Ice/Ice Tanking
So, on a whim I started an Ice/Ice Tanker to run through preatorian content and give me a break from the EAT I have. I wanted to get a basic idea of how I should make one. I figure they're scrappers in reverse, but I know that's probably wrong in so many ways. I busted heads on my way to 10 and probably borked my power picks and thought I'd come here before going further. So far I've got Frozen Fists, Ice Sword, and air superiority in my attack chain, taunt is on auto. I've Taken Hoarfrost, Chilling Embrace, and Permafrost from my primary. Am I doomed?
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For your armors, Permafrost can come much, much later in your build. However, Frozen Armor and Wet Ice should be in your build by now. Frozen Armor is you basic smashing/lethal damage shield, and Wet Ice gives you protection from being Mez'd. You want those two powers.
I would also advise you to pick up Frost soon. It's your only AoE damage power until Frozen Aura (and Icicles, too), and it's a great power.
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
Not doomed, but Permafrost is a "take eventually if you have room" power, not a "take right away" power. Get Frozen Armor and Wet Ice ASAP.
Taunt on auto is almost never a good idea, IMO. At low levels, the chances of accidentally Taunting yourself into trouble is way too high, and besides, Chilling Embrace is quite a strong Taunt aura so there's no need to be constantly using Taunt as well.
EDIT: Curses, scooped by Aett!
My Characters
Knight Court--A CoH Story Complete 2/3/2012
So far I've got Frozen Fists, Ice Sword, and air superiority in my attack chain, taunt is on auto. I've Taken Hoarfrost, Chilling Embrace, and Permafrost from my primary.
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Frozen Armor is your main Smashing/Lethal defense shield. That is what keeps you from being hit with everything thrown at you.
Wet Ice is your mez protection. It keeps you from being mezzed by all those things that are hitting you because you skipped your S/L defense shield.
Hoarfrost can be pushed back quite a ways, and I would take Permafrost at level 49, if I took it at all. You will probably hit 90% resistance to Cold without it, so it's basically just a mule for a Steadfast Res/Def.
With Chilling Embrace running and taunt on autofire, you are going to agro everything and it's grandmother on you, and you have no defense to stop all that agro from turning you into a puddle of goo.
Am I doomed? |
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. |
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I agree with most of your post, but I disagree about Hoarfrost. Like Dull Pain, IMO it's a "take it soonest" power.
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I generally put off Dull Pain clones until the teens when I can slot at least DOs in it. Unslotted, they aren't up often enough to really do me much good before then.
I'd rather take a power that will give me some defense or the ability to defeat enemies faster in the really early levels over a long recharge +HP/Heal that will spend most of the time in my tray recharging.
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. |
Hoarfrost is something I take before frozen armour as it is schedule a enhancements and its good to get slotting early, you may argue on what to put in it but the slots are there by the time something decent should go in. The armours tend not to be boosted by much with schedule b's and so the extra amount of def granted by DOs is pretty small. I would of had Hoarfrost, Frozen Armour, Chilling Embrace, Wet Ice, Haste all before 10. Combat jump is better than haste at that level but I like to save on respecs.
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.
So, on a whim I started an Ice/Ice Tanker to run through preatorian content and give me a break from the EAT I have. I wanted to get a basic idea of how I should make one. I figure they're scrappers in reverse, but I know that's probably wrong in so many ways. I busted heads on my way to 10 and probably borked my power picks and thought I'd come here before going further. So far I've got Frozen Fists, Ice Sword, and air superiority in my attack chain, taunt is on auto. I've Taken Hoarfrost, Chilling Embrace, and Permafrost from my primary. Am I doomed?
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Slot Frost.
Get used to using Frost and positioning yourself to catch more than one mob in the cone.
It's your best DPA attack, according to pretty much any of the ice melee guides I've see that've crunched the numbers.
Other than that, by level 10 on an Ice tanker I'd Want Frozen Armour and Wet Ice ASAP, Chilling Embrace next and then Hoarfrost in terms of priorities.
Frozen Fists, Brawl, Veteran attacks (if you've got any) and Frost should be a workable attack chain at low levels.
Grab Ice Patch ASAP, it adds so much survivability to melee it's not even funny
Other than that, once you get Energy Absorption, it's hard to doom an Ice/Ice tanker defensively.
Warning:
The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.
Heres what I would want by 10th level on a Ice/Ice
1 - Frozen Armor (Sm/Le Def a must)
1 - Frozen Fists
2 - Ice Sword
4 - Frost
6 - Wet Ice (Status Pro and other Def.. nuff said)
8 - Chilling Embrace (-Dmg debuff, Recharge and a slow. Aggro and surviability)
10 - Combat Jumping
Hoarfrost recharge is massive, and without better enchancments its reuse value is rather limited. Combat Jumping is a VERY cheap toggle, and effective way to boost your DEF early on with minimal slotting needs.
Frozen Fists, Ice Sword, Frost, Brawl + any Veteran you have makes a very nice attack set. If you have Veteran Frost + Sands of Mu can do a real number on a group of bad guys.
You certainly do not need taunt at these levels, even if grouped Chilling embrace has plenty of aggro in it, not to mention your Tanker Innate.
As mention above... Get Ice Patch at 20. Ice patch can do some crazy things!!
Be fore warned.. its not the same Ice Patch you see Controller throwing around freezeing an entire rooms floor. Its a lot smaller but still very very useful.
Main: Praetor Imperium Elec/SS/Mu
Hoarfrost is something I take before frozen armour as it is schedule a enhancements and its good to get slotting early, you may argue on what to put in it but the slots are there by the time something decent should go in. The armours tend not to be boosted by much with schedule b's and so the extra amount of def granted by DOs is pretty small. I would of had Hoarfrost, Frozen Armour, Chilling Embrace, Wet Ice, Haste all before 10. Combat jump is better than haste at that level but I like to save on respecs.
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Hoarfrost first. Slotted to six as soon as practical. Its your best survival tool as a new ice armor user. It gets less needed as you progress and take your armors, but it is never droppable or skippable. Frozen Armor and Glacial Armor are only worth their end costs once you get to SO levels anyway. Wet Ice is your status protection so you need it to be running all the time, when you are fighting mobs that can mez you. Chilling Embrace is the best taunt aura in the game. Permafrost, take later on. EA will make you squee with delight. One power I personally can live without is icicles. Some like it. I see no need for it. I'd rather take taunt, save on endurance and have the ability to affect mobs at range.
-Largo
Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian
Both Taunt and Permafrost can be put off until you final powerpicks or if you have nothing else you want to take. I took Taunt at 30 and Permafrost at 49. In regards to skippable powers, Greater Ice Swords is #1. Back to Taunt and Permafrost - they are also skippable to some degree. CE and Icicles can maintain aggro for you unless you're teaming with shield users. I ran my ice/ice tank to 50 without taunt and left him as such until i19 when I started playing again after a hiatus and like using taunt to grab ranged mobs. Permafrost is great for that extra little bit of fire resistance and it allows you to be completely immune to slows with EA up and it is a one-slot wonder for a steadfast +def IO.
Being a tauntless tank requires you to be quite a bit more active, however, which isn't too bad if you take combat jumping. Herding is also encouraged as it keeps mobs on you to let your auras do their work and it doesn't take a lot of time if you stay ahead of your team to do it. Also will take longer if you slot CE for slow.
Here's my current build for you to get some more ideas. When you're ready to start investing in IOs, softcapping s/l/e/n defense is priority. After that you should slot for a mix of +rech/regen/hp with a dash of recovery.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Rchg(7), Dct'dW-Heal(11), Dct'dW-Heal/EndRdx(34)
Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 2: Ice Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Dmg/EndRdx(21)
Level 4: Frost -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(9), Posi-Dam%(21), Mocking-Taunt/Rchg/Rng(46)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Boxing -- Acc-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34), Ksmt-ToHit+(40)
Level 12: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(13), LkGmblr-Def/EndRdx/Rchg(33)
Level 14: Chilling Embrace -- EndRdx-I(A), Taunt-I(15)
Level 16: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(17), C'ngBlow-Acc/Dmg(17), M'Strk-Acc/Dmg/EndRdx(31), FotG-ResDeb%(37)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(19), LkGmblr-Def/EndRdx/Rchg(33)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(34)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(33)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(27), P'Shift-End%(31), P'Shift-EndMod/Rchg(37), P'Shift-EndMod(46)
Level 28: Freezing Touch -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), Dmg-I(40), Dmg-I(43)
Level 30: Taunt -- Range-I(A)
Level 32: Hibernate -- Heal-I(A)
Level 35: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(36), AdjTgt-Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(37)
Level 38: Frozen Aura -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Dmg(40), CSndmn-Heal%(46)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Build%(42), Decim-Dmg/EndRdx(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Slow%(45)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(43), RgnTis-Regen+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
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SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
Hoarfrost first. Slotted to six as soon as practical. Its your best survival tool as a new ice armor user. It gets less needed as you progress and take your armors, but it is never droppable or skippable. .
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We are talking about a power you cannot perma on SOs alone. Permaing Hoarfrost is its biggest use, other wise its jsut a really slow heal. Its very skippable in the lower levels because of its slow recharge time, and non-perma status. Taking it over a DEF boosting power is a step backwards.
In my view anyways *shrug*.
Main: Praetor Imperium Elec/SS/Mu
105% Disagree with this
We are talking about a power you cannot perma on SOs alone. Permaing Hoarfrost is its biggest use, other wise its jsut a really slow heal. Its very skippable in the lower levels because of its slow recharge time, and non-perma status. Taking it over a DEF boosting power is a step backwards. |
It would be like attempting to play Regen or Invuln using nothing but Dull Pain for survival at level 10.
If Hoarfrost doesn't save you, it will be a few minutes until you can use it again. If you skipped your defense powers in favor of it, you are going to die again in those few minutes.
Hoarfrost is a good power, I'm not arguing that. But it isn't so good that you should skip Frozen Armor in favor of it. Hoarfrost can wait a few levels, Frozen Armor and Wet Ice can't.
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. |
Frozen Armor is not going to save you either, at the TO and DO level.
I am of thinking this way. Take a power that you want to six slot, before a power that only needs 4.
Anyone that thinks Hoarfrost is just a slow heal, doesn't understand Hoarfrost.
-Largo
Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian
Frozen Armor is not going to save you either, at the TO and DO level.
I am of thinking this way. Take a power that you want to six slot, before a power that only needs 4. Anyone that thinks Hoarfrost is just a slow heal, doesn't understand Hoarfrost. |
As I usually take powers:
1 - Attack
1- Frozen Armor
2 - Hoarfrost
4 - Attack
6 - Chilling Embrace
8 - Wet Ice
10 - Pool power or another attack
12 - Pool power or another attack (usually a travel pre-req, if you don't have city traveller yet)
It's not an either-or situation. You can take both Hoarfrost AND Frozen Armor early on, and you should.
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
It's not an either-or situation. You can take both Hoarfrost AND Frozen Armor early on, and you should.
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On my fav. Ice armor tank, I only have 2 primary powers 6 slotted, HF and EA. And they are both taken as soon as I could take them.
-Largo
Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian
I tanked a +2 Frostfire for an 8 man pug group with my Ice/Ice at lvl 6 herding like a level 50. There is not alot I could of done with armours at that point but I sure did like the hoarfrost as a omg hope is here button. The +hp given is potentially helpful to those supporting you as it can give them more time to react. Either way some people dont tank off the bat, for large teams and some do and we could all swear by some sauce. As mentioned before I rather do very little in respecing, like Largo says have the slots there for later. All my tankers will exemp to any level and cope with the content before them so slotting Hoarfrost early is how I'd be doing it.
This would be my power order, one thing is wet ice at level 6 is a good idea for Frostfire.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Hoarfrost -- Empty(A), Empty(5), Empty(7), Empty(7), Empty(9)
Level 1: Frozen Fists -- Empty(A), Empty(39), Empty(43), Empty(46), Empty(46)
Level 2: Frozen Armor -- Empty(A), Empty(3), Empty(3), Empty(5)
Level 4: Chilling Embrace -- Empty(A)
Level 6: Wet Ice -- Empty(A)
Level 8: Hasten -- Empty(A), Empty(9), Empty(11)
Level 10: Taunt -- Empty(A), Empty(11), Empty(13), Empty(13), Empty(15), Empty(15)
Level 12: Icicles -- Empty(A), Empty(17), Empty(17), Empty(19), Empty(19), Empty(21)
Level 14: Super Speed -- Empty(A)
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.
I tanked a +2 Frostfire for an 8 man pug group with my Ice/Ice at lvl 6 herding like a level 50. There is not alot I could of done with armours at that point but I sure did like the hoarfrost as a omg hope is here button. The +hp given is potentially helpful to those supporting you as it can give them more time to react. Either way some people dont tank off the bat, for large teams and some do and we could all swear by some sauce. As mentioned before I rather do very little in respecing, like Largo says have the slots there for later. All my tankers will exemp to any level and cope with the content before them so slotting Hoarfrost early is how I'd be doing it.
This would be my power order, one thing is wet ice at level 6 is a good idea for Frostfire. Hero Plan by Mids' Hero Designer 1.94 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Ice Armor Secondary Power Set: Ice Melee Power Pool: Speed Power Pool: Fighting Power Pool: Flight Ancillary Pool: Arctic Mastery Hero Profile: Level 1: Hoarfrost -- Empty(A), Empty(5), Empty(7), Empty(7), Empty(9) Level 1: Frozen Fists -- Empty(A), Empty(39), Empty(43), Empty(46), Empty(46) Level 2: Frozen Armor -- Empty(A), Empty(3), Empty(3), Empty(5) Level 4: Chilling Embrace -- Empty(A) Level 6: Wet Ice -- Empty(A) Level 8: Hasten -- Empty(A), Empty(9), Empty(11) Level 10: Taunt -- Empty(A), Empty(11), Empty(13), Empty(13), Empty(15), Empty(15) Level 12: Icicles -- Empty(A), Empty(17), Empty(17), Empty(19), Empty(19), Empty(21) Level 14: Super Speed -- Empty(A) |
I don't really think you need frozen armor at level 2. I've gotten into the habit of making sure I have some kind of attack chain while leveling because it makes it a lot easier. I wish I had done it when I made my ice tank because starting out his build looked pretty similar to this and I ran with FF and Frost for most of his career until I eventually respec'd to get IS sooner. Also, at the lower levels, taunt is completely unnecessary for holding aggro because CE is only bested by AAO from shields. So taunt could be replaced by either IS or frost and icicles could possibly be pushed out a little bit more in the teens for the other attack. Point is since your defenses aren't going to do much on TO/DOs, it makes more sense to get more attacks early to kill things before they kill you.
With ninja/beast run available, you could even skip a travel power (or delay getting one further in the build) in favor of other powers or starting a power pool earlier, such as fighting. If you don't have them, then getting a travel power is pretty standard at 14. Personally, I don't see the need for a travel power unless it's for concept or pvp or getting SS for a stealthy toon. You can even get jet packs for the shadow shard.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
I don't really think you need frozen armor at level 2. I've gotten into the habit of making sure I have some kind of attack chain while leveling because it makes it a lot easier. I wish I had done it when I made my ice tank because starting out his build looked pretty similar to this and I ran with FF and Frost for most of his career until I eventually respec'd to get IS sooner. Also, at the lower levels, taunt is completely unnecessary for holding aggro because CE is only bested by AAO from shields. So taunt could be replaced by either IS or frost and icicles could possibly be pushed out a little bit more in the teens for the other attack. Point is since your defenses aren't going to do much on TO/DOs, it makes more sense to get more attacks early to kill things before they kill you.
With ninja/beast run available, you could even skip a travel power (or delay getting one further in the build) in favor of other powers or starting a power pool earlier, such as fighting. If you don't have them, then getting a travel power is pretty standard at 14. Personally, I don't see the need for a travel power unless it's for concept or pvp or getting SS for a stealthy toon. You can even get jet packs for the shadow shard. |
But rather than Frozen Armor, I think at least two of the last four powers on New Dawn's build could easily be delayed a bit to pick up a couple more attacks. On my Ice/Axe, I don't think I took Icicles until the 20s or 30s.
EDIT: I realize that Icicles could be considered an attack, but my preferred playstyle generally doesn't include standing around brawling enemies and waiting for a damage aura to whittle down their health.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I agree that one attack is way too few--I like to have at least three secondary attacks by level 10-12. (Or two secondary attacks and a good pool attack like Air Sup.)
But rather than Frozen Armor, I think at least two of the last four powers on New Dawn's build could easily be delayed a bit to pick up a couple more attacks. On my Ice/Axe, I don't think I took Icicles until the 20s or 30s. EDIT: I realize that Icicles could be considered an attack, but my preferred playstyle generally doesn't include standing around brawling enemies and waiting for a damage aura to whittle down their health. |
Picking up one slot wonders or powers that don't need slots right away are good to get while you get your attacks slotted too. WI, CJ, Boxing, and CE are good candidates for this. For the OP, it would be good to know what temp powers he has available, such as ninja or beast run as those plus inherent fitness have really changed how builds can be put together (at least for me).
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
I realize that Icicles could be considered an attack, but my preferred playstyle generally doesn't include standing around brawling enemies and waiting for a damage aura to whittle down their health.
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When I roll a tanker, I expect to tank asap as in go out, make a team and accrue mobs for that team. I am controlling aggro whilst everybody else is beating the snot out of them. Collective AoEs save on endurance and in the earlier levels pre inherent fitness making sure people get to use AoEs made the need for fitness a bit non existent. I could of leveled slow but thats not what happened. Was I fit to solo? No, major incentive to make an 8 man team and suck it and see. Edit: Good memories of the early levels for sure.
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.
On an ice/ice I personally would not worry about getting taunt. Most of your melee powers have taunt built in. An ice tank does not stand at the sidelines firing off taunt - it aint a 1 power tank, they get right into the action and beat the crop out of foes, more a Scranker. For such a little used power I found it more beneficial to respec taunt out and pick up an extra APP or pool.
For the die hards that would criticise "a tank without taunt is like blah without blah blah" (all iterated in a whiney 3 yr olds voice), YOU'RE WRONG. I have always found it more beneficial to teams having powers I can actually use. Yes some tanks need taunt, ice/ice however does not as it has many taunts built in.
On an ice/ice I personally would not worry about getting taunt. Most of your melee powers have taunt built in. An ice tank does not stand at the sidelines firing off taunt - it aint a 1 power tank, they get right into the action and beat the crop out of foes, more a Scranker. For such a little used power I found it more beneficial to respec taunt out and pick up an extra APP or pool.
For the die hards that would criticise "a tank without taunt is like blah without blah blah" (all iterated in a whiney 3 yr olds voice), YOU'RE WRONG. I have always found it more beneficial to teams having powers I can actually use. Yes some tanks need taunt, ice/ice however does not as it has many taunts built in. |
Also, Taunt has to other benefits over the aggro auras and attacks: 1) It's much longer of a duration, meaning that you generate much more Threat using Taunt than without, and 2) Taunt contains -range, which is very useful against mobs that don't like to enter melee range.
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
While this is true for a large portion of the game, if you're going to be Tanking AVs or other tough foes, Taunt is your only guaranteed way of holding aggro. Your attacks and aggro auras will need to roll a ToHit against them, and can miss. Taunt is auto-hit even against these enemies.
Also, Taunt has to other benefits over the aggro auras and attacks: 1) It's much longer of a duration, meaning that you generate much more Threat using Taunt than without, and 2) Taunt contains -range, which is very useful against mobs that don't like to enter melee range. |
While this is true for a large portion of the game, if you're going to be Tanking AVs or other tough foes, Taunt is your only guaranteed way of holding aggro. Your attacks and aggro auras will need to roll a ToHit against them, and can miss. Taunt is auto-hit even against these enemies.
Also, Taunt has to other benefits over the aggro auras and attacks: 1) It's much longer of a duration, meaning that you generate much more Threat using Taunt than without, and 2) Taunt contains -range, which is very useful against mobs that don't like to enter melee range. |
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
So, on a whim I started an Ice/Ice Tanker to run through preatorian content and give me a break from the EAT I have. I wanted to get a basic idea of how I should make one. I figure they're scrappers in reverse, but I know that's probably wrong in so many ways. I busted heads on my way to 10 and probably borked my power picks and thought I'd come here before going further. So far I've got Frozen Fists, Ice Sword, and air superiority in my attack chain, taunt is on auto. I've Taken Hoarfrost, Chilling Embrace, and Permafrost from my primary. Am I doomed?