DSorrow

Legend
  • Posts

    2433
  • Joined

  1. Quote:
    Quote:
    By design, they last longer than two minutes.
    So does Unstoppable
    Awesome nitpickery there. The three minute duration is still hardly enough for anything that actually might have you needing the extra resistance.
  2. Couple of small things with your build;


    Wet Ice has two EndRed IOs where Icicles doesn't even have the equivalent of one; move the second EndRed from Wet Ice to Icicles.

    Glacial Armor isn't slotted properly. Ice relies heavily on Defense so making the best of it would be a good idea. I'd never skip slotting it. Also with Weave you could very easily soft cap E/N Defense as well, which is something I would definitely do.

    Leadership powers are way overslotted for EndRed. At max I'd go for the equivalent of two EndRed SOs which means about 60% EndRed.

    Change the Recharge IO in Hibernate for a Healing IO. Hibernate triggers a two minute NoPhase power which prevents you from using Hibernate until the NoPhase is gone. With Hibernate's base recharge being two minutes, any additional recharge slotting is wasted.

    Slotting Health: You should remove the Numina: Heal/Rech in Health because it doesn't really do anything. The +Healing doesn't help you one bit because Hoarfrost has a Resistance component in it, and the two Heal IOs with the Heal/End are enough to cap your Healing enhancement in Health.

    General slotting of attacks, I'd drop the Chance for Disorient. It doesn't seem to warrant one full slot because with a soft capped build and lot's of KD from WM you probably wouldn't even notice it. Also this would help getting the attacks slotted to be more Endurance and Recharge efficient.
  3. DSorrow

    Electric Armor

    This power certainly makes Elec more appealing. Might roll the BS/Elec I've been thinking of now!

    Bad thing is, though, that Elec now has too many good powers
  4. If it were my tank, I'd go for something like this: 44.8% S/L Defense, 46.1% N/E without EA. 37 HP/sec regen rate, 2650 HP, both without Hoarfrost being active. 37.5% global rech and some +DMG on top of that.

    This is just a quickie so it might have some flaws, but it's roughly similar to what I have on my Ice/SS.

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: War Mace
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership

    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(15)
    Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/EndRdx/Rchg(45), KntkC'bat-Dmg/Rchg(50), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 2: Chilling Embrace -- EndRdx-I(A), Taunt-I(3)
    Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(13)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), RgnTis-Regen+(48), Heal-I(50)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(48)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(48)
    Level 22: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(46), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 24: Taunt -- Zinger-Taunt/Rchg(A), Zinger-Taunt/Rchg/Rng(25), Zinger-Taunt/Rng(25), Zinger-Dam%(45)
    Level 26: Energy Absorption -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(27), Efficacy-EndMod/EndRdx(37), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(43)
    Level 28: Whirling Mace -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(34), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(34)
    Level 30: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-Rchg(33)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 35: Shatter -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), M'Strk-Dmg/EndRdx/Rchg(37), M'Strk-Acc/Dmg/EndRdx(37)
    Level 38: Crowd Control -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 41: Icicles -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-%Dam(42), M'Strk-Acc/Dmg/EndRdx(43), EndRdx-I(43)
    Level 44: Hibernate -- Heal-I(A)
    Level 47: Permafrost -- S'fstPrt-ResDam/Def+(A)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 2% DamageBuff(Smashing)
    • 2% DamageBuff(Lethal)
    • 2% DamageBuff(Fire)
    • 2% DamageBuff(Cold)
    • 2% DamageBuff(Energy)
    • 2% DamageBuff(Negative)
    • 2% DamageBuff(Toxic)
    • 2% DamageBuff(Psionic)
    • 14,3% Defense(Smashing)
    • 14,3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 15,5% Defense(Energy)
    • 15,5% Defense(Negative)
    • 3% Defense(Psionic)
    • 8,63% Defense(Melee)
    • 9,25% Defense(Ranged)
    • 3% Defense(AoE)
    • 7,2% Max End
    • 27% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 37,5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 407,6 HP (21,8%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 14,9%
    • MezResist(Sleep) 3,3%
    • MezResist(Terrorized) 4,95%
    • 4% (0,07 End/sec) Recovery
    • 62% (4,85 HP/sec) Regeneration
    • 1,26% Resistance(Fire)
    • 1,26% Resistance(Cold)
    • 1,26% Resistance(Energy)
    • 1,26% Resistance(Negative)
    • 5% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1383;697;1394;HEX;|
    |78DAA593C96E134110867BBCC4B13D89E338B6B392CD599CC5490E882C2C4204A44|
    |831380BE10244C6691243B0AD192308271E009000094E6CE229104FC00E8FC1FA06|
    |C854D5DF8E843832F2FC5F774DD5EF9A524FF6E6A2ADD4ED63CAB24FECE65D77733|
    |D5FBAAA1D7F36BF5D2CA88052AA1D91CD457D59975C9D592AE8CDE3CEB5B213370F|
    |B27A57EBCCB93CADF2051D5D2AED684797AA99FAC2CE95CBBB9953C56A49BB2E36C|
    |B3A5F2996B643B259AB68BD15A9C7B7B4E3EE142BD19395622193DB7334B9BA55ED|
    |ECB5532F69BADF04492CBA55CDABE2B498509E3641730B10131C0C2973D57C2A471|
    |850132BC09A606615B8A238FD1DD95AB0B5AC7E0979660487C8C80B23BF17463E18|
    |F9E0D000BF86A2A4DBF07B4F7E7EF8293FFCDE5228603A0A2C4B938D59E0B420740|
    |6C8091A2837681C82A3E290A050D83419C6BBDBBF69D7A392F4A409DEAA09C9010A|
    |4590EC8B6C4872CB5960453075D4E2D29994A47FA2EEA266AE5178B762AEAD98EB1|
    |4E6DA48B63193177BE0E150DB43E09160EAB1609EC61637638B636C098C2D81B14D|
    |626C9318DB24C6364B554954799365316AAF008E60C2157CA66E3BE418D4FC1D68A|
    |C136D764605A9FB9237725730764FB040EE5DA6A7AE6F1E7EFBEEEFC00F41FF4FE0|
    |8634D37F4B3047553D66903D4FC5E8C033E039F042D0F752304003EAC59F787AC7C|
    |5A1EF2F1C0EF17BA38B017431882E06D1C520BA485D97F454557084AA864CD510AA|
    |8651358CAA61548D207D04C51F694EA3E8DD3FFA5512D2484F233DFD4B3086AA319|
    |CD42F54356E4ED3388EC7070A65CC69CC24E5E0B4D28B4E9BD0340ABB7DFB1F1DFD|
    |E852CBFF44723EF3FD52C49248DAB7FF49FFD7F5CAAEFB0457F9EB5F67C991581BB|
    |C3ACF7281B7177995E7D52596026F6BAFED7AA791596E688E659E6581E50E2705C2|
    |2461169BA589A59925C2D2C2126349B074B23C61A9FD011637F650|
    |-------------------------------------------------------------------|


    For a basic IO/SO only build I'd go for something like this (note, I said basic IO/SO only, but the Kismet +6% ToHit is one of the best single IOs you can get and it isn't expensive)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1382;606;1212;HEX;|
    |78DAA553DB6E1251143DDC0B0C50442EA5A505A4969B637930F6A2318DB54993921|
    |06DF44525E378A4441C08F0A06F7E80BFE08718BFC04BA27E9019F79E754A38D137|
    |27B0D6CC9ABDD7DE679F39DDB7C78610EFEF099F717F64CD66FD73CB792DA7A1AE3|
    |518DA2222842840E91FCB57D29949F3D496FDA3E99BF134AB5E74E5484AF3894577|
    |962DD3A7CE859C4A676E5EDE18BDF178649E0CE78E9CCDF07026ADC9D019C4BC874|
    |713295F2654D0E0624E2F320F2643DB3C9ADAF3A14DAEB3B99CBE2B502F0DFA7F89|
    |12F8E82FDC80D8246A8B06A8A9A8E2D1AD9850971B12254FF26B94445CB2058FA24|
    |7DFC8DD0777BF0F01373A1E7540B7C936A06C03300A6A14465618B6066CBF936D08|
    |B6228480AF24459451A4E6492B1AC55ACB6480C294125546D1BA27E5488A2B29FE9|
    |BA824F22425E02D12888A9094520B4BA1C0AA463FA89FB49A6B1A93BCA251037DAF|
    |9051461965CA9E7455A3039A50562D2C8B99E4342AC0A88015ED60427B949547562|
    |08F51379B983FA883F09FD4E69AB7FF6E680D5251A34A79996AA87548EEEBAAA775|
    |74B1A1D126E2CA68A602ABFD98F0BE1C5E6A09D2A646559AC5960AD88254D6E80E3|
    |95455DD2A4A5C2BFD836AA85B43D65DCADA5659DB08B8AE536579743BC8F2533375|
    |B5E975972E1120A585AD0AB6DA5E505B27F5858382146EAA70137B7E5327C47540B|
    |F68277655BD5D7C431BC1C599A31FB770F697D20BAAE34B8ACF531AC1C589FEAFEB|
    |9371592BFA900FFF39438FE131C35386670CCF192C86170C3683FB79919DDAE386F|
    |6190E180E193E7050244E10673018120C498614C32A438621C75064F8C8E0FE01D0|
    |7EDF75|
    |-------------------------------------------------------------------|
  5. DSorrow

    Shield/Dark/Pyre

    Well... I am looking for improvements on his current build. Currently he runs all the SD toggles (Grant Cover included), Tough (with just those three Titanium Coatings), Weave and CJ, and he doesn't have any End problems at all. I don't think dropping a toggle will actually spawn End problems.

    The Dam/End would, under normal circumstances, be a good addition, but when AAO gives me a lot of +DMG the ~7% increase in Fire Blast's damage Enhancement is barely worth it. The Devastation Quad, though, could be great.
  6. DSorrow

    Shield/Dark/Pyre

    Quote:
    Originally Posted by kokuryu_EU View Post
    Okay I would make one change. One change because I believe that only you can come close to what you want. Use the second build but take the Taunt IO in the aura and make it either a dam end slot in fire blast or an end slot in Tough. You decide I guess. AAO is an aura which won't be noticeably any better from a taunt duration. The build requires you to taunt or gauntlet.
    There might be some truth to that, but I usually slot a Taunt IO or two in my taunt aura when building a tanker. I might have a look at it, but the current live build only has the three Titanium Coatings in Tough and fares fine. And that build also has Grant Cover running at all times, something the new build hasn't. The Dam/End in Fire Blast would add very little damage so it wouldn't do much. I'll have to play with Mid's and see if I can come up with something.

    Quote:
    "Taunt (AAO and Fire Ball/Shield Charge should be enough)."

    Generally but its not enough for every situation.
    I'm not exactly planning to do anything like the STF on my tank. I generally enjoy doing it more as a Defender or Blaster.
  7. Quote:
    Originally Posted by BillZBubba
    One of the primary reasons I solo so often is that I have heard one too many times "you're on a team, stay with the team."

    Why should I? The squishies have a tank protecting them. The tank has squshies buffing them. Why should I sit there with the team when I could be off enjoying the game AND helping the team clear the map at the same time?

    Why should I lessen my gameplay enjoyment because some twit thinks every mission should be done holding each others' hands while skipping through the mission smelling every daisy on the way?

    I play scrappers because they excel at self-sufficiency and slaughter. If you don't want that on your teams, don't invite them.
    This basically sums it up.

    IF the risk level is so low that my scrapper can single handedly take care of the mobs, why should I slow down? There isn't a good reason for that. After all, I'm just speeding up the process of completing the mission. IF, on the other hand, the risk level is sufficiently high, I will stay with the team to lessen the risk of a defeat, mine or someone else's.

    Am I a bad team player?
  8. Most animations don't have different animations for a SD character, but some do. For example, Hurl is a one-handed throw for SD Tankers.

    Can't come up with other changed animations off the top of my head.
  9. DSorrow

    Shield/Dark/Pyre

    Here's a slightly different version of the build. It has a bit less Defense, but has added recharge, and higher DPS (I assume). Also higher S/L Resistance which might come in handy at times.

    The slotting in Dark Consumption might seem a bit funny, but I couldn't get another 1.13% HP bonus, so skipped slotting 2 pieces of Efficacy Adaptor, neither did I need 5% Movement Speed, so I ended up putting the triple from EA and PS in it.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1396;704;1408;HEX;|
    |78DAA593D94E53511486F7E940E9445B5A28A35806A10C4788264E175E585014922|
    |AC8958AA56CDA234D216D83D42B1FC078A1461CE253A851E36B68A23E88310AD4B5|
    |D6BFCB8D979EB4FFB78775F65EEBDFFB2CEE66424A3DBCA8ACD0A552AE5A5D5DCE9|
    |53775C5BB982B3879E5534AF5636435A33774B9AAEDA5A2A34BEBCD6ED2CC2EEA92|
    |D6762657D94433365F2EEA8A2ED7EC662394DDDA2AD9734EADACAB557416746EDB2|
    |917C266A650AC512F26BDF9F28E5375D69C9253ABC766B79DBC9DAD57F4EA62AE5A|
    |D3957A17E595A67F264C62D15F35BCAA831A93EA7842301E054E0BA6A68153829F7|
    |E651E7A6B43F1D07041305A14A41DE09E607C5330477B59D8CB6DDD94855CD78125|
    |812749E857BF6875B759DDFDC72533FB82D0017028686B001C3CA9666975AF59DD8|
    |B4A5A50490B2A09C4059729CE8738976F42126B3D43F0B88F788542FC9269C3F2A7|
    |2424302398A799A0C24C109B0C1FF011AB163AE9309655E13109FE4D75444C1D11B|
    |814854B51B8D40E7B129D52402221F0D1423153476C45B66887595D306BF82A6154|
    |B5525CDCC4C59F88139D4F813D41D773F428AEC324D6819493349444622AD92BBB5|
    |EA3C2BA4DAEDDF0BC079EF7C0F3143C4FC1F3143CDFA70A7B6187B777478AE9BB0F|
    |EC0A8ED5810700EC76F9D8306CDFDFA047B96964C09CC9808D5B380E4CE16650C0A|
    |0297610450CE1548770AA4301C121253462CA18B92BBB9D5803F2C03AAEA906704D|
    |BF51316378CB1AFBE2E2ECD25F05DF696602339E893DC5BE4FBE005E02AF0453AF0|
    |53F28DC36DBDB6F65ED93EF80F7C007C1CC47007E1C50D2D3E6524D3F137F671E0B|
    |FA3C47DF19FDD8A9857F46B21EF301D388252369CFD137FD5FCFA750731DFF8D00E|
    |9324B96C45AE1D62D96DBDCBDC3AD1CB7D658F2DC6D7C0E35338D9CE584CEB19C67|
    |B9C0F288837C4192204B8825CCD2C6126189B2C4593A597A58DEB034FE02B1B9FF6|
    |D|
    |-------------------------------------------------------------------|
  10. DSorrow

    Shield/Dark/Pyre

    As per title, the tank I'd like to work more on at the moment is my SD/DM who is currently at level 50, completely IO'd out, but still feels like he's lacking something. This something is AoE damage, so I decided to try and fit in Pyre Mastery to augment this deficit. The powers I'm thinking of dropping for Char/Fire Blast/Fire Ball are Smite (Fire Blast will do its job), Grant Cover (I hope the drop in Def Debuff resistance won't hurt too much) and Taunt (AAO and Fire Ball/Shield Charge should be enough).

    With the build I went a couple of percent higher than the soft cap on each power to avoid the hurt Def Debuffs can do. I did this mostly because my Def Debuff resistance would drop a bit. The original build didn't have OWTS and neither does this because I have never needed it after reaching the soft cap.

    I bet there is a lot of space for improvement, for example the lone Resistance IO in True Grit which could be moved somewhere else to fulfill a more important spot. The cost doesn't bother me at all unless we're talking of purple sets, so any improvements within that criterion will be very welcome.

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Dark Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(46)
    Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(43)
    Level 2: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), S'fstPrt-ResDam/Def+(5), ResDam-I(46)
    Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(15)
    Level 6: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(11)
    Level 8: Active Defense -- RechRdx-I(A), HO:Enzym(9), HO:Enzym(9)
    Level 10: Against All Odds -- EndRdx-I(A), Taunt-I(11)
    Level 12: Phalanx Fighting -- LkGmblr-Rchg+(A), Ksmt-ToHit+(37)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19), Nictus-Acc/EndRdx/Heal/HP/Regen(21), Nictus-Heal/HP/Regen/Rchg(21)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(25), Mrcl-Rcvry+(37)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-End%(23), P'Shift-EndMod/Acc(25)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Super Jump -- Winter-ResSlow(A)
    Level 26: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), RechRdx-I(34)
    Level 28: Soul Drain -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), RechRdx-I(31)
    Level 30: Kick -- Empty(A)
    Level 32: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(33), TtmC'tng-ResDam/EndRdx/Rchg(33), EndRdx-I(33)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), RedFtn-Def/EndRdx(36)
    Level 38: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dmg/EndRdx(40), Mako-Dam%(40)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
    Level 49: Dark Consumption -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 11,5% DamageBuff(Smashing)
    • 11,5% DamageBuff(Lethal)
    • 11,5% DamageBuff(Fire)
    • 11,5% DamageBuff(Cold)
    • 11,5% DamageBuff(Energy)
    • 11,5% DamageBuff(Negative)
    • 11,5% DamageBuff(Toxic)
    • 11,5% DamageBuff(Psionic)
    • 6,75% Defense(Smashing)
    • 6,75% Defense(Lethal)
    • 6,13% Defense(Fire)
    • 6,13% Defense(Cold)
    • 7,38% Defense(Energy)
    • 7,38% Defense(Negative)
    • 3% Defense(Psionic)
    • 10,5% Defense(Melee)
    • 8% Defense(Ranged)
    • 9,25% Defense(AoE)
    • 2,25% Max End
    • 55% Enhancement(RechargeTime)
    • 45% Enhancement(Accuracy)
    • 5% FlySpeed
    • 358,4 HP (19,1%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 6,05%
    • MezResist(Immobilize) 12,1%
    • MezResist(Sleep) 2,2%
    • MezResist(Stun) 2,2%
    • 5% (0,08 End/sec) Recovery
    • 74% (5,79 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1,58% Resistance(Fire)
    • 1,58% Resistance(Cold)
    • 6,25% Resistance(Negative)
    • 5% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1396;705;1410;HEX;|
    |78DAA5935B4F134114C767DB2DA5ED96525A2877E45A0AED0A4FDE1E7CB0A0204DA|
    |A200F0A340B0EED4AB3906E83D4273F80D14413F1123F851A357E0D4DD40F628C02|
    |EBB94C79F1D14DFBFFCD993933E732BB8583BC21C4C3CB4233AE542DD72DAD58CE8|
    |EAC050A56D9DE124121C400CF94F2725B3AAE34972BB6ACDE6D9A29B55A905529CD|
    |BC55DBE1617CC1A9C89A74EA667360147777ABE6BC5D77A4EBB2B124AD3DDB2947D|
    |54AB952072B4ED682B36FBBF6A65DB5EB8DF8DC9EBD65161B35592A586E5DD61ADD|
    |905706FEF92888067FE1F945270CB262AA9D9120E492849F21A11E2F206E03D262E|
    |C0E21BD46C8AC3336085325C23C9CAEF1E9BA768B0EF2DD602C13F4146040E4B202|
    |AD5F10C4AF82F8FFF8C8E188601C334E086D1E039DB3620E82045409012EA185936|
    |EE14AC25CC955F00BB29F2F384D015BCF0174FF29AF814B8812F6B4D030B9846709|
    |0BB01211BC12E12063C778B7A205AE38CAC78AE82439FF863A62AA8ED8364DB5971|
    |91542C73D42B28B0A482609413828AEEA88AF52880EEE5937F76C6C51C3A6B6825F|
    |42F9259E5227BA9E310E09DDCFD902BF4E955827A79C82A9142726527D14F53A14D|
    |6A372EDD9A7B47AEF330E08C30DC6030637EE082AECE37604FA78573FEFEAE75D83|
    |BC6B90770DF22E5F101BC6E1073C78841F6686542D4326E578668A9163F02DE8E03|
    |7A2FC46B89651BEDC51BEDCD130E104F21A57D58C73E727B8E51336833B9FE6EB48|
    |EF10BE412726799736F9C5874966BE12BEC3CA34AFE8D387F44E675F305E325E117|
    |2AF093FC0DD54E1CDB774F6D9778CF78C0F84D98F0C6ECB31243DA3DEAD99C77477|
    |B34F08FDFAE957073F6CD8D23F33455D7DC030A3D14C463FFDA6FFEBF96434CF09D|
    |D0C83AEA01441B4551CADA1ACA3B981230B479B285B687A9F8D66A6B1F398D00594|
    |8B2897501EA153300212413150A2286D2831947694044A174A2FCA1B14EF2F7D81F|
    |C6A|
    |-------------------------------------------------------------------|
  11. I don't really see what the problem is with a scrapper running in first. I play my scrapper like that, and every time I play my tank I'm expecting to race to the spawns against scrappers in the team. I don't mind it at all if I have seen the scrapper's performance and know they can survive it. If, however, the scrapper charges first and dies every other spawn I'd tell them to stop. It doesn't bother my tanking ego at all to see a scrapper go in first, I think it's actually fun racing against a scrapper on a tank.

    Maybe it might have an effect that I build my scrappers and tankers similarly, both ATs having enough offense to take out a spawn solo and enough defense to keep up fighting for as long as needed. The tanks are a little sturdier while the scrappers generally finish the spawns faster.

    On the other hand, if the tanker had specifically pointed out his wish to tank Rommy I can understand his frustration at the situation at hand, but I do also think kicking you without a warning was a bit extreme.
  12. DSorrow

    Help!!!!

    If you want to tank on villains I'd suggest having a look at the Brute and Mastermind archetypes...

    If, on the other hand, you're hellbent on that I would pick a Crab Spider (Soldier). It would be the best at the tanking department I'd guess.

    All VEATs solo well from 24 onwards.
  13. QR

    I think it's a big mistake skipping the passives. Each of them add 10% Resistance to different types of damage AND some effect resistances, most notable of them being 25% -DEF resistance in RPD. Also skipping the offensive potential of /fire isn't such a good idea. By this I mean skipping Incinerate (WHY?! It's a great attack) and BU.

    Myself, I'd go for something like this (switching travel power to CJ/SJ won't change defensive or offensive stats)

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Fiery Melee
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    ------------
    Level 1: Temp Invulnerability RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 1: Scorch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 2: Dull Pain Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
    Level 4: Combustion Erad-Acc/Rchg(A), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(45), Sciroc-Dmg/EndRdx(46), Sciroc-Acc/Dmg/EndRdx(46)
    Level 6: Resist Physical Damage S'fstPrt-ResDam/Def+(A)
    Level 8: Unyielding RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 10: Swift Flight-I(A)
    Level 12: Hover Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Winter-ResSlow(46), LkGmblr-Rchg+(48)
    Level 14: Fly Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    Level 16: Health Mrcl-Rcvry+(A), Mrcl-Heal(17), Mrcl-Heal/EndRdx(17), Numna-Regen/Rcvry+(21), Numna-Heal(23), RgnTis-Regen+(23)
    Level 18: Invincibility LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
    Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(43), P'Shift-End%(43)
    Level 22: Taunt Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(37), Mocking-Rchg(40)
    Level 24: Build Up Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(25), RechRdx-I(25)
    Level 26: Tough Hide LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(27)
    Level 28: Fire Sword Circle Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(31), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(31)
    Level 30: Kick Empty(A)
    Level 32: Tough RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-EndRdx(33)
    Level 35: Incinerate KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 38: Greater Fire Sword Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(39), Hectmb-Dam%(40), Zinger-Dam%(40)
    Level 41: Weave LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), HO:Cyto(42)
    Level 44: Conserve Power RechRdx-I(A), RechRdx-I(45)
    Level 47: Resist Energies Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48)
    Level 49: Resist Elements Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    18,6% Defense(Smashing)
    18,6% Defense(Lethal)
    12,4% Defense(Fire)
    12,4% Defense(Cold)
    16,1% Defense(Energy)
    16,1% Defense(Negative)
    3% Defense(Psionic)
    10,8% Defense(Melee)
    14,3% Defense(Ranged)
    7,69% Defense(AoE)
    5,4% Max End
    4% Enhancement(Heal)
    52,5% Enhancement(RechargeTime)
    24% Enhancement(Accuracy)
    5% FlySpeed
    253 HP (13,5%) HitPoints
    5% JumpHeight
    5% JumpSpeed
    MezResist(Held) 2,75%
    MezResist(Immobilize) 12,1%
    MezResist(Terrorized) 2,2%
    20% Perception
    9% (0,15 End/sec) Recovery
    62% (4,85 HP/sec) Regeneration
    20% ResEffect(FlySpeed)
    20% ResEffect(RechargeTime)
    20% ResEffect(RunSpeed)
    3,78% Resistance(Fire)
    3,78% Resistance(Cold)
    15% RunSpeed






    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1401;709;1418;HEX;|
    |78DAA5935B4F135110C7CFB65B4BE99652B7D0722B8582A51 40A4D34F192E883608|
    |2A15A11795249212B2CAC8BE92E2A3EF9017CD2445F247E0E E3B7F07EF9065E3E43|
    |9D99FF81171FDDB4FFDFD9D9393373CE9CD378BC6029F5F49 232ACCB5E2B08D6575|
    |BFEAED3EE6AEC87ADD0DDF3555C295580717DC1B9E7F88153 5BF21FEE7BBED36E6D|
    |B89E1B1EE4F5E786E3394EED8AEBB40F30CE2CF9DB4EDBF1C 3DAD1C06AEEED79E41|
    |2FA4E1024F1E2B95BDB614A7FA0A1EB6F65E48DD2B8818B1C F6E20377B3B64849B7|
    |28782B0829499E4AABD0FF4382C4A0BFEA44D5380DCACA2C0 84E8C0263824CB7D20|
    |FF93509E32A720358119837051F133A9CEA98C6328D665457 03B826E8BE0E340536|
    |858DC23D16FD19516A444DFF12CCFC06FE08661F29769F7D2 2784F4962285AC5720|
    |63B7C26535CAF238E755858470FD6D18375C4A827093D3551 9268093225F5D4E4F7|
    |089BAC1F82D9A12863AE4F6A4D925F0AB51A29F8D5E117A72 F694488A5AF4A9EDE2|
    |56051905D9308FDB7808B52F2572A3963189237831427B340 AF206B63E328BAADEB|
    |B39F4BC2CA0BC1F44BE095204B7BD9A7F7B26F5B4C632EB00 3EC0A263C41F9BEA09|
    |F66E5302B927B4D265BE50F81AA6CCF372A7300E923032873 10650E6604398A30A4|
    |F30EA187C3E8E1307A58400F0BE861013D8CC4D986468C74E 85151B28CEA758EA28|
    |545B4B08816164B827C371F34E41BC7512CE1289670144B38 8A13AE249AD8110CD0|
    |AC493D6BB24C05D5D5A929A0024C0BCA552090DD31A9A629B DF8292CBE82E654CE9|
    |0D18CAA377444AAFA5454B16333C017DAB89A9E5B3B2D93E6 E681BAE01339CC6B87|
    |7938D4E15087C3B0797CE9E8C77BB4FC8FA5691E5F386588A 5621E5FE9FF7ADE5A4|
    |771122B7CFB57599A24C61A8F6EB3DCE1D7BB3C6AF1688365 935F3BEFACA34AD367|
    |B9A0732CE7592EB03C63A7789224C962B1A4587A58D22CBD2 C364B3FCB20CB214BE|
    |72FC749F8FF|
    |-------------------------------------------------------------------|
  14. I don't really know. To me adding a piece of punctuation to the end of one's name sort of reminds me of the Runescape'ish SuperWarrior123 type of names. You know, the names that end in a string of numbers because the original was taken...
  15. Currently sitting at about 200mil and still over half of my stuff has not sold. Didn't really go for extreme profits because I don't have any expensive projects underway.
  16. DSorrow

    Mind/ Concerns

    Longbow commanders have a leadership type of toggle which grants them confuse resistance. This is why it's hard to stack it enough to affect them.
  17. DSorrow

    Earth/Fire/Water

    Quote:
    Originally Posted by QuiJon View Post
    Ok well first if you mainly play blue side i will assume that you dont have a ton of cash sitting around on the red side. You realize the Ragnorok, LOTG, and Apocolypse sets alone are probably going to cost you close to a billion infamy on the red side?

    Make a good build, find the most economical means to gain recharge bonuses. The best sets for recharge are not always the best sets for a power. You will need to gain about 72 percent global bonus with hasten 3 slotted recharge to have any chance to keeping domination running, and that is a very very small window of error to click it again in before it drops as in a couple seconds.
    The purples will cost him nearly a billion... per set.
  18. DSorrow

    MA - DPS Chain

    Just out of curiosity, what would be the top MA DPS chain with Eagle's Claw?
  19. Quote:
    Originally Posted by Kruunch View Post
    Ahhhh a Scrapper in Tanker clothing ... I shoulda known by the sig.
    Enough with the condescension. I have played scrappers and tankers enough to know what their differences are.

    Quote:
    Originally Posted by Kruunch
    First of all, Defense sets aren't the best to do extreme stuff for Tankers .. the two toughest sets are both firmly resist based sets with Defense added (Stone and Invuln).
    I'd actually say invuln is a Defense based powerset with Resistance added much like shields. The four core powers of invuln don't offer much in the name of resistance to anything else except S/L and even with all of the powers it would be crazy to expect the exotic resistances (E/N/F/C) to take care of more of the damage than the corresponding resistances.

    Stone I have no idea of. I have never played it and probably never will because of Granite Armor. Yeah, it has great stats in it but the drawbacks including a generic look are too much.

    Quote:
    Originally Posted by Kruunch
    Defense sets aren't even the best for Scrapper extreme stuff (Invuln taking it here as well).

    The reason why people crow about Defense so much is because its what can be reasonably raised by IOs and whose hard cap is much higher then its soft cap which is easily reached by Scrappers and Tankers alike on many sets (which is why you hear about it so much on the Scrapper boards).
    I don't need you telling me that softcap is easy to achieve. I have four characters playing at the softcap of Defense and I know exactly how easy it is to achieve on some sets. I also know very well how effective Defense softcap is, it removes 95% of the incoming damage. If you do not consider that effective enough you're playing the wrong game because this one doesn't support a real godmode. Defense softcap is only a pseudo-godmode.

    Quote:
    Originally Posted by Kruunch
    With regards to Ice Armor, a *great* IO build will do little to help it's survivability past hitting the defense soft cap (easily done) and HPs and regen (neither of which is realistically going to turn a squishy set into a brick) and recharge for HF. The main thing that Ice is lacking is resists and these cannot be appreciably raised by IO sets. Ice by itself is a *very* squishy set in heavy tanking situations (that's for the newbies) ... the random number generator, lack of resists and law of averages will bear this out.
    Ice Armor doesn't even need a *great* IO build. You can softcap an Ice tank with 22 set IOs with the rest of the build being SOs or whatever you want. This is considering the 2.5% from Combat Jumping.

    Also you seem to be missing some vital pieces of information. While HP and regen alone don't turn Ice Armour (or pretty much anything else for that matter) into a brick, it's the combination of Defense softcap AND regen AND +HP that does. 92-93% (courtesy of higher level enemies) of attacks directed at you will miss, and often more than that because of the way streakbreaker works and on top of that you have active recovery, higher HP (which translates into resistance. Don't believe me? Ask Arcanaville or any other expert around here and they'll give you the formulas) AND the recovery tools of Ice Armour.

    The active recovery here is the important thing. With high regen and high Defense you won't get hit often and you will regenerate a lot of HP before you get hit the next time. It's one of the key features to survival, much like high HP on anything relying on Defense. A big hit gets through? Shouldn't bother you at all if you had some HP.

    My Icer for example, is sitting at the softcap (and often over), has 2600 HP and regenerates 37 HP per second. That's nearly always enough to take care of me. And as a tanker you always have the team. Anything in the team will help your tanking: buff/debuff helps you stay alive, damage dealers take down enemies before they get too many blows at you, control keeps the enemy mezzed and unable to deal damage, other tanks can and will share the incoming damage with you.

    If you're hellbent that without ANY team support a tank should be able to solo Invincible spawns set for 8 just not to be squishy I don't see why or how anyone could even convince you that 99% of un-IO'd characters in this game aren't squishy. The situations where your tank has to be able to take down a spawn like that don't exist outside AE because to generate such an environment you need a team. And a team doing nothing is just deadweight that harms my gaming experience so I'd kick them/quit anyway. (P.S. my Ice tank is capable of this if the enemies are right which means no excessive +ToHit or Psy damage).

    Quote:
    Originally Posted by Kruunch
    Ice Armor when combined with a mitigation heavy secondary (which you may or may not have (didn't catch it)) such as Stone Melee or Ice Melee, can be made to be less squishy, and of course smart tanking will pull you through a long ways as well. However if someone were to ask me "I want a tough tanking set" Ice Armor wouldn't be high on my list, no.
    Mitigation heavy secondaries help any defensive primary set. Be it resistance, defense or regeneration as the main survival ability. My Icer is an Ice/SS, and while I recognize the survival perk Foot Stomp gives me I have no problems at all tanking KB resistant foes. None. I treat Foot Stomp as just another damage AoE in my arsenal rather than a survival tool. EDIT: Also it is kind of stupid to say that Icer without a mitigation secondary is squishy because Fire Melee is the only secondary not offering some kind of mitigation. Most of the sets offer area KB/KD, Dark Melee gives you -ToHit and a self heal, DB has a -ToHit combo and KD, Mace has stun and KD, Energy Melee has (even if a bit unreliable against groups) stun, etc. Fire trades all the mitigation for faster takedowns, this translates into shorter fights which, in turn, translates into less incoming damage over a fight./EDIT

    If someone were to ask my about my tank of choice, that would be an Icer for anything except an STF because I know the situation against LR. Insane +ToHit from one of the towers which totally nullifies any protection the Icer can have on their own. Much like I'd never pick a /Regen to try and beat an enemy with insane -Regen and -Heal that would totally nullify the Regen's survival abilities.

    The point of my "nerdrage" or whatever you want to call it, is that Ice Armour isn't squishy. Granted it isn't as sturdy as Granite, it is much tougher than Fire Armour and it can outsurvive Shields and even WP or Invuln. I would add to that: a tough tank does not only consist of the right powersets, it also consists of a good build and a player who knows his business; what he can take on while watching TV, what he can't even when popping insps and the situations inbetween.
  20. Quote:
    Originally Posted by Kruunch View Post
    This tells me that you either don't know what you're talking about or you're playing the game at a much less extreme level then I am (like soloing Heroic content).
    This tells me you clearly have no idea on how to play an ice tank or don't know what you are talking about. I only ever play my ice tank on unyielding or invincible, depending on the team size to get maximum spawns for my AoEs. Maybe your much more extreme level is playing against enemies with high ToHit bonuses like Rularuu? Even Nemesis vengeance can be worked out if your team has any level of teamwork, just save the LTs for the last.

    I never solo my tank because I have characters better suited for that kind of play. My tank excels in teams thanks to his AoE capacity. I really have no idea why you say an ice tank is squishy against normal content (anything without custom enemies). Against custom enemies the case could be anything from invincible to squatted in two seconds. Easy minions only vs extreme AVs only.

    Quote:
    Originally Posted by Kruunch
    I base this on my 50 Icer and all the Icers I've ever seen tank.
    I base this on my 50 Icer and all the properly built and played Icers I've ever seen tank. Maybe you're not one of them?

    Quote:
    Originally Posted by Kruunch
    And for future reference, please don't take it personally when I happen to make a comment about a set you may or may not play. I'm not literally pissing in your Cheerios ya know.
    I'm not taking it personally. I'm just trying to balance your stubborn arguments of ice being a squishy tank. You do realize, though that new people read these forums and might take anything someone says here for the truth even if it wasn't. Ice Armour is an extremely competent set and it shouldn't be belittled. You could just as well say that SR is garbage because it relies 100% on Defense which isn't even the case with Ice Armour.

    And even just giving a quick glance on the scrapper forums, it seems that Defense based sets are the powerset of choice when it comes to doing extreme stuff. *Shrug*
  21. Quote:
    Originally Posted by Kruunch
    Try doing the ITF without skads of Trollers and Defenders
    Been there, done that. As I have stated previously, a properly slotted ice tanker is able to withstand tremendous amounts of punishment if the player is up to the task. All that is needed is a bit of twitch reflexes when you get an unlucky streak of hits. I can keep myself permanently in the 50-60% range for defense with EA up so the -DEF the Cimerorans use isn't a worry.

    I don't exactly understand why you want to give ice armour such a bad reputation. Even though your ice tank might be squishy it doesn't mean everyone else's is. Slotting, expectations of what your tank can take and adapting to different situations differ from person to person. What one person might think very easy to adapt to (situations needing twitch reflexes for example) might be very hard for someone and this could be the very thing harming your experience as an ice tank. I don't have any problems whatsoever to click hibernate/hoarfrost if things go south. I have over 2.5k HP and it's very rare to get so many successive blows that it would all go before I react.

    Quote:
    Originally Posted by Kruunch
    And I can say from personal experience that unless you're in a team with a TON of support (so much so that a Tanker is optional) that your Icer (and by proxy your team) will face plant time and again in a full spawn L54 boss farm. It's just law of averages between getting hit and having little to no resists.
    No. As I said, if you even get the passive accolades (which aren't hard at all to get, I might add) you'll have around 2200 HP. Add to that Chilling Embrace's -DMG and it will require some really bad luck to get downed by an alpha. So bad, in fact, that it has never happened to me. Never. It's not about a law of getting hit, it's about a law of getting hit and not reacting to it. If you get hit use Hoarfrost, Hibernate or a green inspirations. An ice tank has numerous tools for staying alive and it's your choice to use or not to use them.

    Quote:
    Originally Posted by Kruunch
    Ice's heal is a slow recharge and Hibernate only works so often (and often will get the group killed if not used by a heads up Icer). While better tools then Shield might have for survival (and I do agree that Ice is more survivable then Shield in a vacuum), they can be insufficient in today's popular content.
    Hibernate works every two minutes. This should be way more than enough if you're at the softcap. My scrapper who is at the softcap needs to use Aid Self maybe once every couple of minutes when soloing an AV. My invuln scrapper only had Dull Pain to depend on when I soloed 3 AVs simultaneously and he isn't even soft capped. Still, the heal every 140 seconds was more than enough.

    On top of Hibernate you have Hoarfrost, too. I just can't see where ice armour is missing recovery tools. You could basically cycle those two and have a recovery tool available every one minute. If you absolutely need them more often you should do something to your tactics. Maybe herd only one group of AVs instead of two?

    Also your argument about aggro dropping while using Hibernate is pretty much pointless. Take Taunt, throw in 1-3 Taunt Enhancers and the taunt duration is way over 20 seconds. Slot a Heal IO or two in Hibernate and you won't need to keep it on longer than 10-15 seconds anyway. This is how I do it if I have to and it has worked every time I've tried it since i11.
  22. Quote:
    Originally Posted by Sarrate
    Btw, your post made perfect sense, so you have nothing to be self conscious about. (I envy those who can speak two languages.)
    Sometimes I'm just not sure about everything I post. I know my English is good, but some areas require a bit more concentrating to be clear. Mostly these are specific areas like maths, architecture etc. of which I haven't got too much experience talking about in English.

    Also I technically speak 5 languages, two of them very good, 1 moderately and two.. well, not brilliant but I can manage. So, things tend to get mixed up
  23. Quote:
    Originally Posted by BillZBubba View Post
    It doesn't appear that the damage auras crit either.
    Just to nitpick, this is the case with all except for one damage aura: Quills.
  24. Quote:
    Originally Posted by Fury_Flechette View Post
    Did you take Chilling Embrace? I think that's a vital component for any ice tanker's defense. I think it's as important as your primary shields. The slows to incoming attack and critter movement is noticeable even with just a default end redx slotted.
    I second this. Also the -DMG from Chilling Embrace basically gives you melee resistance as I said earlier. Melee Resistance might not be the best term, but it debuffs the damage of all opponents in melee range, thus effectively granting melee resistance. It also ticks every .5 seconds interrupting any interruptable attacks your enemies have.

    Quote:
    Originally Posted by Sarrate
    So a +2 boss would have a 7.8% (5 * 1.2 * 1.3) chance to hit against a softcapped player.
    Correct me if I'm wrong, but shouldn't that work out to 7.5%? The equation being (5% * [1 + 0.2 + 0.3]) = 5% * 1.5 = 7.5% with the multipliers both being accuracy and thus adding to rather than multiplying each other. Also sorry if my question didn't make any sense because I'm not really familiar with mathematical terms in English...