Will we ever get an Ice Melee revamp?
10 Melee Sets
For AOE thanks to rage and footstomp together SS beats out.... 1 Stone 2 Ice 3 Energy 4 Electric 5 Dark To me that seems like SS has better AoE capability than half the other tanker sets. |
AoE order is:
Fire > SS (or Elec) > Elec (or SS) > Ice > everything else.
Why you have Elec & Ice lumped together w/EM, Stone & Dark (3 three AoE bottom feeders), I have no idea. It's not even close, really.
An Offensive Guide to Ice Melee
As one of the people ( Tundara, Molar_Mauler, Ice_Ember, Wonderslug, and Aett_Thorn ) who fought for the most recent Ice Melee changes and has multiple Ice Melee tankers since launch, I have to say the only change that should be asked for is Greater Ice Sword to have another look. Ice Melee is about control and the only reason we asked for the changes were due to some of its control being reduced due to target cap changes "see Ice Patch target cap changes" and Frozen Aura being mostly worthless and an automatically skippable power way back when. With the Frozen Aura changes and Frost being (bare with me) used intelligently, Ice Melee does very well with multiple targets.
If I were to consider realistic options to improve Ice Melee this would be my list. For myself most of these besides GIS are QOL changes.
Either increase GIS damage from 87.2 to 108 (at 50) or decrease its activation from 2.33 seconds to 1.86 seconds and the recharge time from 10 seconds to 8 seconds. (Just a note, a power called Greater Ice Sword should be "Greater" then Ice Sword. )
Make Freezing Touches damage non DOT or frontload most of it like the Midnight Grasp change.
Frontload or split Frosts DOT into only 2 ticks of damage over 3 seconds instead of 6 ticks over 5 seconds .
Overall Ice Melee is performing much better then it used to. I am not going to quote numbers to support my position, but my experiences are more then enough to back up my point.
Ice
As one of the people ( Tundara, Molar_Mauler, Ice_Ember, Wonderslug, and Aett_Thorn ) who fought for the most recent Ice Melee changes
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I'd like to think that the Devs looked at the other forums too but have to say we didn't do a lot of fighting, complaining or anything and so it was a way less laborious read.
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Make Freezing Touches damage non DOT or frontload most of it like the Midnight Grasp change.
Frontload or split Frosts DOT into only 2 ticks of damage over 3 seconds instead of 6 ticks over 5 seconds . |
As for GIS, as I stated above, I certainly wouldn't mind a buff, but I'm afraid that getting IM's ST damage out of the basement might upset the tanker secondary balance. Then again, no one would ever believe IM was OP, so we could prolly get away with it.
An Offensive Guide to Ice Melee
Either increase GIS damage from 87.2 to 108 (at 50) or decrease its activation from 2.33 seconds to 1.86 seconds and the recharge time from 10 seconds to 8 seconds. (Just a note, a power called Greater Ice Sword should be "Greater" then Ice Sword. ) |
Decrease in animation time may be possible but not with a lower recharge time. At least not without other changes. If the recharge time was dropped to 8 seconds then the damage would probably drop the damage to 73 and endurance to 8.53. I also imagine they would drop the slow from -16% to -8%. Again while some people would be fine with those changes, many would be upset over lower damage. (Me being one of them)
About the only thing that could be done to GIS that would make the fewest people upset would be to just decrease the animation time. Put a big Ice sword in hand and do the Jawbreaker animation, for example, for a cast time of 1.83 seconds.
(damage numbers for lvl 50)
Well, they could always just proliferate the set to Stalkers and make the larger changes to GIS to see how it went. If the datamining shows it performing a lot better, maybe it will leak back over to the Tanker set >_>
So if they leave Ice Melee as it is, what does it work well with ?
And why ?
@Drowning Samurai
Currently playing
The Drowning Samurai (Villains)
Sugar Calavera (Hero)
So if they leave Ice Melee as it is, what does it work well with ?
And why ? |
The long animation and medium damage from GIS is helped some by AAO, but bosses are still painfully slow. If the animation was shortened, even keeping the horrid damage, it would help. I dont use it often because I would rather use Frost if there is more than one enemy left. If it was given a small cone, such as Cleave, Shatter, or Head Splitter, then I would use GIS more. As it is now, GIS is an attack that holds Kinetic Combat just like brawl. (GIS does have two Pounding Slugfest as well)
Front loading the damage on Frost and Frozen Touch would be nice, though I dont see that change coming.
I would like an alternate animation/graphic for the the two swords though. With Frost and Frozen Touch not having weapons, seeing the GIS used doesnt mesh well with the other attacks now. Just my personal opinion on that and with as little as I use GIS. it is not a big deal.
YMMV---IMO
Ice Ember
It works well with just about anything. Stone, Ice, Fire, Dark and Elec have damage aruas that cause mobs to try and run away when they get low on health. Ice patch hleps keep mobs in check.
Frozen aura is great mitigation for minions. With lots of mobs around you if solo, you can put the little stuff to sleep, concentrate on the boss and still feed RTTC, Invincibility or AAO.
Also adding more slows to mud pots is always a luagh.
What it does not go well with is trying to kill stuff fast solo.
I have been away for a few days,
I'd like to think that the Devs looked at the other forums too but have to say we didn't do a lot of fighting, complaining or anything and so it was a way less laborious read.
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Well, it was pretty much agreed that Ice Melee needed a change. Our fighting typically tended to be about HOW it should change, which made it so that our conversations were pretty cordial and on track.
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None of those changes to GIS would happen as you suggested. The damage and endurance for GIS is currently the same as other single target 10 second recharge attacks. If the devs were to increase the damage, it would probably be to 101.4 and would also have an additional 2 seconds added to the recharge and bump up the end cost to 11.9. Some people could live with this change, but others would not because their attack chains would be messed up.
Decrease in animation time may be possible but not with a lower recharge time. At least not without other changes. If the recharge time was dropped to 8 seconds then the damage would probably drop the damage to 73 and endurance to 8.53. I also imagine they would drop the slow from -16% to -8%. Again while some people would be fine with those changes, many would be upset over lower damage. (Me being one of them) About the only thing that could be done to GIS that would make the fewest people upset would be to just decrease the animation time. Put a big Ice sword in hand and do the Jawbreaker animation, for example, for a cast time of 1.83 seconds. (damage numbers for lvl 50) |
As for what goes well with Ice Melee, Fiery Aura, Shields and Ice imo would work best. It also depends on what you want to do. If you are building more for AOE damage then those 3 would be great choices. Ice Melee is a benefit for any tanker primary with Ice Patch alone.
Ice
I personally would like to see Ice Patch's cast time shaved down a bit. Right now it is just too long IMO. GiS could stand a look at as well, though.
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.
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
So if they leave Ice Melee as it is, what does it work well with ?
And why ? |
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
Here is what I like to call a "Meta Idea". It can be applied to everything in the cities, but Ice offers a great example. Have different "tracks" for a powerset. If you envision the standard Ice Tanker, fine, you got your build. However, if you want to ditch all those cool control powers, take the Icy Fist track, and freeze/smash to your hearts content. The stuff would be high damage single target smash/cold, with secondary effect a tiny amount of stackable slows.
Apply this idea to every build/set in the game to allow more diversification within an already developed structure and you have the meta idea!
Here is what I like to call a "Meta Idea". It can be applied to everything in the cities, but Ice offers a great example. Have different "tracks" for a powerset. If you envision the standard Ice Tanker, fine, you got your build. However, if you want to ditch all those cool control powers, take the Icy Fist track, and freeze/smash to your hearts content. The stuff would be high damage single target smash/cold, with secondary effect a tiny amount of stackable slows.
Apply this idea to every build/set in the game to allow more diversification within an already developed structure and you have the meta idea! |
Not a bad idea, I would love to see all of the tankers secondaries have a group fighting/melee controller track that was AoE and mez heavy with a balanced damage reduction.
The developers would probably see proliferation as an easier way to handle something like your "meta idea". It would be less of a headache to give Ice Melee to Scrappers and Stalkers or even back to Brutes, after switching out the slows for a damage debuff, and simply adjust the values of damage and secondary effects for the powers accordingly.
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
First off I think ice melee needs to take a step in the more 'smashy' direction.
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2. Go to costume editor.
3. Paint it white and light blue.
There, problem solved.
"You wear a mask to hide who you are, I wear a mask to show who I am"
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Since I posted this in another thread...
I think that FA's radius should match Foot Stomp's and GIS should use Clobber's damage/rech/end numbers. This way Ice Melee would have a hard hitter, but not a KO Blow/S. Smash potency power.
I found the best slotting for Frost, when you hit 47-50, is 3 Dam/Range HO's, two Taunt acc/rech, and a taunt Rech (set bonus)
YMMV---IMO
Ice Ember
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.
For AOE thanks to rage and footstomp together SS beats out....
1 Stone
2 Ice
3 Energy
4 Electric
5 Dark
To me that seems like SS has better AoE capability than half the other tanker sets.
On brutes (thanks to up to 3 AoE patron powers) it can also beat out claws, DB and FM with ease and can give axe and mace a run for the money on high recharge builds.
Just sayin.