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How to Stay Cool: Taunting, Ice Tankers, Ice/Any Tier, and Defense-based Tanking.


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Currently a work in progress, but will be updating as I go.

 

This thread will be used to compile my thoughts on Ice Tankers, all the secondary sets I've tried on Ice Tanking,
As well as data mining things such as "How taunting actually works" and suggestions on how to improve/change Defense-based tanker sets.

 

 

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How to make Ice/Dark unstoppable.

As a follow-up to my Tier List, I figured I'd post the Ice/Dark build I'll be respecing into soon (Once I find out any errors/changes to make).

My current build uses Soul Mastery for even more tohit/acc/dmg debuffing, which I now think is a bit overkill. Here's my new theory build.

These numbers assume you're surrounded by 10 or more mobs.
We are totally ignoring teammates, using insps, temp powers and buffs for this. 

 

The quick summary is, SLEN cap as standard for Ice Armour, your normal Ice self-heal/max-hp, panic button, and end-recovery +5% hp button, and permanent HP cap w/ Accolades. All "Standard" for an ice build. Only downside is your EA button is a little slower at every 19 secs rather than 16.

 

Deep Dive on the build.

The Dark is throwing in the addition of:

  1. Another self-heal every 5.07 seconds (3.14s rech, 1.93s cast) for 38.51% of your HP. Small chance for 10% end here too.

  2. 94.1% damage bonus, 23.5% ToHit, for 30 seconds, with 32.46 rech and 2.37s cast. So roughly 5 seconds of down-time on your "build up" mechanic. + the Build Up proc for 5.25 secs.

  3. 250% (Why??) End Recovery every 57.61 seconds.

  4. The usual damage and -ToHit that Dark provides as standard.

Pools:

  1. Sorcery pool. Annoyingly, I'm throwing out my favourite Travel Pool, Speed of Sound, for Sorcery for this build, but opted not to take mystic flight. Instead, Spirit Ward is a "Mule" for a global heal IO, and Arcane Bolt is getting a single range IO because I like to pull with powers instead of Nemesis Meme Staff. Obviously what we're going for here is Rune of Protection.

  2. Fighting pool. Standard, no comment really needed. Tough/Weave.

  3. Speed pool. Hasten for perma-hasten. The build pretty much is entirely built around Perma-Hasten. Sorry to people who don't like that, but, *shrugs*. Oh and super-speed, but you can literally take whatever travel power you want, assuming it's not one of the "you can only have sorcery OR experimentation OR force of will" powers. I just like to bounce off council cave walls.

  4. No 4th Pool. No Epic/Ancillary Pool.

Incarnates: Yes, sadly this build requires two specific incarnates, two T4's to be precise, but throwing in Rebirth for more heals never hurt anyone either.

  1. Spiritual Core Paragon. You need Perma-Hasten, and and you have a fuck-ton of heals. In this particular build this T4 is what is simply required for perma-hasten.

  2. Melee Core Embodiment. Worked it out yet? Why I mentioned "Assumes 10 mobs around you." and taking Rune of Protection. Currently in my build I'm doing the exact same thing with Barrier instead of Rune of Protection, but by taking Rune, you can then take Rebirth, for additional silly levels of protection - Hell, at this point I'd even suggest the Regen Rebirth (Heresy, I know) since you're at HP Cap anyway. Hell, take Ageless for +Recharge and make the rotation even more stupid.

The "Standard" rotation:

You cast Rune, the 160 cooldown begins (Hence perma-hasten and Spiritual Core), the duration is 90 secs.

  1. for 90 seconds, your resistances are now:

    1. Smashing/Lethal/Fire/Ice 90% (Ice 190.28% because WHY ORIGINAL DEVS?) Toxic 80.9%, Psionic 66.9%, and Energy/Negative 44.4%. Pretty good right? You're going to be defending non-SLEN on 14.2/15.7/22.3% for AOE/R/M, which let's be honest, is a hole in your defense, but hey, Fire/Cold is 90% res, Toxic is 80.9% (and hopefully it's a typed/positional defense roll anyway) and as is foretold there's always that Psionic hole.

  2. Rune ends, so you pop Hybrid toggle on. For 120 seconds - Making again, the 10-target assumption we established at the start, your resistances are now.

    1. Smashing/Lethal/Fire/Ice 90% (Ice 194.83, for funsies). Energy/Negative 48.9%. Toxic 85.4%. Psionic 71.4%. So roughly 5% more resistance for this 120 second period, but pretty much consistent between the two. Hybrid is also going to give you a lovely 664% regen.

  3. 50 seconds into your Toggle being on, Rune is back up. So step 3 is simply repeating Rune as soon as the Hybrid Toggle ends.

  4. 90 seconds later, Rune has ended, and Hybrid is 30 seconds being off again. What do we do?? (Assuming you didn't take Ageless for a laugh or have a teammate boosting Global Rech) What are our defenses now Flints? Do we run and hide in Hibernate for 10 seconds? Do we eat Insps like candy? Hell nah. You took /Dark Melee, you're self-healing for 38.51% of your HP every 5.07 seconds remember? You've got a bunch of healing procs going on, if Hoarfrost is off-cooldown for it's 30 sec period where it's free and you're at max HP, you have a 90% HP panic button, and the absorb proc. Honestly at this point, it does get slightly more fragile, but at this point you've also spent 210 seconds in non-stop combat, so * shrugs *. But the Resistances Flints? Okay.

    1. Ice is still stupid, Ice Res will always be stupid, welcome to Ice Armour and it's stupidly coded Ice Resistance. Smashing/Lethal is at 68.7% which, well isn't too crap. Reactive Proc (yeah, we take that for funsies) will take that to 78.7% at the same time your absorb proc kicks in Ascendeds forbid someone kicks your teeth in that hard. Giving you a small window to pop Siphon Life/Hoarfrost/Rebirth/Hibernate (as a last resort). Fire is 71%, Toxic 59.5% and Psionic 45.5%. Sadly, one of Ice's holes now makes an appearance - Energy/Negative Res is only 23% for this 30 second period. You are SLEN capped, but a few 5% E/N mob hits or 11% AV 54 E/N hits are going to hit hard for 30 seconds, 10 of which you can Hibernate through if you do take a hit (Remember to Taunt then Hibernate). The good news is you've got tons of procs, absorbs, 235% regens, self-heals and presumably Rebirth, but for 20-30 seconds you actually need to pay attention sorry. We are totally ignoring teammates helping, using insps, and the boss being dead at the point in this little theory game.

  5. We then trigger Hybrid again 30 seconds later (Wow this is a fucking long fight.) Same resistances.

  6. Rune again.

  7. 30 second period of weakness again. In this fight that never seems to end.

At this point you get the picture.

BUT WAIT! THERE'S MORE!

Let's say you're about to get really stomped on your face. What do you do?

Well in the words of Nero:

FIRE EVERYTHING!

Triggering Rune and Hybird at the same time will give you 90%+ to everything except Energy/Negative that sit at 70.4% for a lovely 90 seconds and then obviously default to Hybrid's values for the remaining 30 seconds, and 664% regen for 120 seconds.

Obviously the full cooldown for "Fire Everything" is 160 seconds for rune, and 240 for Hybrid, from point of pulling the trigger. So I wouldn't do it every fight, However if you decide you want to tank every single Hero at the end of LRSF without help for 90 seconds and not be a granite tank this would be your 90 second window to do that I guess.

But what if we took T4 Barrier for that 30 second downtime window to give you 50% E/N res, 90% toxic and 78%Psi? Stop it, you're being silly now.

TL;DR At some point, no matter how well you build Ice for Res, Neuron and a Warwalker or 2 will roll a hit at the same time on Energy damage and you'll hit dirt faster than you can say "Positron is lying!"

The build! (Finally).

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Black Ice/Horizon: Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Dark Melee
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
------------
Level 1:    Frozen Armor    
 (A) Reactive Defenses - Defense
 (5) Reactive Defenses - Defense/Endurance
 (7) Reactive Defenses - Endurance/RechargeTime
 (7) Reactive Defenses - Defense/RechargeTime
 (9) Reactive Defenses - Defense/Endurance/RechargeTime
 (9) Reactive Defenses - Scaling Resist Damage


Level 1:    Shadow Punch    
 (A) Superior Gauntleted Fist - Accuracy/Damage
 (46) Superior Gauntleted Fist - Damage/RechargeTime
 (46) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
 (48) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
 (50) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
 (50) Superior Gauntleted Fist - RechargeTime/+Absorb


Level 2:    Chilling Embrace    
 (A) Taunt Duration IO


Level 4:    Arcane Bolt    
 (A) Range IO


Level 6:    Wet Ice    
 (A) Endurance Reduction IO


Level 8:    Shadow Maul    
 (A) Eradication - Damage
 (11) Eradication - Accuracy/Recharge
 (43) Eradication - Damage/Recharge
 (43) Obliteration - Damage
 (43) Obliteration - Accuracy/Recharge


Level 10:    Permafrost    
 (A) Steadfast Protection - Resistance/+Def 3%
 (11) Gladiator's Armor - TP Protection +3% Def (All)
 (29) Impervium Armor - Psionic Resistance


Level 12:    Hoarfrost    
 (A) Preventive Medicine - Heal
 (13) Preventive Medicine - Heal/Endurance
 (13) Preventive Medicine - Endurance/RechargeTime
 (19) Preventive Medicine - Heal/RechargeTime
 (21) Preventive Medicine - Heal/RechargeTime/Endurance
 (21) Preventive Medicine - Chance for +Absorb


Level 14:    Icicles    
 (A) Superior Might of the Tanker - Accuracy/Damage
 (15) Superior Might of the Tanker - Damage/Recharge
 (15) Superior Might of the Tanker - Accuracy/Damage/Recharge
 (17) Superior Might of the Tanker - Damage/Endurance/Recharge
 (17) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
 (19) Superior Might of the Tanker - Recharge/Chance for +Res(All)


Level 16:    Siphon Life    
 (A) Preventive Medicine - Heal
 (37) Preventive Medicine - Heal/Endurance
 (37) Preventive Medicine - Endurance/RechargeTime
 (37) Theft of Essence - Accuracy/Healing
 (39) Theft of Essence - Chance for +Endurance


Level 18:    Glacial Armor    
 (A) Luck of the Gambler - Defense/Endurance
 (23) Luck of the Gambler - Defense/Recharge
 (23) Luck of the Gambler - Endurance/Recharge
 (25) Luck of the Gambler - Defense/Endurance/Recharge
 (25) Luck of the Gambler - Defense
 (31) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 20:    Spirit Ward    
 (A) Empty


Level 22:    Taunt    
 (A) Taunt Duration IO


Level 24:    Kick    
 (A) Empty


Level 26:    Energy Absorption    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (27) Power Transfer - Chance to Heal Self
 (27) Shield Wall - +Res (Teleportation), +5% Res (All)
 (29) Recharge Reduction IO


Level 28:    Soul Drain    
 (A) Armageddon - Damage
 (36) Armageddon - Damage/Recharge
 (36) Armageddon - Accuracy/Damage/Recharge
 (39) Armageddon - Accuracy/Recharge
 (42) Armageddon - Damage/Endurance
 (42) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 30:    Tough    
 (A) Unbreakable Guard - Resistance
 (31) Unbreakable Guard - Resistance/Endurance
 (31) Unbreakable Guard - Endurance/RechargeTime
 (34) Unbreakable Guard - RechargeTime/Resistance
 (34) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (34) Unbreakable Guard - +Max HP


Level 32:    Weave    
 (A) Luck of the Gambler - Defense/Endurance
 (33) Luck of the Gambler - Defense/Recharge
 (33) Luck of the Gambler - Endurance/Recharge
 (33) Luck of the Gambler - Defense/Endurance/Recharge
 (36) Luck of the Gambler - Defense
 (46) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 35:    Dark Consumption    
 (A) Obliteration - Damage
 (50) Obliteration - Accuracy/Recharge


Level 38:    Midnight Grasp    
 (A) Hecatomb - Damage
 (39) Hecatomb - Damage/Recharge
 (40) Hecatomb - Accuracy/Damage/Recharge
 (40) Hecatomb - Accuracy/Recharge
 (40) Hecatomb - Damage/Endurance
 (42) Hecatomb - Chance of Damage(Negative)


Level 41:    Rune of Protection    
 (A) Recharge Reduction IO
 (45) Recharge Reduction IO
 (45) Recharge Reduction IO
 (45) Resist Damage IO


Level 44:    Super Speed    
 (A) HamiO:Microfilament Exposure


Level 47:    Hasten    
 (A) Recharge Reduction IO
 (48) Recharge Reduction IO
 (48) Recharge Reduction IO


Level 49:    Hibernate    
 (A) Empty


Level 1:    Brawl    
 (A) Empty


Level 1:    Gauntlet    
Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


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) Panacea - +Hit Points/Endurance
 (3) Numina's Convalesence - +Regeneration/+Recovery
 (3) Regenerative Tissue - +Regeneration
 (5) Miracle - +Recovery


Level 2:    Hurdle    
 (A) Jumping IO


Level 2:    Stamina    
 (A) Power Transfer - Chance to Heal Self


Level 50:    Spiritual Core Paragon    
Level 50:    Melee Core Embodiment    
Level 50:    Degenerative Core Flawless Interface    
Level 50:    Longbow Radial Superior Ally    
Level 50:    Pyronic Core Final Judgement    
Level 0:    Freedom Phalanx Reserve    
Level 0:    The Atlas Medallion    
Level 0:    Task Force Commander    
Level 0:    Portal Jockey    
Level 50:    Rebirth Radial Invocation    
------------

 

Mids Datalink

 

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How to SLEN cap on an Ice Tanker early (Assuming you have the money).
 
 
Post image

The ice dunk tank

 

I'd like to quickly share with you a Mids build that I use as a "template" for any ice tanker that I want a an "exemp" build on for lower level TFs. It's set at level 25 mainly because that's LOTG's minimum level, and to have at least 3 attacks.

You can technically soft-cap to SLEN with just a few Set IOs and generic IOs at level 20. But that leaves you with only 1 attack, which isn't really good for exemplar play.

Post image

Level 20 IO SLEN softcap

I'm only using Dark as a example but you see all you need is one single target Melee power and Ice Armour does the rest.

For level 25 SLEN soft-capping, again, I'm going to use Dark Melee as my example, but all you need is a single target and a cone/PBAoE attack pre-25. Quick screenshot of the goal.

 

Post image

First of all yes, that's probably around 200-250 Mil with of IOs, so this doesn't really apply to people new to the game leveling their first ice tanker, but as you can see from the earlier picture, if you just replace the 3% IOs with more power pool options, you can SLEN cap with just generic IOs at a low level.

The choice of LOTG, and probably why this is a "25 build", is both for the +rech that I'm going to want later anyway, but also because the 4-slot is 9% accuracy, Hoarfrost is unslotted, but I do slot it (Prevent medicine 6 slot at final build) but it didn't "contribute" at all to being soft-capped so I left it out the screenshot.

It does mean if you wanted to, you could actually drop Hoarfrost and take a 3rd attack to 4-slot at level 25. Which, really, is enough for a tanker, then pick up Taunt at 24 where I took Siphon Life.

Finally, you'll notice we're at 47.7%, if it was 48% I'd drop the 3% PvP IO, but that's really your choice if 44.7% is enough for you or if a tiny bit more is worth the price.

Anyway, here's the mids copy and paste!

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7

https://github.com/ImaginaryDevelopment/imaginary-hero-designer

 

25 Ice Softcapped: Level 26 Mutation Tanker

Primary Power Set: Ice Armor

Secondary Power Set: Dark Melee

Power Pool: Leaping

Power Pool: Fighting

 

Hero Profile:

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

Level 1: Frozen Armor LucoftheG-Def/EndRdx:25(A), LucoftheG-Def/EndRdx/Rchg:25(3), LucoftheG-Def:25(3), LucoftheG-Def/Rchg+:25(5), ShlWal-ResDam/Re TP:25(5), Ksm-ToHit+:25(15)

Level 1: Shadow Punch KntCmb-Acc/Dmg:25(A), KntCmb-Dmg/EndRdx:25(9), KntCmb-Dmg/Rchg:25(11), KntCmb-Dmg/EndRdx/Rchg:25(11)

Level 2: Hoarfrost Empty(A), Empty(17), Empty(17), Empty(19)

Level 4: Chilling Embrace ImpSwf-Dam%:25(A)

Level 6: Combat Jumping LucoftheG-Def/EndRdx:25(A), LucoftheG-Def/EndRdx/Rchg:25(7), LucoftheG-Def:25(7), LucoftheG-Def/Rchg+:25(9), Rct-ResDam%:25(15)

Level 8: Permafrost StdPrt-ResDam/Def+:25(A)

Level 10: Wet Ice EndRdx-I:25(A)

Level 12: Shadow Maul Erd-Dmg:25(A), Erd-Acc/Rchg:25(13), Erd-Dmg/Rchg:25(13)

Level 14: Icicles MghoftheT-Rchg/Res%:50(A), GntFis-Rchg/+Absorb:50(19)

Level 16: Kick Empty(A)

Level 18: Tough GldArm-3defTpProc:25(A)

Level 20: Weave LucoftheG-Def/EndRdx:25(A), LucoftheG-Def/EndRdx/Rchg:25(21), LucoftheG-Def:25(21), LucoftheG-Def/Rchg+:25(25)

Level 22: Glacial Armor LucoftheG-Def/EndRdx:25(A), LucoftheG-Def/EndRdx/Rchg:25(23), LucoftheG-Def:25(23), LucoftheG-Def/Rchg+:25(25)

Level 24: Siphon Life ThfofEss-+End%:25(A)

Level 26: [Empty]

Level 28: [Empty]

Level 30: [Empty]

Level 32: [Empty]

Level 35: [Empty]

Level 38: [Empty]

Level 41: [Empty]

Level 44: [Empty]

Level 47: [Empty]

Level 49: [Empty]

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 Empty(A)

Level 2: Rest Empty(A)

Level 4: Ninja Run

Level 2: Swift Empty(A)

Level 2: Health NmnCnv-Regen/Rcvry+:30(A)

Level 2: Hurdle Empty(A)

Level 2: Stamina PrfShf-End%:25(A)

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

 

Data Link

Edited by Flints
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  • 2 weeks later

Nice guide,

Ice/ doesnt get a lot of love round these parts, and those that support it seem to be the exception to the rule.
I can't say ive ever taken an Ice/ tank very far - in fact recently I tried Ice/WM but got bored of it ... it could have been the secondary that was the problem though.

On paper Ice seems quite strong.

 

Based on your own rankings you actually seem to suggest /Ice is the best partner for Ice/ - with /Dark being a very close second.
I have had it suggested to before though that Ice/Dark, Ice/ doesnt really need the tools that /Dark brings since it already has a heal, and end managment etc - all that /Dark adds is a bit of -tohit for a (mostly) Def based set.

I can see an Ice/Dark being almost unkillable thought, and it certainly wont have any end issues which frees you from a burden that a lot of builds have to bear.

I might get one up on the test server now i think about it and have a play and see what i think about the combo


 

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I love my Ice/Elec and feel she does very well across the board.  Great to have 100% slow resist, holds aggro excellently, and the End drain on Energy Absorption combines nicely with the Elec stuff.  Plus Lightning Rod is amazing.

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Why do you need ageless? Hasten is already perma in your build without it.

 

If you took Barrier, you would have +32% resistance for that 30 second window. Like this:

 

Barrier (for 30 secs)->ROP->Melee Hybrid.

 

It would plug your energy hole. (Third most common damage type in the game, and you are a tank. So I'd strongly advise.)

 

Would also suggest putting the Superior Might of the Tanker ATO in midnight grasp. You should be able to reliably double-stack it for 13.4% resistance . (An additional 6.7% resistance vs how you're currently using it.) In a toggle it only checks every 10 seconds, so you will never stack it.

 

Also, I know you're ignoring temps, but

  • P2W defense buff = 7% res to all
  • P2W Kinetic Dampener = 21% energy res
  • Base Buff = 5% res to all

 

If you followed all the above, you'd be looking at:

+45% energy resistance (+77.7% during Barrier's 30 seconds)

+18.7% res to everything else (+50.7% during Barrier's 30 seconds)

 

 

Edited by Xanatos
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City of Heroes Class of 2001.

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Since we are talking ICE/x, I'll bring up ice/kinetic melee.

 

Mostly an experiment in stacking -damage (add in soul epic).     Still not sure how well all of KM -dam stacks with each attack, but overall, I havent been hit that hard except the usual banes of Ice armor (nemesis, crystal DE).   I noticed it appears to be missing from most of your tier list of secondaries (sans bottom of fun factor).

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13 hours ago, tellania said:

Since we are talking ICE/x, I'll bring up ice/kinetic melee.

 

Mostly an experiment in stacking -damage (add in soul epic).     Still not sure how well all of KM -dam stacks with each attack, but overall, I havent been hit that hard except the usual banes of Ice armor (nemesis, crystal DE).   I noticed it appears to be missing from most of your tier list of secondaries (sans bottom of fun factor).

@Bopper and I were just talking about this. You could hold easily close to -50% damage or more on multiple targets + -ToHit + Slows....

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On 7/20/2020 at 6:21 AM, tellania said:

Since we are talking ICE/x, I'll bring up ice/kinetic melee.

 

Mostly an experiment in stacking -damage (add in soul epic).     Still not sure how well all of KM -dam stacks with each attack, but overall, I havent been hit that hard except the usual banes of Ice armor (nemesis, crystal DE).   I noticed it appears to be missing from most of your tier list of secondaries (sans bottom of fun factor).

While Damage Debuff is resisted by purple triangles etc, KM also lends itself really well for proc-damage. If you can get past the animation lock (Though not as bad as TW) it's a really fun set.

Ice/TW and Ice/KM were my 2 Going Rogue toons when those sets came out.


Also not sure why Kinetic is only on Aggro and Fun columns, I'll correct that ASAP.

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On 7/20/2020 at 12:58 AM, machogriz said:

What makes certain secondaries better than others for aggro management?

Aside from Dark, which mostly just has extra AOEs and really fast gauntlet application, every set in ascended tier has a way to "cheat" the aggro cap.
Ice can stack Slows and use ice-patch to perma-KD minions that they can lose aggro on by taunting new mobs and still keep those original mobs from attacking the rest of the team.
Stone can use Tremor to aggro nearby mobs, and then use Fault to "break" the cap to pull in new mobs before either regaining local aggro if they wish, alternatively using both fault and tremor after/in between taunting to juggle mobs. ST gauntlet procs + damage is good too.
Electric is similar, but instead of using Fault to get mobs far away, teleporting to mobs with Lightning Rod, 3 decent non-TP AOEs help too, as well as the high ST base damage.
Spines and Rad have additional aggro toggles for even more aggro control on both bosses and groups of mobs, Spines double cone and AOEs are more consistent aggro-wise than relying on Containment spreads though.
Next two tiers are mostly sorted on a combination of how many spammable AOEs they have, as well as ST damage (For the Damage * Proximity calculation), except for Savage which allows you to teleport back and forth between mobs to pull aggro off friends or bring in new groups of mobs, it "loses points" because aside from Taunt that everyone gets, and the Teleport, it doesn't have any ranged attack - Forcing you to either use Taunt or Teleport to manage far-away mobs and get mobs off friends or tag those running out of your slows when you break aggro cap etc.

Energy has average damage for a "basic" set, but the Disorient effect on everything (and can even stack on AVs) means they walk away from you - Which fucks with the Damage * Proximity aggro, the set also only has 1 AOE, and no ranged attack for gauntlet procs/pulling mobs - So you pretty much use Whirling Hands and Taunt exclusively to get aggro outside of Ice/ and ST gauntlet procs.

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