Ice Armor / Electrical Melee Tanker Build
Couple of hings first off what kind of farming? Second off why did u only 3 slot your Hoarfrost? 5 slot it with 5 DW. You have lot of imm rez when you really do not need that much. Not to mention kind of end heavy.
more often i keep seeing these ice builds with unnecessary amounts of s/l defense.
so - too much s/l defense! not enough e/n defense!
CJ is retardedly overslotted
CE overslotted
HF and EA underslotted
Now to get a bit more focused, are you planning on just AE farming or going elsewhere? Ice/ can do both. for AE you can make a custom ambush farm with ice using enemies (because ice/ laughs at slows and cold damage).
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)
more often i keep seeing these ice builds with unnecessary amounts of s/l defense.
so - too much s/l defense! not enough e/n defense! CJ is retardedly overslotted CE overslotted HF and EA underslotted Now to get a bit more focused, are you planning on just AE farming or going elsewhere? Ice/ can do both. for AE you can make a custom ambush farm with ice using enemies (because ice/ laughs at slows and cold damage). |
Also, I am looking over the build and don't see how i can slot EA (energy absorption??) for any more defence?
these are the changes I made:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
00-006: Level 50 Technology Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+:50(A), DefBuff-I:50(3), RedFtn-Def/EndRdx:50(5)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), KntkC'bat-Dmg/EndRdx:35(17)
Level 2: Chilling Embrace -- Slow-I:50(A), Slow-I:50(3), EndRdx-I:50(7)
Level 4: Hoarfrost -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-Heal/EndRdx:50(9), Dct'dW-Heal/Rchg:50(11), Dct'dW-Heal/EndRdx/Rchg:50(15)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(25), DefBuff-I:50(42)
Level 10: Taunt -- Mocking-Taunt/Rchg:50(A), Mocking-Rchg:50(36), Mocking-Taunt/Rng:50(36), Mocking-Taunt:50(36), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Acc/Rchg:50(37)
Level 12: Icicles -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(19), Sciroc-Acc/Dmg/EndRdx:50(27), Sciroc-Dam%:50(43)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
Level 16: Thunder Strike -- Oblit-Acc/Rchg:50(A), Oblit-Dmg:50(17), Oblit-Dmg/Rchg:50(21), Oblit-Acc/Dmg/Rchg:50(27), Oblit-Acc/Dmg/EndRdx/Rchg:50(43)
Level 18: Glacial Armor -- LkGmblr-Rchg+:50(A), RedFtn-Def:50(19), RedFtn-Def/EndRdx:50(23), RedFtn-Def/EndRdx/Rchg:50(25), RedFtn-Def/Rchg:50(42), RedFtn-EndRdx:50(42)
Level 20: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit:50(21), AdjTgt-ToHit/Rchg:50(31), AdjTgt-ToHit/EndRdx/Rchg:50(33), AdjTgt-ToHit/EndRdx:50(45)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23)
Level 24: Boxing -- Empty(A)
Level 26: Energy Absorption -- LkGmblr-Rchg+:50(A), RedFtn-Def:50(29), RedFtn-Def/EndRdx:50(31), EndMod-I:50(31), EndMod-I:50(40)
Level 28: Chain Induction -- Dmg-I:50(A), Acc-I:50(34)
Level 30: Tough -- Aegis-Psi/Status:50(A), Aegis-ResDam:50(33), Aegis-ResDam/EndRdx:50(34), Aegis-ResDam/EndRdx/Rchg:50(43)
Level 32: Weave -- LkGmblr-Rchg+:50(A), RedFtn-Def:50(33), RedFtn-Def/EndRdx:50(34)
Level 35: Lightning Clap -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/Stun/Rchg:50(37), Stpfy-EndRdx/Stun:50(50), Stpfy-Acc/EndRdx:50(50), Stpfy-Stun/Rng:50(50)
Level 38: Lightning Rod -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(39), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(40), Oblit-%Dam:50(40)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-Acc/Immob/Rchg:50(46), Enf'dOp-Acc/Immob:50(46)
Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg/EndRdx:50(46)
Level 47: Summon Striker -- ExRmnt-Acc/Rchg:50(A), ExRmnt-EndRdx/Dmg/Rchg:50(48), ExRmnt-Acc/Dmg/Rchg:50(48), ExRmnt-Acc/Dmg:50(48)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+:30(A)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(29)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(13), EndMod-I:50(13)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 13% DamageBuff(Smashing)
- 13% DamageBuff(Lethal)
- 13% DamageBuff(Fire)
- 13% DamageBuff(Cold)
- 13% DamageBuff(Energy)
- 13% DamageBuff(Negative)
- 13% DamageBuff(Toxic)
- 13% DamageBuff(Psionic)
- 13.6% Defense(Smashing)
- 13.6% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 3.63% Defense(Energy)
- 3.63% Defense(Negative)
- 3% Defense(Psionic)
- 11.1% Defense(Melee)
- 4.25% Defense(Ranged)
- 6.13% Defense(AoE)
- 1.8% Max End
- 3% Enhancement(Immobilize)
- 4% Enhancement(Heal)
- 36% Enhancement(Accuracy)
- 3% Enhancement(Stun)
- 82.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 63.2 HP (3.38%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 5.25%
- MezResist(Immobilize) 11.9%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 6.9%
- MezResist(Terrorized) 4.7%
- 5% (0.08 End/sec) Recovery
- 10% (0.78 HP/sec) Regeneration
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 1.26% Resistance(Energy)
- 6.26% Resistance(Negative)
- 3% Resistance(Psionic)
- 10% RunSpeed
- 2.5% XPDebtProtection
Set Bonuses:
Luck of the Gambler
(Frozen Armor)
- 7.5% Enhancement(RechargeTime)
(Charged Brawl)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Hoarfrost)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Taunt)
- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
(Icicles)
- 10% (0.78 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
(Super Jump)
- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
(Thunder Strike)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Glacial Armor)
- 7.5% Enhancement(RechargeTime)
(Glacial Armor)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Build Up)
- 2% DamageBuff(All)
- 1.26% Resistance(Energy,Negative)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Energy Absorption)
- 7.5% Enhancement(RechargeTime)
(Energy Absorption)
- MezResist(Immobilize) 2.2%
(Tough)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 2.5% XPDebtProtection
- 3% Resistance(Psionic)
(Weave)
- 7.5% Enhancement(RechargeTime)
(Weave)
- MezResist(Immobilize) 2.2%
(Lightning Clap)
- 2.5% (0.04 End/sec) Recovery
- 35.1 HP (1.88%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
(Lightning Rod)
- 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)
(Electrifying Fences)
- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
(Ball Lightning)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
(Summon Striker)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Permafrost)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
@Default Name
Earth Mace - Willpower/Stone Tank - 50 ~ STAR CAULDRON - Fire/Kinetics Controller - 50 ~ Digital Thug Leader - Thugs/Poison Mastermind - 50 ~ Do-Rag - Sonic/Energy Blaster - 50 ~ Mystery Juice - Archery/Energy - 50 ~ Human Crab - Arachnos Soldier - 50 ~ Apollo's Messenger - Fire/Fire Blaster - 50 ~ iBarrage - Energy/Energy Brute - 50
Is there any particular reason you're taking Lightning Clap? Most people consider it a dog of an attack--lots of KB and no damage. I'd definitely drop it for either Havoc Punch or Jacob's Ladder, probably Jacob's Ladder. As it is you only have two ST attacks--and CI is poorly slotted--unless you're planning to use unslotted Boxing or Brawl as a backup.
I also think that Hibernate is more useful than Permafrost. I'd drop PF, pick up Hibernate, and move the Steadfast +Def to Hoarfrost or Tough. All you'll lose is some Fire and Slow resistance, but you'll still be at 100% slow resistance with the Winter's Gift and EA up.
Slotting issues:
Frozen Armor is still poorly slotted, not enough end reduction. Rather than frankenslotting, I'd use either 4 LotG or 4 GotA since both have nice bonuses.
Charged Brawl needs another slot, it's currently underslotted for accuracy and damage. I like the Mako's quad, but any IO with accuracy and damage will do.
Chilling Embrace is still overslotted. Unless you're slotting for a specific bonus, it does fine with just end red in the base slot.
I'd slot CJ with a couple of defense set IOs for the bonuses--LotG +Recharge & defense would be good. It would also be a good place to put a Kismet +Acc.
Icicles is underslotted for end reduction. You should be able to soft-cap E/NE def without EA, but you're not at that point in this build. Use Eradication in Icicles plus another couple of slots for end red.
The E/NE bonus from the BotZ is trivial and not worth slotting for. Put a Winter's Gift Slow Resistance in the base slot and call it done.
Oblits are not a good choice for Thunderstrike since they have little end red. Slot it the same way as Icicles for the E/NE def bonus, but you don't have to worry quite so much about end reduction as you do with Icicles.
Glacial Armor is way overslotted. Use 4 LotG or 4 GotA as I recommend for FA.
EA is okay for defense and end mod, but it needs recharge too. Try frankenslotting with 3 defense and 3 end mod IOs, heavy on the recharge.
Slot CI! It's a good attack, useful as either ST or multi-target. If you don't need S/L def--and it looks like you won't--slot it with a Crushing Impact set for the recharge bonus.
Weave--see slotting suggestions for FA and GA.
The Oblit in LR are okay, not so much for the S/L def but the high levels of recharge. But I wouldn't have more than one attack with all Oblits since the set is so low in end reduction.
You don't need the S/L def from the Enfeebled Operation set in EF, I'd move two of those slots elsewhere.
Here's your reworked build, I replaced Lightning Clap with Havoc Punch and PF with Hibernate. It has S/L/E/NE def at around 50% without EA. With EA at ten targets you'll be at the Itrial soft-cap.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
00-006: Level 50 Technology Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Def:50(5)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), KntkC'bat-Dmg/EndRdx:35(11), Mako-Acc/Dmg/EndRdx/Rchg:50(17)
Level 2: Chilling Embrace -- EndRdx-I:50(A)
Level 4: Hoarfrost -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/EndRdx:50(9), Dct'dW-Heal/Rchg:50(11)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Jacobs Ladder -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(25), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(40)
Level 10: Taunt -- Mocking-Taunt/Rchg:50(A), Mocking-Rchg:50(36), Mocking-Taunt/Rng:50(36), Mocking-Taunt:50(36), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Acc/Rchg:50(37)
Level 12: Icicles -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(15), Erad-Acc/Dmg/EndRdx/Rchg:30(15), Sciroc-Dmg/EndRdx:50(19), Sciroc-Acc/Dmg/EndRdx:50(27)
Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(23)
Level 16: Thunder Strike -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(17), Erad-Acc/Dmg/EndRdx/Rchg:30(21), Erad-Dmg/Rchg:30(27), M'Strk-Acc/Dmg/EndRdx:50(43)
Level 18: Glacial Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Def:50(25)
Level 20: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit:50(21), AdjTgt-ToHit/Rchg:50(31), AdjTgt-ToHit/EndRdx/Rchg:50(33), AdjTgt-ToHit/EndRdx:50(45)
Level 22: Super Jump -- Winter-ResSlow:50(A)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Energy Absorption -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(29), LkGmblr-Def:50(31), P'Shift-EndMod:50(31), P'Shift-EndMod/Rchg:50(40), P'Shift-EndMod/Acc/Rchg:50(43)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(39), C'ngImp-Dmg/Rchg:50(42), C'ngImp-Acc/Dmg/Rchg:50(42)
Level 30: Tough -- Aegis-ResDam/EndRdx/Rchg:50(A), Aegis-ResDam:50(33), Aegis-ResDam/EndRdx:50(34), S'fstPrt-ResDam/Def+:30(42)
Level 32: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/EndRdx/Rchg:50(34), LkGmblr-Def:50(40)
Level 35: Hibernate -- Heal-I:50(A)
Level 38: Lightning Rod -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg:50(43), Oblit-Dmg/Rchg:50(45), Oblit-Acc/Dmg/Rchg:50(46), Oblit-%Dam:50(48)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-EndRdx/Immob:50(46)
Level 47: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48)
Level 49: Summon Striker -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(50), ExRmnt-Dmg/EndRdx:50(50), ExRmnt-EndRdx/Dmg/Rchg:50(50)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(29)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(13), EndMod-I:50(13)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 11.1% Defense(Smashing)
- 11.1% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 12.4% Defense(Energy)
- 12.4% Defense(Negative)
- 3% Defense(Psionic)
- 9.88% Defense(Melee)
- 7.69% Defense(Ranged)
- 6.13% Defense(AoE)
- 7.2% Max End
- 4% Enhancement(Heal)
- 52% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 71.3% Enhancement(RechargeTime)
- 10% FlySpeed
- 253 HP (13.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 5.25%
- MezResist(Immobilize) 7.45%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 4.7%
- 2.5% (0.04 End/sec) Recovery
- 50% (3.9 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 1.26% Resistance(Energy)
- 3.14% Resistance(Negative)
- 15% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1381;703;1406;HEX;| |78DA6593DB4E13511486F7F4406929B6A59496738BD0726A1902F1D6A86082D2588| |4785B86B2A585D236D312C52B1F41D1C43B35FA08EA437844343E845104E3A5625D| |F3AF0D98B4A17C33FF5EF3AF7FAFDD49DF9EF10A71F7BCD0BC978A46B59A5D324A1| |BD2F42CC95CBE542E96D7B69B743DA9EBE75C4288082F6667E44D59AACAD45C4E66| |2F989B65B3572DA46551CAD46C51E66A662167145908CC95F2D294A55AEAF8C29B2| |9978BA97969540AA5B556DC5C2EACE56B74E7C1DD6245CA55DF71D5AA34ABF94225| |345B29E45217CDAD9ACCA6B7B269A35A93E6768482C5E9FBDA4DFF34FA8ABA5D84E| |86252D8FC8C20E06807DEFB84FAD41D224318104DD781E645C0B300F8D78555FE96| |6C35B6155A0CD21B92EC2C39EC19F6BE0634CD03CD57014F1A7847E54EE5E064875| |DCAE052195C5F6D42F48AC83760F03B10DF071235947FA47237973BDD059B259DDD| |6414197960709DB1017CA0475A54CC166E7286DDCFB07BDB2DB877DD013A28502B9| |76BAD3CBF8E2361D5ED517B9F4AEB63233F1BB5B35117671FE5B4BBD437A00E22C0| |466D7C101D7C10113E884FE41954F982CF11B9FD31D0F704883E05C69F0161CA17E| |21422D46DB7248DA4B092C25D3C2A6ADE89F3AA3B3BB9794F00E8E3AE7D3B704B3C| |00461F029F294AB7DA61F7328C62061097C0C80A2307D85DD6767987BD53B08D4E0| |3311D18096B568583EAFAD524FA394C942711E3492438D39EDBFAC1F13E0606D1E2| |0B251A52473E5447C8F81F8EFC9BA7720424FF0213020319A086C3FC94363C06A32| |46399D6C778C536760F5DC77780E47DC0A082942A48BDC033132F19AF80152AD0D5| |A6F503749D3C64FC64FC027A1C27EF17FDD1478C384EDECCFA68C3AADEA04C36285| |30DCA7483327FDA4529198712AC5717CABEE7BF9719CAC1A9A26957E822217A6E60| |203F1A6A0F4F159BC63F23EF2346142372FB85750ED8E842D052F8FA1FA455F0EE| |-------------------------------------------------------------------|
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Grr, forums are giving me trouble every time I try to edit my last message. I meant to say that I dropped Lightning Clap for Jacob's Ladder, not Havoc Punch.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I have to say i like the changes you've made... However it seems as though we've dropped just about every stat in the totals for the extra endurance, so now i'm wondering if all the extra endurance is necessary for the fact of EA filling my endurance bar as domination would fill a dominator's endurance bar upon activation of the power; which then continues to boost my endurance recovery for however many stacks it caps at. My updated version of the original build has a 23 second recharge and the new one is hanging at 24, I don't speak from experience when I assume the endurance i have should last 23-24 seconds? This isn't including the alpha either.
The Haste between the two builds is quite large, as well as the limited resistance there is... Would I need resistance when the Defense levels are as high as they are?
Please don't take this as a shun, I only want the best build possible before i go off and start buying the IOs
@Default Name
Earth Mace - Willpower/Stone Tank - 50 ~ STAR CAULDRON - Fire/Kinetics Controller - 50 ~ Digital Thug Leader - Thugs/Poison Mastermind - 50 ~ Do-Rag - Sonic/Energy Blaster - 50 ~ Mystery Juice - Archery/Energy - 50 ~ Human Crab - Arachnos Soldier - 50 ~ Apollo's Messenger - Fire/Fire Blaster - 50 ~ iBarrage - Energy/Energy Brute - 50
I have to say i like the changes you've made... However it seems as though we've dropped just about every stat in the totals for the extra endurance, so now i'm wondering if all the extra endurance is necessary for the fact of EA filling my endurance bar as domination would fill a dominator's endurance bar upon activation of the power; which then continues to boost my endurance recovery for however many stacks it caps at. My updated version of the original build has a 23 second recharge and the new one is hanging at 24, I don't speak from experience when I assume the endurance i have should last 23-24 seconds? This isn't including the alpha either.
The Haste between the two builds is quite large, as well as the limited resistance there is... Would I need resistance when the Defense levels are as high as they are? Please don't take this as a shun, I only want the best build possible before i go off and start buying the IOs |
The recovery & end use totals are about the same in both builds; +To Hit is higher in my build, regen is significantly higher, +Recharge is about 10% lower.
The comparison to Domination is confusing, too. As far as I know EA doesn't have a +recovery component, additional targets adds more defense and fills your end bar, but you don't recover end any faster than normal.
Regarding resistances, well, the only place it's lower is for fire resistance, S/L is about the same. I think it unlikely that going from 30% fire resist to 15% is going to be a big handicap, especially since pure fire damage is relatively rare. But if it worries you that much, switch back to PF. But IMO a power that makes you untouchable for 30 seconds while you regain health and endurance is much, much more valuable than a little additional fire resistance.
A couple things to keep in mind:
First, the benefits of slotting more endurance reduction in your attacks does NOT show up in the End Drain total--that only reflects toggle use. You can only see that while you're using your attacks, you end bar won't drop as fast and you won't need EA as often. And although EA has a 23-24 second recharge, you certainly shouldn't need to use it that often; IMO it would make tanking very difficult to have to stop and hit EA constantly.
Yes, your build has about 10% more in recharge bonuses, but what is that recharge *for*? IMO, recharge should be viewed as a means to an end, not an end in itself. Do you not have a decent attack chain without the extra recharge? Is there a power that takes unacceptably long to recharge? The first seems unlikely since I actually added an attack, and for the second...LR takes 1.5 seconds longer to recharge in my build, and Hoarfrost takes 4 seconds longer. Do you think in practice that will actually make a difference?
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I see - I didn't look into the actual numbers just the percentages. I apologize again if it came off as a shun, i'm just trying my best
My quarrel with the haste would only be for the nukes, but the 1.5 second wouldn't even be noticeable.
I apologize for my amateur mistakes - Thanks again to all who helped
@Default Name
Earth Mace - Willpower/Stone Tank - 50 ~ STAR CAULDRON - Fire/Kinetics Controller - 50 ~ Digital Thug Leader - Thugs/Poison Mastermind - 50 ~ Do-Rag - Sonic/Energy Blaster - 50 ~ Mystery Juice - Archery/Energy - 50 ~ Human Crab - Arachnos Soldier - 50 ~ Apollo's Messenger - Fire/Fire Blaster - 50 ~ iBarrage - Energy/Energy Brute - 50
I'm over the defense cap for s/l 51.84%, e/n 48.11%
57.5% in recharge bonuses
bit lazy to put this up in Mids though <.<
Frozen Armor - 4 LotGs
Wet Ice - End Reduc
Permafrost - Steadfast 3% def unique
Hoarfrost - 5 Doctored Wounds, Recharge
Chilling Embrace - End Reduc
Glacial Armor - 4 LotGs
Energy Absorption - 6 Efficacy Adapter
Hibernate - 2 Rech
Charged Brawl - 4 Kinetic Combat, Hecatomb proc
Havok Punch - 4 Kinetic Combat, Acc/Dam/End Crushing Impact
Jacobs Ladder - 4 Eradication, Acc/Dam Multi-Strike, Armageddon proc
Thunder Strike - 4 Eradication, Acc/Dam/End Multi-Strike, Force Feedback proc
Build Up - 6 Gaussian's Syncronized Fire-Control
Taunt - 6 Mocking Beratement
Chain Induction - 5 Crushing Impact
Lightning Rod - 5 Obliteration, 1 recharge
Block of Ice - 2 Acc/Mez HO, Rech
Ice Blast - haven't slotted yet
Stamina - 3 End Mod
Hasten - 3 Rech
Tough - 2 Impervium Armor, 1 Res/End Titanium Coating
Weave - 3 LotG
Combat Jumping - 1 LotG
I see - I didn't look into the actual numbers just the percentages. I apologize again if it came off as a shun, i'm just trying my best
My quarrel with the haste would only be for the nukes, but the 1.5 second wouldn't even be noticeable. I apologize for my amateur mistakes - Thanks again to all who helped |
The "must have recharge!" attitude is one we see all the time, and although I personally love recharge bonuses, I don't think they're worth persuing to the point where other important aspects of your build suffer, like attack slotting.
And I tend to think of what you're calling "amateur mistakes" as inexperience, which can be corrected, oddly enough, by experience.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
A few months ago, I rolled an Ice/Elec tank, because I hadn't really tried either of the sets, and after hearing so many people tell me Ice is a terrible set, I (in my normal behavior) felt it necessary to prove them wrong. In the end, overall, I think I would have liked Dark Melee better, but that's a whole different discussion. As it turned out, the best use I've found for my build so far, has been.... Fire farms. Performance otherwise is acceptable, but honestly, I have other characters that typically perform better. He easily farms Fire (and my own personal Lethal with a hint of Energy/Ranged) at +2/x8 solo, with no real inspiration effort. Stocking up on reds makes it faster, but isn't necessary to survival. I'm not a "power farmer", so I can't really speak about speed, but it works for me when I don't feel like doing anything else. Final note: Lightning Clap is your friend. But, ONLY if you have the AoE Immobilize from the Mu Mastery. It is the ONLY Immobilize available to tankers that gives the target Knockback protection. Thus making Lightning Clap an effective mitigation tool. Side bonus, Absolute Amazement is dirt cheap, as far as purples go.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Frozen Armor -- GftotA-Def(A), GftotA-Def/EndRdx(3), GftotA-Run+(9), LkGmblr-Rchg+(31), LkGmblr-Def(34), LkGmblr-Def/EndRdx(45)
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34)
Level 2: Chilling Embrace -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/Slow(5)
Level 4: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Permafrost -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam/Rchg(37)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(33), Mocking-Rchg(39)
Level 12: Icicles -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(39)
Level 14: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(15)
Level 16: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(17), M'Strk-Dmg/Rchg(17), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(42)
Level 18: Glacial Armor -- GftotA-Def(A), GftotA-Def/EndRdx(19), GftotA-Run+(19), LkGmblr-Rchg+(40), LkGmblr-Def(42)
Level 20: Jacobs Ladder -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(21), M'Strk-Dmg/Rchg(21), M'Strk-Acc/EndRdx(25), M'Strk-Acc/Dmg/EndRdx(40)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Energy Absorption -- GftotA-Def(A), GftotA-Def/EndRdx(27), GftotA-Def/Rchg(27), GftotA-Run+(37), LkGmblr-Rchg+(40), LkGmblr-Def/Rchg(43)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 30: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(31), GftotA-Run+(31)
Level 32: Hibernate -- Heal-I(A)
Level 35: Lightning Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-ToHitDeb%(37)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(48)
Level 41: Combat Jumping -- GftotA-Def(A), GftotA-Def/Rchg(42), GftotA-Run+(45)
Level 44: Electrifying Fences -- TotHntr-Acc/Rchg(A), TotHntr-Immob/Acc(45), TotHntr-Acc/Immob/Rchg(50)
Level 47: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48)
Level 49: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(50), Posi-Dmg/EndRdx(50)
Level 0: Task Force Commander
Level 50: Spiritual Partial Radial Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(7)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(7)
Level 4: Ninja Run
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Ice can do well on Fire farms but if you never want to worry about survival you want to change the Fire to Ice. You capitalize on Ice's 90% cold res and you don't have to worry about -rech as Ice can be completely immune to it.
From there you do nothing but chug reds and maybe the occasional green when a mob of leftover bosses get multiple hits on you. For me, Rebirth and Hoarfrost are sufficient for heals.
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 know this post is a little old, but I am tweaking my ice/elec farming build and came upon this. First thing is first... It's VERY tough to find advice on our build because the people who haven't played this build don't know much about it... no offense. Second, why would you be doing FIRE FARMS??? Not sure why that was even brought up... Ice farms (and MAYBE s/l if you're into that stuff) are where you need to be. Same xp, same difficulty mobs. you have 45%+ cold def, 90% cold res, they don't have ANY KB or attacks wet ice can't handle, and there is not question that you need permafrost. Get it, slot you're Steadfast 3% def in it. There is NO NEED for any clap moves as an Ice tank in an ice farm, none of their moves get through, and if they do they barely hurt you. Most of you're build looks okay though. Take Hibernate, stick 2 numina's or something in it for the +regen and it's a nice 30+ second AFK button if u need to bio or phone etc. I take every power in Ice Armor. Someone mentioned Oblit not being good for Thunder Strike bc it doesn't have much end redux. You don't NEED end redux in most powers. EA is usually up before I reach 1/2 my end bar as i'm spamming all my AOE's. The only times I have end probs is when it's down to 1-2 mobs.
If you want you can try any of my 3 ice farms. Just search "@DrkFlz or DrkFlz" in AE. They give max xp and are easily do'able at 54x8 by a tank with only SO's.
I believe I was the one talking about fire farms, etc. Because I'm a silly person. I know it, I have no problem admitting it. I believe I can answer your questions:
I did it for the same reason I have most of my 50's. Because either "X told me there's NO WAY you can do A with B!" or they just left it at "Wow, that build you're proposing is a really terrible idea. I would NEVER do that, it'll suck!". In this specific example (I've mentioned my other examples in posts at various times) I was told (more or less) that there's NO WAY you can do fire farms for respectable gains on an Ice Tank, and (side note, separate issue) that Lightning Clap (and similar powers) are the most worthless power EVAR, they shouldn't even be in the game. I decided to combine the two, to stunning effect. No pun intended.
I accomplished point A. I can easily farm +3/x8 at a reasonable speed (SS/FA Brute speed? Of course not. It's not bad, though). I can also do quite well against basically any other enemy (Cimerorans and Dark/White Dwarves do give me issues at times though, when running at +4/x8) thanks to point B, below.
Lightning Clap is the most worthless, pointless power ever, blah blah blah. We've all heard it. Yeah, well they can stuff it. Being able to immobilize (remember my comments about Mu Mastery? Ball Lightning and the cone whose name escapes me right this second are also both awesome powers) and stun 90% of the enemies around you (Side note, Greater Devoured apparently have high Immobilize protection {Or I just missed alot? Possible, at +4}, and little or no KB and Stun protection, as it never failed to KB+Stun them) is a HUGE advantage when you tank like I do, and frequently find yourself over the aggro cap. Tanking +4/x8 PPD Awakened (You know, those Peacebringers that do something like 25% Defense Debuff per attack, and attack *alot*), herding 3-4 mobs at a time on a purely defense based tank, with no worries about survival never gets old. And if the fecal matter DOES collide with the oscillator (as does happen once in a while, especially on ITF's), you have Hibernate for a reason.
For the record, I consider the PPD Awakened/Peacebringer arguement valid, because while I DO have 54% Energy Defense in my current build (full EA saturation, Mids doesn't allow for stacking), I'm at 17% S/L Resistance, and 0% Energy, with 51.9% DDR. When they hit, it HURTS.
This is an Ice/Electric tank that i'm looking to farm with, I would love any suggestions to making this build better...
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
00-006: Level 50 Technology Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+:50(A), RedFtn-Def:50(3), RedFtn-Def/EndRdx:50(5), RedFtn-Def/Rchg:50(11), RedFtn-Def/EndRdx/Rchg:50(15), RedFtn-EndRdx/Rchg:50(17)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), KntkC'bat-Dmg/EndRdx:35(17)
Level 2: Chilling Embrace -- Slow-I:50(A), Slow-I:50(3), EndRdx-I:50(7)
Level 4: Hoarfrost -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(5), RechRdx-I:50(11)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A), RedFtn-Def:50(9), RedFtn-Def/EndRdx:50(15), RedFtn-Def/EndRdx/Rchg:50(25), RedFtn-EndRdx:50(40), RedFtn-Def/Rchg:50(42)
Level 10: Taunt -- Mocking-Taunt/Rchg:50(A), Mocking-Rchg:50(36), Mocking-Taunt/Rng:50(36), Mocking-Taunt:50(36), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Acc/Rchg:50(37)
Level 12: Icicles -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(19), Sciroc-Acc/Dmg/EndRdx:50(27), Sciroc-Dam%:50(43)
Level 14: Super Jump -- Empty(A)
Level 16: Thunder Strike -- Oblit-Acc/Rchg:50(A), Oblit-Dmg/Rchg:50(21), Oblit-Acc/Dmg/Rchg:50(27), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-Dmg:50(43), Oblit-%Dam:50(45)
Level 18: Glacial Armor -- LkGmblr-Rchg+:50(A), RedFtn-Def:50(19), RedFtn-Def/EndRdx:50(23), RedFtn-Def/EndRdx/Rchg:50(25), RedFtn-Def/Rchg:50(42), RedFtn-EndRdx:50(42)
Level 20: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit:50(21), AdjTgt-ToHit/Rchg:50(31), AdjTgt-ToHit/EndRdx/Rchg:50(33), AdjTgt-ToHit/EndRdx:50(45)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23)
Level 24: Boxing -- Empty(A)
Level 26: Energy Absorption -- LkGmblr-Rchg+:50(A), RedFtn-Def:50(29), RedFtn-Def/EndRdx:50(31), EndMod-I:50(31)
Level 28: Chain Induction -- Dmg-I:50(A), Acc-I:50(34)
Level 30: Tough -- Aegis-Psi/Status:50(A), Aegis-ResDam:50(33), Aegis-ResDam/EndRdx:50(34)
Level 32: Weave -- LkGmblr-Rchg+:50(A), RedFtn-Def:50(33), RedFtn-EndRdx:50(34)
Level 35: Lightning Clap -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/Stun/Rchg:50(37), Stpfy-EndRdx/Stun:50(50), Stpfy-Acc/EndRdx:50(50), Stpfy-Stun/Rng:50(50)
Level 38: Lightning Rod -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(39), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(40), Oblit-%Dam:50(40)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-Acc/Immob/Rchg:50(46), Enf'dOp-Acc/Immob:50(46)
Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(46)
Level 47: Summon Striker -- ExRmnt-Acc/Rchg:50(A), ExRmnt-EndRdx/Dmg/Rchg:50(48), ExRmnt-Acc/Dmg/Rchg:50(48), ExRmnt-Acc/Dmg:50(48)
Level 49: Super Speed -- Empty(A)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(29)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(13), EndMod-I:50(13)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 12.5% Defense(Smashing)
- 12.5% Defense(Lethal)
- 6.25% Defense(Fire)
- 6.25% Defense(Cold)
- 11.9% Defense(Melee)
- 3.13% Defense(AoE)
- 1.8% Max End
- 36% Enhancement(Accuracy)
- 3% Enhancement(Stun)
- 3% Enhancement(Immobilize)
- 82.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 63.2 HP (3.38%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 5.25%
- MezResist(Immobilize) 16.3%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 6.9%
- MezResist(Terrorized) 4.7%
- 5% (0.08 End/sec) Recovery
- 10% (0.78 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 1.26% Resistance(Energy)
- 6.26% Resistance(Negative)
- 3% Resistance(Psionic)
- 10% RunSpeed
------------Set Bonuses:
Luck of the Gambler
(Frozen Armor)
- 7.5% Enhancement(RechargeTime)
Red Fortune(Frozen Armor)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
Kinetic Combat(Charged Brawl)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Doctored Wounds(Hoarfrost)
- MezResist(Terrorized) 2.2%
Luck of the Gambler(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
Red Fortune(Combat Jumping)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
Mocking Beratement(Taunt)
- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
Scirocco's Dervish(Icicles)
- 10% (0.78 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
Obliteration(Thunder Strike)
- 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)
Luck of the Gambler(Glacial Armor)
- 7.5% Enhancement(RechargeTime)
Red Fortune(Glacial Armor)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
Adjusted Targeting(Build Up)
- 2% DamageBuff(All)
- 1.26% Resistance(Energy,Negative)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
Luck of the Gambler(Energy Absorption)
- 7.5% Enhancement(RechargeTime)
Red Fortune(Energy Absorption)
- MezResist(Immobilize) 2.2%
Aegis(Tough)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 3% Resistance(Psionic)
Luck of the Gambler(Weave)
- 7.5% Enhancement(RechargeTime)
Red Fortune(Weave)
- MezResist(Immobilize) 2.2%
Stupefy(Lightning Clap)
- 2.5% (0.04 End/sec) Recovery
- 35.1 HP (1.88%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
Obliteration(Lightning Rod)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Enfeebled Operation(Electrifying Fences)
- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Positron's Blast(Ball Lightning)
- 2.5% (0.04 End/sec) Recovery
Expedient Reinforcement(Summon Striker)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
Performance Shifter(Stamina)
@Default Name
Earth Mace - Willpower/Stone Tank - 50 ~ STAR CAULDRON - Fire/Kinetics Controller - 50 ~ Digital Thug Leader - Thugs/Poison Mastermind - 50 ~ Do-Rag - Sonic/Energy Blaster - 50 ~ Mystery Juice - Archery/Energy - 50 ~ Human Crab - Arachnos Soldier - 50 ~ Apollo's Messenger - Fire/Fire Blaster - 50 ~ iBarrage - Energy/Energy Brute - 50