Hibernoob

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  1. [ QUOTE ]
    [ QUOTE ]
    Um...which, exactly, of my comments was falsified? Seriously...look back at my posts and point them out to me.

    I think you're a bit "confused" now...

    [/ QUOTE ]

    This wil help you:
    Clicky

    [/ QUOTE ]

    Yes...you're attempt to be witty helped me realize you're full of sh*t. Good job.

    Way to make a bogus claim and not back it up too.
  2. Yeah, the PvE design and realistic PvP goals do not mesh.

    You can't, realisticly, have a class that can tank 6 other players with little fear. Also, ask any stoner, it's relatively little fun to be unable to do much damage to another character.

    Also, oftentimes there isn't a team to be had. Burg is pretty empty. If my tank couldnt solo, I'd be pissed. His powersets don't really let him go to SC, and,frankly, I hate that zone on all my other toons as well.

    Ice can also tank a few foes in pvp. Or, more accurately, 2-3v1 em. But this involves hit and run, targetting the squishiest target for kills, knowing your limits, etc. It's tough and success isn't guaranteed at all. It also largely depends on what ATs I'm facing.

    Seeing as tanks and controllers were more or less the centerpiece for mob-based PvE, it's interesting to note that those are the sets that have required the most adjustment for pvp.
  3. Um...which, exactly, of my comments was falsified? Seriously...look back at my posts and point them out to me.

    I think you're a bit "confused" now...
  4. Ah...I see you're one of these people more interested in forum dueling and rhetoric than the actual point of the conversation.

    I have a feeling I was perfectly understood...but keep feeling good about your witty comments.



    To put it in Dick and Jane terms for you:

    PvP balance based around = Teams + High level players.



    No amount of whining, witty repartee, or clever dialogue is going to change these facts as laid down by the Devs.
  5. Some tanks can solo in pvp. Some powersets, though, just like in other sets, suck.

    Problem with tanks in pvp is we only HAVE 4 primary sets...and, currently, about 2 of them are worth a damn in PvP.

    Invuln may get better and overtake stone, actually, once punchvoke and toggle-dropping changes come in.

    Fire....has issues. With toggle dropping, of any kind, it just kinda sucks. A fire/ss/fire could potentially be nasty, from the damage side, but no +HP and constant worrying about mez toggle tend to kill that idea. Also, Fiery Embraces timer was reduced...what is it now, 20s for fire damage? That kinda sucks... also, consume is nowhere near as usefull in pvp as EA or Ices leach.

    But my Ice/EM solos all the time, and I suspect most /em tanks could. Stone and SS are right behind, but could use a little love too, IMO, though they're unlikely to get it.
  6. [ QUOTE ]

    All in all youre spouting random crap and trying to make it sound like ligit info.

    /debunked

    [/ QUOTE ]


    Gee...you want them to balance the game around a level cap of...30? So...given that the actual level cap is 50, high level duelers should be really, really unbalanced just so Sirens Call can be fair?

    Yeah...makes sense. *rolls eyes*

    Think you debunked yourself there, actually.

    Check the sig thread if you want serious reading on stalkers, kid.
  7. [ QUOTE ]
    stalkers should never be doing blaster damage...

    Blasters are the damage juggernauts.

    I dont want any freakin mez protection or anything, just want to be the most damaging AT again.

    [/ QUOTE ]

    Stuff like this is just stupid. "omg, someone took my lolipop from me!" Dude...the villians needed a high-damage AT to counter blasters. Get over it.

    [ QUOTE ]
    _Castle_ Has stated that Stalkers are FAR out killing in PVP, versus any other AT. Is it really required for anyone to even argue some of the points after that?

    [/ QUOTE ]

    Ooooh, ooh, I can! *waves hand!* Because most pvp atm occurs in Sirens Call, which is the kiddy pool of pvp and is most especially NOT balanced. I've been lambasted at times for calling SC "not real pvp", but I stand by that claim. If everyone wants to hang out there and be stalker food, that's their business. See my sig for more thoughts on this.

    [ QUOTE ]

    We will just have to wait till RV to really complain about anythingÂ…I just think PvP will be a whole new ballgame when all said and done.

    [/ QUOTE ]

    Me too! Thank you! SHeesh!


    [ QUOTE ]
    Once you admit that Stalkers are broken, i'll quit saying it. They are broken. Wlecome to the world of Issue 2 regen scrappers.

    [/ QUOTE ]

    Someone needs to read the post in my sig.

    [ QUOTE ]

    Oh, forgot to add:
    I don't PVP, never have. I am open to it, but i've learned that only stalkers and only EM/EA or EM/Reg is worth the effort. I don't like losing, and being a lone stalker has the least potential for it. Until I can beat them, i'd only join them.

    So I don't PVP ;-)


    [/ QUOTE ]

    So....shut the hell up about pvp balance?

    [ QUOTE ]

    to combat this feeling of impending doom, i made a stealth blapper.....they wont know what hit them.


    [/ QUOTE ]

    Unless they brought perception to the zones to deal with stalkers...in which case they'll be all "look at this blapper trying to sneak up on us...let's pound him!"


    HIghly entertaining thread for me...some random whiners, some ppl who think they have good points, and a few voices of reason. The 2-page discussion over how to spin Castles comments was very funny.

    In general, I have to repeat my earlier sentiment, Blappers are still the #1 or #2 duelists in the game CoH side, it's time to stop whining about the #1 pvp AT villian side.
  8. Here kid...*tosses Bikini 2 influence*...go buy yourself some punctuation.
  9. All this whining is just funny to me.

    Blasters are still going to be one of the better ATs for pvp, but thanks to WW changes hopefully scrappers will catch back up.

    You guys have defiance. You have unresistable damage. You have, realisticly, lots of HP for a caster in this game, epic shields, access to PFF or phase, FoN, and Aim + BU.

    Blasters are currently and will remain one of the most effective and versatile of the pvp builds, so cut it out with the whining.

    In my experience in this game, blasters have been one of the whiniest groups of players in the game, despite regularly being among the most powerfull, both in pvp and pve. I don't know what it is about you guys, but WW and toggle-dropping were both pretty broke. You've been asking for mez protection for 4+ issues now...give it up, it's not gonna happen.

    You'll still be highly effective in teams. You'll still be good solo, but will, more and more, fall victim to the old rock-paper-scissors.

    Enough with the [censored] crying already. You guys want to cry, go play a tank. That'll make you cry.
  10. Probably tanked one of those huge monsters he summons when players annoy him in-game.

    States ultimate weapon is the nerf-bat.
  11. [ QUOTE ]

    You tell that to a team and see how they respond. Most likely, you'll hear stuff like, "Do we get points for people fleeing?"

    [/ QUOTE ]

    I find this a much more palatable problem then the current "hope my taunt hits or he's dead, cause there's no other way I'm going to be able to get this guys attention and he's totally ignoring my tank atm anyways" issue.

    If we've already made the mental leap from "omg I can't protect my f-ing team!" to "omg, this will reduce our offensive capability", I'm pretty much ok with that tradeoff. Since when, in recent times, was taunt that offensive anyways?
  12. WEWT! FEEL MAH POWA!!!11!!

    But...seriously...what's the use of taunt then? If it's left at 50% to hit, and I assume punchvoke will likely have some kind of percent effectiveness scale (ie, each hit has a 20% chance of taunting or some such), I mean...really...what's the point of taunt?

    Perhaps if it's range where higher, but the LoS restrictions scare the crap out of me, especially vs stalkers. It's an interesting game mechanic...but you really have to get it right on this one.

    Could you bump back up the % taunt to-hit but lower the pvp duration? The theory being, use taunt to pull an attacker off a foe, but to keep his attention you have to move in and attack them as well, with punchvoke? Either that or REALLY look into increasing it's range, plz.
  13. *raises hand*

    Ice tankers can't be AS-ed...or, more precisely, it is extremely difficult to do and a solo or even duo-ed stalkers aren't going to make it happen.

    As for the other stuff...DP and hibernate.

    Ice is not bothered by stalkers whatsoever. And with FA+Glacial in the 50v50, I'ma go get my stalk-hunt on in i7.


    ------

    Blueyed...wow...way to entirely miss the point. I say "gee your not taking the following things into account to talk about blaster v tank balance"...and you counter by telling me that's not what you're talking about? Then...why did you bring up the comparisons of hp and issues with toggle-dropping?

    Let's be honest here...you have little idea of what you're talking about, isn't that right?


    Lemme put it this way...Ice/Em is the 2nd best tank for surviving blappers and the best offensively vs them, and still, it's a pretty even fight 1v1 at lvl 50. A granite tank, who could survive longer, really shouldn't be able to get kills vs a skilled blaster.
  14. [ QUOTE ]
    Aparently they consider tankers are way too powerful in PvP.

    [/ QUOTE ]

    *kills himself rather than level another toon*
  15. Well, gee, those are excellent numbers.....that discount: range, damage type, un-resistable damage, defiance, epic power pools, resists, defenses, detoggling effects, mez effects, and many other variables.

    But...please...go on telling me how the number 1 pvp AT in the game is gimped compared to tankers. I'm gonna go get some popcorn....brb...
  16. [ QUOTE ]
    Screw you, Blasters! Go play a real AT, like a Scrapper or Tanker. Like the Energy Melee tanker that does 80% of the damage, has mez protection, and gets Energy Transfer, too!

    [/ QUOTE ]

    This cracks me up. So you, as a blaster, are jealous of tankers in pvp?

    Ok...I never say this...but [censored], kid. Honestly.
  17. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Can Blasters get some more unresistable damage to compensate? Since even with detoggling we where pretty ineffective against tankers.

    [/ QUOTE ]
    30 per cent unresistable damage isn't enough for you? There is more than one way to skin a cat, you know?

    [/ QUOTE ]

    Tell that to any Blaster that has to contend with a Stone Tanker in Granite. Not going to happen.

    [/ QUOTE ]

    Well, IMO they should look at granite too, realisticly.

    Though if Rooted weren't detogglable more stoners would probably run around outside of Granite.

    Here's what I think the Devs had in mind when they made granite resitant to detoggling:

    --Gee, unkillable, except vs 2-3 toons with the right combo of powers.

    --BUT, similar to hibernate or phase, DPS and other actions are severely curtailed while in Granite. In other words...you're quite a bit more harmless. I regularly ignore granite tanks like they're PFF bubblers with provoke.



    Then chain-taunting became an issue. Nobody wants to be chain-taunted to an unkillable target. So...they nerfed taunt, which was even worse...cause now it doesn't do it's job in pvp. They could have nerfed the pv[ duration, or even just the duration period...instead they gave it this lameass 50% to hit that gets ppl killed quite often in pvp and makes tanks fairly useless on teams.

    IMO, lots of balancing tanks in pvp comes up against granite. There's got to be a way to keep stone performing like it does in pve and not have the issues it does in pvp. I think making rooted resist detoggling and making some changes to Granite would be a much better all-round solution.
  18. [ QUOTE ]
    [ QUOTE ]
    Simple fix, IMO...

    NO MORE DETOGGLING MEZ PROTECTION.

    [/ QUOTE ]

    Team....

    Team for non-toggle mez protection buffs.....

    And go give an overconfident blaster a very unexpected fight.

    [/ QUOTE ]

    Hehe, Ice already does. Which is where I get my idea...with 5-6 toggles, my mez protection is rarely knocked off and I'm rarely held by blappers. But thanks to defiance and un-resisted damage, at least at the high levels, 40+ v 40+, it's as balanced and interesting a 1v1 fight as we're likely to get, vs my Ice/em tank.

    But...I resist slows, so the FoTm Ice/EM blapper means squat to me. If I were a fire tank, with 2-3 toggles...well...ouchie. Add to that the fact that they DON'T have extra HP and that they're likely mezzed, their healing ability means crap and they're going down. If he wasn't mezzed, on the other hand...he could re-toggle, heal up when he could, and carry on.
  19. [ QUOTE ]
    [ QUOTE ]
    Simple fix, IMO...

    NO MORE DETOGGLING MEZ PROTECTION.

    [/ QUOTE ]

    I hope you plan to also suggest the simple fix of barring any Dominator or Controller from entering PvP unless he has another Dominator or Controller that will be chained to him, never to excede a distance of five feet from each other.

    Because that's the only way Controllers and Dominators (mostly Dominators) are going to be able to do their job: in pairs.

    [/ QUOTE ]

    Um...not really. You're talking about 2 seperate issues:

    1) Controllers vs the heaviest mez protected class in the game. And they can still overstack me with out hammis. With hammis...gimme a frikin break. Do you even duel high level controllers on either side of this equation? Vs. or with? If they can hold Ice, they can hold anyone else, so I don't see them having an issue, and the damage they output once contained with the Epics is ridiculous.

    2) Dominators. a) we have no idea what patrons they're getting, b) I think it's known domination is fairly broke in pvp, so that's an AT issue, like Fury, and not something they should nerf other classes for...it'd be the wrong fix. c) domintors, like defenders, are far more usefull in teams.

    Brutes and scrappers all have less mez protection than tanks, and containment damage hits them doubly as hard with their lower HP.

    So...what's your point again? You want a buff for Doms, I'm right behind ya, depending on what patrons bring, but other than that, I don't think you've fully thought this through.
  20. Simple fix, IMO...

    NO MORE DETOGGLING MEZ PROTECTION.

    After that, I don't give a damn if I'm detoggled or not, and they can even UP the detogglage. The blapper + controller setups are annoying though.
  21. For Ice/SS, yes, the Ice EPP is a strong choice. The single blast is stronger than either of the fire blasts and has a ranged -rchg to it. For a very team-minded build, or one looking at base-raids, I can even see an argument for taking Ice storm, though I personally would probably skip it.

    I'd like to see your Ice/SS on test whenever you have time. I'm thinking about rolling one up on Freedom just to get some dual-server pvp action and try out the build.
  22. Ice/SS vs Ice/EM....A look at the blasTank build and /em vs /ss in burst damage

    Ok, when asked what the best secondary BESIDES /em is, I go with /ss. Why? Because it allows you to choose another EPP besides the Energy epic, is tied for the 2nd biggest gun attack. After /SS, Fire has some nice burst damage and decent DPS if you build around the single-target. However, there's simply no reason to take fire over energy for pvp, as things currently stand, so we're looking for reasons to take /SS over /EM. I'd long heard that EM was so much better than SS for pvp, but wasn't sure just HOW much better, so thought it was worth a look.

    The following is my best stab at an Ice/SS/Fire build. It has the perception to see hide+stealth stalkers, and enough to-hit to be able to regularly hit many foes. It is intended to be a hammi build, with at least 1 acc/dam hammi in every attack. Additionally, more slots can be freed up by putting hammis in Rage. With all the range in there, I felt TP foe was superflous.

    Note that I did not include Assaults tiny + damage to the SS figures above. I did not want to presume too much about a possible build, so it was left out. I could easily see NOT including leadership as well, but this is very much a "team tank" build. If desired, there's the quite naughty possibility of putting Vengeance in instead of Permafrost, later in life.

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: iceempvpsstelebuild
    Level: 50
    Archetype: Tanker
    Primary: Ice Armor
    Secondary: Super Strength
    ---------------------------------------------
    01) --> Hoarfrost==> Rechg(1) Rechg(7) Rechg(7) Heal(15) Heal(25) Heal(25)
    01) --> Jab==> Dmg(1) Dmg(39) Dmg(46)
    02) --> Frozen Armor==> DefBuf(2) DefBuf(3) DefBuf(3)
    04) --> Chilling Embrace==> Slow(4) Slow(5) Slow(5)
    06) --> Wet Ice==> EndRdx(6)
    08) --> Hasten==> Rechg(8) Rechg(9) Rechg(9)
    10) --> Taunt==> Rechg(10) Rechg(11) Rechg(11) Taunt(40) Taunt(40) Taunt(43)
    12) --> Haymaker==> Dmg(12) Dmg(13) Dmg(13) Rechg(15) Rechg(17) Rechg(17)
    14) --> Assault==> EndRdx(14)
    16) --> Hurdle==> Jump(16) Jump(39) Jump(40)
    18) --> Glacial Armor==> DefBuf(18) DefBuf(19) DefBuf(19)
    20) --> Health==> Heal(20) Heal(21) Heal(21)
    22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
    24) --> Combat Jumping==> DefBuf(24)
    26) --> Energy Absorbtion==> Rechg(26) Rechg(27) Rechg(27) EndRdx(29) EndRdx(29) EndRdx(31)
    28) --> Knockout Blow==> Dmg(28) Dmg(31) Dmg(31) Rechg(34) Rechg(37) Rechg(39)
    30) --> Super Jump==> EndRdx(30)
    32) --> Hibernate==> EndMod(32) EndMod(33) EndMod(33) Heal(33) Heal(34) Heal(34)
    35) --> Rage==> Rechg(35) Rechg(36) Rechg(36) TH_Buf(36) TH_Buf(37) TH_Buf(37)
    38) --> Tactics==> TH_Buf(38) TH_Buf(48) TH_Buf(48)
    41) --> Ring of Fire==> Dmg(41) Dmg(42) Dmg(42) Rechg(42) Rechg(43) Rechg(43)
    44) --> Fire Blast==> Dmg(44) Dmg(45) Dmg(45) Rechg(45) Rechg(46) Rechg(46)
    47) --> Fire Ball==> Dmg(47) Dmg(48) Dmg(50) Rechg(50) Rechg(50)
    49) --> Permafrost==> DmgRes(49)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Gauntlet==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------




    This is designed to be a look at maximum damage, with an eye on burst damage. All slotting choices assume max damage slotting and recharge where needed, hammi enhanced if necessary. In other words, all powers are assumed to have a 3x damage, 3x recharge slotting, which is only really practical with acc/dam hammis included if you actually want to be HITTING something. Endurance is not a major concern for Ice tanks anyways, so I'm not worrying about that variable, but I will say, from what I've seen in-game, SS doesn't appear to have any really noticiable end savings vs my EM tanks either.

    SS attacks:

    KO: 19.28, 27.2 w/ rage 9.44s w/hasten 12.83 w/o (2.23s activation)
    FireBlast: 7, 9.9 w/ rage 2.26 w/hasten, 3.08 w/o (1.2s activation)
    FireBall: 7.6, 10.7 w/ rage 12.08 w/hasten, 16.42 w/o (1s activation)
    Haymaker: 8.88, 12.5 w/ rage 3.02 w/hasten, 4.1 w/o (1.5s activation)
    Jab: 3.68, 5.2 w/rage, 1.18 w/hasten, 2 w/o (1.07s activation)
    RoF: (DOT) 5.96, 8.4 w/rage, 3.77 w/hasten, 5.13 w/o (1.17s activation)
    Char: (DOT) 5.96, 8.4 w/rage, 12.08 w/hasten, 16.42 w/o (1.07 activation)
    Rage: 1.17s activation


    SS PvP Chain: This chain was tricky to design, especially for burst damage. SS simply does not lend itself to burst, especially w/o the EPPs. Hurl is junko both burst and DPS-wise, Footstomp has less damage than Haymaker at far more cost for being an AoE would hate to play an Ice/SS in between lvls 30 and 50. A jab+punch chain doesn't work either.

    I think the chain would vary with opponent. For example, for an enemy resistant to smash/lethal I'd throw in either RoF or Char in place of haymaker. KO Blow's overly long recharge and activation means you cannot use it 2 times within a 11s period of time, and there is no 1-2-3 punch like EM has. On my EM tank, a great many squishier foes are dead within the first 3 shots after build up.

    Also note that while the Energy set up below is more or less the optimized build for that setup, the SS+Fire EPP combo gives you variables. RoF has a much faster recharge than Char, and can be used as a ranged attack in an attack string, at the expense of the possibility of holding a target with Char in a crucial time. I do not recomend taking RoF AND Char, as they both eat up far too many slots when used together.

    --------------------------------------
    BI Activation:
    --------------------------------------
    1.17s Rage
    12.5 (hay) 1.5s
    27.2 (KO) 2.23s
    12.5 (hay) 1.5s
    9.9 (blast) 1.2s
    8.4 (RoF/Char) 1.07
    10.7s (ball) 1s
    12.5 (hay) 1.5s
    +
    9.9 (blast) 1.2s (This is to equalize the effects of EM needing a BU for every burst chain and SS not...as you can see, even another attack doesn't even come close to evening the damage)


    = 93.7 BI (missing the final blast) in 9.7s w/o the activation of Rage included, or a window of 10.87s with it in there.

    = 103.6 BI (with the final blast in there) in 11.2s w/o Rage activation included. This is more likely a common situation since Rage does not need to be activated as often as Build Up does for optimum burst.

    NOTE: These calculations are not exactly correct! Because Fire Ball, Blast, and both of the Fire holds have a DoT component of 5 ticks, and issues with activation times and fitting in an efficient chain with the other variables, it is inevitable some of the ticks of damage will trail off the end of the chain.

    "But Darth, won't KO be up again soon enough?!" Yep. Including activation, rage, and hasten, KO can be up 11.67s after it is first activated. While this made it impossible to include in a apples to apples comparison of SS and EM within a given amount of time, it is possible to slightly lengthen the amount of time looked at, which would likely be valuable vs melee foes. Variables and changes to the chain need to be made as well, if you plan on your target being there long enough long enough to get 2 KO blows off, or, in exchange, if you plan on him running as far as possible. Leading the chain with KO then blasting would be necessary then.





    Energy Melee:

    ET: 24.7, 37.4 w/ BU 7.55s w/hasten 10.26 w/o (1s activation)
    TF: 19.3, 29.2 w/ BU 7.55s w/hasten 10.26 w/o (3.3s activation)
    Bonemasher: 8.9, 13.4 w/ BU 3.02s w/hasten, 4.1 w/o (1.5s activation)
    Laser Eyes: 5.41, 8.2 w/ BU 3.08s w/hasten 2.26 w/o (1.67s activation)
    Build-Up: 33.97 w/hasten, 46.17w/o (1.17s activation)


    EM PvP Chain:
    --------------------------------------
    BI Activation:
    --------------------------------------
    1.17s BU
    37.4 (et) 1s
    13.4 (bone) 1.5s
    29.2 (tf) 3.3s
    13.4 (bone) 1.5s
    8.2 (eyes) 1.67s
    37.4 (et) 1s


    = 139 BI after build up, with an 11.14s window. This includes build-ups activation time, and is contingent on the target remaining stationary for most of the chain AND the EM tank being lightning fast and perfect in the execution of this chain. I can tell you from experience most targets will pop a BF and move on if they know what's coming, and that's a powerfull advantage to then in that it radicly decreases your burst output by doing so.

    = 97.91 without build up with a 9.97s window with this same string.


    Now to figure out actual damage output it gets hairier:

    See, conventional wisdom states that tanker damage is ,8 of blaster damage. This is true...for melee attacks. For ranged attacks, tankers, brutes, and scrappers all get the shaft. Our modifier is down to .5. Yay. Did you feel you were too damaging anyway? Yeah...me too. O.o!

    REAL tanker BI modifier and formulas for actual damage output can be found here.

    So, going from that, at level 50, the EM string = 130.8 x (.36 x -44.49) + 8.2 x ( .36 x -27.81) = (-2094.945) + (-82.095)= 2177.04 raw "hp" worth of damage before resistances, dam debuffs, all that get thrown in the rougly 11s indicated above.

    At lvl 50, the SS/Fire string = 64.7 x (.36 x -44.49) + 29 x ( .36 x -27.81) = (-1036.261) + (-290.336) = -1326.597 raw "hp" worth of damage before resistances, dam debuffs, all that get thrown in the rougly 11s indicated above.. Also, this is the string with Rage's activation included. The other string is only an extra 9.9 BI x the ranged modifier, so it's a fairly minor change.

    So, for certain, there is an advantage in being able to do damage from range. But 80ft isn't really much range in the PvP world, when things are flying, super-jumping, and SS-ing out of range with builds designed to ignore suppression.

    *whew* Ok, so this is clearly NOT a representation of /em vs /ss tanks and their overall DPS. I suspect SS will pull ahead in engagements lasting over 15s but under 45s. IMO my tanks battles engagements ARE either under 15s or well over 45s, so I still think /em gets the nod.


    I've still got some other stuff to add to the guide, possibly a video or two, so if you're looking at this at some later date be sure to scroll through the next page or 3 to see if there is anything else you might like to see that I have already added.
  23. My Ice/EM pvp guide is finally done!

    Darth's Guide to Ice/em Tanks in PvP

    Someone had asked about Ice/SS...I'm working on that, give me another week or two and I'll have a section for it in the Ice/EM guides thread.
  24. Darth's Guide to Ice/EM tanks in PvP

    So you are one of the neophyte Ice/Em tanks I see when leveling my alts huh? You think you're good enough to scrap with the big boys? Well, here's a guide to help all you young Icers get going and give you an idea of what to expect in pvp.

    About me: College student, I play in my spare time. Ice-Cubed, my Ice/em tank, is my favorite toon ever. I took him on in i3 or i4, as my 3rd or 4th tank. I was impressed by another tank, Z3ro Coo1, whose team I was invited to. I never saw him while in the team, but he herded so damned well I thought he was a kick-butt fire tank till I bothered to check his info, He later took the time to tell me he did very well in pvp too, and had me observe a duel or two when I was skeptical. Also teamed with him in regular PvE missions and was equally impressed with how gimped he was NOT. Later on, since I thought herding was great fun for the tank, if, perhaps, not for the rest of the team, I decided to roll up an Ice tank myself. From lvl 20 on, he was my main until the massive nerfs of ED and i5 were brought to bear, at which point I left the game for a bit. Later returned and took up Ice again. He is currently lvl 41 on virtue, and I bother to level him when I can take a break from pvp, which is what I really enjoy as our "end game" content. I duel in the arena, in the zones, in teams and solo.


    Why is Ice good in pvp?

    There are many ways to answer this, but the truth involves the concept of tempo and the Ice tanks ability to control it. Tempo is the rate at which things occur in a duel. An SG mate of mine, Chucifer, wrote an in-depth analysis of tempo and it's affects for our SG, and reading that, I understood why my Ice/Em was strong. Incidentally, it's also the reason Stalkers do so well in zones.

    Ok, so back to tempo. It's the reason you hear things like "burst damage is good in pvp" and "Blasters rock!" and "Omg that stalker is cheap!" and so forth. These are all expressions of the same fact...within the world of pvp, all ATs have their own rate of doing and taking damage. Several factors are involved, including: Recharge, Damage, Accuracy, Resistance, Defense, HP, Endurance, Heals, Range, etc.

    Consider the extreme example of a BS scrapper facing off against a /devices blaster. If the scrapper, with no ranged attacks, left off his mez protection, the blaster could use web grenade to immobilize him and, by backing up, reduce that scrappers damage output 100%, while still being able to fire at will. That blaster would eventually win that duel, as the scrappers damage output would be zero. As long as the Blaser himself could do enough damage to overcome the Scrappers natural health regen/defenses/etc while the scrapper sits there like a paper-weight, and I mean even 1% more damage then needed, the blaster will eventually win that fight.

    When a build is forced to work outside its chosen tempo, that build is at a noticiable disadvantage. Any build that can FORCE another toon to move at a different speed is likely to win.

    Ice, unlike most other tanks, has several tools to influence tempo:

    --Energy Absorbtion: In pvp, it's a pbAoE attack can be fired every 30s, if slotted and w/o hasten. With hasten, it's roughly every 22s. WHen fired, it drains roughly 1/3 a bars endurance from any target lacking endurance drain resists endurance within the pbAoE range AND refills a decent amount of yours PER FOE hit by the attack, as well as granting a small defense bonus per foe (in the 1% range, per foe, not really of note, but important to remember in case you have a choice of hitting that MM or Controller NEAR his pets or AWAY from his pets). Hitting mulitple foes in pvp can top up your endurance, but obviously comes with it's own dangers. It's most usefull in head to head melee duels, and really gets interesting when fighting multiple melee opponents at once.

    My Ice/Em once took on 3 equal level brutes in Warburg who were silly enough to sit inside melee range. Not only did they fall prey to ALL of my tempo altering powers, they mostly fell prey to EA...by trying to build fury, they stayed in melee range for the leach, thus costing them all their endurance over time and keeping me gassed up and firing. Anyways, a total endurance drain will drop all toggles, often leaving the opposing player vulernable to mez attacks and more vulernable to damage, with the added bonus of making it harder for them to run or fight back. I usually go for the toggle-drop + Build Up + TF combo for the stun, then follow up with an ET and a Bonemasher before BU wears off. It's devastating if they don't manage to get out of the way in time.



    --Chilling Embrace: It's a 32% -recharge and a 14% damage debuff, both unenhanceable. Both only apply to people silly enough to stand in it's PbAoE aura, which has a range of 10ft in a bubble around the user. It does, however, have an enhanceable slow movement that can often stack up well with the slow movement powers of others on your team, which is handy for keeping people within the area of the debuffs. Primarily of interest is it's ability to affect recharge times, followed by it's ability to interupt AS, and reveal concealed foes. Many, many otherwise whup-booty builds fall apart with a recharge penalty applied to them...controllers can't get out pets again, scrappers can't get that heal off in time, and nobodies high-damage, burst attacks are up when they wish they were. For those builds who only have 1-3 attacks, this is critical, as it basicly keeps them sitting there looking at you a lot, waiting for their powers to recharge. Rage is no longer perma. Stoners get off an attack like once a week. Tier 9s take even longer to recharge. Hasten, self heals, etc, all take much longer, exposing gaps in the builds of other players they might not have known were there. Lemme put it this way...if 2 tanks, with otherwise equal stats, faced off, and one of em had a pbAoE -recharge, the one with that power will win every time.

    A word on the slow movement portion. The slow, in and of itself, is not particularly valuable. You don't slot it to slow passing super-speeders, or Combat Jumpers. If they're not attacking you, any toon moving at 50+ mph is going to be into and back out of your little 20ft (max, side to side) aura before they've even noticed the effects. You slot it, in pvp, because of suppression. A great many dedicated pvp builds have Swift or, more likely, Hurdle 3-slotted to help avoid the "suppression" effect in PvP. This allows for ease of kiting on Blapper and Scrapper builds. However, when a target attacks you AND is Chilling Embraces range, they do get noticiably slowed. This has annoyed many a blapper in its day, as it breaks up their kiting strategy. Even if they DO detoggle one of my 4+ toggles and get my mez protection, they spend too much time getting BACK into range to put a disorient on me. Meanwhile, if you're in melee range and sticking around for a few, I'm going to be firing away with Energy Transfer and Total Focus. This brings it to it's other realistic pvp application, the "Melee toon who is losing" application. When a scrapper or brute, or tank or stalker, is losing a fight vs. another melee toon, a lot of times they can simply Jump or SS away. This is not true when facing and Ice tank with CE. If you wait to run until your in the low red HP, I'm GOING to get one more shot in, thanks to Chilling Embrace.

    Think of it like a patch of sand you come across in a vehicle: Drive through at speed and you'll never notice. Stop for a moment, break momentum, and it just became a LOT harder to get out.



    --Hibernate: What is usually a laughingstock of the tanker community really shines with the concept of tempo. Another, more traditional, tier 9 power for melee toons has a large +def or +res with a 2-3 min timer, an endurance crash, and a long recharge to follow. Hibernate has a 120s base recharge, and essentially functions as a power-rest mode with a phase component. What I mean is, you are stuck in one spot, unable to do anything else (except select an action to immediately follow release from hibernate, an extremely usefull feature), with rather massive hp and endurance regeneration for a time up to 30s in duration. You cannot be damaged or affected in any way, except, it seems, by Repel, which will move you around in a phased state.

    Hibernate is especially nice in FFA and team arena duels. In a team duel, for example, my teamates might be elsewhere and I come under fire from several blasters. As they get excited, whittling down my HP, I'm about to die when I pop hibernate. Not only will they have to wait, up to 30s, to start doing damage again, they'll also have to get past my defenses and HP all over again to get a kill. My teamates may or may not come to my rescue, but either way I've likely kept multiple players focuses on me and given my teamates elsewhere a numbers advantage for 20-50s so they can rack up kills.
    If the opposing side realizes that hibernate is just going to waste their time, they usually take off in search of squishier targets. This is good for you too, since you get to stay alive and come out swinging and taunting things again.

    Hibernate, as mentioned above, lets you select one power to go into effect immediately following the end of it's effects. This means, for example, if I've been overstacked on holds and popped a BF, I can hibernate and let the holds dissipate in the phase period. However, I controller would be free to re-hold me immediately after hibernate ended because my mez shield would still be down from my being held before I hibernated. Since I can set my mez shield to go up immediately, this is a notable saving grace of this power.

    An amusing aspect of Hibernate is that since it's not readily recognized, many ppl try to brawl you, or keep attacking, or pop build up, or some such nonsense. Though of little pracitcal value, it does provide some amusement as you sit there and heal up for a few.



    --Resistance to slow effects: It simply means that other toons aren't as easily able to affect OUR recharge times and movement speeds, meaning that, in a larger way, we're more in control of our builds tempo than other toons are.




    What, then, is Ice vulnerable to in PvP?

    Well, with only mediocre defenses, Ice is vulernable to high accuracy, sustained burst damage.

    For example...at lvl 50, my Ice tank has:

    2979.5hp with Hoarfrost running, 1874.1 without. In the hasten gap, I can spend up to a minute in a lower HP state (handy time to hibernate for 30s, if you ask me..). With hasten, it's only 16s. I always recomend getting the +HP accolades

    Hibernate is up every 61.56s without hasten, and 45.29 with hasten up. Note that this is the time it takes to recharge after you stop using it...it's a toggle, like phase.

    My passive heal rate, from Health, is 149 per tick, with Hoarfrost up, and a 1-full time of 134.9s. (not accounting for Accolades)

    So, in order to kill my tank (assuming optimal, prepared for combat conditions), an opposing player must deal out roughly 3k damage that must all get past my defenses (roughly 30% on average, depending on build) in under 45s, or before I can hibernate. The alternative is to deal less damage in that amount of time, but prevent me from activating hibernate at the correct time, most likely by way of a mez power.

    I can tell you from experience, there are only 2 main threats that can accomplish this in time...a Scrapper with acc/dam hammis and running Focussed Accuracy and a fire/rad controller, also usually with hammis, setting up containment and then blasting with APP powers. Both are primarly 40+ threats, so Icers do very well in Warburg and in lower PvP zones.



    The Builds: Ok, I finally decided to put 2 builds here. Both are general-purpose builds, meaning they're designed for solo pvp, team pvp. They're designed for base raids, zone duels, and even, believe it or not, for some PvE use. They're the all-singing, all-dancing builds of the Ice tank, it's a wonder they don't bake bread. Anyways...

    The following is an SS/SJ build. Hammis are not included, and it is NOT particularly designed as a leveling build but as a respec build. I mainly kept an eye on Warburg efficiency, 50v50 efficiency, the power selection and slotting. I assume a smart player can figure out how to get to this build and adapt it for his purposes on his/her own.

    ---------------------------------------------
    Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder - (http://home.comcast.net/~SherkSilver/index.html)
    ---------------------------------------------
    Name: Ice-Cubed
    Level: 50
    Archetype: Tanker
    Primary: Ice Armor
    Secondary: Energy Melee
    ---------------------------------------------
    01) --> Hoarfrost==> Rechg(1) Rechg(7) Rechg(7) Heal(15) Heal(25) Heal(25)
    01) --> Barrage==> Acc(1)
    02) --> Frozen Armor==> DefBuf(2) DefBuf(3) DefBuf(3)
    04) --> Chilling Embrace==> Slow(4) Slow(5) Slow(5) EndRdx(50)
    06) --> Wet Ice==> EndRdx(6)
    08) --> Hasten==> Rechg(8) Rechg(9) Rechg(9)
    10) --> Bone Smasher==> Acc(10) Acc(11) Dmg(11) Dmg(13) Dmg(13) Rechg(15)
    12) --> Taunt==> Rechg(12) Rechg(34) Rechg(37) Taunt(40) Taunt(42) Taunt(42)
    14) --> Super Speed==> Run(14)
    16) --> Swift==> Run(16) Run(17) Run(17) ( <--or Hurdle option here)
    18) --> Glacial Armor==> DefBuf(18) DefBuf(19) DefBuf(19)
    20) --> Health==> Heal(20) Heal(21) Heal(21)
    22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
    24) --> Teleport Foe==> Acc(24) Acc(42) Range(43) Range(43) IntRdx(50) IntRdx(50)
    26) --> Energy Absorbtion==> Rechg(26) Rechg(27) Rechg(27) EndRdx(29) EndRdx(29) EndRdx(31)
    28) --> Build Up==> Rechg(28) Rechg(31) Rechg(31)
    30) --> Combat Jumping==> DefBuf(30)
    32) --> Hibernate==> EndMod(32) EndMod(33) EndMod(33) Heal(33) Heal(34) Heal(34)
    35) --> Energy Transfer==> Acc(35) Acc(36) Dmg(36) Dmg(36) Dmg(37) Rechg(37)
    38) --> Total Focus==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(40)
    41) --> Focused Accuracy==> TH_Buf(41) TH_Buf(43) TH_Buf(45) EndRdx(45) EndRdx(45) EndRdx(46)
    44) --> Laser Beam Eyes==> Acc(44) Acc(46) Dmg(46) Dmg(48) Dmg(48) Rechg(48)
    47) --> Super Jump==> EndRdx(47)
    49) --> Permafrost==> DmgRes(49)( <--or Accrobatics here, for extra mez protection and added resistance to the detoggle-mez strategies of a variety of teams)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Gauntlet==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------



    The following is a SS/TP build, again w/o hammis included. My thought is that a player who has spent the time to get hammis probably knows what to do with them and doesn't need my help on the issue. It has considerable freedom of movement, with all the slow resists available and both hurdle AND swift for suppression. It IS tight on endurance, consult the endurance management section on that or consider slotting for end redux with the help of slots freed by...hammis.

    ---------------------------------------------
    Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder - (http://home.comcast.net/~SherkSilver/index.html)
    ---------------------------------------------
    Name: Ice-Cubed
    Level: 50
    Archetype: Tanker
    Primary: Ice Armor
    Secondary: Energy Melee
    ---------------------------------------------
    01) --> Hoarfrost==> Rechg(1) Rechg(7) Rechg(7) Heal(15) Heal(25) Heal(25)
    01) --> Barrage==> Acc(1)
    02) --> Frozen Armor==> DefBuf(2) DefBuf(3) DefBuf(3)
    04) --> Chilling Embrace==> Slow(4) Slow(5) Slow(5) EndRdx(50)
    06) --> Wet Ice==> EndRdx(6)
    08) --> Hasten==> Rechg(8) Rechg(9) Rechg(9)
    10) --> Bone Smasher==> Acc(10) Acc(11) Dmg(11) Dmg(13) Dmg(13) Rechg(15)
    12) --> Taunt==> Rechg(12) Rechg(34) Rechg(37) Taunt(40) Taunt(42) Taunt(42)
    14) --> Super Speed==> Run(14)
    16) --> Swift==> Run(16) Run(17) Run(17)
    18) --> Glacial Armor==> DefBuf(18) DefBuf(19) DefBuf(19)
    20) --> Health==> Heal(20) Heal(21) Heal(21)
    22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
    24) --> Teleport Foe==> Acc(24) Acc(42) Range(43) Range(43) IntRdx(50) IntRdx(50)
    26) --> Energy Absorbtion==> Rechg(26) Rechg(27) Rechg(27) EndRdx(29) EndRdx(29) EndRdx(31)
    28) --> Build Up==> Rechg(28) Rechg(31) Rechg(31)
    30) --> Teleport==> EndRdx(30)
    32) --> Hibernate==> EndMod(32) EndMod(33) EndMod(33) Heal(33) Heal(34) Heal(34)
    35) --> Energy Transfer==> Acc(35) Acc(36) Dmg(36) Dmg(36) Dmg(37) Rechg(37)
    38) --> Total Focus==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(40)
    41) --> Focused Accuracy==> TH_Buf(41) TH_Buf(43) TH_Buf(45) EndRdx(45) EndRdx(45) EndRdx(46)
    44) --> Laser Beam Eyes==> Acc(44) Acc(46) Dmg(46) Dmg(48) Dmg(48) Rechg(48)
    47) --> Hurdle==> Jump(47)
    49) --> Permafrost==> DmgRes(49)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Gauntlet==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------


    Note, this is mainly for power selection and general slotting. Hammis and priorities can change quite a bit. Simply getting 6-8 acc/dam hammis can free up a lot of slots. Some acc/range in TP foe would not be amiss either. I usually don't bother to slot Laser Eyes for range, it's base is 40ft, and beyond that range you're going to have a hard time putting anything to be anyway. It's a parting or opening shot at best, and a filler, but nothing major.





    Other Versions:

    Other secondaries: Many people have asked me about other secondaries. I will say that the most usefull pvp secondary I can think of would be /SS. As things currently stand, an Ice/SS would be much more usefull than my Ice/EM in Sirens Call. Also, I see possibilities with the EPPS and Rage to do a blasTank build. I am currently chugging some numbers on this possibility, but I can already say with certainty that Ice/SS/Fire, the most damaging of the combinations available, loses tons of burst damage when compared to Ice/EM/Energy, and that's a huge loss in the highly-mobile pvp world, where opponents often aren't going to let you get off more than 1-2 melee shots. If you're interested in an Ice/SS build, look below and through the next nearest pages...I've probably put something together and added it to this thread with a complete analysis.

    Some have taken the presence pool in place of taunt to gain access to Intimidate as a ghetto-hold. Others may try to hammi up attacks and skip FA, going for the Ice or Earth APP. The Ice APP has nice damage, slows, but it requires a near useless hold selection and you've lost a lot in melee damage vs high-defense builds by skipping FA, not to mention the +perception to see stalkers in full hide+stealth. If you ARE going to skip the Body Mastery EPP, I recomend the Arctic EPP, but it's a build primarily for the rich, and an anti-caster build more than a all-rounder. Earth has a pbAoE Sleep...very nice for storm trollers and other pesky nuisances. Useless against melee toons, who wil have more than enough sleep res to smile at you and keep on coming. Again, very anti-caster in a pvp situation.

    I've seen builds with Tactics and Assault earlier on, their users thinking they needed fear/placate res and extra perception earlier on.

    For a solo build, the Medicine pool can do very well. Solo, I don't find myself NEEDING a heal in between Dull Pain and Hibernate very often at all, and in teams I should have buffs/heals at my disposal, so I don't prefer it for my build.

    All builds/ideas are valid. I'm not here to get into an argument over what is better, because the TRUTH is another one of Ice/Ems strengths is that it's a build with enough room to be good at a few different things. As noted, the above build is my all-rounder, what I run in teams and solo. There are other builds, some which focus on blasters and controllers which I call "anti-caster", and others which would strengthen you vs. melee toon. Each gives up something in opportunity cost to focus on one side or the other, and I have simply found my build above to be the best match for my playstyle and common pvp matches.



    A Word about Tp Foe and Travel Powers: TP Foe can still be a great help to an Ice tank. At the 40 cap in Warburg, I use it and teamates to make up for my lack of dedicated vertical movement power and lack or ranged attacks. Usually, if ppl are out of range of TP Foe I'm not really that worried about them anyway. That being said, anyone who PvPs without TP Foe on a bind is silly, IMO, especially for a melee toon. Tp Foe is interruptable, and it's important to recognize your interruptions when you slot the power. For instance, I recomend 2x interupt redux, which is NOT, IMO, enough to get through a fire DoT attack or Caltrops. It is enough to get one off between most melee or ranged attack chains. My interest in slotting for redux is reduced by the fact that NO amount of redux will let you TP Foe within the influence of a slow power OR a debuff. This includes any rad, dark, or sonic debuffs, and notably snowstorm from the controller/defender crowd. The only way to get around these are to break perception, and by the time you do that you might as well have chased down the original target anyway.

    I bind mine to "T", which is close to my movement keys. When a target runs, move my left finger over a key and bring their butts back. Target the ground near you and cue up either ET, TF, or, if you've taken it, stun. With good players you'r only likely to get one shot in, so make it a good one. The bind looks like this { /bind t powexec_name "Teleport Foe"}.

    Also, in burg, with boating squishies who super-jump when teleported, you might try going under the little bridges by the beach, which are close quarters and teleport them into there. They'll start to jump automaticly, confused, hit the underside of the ledge 5ft up, and you'l have em dead with a Build Up combo before they figure it out. This is just one example, I'm always looking for spots like these to use TP foe in. The pools in Warburg are also great for Stone brutes/tanks who won't come out of granite, but weren't smart enough to take TP too. With no jump, they can't escape the pool unless they drop both granite AND rooted (you know, they're mez protection?) Getting them to drop that, pray they don't have BF, and hit em with ET+TF as soon as they pop out.

    I'm also a big believer in SS. It allows me to be extremely mobile as a gound force. If you DO need to run, you can, and at great speed. Your resistance to slows means it takes so many opposing players to slow you down they might as well have killed you instead. When teamed, I need my teamates to drop repel based toons, then I SS in with BU and put em the rest of the way down. Ice/EM is largely about combat support in teams, and SS gets you in and out faster. Cue SS, hit "f" to follow, and zoom in on stuff till their dead or you are. If they go over vertical objects, I have hurdle and then TP Foe.

    IF, however, you choose to go Teleport instead, remember to get a good set of binds. I find teleport unwieldy. When I need to use it as an escape hatch, I probably don't have the endurance or are being interupted too much to use it as such. While a nice value at only one more power than Teleport Foe, you can say the same for SS. I find it easier to follow highly mobile toons with SS, but SS does require you to take a vert power, and your main other option is SJ. It IS nice for repel, especially a Mind/Storm who will repel your butt around the arena like a hokey puck with Telekenisis and Hurricane.



    Endurance Management: Ok, one of the key endurance management tricks is to keep your enhancements in stamina as green as reasonably possible. With the base recovery rate and stamina, I can run all of my toggles and have a healthy, positive recovery rate. This ends up working out well for pvp, becuause my damage is usually done in bursts as other squishies tend to run as hard as they can, or simply die and save me some endurance/time in chasing them down. In protracted melee duels, they usually become a "war of attrition" for the other guys endurance. Very few melee toons can effectively kite an Ice tank...they run up against our mass of hp and our hibernate strategy. So they'll be motivated to stay in melee range, and they'll keep you fed with enduance. Once they start to get low on endurance, try to time it so you can get a Energy Absobtion (to toggle-drop them) +BU+ET+TF string off. Most melee types will end up being mezzed, though it may take awhile for SR scrappers and Regen scrappers/stalkers can take a resistance to disorient effects power.

    You should not particularly need endurance or be winded vs ranged toons, you're positive recovery, even with all toggles running, is enough to support your brief blips of burst damage as you try to put them down.



    Hammidon and Accolades:

    HOs and Accolades are another way to give yourself "the edge" in pvp.

    These are all the HO enhancements available in the game. In the high, high-end pvp in this game, a build ultimate power relies a lot on how much use they can get out of this power. People who point out that HOs are now only 2xSOs are missing the point...a controller, for example, can put 6 HOs in a power and cap out the enhaceable aspects of 4 of that powers aspects. An Ice tank, on the other hand, can only really put 3x HOs in a defense power, capping the enhancement value of 2 of it's aspects.

    Nucleolu Exposure= Dmg/Acc <--- 1st priority
    Centriole Exposure= Dmg/Rng
    Peroxisome Exposure= Dmg/Mez
    Endoplasm Exposure= Acc/Mez <--- Of note if you wish to try a build based around "Stun"
    Golgi Exposure= Heal/End
    RibosomeExposure= Dmg resist/End
    Microfilament Exposure= Travel speed/End
    Lysosome Exposure= Tohit/Def debuff/Acc
    Enzyme Exposure= Tohit/Def debuff/End
    Membrane Exposure= Tohit/Def buff/Attack rate <--- 2nd priority
    Cytoskeleton Exposure= Tohit/Def buff/End <--- 1st priority
    *Mez is any holds, stuns, sleep, disorient, and immobilize. Slow and knockback are not considered as Mez.


    Primarily of interest to an Ice/EM tank are the use of the Acc/Dam (Attacks), Tohit/Def/end (Shields and Focussed Accuracy), and Tohit/Def/Attack rate (Build-up, if you really felt you had to).

    I recomend at least 1 acc/dam in every attack, and at least 2-slotting it for recharge. So it would be:

    35) --> Energy Transfer==> Acc/Dmg(35) Acc(36) Dmg(36) Dmg(36) Rechg(37) Rechg(37).

    For Focussed Accuracy, you can save 3 slots and cap out that powers value by having 3x Tohit/Def/End HOs in it.

    I also recomend 1 def/end in each shield, though it's fairly low priority and really just Quality of Life thing.

    I recomend these accolades:
    Freedom Phalanx: +10% hp.Requirements here.
    Portal Jockey: +5% HP and +5% Endurance. Requirements
    Atlas Medallion: +5 max endurance. Requirements



    Main pvp threats:

    Scrappers: Regen is going to be tough for you, simply because the tanker BI is does not allow enough burst damage to put these toons to bed before they can regen on you. /SR is tough too, as they'll resist your slow aura and have great, often suppression-proof movement speed. With your acc/dam HOs and FA, you can get it done. Don't forget that /SR is end heavy, and an EA at the right moment can drop about 1/2 his defense total in toggles and let you get your groove on, whereas it's extremely unlikely you'll be able to end leach a good regen scrapper through Quick Recovery and the oft-used Stamina.

    Blasters: Heh. The main hero pvp worry of other toons is your bread and butter. They'll hate you, especially those who have gotten used to blapping melee builds down to nothing. Ice/em, the big FoTM blaster build, will be little trouble for you with your heavy Cold res and defense. Since Ice is also half a toggle and half a "clicky" build, this severely limits the value they get for detoggling you. You'll normally be running 4-7 toggles anyway, so simply keeping an eye on them is often all that is needed. If you do get stunned and they're opening up a can on ya, don't worry. I always pop out of the stun before a blaster has whittled through all my HP, and am able to hibernate. Blasters alone are little trouble, and are fun duels. In teams, which the better ones will operate in, it's a whole 'nother ballpark and you shouldn't expect to be able to take more than 2 blappers solo.

    Controllers/Defenders: Much more dangerous in teams than solo. A high level, hammied out Fire/Rad will likely give you fits. On teams, learn to start taking out the defenders first.

    Stalkers: As things currently stand, you are the proud papa of the only truly stalker-immune pvp build out there. You have perception. You have massive HP. You have decent defense. You can phase. You have an auto-hit slow aura that interupts AS. This has limits, however, in that only YOU are really immune. It's very tough for me to save teamates from stalkers, especially smart ones working in teams to pick off squishy ATs. It's the classic rock-paper-scissor of 1v1 pvp in this game, but since most toons hate stalkers, I just thought it was worth mentioning these guys are no sweat for you, but ARE a threat to any team you may be on, so they still deserve a spot on this list.



    PvP Tactics for an Ice/EM tank:

    vs. Melee toons: I often rush in there and get off a preemptive EA. They're usually sitting there thinking "whew, thought he was gonna attack me, but the suckers letting me get the first hit in! great!". And that's true too. I want them to get the hit in, cause once i'm down to 2/3 or so HP I hit Hoarfrost to get my +HP and heal in then hasten to get everything charging up on me. This also optimizes my end leach...by opening with it, I take away 1/3 his bar on average. His attacks will take more, and if I'm lucky EA will be up again in time for me to drop his toggles and get a BU+ET in, or a TF at the least. These duels can be long, and EA is usually my margin of victory.
    As with blasters, it's worth your time to avoid a scrappers peak-damage periods. When I see a BS scrapper hit BU, even though I know I can probably live through it, its more efficient to just move back some, make them kite in and out of my slow aura and suppression, try to waste some of it. No need to take someones uber attack-string to the face if avoiding it means you spend less time in hibernate and more time hitting back with your own damage.

    vs High Acc melee toons: This gets it's own section...because builds with acc/dam hammis and focussed acc are so common, a mediocre-defense build like Ice is going to have some issues with these boys. Specificly Spines and Broadsword. Only option here is to try to put em down 1st...you'll be taking a lot of damage to your HP, so use it as best you can and hibernate often. You have a lot more than they do, but they'll do more damage. If they seem weak to slows, back up a bit if your about to die and have none of your "bail-out" powers up...let the slow aura make them work to close into melee range again. This is really the only reason I advocate spending the time and energy to get hammis and FA yourself. If no other toons had it either, you'd get by fine without it.

    vs. Blasters: Similar to high acc melee toons, getting the 1st strike is very helpfull. I don't recomend using BU on the charge, b/c they may very well fly out. If you're going to TP Foe em in, hit TF and while the TP animation goes off and you're guaranteed a shot in before they take off, provided the accuracy roll succeeds. They may be 75ft away in mid-SJ when they get hit, but they'll usually fall and then you just SS in and do some more punching. I usually wait until they're stunned to hit BU...also, keep in mind, it's better, when you know they're not going anywhere, to open up with Bonemasher and maybe Barrage to whittle their HP down...I only use the big guns when I know they're going down. Why? Defiance. If I let a blaster get away, and it's a capable, high-mobility type, he'll be using defiance-enhanced damage to pound away at my [censored] for the rest of the duel, until one of us dies. ET and TF are more than enough to take out 1/2 blaster HP, so I usually try to save them for a 1-2 punch to put the blaster to bed and save myself the HP. The best ones will be highly mobile, as I've said, so be sure to move too, in only semi-predictable patterns. Keep a big gun attack ready to fire if they're at full hp, hope for a stun to keep em grounded. If they try to just jump around and pepper you from range, you have the defense and HP to live till you can hibernate, and they'll eventually try other methods of taking you down. I mainly take TP foe for blasters.

    Warning: Learn to watch for the animations. Aim is a yellow version of Build Up. Build Up looks like...build up. Either one is trouble, and some pop both at once. Stay mobile for that time, they're looking to get a hit in and detoggle you. Let them work for it. Even if they do, luck and keeping an eye on your toggles means this isn't too big a deal, but it definately helps to know your animations and know what's coming.

    NOTE: Blasters are notorious for running around with 20 breakfrees to counter mezzing of all kinds. While this is not the worst thing in the world, it basicly means you won't be able to stun them too much, so you'll be fighting a highly mobile duel vs this AT.

    vs Controllers: High level ones are the pain. Fire/rad is bad for you. The debuffs to acc and damage are so powerfull you will likely be in a LOT of trouble without acc/dam hammis. You need to mez them, and, like blasters, they'll be carrying a crapload of BFs just in case. /storm and /ff will repel the hell out of you. Mind/son is capable of the same. Additionally, and worse, for us, is the fact that a lot of controllers have hammis and a rather ungodly ability to overstack mez protection. Hibernate is some use here, since it lets old holds wear off while the controller is unable to apply new ones. This is also the reason I bother with accrobatics, little extra insurance never hurts. The APPs do a lot of damage, and lead to the whole "blastroller" phenomenon in the late game. With acc/dams and FA, you should have enough acc to punch through debuffs. Hit em hard, hit em fast, then take a rest while they respawn and do it all over again. I only carry breakfrees vs these toons...I feel hammis and high level controllers are fairly broken, and since they're going to be using BFs anyway, might as well even the playing field.

    vs Tanks: Why are you fighting our tanky brothers? Let's assume they're niave and misguided, and have allied themselves with the wrong side. An Ice vs a Stone tank is an exercise in futility. It's always a draw. Anyone else you can take, some easier than others. Ice is the premier tank, with Stone behind it, in that it's more survivable but less of a factor in pvp, thanks to it's severe movement issues.

    vs Brutes: "Tank-lite", I call em. They like that. Anyways, be aware that, b/c they like to be in melee range, they'll often play right into your hand. I've fought brutes 3v1 before and won, while they were running Overload and other various tier 9s. How? Well...think about it, you should know by now. 1st, there's not a brute set out there with slow resistance. So, if they're in melee, trying to build fury, they're actually working against themselves. They'd be better off kiting me, but I'd still hibernate out on them before they could kill me. No win for them, but better than being in melee with me. Why? Well, in addition to CE, they were also all in range of EA all the time. That's right...I was mighty low on end from whaling on these guys, but they were right there to lend me their endurance when I needed. One was SS, with perma-rage running, so he hit rather a lot, but with no endurance, he had to save up his strikes of I'd detoggle him with end leach and BU+ET+TF him. Long story short, all of a brutes goals in melee combat play right into your strengths atm, so just go with it. Remember, however, you're better off riding hibernate for the full 30s and running out their Overload/Unstoppable/whatever timer than popping in and out trying to get damage. Just camp. If they call you cheap, just point out that you dont have an overload and they do, and ask them if they think that's fair. *shrugs*

    vs Stalkers: CE should be up all the time anyway. Um..other than that...hrmm. They're really not a threat to you. In teams, keep an eye out. I have taunt on the #1 button, so it's the first thing I hit when I see one, then my attack string. The defense sets will have a tier 9 with good defense, so keep BU ready too. I once turned off CE and all shields and took an AS straight to HP. With hoarfrost up, it took roughly 1/2 my hp, and even had no other option been available, the stun did not last long enough to prevent me from hibernating before he was able to take the other half.

    vs Other Villian ATs: Since brutes and Stalkers are the real pvp threats for you, I'm going to lump everyone else into this zone. Most Dominators and Corrupters are squishy enough for you to 2-3 shot em, and they don't make much of a duel. MMs with the repel field can be annoying


    Team PvP Tactics for an Ice/EM tank: Your "role" in team pvp = Aggro control --> Meat-shield --> Combat Support. In EXACTLY that order. I bolded that because it's the whole reason I made this section is to convey this fact. It is impossible to write a comprehensive guide to team pvp, as every match will have an ungodly amount of variables and I have a finite amount of patience. Much the same way a PvE team will be annoyed with a tank who eschews his role as aggro controller and meatshield and scranks, a pvp team will likewise be annoyed by a tank who does not taunt. An easily killable tank is just as annoying, so use the skills you used solo to stay alive and reduce the other sides kill count whenever possible by staying alive.

    You will notice Taunt is six-slotted above, for recharge and duration. This is because taunt is at a flat 50% chance to hit a target in pvp, unenhanceable. This means, since it's primary use for me is as a "oh [censored], pull that guy off my teamate he's about to kill" button it's rather worthless, as it will fail 50% of the time. It is often ineffective to taunt a foe too much in pvp in hopes of drawing their aggro, as it will likely yield one of the two following results: Target chews a BF and continues on his merry way OR target ignores taunt, goes where he pleases and waits for taunt to wear off. The above slotting reduces the effectiveness of either of those two options...if he pops a breakfree, I've already cost him a pill he probably needed vs a blapper or controller AND I'm ready to taunt him again ASAP. If he/she chooses to ignore me, he likely will have a rather LONG wait for that taunt duration to wear off, still effectively allowing me to minimize his damage, which is my role as tanker.

    Kills. Ice-Cubed racks up a respectable amount of kills in team duels. This is because EM is a killer in short range. When I end up, as often happens in team pvp, in a 2v1 situation where another team-mate and I are after one foe, I usually get the final kill with Build-Up and my two big guns. It is DEVASTATING to almost any toon to fight anyone else AND my ice tank.





    Anyways, now that you have an idea how to fight with an Ice/em tank, "Darth," you ask, "how can I build one efficiently?" Well, Ice is definitely a build that needs a respec to pvp well. It's PvE and PvP concentrations are far too dissimilar. PvE, I USED to recommend WW as an extra control power, but it's recent nerf has pooched that idea entirely. I7 will help an Icers leveling issues somewhat, but some general tips include:

    -Focus on AoE power. This lets you solo, hold aggro for teams, and is basicly what your defenses are intended to have you do anyway. Ice is strongest when right in the middle of a pile of foes, using Energy Absorbtion for endurance and defense boosts, CE to minimize incoming damage and taunt the mobs, and likley BU+WH to put the AoE smackdown on em and buy me some time with some disorients. On teams, when PvE, for example, I'd run into the largest clump, hit EA, then DP, then BU+Whirling hands then taunt a far group OR, if it was especially dangerous, I'd skip the WH and just taunt the nearby guys and hibernate until the odds were trimmed down some and the debuffers had done their job and made things easier for me.

    -Defenses, hibernate, dull pain your main priorities. Team for damage, tanks make really boring solo toons anyway. I like to carry a pocket blaster with me at all times, PvE. Kinetics work well for you too, as, in high levels, between the two of you you should be able to drain an entire mobs endurance in short time, then clean up.


    I've decided not to include a level by level guide to leveling. After reading the PvP guide, you should have an idea of how it all works in PvE anyway, and things like power pools and stuff should really be left up to the player. There's no "right" or "wrong" way to level, I'd go with whatever is fun for you.

    One last thing...I frequently get "But Darth, what do you know about high level pvp? Your Icer is only 43!" Sure. I also pvp with my SG (when everyone else is on 50s) with my Ice/EM tank. If I do ok at 43, I have no reason to think things are going to get worse with more HP and powers. I mean, I'm facing heroes with many more powers and slots than I have and still racking up good killcounts and doing all the other things tanks do in pvp, so I don't see the situation going downhill when I have more powers, HP, and slots. *shrugs* People place too much emphasis on the level in this game, IMO, but, for what it's worth, Ice/EM is not a dueler that needs a full 50 levels to pvp well. I am planning on finishing Ice-Cubed, just waiting on the i7 changes to drag my [censored] out of the pvp zones and back into PvE. My advice for the 40+ game, however, is based on the advice of fellow tankers and should be considered sound. Ice-Cubed will be speeding around as a 50 tank soon enough, just thought I'd dispell that little bit of nonsense ahead of time.
  25. I always thought it was a "feature"...one that other zones could use, IMO.

    Having to repeateclly travel from villian base in SC sucks, IMO.