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Ice/Ice ... Inhales Aggro Like A Wind Tunnel


Redlynne

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This is an update of the build I used up through Issue 23 which won MVP on Tanker Tuesdays where I would ensure that NO OTHER TANKERS could get any aggro during an ITF run.  The build plays a lot like a Brute (in other words, VERY aggressively) because of the endurance drain with all of the toggles running.  Fortunately Energy Absorption mitigates that to a substantial extent.

 

There are a LOT of tricky little bits going on in the slotting of the powers here.  You'll want to load up the build in Pine and have a look ... starting with the Perfect Zinger proc in Frozen Fists.

 

 

 

Hero Plan by Mids' Hero Designer 1.962

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: Sorcery

Power Pool: Medicine

Power Pool: Leadership

 

Hero Profile:

 

Level 1: Frozen Armor

  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (3) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
  • (5) Luck of the Gambler - Defense: Level 27
  • (5) Luck of the Gambler - Recharge Speed: Level 25

Level 1: Frozen Fists

  • (A) Overwhelming Force - Accuracy/Damage: Level 27
  • (36) Overwhelming Force - Endurance/Recharge: Level 27
  • (36) Overwhelming Force - Accuracy/Damage/Endurance: Level 27
  • (36) Overwhelming Force - Damage/Endurance/Recharge: Level 27
  • (37) Overwhelming Force - Accuracy/Damage/Endurance/Recharge: Level 27
  • (37) Perfect Zinger - Chance for Psi Damage: Level 21

Level 2: Chilling Embrace

  • (A) Taunt Duration IO: Level 50
  • (7) Taunt Duration IO: Level 50
  • (7) Impeded Swiftness - Chance of Damage(Smashing): Level 10
  • (9) Pacing of the Turtle - Chance of -Recharge: Level 20

Level 4: Frost

  • (A) HamiO: Centriole Exposure (+2 Dam/Range)
  • (9) HamiO: Centriole Exposure (+2 Dam/Range)
  • (11) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 27
  • (11) Annihilation - Chance for Res Debuff: Level 20
  • (13) Pacing of the Turtle - Accuracy/Endurance: Level 27
  • (17) Pacing of the Turtle - Chance of -Recharge: Level 20

Level 6: Wet Ice

  • (A) Endurance Reduction IO: Level 50

Level 8: Mystic Flight

  • (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run)

Level 10: Taunt

  • (A) Mocking Beratement - Taunt: Level 27
  • (46) Mocking Beratement - Taunt/Recharge: Level 27
  • (48) Mocking Beratement - Taunt/Recharge/Range: Level 27
  • (48) Mocking Beratement - Accuracy/Recharge: Level 27
  • (48) Mocking Beratement - Taunt/Range: Level 27
  • (50) Mocking Beratement - Recharge: Level 27

Level 12: Icicles

  • (A) Gauntleted Fist - Accuracy/Damage: Level 27
  • (13) Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 27
  • (15) Gauntleted Fist - Damage/Endurance/RechargeTime: Level 27
  • (15) Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 27
  • (17) Gauntleted Fist - RechargeTime/+Absorb: Level 27
  • (21) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50

Level 14: Hoarfrost

  • (A) Numina's Convalesence - Heal/Recharge: Level 31
  • (37) Numina's Convalesence - Heal/Endurance/Recharge: Level 31
  • (40) Unbreakable Guard - Endurance/RechargeTime: Level 27
  • (42) Unbreakable Guard - RechargeTime/Resistance: Level 27
  • (42) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 27
  • (42) Unbreakable Guard - +Max HP: Level 20

Level 16: Injection

  • (A) Siphon Insight - Accuracy/Endurance/Recharge: Level 50

Level 18: Glacial Armor

  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (19) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
  • (19) Luck of the Gambler - Defense: Level 27
  • (21) Luck of the Gambler - Recharge Speed: Level 25

Level 20: Ice Patch

  • (A) Recharge Reduction IO: Level 50

Level 22: Aid Self

  • (A) Preventive Medicine - Heal: Level 27
  • (23) Preventive Medicine - Heal/Endurance: Level 27
  • (23) Preventive Medicine - Endurance/RechargeTime: Level 27
  • (25) Preventive Medicine - Heal/RechargeTime: Level 27
  • (25) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
  • (27) Preventive Medicine - Chance for +Absorb: Level 27

Level 24: Maneuvers

  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (43) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
  • (43) Luck of the Gambler - Defense: Level 27
  • (43) Luck of the Gambler - Recharge Speed: Level 25

Level 26: Energy Absorption

  • (A) Luck of the Gambler - Defense/Recharge: Level 27
  • (29) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
  • (29) Luck of the Gambler - Defense: Level 27
  • (31) Luck of the Gambler - Recharge Speed: Level 25
  • (31) Efficacy Adaptor - EndMod/Recharge: Level 27
  • (31) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 27

Level 28: Freezing Touch

  • (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
  • (33) HamiO: Peroxisome Exposure (+2 Dam/Mez)
  • (33) Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 27
  • (33) Blistering Cold - Recharge/Chance for Hold: Level 10
  • (34) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
  • (34) Lockdown - Chance for +2 Mag Hold: Level 30

Level 30: Tactics

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27
  • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21

Level 32: Hibernate

  • (A) Recharge Reduction IO: Level 50
  • (34) Recharge Reduction IO: Level 50

Level 35: Assault

  • (A) Endurance Reduction IO: Level 50

Level 38: Frozen Aura

  • (A) Eradication - Damage: Level 27
  • (39) Eradication - Accuracy/Recharge: Level 27
  • (39) Eradication - Damage/Recharge: Level 27
  • (39) Eradication - Accuracy/Damage/Recharge: Level 27
  • (40) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27
  • (40) Call of the Sandman - Chance of Heal Self: Level 20

Level 41: Permafrost

  • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
  • (50) Gladiator's Armor - TP Protection +3% Def (All): Level 10

Level 44: Build Up

  • (A) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50

Level 47: Victory Rush

  • (A) Endurance Modification IO: Level 50

Level 49: Vengeance

  • (A) Luck of the Gambler - Recharge Speed: Level 25

Level 1: Brawl

  • (A) Accuracy IO: Level 50

Level 1: Gauntlet

Level 1: Prestige Power Dash

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Slide

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Quick

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Rush

  • (A) Run Speed IO: Level 50

Level 1: Prestige Power Surge

  • (A) Run Speed IO: Level 50

Level 1: Sprint

  • (A) Celerity - +Stealth: Level 15

Level 2: Rest

  • (A) Recharge Reduction IO: Level 50

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO: Level 50

Level 2: Health

  • (A) Numina's Convalesence - Heal: Level 31
  • (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30

Level 2: Hurdle

  • (A) Jumping IO: Level 50

Level 2: Stamina

  • (A) Endurance Modification IO: Level 50
  • (3) Endurance Modification IO: Level 50

Level 0: Freedom Phalanx Reserve

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

------------

------------

Set Bonus Totals:

  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 12.88% Defense(Smashing)
  • 12.88% Defense(Lethal)
  • 10.38% Defense(Fire)
  • 10.38% Defense(Cold)
  • 12.88% Defense(Energy)
  • 12.88% Defense(Negative)
  • 6% Defense(Psionic)
  • 16% Defense(Melee)
  • 11.31% Defense(Ranged)
  • 10.06% Defense(AoE)
  • 6.75% Max End
  • 6.25% Enhancement(Max EnduranceDiscount)
  • 36% Enhancement(Accuracy)
  • 53.75% Enhancement(RechargeTime)
  • 7.5% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 386.5 HP (20.63%) HitPoints
  • 7.5% JumpHeight
  • 7.5% SpeedJumping
  • MezResist(Confused) 26.25%
  • MezResist(Held) 26.25%
  • MezResist(Immobilized) 26.25%
  • MezResist(Sleep) 26.25%
  • MezResist(Stunned) 26.25%
  • MezResist(Terrorized) 26.25%
  • 2.5% (0.04 End/sec) Recovery
  • 98% (7.65 HP/sec) Regeneration
  • 10% ResEffect(SpeedFlying)
  • 10% ResEffect(RechargeTime)
  • 10% ResEffect(SpeedRunning)
  • 4.5% Resistance(Smashing)
  • 4.5% Resistance(Lethal)
  • 3% Resistance(Fire)
  • 3% Resistance(Cold)
  • 6% Resistance(Energy)
  • 6% Resistance(Negative)
  • 2.25% Resistance(Toxic)
  • 2.25% Resistance(Psionic)
  • 7.5% SpeedRunning

------------

Set Bonuses:

Luck of the Gambler

(Frozen Armor)

  •   10% (0.78 HP/sec) Regeneration
  •   21.08 HP (1.13%) HitPoints
  •   9% Enhancement(Accuracy)
  •   7.5% Enhancement(RechargeTime)

Overwhelming Force

(Frozen Fists)

  •   12% (0.94 HP/sec) Regeneration
  •   3% DamageBuff(All)
  •   28.11 HP (1.5%) HitPoints
  •   2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)

Annihilation

(Frost)

  •   1.35% Max End

Pacing of the Turtle

(Frost)

  •   2.25% Resistance(Toxic,Psionic), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%

Mocking Beratement

(Taunt)

  •   1.8% Max End
  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  •   3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  •   7.5% Enhancement(RechargeTime)

Gauntleted Fist

(Icicles)

  •   1.8% Max End
  •   3.75% Resistance(Energy,Negative), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%
  •   10% (0.78 HP/sec) Regeneration
  •   3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)

Numina's Convalesence

(Hoarfrost)

  •   12% (0.94 HP/sec) Regeneration

Unbreakable Guard

(Hoarfrost)

  •   2.5% Enhancement(EnduranceDiscount)
  •   2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
  •   140.6 HP (7.5%) HitPoints

Luck of the Gambler

(Glacial Armor)

  •   10% (0.78 HP/sec) Regeneration
  •   21.08 HP (1.13%) HitPoints
  •   9% Enhancement(Accuracy)
  •   7.5% Enhancement(RechargeTime)

Preventive Medicine

(Aid Self)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   35.14 HP (1.88%) HitPoints
  •   3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  •   3.75% Enhancement(EnduranceDiscount)
  •   8.75% Enhancement(RechargeTime)
  •   GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)

Luck of the Gambler

(Maneuvers)

  •   10% (0.78 HP/sec) Regeneration
  •   21.08 HP (1.13%) HitPoints
  •   9% Enhancement(Accuracy)
  •   7.5% Enhancement(RechargeTime)

Luck of the Gambler

(Energy Absorption)

  •   10% (0.78 HP/sec) Regeneration
  •   21.08 HP (1.13%) HitPoints
  •   9% Enhancement(Accuracy)
  •   7.5% Enhancement(RechargeTime)

Efficacy Adaptor

(Energy Absorption)

  •   21.08 HP (1.13%) HitPoints

Blistering Cold

(Freezing Touch)

  •   10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying)

Lockdown

(Freezing Touch)

  •   3% DamageBuff(All)

Gaussian's Synchronized Fire-Control

(Tactics)

  •   7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  •   35.14 HP (1.88%) HitPoints
  •   2.5% (0.04 End/sec) Recovery
  •   2.5% DamageBuff(All)
  •   2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)

Eradication

(Frozen Aura)

  •   1.8% Max End
  •   3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
  •   42.17 HP (2.25%) HitPoints
  •   12% (0.94 HP/sec) Regeneration

Steadfast Protection

(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)

Gladiator's Armor

(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)

Luck of the Gambler

(Vengeance)

  •   7.5% Enhancement(RechargeTime)

Numina's Convalesence

(Health)

  •   12% (0.94 HP/sec) Regeneration

 

 

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  • Like 1

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The Mids link doesn't seem to work. Really interested in giving this a shot, too!

 

If the URL link isn't working do a copy/paste of the code block at the end of the post into Pine.  Note that the import will fail if you're using an older version of Mids instead of using Pine, due to the Issue 23 to Issue 25 changes.

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  • 10 months later

I know I've been in your other post about your Grav/Time Controller build (I'm still working on getting his set pieces), but my other main character I'm playing is based off of this build. I've used both characters with my group of friends and the Ice/Ice Tanker just seems like the best fit. He's such a joy to play. I took my group of friends through missions set at +2*8 last night and had no issues. This group included Emp and Storm defenders, a Claws scrapper, and a level 1 Rad Corrupter. All characters were at least 10 levels below me (I'm now at 42). 

 

I really love this build, so it's not needed, but any chance you have any updates lying around? 😉

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Haven't been looking at an update for this build, but you can tell just by the date (22 May 2019) that this build is now basically hopelessly out of date compared to almost all of my other builds.  It would however require a day (or few) for me to review this one for an update, so it just depends on the demands on time (which are somewhat more constant than I would like).

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Just don't forget how to use this bit of trickery (which the recent Tanker changes have modified somewhat) which I've posted elsewhere, but is worth posting again here in the context of an Ice/Ice Tanker build.

 

  

On 4/9/2020 at 11:06 AM, Redlynne said:

Trick question ...

Are you a 2D Cone user or a 3D Cone user?

 

 

 

The reason why I ask that question is ... Hop 'n' Pop.

 

What's a Hop 'n' Pop?  Well I'm glad you asked!

On 6/16/2019 at 9:36 AM, Redlynne said:

One of the tricks I learned while playing Ice/Ice which seemed utterly foreign to everyone I ever met on the Tanker forums was the notion of turning Frost (a Melee Cone attack) into a PBAoE by pointing it in a useful direction.

 

What do I mean by that?

Well, you need to abandon your ...

... in order to understand what I'm talking about here.

 

So with Range slotted into Frost, you can get a Cone Range of about 15 feet on it.

"So what?" ... I hear you cry ... "that's just going to be wasted."

 

Well, that range WOULD be wasted if all you did was stand on the ground and point your cone towards one side of the $Targets that will be attacking you, resulting in one of these:

piechart-512.png

 

If you're surrounded on all sides using a melee cone that misses 3/4 of the attackers and has extra range to waste "beyond the attackers" on that side of you isn't going to help anything ... right?

 

 

 

Well ... that would certainly be true if you stay glued to the ground and only POINT your Frost Cone attack to one SIDE of the $Targets surrounding you.

So why would you want to stay glued to the ground like a Stone Tanker who can't ... JUMP ...?

 

 

 

If you've been paying attention so far, you know what's coming next ... (temporary) three dimensional positioning in order to use your Frost attack WAY MORE effectively ... so as to turn it into more of a PBAoE(ish) attack.

 

All you have to do is JUMP UP ... about 15 feet ... which you can do perfectly fine with Hurdle and no Combat Jumping and simply "time it" to click Frost when you're at the top of your jump.  So instead of doing a Cone TO THE SIDE like in the above pie chart image, you instead do a Cone that angles DOWN to hit everything clustered up around you like this:

 

spacer.png

 

Do you see how much WIDER the purple ring is than the green ring in that cone?  The purple ring is only 50% farther away from the peak/caster, but it covers a MUCH wider area, catching way more $Targets within it that would all be clustered up upon your location.

 

I call it the "Hop 'n' Pop" move.

You "hop" upwards from the pile of aggro you've got clustered up on you and at the top of your jump you "pop" them with Frost and catch EVERYTHING that was around you on all sides ... just as if you hadn't moved and had been using a PBAoE attack instead.  It'll take all of about 2 seconds to make the jump/attack/fall, you'll hit A LOT more $Targets with your Frost attack, dramatically improving its efficiency of converting endurance into damage, you'll defeat dogpiles of aggro faster and you'll also be debuffing everything attacking you in melee range even more than they would have been debuffed if you'd stayed put on the ground and only pointed Frost at one side of the dogpile instead of hopping above it to catch ALL of them in the Frost Cone before falling right back down in the middle of them.  You don't even need to switch $Targets or anything.  Herd up the aggro onto you and then jump to use Frost on ALL of them.  Your jump height will be almost exactly the distance that a Frost attack enhanced for +50% Range will reach ...

Note that the Hop 'n' Pop can be used with ANY Cone attack (such as Empty Clips in the Dual Pistols set), it's just that Frost synergizes really well with it when Frost is enhanced for Range (of all things).

 

 

 

Hope that helps.

 

 

Some people know about 3D Cone aiming ... but not everyone does, so I figured this was worth repeating, particularly for an Ice/Ice Tanker build.

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  • 2 weeks later
On 4/10/2020 at 4:17 PM, Redlynne said:

Haven't been looking at an update for this build, but you can tell just by the date (22 May 2019) that this build is now basically hopelessly out of date compared to almost all of my other builds.  It would however require a day (or few) for me to review this one for an update, so it just depends on the demands on time (which are somewhat more constant than I would like).

I'd like to see this update 🙂

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I've been playing this build through the levels. Currently level 46 and it plays so well. I don't plan to mess around with anything until I hit 50, but some powers that I could see being swapped out would be Build Up (mainly because I always forget to use it), Injection, and Aid Self. Injection and Aid Self are handy occasionally, but I have not used them a ton leveling up. I have no idea what swapping these powers out would do for set bonuses, as I have not looked into making my own plans yet. That will be a whole new area of addiction that opens up at 50 for me I'm sure. 🙂

 

Ice Patch is another power that I could see getting swapped out at 50, but I love it. Also, if I plan on doing any exemplaring (and why wouldn't I) having this power available at the lower levels will be helpful. 

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1 hour ago, Socks10 said:

I've been playing this build through the levels. Currently level 46 and it plays so well. I don't plan to mess around with anything until I hit 50, but some powers that I could see being swapped out would be Build Up (mainly because I always forget to use it), Injection, and Aid Self. Injection and Aid Self are handy occasionally, but I have not used them a ton leveling up. I have no idea what swapping these powers out would do for set bonuses, as I have not looked into making my own plans yet. That will be a whole new area of addiction that opens up at 50 for me I'm sure. 🙂

 

Ice Patch is another power that I could see getting swapped out at 50, but I love it. Also, if I plan on doing any exemplaring (and why wouldn't I) having this power available at the lower levels will be helpful. 

All excellent points.  It really comes down to what you're trying to optimize your build FOR.

Are you trying to optimize for Incarnate content and plan to NEVER have to Exemplar?

Or are you trying to optimize for a "broad level range" strategy where you ARE going to Exemplar some/a lot and want your build to be able to perform across a wide range of Exemplar levels in a way that "degrades performance gracefully" as powers become inaccessible.

 

In that context, if you're wanting to prioritize the "broad level range" strategy, keeping Ice Patch makes perfect sense, even if you don't use it all that much while playing Level 40+ content.

 

As for swapping out powers and changing up slotting and so on, there have been a LOT of developments in the past year alone(!) by the Homecoming team and the PPM Research Group that would bring about a multitude of changes in choices.  One of the big ones, however, would be making sure that Frozen Aura gets the (now unique) Call of the Sandman proc for a chance to Heal 15% of your Base HP every time you use Frozen Aura ... which ought to average something like 5 times per minute in heavy combat.  There's also the new 3 PPM Heal proc which could be slotted into Stamina and some other options to just pile on enough Regeneration so as to make the entire Medicine pool somewhat superfluous and unnecessary thanks to the combination of -Damage, -Recharge, +Defense and +Regeneration going on against $Targets in melee(-ish) range combined with what you're getting for yourself out of the bargain.  Which is one of the things I noticed about Ice/Ice that was kind of surprising when playing back on Virtue in that -Recharge combined with +Regeneration really does increase your survivability rate rather considerably.  If I had this to do over again, I'd be looking to cram as much Recovery, Regeneration and Recharge debuffing as I could into the active/passive powers after settling the +Defense priority.

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  • 3 months later
On 5/22/2019 at 9:57 AM, Redlynne said:

This is an update of the build I used up through Issue 23 which won MVP on Tanker Tuesdays where I would ensure that NO OTHER TANKERS could get any aggro during an ITF run.  The build plays a lot like a Brute (in other words, VERY aggressively) because of the endurance drain with all of the toggles running.  Fortunately Energy Absorption mitigates that to a substantial extent.

 

There are a LOT of tricky little bits going on in the slotting of the powers here.  You'll want to load up the build in Pine and have a look ... starting with the Perfect Zinger proc in Frozen Fists.

 

 

 

 

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I know this is an older post, but I just came across it, and I'm excited to give it a go! Thank you for sharing.

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On 4/11/2020 at 3:31 AM, Redlynne said:

Just don't forget how to use this bit of trickery (which the recent Tanker changes have modified somewhat) which I've posted elsewhere, but is worth posting again here in the context of an Ice/Ice Tanker build.

 

  

 

 

Some people know about 3D Cone aiming ... but not everyone does, so I figured this was worth repeating, particularly for an Ice/Ice Tanker build.

On my Ice/fire brute I either jump up and fire the cone down or move to the edge of spawn and fire it off through it. It works well. 

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