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Posted (edited)

There are some mistakes here. Ice is about control. Energy Ab

On 6/1/2020 at 10:42 AM, Hjarki said:

Notes:

  • Soul vs. Pyre Mastery. This is really more of a 'Soul Mastery' build since you've got a weak attack in your chain and you can circumvent recharge difficulties by including Gloom. Soul Mastery is also a strong choice for most Tanking builds due to Darkest Night and the -hit it provides.
  • Slotting. You've over-slotted pool powers and under-slotted your main defense toggles. Hitting 40% E/N defense on an Ice Tanker is... pathetic. It's not unreasonable to hit Incarnate levels (59%+) on S/L/E/N plus regular soft-cap on F/C (45%) with Winter sets and Aegis.
  • Superior Might of the Tanker. This normally goes in the damage aura so you can just leave it on and forget about it.
  • Hoarfrost. I normally split a power like this half resist/half healing. This allows you to better optimize the power itself.
  • Taunt. This is normally a one slot wonder unless you've got a very good reason for the taunt set, which doesn't appear to be the case here.
  • Tough. This is way underslotted. You want to push this to the limit because you've got so few resist options.
  • Permafrost. The power itself is unnecessary. If you want to take it as a mule, you should mule something much more useful.
  • Energy Absorption/Hibernate. I usually wouldn't take these. Energy Absorption tends to be unnecessary (with a long recharge). Hibernate just doesn't work all that well on a Tanker since it prevents attacking (and makes holding aggro difficult).
  • Super Jump. Slow Resist (from the Winter set) makes more sense than additional KB protection here.
  • Health/Stamina. I tend to almost universally three-slot each of these for healing set uniques and Power Transfer EndMod/+heal alongside Performance Shifter +end.
  • Non-Rare sets. A good rule of thumb is that you want as many powers slotted with ATOs, Winter sets and Purple sets as possible. For example, you've got 3 melee attacks. Ideally, you'd have the Winter set in one, Hecatomb in another and an ATO in another. You've got 2 PBAoE, which would likely mean Armageddon and the other ATO (the Winter set for PBAoE doesn't match your defensive needs well), etc. This is incredibly expensive, but it's how you pile up the largest bonuses.
  • Build Up. This is a great power for burst dps builds. But you have no abilities worth Building Up. It's just all standard rotational damage, so Build Up will normally be worse than just taking Assault.

There are some mistakes here. 

 

* Ice Armor is about  Crowd Control. This is the best Tanker Pool to Make it.  I  Energy abosorption is the main ice armor control power. It works with Chilling Embrace plus Mu Mastery and /or Eletric Melee. But Energy Absorption is also the Key to raise your defs to the sky, if you slot it with some def IOs. You also can put proc psi damage on it. You can slot proc damage on Chilling Embrace and get a second damage aura. Whit correct build, you can recharge fast (~30 secs)

 

*Hibernate is very good to leveling. Just one slot is enough. Its a nice pvp skill and also works taunting mobs.  Also gives you more one more endurance slots .

 

*With two damage auras working + energy absorption, you no need to take taunt skill. 

 

*With  Combat Jumping + Maneuvers  + Sloting Obliteration  you will cap smash /lethal def.

 

*Permafrost gives ice and fire resist and  you will be able to  tank fire farms easilly (

)

 

 

 

Edited by Hórus - The Ice Tanker
Posted

Energy absorption is only important if you fight mobs that are higher level than you, are higher level than minions, or are incarnate and thus might hit you with higher than 'soft cap' chances to hit, or have any defense debuffs. If all you are fighting are blue or even-level s/l farm minions, and you don't mind slowing your attacks every time you run low on end or popping blues, by all means skip it.

Or you could waste ageless debuff resistance on recovery instead.

Permafrost gives you resistance to slow and -recharge effects as well as a bump in fire resistance.

Posted
8 hours ago, Frostweaver said:

Energy absorption is only important if you fight mobs that are higher level than you, are higher level than minions, or are incarnate and thus might hit you with higher than 'soft cap' chances to hit, or have any defense debuffs. If all you are fighting are blue or even-level s/l farm minions, and you don't mind slowing your attacks every time you run low on end or popping blues, by all means skip it.

Or you could waste ageless debuff resistance on recovery instead.

Permafrost gives you resistance to slow and -recharge effects as well as a bump in fire resistance.

Keep in your mind few things:

1. This topic was openned because someone asked about how improve the defense skills. If he need more def ,  EA is one of answers avaliable;

2. When the pools was designed incarnates was no avaliable and fitness was optnional not inherent;

3. E.A. importance depends of combination of pools , Archetype and figth strategy. It also works as good taunt and damage skill; you can slot procs like damage, heals,   endurance and desorient there

Posted
On 6/2/2020 at 5:48 AM, Hjarki said:

Getting defense from an AE 'drain'-style ability is very unreliable. Given that Ice can get Incarnate-level S/L/E/N defenses without it, the value for the purpose of defense has never been high on my list. In terms of the end return, that really depends on your overall endurance structure. But, again, the AE drain methodology is problematic - normally your biggest end problems come during protracted single target fights rather than intermittent AE fights.

 

I think you guys are missing out on the sapper aspect of EA. My icer can take a mob down to about 1/4 of their endo immediately....and it fills my bar and stacks more def. It's an amazing power in my builds.

 

Your mileage may vary

Posted
On 6/1/2020 at 12:19 PM, Hyperstrike said:

Quick stab...

Goes against some of what Hjarki says (and I agree with some of it).  Just, was a last slot and nothing else really appealing in there.

 

 

  Reveal hidden contents

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Sorcery
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Frozen Armor -- LucoftheG-Def:50(A), LucoftheG-Rchg+:50(3), ShlWal-ResDam/Re TP:50(3), Rct-ResDam%:50(5)
Level 1: Scorch -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(5), SprBlsCol-Acc/Dmg/EndRdx:50(7), SprBlsCol-Acc/Dmg/Rchg:50(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(9), SprBlsCol-Rchg/HoldProc:50(9)
Level 2: Hoarfrost -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(11), UnbGrd-Rchg/ResDam:50(11), UnbGrd-ResDam/EndRdx/Rchg:50(13), DctWnd-Heal/Rchg:50(13), NmnCnv-Heal/Rchg:50(15)
Level 4: Combustion -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(19), SprAvl-Acc/Dmg/EndRdx:50(19), SprAvl-Acc/Dmg/Rchg:50(21), SprAvl-Acc/Dmg/EndRdx/Rchg:50(21), SprAvl-Rchg/KDProc:50(23)
Level 6: Combat Jumping -- LucoftheG-Def:50(A), LucoftheG-Rchg+:50(23)
Level 8: Wet Ice -- RechRdx-I:50(A), RechRdx-I:50(25)
Level 10: Taunt -- PrfZng-Dam%:50(A)
Level 12: Permafrost -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(25), UnbGrd-Rchg/ResDam:50(27), UnbGrd-ResDam/EndRdx/Rchg:50(27), StdPrt-ResDam/Def+:30(29), GldArm-3defTpProc:50(29)
Level 14: Icicles -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(31), SprMghoft-Acc/Dmg/Rchg:50(31), SprMghoft-Dmg/EndRdx/Rchg:50(31), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(33), SprMghoft-Rchg/Res%:50(33)
Level 16: Breath of Fire -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(33), SprFrzBls-Acc/Dmg/EndRdx:50(34), SprFrzBls-Acc/Dmg/Rchg:50(34), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(34), SprFrzBls-Rchg/ImmobProc:50(36)
Level 18: Glacial Armor -- LucoftheG-Def:50(A), LucoftheG-Rchg+:50(36)
Level 20: Build Up -- HO:Membr(A), HO:Membr(36)
Level 22: Kick -- FrcFdb-Rechg%:50(A)
Level 24: Tough -- Ags-ResDam:50(A), Ags-ResDam/EndRdx:50(37), Ags-ResDam/EndRdx/Rchg:50(37), Ags-Psi/Status:50(37)
Level 26: Energy Absorption -- LucoftheG-Rchg+:50(A), LucoftheG-Def/Rchg:50(39), PrfShf-EndMod/Acc/Rchg:50(39), EffAdp-EndMod/Acc/Rchg:50(39)
Level 28: Fire Sword Circle -- OvrFrc-Acc/Dmg:50(A), OvrFrc-End/Rech:50(40), OvrFrc-Acc/Dmg/End:50(40), OvrFrc-Dmg/End/Rech:50(40), OvrFrc-Acc/Dmg/End/Rech:50(42)
Level 30: Weave -- LucoftheG-Def:50(A), LucoftheG-Rchg+:50(42)
Level 32: Super Speed -- Run-I:50(A)
Level 35: Incinerate -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(42), SprGntFis-Acc/Dmg/Rchg:50(43), SprGntFis-Dmg/EndRdx/Rchg:50(43), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(43), SprGntFis-Rchg/+Absorb:50(45)
Level 38: Char -- SprEnt-Acc/Hold:50(A), SprEnt-Hold/Rchg:50(45), SprEnt-End/Rchg:50(45), SprEnt-Acc/Hold/End:50(46), SprEnt-Acc/Hold/End/Rchg:50(46), SprEnt-Rchg/AbsorbProc:50(46)
Level 41: Fire Blast -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(48), SprWntBit-Acc/Dmg/EndRdx:50(48), SprWntBit-Acc/Dmg/Rchg:50(48), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(50), SprWntBit-Rchg/SlowProc:50(50)
Level 44: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 47: Mystic Flight -- WntGif-ResSlow:50(A)
Level 49: Hibernate -- Prv-Absorb%:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(15), Mrc-Rcvry+:40(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(17)
Level 50: Cardiac Core Paragon
------------

 

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Nice build btw. You & I need to talk shop sometime. Would remind me when I use to talk shop with Castle when he lvl'd with us on Virtue. I enjoyed those times 🙂

Posted
53 minutes ago, JJDrakken said:

Nice build btw. You & I need to talk shop sometime. Would remind me when I use to talk shop with Castle when he lvl'd with us on Virtue. I enjoyed those times 🙂


Heh.  No problems with that.  My PM is open any time.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted (edited)

Imagine taking ice and trying to skip  the ice defining powers (slow toggle, end absorb)— why are you playing ice again?

Edited by kiramon
Posted (edited)
On 6/10/2020 at 10:02 AM, Android Nim said:

I think you guys are missing out on the sapper aspect of EA. My icer can take a mob down to about 1/4 of their endo immediately....and it fills my bar and stacks more def. It's an amazing power in my builds.

 

Your mileage may vary

Precisely! EA is mass sap plus def buff. It is for multiple moobs giving to you awersome machine farm against everything if you make a combo with MU Mastery. Just open you power tabs and look at your defense buff. Another point is, it is a amazing skil to protect all team for mobs hits like "Great Cover". Ice armor let them slowed and exausted. 
Edited by Hórus - The Ice Tanker
Made a mistake
Posted (edited)

 

On 6/9/2020 at 3:11 AM, Hórus - The Ice Tanker said:

There are some mistakes here. Ice is about control.

 

* Ice Armor is about  Crowd Control. This is the best Tanker Pool to Make it.  I  Energy abosorption is the main ice armor control power. It works with Chilling Embrace plus Mu Mastery and /or Eletric Melee. But Energy Absorption is also the Key to raise your defs to the sky, if you slot it with some def IOs. You also can put proc psi damage on it. You can slot proc damage on Chilling Embrace and get a second damage aura. Whit correct build, you can recharge fast (~30 secs)

 

*Hibernate is very good to leveling. Just one slot is enough. Its a nice pvp skill and also works taunting mobs.  Also gives you more one more endurance slots .

 

*With two damage auras working + energy absorption, you no need to take taunt skill. 

 

*With  Combat Jumping + Maneuvers  + Sloting Obliteration  you will cap smash /lethal def.

 

*Permafrost gives ice and fire resist and  you will be able to  tank fire farms easilly

 

Wait, how do I gain a second damage aura?

On Chilling Embrace I can only slot 1 out of 4 Slows, and the only one that seems to be doing any damage is "Impeded Swiftness: chance of damage (Smash)".

Currently  I have my build as linked earlier in post, with the only exception, since I wasn´t aware of the max 5 Luck of the Gambler rule at the time, being that I switched out 2 LotG´s vs. 2 Reactive Defenses.  I´ve played around with Mids trying to get my Def up there since this is my main and I´m trying to get it just right.

 

I´m not sure at which point I should let go of the focus on Def/Res numbers and instead try to balance it with other things of Importance.

I slotted my first T1 Alpha yesterday and went with "Nerve" aiming at "Nerve Radial Paragon" at T4 (Acc/Taunt +33%, Def +20%).

 

Linking an alternative build below with Soul Epic instead of Pyre which gives me much better Toxic Res % (59,6 vs. 20,7) and slightly better Psi ditto (30,2 vs. 25,7) but it costs me 2 slots in Health and 1 in Stamina/Hasten each which I´m unsure of is a good trade or not. Also switched out all LotG´s (except Inc. Global Speed) for Reactive Defenses to see how much it differs. As expected Def goes down slightly and Res goes up slightly (around +/- 5 %)

I noticed most Tanks don´t but some Scrappers do.

 

But I´m very curious about Mu; which powers to take and how to slot them?

 

Open for any constructive Criticism > still very much learning.

 

Clexus alt build 2 maxing res & def - Tanker (Ice Fire Soul).mxd

Edited by grussen69
Posted
13 hours ago, grussen69 said:

 

 

Wait, how do I gain a second damage aura?

On Chilling Embrace I can only slot 1 out of 4 Slows, and the only one that seems to be doing any damage is "Impeded Swiftness: chance of damage (Smash)".

Currently  I have my build as linked earlier in post, with the only exception, since I wasn´t aware of the max 5 Luck of the Gambler rule at the time, being that I switched out 2 LotG´s vs. 2 Reactive Defenses.  I´ve played around with Mids trying to get my Def up there since this is my main and I´m trying to get it just right.

 

I´m not sure at which point I should let go of the focus on Def/Res numbers and instead try to balance it with other things of Importance.

I slotted my first T1 Alpha yesterday and went with "Nerve" aiming at "Nerve Radial Paragon" at T4 (Acc/Taunt +33%, Def +20%).

 

Linking an alternative build below with Soul Epic instead of Pyre which gives me much better Toxic Res % (59,6 vs. 20,7) and slightly better Psi ditto (30,2 vs. 25,7) but it costs me 2 slots in Health and 1 in Stamina/Hasten each which I´m unsure of is a good trade or not. Also switched out all LotG´s (except Inc. Global Speed) for Reactive Defenses to see how much it differs. As expected Def goes down slightly and Res goes up slightly (around +/- 5 %)

I noticed most Tanks don´t but some Scrappers do.

yo

But I´m very curious about Mu; which powers to take and how to slot them?

 

Open for any constructive Criticism > still very much learning.

 

Clexus alt build 2 maxing res & def - Tanker (Ice Fire Soul).mxd 5.29 kB · 1 download

Chilling Embrace can be your second aura if you slot it with damage procs. It can hit mobs with  70  damage. Dont know if it works on a single target. Same thing with EA. To cap smash /lethal def get obliterion .  Wich powers it is up to you. We can have 3 builds, so you can try at lot.  I sugest you get all def powers avaliable like maneuvers and combat jump

 

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