So tell me about Ice Armor


Arbegla

 

Posted

Alrighty, So my idea is to create a water bender type character, using Kinetic Melee when GR finally hits live, and as Ice armor is about as close to 'water' as one can get, i wanted to make it a Ice armor/kinetic melee.

So, knowing that, and haveing nearly bottomless pockets of Inf (especially now with the merged markets) I wanted to know everything I possibly can about Ice Armor, to create a aggro holding water bending never dieing tanker.

After running a couple of self made builds off MIDs, i came to the conclusion that Ice armor is a mainly Lethal/smash/energ/neg Def type armor, with a massive dull pain/recon combined heal, that if it can survive longer then hibernate recharges, it will never die. Now, knowing that, Energy Absorption looks like the 'key' power, with chilling embrace and icicles being the 'taunt auras' and wet ice covering basically everything a mez can throw at you. Ice tankers are immune to cold damage, and cant really be slowed down (massive recharge and movement debuff resistance) But i did notice that Permafrost is basically useless, as the Winters gift IO gives the same resistance, and doesnt take a power choice. What else do i need to know? what are good example builds that cover all the bases and how would you slot a ice tanker up? I was thinking aiming to cap Lethal/smash def with 1 mob in range of Energy Absorption, like you would slot a invuln, with high amounts of recharge thrown in to keep Hoarforst and hibernate always up when needed.. And to double stack EA if needed.

Anything else i need to know before i start posting random builds? Obviously i cant slot up kinetic melee, but if i have about 20 or so slots leftover after slotting out the power pools, and ice armor, i figure i can work with Kinetic melee that way.

Thanx in advance guys


 

Posted

You're pretty spot on in your analysis of the set. Permafrost does give the added bonus of a little more fire resistance, which can be nice at times.


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

Posted

Is tough and weave required on a Ice armor tank? Being pure defense, does the bit of resistance tough give really help out that much, with nothing to stack on?


 

Posted

I wouldn't say it's required, but it's definitely handy to have. And with Energy Absorption, you'll be able to easily mitigate the end cost.


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

Posted

Quote:
Originally Posted by Arbegla View Post
Is tough and weave required on a Ice armor tank? Being pure defense, does the bit of resistance tough give really help out that much, with nothing to stack on?
Yes you will notice the added bit of resistance tough will give you especially since you essentially have none, so any is noticeable. And weave is very nice for capping your s/l/e/ne defenses and should definitely be taken also.


 

Posted

Alrighty guys, having read that post, and chatting abit, what do you guys think about this? Now, take into account the secondary will be kinetic melee, and as we have very little information on it, i didnt slot very much, just enough to give a rough estimate. Do you guys think this'll work out? or can i improve on the Ice armor aspect, while giving me more slots to work with on my secondary? I picked Ice Mastery due to the water bender aspect, and Ice storm is just really cool *plus once we can change the colors on it, i can make it look very cool*

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Arctic Mastery

Hero Profile:
Level 1: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def(5), RedFtn-EndRdx(5), LkGmblr-Rchg+(7)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 4: Combustion -- Empty(A), Empty(15), Empty(15), Empty(40)
Level 6: Wet Ice -- EndRdx-I(A), EndRdx-I(7)
Level 8: Swift -- Run-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(17)
Level 18: Glacial Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def(27), RedFtn-EndRdx(29), LkGmblr-Rchg+(29)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 22: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 24: Chilling Embrace -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(31), TmpRdns-Rng/Slow(31), TmpRdns-EndRdx/Rchg/Slow(31), TmpRdns-Acc/Dmg/Slow(33), ImpSwft-Dam%(33)
Level 26: Energy Absorption -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(36), LkGmblr-EndRdx/Rchg(36), LkGmblr-Def/EndRdx/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc/Rchg(37)
Level 28: Icicles -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-%Dam(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34), Oblit-Acc/Dmg/Rchg(36)
Level 30: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(43), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(43), AdjTgt-Rchg(46)
Level 32: Hibernate -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 35: Incinerate -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(42), S'ngH'mkr-Dmg/Rchg(42), S'ngH'mkr-Dmg/EndRdx/Rchg(46)
Level 38: Greater Fire Sword -- Empty(A), Empty(40), Empty(42), Empty(48)
Level 41: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 44: Ice Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 2: Ninja Run


 

Posted

First of all, Chilling Embrace and Hoarfrost are taken way too late. I'd delay Hasten and possibly SJ to get them before level 20 or even level 10.

Also, your slotting is a little off. There's very rarely a good reason to 6-slot your defense toggles; any defense enhancement above 56% is basically wasted and they don't need to be super-slotted for end reduction. If you like the 4-slot bonuses for LotG and can afford the LotG +Recharge, slot Def, Def/End, Def/End/Rchg and +Recharge. Alternatively 4 slots of any set above level 35 or so will do.

Icicles, on the other hand, is high-end toggle and in your current build, very underslotted for end reduction. I'd drop the three Obliteration and replace them with IOs from another set, like Scirocco's Dervish or Multi Strike, that has sufficient end reduction--I'd aim for at least 60%. Slot Combustion similarly, though it doesn't need quite as much end reduction.

The second end reduction in Wet Ice is unneeded, so use that slot elsewhere.

All the attacks slotted with Kinetic Combat and Smashing Haymaker are underslotted for Accuracy and Damage. Add at least fifth slot to each of them; an Acc/Dam from another set (or Acc/Dam/End, Acc/Dam/Rchg, etc.) works well for that purpose.

I'm guessing you're 5-slotting Hibernate for the set bonuses, it certainly doesn't need to be so heavily slotted, a Heal in the base slot is probably most common. I'd consider using those slots elsewhere if you need them.

For my Ice tank, I try to make sure I reach the soft-cap for S/L/E/NE without EA running, so it'll be available to provide an extra boost when needed. If you 3-slot Combustion with Eradication and put another Smashing Haymaker set in GFS you'll just get there.

Hope that helps!


My Characters

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

 

Posted

I'm not overly concerned about the secondary slotting, as i'll be making him Kinetic Melee, and im not sure what that powerset has. but thank you very much for the insight. ill post another build here shortly.


 

Posted

Here is a build that I worked on for my Ice/Axe. Feel free to pick and choose anything that you find usable

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

I fight for iW: Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
Level 1: Frozen Armor -- Ksmt-ToHit+(A), S'dpty-Def/EndRdx(3), S'dpty-Def(3), GftotA-Def/EndRdx(7), GftotA-Def/EndRdx/Rchg(42)
Level 1: Beheader -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(15), P'ngS'Fest-Acc/Dmg(17), P'ngS'Fest-Dmg/Rchg(34)
Level 2: Hoarfrost -- S'fstPrt-ResDam/Def+(A), H'zdH-Heal/Rchg(5), H'zdH-Heal/EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal/Rchg(13), Mrcl-Heal/EndRdx/Rchg(13)
Level 4: Chilling Embrace -- EndRdx-I(A)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Gash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(15), P'ngS'Fest-Acc/Dmg(23), P'ngS'Fest-Dmg/Rchg(34)
Level 10: Combat Jumping -- DefBuff-I(A), DefBuff-I(37)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(46)
Level 18: Glacial Armor -- S'dpty-Def/EndRdx(A), S'dpty-Def(19), GftotA-Def/EndRdx(19), GftotA-Def/EndRdx/Rchg(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Build Up -- RechRdx-I(A), RechRdx-I(23), GSFC-Build%(42)
Level 24: Swoop -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(25), S'ngH'mkr-Dmg/Rchg(25), S'ngH'mkr-Dmg/EndRdx/Rchg(29), P'ngS'Fest-Acc/Dmg(33), P'ngS'Fest-Dmg/Rchg(37)
Level 26: Energy Absorption -- RedFtn-Def(A), RedFtn-Def/Rchg(27), S'dpty-Def/Rchg(27), S'dpty-Def(31), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(33)
Level 28: Whirling Axe -- Erad-Dmg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(33), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(40)
Level 30: Boxing -- Acc-I(A)
Level 32: Hibernate -- RechRdx-I(A)
Level 35: Cleave -- Erad-Dmg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 38: Pendulum -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(42), M'Strk-Dmg/EndRdx/Rchg(43)
Level 41: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-ResDam/EndRdx/Rchg(43), Aegis-ResDam(45), Aegis-EndRdx/Rchg(46)
Level 44: Weave -- S'dpty-Def(A), S'dpty-Def/EndRdx(45), GftotA-Def/EndRdx(45), GftotA-Def/EndRdx/Rchg(46)
Level 47: Icicles -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(48), M'Strk-Acc/EndRdx(48), M'Strk-Acc/Dmg/EndRdx(48), M'Strk-Dmg/EndRdx/Rchg(50), M'Strk-Dmg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 9.56% Defense(Smashing)
  • 9.56% Defense(Lethal)
  • 10.2% Defense(Fire)
  • 10.2% Defense(Cold)
  • 9.25% Defense(Energy)
  • 9.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 7.69% Defense(Melee)
  • 6.13% Defense(Ranged)
  • 12.7% Defense(AoE)
  • 3.6% Max End
  • 9% Enhancement(Accuracy)
  • 84.3 HP (4.5%) HitPoints
  • MezResist(Immobilize) 8.8%
  • MezResist(Sleep) 1.65%
  • MezResist(Stun) 1.65%
  • MezResist(Terrorized) 2.2%
  • 7.5% (0.13 End/sec) Recovery
  • 70% (5.48 HP/sec) Regeneration
  • 0.95% Resistance(Fire)
  • 0.95% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 5% RunSpeed
  • 2.5% XPDebtProtection



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My 50's:
Fiya Man: Fiya/ Fiya/ Flame Blaster -Protector
Ethros: Dark/Dark/Dark Defender - Protector
Ja-Ja: Fire/Kin/Earth Controller- Protector
Shadow Flux: Fortunata
Daily Forecast: Fire/Storm/Mace Corruptor- Infinity

"XP is for sissies. Real men collect debt." -Adelie

@Gammos

 

Posted

And heres that build i was talking about..

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Rchg+(9)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 2: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42)
Level 4: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(7)
Level 6: Hurdle -- Jump-I(A)
Level 8: Wet Ice -- EndRdx-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Chilling Embrace -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(13), TmpRdns-Rng/Slow(13), TmpRdns-EndRdx/Rchg/Slow(15), TmpRdns-Acc/Dmg/Slow(17), ImpSwft-Dam%(17)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Combustion -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-%Dam(50)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19), Numna-Heal(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
Level 24: Glacial Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(31)
Level 26: Energy Absorption -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Rchg+(29), P'Shift-EndMod/Acc(29), P'Shift-Acc/Rchg(31)
Level 28: Icicles -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 30: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Dam%(46)
Level 32: Hibernate -- Numna-Heal(A), Numna-Heal/Rchg(33)
Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 41: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(45)
Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def(48), RedFtn-EndRdx(50)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 6: Ninja Run

Got rid of the epic power pool, capped to S/L/E/N without EA, and i should still have plenty of end to spare. I'm still using the fire melee 'template' due to that lack of kinetic melee, but im sure the powers cant be that much different (heres hoping anyways) What do you guys think?


 

Posted

As in your previous build, the attack slotting I'm recommending isn't secondary specific; a ST attack slotted with Kinetic Combat needs a 5th slot whether it's in Fire Melee or Kinetic Melee, and likewise an AoE with Eradication needs additional end reduction regardless of the set.

And indeed, the biggest problem I see with this latest build is that several of your attacks are underslotted or mis-slotted. Scorch and Fire Sword are each need another slot; Scorch for Accuracy and Damage, Fire Sword for Damage. Combustion needs more end reduction--I'd replace two of the Eradication slots with Scirocco's Dervish (Dam/End and Acc/Dam/End) for some end reduction and the regen bonus. Fire Sword Circle needs more damage and recharge.

For Fire Sword Circle, I'd drop the Scirocco's entirely and replace them with another 3 slots of Eradication plus 2 Scirocco's Dervish. If you're using the Scirocco's for the F/C bonus, a better way to get it would be to 3-slot Aegis in Tough. And with the Eradication E/NE def bonus, you won't need the second BotZ slot to soft-cap--honestly, I don't think a .63% bonus is even worth slotting for since you can find better uses for that slot.

Tough and Weave are way overslotted for end reduction; so much so that you're not even hitting the ED cut-off for defense and resistance. That's not good. If really want the 5% def bonus from the Red Fortune set (I don't think it's worth it) at least use all the defense IOs so it's fully slotted for defense.

Also, my preference would be to slot EA for recharge and end mod as much as defense. Swapping out the LotG Def/Rchg for a for the PF EndMod/Rchg would help, but you could also consider moving the LotG +Recharge to Weave and using a LotG Defense in EA instead.

Oh, and you might want to consider slotting a Kismet +Acc in one of your defense toggles. It's an easy 6% ToHit bonus and with it you don't have to worry quite so much about slotting accuracy in your attacks.

Here's the build with the changes I recommended:

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(3), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Rchg+:50(9), Ksmt-ToHit+:30(45)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
Level 2: Fire Sword -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(15), S'ngH'mkr-Dmg/Rchg:35(40), S'ngH'mkr-Dmg/EndRdx/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
Level 4: Hoarfrost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal:50(7), Dct'dW-Rchg:50(7)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Wet Ice -- EndRdx-I:50(A)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
Level 12: Chilling Embrace -- TmpRdns-Acc/Slow:50(A), TmpRdns-Acc/EndRdx:50(13), TmpRdns-Rng/Slow:50(13), TmpRdns-EndRdx/Rchg/Slow:50(15), TmpRdns-Acc/Dmg/Slow:50(17), ImpSwft-Dam%:30(17)
Level 14: Super Speed -- Zephyr-Travel:50(A)
Level 16: Combustion -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(40), Sciroc-Dmg/EndRdx:30(43), Sciroc-Acc/Dmg/EndRdx:30(50)
Level 18: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(19), Numna-Heal:50(19)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-End%:50(21)
Level 22: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(23), GSFC-ToHit/Rchg/EndRdx:50(23), GSFC-Rchg/EndRdx:50(34), GSFC-ToHit/EndRdx:50(36), GSFC-Build%:50(36)
Level 24: Glacial Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(25), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Rchg+:50(31)
Level 26: Energy Absorption -- P'Shift-EndMod/Rchg:50(A), LkGmblr-Def/Rchg:50(27), LkGmblr-Def/EndRdx/Rchg:50(27), LkGmblr-Def:50(29), P'Shift-EndMod/Acc:50(29), P'Shift-EndMod/Acc/Rchg:50(31)
Level 28: Icicles -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(31), M'Strk-Dmg/Rchg:50(33), M'Strk-Acc/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(34)
Level 30: Fire Sword Circle -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(37), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(46)
Level 32: Hibernate -- Numna-Heal:50(A), Numna-Heal/Rchg:50(33)
Level 35: Incinerate -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(36), C'ngImp-Acc/Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/EndRdx:50(43), C'ngImp-Dmg/EndRdx/Rchg:50(46)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/EndRdx:50(46), C'ngImp-Dmg/EndRdx/Rchg:50(50)
Level 41: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg:50(A)
Level 44: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx/Rchg:50(45), Aegis-ResDam/EndRdx:50(45)
Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def:50(48), LkGmblr-Rchg+:50(48)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+:30(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 2.5% DamageBuff(Smashing)
  • 2.5% DamageBuff(Lethal)
  • 2.5% DamageBuff(Fire)
  • 2.5% DamageBuff(Cold)
  • 2.5% DamageBuff(Energy)
  • 2.5% DamageBuff(Negative)
  • 2.5% DamageBuff(Toxic)
  • 2.5% DamageBuff(Psionic)
  • 10.8% Defense(Smashing)
  • 10.8% Defense(Lethal)
  • 8.31% Defense(Fire)
  • 8.31% Defense(Cold)
  • 10.5% Defense(Energy)
  • 10.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 10.2% Defense(Melee)
  • 8.63% Defense(Ranged)
  • 8.94% Defense(AoE)
  • 4.5% Max End
  • 41% Enhancement(Accuracy)
  • 1.5% Enhancement(FlySpeed)
  • 41.3% Enhancement(RechargeTime)
  • 1.5% Enhancement(JumpHeight)
  • 1.5% Enhancement(RunSpeed)
  • 1.5% Enhancement(JumpSpeed)
  • 4% Enhancement(Heal)
  • 15% FlySpeed
  • 238.9 HP (12.8%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • MezResist(Immobilize) 9.35%
  • MezResist(Sleep) 1.65%
  • MezResist(Stun) 1.65%
  • MezResist(Terrorized) 2.2%
  • 4% (0.07 End/sec) Recovery
  • 74% (5.79 HP/sec) Regeneration
  • 2.21% Resistance(Fire)
  • 2.21% Resistance(Cold)
  • 20% RunSpeed

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|


My Characters

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

 

Posted

After comparing the builds side by side, I'm puzzled by your changes.

The only power that seems to actually benefit from your slotting is Scorch, even with the 6% Kismet IO, most of my powers are more accurate, hit harder, and faster then yours. Yes, the endurance usage is higher per activation, but with Energy Absorption recharging in 27.3 seconds, and my overall recovery being about .05EPS higher then yours (factoring in base recovery minus endurance usage) I'm gaining more endurance then your build would.

Now granted, We still don't know the secondary affect of kinetic melee, and that could have something similar to DM with a self heal, or some kind of siphon power that gives endurance or increases damage. So without knowing that, the slotting on the attacks is pretty iffy. Its basically the difference between slotting Super Strength and Fire Melee, both hit like Mach trucks, but they do it different (Fire uses DoTs, SS uses Rage)

Assuming Kinetic Melee has a straight Build Up clone, that will cover any gaps I'll have fighting anything higher then +2, as anything above 120% Acc in mids has a 95% chance to hit a +2 or lower mob. (using the chance to hit formula) Plus, if you can kill a group of mobs before you run out of endurance, it doesn't matter how close it is, as you always regenerate between groups, especially with the performance shifter proc, and EA covering in the gaps.

The Net gains on your build doesn't out weight the Net loses, but it does give me an idea on how Ice Armor works, especially with a high damaging secondary like fire melee (which i just picked randomly to be a place holder)

Plus there is very little reason to hit ED's caps on things when its only a very slight bonus, and set bonuses themselves are unaffected by EB's caps. So if you cap damage via ED, and get X for the total damage, but also find a way to not cap damage via ED, but still get the same X for total damage via set bonuses, its much more effective to get the set bonus, at lest in my opinion.