Will we ever get an Ice Melee revamp?


Acemace

 

Posted

Alright I dont know about you guys but I have an urge to play an ice melee tanker, problem is, ice melee blows! Ice melee got a tiny buff not to long ago but IMO, not enough, but a solid start.
First off I think ice melee needs to take a step in the more 'smashy' direction. Meaning focus more on frozen fist type powers. I think frost is the first thing that needs to go. Replacing it with a single target damage power would be an excellent idea! Also (this is just me) I think ice sword should be ditched for another single target power, but with the frozen fist type animation.
And here is the biggy id love to see! Ditch frozen touch for a much more fun and unique power, a combo of sheild charge and thunderstrike if you will. The point would be to target an enemy and when the power activates, you nearly fly to the target and beat him with an icy fist! (sort of like johnny cage in MC) This would then cause an aoe effect like thunderstrike but the targeted enemy takes more damage!
This is just a few ideas, id love to see this sub par powerset be revamped and not simply buffed! Anyone else feel the same as I? If so post your ice melee fixes!!


 

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I cant believed you misspelled MK


 

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Quote:
Originally Posted by Alamo View Post
Alright I dont know about you guys but I have an urge to play an ice melee tanker, problem is, ice melee blows! Ice melee got a tiny buff not to long ago but IMO, not enough, but a solid start.
First off I think ice melee needs to take a step in the more 'smashy' direction. Meaning focus more on frozen fist type powers. I think frost is the first thing that needs to go. Replacing it with a single target damage power would be an excellent idea! Also (this is just me) I think ice sword should be ditched for another single target power, but with the frozen fist type animation.
And here is the biggy id love to see! Ditch frozen touch for a much more fun and unique power, a combo of sheild charge and thunderstrike if you will. The point would be to target an enemy and when the power activates, you nearly fly to the target and beat him with an icy fist! (sort of like johnny cage in MC) This would then cause an aoe effect like thunderstrike but the targeted enemy takes more damage!
This is just a few ideas, id love to see this sub par powerset be revamped and not simply buffed! Anyone else feel the same as I? If so post your ice melee fixes!!
With the recent bring out of the mothballs of my Ice/Ice tanker (lvl 40/41)...I have to agree. Ice Melee needs some tweaks, but I wouldn't go as far as you have suggested.

#1) Increase Frozen Aura's radius to match Foot Stomp

#2) Increase GIS's damage! If this means higher end cost and longer recharge okay. But make it worth taking.

#3) Give Frozen Fists the Barrage treatment. Which will basically turn Frozen Fists and Frozen Sword into identical powers, except one is Cold/Smashing the other Cold/Lethal.

#4) Increase the range on Frost to 15ft. OR Increase Ice Patches number of effected foes to 10 and increase it's radius to match Foot Stomps.

This is what I would like to see done. I'm not holding my breath. Though I do hold out hope for Frozen Fists getting the Barrage Treatment.


BrandX Future Staff Fighter
The BrandX Collection

 

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Would you also like a laser-guided satellite that scratches your butt for you?

Seriously, while I don't disagree with the principle - that ice melee merits buffing - all your suggestions are unfeasible.


 

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Quote:
Originally Posted by Alamo View Post
Alright I dont know about you guys but I have an urge to play an ice melee tanker, problem is, ice melee blows! Ice melee got a tiny buff not to long ago but IMO, not enough, but a solid start.
First off I think ice melee needs to take a step in the more 'smashy' direction. Meaning focus more on frozen fist type powers. I think frost is the first thing that needs to go. Replacing it with a single target damage power would be an excellent idea! Also (this is just me) I think ice sword should be ditched for another single target power, but with the frozen fist type animation.
And here is the biggy id love to see! Ditch frozen touch for a much more fun and unique power, a combo of sheild charge and thunderstrike if you will. The point would be to target an enemy and when the power activates, you nearly fly to the target and beat him with an icy fist! (sort of like johnny cage in MC) This would then cause an aoe effect like thunderstrike but the targeted enemy takes more damage!
This is just a few ideas, id love to see this sub par powerset be revamped and not simply buffed! Anyone else feel the same as I? If so post your ice melee fixes!!
Seriously? Really, seriously?

The changes to Ice Melee that happened before were of much bigger significance than you seem to make them out to be. Also, you seem to be under some serious misunderstandings about Ice Melee, and what it's supposed to be.

1) Frost is a great AoE. It's pure cold damage, and not much in the game resists or has Defense to cold. It's a decent cone now, and very wide. It's not hard to get multiple enemies in it, especially if you position yourself well. Replacing this with a single-target attack would be a huge nerf.

2) You can have my swords when you pry them from my cold, dead hands. Maybe with power customization in the future you can make it into a fist attack, but please don't offer an improvement for yourself that would take away the fun for someone else. I LIKE the sword powers.

3) Frozen touch is a great hold power combined with your highest DPA in the set. This is one of the only 'must-take' powers in the set, I feel. Making this into something that is just like two other powers doesn't make it any more 'unique.'

4) Ice Melee is supposed to be the control-heavy set. That is what it is based on. You've basically just gotten rid of one of the best controls it has, stripped it of some AoE potential, and tried to make it just like every other set. No thank you.


If anything, GIS's damage does need to be increased, to make it not suck. That's really the only change that needs to happen to the Ice Melee set. But the set is otherwise fine. I'm sorry that you feel like it should be a more "smashy" set, but if you wanted that feeling, you can take other sets, like Super Strength, or Stone Melee. Please leave me my control-heavy set, which is why I took it in the first place.


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

 

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Quote:
Originally Posted by Aett_Thorn View Post
If anything, GIS's damage does need to be increased, to make it not suck. That's really the only change that needs to happen to the Ice Melee set.
I completely agree with this. It seems like such a small tweak after all IMs been through, but just one last adjustment would really help the set.




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All Ice Melee needs is a *little* more damage and for the slow & -recharge effects on the attacks to be increased a little (enough so that you notice it at times other than when you're chasing a fleeing foe and catch up to it a second or two sooner than usual).


 

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Please see my IM guide in my sig for my very detailed take on IM, which is to say, it's FINE.

I'd love an increase in GIS's damage to make its ST damage not so suck, but considering where it falls in the tanker ranks for AoE damage (4th) and control/mitigation (1st), I can live w/last place for ST damage. Cuz, you know, *something* has to be last. IM is very well balanced for the tanker AT, and quite frankly more effective than most.


An Offensive Guide to Ice Melee

 

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I must admit that I semi-retired my Ice Melee tanker with a free server transfer.

I had intended the character to be a pure melee controller, with a Swiss Army Knife set of different tools to use, so I made a Dark Armor/Ice Melee tanker.

But I found the character difficult to level and play. Dark Armor really requires a secondary with specific synergies to the tools it provides, since on their own they are quite weak in magnitude and do not justify their endurance or other costs on their own merits. Ice Melee was not providing that synergy.

Ice Melee is strong enough on control versus a lot of content itself. But it is all but useless on the main occupation of my 35+ levelling tankers --- running ITFs. The Romans just don't slip and fall well. So that tanker was fairly painfully squishy in there.

These are the result of my not choosing carefully, I think, more than they are problems with the set itself. And it isn't the disgrace that my Fire/Energy Melee tanker turned into, when the two sets once performed quite adequately together and no longer do. Shields/Ice, Ice/Ice, and Stone/Ice would all be better choices.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

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Once the set is proliferated to someone (anyone), I have a feeling GIS will see an improvement in some way. If you increase it enough, the set would probably be really really great. As is, I think the set is all right. I never had an issue defeating things slower if the danger of defeat is next to nothing.


 

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It's entirely possible that GIS is deliberately weak, as the rest of the set is considered to be gaining 'more' than it otherwise would.


 

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I really don't think /Ice needs looking at anymore.


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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Quote:
Originally Posted by Alamo View Post
First off I think ice melee needs to take a step in the more 'smashy' direction. Meaning focus more on frozen fist type powers. I think frost is the first thing that needs to go. Replacing it with a single target damage power would be an excellent idea! Also (this is just me) I think ice sword should be ditched for another single target power, but with the frozen fist type animation.
I would have wanted to go the other way. I'm very disappointed that the set doesn't have an AOE ice sword attack. (If only for the sake of style.) The only AOE Ice sword in the whole game is the Dominator set, so that's the only Ice Melee set I enjoy playing.


 

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We were asking for Ice Sword Circle for tanker Ice Melee for ages. They gave us Foot Stomp damage in FA instead. I'm reasonably happy with that.


An Offensive Guide to Ice Melee

 

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Change frost to a PBAoE(Frost Burst, hehe!) that works like Spine Burst....except throws out ice shards...



Freedom Bound!!!

 

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Quote:
Originally Posted by BrandX View Post
With the recent bring out of the mothballs of my Ice/Ice tanker (lvl 40/41)...I have to agree. Ice Melee needs some tweaks, but I wouldn't go as far as you have suggested.

#1) Increase Frozen Aura's radius to match Foot Stomp

#2) Increase GIS's damage! If this means higher end cost and longer recharge okay. But make it worth taking.

#3) Give Frozen Fists the Barrage treatment. Which will basically turn Frozen Fists and Frozen Sword into identical powers, except one is Cold/Smashing the other Cold/Lethal.

#4) Increase the range on Frost to 15ft. OR Increase Ice Patches number of effected foes to 10 and increase it's radius to match Foot Stomps.

This is what I would like to see done. I'm not holding my breath. Though I do hold out hope for Frozen Fists getting the Barrage Treatment.
I totally agree with 1, 2 and 4. Frozen Fists be like Stone Fists, 4 sec rech instead of 3 and better damage.


 

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Originally Posted by Kioshi View Post
I totally agree with 1, 2 and 4. Frozen Fists be like Stone Fists, 4 sec rech instead of 3 and better damage.
I actually like the idea of making Barrage an exact copy of Ice Sword on the basis that it would make Ice Melee different from other sets.

The other sets (at least when they're the Primary), one would decide, do I pick this attack or this attack and it's usually based on DPA/DPS strings.

With the change I'd like to see, you're good with either, it comes down to "Do I want Lethal or Smashing damage" or "Do I want fists or sword" or "Do I grab both?"

For a Tanker (imo), they just come down to two okay attacks one could use.


BrandX Future Staff Fighter
The BrandX Collection

 

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I want alternate animations for the Swords. With Frost, Frozen Aura, and Freezing Touch, I really dont like seeing GIS. I dont use it anyway because the damage is pitiful.

GIS still needs to be buffed. The slow animation time is horrible for the small amount of damage.


YMMV---IMO
Ice Ember

 

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Quote:
Originally Posted by NuclearMedicine View Post
I completely agree with this. It seems like such a small tweak after all IMs been through, but just one last adjustment would really help the set.


Someone summon Tundara.



-too damn funny IE.






 

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I can see why people cry for a Ice Melee change.

Its because they dont want to use a power set that requires you to aim a Cone, or clump a mob to use the very nice AoEs it has in it.Most players fall into the Massive AoE builds, or the Massive ST builds.I rarely see many players other then my self that try to balance for both.

A prime example is when a Player builds a Scrapper thats either all AoE, or barly to no AoE at all.

Elec/SD, Spines/FA, and Spines/Dark are all combonations many people play with when it comes to a AoE built Scrapper.Others build Kat/WP, Claws/Regen, and DM/Invl are examples of ST built Scrappers.

I use this example to show the diffrence between what 1 player does, vs the other.Its all too commonly either/or, and nothing else.

From what iv seen, is that Super Strength is highly popular due to Footstomp doesnt have to be aimed.Its got a wide enough radius to where someone can continue to listen to there music blaring from there speakers, and have the ability to turn around and continue watching there favorite Reality and Talk Shows with out having to put effort into there playing.

Iv had people say Super Strength has Superior AoE capability then half the other Melee sets for Tankers, and even throw up a DPS chart to try and prove it to me.Failing misserably with trying to tell me the AoE of Super Strength beats all the AoE and Cones Axe has for a Tanker.Simply by pointing out the Radius of Footstomp.

I have a Ice/Ice Tanker that I rather enjoy.Its got massive debuffing capability, and its damage isnt bad at all.Then again, I acctually pay attention to the game when I play it, so Frost and Frozen Aura by no means need any boosts.

Its easy enough to herd a mob around a corner, or simply strife sideways and trigger Frost and hit the max allowed for the power.Theres no way it needs help.Same goes for Frozen Aura.When you get right down to it, its radius doesnt need a increase, because its ment to be used in a Tanking situation, where all the Agro is on you to begin with.If you play a Ice/Ice build like I do, theres no issues with things sticking to you like that.Its a amazing thing to see me never lose agro at any point after clumping a mob.

Ill say it once, and ill say it again.

Radius means nothing when youv got the agro.


 

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Quote:
Originally Posted by Fire_Minded View Post


Iv had people say Super Strength has Superior AoE capability then half the other Melee sets for Tankers, and even throw up a DPS chart to try and prove it to me.Failing misserably with trying to tell me the AoE of Super Strength beats all the AoE and Cones Axe has for a Tanker.Simply by pointing out the Radius of Footstomp.


 

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Main buff I would like to see is the ability to make my ice powers yellow.


 

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Originally Posted by HelinCarnate View Post
Main buff I would like to see is the ability to make my ice powers yellow.
Why?**



**I already know why, I just want to see you self condemn your request


 

Posted

Ok now for my real answer

This shows similar attacks to GIS

GIS Recharge 10, End 10.2, Damage 87.2 Cast time 2.33
Gash Recharge 10, End 10.2, Damage 87.2 Cast time 1.5
Siphon Life Recharge 10, End 12 (due to heal), Damage 87.2 Cast time 1.93
Jawbreaker Recharge 10, End 10.2, Damage 87.2 Cast time 1.83

The main difference is the activation time as well as when you get the power. I could go for a remake of the animation to speed it up to less than 2 seconds but an increase in damage would only happen with an increase in endurance cost and recharge time.

Other than the low DPA, the main reason (I believe) that people assume GIS should do more damage is the fact that it shares the animation with Cleave, GFS and Shatter. All of wich do more than 100 base damage. A change to perhaps the Jawbreaker animation would help with that perception.

Also a change from Frozen Fists (plural) to Frozen Fist (singular) would be nice as most other sets with a 3 second recharge attack have an anmiation of 1 second or less.

The only other changes to how the powers would I would suggest would be to give the DoTs on the Frost and Freezing Touch the Midnight Grasp treatment. Put most of the damage up front with a smaller dot at the end.


 

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The Ice Melee revamp had already happened and imo was good enough. I cldn't care much about DPA when if I attack something I know I am reducing their DPS. It's swings and roundabouts. I am happy as is, happier without having everything.


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.