Ice/? Tank? Thoughts???


Airhammer

 

Posted

Quote:
Originally Posted by LSK View Post
I have been playing a tank now for a little over 6 years and I have also seen people who say that they do not need taunt and next thing you know they lose aggro and the squishy that got it dies. So yes I am saying no taunt=bad tank. There is many times in the game where your going to need taunt. Keeping hold of AVs, getting the baddies off of squishy to keep them alive, doing HAMI. An emp might be able to get by on the other buffs but it is better with heals to keep team alive, just like a Tank needs to hold aggro off of the rest of the team. And yes I have been on a squishy with a tank that was just like you, they have been playing a Ice tank for over 5 years and they lost aggro from an AV because they had no taunt. I died. So I am a firm believer that a Tank should have Taunt.
As per http://paragonwiki.com/wiki/Taunt_%28Status_Effect%29 'taunt' the power only really adds a 1000x multiplier to your attacks for the duration of the taunt power. But, http://paragonwiki.com/wiki/Threat hows that any AT can build up threat on mobs, without using taunt specifically, especially when ALL of a tankers attacks apply the 'taunt' affect, giving ALL of their attacks the 1000x multiplier to threat. Taunt the power just allows you to apply the threat multiplier from range, and affect much more targets then Gauntlet will normally allow to you do.

Now ice/ has 2 auras, that pulse every few seconds, that apply this same 1000x multiplier to the ice tankers attacks, basically making 'taunt' the power redundant, unless you both need, and have a way to maintain range threat, which on a tanker is limited to only epic power pools, or select powers with limited recharge (taunt -> hurl will allow you to build threat from range, but that blaster who nuked in melee range will pull threat right off you pretty quick, even though you used taunt)


 

Posted

Quote:
Originally Posted by Arbegla View Post
Taunt the power just allows you to apply the threat multiplier from range, and affect much more targets then Gauntlet will normally allow to you do.
Exactly.

Quote:
Now ice/ has 2 auras, that pulse every few seconds, that apply this same 1000x multiplier to the ice tankers attacks, basically making 'taunt' the power redundant, unless you both need, and have a way to maintain range threat, which on a tanker is limited to only epic power pools, or select powers with limited recharge (taunt -> hurl will allow you to build threat from range, but that blaster who nuked in melee range will pull threat right off you pretty quick, even though you used taunt)
Adding range doesn't make it redundant. The "unless" and "or" are appreciated.

And if that blaster comes in and nukes and everyone's not dead, they suck and I will let them die, which they won't as enemies love an ice tank. I hate to let a blapper live, but it happens.


 

Posted

Quote:
Originally Posted by Postagulous View Post
Adding range doesn't make it redundant. The "unless" and "or" are appreciated.

And if that blaster comes in and nukes and everyone's not dead, they suck and I will let them die, which they won't as enemies love an ice tank. I hate to let a blapper live, but it happens.
The thing is, there is only 1 thing i can think off where 'ranged taunt' would actually be useful, that is on a Hami raid, for the hami tank. Any other time a tanker(or brute) would need to hold aggro he can do so in melee range, which allows him to abuse Gauntlet, and his taunt auras.

while i will admit 'Taunt' has its uses, they are very few and far between, and saying 'no taunt = bad tank' is a very close minded argument especially with the equations and math shows that 'threat' can be built without using taunt.


 

Posted

Quote:
Originally Posted by Arbegla View Post
As per http://paragonwiki.com/wiki/Taunt_%28Status_Effect%29 'taunt' the power only really adds a 1000x multiplier to your attacks for the duration of the taunt power. But, http://paragonwiki.com/wiki/Threat hows that any AT can build up threat on mobs, without using taunt specifically, especially when ALL of a tankers attacks apply the 'taunt' affect, giving ALL of their attacks the 1000x multiplier to threat. Taunt the power just allows you to apply the threat multiplier from range, and affect much more targets then Gauntlet will normally allow to you do.
You're making a critical misinterpretation of taunt's mechanics. The threat multiplication is not a binary on/off x1000, it's a x1000 per second of the longest remaining taunt. Yes, Gauntlet and aggro auras pulse a 13.5s (on average, reduced by the purple patch, etc), or a 13,500x multiplier. On the flip side, Taunt places a 41,000x multiplier, or if it's well slotted, ~81,000x. That is a huge difference in magnitude. And when you're dealing with other ATs with taunt auras (specifically Brutes and Invuln/Shield Scrappers), you'll want/need that extra taunt duration.

Remember, the taunt duration on auras isn't different on Scrappers or Brutes, but they deal more damage, leading to higher threat generation. (If the Brute has Taunt, which is also the same duration as it is for Tankers, then Game Over, Brute wins.)

Ice has one thing that make its auras more potent than most: a plethora of debuffs. Debuffs act as threat multipliers, damage and resistance one in particular, because they effect 8 stats at once (each damage type), which CE has on top of recharge debuffs and movement slows. Still, I would never count on that and give up my strongest threat generating tool. I've played Tauntless tanks (Ice, in fact) before, but after losing aggro and having no recourse to get it back, I picked it up.


[edit: On an unrelated note, it has a range debuff that helps cluster mobs.]


 

Posted

Quote:
Originally Posted by Arbegla View Post
while i will admit 'Taunt' has its uses, they are very few and far between.
compared to....?


Yeah thread necromancy but I did wonder.


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 coming back to play from stopping in 2008 and have a ice/ss tanker. I'm doing fine with it so far, but am a little annoyed that I ended up taking Glacial Armor.. which I NEVER use.

I run on mac so I can't use the mids planner, but I ran it through the web based one and just did basic Enh's since I don't know any of the sets and that sort of thing. I'll figure those out later. I figure the slotting's more important anyway.

So please let me know what you think and/or point me to where I can get some more knowledge -

+----------------------------------------------------------------
+ Built with SuckerPunch's Online Planner v5.0
+ http://planner.cohtitan.com/planner
+----------------------------------------------------------------
Archetype: Tanker
Primary: Ice Armor
Secondary: Super Strength
+----------------------------------------------------------------

01: Frozen Armor => Buff_Defense(1), EnduranceDiscount(3), EnduranceDiscount(3), EnduranceDiscount(5), Buff_Defense(5), Buff_Defense(7)
01: Jab => Accuracy(1), Damage(7), EnduranceDiscount(23)
02: Chilling Embrace => EnduranceDiscount(2), EnduranceDiscount(11), EnduranceDiscount(13), Taunt(15)
04: Haymaker => Recharge(4), EnduranceDiscount(9), Empty(31)
06: Combat Jumping => EnduranceDiscount(6), Buff_Defense(15)
08: Wet Ice => EnduranceDiscount(8), EnduranceDiscount(9), EnduranceDiscount(11)
10: Taunt => Accuracy(10), Taunt(40)
12: Maneuvers => EnduranceDiscount(12), Buff_Defense(17), EnduranceDiscount(31), EnduranceDiscount(34), Buff_Defense(36), Buff_Defense(37)
14: Super Jump => Jump(14), Jump(50), Jump(50)
16: Hoarfrost => EnduranceDiscount(16), EnduranceDiscount(17), EnduranceDiscount(19), Heal(19)
18: Boxing => Damage(18), Accuracy(37), Damage(37), EnduranceDiscount(48), Damage(50)
20: Knockout Blow => EnduranceDiscount(20), Accuracy(21), Empty(39), Empty(48), Empty(48)
22: Tough => EnduranceDiscount(22), EnduranceDiscount(25)
24: Tactics => EnduranceDiscount(24), EnduranceDiscount(25)
26: Energy Absorption => EnduranceDiscount(26), EnduranceDiscount(27), EnduranceDiscount(27), Buff_Defense(29), Buff_Defense(29), Recharge(31)
28: Hand Clap => Accuracy(28), EnduranceDiscount(31), Recharge(31), Empty(40)
30: Recall Friend => EnduranceDiscount(30)
32: Hibernate => EnduranceDiscount(32), EnduranceDiscount(33), Recharge(33), EnduranceDiscount(33), Recharge(34), Recharge(34)
35: Hurl => Damage(35), EnduranceDiscount(36), Accuracy(36), Damage(40), Accuracy(43), EnduranceDiscount(45)
38: Foot Stomp => Damage(38), EnduranceDiscount(39), Accuracy(39), Damage(46), Accuracy(46), EnduranceDiscount(46)
41: Weave => EnduranceDiscount(41), EnduranceDiscount(42), EnduranceDiscount(42), Buff_Defense(42), Buff_Defense(43), Buff_Defense(43)
44: Assault => EnduranceDiscount(44), EnduranceDiscount(45), EnduranceDiscount(45)
47: Conserve Power => EnduranceDiscount(47), EnduranceDiscount(50)
49: Energy Torrent => Damage(49)

+----------------------------------------------------------------
+ Inherent Powers
+----------------------------------------------------------------

01: Brawl => Empty(1)
01: Sprint => Empty(1)
02: Rest => Empty(2)

[EDIT] reading frankenslotting guide and "IO's for Newbs..."


 

Posted

Quote:
Originally Posted by New Dawn View Post
compared to....?


Yeah thread necromancy but I did wonder.
Hamidon is about the only thing i can think of that would require ranged taunt of that high of a magnitude. Anything else, especially on an ice tanker you can run into melee and hold aggro just fine.


 

Posted

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Frozen Armor

  • (A) Luck of the Gambler - Recharge Speed
  • (3) Luck of the Gambler - Defense
  • (3) Luck of the Gambler - Defense/Endurance
  • (5) Luck of the Gambler - Defense/Recharge
  • (5) Luck of the Gambler - Endurance/Recharge
  • (7) Luck of the Gambler - Defense/Endurance/Recharge
Level 1: Frozen Fists
  • (A) Kinetic Combat - Accuracy/Damage
  • (7) Kinetic Combat - Damage/Endurance
  • (9) Kinetic Combat - Damage/Recharge
  • (9) Kinetic Combat - Damage/Endurance/Recharge
Level 2: Hoarfrost
  • (A) Doctored Wounds - Heal
  • (11) Doctored Wounds - Heal/Endurance
  • (11) Doctored Wounds - Heal/Recharge
  • (13) Doctored Wounds - Heal/Endurance/Recharge
  • (13) Doctored Wounds - Recharge
Level 4: Ice Sword
  • (A) Kinetic Combat - Accuracy/Damage
  • (15) Kinetic Combat - Damage/Endurance
  • (17) Kinetic Combat - Damage/Recharge
  • (17) Kinetic Combat - Damage/Endurance/Recharge
  • (19) HamiO:Nucleolus Exposure
Level 6: Wet Ice
  • (A) Endurance Reduction IO
  • (19) Endurance Reduction IO
Level 8: Chilling Embrace
  • (A) Endurance Reduction IO
  • (21) Endurance Reduction IO
Level 10: Taunt
  • (A) Mocking Beratement - Taunt
  • (21) Mocking Beratement - Taunt/Recharge
  • (23) Mocking Beratement - Taunt/Recharge/Range
  • (23) Mocking Beratement - Accuracy/Recharge
  • (25) Mocking Beratement - Taunt/Range
  • (25) Mocking Beratement - Recharge
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (27) Recharge Reduction IO
  • (27) Recharge Reduction IO
Level 14: Super Speed
  • (A) Celerity - RunSpeed
  • (15) Celerity - +Stealth
  • (29) Celerity - Endurance
Level 16: Kick
  • (A) Damage Increase IO
Level 18: Tough
  • (A) Aegis - Resistance
  • (29) Aegis - Resistance/Endurance
  • (31) Aegis - Resistance/Recharge
  • (31) Aegis - Endurance/Recharge
  • (31) Aegis - Resistance/Endurance/Recharge
Level 20: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (33) Luck of the Gambler - Defense
  • (33) Luck of the Gambler - Defense/Endurance
  • (33) Luck of the Gambler - Defense/Endurance/Recharge
Level 22: Glacial Armor
  • (A) Luck of the Gambler - Recharge Speed
  • (34) Red Fortune - Defense
  • (34) Red Fortune - Defense/Endurance
  • (34) Red Fortune - Endurance
  • (36) Red Fortune - Defense/Recharge
  • (36) Red Fortune - Defense/Endurance/Recharge
Level 24: Permafrost
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 26: Energy Absorption
  • (A) Luck of the Gambler - Recharge Speed
  • (36) Red Fortune - Defense
  • (37) Red Fortune - Defense/Endurance
  • (37) Red Fortune - Defense/Recharge
  • (37) Red Fortune - Defense/Endurance/Recharge
  • (39) Red Fortune - Endurance
Level 28: Build Up
  • (A) Recharge Reduction IO
  • (50) Rectified Reticle - Increased Perception
Level 30: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 32: Hibernate
  • (A) Recharge Reduction IO
Level 35: Greater Ice Sword
  • (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (42) Mako's Bite - Accuracy/Damage
  • (43) Mako's Bite - Damage/Endurance
  • (43) Mako's Bite - Damage/Recharge
  • (43) Mako's Bite - Accuracy/Endurance/Recharge
  • (45) Mako's Bite - Chance of Damage(Lethal)
Level 38: Frozen Aura
  • (A) Eradication - Damage
  • (45) Eradication - Accuracy/Recharge
  • (45) Eradication - Damage/Recharge
  • (46) Eradication - Accuracy/Damage/Recharge
  • (46) HamiO:Nucleolus Exposure
Level 41: Freezing Touch
  • (A) Unbreakable Constraint - Endurance/Hold
  • (48) Unbreakable Constraint - Chance for Smashing Damage
  • (48) Unbreakable Constraint - Hold/Recharge
  • (48) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (50) Unbreakable Constraint - Accuracy/Recharge
Level 44: Focused Accuracy
  • (A) Endurance Reduction IO
  • (50) Endurance Reduction IO
Level 47: Physical Perfection
  • (A) Endurance Modification IO
Level 49: Ice Patch
  • (A) Recharge Reduction IO
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - Heal
  • (39) Numina's Convalescence - +Regeneration/+Recovery
  • (39) Numina's Convalescence - Heal/Endurance
  • (46) Miracle - +Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (40) Efficacy Adaptor - EndMod/Recharge
  • (40) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (40) Efficacy Adaptor - Accuracy/Recharge
  • (42) Efficacy Adaptor - EndMod/Accuracy
  • (42) Efficacy Adaptor - EndMod/Endurance
------------
Set Bonus Totals:
  • 9.5% DamageBuff(Smashing)
  • 9.5% DamageBuff(Lethal)
  • 9.5% DamageBuff(Fire)
  • 9.5% DamageBuff(Cold)
  • 9.5% DamageBuff(Energy)
  • 9.5% DamageBuff(Negative)
  • 9.5% DamageBuff(Toxic)
  • 9.5% DamageBuff(Psionic)
  • 13% Defense(Smashing)
  • 13% Defense(Lethal)
  • 10.8% Defense(Fire)
  • 10.8% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 3% Defense(Psionic)
  • 8% Defense(Melee)
  • 8.31% Defense(Ranged)
  • 9.25% Defense(AoE)
  • 3.6% Max End
  • 4% Enhancement(Heal)
  • 33% Enhancement(Accuracy)
  • 75% Enhancement(RechargeTime)
  • 253 HP (13.5%) HitPoints
  • MezResist(Held) 8.8%
  • MezResist(Immobilize) 15.4%
  • MezResist(Terrorized) 2.2%
  • 20% Perception
  • 5.5% (0.09 End/sec) Recovery
  • 42% (3.28 HP/sec) Regeneration
  • 6.3% Resistance(Fire)
  • 6.3% Resistance(Cold)
  • 3.13% Resistance(Psionic)
  • 5% RunSpeed
  • 2.5% XPDebtProtection



Yeah, this is my ice tank build. its too easy to play.


Kill the enemy. Take their souls. Drink their blood.

 

Posted

Quote:
Originally Posted by Arbegla View Post
Hamidon is about the only thing i can think of that would require ranged taunt of that high of a magnitude. Anything else, especially on an ice tanker you can run into melee and hold aggro just fine.
I have played my Ice tank since Issue 3 and can tell you that even with the aggro an Ice tank can hold just off of your auras, Taunt is something you should be taking just for the simple fact that it is a powerful tool that I see people underestimate.
In fact, IMHO, a tank without taunt might as well have rolled a scrapper or a brute. A tanker is designed to be the guy that attempts to take as much of the heat off the team as possible. Having Taunt allows the Ice tank to essentially "bait" mobs into melee where your auras can take over.

I have seen the usefulness of Taunt while running the iTrials. I can quite easily pull the AVs on the BAF around me where I have no trouble maintaining aggro from them (which often results in me being held quickly and multiple times during the fight). If I have some good controllers/dominators in the group who can immobilize the AVs, Taunt allows me to make the AVs waste their holds on me while I also hold the aggro of the reinforcements.


@ Dr Gemini

Quote:
�If we would come together and be great role models, it would be amazing to see how the next generation turns out.�