I guess this is only my 3rd post on these forums. I'm more of a reader and lurker.
I wanted to suggest some changes to Ice Armor and get peoples feedback. It was my favorite armor back on live and still is here on homecoming, something about it just looks so cool to me. So much so that I recreated my main character from live with the same costume and everything.
Ice Armor, however, continues to be the least or second least played armor set on any Archetype (Tanker, Scrapper, Stalker, Brute, and Sentinel).
And when you look at the actual survival numbers it definitely falls short compared to some of the other armor sets, especially the defense based sets.
My Suggestions are:
[Wet Ice] currently gives 1% defense to S/L/F/C/E/Neg (Not Enhanceable) and 30% Res to Cold (Not Enhanceable). This power takes no enhancements except recharge and endurance reduction. Change the defense to somewhere between 3-5% and make it enchanceable. Then remove the Cold Resistance from this power. Having 120% Cold resist is pretty pointless and is probably the least encountered damage type in PvE.
(a) This will make [Permafrost] a smarter choice as it will now be the only means to get you to cap for Cold along with the extra fire resist (12.5%) and slow resist (20%) it provides.
Give [Glacial Armor] somewhere between 5-10% Psi Defense enhanceable. This will put it more on par with other def and resistance sets. Making the set more viable in end-game content, even with just SO's or standard IOs.
Add a small -End debuff resistance and -Recov Debuff resistance to [Energy Absorption] to give a little protection from enemies that sap endurance.
Defense and Resistance stat comparisons between sets posted below.
Let me know what you think! Is this crazy? Do the utility powers included in Ice Armor make it where these buffs would be to much? I think something like this might have more people taking a look at Ice Armor. It's a really great set, but it seems a little old and neglected compared to some of the newer sets IMHO.
In my examples below I will be using all Tanker numbers, as these are the best case scenario. (Energy Aura modified to reflect tanker values if it were to be made available)
I will not include Toxic Resistance from any click heals, I will include the mez resistance powers in all of the power counts, of course some have def/res and some do not.
These are percentages at lvl 50 with no enhancements
Bio Armor not included because I can't see on Mid's how defensive adaptation effects the numbers.