What primaries go well with Ice Melee?
I went with Shield but as always Ice primary is very thematic.
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-
Ice/Ice is definitely a fun combo, though I might be a little biased there.
However, Ice can go well will Shields, Invulnerability, and Willpower. Why? Because they don't have damage auras, and therefore you can actually use the sleep in Frozen Aura as mitigation against minion attacks, which can be handy.
Fire/Ice can be good, too, since Fire/ will help out /Ice's lower than average damage, while /Ice helps Fire/ with some more mitigation.
I've never seen a Dark/Ice Tanker before, and while nothing would really be a poor combo there, there's also not too much direct synergy going on, either.
I'd say the worst pairing would be Stone Armor, since it generally doesn't need the higher mitigation than /Ice provides, and the slightly lower damage of Ice Melee would be felt more when in Granite Armor.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
I am thinking of making a new Tanker using Ice Melee, which is a fairly rare set (due to low damage, I imagine). Mostly because it's a Tanker-only set.
I was thinking of going with Shield defense for the primary, since it will give it a little extra oomph through AaO and Shield Charge, but I'd like to hear the thoughts of anybody else who's used it. |
Ice/Ice is definitely a fun combo, though I might be a little biased there.
However, Ice can go well will Shields, Invulnerability, and Willpower. Why? Because they don't have damage auras, and therefore you can actually use the sleep in Frozen Aura as mitigation against minion attacks, which can be handy. Fire/Ice can be good, too, since Fire/ will help out /Ice's lower than average damage, while /Ice helps Fire/ with some more mitigation. I've never seen a Dark/Ice Tanker before, and while nothing would really be a poor combo there, there's also not too much direct synergy going on, either. I'd say the worst pairing would be Stone Armor, since it generally doesn't need the higher mitigation than /Ice provides, and the slightly lower damage of Ice Melee would be felt more when in Granite Armor. |
Ice/ice is like a melee controler. No damage though, however when I roled one, was before the adjustments to ice melee...
ice melee, as some one said does help the resistance tankers a bit, because of the mitigation in the ice patch, and that very wide cone dot damage slow power. Ice melee would definately add a great amount of mitigation/survival to the resistance sets.
On the flip side ice melee can make defense sets godly with out soft capped slotting because of the perma kd in ice patch, and it is very easy to double to quad stack depending on recharge. so you can actually place one ice patch, then if fast enough recharge, move just out side of first ice patch and drop another. This tactic would help those baddies that have more than 17 baddies to each spawn (council nemisis).
In my tankers I don't really need to deal damage to feel like I am doing my job, but ice melee was more meh for me than it was a WOW. However mine didn't have the upper tier powers either.
If I was to pair something with ice melee I would pair it with something that is uncommon. so my vote would go to either ea/ice, or da/ice.
protector-knight: lvl 50 invun/axe tank
Lillian Brick: lvl 50 stone/stone/pyre tank
Hybrid-knight: lvl 50 db/regen scrap
Vengful-Nature: lvl 50 spines/sr/bod scrap
Element-Wizard: lvl 50 fire/storm/stone troll
I've never seen a Dark/Ice Tanker before, and while nothing would really be a poor combo there, there's also not too much direct synergy going on, either. |
Oppressive Gloom + Ice Patch + Death Shroud + Cloak of Fear
Between all those powers you will be virtually untouchable. They'll be stunned, terrorized, and falling down simultaneously, all while taking ticks of damage from Death Shroud. You could pull an agro cap sized group into a corner, put Ice Patch on autofire, and just walk away from the computer, knowing that when you come back that entire group will be defeated. If you slot the Armageddon: Chance for Fire Damage proc in Death Shroud, you can make it go even faster.
There's actually a LOT of synergy in DA/Ice if you think outside the box about it. I'm leveling one right now in fact. (Which I rolled because I'd never seen one before either)
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Just one thing to say about this:
Oppressive Gloom + Ice Patch + Death Shroud + Cloak of Fear Between all those powers you will be virtually untouchable. They'll be stunned, terrorized, and falling down simultaneously, all while taking ticks of damage from Death Shroud. You could pull an agro cap sized group into a corner, put Ice Patch on autofire, and just walk away from the computer, knowing that when you come back that entire group will be defeated. If you slot the Armageddon: Chance for Fire Damage proc in Death Shroud, you can make it go even faster. There's actually a LOT of synergy in DA/Ice if you think outside the box about it. I'm leveling one right now in fact. (Which I rolled because I'd never seen one before either) |
The only reason I wouldn't think there would be synergy with those powers (at least more so than usual) is that Oppressive Gloom/Cloak of Fear should take care of most minions anyways, so Ice Patch wouldn't be as necessary. Now, if you could get your Ice Patch to only affect the bosses and lieuts, then we'd be on to something. But if it's knocking down something that is stunned already, then it's not working to its full potential like it might with the other sets.
It's certainly not a bad combo of powers to have, I just see the other sets getting more use out of Ice Patch than Dark Armor would.
Now, if you wanted to make a melee Controller, then I'd say that Dark/Ice is the way to go. Once you get Oppressive Gloom, Cloak of Fear, Ice Patch, Freezing Touch, and Frozen Aura, you've got stuns, fears, holds, sleeps, and KD. The only thing you're really missing is an Immob and a Confuse, and you can get the immob and another hold from your APP if you so choose. Heck, go Stone APP and you can get another Hold, a ranged AoE stun, and an Immob. Go crazy and with your three power picks from no longer having to pick up Stamina, and go Presence Pool, to pick up another Taunt, a ST fear, and a PBAoE fear. Doing all that would get you:
2 ST holds
2 PBAoE fears
1 PBAoE stun
1 Ranged AoE stun
1 PBAoE sleep
1 Placeable AoE KD
1 Immob
That's nine control options. Nothing should ever touch you, as long as your endurance holds out.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Just one thing to say about this:
Oppressive Gloom + Ice Patch + Death Shroud + Cloak of Fear Between all those powers you will be virtually untouchable. They'll be stunned, terrorized, and falling down simultaneously, all while taking ticks of damage from Death Shroud. You could pull an agro cap sized group into a corner, put Ice Patch on autofire, and just walk away from the computer, knowing that when you come back that entire group will be defeated. If you slot the Armageddon: Chance for Fire Damage proc in Death Shroud, you can make it go even faster. There's actually a LOT of synergy in DA/Ice if you think outside the box about it. I'm leveling one right now in fact. (Which I rolled because I'd never seen one before either) |
Still haven't come up with a build I am completely happy with (fitting everything I want in basicly!) and can't decide between the Soul PPP or the Ice or Earth APPs.
Anyway - if you didn't go Dark Armour I would definitely suggest what Aett posted about sets with non-damaging Taunt auras.
I would also suggest Electric Armour. Not for any particular reason except it is one of my fav armour sets

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I am thinking of making a new Tanker using Ice Melee, which is a fairly rare set (due to low damage, I imagine). Mostly because it's a Tanker-only set.
I was thinking of going with Shield defense for the primary, since it will give it a little extra oomph through AaO and Shield Charge, but I'd like to hear the thoughts of anybody else who's used it.