence - Heal/Endurance
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Accuracy
- (46) Performance Shifter - EndMod/Recharge
- (A) Luck of the Gambler - Defense
- (23) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Endurance/Recharge
- (A) Eradication - Damage
- (25) Eradication - Accuracy/Recharge
- (25) Eradication - Damage/Recharge
- (33) Eradication - Accuracy/Damage/Recharge
- (34) Eradication - Accuracy/Damage/Endurance/Recharge
- (36) Eradication - Chance for Energy Damage
- (A) Performance Shifter - EndMod/Recharge
- (27) Luck of the Gambler - Defense/Endurance
- (27) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Recharge Speed
- (48) Performance Shifter - EndMod
- (A) Mocking Beratement - Taunt
- (34) Mocking Beratement - Taunt/Recharge
- (37) Mocking Beratement - Taunt/Recharge/Range
- (42) Mocking Beratement - Taunt/Range
- (48) Mocking Beratement - Accuracy/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (34) Accuracy IO
- (A) Numina's Convalescence - Heal
- (A) Empty
- (A) Scirocco's Dervish - Accuracy/Damage/Endurance
- (39) Scirocco's Dervish - Damage/Endurance
- (39) Scirocco's Dervish - Accuracy/Damage
- (39) Scirocco's Dervish - Damage/Recharge
- (40) Scirocco's Dervish - Accuracy/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (42) Aegis - Resistance
- (42) Aegis - Resistance/Recharge
- (46) Aegis - Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Endurance/Recharge
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Performance Shifter - Chance for +End
- (50) Miracle - +Recovery
- (50) Numina's Convalescence - +Regeneration/+Recovery
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Still fiddling with it.
From the top:
The fifth LotG slot in Frozen Armor is unnecessary; drop the Eng/Rchg. The Kinetic Combat sets need additional damage as well as accuracy. Any Acc/Dam from another set will do as a fifth slot, or a Acc/Dam/End or Acc/Dam/Rchg if you prefer. Obliteration is a poor choice for a typed defense set like Ice Armor; some of the IOs are very expensive, the set has very little end reduction, and you don't get much defense for all those slots. You're currently waaay overslotted for S/L def, so as others have mentioned, the PBAoEs should be slotted with Eradication instead. I'd go with 3 or 4 Eradication, plus the Scirocco's Dervish Dam/End and Acc/Dam/End for additional end reduction and the regen bonus from the Scirocco's. Hoarfrost is underslotted, especially for Heal. I recommend 5 slots of Doctored Wounds instead, everything but the Heal/End/Rchg. Icicles is underslotted for end reduction. Instead of the purples, I'd frankentslot it with a mix of Multi Strike and Scirocco's. (I'd also take it much later, it's a huge end hog before Stamina.) Health and Stamina are both underslotted and need an additional slot if possible. Energy Absorption needs to be slotted for end mod, defense, and especially recharge. Add a couple more slots from Perf Shifter; heavy on the recharge. It absolutely does not need accuracy. Hibernate's recharge cannot be enhanced. Drop it down to one slot and slot it with Heal or End Mod. Tough doesn't need anywhere near that amount of end reduction; replace the End/Rchg with the Resistance IO. Your power order is okay, though I'd move Icicles until after Stamina and put Thunderstrike in its place. But most importantly, you want Lightning Rod ASAP! So take it at 38 and delay Tough/Weave so you have room for it. |
Also, I can't switch Thunder Strike and Icicles, its going to have to stay where it is. =/
|
I understand why you 6-slotted the Erads and used the Scirocco's, but keep in mind that will be really shorting yourself on endurance reduction for those two attacks and Icicles. The amount of end reduction in a Scirocco's set is fine for a regular attack, but you should really be looking for more in Icicles--50-60% end reduction is what I'd recommend. So if nothing else, put a 6th slot in Icicles for a end red common or a set IO with some end reduction. If you're determined to keep those Erad sets 6 slotted for the F/C def, you'd better try to work in some +recovery or +end somewhere. Personally, I think you'd be better off letting the F/C bonus in the Erad sets go and use Scirocco's for the last two slots.
However, overslotting your toggles for end reduction is *not* the answer, the amount of additional endurance return you'll get by doing so is tiny. If you swap out the End/Rchg for one of the defense LotGs you'll easily hit the ED cut-off for defense and have plenty of end reduction. Similarly, Wet Ice does not need two end reduction enhancements, one should be plenty.
And keep in mind that you're still way over the soft-cap for S/L def, so you could easily drop one of the KC sets for say, Crushing Impact, or simply downgrade to Smashing Haymaker, which will save you a whole lot of influence.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I've addressed this problem in the new build I've got going but, not sure about it, going to throw this one up too. With two stacks of Energy Absorption: I get 45% with 10 people around me with Fire/Cold =D
Although my heal is lacking, but.. I'd rather be soft-capped all around as the mob stays bigger then a heal, but it IS perma HP for more regen.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
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Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Frozen Armor
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Endurance/Recharge
- (43) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (37) Kinetic Combat - Damage/Endurance
- (40) Kinetic Combat - Damage/Recharge
- (40) Kinetic Combat - Damage/Endurance/Recharge
- (43) Accuracy IO
- (A) Pacing of the Turtle - Chance of -Recharge
- (3) Pacing of the Turtle - Endurance/Recharge/Slow
- (3) Pacing of the Turtle - Accuracy/Slow
- (19) Pacing of the Turtle - Accuracy/Endurance
- (37) Pacing of the Turtle - Damage/Slow
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Damage/Endurance/Recharge
- (43) Accuracy IO
- (A) Eradication - Damage
- (7) Eradication - Accuracy/Recharge
- (7) Eradication - Damage/Recharge
- (9) Eradication - Accuracy/Damage/Recharge
- (9) Eradication - Accuracy/Damage/Endurance/Recharge
- (50) Eradication - Chance for Energy Damage
- (A) Endurance Reduction IO
- (A) Numina's Convalescence - Heal/Recharge
- (11) Recharge Reduction IO
- (11) Aegis - Resistance
- (15) Aegis - Resistance/Recharge
- (17) Aegis - Endurance/Recharge
- (21) Numina's Convalescence - Heal
- (A) Eradication - Damage
- (13) Eradication - Accuracy/Recharge
- (13) Eradication - Damage/Recharge
- (29) Eradication - Accuracy/Damage/Recharge
- (33) Eradication - Chance for Energy Damage
- (48) Eradication - Accuracy/Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
- (A) Jumping IO
- (A) Numina's Convalescence - Heal
- (19) Numina's Convalescence - Heal/Endurance
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Accuracy
- (46) Performance Shifter - EndMod/Recharge
- (A) Luck of the Gambler - Defense
- (23) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Endurance/Recharge
- (A) Eradication - Damage
- (25) Eradication - Accuracy/Recharge
- (25) Eradication - Damage/Recharge
- (33) Eradication - Accuracy/Damage/Recharge
- (34) Eradication - Accuracy/Damage/Endurance/Recharge
- (36) Eradication - Chance for Energy Damage
- (A) Performance Shifter - EndMod/Recharge
- (27) Luck of the Gambler - Defense/Endurance
- (27) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (34) Luck of the Gambler - Defense/Endurance/Recharge
- (37) Luck of the Gambler - Defense/Endurance
- (42) Kismet - Accuracy +6%
- (48) Luck of the Gambler - Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (34) Accuracy IO
- (A) Numina's Convalescence - Heal
- (A) Empty
- (A) Scirocco's Dervish - Accuracy/Damage/Endurance
- (39) Scirocco's Dervish - Damage/Endurance
- (39) Scirocco's Dervish - Accuracy/Damage
- (39) Scirocco's Dervish - Damage/Recharge
- (40) Scirocco's Dervish - Accuracy/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (42) Aegis - Resistance
- (42) Aegis - Resistance/Recharge
- (46) Aegis - Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Endurance/Recharge
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Performance Shifter - Chance for +End
- (50) Miracle - +Recovery
- (50) Numina's Convalescence - +Regeneration/+Recovery
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
I suggested moving the procs to Physical Perfection because it's the enhancement that helps the proc, not the power. If you're not going to put any enhancement in there, it's not going to help it any more than putting them in Health.
I'd add a couple more slots (which would mean shuffling some powers around) and throw in a Performance Shifter EndMod, and a Numina's or Miracle Heal, depending on whether you want more regen or more recovery. That will boost both the benefit of the power itself, and the benefit of the procs.
Personally I'd take maneuevers at 49 and drop either the Kismet or LotG End/Rech from it (since you can only 4 slot a level 49 power)
The Kismet could go in Frozen or Glacial Armor, while the LotG End/Rech could just be dropped. (as fast as Energy Absorption recharges, you shouldn't ever have endurance problems)
I forgot to look at it in Mid's yesterday, I'll try to remember today and see if I can come up with something that fits your needs without changing too much.
I'm quite sure you can get more healing out of Hoarfrost while staying softcapped. I might be able to do it cheaper as well (Kinetic Combat is expensive)
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. |
Ishaila, evidently you're determined to keep all those Eradication sets and that's your call, even though I honestly think it's a bad one. But fair warning, 6-slotting Icicles with Eradication is a flat-out terrible choice. Sure, EA will help you with endurance recovery, but not enough to offset two attacks and a .52 EPS damage toggle with just 15% end reduction.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I just created a Ice Armor / Electric Melee Tanker, and i'm uncertain how to build it exactly, any suggestions would be good, as well as the merits and disadvantages of choosing said sets.
But, from what my brain believes and has calculated.
It'd be a insanely fun farming machine.
I'd link you a build but i'm currently multi-tasking in my Inventor 10 Class. While in college, the district computers don't exactly look nicely upon me installing things.