Airhammer

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  1. I was really really hoping for a Nice Dragon...
  2. Obliteration in Blazing Aura will cause you to be hungry for end.. Obliteration has very little end redux and that toggle burns A LOT of end.

    You also placed heal sets in Physical Perfection. IMO the End recovery is FAR more important than the regen.
  3. Here is my build as it exists on Live... I went with Melee over Smashing Lethal. I dont have an Alpha Slot yet but I will be going for the Spiritual that boost recharge and healing. Best one for this build.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Heatstroke Original: Level 50 Mutation Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Fiery Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Blazing Aura -- M'Strk-Dmg/Rchg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Acc/Dmg(3), M'Strk-Acc/EndRdx(5), M'Strk-Dmg/EndRdx/Rchg(5), M'Strk-Acc/Dmg/EndRdx(7)
    Level 1: Scorch -- HO:Nucle(A), HO:Nucle(48), HO:Nucle(48)
    Level 2: Fire Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(13)
    Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(19)
    Level 6: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(19), Dct'dW-Rchg(21)
    Level 8: Kick -- Acc-I(A)
    Level 10: Combat Jumping -- Zephyr-ResKB(A)
    Level 12: Plasma Shield -- S'fstPrt-ResKB(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-ResDam(31)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
    Level 18: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(45)
    Level 20: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(46), ImpArm-ResDam/EndRdx/Rchg(46), ImpArm-ResDam(46)
    Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(48), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50)
    Level 24: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
    Level 26: Build Up -- RechRdx-I(A)
    Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
    Level 30: Fiery Embrace -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(45)
    Level 35: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(42)
    Level 38: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dam%(43), T'Death-Dmg/EndRdx/Rchg(45)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Taunt -- RechRdx-I(A)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), Mrcl-Rcvry+(34), Mrcl-Heal(36), RgnTis-Regen+(36), Heal-I(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(33), P'Shift-End%(34)
    ------------
    Set Bonus Totals:
    • 16.5% DamageBuff(Smashing)
    • 16.5% DamageBuff(Lethal)
    • 16.5% DamageBuff(Fire)
    • 16.5% DamageBuff(Cold)
    • 16.5% DamageBuff(Energy)
    • 16.5% DamageBuff(Negative)
    • 16.5% DamageBuff(Toxic)
    • 16.5% DamageBuff(Psionic)
    • 13.31% Defense(Smashing)
    • 13.31% Defense(Lethal)
    • 3.938% Defense(Fire)
    • 3.938% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 8.625% Defense(Psionic)
    • 23.63% Defense(Melee)
    • 3% Defense(Ranged)
    • 4.875% Defense(AoE)
    • 6.75% Max End
    • 25% Enhancement(RechargeTime)
    • 36% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 98.39 HP (5.25%) HitPoints
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 5.5%
    • MezResist(Immobilize) 5.5%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 8.25%
    • MezResist(Terrorized) 2.2%
    • 11.5% (0.192 End/sec) Recovery
    • 32% (2.504 HP/sec) Regeneration
    • 2.205% Resistance(Fire)
    • 2.205% Resistance(Cold)
    • 1.26% Resistance(Toxic)
    • 1.26% Resistance(Psionic)



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  4. Here is my build as it exists on live. Solid build that works well. Hope it helps you. Want to add the Theft of Essence Proc at some point.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    SandStone: Level 50 Mutation Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(3), M'Strk-Dmg/EndRdx(3), M'Strk-Acc/EndRdx(5), M'Strk-Dmg/EndRdx/Rchg(5), M'Strk-Acc/Dmg/EndRdx(7)
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(31), HO:Nucle(45)
    Level 2: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(17), S'fstPrt-ResKB(33)
    Level 4: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), HO:Nucle(33)
    Level 6: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), HO:Nucle(23)
    Level 8: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11), S'fstPrt-ResDam/Def+(11)
    Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34)
    Level 12: Combat Jumping -- Krma-ResKB(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-Heal/Rchg(29), Nictus-Acc/Heal(31), Nictus-Acc/EndRdx/Heal/HP/Regen(31), Nictus-Acc/EndRdx/Rchg(48), Nictus-Heal/HP/Regen/Rchg(50)
    Level 18: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(29)
    Level 20: Kick -- Acc-I(A)
    Level 22: Fault -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(45), Stpfy-Acc/Stun/Rchg(46), Stpfy-Stun/Rng(46)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(48)
    Level 26: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(40), Stpfy-Acc/Stun/Rchg(43)
    Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(43)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(42)
    Level 32: Taunt -- RechRdx-I(A)
    Level 35: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(43)
    Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), HO:Nucle(40)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), EndMod-I(46), EndMod-I(48)
    Level 47: Build Up -- RechRdx-I(A)
    Level 49: Soul Transfer -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(50), Numna-Regen/Rcvry+(50)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(13), P'Shift-End%(37)
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 25.81% Defense(Smashing)
    • 25.81% Defense(Lethal)
    • 3.938% Defense(Fire)
    • 3.938% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 18.63% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 4.875% Defense(AoE)
    • 17.5% Enhancement(RechargeTime)
    • 5% Enhancement(Heal)
    • 36% Enhancement(Accuracy)
    • 6% Enhancement(Stun)
    • 260.03 HP (13.88%) HitPoints
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 15.4%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 3.85%
    • 7.5% (0.125 End/sec) Recovery
    • 30% (2.347 HP/sec) Regeneration
    • 0.945% Resistance(Fire)
    • 0.945% Resistance(Cold)



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  5. I have a Merc/TA and Merc/Traps should be very good. If you have fun.. thats all that matters really..
  6. I took everything from my primary except for Electric Fence. I took the Hold for two reason. Sometimes you need that OH CRAP power and it benefits from domination (your confuse and sleep powers do not ) and it a place to stick Basilik's Gaze 4 slotted for a 7.5% recharge. Also it works at range.

    I skipped the single target immobilize Electric Fence.

    Static Field and Conductive Aura will provided a good amount of end drain, combined with your pets and your attacks you should end drain fine. A lot of people focus on the fact that there is no -recovery to keep foes at 0 end. However what many people ignore is that foes with little end will tend to use their least damaging attacks. I took Power Sink from the APP to drain and fill my end bar, and it went thematically with my character.

    I skipped Thunderstrike and Zapp in the secondary. I dont need mobs scattered all over the place from the KB in Thunderstrike, and a snipe... no... just no....

    I went with Scirroco APP because I like it. It added Power Sink, Another AoE blast and a shield..

    I am not built for defense at all, but he is perma and fun..
  7. Finished... Nuttin but 50's !!!!!!!!!!!!!




    ......runs off to Wentworth's.........
  8. I would even like to see discounted transfers, like when we buy multiple character slots they get a little discount. I wouldnt mind seeing this with some kind of transfer token.
  9. I think the Devs have pretty much said they are not going to do this.
  10. I have both.. I think the Fire/Fire is better...
  11. Airhammer

    Thugs/FF

    Yes I think it would work. FF is a great set to buff pets. I have a Bots/FF who is great.

    My suggestion however would be a Thugs/Traps. You will get the FF Generator and with a few pet IO's slotted they will be very very tough.
  12. Thanks you all for the quick responses. I am going to try Soulwind's set up and see how that works.

    Also I agree that the set bonuses arent as important and I was kind of fixating on that, so thank you.
  13. I am playing only PvE and have never done traps. I have looks at a few different ways to slot this but asking for advice from people with experience. I have six slots to dedicate to it and I can use IO's and Hami's. I have a decent amount of influence.

    Suggestions?? and Thanks in Advance
  14. I just rolled a Thugs/Traps and so far it is very good.
  15. My Vote would be for Fire/Fire/Pyre

    Blazing Aura, Burn, Combustion, Fire Sword Circle, and Fireball.

    Thats five AoE attacks. Also the ability to boost the damage of those attacks with Fiert Embrace and Build Up...
  16. Quote:
    Originally Posted by New Dawn View Post
    Too much rage crashing over time? Sometimes the whole of the build has to be looked at for end drain versus end rec incl attack chains.
    I would suspect that is more likely not having enough end redux built into attacks. I have a WP/SS who has Rage on Auto. The crash I can handle. What I found is that the attacks a lot of end especially KO blow and then eventually Foot Stomp can both challenge the end bar.
  17. Most people want it up as much as possible and they want it to hit as many foes as possible. I always 5 slot myself 2 acc and 3 recharge.
  18. Airhammer

    Ice Armor

    My level 50 Ice/Stone can handle pretty much anything thrown at it. I have to agree its not as strong as my Inv but it is definitely not the WORST set.
  19. Every Tank.. Without Fail...
  20. Quote:
    Originally Posted by Battlebabe View Post
    I have never played villian side, but I have tons of heroes, with multiple higher level controllers. I am wondering if dominators do much more damage than controllers. Do the secondary sets give much damage? What secondary sets are more damage oriented? Since I am new to the electric control set, what kind of set is it, lots of control, lots of damage; what kind of general statement could be used to describe it? Sorry about the multi-question thing, but villians are very new to me.
    Yes.. Yes they do... !!!!!
  21. Airhammer

    Ice Armor

    Quote:
    Originally Posted by Syntax42 View Post
    Ice Armor is probably the worst set in the game for PvE right now. It only gives S/L and E/N defenses, and only caps Cold resistance. It provides a very small amount of Fire and Toxic resistance. The self-healing is not reliable due to the long recharge. The defense debuff resistance is around 50%, which is not high enough to ignore heavy defense debuffs without consuming purple inspirations. It does have debuffs to reduce incoming damage, but the mitigation from them does not make up for the weaknesses of the set.

    If you want to play it, go ahead. Any Tanker set can perform the role required of a Tanker. Teammates' buffs, your playstyle, and strategy can help overcome numerical disadvantages of any set.
    I totally and completely disagree with this assessment of Ice as a set. It is far worse from the worst PvE set in the game. I have to wonder in reading this if you have ever actually played an ice tank at all.

    Lets take some of your points

    Quote:
    It only gives S/L and E/N defenses, and only caps Cold resistance. It provides a very small amount of Fire and Toxic resistance.
    Its is pretty much agreed upon that defense is preferred over resistance. It is very easy to get capped defense to S/L which is the most common damage type in the game. Many attacks are often a combination like Fire/Lethal or Smashing/Energy so everything that APPEARS that it is energy or fire etc etc are often a combination and your defense will apply to that.

    Ice does suffer from a lack of resistance. That isnt much different that other defense based sets in the game. However Ice has tools to aid is survival.

    Quote:
    The self-healing is not reliable due to the long recharge.
    This statement is wrought with wrongness. According to your premise the Dull Pain that Regen's and Inv use is not reliable. The Earth's Embrace that Stone tanks use apparently is also not reliable. Hoarfrost is more that a click heal. It is actually a BOOST to your HP as WELL as a heal. If you use it solely as a heal, you do yourself a disservice. The way Regen works the more HP you have the harder Regen works to fill your bar.. So not only do you get more HP, you get a heal AND you get more Regen.

    Now with the right slotting this power will come back quite well AND with some investement in your build it can be made PERMA... which in itself is chocolate awesomesauce with a cherry on top.


    Quote:
    The defense debuff resistance is around 50%, which is not high enough to ignore heavy defense debuffs without consuming purple inspirations.
    50% defense debuff is right in line with sets like INV and Shield (I think shield is a little higher if you take grant cover) . The only set that has A LOT more is Super Reflexes which Tanks dont get and it has NONE of the survival tools that Ice has.

    Ice not only has Hoarfrost as an incredible survival tool, but it also has Hibernate which will allow you to easily completely fill your end and health bar. If you slot chilling embrace with a little taunt you can actually HOLD The aggro while you are Encased in Ice.

    We havent even mentioned how Enegry Absorption will actually BOOST your defense even more AND fill your end bar..

    We havent talked about how Ice is pretty much IMMUNE to -recharge attacks if you take PermaFrost as well as Glacial Armor.

    Chilling Embrace has a -14% damage and -32% recharge to lower incoming damage.

    Ice is a great set and works very well. If you combine it with a /Secondary like Stone or Kin Melee which can effective further reduce incoming damage you will have a very very very powerful tank indeed.

    I have a level 50 Ice/Stone and it can handle anything. And I will have perma Hoarfrost very very soon.
  22. nice.. ill have to rework my build when I get home then. I am assuming that Power Boost doesnt affect the Debuffs because they are pets.. correct..
  23. I am rolling a Thugs/Traps MM and I have never played traps before. I have a few questions.

    1) Do I need hasten in my build. Will the traps rechareg fast enough on their own or do I really need hasten.

    2) What are some good procs for Poison Trap. I was looking at the Lockdown +2

    3) Does Acid Mortar really need +Acc. A lot of people dont seem to think so but you can slot it for acc.

    4) Caltrops.. worth Proc'ing or no ??

    Thank you for your support.
  24. I will be running ITF's, LGTF's and Khan TF's every second I can get on my DP/TA Corruptor and my Shield/Ice Tank. I need to get them to 50. The DP/TA is level 45 and the SHield/Ice is 46. I fgure a few good runs and I'll be 50 in no time. Then unlock the Incarnate Arc and so it all over again...


    Then my conquest will be complete.. Virtue and Justice Server.. NUTTIN BUT FIDDY"S !!!!!!
  25. oh how I wish this was double the shards !!!!!!