Ice/KM/Soul build.
Here's something I based on my Ice/SS tank's planned //Soul build.
Main differences are no Repulsing Torrent, which you could take in place of SJ if you have Ninja Run, and no Focused Burst. I skipped FB because according to my calculations it's the worst ST attack in the set DPA-wise.
Hero Plan by Mids' Hero Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Kinetic Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(46)
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 2: Chilling Embrace -- EndRdx-I(A)
Level 4: Smashing Blow -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(5), P'ngFist-Acc/Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Hoarfrost -- S'fstPrt-ResDam/Def+(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(37)
Level 10: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Heal-I(17), RgnTis-Regen+(17)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(36)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(36)
Level 22: Power Siphon -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Icicles -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(25), Erad-Acc/Dmg/Rchg(25), Erad-%Dam(34), M'Strk-Acc/Dmg/EndRdx(36), EndRdx-I(50)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx/Rchg(27), Efficacy-EndMod(33), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/Acc/Rchg(34)
Level 28: Burst -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(31), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 32: Super Jump -- Winter-ResSlow(A)
Level 35: Hibernate -- Heal-I(A)
Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitDeb/EndRdx(45)
Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), SipInsght-Acc/EndRdx/Rchg(50)
Level 49: Taunt -- Mocking-Taunt/Rchg/Rng(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
Here's something I based on my Ice/SS tank's planned //Soul build.
Main differences are no Repulsing Torrent, which you could take in place of SJ if you have Ninja Run, and no Focused Burst. I skipped FB because according to my calculations it's the worst ST attack in the set DPA-wise. |
Comparing those two builds, you've got greater ST DPS, and a more rounded defense, your Hoarfrost is perma which is a nice touch and putting the regen on both builds the same.
You've got lower end-drain and less recovery, so we're on par there.
I may drop Focused Burst, drop the procs from Icicles, stick in 3 Eradication there, stick another slot into Smashing Blow and put a 4x Kinetic in there, while dropping the full set in Burst for 4x Erdication and 2x Scirocco's, and maybe 2 powers with 2x Thunderstrike to cap S/L/E/N.
This is my S/L/E/N Revision with perma-hoarfrost.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Kinetic Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(3), LkGmblr-EndRdx/Rchg(3), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(5), LkGmblr-Rchg+(7)
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 2: Chilling Embrace -- P'ngTtl--Rchg%(A), ImpSwft-Dam%(7)
Level 4: Smashing Blow -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Dmg/Rchg(13), P'ngFist-Acc/Dmg(42), P'ngFist-Acc/Dmg/Rchg(43), P'ngFist-Acc/Dmg/EndRdx/Rchg(45)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hoarfrost -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(11), Numna-Heal(13), RechRdx-I(46)
Level 12: Combat Jumping -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(19), RedFtn-EndRdx(43)
Level 14: Health -- RgnTis-Regen+(A), Mrcl-Heal(25), Mrcl-Rcvry+(25), Numna-Heal/EndRdx(31), Numna-Heal(31), Numna-Regen/Rcvry+(33)
Level 16: Super Jump -- Jump-I(A)
Level 18: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42), Zinger-Dam%(42)
Level 20: Icicles -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), Erad-%Dam(23), Sciroc-Dmg/EndRdx(23), Sciroc-Dam%(36)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc(33), Efficacy-EndMod/EndRdx(34)
Level 24: Taunt -- Zinger-Dam%(A)
Level 26: Energy Absorption -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/Rchg(27), LkGmblr-Def(27), LkGmblr-Rchg+(29), Ksmt-ToHit+(29), Zinger-Dam%(31)
Level 28: Burst -- Erad-Dmg(A), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Dam%(37)
Level 30: Glacial Armor -- S'dpty-Def/EndRdx(A), S'dpty-Def(43), LkGmblr-Rchg+(45)
Level 32: Hibernate -- Heal-I(A)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Stun%(40)
Level 41: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(46), Apoc-Dam%(46)
Level 44: Darkest Night -- DarkWD-ToHitDeb/Rchg(A), DarkWD-Rchg/EndRdx(45)
Level 47: Dark Obliteration -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(48), SipInsght-Acc/Rchg(48), SipInsght-ToHitDeb/EndRdx/Rchg(48), SipInsght-Acc/EndRdx/Rchg(50)
Level 49: Power Siphon -- Mocking-Taunt/Rchg(A), Mocking-Acc/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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I made a Ice/KM/Soul build yesterday after I saw its potential for a ton of stacked -dmg debuffs, it looks like it could be very interesting if only I could afford to make it.
Here's what I came up with
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You could drop the 6 sets in Power Siphon and Taunt, Weave or the IO 3% defs and you'll still be at the soft-cap.
You're accuracy is insane, as in, 400% insane, not sure if thats a pvp thing though.
You're at/close to the old HP cap andyou're only getting 29hp/s.
I'm not quite sure where to go with your build really, except maybe moving some of the purples out for Pounding Slugfests.
You could drop the 6 slots in both Power Siphon and only use 4 IOs of generic 2x rech 2x ToHit, and move some meele attacks into 2 slots Pounding Slugfest 4 slots Kinetic Meele, (3x that in meele attacks is 10% S/L def, 30% regen, 90hp. roughly) remember that EA will normally give at least 5% def if used right.
Once you hit 45% def (Or 40% if you're relying on constant EA) and around 50% acc its best to focus on hp/regen or recharge.
Otherwise your looking at little survival and even with the -dmg you're still going to get pounded on.
You could drop the 6 sets in Power Siphon and Taunt, Weave or the IO 3% defs and you'll still be at the soft-cap.
You're accuracy is insane, as in, 400% insane, not sure if thats a pvp thing though. You're at/close to the old HP cap andyou're only getting 29hp/s. I'm not quite sure where to go with your build really, except maybe moving some of the purples out for Pounding Slugfests. You could drop the 6 slots in both Power Siphon and only use 4 IOs of generic 2x rech 2x ToHit, and move some meele attacks into 2 slots Pounding Slugfest 4 slots Kinetic Meele, (3x that in meele attacks is 10% S/L def, 30% regen, 90hp. roughly) remember that EA will normally give at least 5% def if used right. Once you hit 45% def (Or 40% if you're relying on constant EA) and around 50% acc its best to focus on hp/regen or recharge. Otherwise your looking at little survival and even with the -dmg you're still going to get pounded on. |
I also know that defense soft caps at 45% but you're only soft capped to smashing, lethal, energy and negative. Fire and cold are stuck way down even if it has resist to them so the extra defense was to try and get them as close as possible to 45% for a perfect all round defense build and the full taunt set and gaussians set help with that and going 2 Pounding 4 Kinetic Melee would just give me loads more S/L defense that I dont even need nor does it need anymore HP so the purple sets for recharge work out better.
You can also never have too much recharge if your build allows it, maybe the regen is a bit low and you could possibly lose 10-15% recharge for some more regen.
The 400% accuracy is just because of the chance for build up IO and because Power Siphon is set to 5, put it down to 1 and take out the chance for and its normal accuracy.
I also know that defence soft caps at 45% but you're only soft capped to smashing, lethal, energy and negative. Fire and cold are stuck way down even if it has resist to them so the extra defence was to try and get them as close as possible to 45% for a perfect all round defence build and the full taunt set and gaussians set help with that. You can also never have too much recharge if your build allows it, maybe the regen is a bit low and you could possibly lose 10-15% recharge for some more regen. |
The only hole in Ice/ is Fire,Toxic Resistance and Meele,Psi defense.
Looking at it knowing you've maxed out all figures in mids the only issues I'm seeing really is the regen/hp, and possibly the attack-chain due to the cast time.
I'm assuming you're going Power Siphon - Quick Strike - Burst - Concentrated Strike - Soul Tentacles - Burst - Quick Strike - Focused Burst - Burst - EA.
Which seems the best way to stack Bruising on a target, and maximise the ST/AoE damage, although personally the activation times irks me a little, but thats just a player issue.
How much are you relying on soft controls and -dmg?
I'd like to see how it copes, but I don't particularly want to be the person to spend 4/5 bill finding out.
I'm personally a regen tank though and would myself try to push it to 300%.
I tried editting to something that'd more suit my playstyle, while Hoarfrost isn't perma anymore (7 second downtime) I sacrifced your rech and tohit/acc for higher Regen and soft-capped to F/C
EDIT: Obviously if I've made any mistakes I'm here looking for help personally, so any advice/knowledge you can give is great.
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Yes I like to be a bit of a perfectionist and try and get the best in everything, Nice work on getting soft capped Fire and Cold but 2.4 end use? arent you going to have end issues with that, even with EA and Idk why you keep mentioning HP its already over the new tanker cap lol
Tbh I didnt really put much thought into what the attack chain would be, it was the -dmg that interested me, I noticed you'd have roughly 50% -dmg in PBAoE if you used Darkest Night, Chilling Embrace and then Burst as they surrounded you, you could then raise that to 64% if you can stack Burst's -dmg twice and that would be on par with Benumb's (which is awesome) and it would be even more than that on ST's, roughly 75-80% or more if you can find a fast enough attack chain to stack them.
Also with that much -dmg even if anything hit you it would be severely weakened and then maybe regen wont matter so much so I was kinda going for a tank/debuffer without really concentrating on being the major dmg dealer and leaving that up to my fellow team mates.
Nice work on getting soft capped Fire and Cold but 2.4 end use
Idk why you keep mentioning HP its already over the new tanker cap lol it was the -dmg that interested me, I noticed you'd have roughly 50% -dmg in PBAoE if you used Darkest Night, Chilling Embrace and then Burst as they surrounded you, you could then raise that to 64% if you can stack Burst's -dmg twice Also with that much -dmg even if anything hit you it would be severely weakened and then maybe regen wont matter so much so I was kinda going for a tank/debuffer without really concentrating on being the major dmg dealer and leaving that up to my fellow team mates. |
Saved the end, rech and kept the regen.
EDIt: Also I've been told the -dmg% doesn't stack but rather multiplies
Such as 7% on a 100 damage, 93 damage, then another 7%, so on and so forth, I haven't found anything on wiki saying thats true or false, but I'd be cautious of how much you want to depend on it.
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EDIt: Also I've been told the -dmg% doesn't stack but rather multiplies
Such as 7% on a 100 damage, 93 damage, then another 7%, so on and so forth, I haven't found anything on wiki saying thats true or false, but I'd be cautious of how much you want to depend on it. |
But I don't believe +damage/-damage has any such formulas? It's a straightforward percentile increase or decrease. What complicates the whole case is caps for both +damage and -damage, and that damage resistance counts as resistance against damage and resistance buffs/debuffs (it's just that buffs generally get tagged as unresistable since people want to benefit fully from them).
So for example, someone with 90% lethal resistance will resist 90% of your debuff to all lethal damage they deal out. I also believe level modifiers affect it (so if they're higher level the effects will be lessened). But AV resists don't include damage debuffs.
Simple example: you do 50% damage debuff to a +0 AV with 50% energy resistance and no fire resistance. It will deal 25% less energy damage and 50% less fire damage to you. Of course, mobs often have at least some resistance to the primary damage types they deal and smashing/lethal resists are almost as common as smashing/lethal damage. So a lot of your damage debuffs will get resisted.
If it seems weird that resistance to damage acts as resistance to both resistance and damage debuffs (not to mention it'd resist buffs if practically every instance of those buffs didn't get tagged unresistable), blame it on the engine. The more I learn about the engine, the weirder its quirks seem.
Also note that -90% damage debuff (after reductions by resistances and level differences) to an enemy would act the same as 90% damage resistance on you and overall the more -dam you stack the more effective it will be (same as capping your resists or softcapping defense).
EDIT: I just thought of a possible source for this confusion, inspired by a comment I saw in another thread. Damage resistance and damage debuffs don't stack additively. For example, if you resist 50% of their damage and their damage is debuffed -50%, you will basically take 50% of their halved damage, or 25%. Working out to 75% damage reduction, not 100%. But -damage debuffs are additive with other -damage debuffs and resistance buffs are additive with other resistance buffs.
This is a multi-billion build I've been slowly working on and tweaking over the last week or so, but I've got to a point where I'm unsure about certain things and tweaks but I'm at a loss of other options to do, the build is capped 45% S/L with almost 32% E/N and 13% M before EA kicks in, primarly I'll be using this build for maintank TFs/SFs (With the exception of off-tanking STF/LRSF dude to the lack of resistance.) I'm going to run through each choice of my powers/slots just to help people point out problems or things they would change.
My primary worry is that there are too many attack powers in the build.
This is a respec build mostly playing end-game content.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
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Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Kinetic Melee
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(3), LkGmblr-EndRdx/Rchg(3), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(5), LkGmblr-Rchg+(7)
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 2: Chilling Embrace -- P'ngTtl--Rchg%(A), ImpSwft-Dam%(7)
Level 4: Smashing Blow -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Dmg/Rchg(13)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hoarfrost -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(11), Heal-I(11), RechRdx-I(13)
Level 12: Combat Jumping -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(17), RedFtn-Def(17), RedFtn-EndRdx(19)
Level 14: Health -- RgnTis-Regen+(A), Mrcl-Heal(25), Mrcl-Rcvry+(25), Numna-Heal/EndRdx(31), Numna-Heal(31), Numna-Regen/Rcvry+(33)
Level 16: Super Jump -- Jump-I(A)
Level 18: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42), Zinger-Dam%(42)
Level 20: Icicles -- Sciroc-Dmg/EndRdx(A), Sciroc-Dam%(21), Oblit-Dmg(21), Oblit-%Dam(23), Armgdn-Dmg/EndRdx(23), Armgdn-Dam%(36)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc(33), Efficacy-EndMod/EndRdx(34)
Level 24: Taunt -- Zinger-Dam%(A), Range-I(43)
Level 26: Energy Absorption -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/Rchg(27), LkGmblr-Def(27), LkGmblr-Rchg+(29), Ksmt-ToHit+(29), Zinger-Dam%(31)
Level 28: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
Level 30: Glacial Armor -- S'dpty-Def/EndRdx(A), S'dpty-Def(43), LkGmblr-Rchg+(45)
Level 32: Hibernate -- Heal-I(A)
Level 35: Focused Burst -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(42), Entrpc-Dmg/Rchg(43), Entrpc-Dmg/EndRdx/Rchg(45), Entrpc-Heal%(50)
Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Stun%(40)
Level 41: Gloom -- Volly-Acc/Dmg(A), Volly-Dmg/Rchg(46), Apoc-Dmg(46), Apoc-Dam%(46)
Level 44: Darkest Night -- DarkWD-ToHitDeb/Rchg(A), DarkWD-Rchg/EndRdx(45)
Level 47: Dark Obliteration -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(48), SipInsght-Acc/Rchg(48), SipInsght-ToHitDeb/EndRdx/Rchg(48), SipInsght-Acc/EndRdx/Rchg(50)
Level 49: Power Siphon -- Mocking-Taunt/Rchg(A), Mocking-Acc/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:
- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 13.1% Defense(Smashing)
- 13.1% Defense(Lethal)
- 1.25% Defense(Energy)
- 1.25% Defense(Negative)
- 9.38% Defense(Melee)
- 0.63% Defense(Ranged)
- 4.05% Max End
- 45% Enhancement(Accuracy)
- 45% Enhancement(RechargeTime)
- 4% FlySpeed
- 182.7 HP (9.75%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Confused) 2.75%
- MezResist(Held) 2.75%
- MezResist(Immobilize) 7.7%
- MezResist(Stun) 4.4%
- 10.5% (0.18 End/sec) Recovery
- 114% (8.92 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 3.13% Resistance(Psionic)
- 4% RunSpeed
- 2% XPDebtProtection
------------Set Bonuses:
Luck of the Gambler
(Frozen Armor)
- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 3.13% Resistance(Psionic)
- 7.5% Enhancement(RechargeTime)
Kinetic Combat(Quick Strike)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Pounding Slugfest(Smashing Blow)
- 8% (0.63 HP/sec) Regeneration
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Numina's Convalescence(Hoarfrost)
- 12% (0.94 HP/sec) Regeneration
Red Fortune(Combat Jumping)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
Miracle(Health)
- 2.5% (0.04 End/sec) Recovery
Numina's Convalescence(Health)
- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
Positron's Blast(Repulsing Torrent)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
Scirocco's Dervish(Icicles)
- 10% (0.78 HP/sec) Regeneration
Obliteration(Icicles)
- MezResist(Stun) 2.2%
Armageddon(Icicles)
- 4% (0.07 End/sec) Recovery
Efficacy Adaptor(Stamina)
- 21.1 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.78 HP/sec) Regeneration
Luck of the Gambler(Energy Absorption)
- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
Obliteration(Burst)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Serendipity(Glacial Armor)
- 4% (0.31 HP/sec) Regeneration
Luck of the Gambler(Glacial Armor)
- 7.5% Enhancement(RechargeTime)
Entropic Chaos(Focused Burst)
- 10% (0.78 HP/sec) Regeneration
- MezResist(Confused) 2.75%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
Kinetic Combat(Concentrated Strike)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Pounding Slugfest(Concentrated Strike)
- 8% (0.63 HP/sec) Regeneration
Volley Fire(Gloom)
- 4% (0.31 HP/sec) Regeneration
Apocalypse(Gloom)
- 16% (1.25 HP/sec) Regeneration
Dark Watcher's Despair(Darkest Night)
- 28.1 HP (1.5%) HitPoints
Siphon Insight(Dark Obliteration)
- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
- 9% Enhancement(Accuracy)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Mocking Beratement(Power Siphon)
Frozen Armour
Standard armour toggle.
Slots: full set of LotG, I find this toggle is the one thats going to benefit the most from a full LotG set.
Quick Strike
Tier 1 bruising attack.
Slots: 4 slots of Kinetic Combat, going for the slot bonus here, with acc and rech of the power not being large from the IOs, however that gap is plugged using set bonuses mostly.
Chilling Embrace
First taunt aura, supporting the -dmg aspect of the build, basic CE slotting.
Slots: 2, Chance for -rech, and chance for damage, nothing special here as there are limited slot choices, and it doesn't really need a end reduction in the build in my opinion, but I could easily move a slot out to stick a generic IO in there.
Smashing Blow
This is probably another unslotted attack, but I find it low-tier, and those slots can be better used in other places.
Slots: 3, 3 slots of Pounding Slugfest, originally I had only 2 slots, and was using the attack to free up slots in other places and gain the 8% Regen, if I was to reduce end cost of CE, the slot would probably be coming from this attack.
Wet Ice
Nothing to say here, 1 end reduction.
Slots: 1, generic end reduction.
Hurdle
May switch to Swift, purely for being able to pursue mobs without using Sprint, however CJ and Hurdle seem to work well together.
Slots: 1 generic leaping.
Hoarfrost
Going for Health/Healing and Recharge here, 35 second downtime from the upkeep of this power, which doesn't worry me too much, as in TFs/SFs I'm likely to be buffed and healed anyway.
Slots: 4, Numina's Heal/Rech, Numina's Heal/End/Rech, generic Heal, generic Rech.
Combat Jumping
Basic defense/combat movement power, helping to soft-cap pre-EA, and allow for Leaping as I don't like Hover on meele characters, and using Air Sup would cause another attack power, and require more expensive slotting to hit the cap.
Slots: 5, set of Red Fortune minus the triple IO, if required I could drop some of the procs in Icicles to hit that last E/N defence slot bonus, but I find heavy procs in Icicles to be too much fun for the maybe 5% E/N thats being lost.
Some good slot bonuses here as well.
Health
Sticking lots of global uniques in here, hence the 6 slots.
Probably going to be the most expensive power of the build.
Slots: 6, Regentive Tissue + Regen, Miracle Heal, + Recover, Numina's Heal, + Recover/+ Regen.
Super Jump
Travel power.
Slots: 1, generic leaping.
Repulsing Torrent
Seems most people hate this power, but I find it brilliant and hilarious, the wigth of the cone is seemingly small (about the same as Elec's cone), but the power has fun-factor, and when used properly isn't as "Tank breaking" on Ice/ as it is on say WP/
Another this is that CE's debuffs have a duration, and are not just "while enemy is in meele-range" so after sending them into a nearby wall, I've got added damage mitigation as the slow is going to make it a while before the mob is able to hit me again. There's also a taunt component, so I'm not going to lose aggro (a follow-up of Focused Burst would also ensure this.)
the Psi proc is another "fun" component, although the slot could be benefit another power, but as a cone attack (With a 40 yard range as well, so I could literally shoot it through a whole mob after a pull.) the proc's got a better benefit.
If I was conviced to drop this, I could increase my ST damage, but at the moment my aoe damage is kinda low, (only two PBAoEs) so I'm finding this to be a useful power. (And its also a signature power to KM, which is another reason I'm finding it as a "fun" attack.)
Slots: 6, 5 slots of Positron's Blast without the Dmg/Range, and Perfect Zinger's Psi damage proc.
I'm getting good slot bonuses from this power.
Icicles
This power is heavy on the procs, and is another "fun" power, but also being a heavy component of the aoe damage in the build, the IOs are hitting the damage ED, and almost 60% end reduction, I could drop a proc for a generic End Reduction if the End of this power is looking too heavy.
Slots: 6, Scirocco's Dmg/End, Proc, Obliteration Dmg, Proc, Armageddon Dmg/End, Proc.
(Side note: if more ST damage was required, dropping icicles for 4-slot and losing Repulsing, I could slot Quick Strike and Smashing Blow more,
Stamina
Basic end recovery, 4 slots up to the Regen bonus.
Slots: 4, Efficacy Adaptor End Mod, End Mod/Rech, End Mod/Acc, End Mod/End.
Taunt
2 slots, damage proc and range for Hamidon raids.
Could drop the psi-proc to free up other powers.
Slots: 2, Psi proc, generic Range IO.
Energy Absorption
Taking Tundra's advice on the use of EA slotting, using EA for def, accuracy and recharge, and has been slotted according. Obviously I could drop the proc again if people are seeing some powers that are missing vital slots (You can see a pattern here, I like procs in my aoes/cones.)
Slots: 6, LotG without the def/end and end/rech, Kismet Acc unique, Psi Proc.
Burst
Taking a full set here for damage, as well as the great bonuses Obliteration offers.
I'm worried about the end of this power here, in solo farms I'll most likely be spamming this 5 times then using EA and repeating, and avoiding the ST damage untill the numbers are about 4 or 5 (Enough for EA to get me back to full End so I can use the ST damage to finish off if they've still got plenty of health.)
Slots: 6, full set of Obliteration.
Glacial Armour
Unsure how to slot this power, so I went for 2 slots to get near the Def ED, and stuck a LotG +rech in there to support the other powers in the build.
Slots: 3, Serendipity Def/End, Def. LotG Def/+rech.
Hibernate
Basic panic-button, with the no-phase slotting this heavily becomes a waste, if End becomes a sudden issue in a long fight and I'm taking heavy damage, I'll probably just hit this power 'till EA is recharged again so I can put down my Anchor, use my -dmg ST on the "Heavy hitter" in the group I'm fancing, and controlling my bursts to prevent huge end loss.
Slots: 1, generic Heal IO.
Focused Burst
I originally wasn't going to take this power, but after seeing how it uses Gauntlet I've decided to take it and slot it for good IO bonuses, dmg/rech and a heal proc.
Slots: 5, Full set of Entropic Chaos.
Concentrated Strike
Worried about the end of this power, but the idea is that for mobs I'm using Burst as my high-end attack, and for ST damage I'm using this, getting def, heal and regen bonuses from my slotting, but I could drop the 8% regen for some end redux.
Could switch the proc for the dmg/end part of the set, but if it goes off it makes the effect Mag 5.
Slots: 6, Kinetic Combat, all but KD bonus, Pounding Slugfest, Acc/Dmg, Disorient Proc.
Gloom
Good old Gloom, I've yet to use this on a Tanker (Or any AT) so I'm not sure if I'm slotting it right, but I'm feeling the idea is to further support the -dmg/-ToHit component of the ST damage with using -ToHit, I can stack the DoT due to it's rech, and I'm getting 20% regen from its 4 slots.
Could switch the purple proc for another Acc/Rech
Slots: 4, Volley Fire, Acc/Dmg, Dmg/Rech, Apocalypse, Dmg, Chance of Ne Dmg.
Darkest Night
-dmg, -ToHit anchor.
Synergises well with CE and Kinetic Meele's ST -dmg.
Slots: Dark Watcher's Dispair, ToHit-Debuff/Rech, Rech/End.
Dark Obliteration
Going for Debuff and Defense bonuses here instead of straight up damage.
Slots: 5, Set of Siphon Insight except the +ToHit proc.
Power Siphon
Taking this pretty late, but as its a respec 50 build I'm not too bothered, but I could easily slot its positioning with Taunt, as in an Ice/ build, especially with the addition of Focused Burst's taunt effect, I don't really need Taunt, I'm not too bothered how I place either power really, but if it's heavily suggested I'll make the switch.
This power supports Taunt IO's, so I'm assuming/hoping that the Taunt effect is causing my KM-attacks to be at a higher Taunt number.
I'm getting 1.8% Max End to help with my Recovery from these slots, but I could switch to Generic Recharge IOs.
Slots: 2, Mocking Beratement, Taunt/Rech, Acc/Rech.