Ice/KM and Ice Armour in GR.
CE does -dam as well. I don't know if you mentioned that in the wall of text but yep I think it can go well with Ice. I don't think red side requires tankers at all and it'll be a bit of a betrayal to my characters
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.
Kind of toying with the idea of a ice/elec/mu sapper tank myself.
Taking It On the Chin I-16 Tanker Guide
Repeat Offenders
Interesting - one of my first planned GR alts will be an Ice/KM tanker, though
I'll be taking him blue-side instead of red when I leave Praetoria.
Hero Plan by Mids' Hero Designer 1.803
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Cooldown Corbin: Level 43 Science Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Kinetic Melee
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-Def(13), LkGmblr-Rchg+(33)
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(15)
Level 2: Chilling Embrace -- EndRdx-I(A)
Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), F'dSmite-Acc/Dmg/Rchg(15)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), F'dSmite-Acc/Dmg/Rchg(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- Ksmt-ToHit+(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(43)
Level 16: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Rchg(33), S'fstPrt-ResDam/Def+(37)
Level 18: Glacial Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(21), LkGmblr-Rchg+(34)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Power Siphon -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Icicles -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(25), C'ngBlow-Acc/Dmg(25), C'ngBlow-Dmg/EndRdx(29), C'ngBlow-Acc/Rchg(34), Erad-Dmg(37)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(27), LkGmblr-Def/Rchg(27), P'Shift-EndMod/Rchg(29), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/EndRdx(40)
Level 28: Burst -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Acc/Rchg(40)
Level 30: Taunt -- Empty(A)
Level 32: Hibernate -- Heal-I(A)
Level 35: Focused Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37), Thundr-Dmg/EndRdx/Rchg(43)
Level 38: Concentrated Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), EoCur-EndRdx/Hold(46)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), Det'tn-Dmg/EndRdx/Rng(50)
Level 49: [Empty] -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
Global: @AcceleratorRay
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Fight My Brute
First off let me say I don't think any powersets could be compared equally, and this is all in theory, but I'm going to compare powersets anyway.
As a proud owner of an Ice/Ice tanker, which I've played for periods of time about 2 years ago on US servers (back when ice/ice was considered beyond terrible.) and a few months before IOs and AE came to CoH, back when it was considered sub-par to most tanks but not completely unplayable, to now where I use my tanker to farm as I dislike playing Fire/kin controllers, I see Ice Armour being a viable tanker option in GR, not only because tanker is the only AT that can take Ice and I want to enjoy/trial how Ice works redside (Give all those longbow and arachnos a taste of -rech.) and looking at feedback from Kin Melee, I'm starting to look at a Ice/KM to supplement my GR experience after rolling a elec/elec dom, the reason for this is because KM seems to offer mitigation, using the stacks of -dmg, relating it personally to Ice Melee and its -rech as main mitigation, the stun, disorient and knockdowns could easily fill in the gap within Ice Armour's defence in non-powerpool toggles, and the Energy/Negative defence Ice armour offers at 18 is looking nice for turning off XP at 20 and staying in GR. Also making the comparison to Ice/Ice, Ice/KM seems to give the impression that most of the level 50 multi-target damage is going to come from Ice's Toggles (Slotting -rech proc and damage proc into Chilling Embrace, and damage proc into Icicles) with spamming Burst instead of Frozen Aura and APP aoes, while Burst is in comparison looking to be the effect of hitting FA while Ice Patch has been dropped, not to mention as a tanker a Pisonic damage proc can be slotted into that, or a disorient for even more mitigation, slotting wisely I think Ice/KM could be a very impressive Tanker set to play, as Ice Armour itself supplies the insane about of aoe-aggro that KM seems to lack when not relying on Gauntlet for effect. Although I'm personally declaring DOOM on how bad a giant ice-cube with spikes sticking out is going to look doing all the Kinetic animations.
So I'm trying to raise a point of discussion now on both how Kinetic Melee will function combined with Ice primary and another point on if anyone will be taking Ice tanks redside to make up for the complete lack of walking/flying ice-cubes around Rogue Islands.