Ice and Why?


abnormal_joe

 

Posted

For a beginner I think its ideal. You get aggro so easy, wet ice is at 6, so on a Frostfire mission you can go herd and not worry about being mezzed by Frostfire. New people by benefiting from an aggro magnet might come to realize different roles better, timing and more importantly positioning.


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.

 

Posted

Quote:
Originally Posted by RemusShepherd View Post
If you want to know the problem with Ice tanks, take one into the Imperious Task Force. Every single enemy there has a defense debuff. The Cimerorans will hack you to pieces in no time, even if you have capped defenses, unless you have team support to keep you alive.
Uh ... from earlier in this very thread ...
Quote:
Originally Posted by Hyperstrike View Post
Hellacious run for me tonight!

Tried running an All tank MoITF.
Were it not for some REALLY bad luck right at the end it woulda been a done deal!

As it was, a single death (though a couple close calls) for the entire TF! And smooth as silk! We didn't "speed". We fought our way to every objective.

And "Lag Hill"? MUCH better lately. MUCH better! I had a couple rubberbands and that's about it. And I get a few of those a night anyhow!

Admittedly, I was a bit timid tonight. My Stone/Dark's active build was less than 3 hours old. So I'd had zero time to break it in. Plus I was playing essentially a PUG (not in the BAD sense mind you, the entire group was EXCELLENT!) Hence we were running +0. Just so I could feel everything out.

Barring the one bad luck death, I think we really set the diff too low.



  • Obsidian Seraph (Me)
  • Kael Fireheart
  • ZenX.
  • Destiny Overdrive
  • Nito Brennen
  • Shirayukihime
  • Equiknocks
  • Neon Apocalypse

All in all, a totally kick-*** team!
MVP has to go to Shirayukihime though. Crazy Ice Tank was our enemy herd-master for the entire run. Left me crying because I couldn't get no aggro! While our run was no speed record, it probably would have taken twice as long were it not for Shira's efforts.
That's right ... I main tanked an ITF with no Defender/Controller backup or support. Tanking the ITF is a cakewalk ... if you've built for DEFense (smart) ... or pitiful (if you haven't). Stay near the softcap on Smash/Lethal and most of those Defense Debuffs will never land on you in the first place.

Main Tanking the Statesman Task Force ... with those four AVs and Lord Recluse at the end ... is just begging for Debt. That's because you have to take them on without being able to use crunchies as fuel for Energy Absorption. And they're AVs ... so they laugh at your Defenses and smush you in just a few hits because you've got no resistances worth even chuckling about.

Ice Tanks are great against hordes that can be herded. They're not so great against AVs or anything with "IWIN!" Kryptonite buttons (DE Quartz, Rularuu Eyeballs, etc.).


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
That's right ... I main tanked an ITF with no Defender/Controller backup or support. Tanking the ITF is a cakewalk ... if you've built for DEFense (smart) ... or pitiful (if you haven't). Stay near the softcap on Smash/Lethal and most of those Defense Debuffs will never land on you in the first place.

Main Tanking the Statesman Task Force ... with those four AVs and Lord Recluse at the end ... is just begging for Debt. That's because you have to take them on without being able to use crunchies as fuel for Energy Absorption. And they're AVs ... so they laugh at your Defenses and smush you in just a few hits because you've got no resistances worth even chuckling about.
I've main tanked the STF with a scrapper for scrappers. Debt is not a necessary given for anyone. With ITFs blasters can solo them so that don't count as hard.Edit: I ain't too sure if its just the last mission that the blaster I know of soloed.


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.

 

Posted

I'm sorta asking this question myself, as Ice is the last primary I need to play as a tanker. I think it's mostly the aversion to typed defense, esp since it leaves gaps in Psi & Tox. I've done a few test builds w/EA (brute) & Ice and I actually get better numbers w/EA (close to 35% Psi def), but of course Ice has far more overall mitigation than EA. Still, CE + Icicles is a big draw, and w/powers like Hoarfrost & Hibernate, most things should be survivable, even at the top end. Yeah, stuff like quartzes suck, but they suck for my Shields guys too--just learn to kill them first.


An Offensive Guide to Ice Melee

 

Posted

Its worth noting that I'm seeing more and more Ice/ tankers show up in places since GR launched, pre-GR most people ignored Ice Armour due to other primaries believed to perform better, but since Ice/ is a Tanker-only set, a lot of players seem to be trying them out.

Ice Tanking isn't like invul in the sense you could just walk up to Recluse and start wailing on him, you have gaps in Ice, for one theres no Meele Def toggle in the set, so you'll have to push it to get S/L/M to capped, then you have to decide whether you want to cap without EA and use EA for acc/rech/end mods, or with full EA, and using EA for acc/def.

There also seems to be a lot of energy damage in praet, so Ice looks good on paper but doesn't get defence against energy untill 18, so if Incarnate TFs are looking like praet is looking, Ice/ may be performing better there.

You have to be aware that Ice/ is more of a group tanker, you'll herd great and be wailed on at the aggro cap, but if you wanna take on an AV you've gotta be prepared.


 

Posted

Quote:
Originally Posted by Flints View Post
Ice Tanking isn't like invul in the sense you could just walk up to Recluse and start wailing on him, you have gaps in Ice, for one theres no Meele Def toggle in the set, so you'll have to push it to get S/L/M to capped, then you have to decide whether you want to cap without EA and use EA for acc/rech/end mods, or with full EA, and using EA for acc/def.
There's no melee defense in Ice because it's a typed defense set, not positional. SR and Shields don't have S/L def either, but that's not a oversight; for 98% of the damage that a player can get, having both positional and typed defense are redundant. So IMO, an Ice tanker that "pushes" to get melee defense is wasting influence and slots; soft-capping S/L/E/NE defense is quite easy and unquestionably the way to go.

Quote:
There also seems to be a lot of energy damage in praet, so Ice looks good on paper but doesn't get defence against energy untill 30, so if Incarnate TFs are looking like praet is looking, Ice/ may be performing better there.
Ice Armor gets its E/NE defense in Glacial Armor, which is available at level 18, not level 30. And IME, Ice is fine for soloing as well as grouping, especially once you hit 26 and have EA to help with any endurance problems.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post


Ice Armor gets its E/NE defense in Glacial Armor, which is available at level 18, not level 30. And IME, Ice is fine for soloing as well as grouping, especially once you hit 26 and have EA to help with any endurance problems.
My mistake, will correct my post (Forgot that I delayed Glacial and Icicles 'till after EA so I wasn't wasting end.)

And yeah, I'm not saying getting Meele def on an Ice/ is wise or affordable.


 

Posted

Ive done the ITF on my Ice Tank many times and never had a problem.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Ok ...realativly new to COH. Ive decided on a Ice/KM tank (tell me if thats bad) I found MIDS and I made a build. Check this out and please tell me if Im doing ok...really bad...need some tweeks.

Thanks

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: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/Rchg(45), LkGmblr-Def/EndRdx(46)
Level 1: Quick Strike -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg(43), C'ngImp-Dmg/EndRdx(43), C'ngImp-Dmg/Rchg(43)
Level 2: Hoarfrost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), RechRdx-I(34)
Level 4: Chilling Embrace -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(9), TmpRdns-Acc/Slow(42)
Level 6: Smashing Blow -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(7), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(17)
Level 8: Wet Ice -- HO:Enzym(A), HO:Enzym(21)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(13), Sciroc-Acc/Dmg(13), Sciroc-Dmg/Rchg(15), Sciroc-Acc/Rchg(15), EndRdx-I(17)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/Rchg(21)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(42)
Level 24: Power Siphon -- GSFC-Build%(A), GSFC-ToHit/EndRdx(25), GSFC-ToHit/Rchg(25), GSFC-ToHit(37), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40)
Level 26: Energy Absorption -- P'Shift-End%(A), P'Shift-EndMod/Acc(27), LkGmblr-Rchg+(27), P'Shift-EndMod/Acc/Rchg(29), P'Shift-EndMod/Rchg(29), P'Shift-Acc/Rchg(34)
Level 28: Boxing -- Empty(A)
Level 30: Burst -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(31), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(34)
Level 32: Hibernate -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Rchg(46)
Level 35: Focused Burst -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(36), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Build%(37)
Level 38: Concentrated Strike -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg(39), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(42)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(50)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(46)
Level 47: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(48), Mocking-Taunt(48), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(50), Mocking-Acc/Rchg(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(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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Posted

Well, I'd say it definitely needs some tweaks, but not bad for a first try.

From the top:

I'd delay Icicles until level 22 and move the Fitness pool up two levels. Icicles is a very end-heavy power and you're probably not going to be able to use it much before you have Stamina anyway.

Use the LotG Def/End/Rchg instead of the Def/Rchg in your defense toggles. You'll still be past the ED cut-off, but you'll also have sufficient end reduction. I'd find another slot to put in Weave for that reason--Tough and Weave have a higher endurance cost than the Ice Armor toggles.

Chilling Embrace really only needs a end reduction slot, but if you want to slot for a bonus, use 4 Curtail Speed instead for a small S/L def bonus.

The Hami-Os in Wet Ice aren't doing anything for you; save yourself some influence and just use a single end reduction. Likewise, Ice doesn't need additional KB protection, so drop the BotZ in SS.

Mako's Bite is not a great choice for E/NE defense, it's a lot of slots for a relatively small bonus. Slotting Eradication in one of your AoE would be better; I recommend 3 or 4 slots of Eradication plus two from another set so you have adequate end reduction.

Energy Absorption is poorly slotted for defense; you should try to come as near the ED cut-off as possible for End Mod, Recharge, and Defense. 3 slots each from high level defense and end mod sets--heavy on the recharge--will usually do the trick. (The Chance for +End is not a good choice for EA since it will only kick in when EA is activated.)

Hibernate is way overslotted; it doesn't benefit from recharge at all. I'd use those slots to better slot Tough and Weave.

Here's what I would do with your build:

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: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def/EndRdx:50(46)
Level 1: Quick Strike -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx:50(13), C'ngImp-Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/Rchg:50(37), C'ngImp-Acc/Dmg:50(43)
Level 2: Hoarfrost -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(3), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(5), Dct'dW-Rchg:50(5)
Level 4: Chilling Embrace -- CtlSpd-Acc/Slow:30(A), CtlSpd-Dmg/Slow:30(9), CtlSpd-Acc/EndRdx:30(13), CtlSpd-Rng/Slow:30(15)
Level 6: Smashing Blow -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Acc/Dmg:50(7), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(17)
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: Hurdle -- Jump-I:50(A)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17), Mrcl-Rcvry+:40(21), Mrcl-Heal:40(43)
Level 18: Glacial Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(21)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(33), P'Shift-EndMod/Acc:50(34), P'Shift-End%:50(43)
Level 22: Icicles -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(23), Erad-Acc/Dmg/EndRdx/Rchg:30(23), M'Strk-Dmg/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(33)
Level 24: Power Siphon -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(25), GSFC-ToHit/Rchg:50(25), GSFC-ToHit:50(37), GSFC-ToHit/Rchg/EndRdx:50(40), GSFC-Rchg/EndRdx:50(40)
Level 26: Energy Absorption -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def/EndRdx/Rchg:50(27), LkGmblr-Def:50(27), P'Shift-EndMod:50(29), P'Shift-EndMod/Rchg:50(29), P'Shift-EndMod/Acc/Rchg:50(34)
Level 28: Boxing -- Acc-I:50(A)
Level 30: Burst -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Acc/Dmg:50(31), Sciroc-Dmg/EndRdx:50(31), Sciroc-Dmg/Rchg:50(31), Sciroc-Acc/Rchg:50(34)
Level 32: Hibernate -- Heal-I:50(A)
Level 35: Focused Burst -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/Dmg:40(36), Decim-Dmg/EndRdx:40(36), Decim-Dmg/Rchg:40(36), Decim-Build%:40(37)
Level 38: Concentrated Strike -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/EndRdx:50(40)
Level 41: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(42), Aegis-ResDam/EndRdx/Rchg:50(42), Aegis-ResDam:50(42)
Level 44: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(45), LkGmblr-Def:50(46), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 47: Taunt -- Mocking-Rchg:50(A), Mocking-Taunt/Rng:50(48), Mocking-Taunt:50(48), Mocking-Taunt/Rchg:50(48), Mocking-Taunt/Rchg/Rng:50(50), Mocking-Acc/Rchg:50(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(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:

  • 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)
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 12.1% Defense(Fire)
  • 12.1% Defense(Cold)
  • 7.38% Defense(Energy)
  • 7.38% Defense(Negative)
  • 3% Defense(Psionic)
  • 7.38% Defense(Melee)
  • 7.06% Defense(Ranged)
  • 11.8% Defense(AoE)
  • 5.85% Max End
  • 57% Enhancement(Accuracy)
  • 63.8% Enhancement(RechargeTime)
  • 2% Enhancement(JumpHeight)
  • 2% Enhancement(FlySpeed)
  • 2% Enhancement(JumpSpeed)
  • 4% Enhancement(Heal)
  • 2% Enhancement(RunSpeed)
  • 15% FlySpeed
  • 210.8 HP (11.3%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 10.5%
  • MezResist(Sleep) 1.65%
  • MezResist(Terrorized) 2.2%
  • 7.5% (0.13 End/sec) Recovery
  • 62% (4.85 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 20% RunSpeed

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My Characters

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

 

Posted

OK ...so Ive changed my mind. After playing kinetics I did not like the way it felt. So now I'm doing Ice/Dark.

Hopefully this works well since dark has a -acc factor to it and another heal I thought it might work well together. Here is the build I came up with in Mids.

Any help is appreciated greatly.

Thanks

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: Dark Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(5), DefBuff-I(15)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Hoarfrost -- Mrcl-Heal(A), RechRdx-I(5), Mrcl-Heal/EndRdx(11), Mrcl-EndRdx/Rchg(11), Mrcl-Heal/EndRdx/Rchg(13), Mrcl-Heal/Rchg(13)
Level 4: Chilling Embrace -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/EndRdx(9)
Level 6: Wet Ice -- HO:Enzym(A)
Level 8: Smite -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(17), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21)
Level 10: Shadow Maul -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dam%(17), Sciroc-Dmg/EndRdx(21), Sciroc-Acc/Dmg(23), Sciroc-Acc/Rchg(23), Sciroc-Dmg/Rchg(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(50)
Level 14: Super Speed -- Empty(A)
Level 16: Swift -- Empty(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(25), P'Shift-EndMod(27), P'Shift-EndMod/Acc/Rchg(27), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Rchg(48)
Level 22: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(31)
Level 24: Siphon Life -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(33), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34), HO:Golgi(34)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36), P'Shift-EndMod/Rchg(37), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(37)
Level 28: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(40), Sciroc-Dam%(43), Sciroc-Acc/Dmg(46), Sciroc-Acc/Rchg(50)
Level 30: Boxing -- Empty(A)
Level 32: Hibernate -- Heal-I(A)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(36), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(46)
Level 38: Midnight Grasp -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg(39), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40)
Level 41: Soul Drain -- GSFC-Build%(A), GSFC-ToHit/EndRdx(42), GSFC-ToHit(42), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43)
Level 44: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Taunt/Rchg(45), Mocking-Acc/Rchg(46), Mocking-Rchg(50)
Level 47: Weave -- LkGmblr-Rchg+(A), GftotA-Def(48), GftotA-Def/EndRdx(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(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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Posted

You said the Hami-os arent doing anything in Wet ice but according to Mids it raises Defense...is Mids wrong?


 

Posted

Quote:
Originally Posted by Cohnoob View Post
You said the Hami-os arent doing anything in Wet ice but according to Mids it raises Defense...is Mids wrong?
It may well, but the defense of Wet Ice is so minimal it isn't worth enhancing. That's why the Dev's removed the ability to slot defense buffs into it; to prevent you from wasting slotting for negligible return.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

ahhh gotcha thanks


 

Posted

Why Ice?

1. Fairly easy to soft cap the type defenses with IOs

2. Since you are a defense based set the possibility to increase you Global Recharge rate is substantial, which i turn makes Perma-Hoarfrost easily obtainable

3. Fast recharge on Energy Absorbtion means you will never run out of end.

4. Only tank with an escape power

5. And most importantly, and the reason why i'm focusing on my Ice tank atm is the proliferation of the patron pool to heroes and specifically Soul Mastery. Here you will have access to darkest night a to hit debuff, - damage aura, and when paired with chilling embrace makes you a very very survivable to say the least.

6. Psi damage i your weakness and you will need to obtain the accolade Watchman (Elusive Mind) to help counteract that

In my opinion the pairing for the ice tank is dark melee or maybe kinetic melee for their to hit debuff, and - damage secondary effects.

My personal Ice tank is paired with war mace, but i am not in the mood to change him.

Bone Drake lvl 21 IA/WM. Defiant.


 

Posted

ooops bit of a typo in my previous post:

in point 1: its relative easy to soft cap defenses S/L, E/N.

Res: Soft Cap Cold DMG at 90%
Fire Damage to around 45%, not too shabby


 

Posted

Personally, I have never had the desire to make an Ice Tank, although with fire, it looked like a fun power set to play.
I know a lot of people will question me on this, but I say, why shields?
I have yet to find shields to be a great solo defense set and it's way too toggle heavy. The only plus I see so far is shield charge.
My guess is people like to try out something different, and go with concepts, rather than go with more reasonable defense sets.


 

Posted

Shields is nice not only because of shield charge (which is still amazing, even post-nerf), but because of AAO jacking the rest of your damage through the roof, positional defense having far fewer holes than typed, and some nice layered mitigation in the form of +max HP and resistances.

Both sets have roughly the same amount of base defense. Ice has aggro control, extra def and end, and hoarfrost. Shield has offense out the wazoo. It's an offensive game.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

My Ice/Ice is soft cap'd to s/l at lvl 20. Yes he's lvl 34 now but I can do any TF/SF w/o losing def numbers. The only other armor I can get those kind of numbers out of is from Energy, but tanks don't get that... yet. So to the OP, this is why I took Ice.


I also have one of every type of tank.... but the Ice tank is fun.


Check out this!!!! http://www.youtube.com/user/LastRoninCoH/featured

 

Posted

Quote:
Originally Posted by Dark_Razor View Post
Ok Making this simple.......Why Take Ice Armor......Now my main is a Ice/SS so i'm not hating on ice i'm just asking all the Ice Armors out there why Take Ice over any other Primary? I'm also asking this cause i feel like the only Ice tanker on any server anywhere some times.
My primary is an Ice/SS tanker as well however I made him way back in I2 but never played him again until I7 when they FINALLY made defense scale. Before scaling defense playing a set that relied on dodging was a very dangerous proposition. If it wasn't bad enough that the higher they were then you made it easier for them to hit you but also if the mob had debuffs like Rularuu or something then you might as well turn off your toggles.

Many people misunderstand Ice armour mainly because the average player doesn't comprehend the difference between typed defense and positional. However a properly built Ice Tanker can not only have the HP cap but also the VERY best aggro control in the game plus Chilling Embrace with it's juicy -recharge, -speed, -damage and EA with it's ability to bolster your defense for every foe hit and drain the mobs of endurance (not to mention the fact it's an auto hit power). The set is really fantastic and you just have to know how to play it.

The one thing more than anything that a competent and skilled tanker must have is a good knowledge of the game and of each mob and how it works. It really is a phrase to live by but 'know thy enemy' is critical as a tanker because it often means the difference between tanking well and being in trouble far too often. If I'm tanking for a team and for instance I'm heading into a mob of DE then my first priority is the Granite critters or baddies that drop Quartz which will turn my tanker into a paper tiger. If I'm fighting Longbow then by all means I've got to take out that Nullifier toot sweet. Their sonic grenades not only have a huge range but also overlap and stack and effectively render all my toggle armours worthless.

But if I play smart and understand my enemy then there is literally almost nothing in the game I can't handle. Not only is my tanker built so that in just 2 applications of EA I can perma drain a mob of endurance but the first application alone puts me way over the defense cap. Barring psionic damage my tanker is already sitting at 45% defense to all damage types which is the soft cap so anything from EA is gravy and helps to protect me from debuffs eating away at my numbers. Additionally I've got the HP cap, protection from slows, -recharge, -end recovery, and very good resistances to all other damage types. The only thing in the game that's given me a challenge are psionic attacks and baddies that do untyped damage like Hamidon but that applies to essentially everyone except a few cases.

Ice however is not taken often nor utilized with frequency because it's a maturing set which requires insightful building on the players part and a sharp mind to know how to play it correctly. Most players want a 'toggle and forget' tanker that instantly gives them full protection and survivability without having to think about it. That's why like on a Statesman TF or Kahn TF a Stone tank is preferably wanted. I can tell you though I've run both TF's with my Ice tanker with NO problem and never came close to dying except once when I was tanking Lord Recluse before the red tower went down and he hit me with his 'I Win' punch. He took away over 3,000 HP and would have followed it up with a TKO. I had turned around to see what my dog was doing since she was unusually quite (she was chewing a damn pillow ) and wasn't paying attention. Fortunately I turned around just in the nick of time and popped Hibernate and within 6 seconds I was back up and running at full power Soon as the red tower went down I was home clear since his attacks were no longer doing UBEROMGWTFBBQ damage anymore.


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