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Posts
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Joined
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I do have one thing to add. I really liked the concept of Air Control that Pollyanna Matronix pitched. I really wouldn't have complained at all if it had been chosen over Radiation Armor. Mind you, NuclearMedicine, AKA Warboss, might throttle me for saying that...
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I wanted to thank everyone's hospitality. Impish and I had a great time, and really enjoyed meeting quite a few of the people we've teamed with, or chatted with in game. To many names to list here, and I'm sure I'd forget to include a few should I try. I'm looking forward to having another opportunity to get together again.
Saw the Summit videos that Serial Beggar posted here. Almost made me wish I hadn't skipped the Paragon Market Panel instead of grabbing a late breakfast. Almost.
I very much enjoyed the Design a Power Set Panel. Why wouldn't I? Considering they picked Radiation Armor for the set after I did a mediocre job of pitched it. Who would have "thunk"?!?!
Although I was rooting for the Polynesian/Aztec/Mayan costumes, the Post-Apoc set looks like it will be a fun addition to the costume creator. Can't wait to see what it looks like as a refined set.
Sorry this is a week after the Summit, but we finally got home last night after taking an extended vacation that included the Plummet. As mentioned already, we'd love to have another opportunity to go to another Summit in the future. Too much fun, and great people to visit with. -
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This isn't the current version of my Dark/Dark, but the one I'll be respec'ing into soon. With the enhancement converters I'm now in possession of the Glad Armor +3% defense IO.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Interruption: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5), S'fstPrt-ResKB(5), S'fstPrt-ResDam/Def+(7)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(45)
Level 2: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(42)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(15)
Level 6: Shadow Maul -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(17), Erad-Dmg(17), C'ngBlow-Acc/Dmg(19), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Acc/Rchg(21)
Level 8: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(21), Theft-Acc/EndRdx/Heal(23), Erad-Dmg(23), Erad-Acc/Dmg/EndRdx/Rchg(25), Erad-Acc/Dmg/Rchg(27)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 12: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), GA-3defTpProc(27), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(29)
Level 14: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(31), Mocking-Taunt/Rng(31), Mocking-Rchg(31)
Level 16: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Nictus-Acc/Heal(34)
Level 18: Super Speed -- EndRdx-I(A), Zephyr-ResKB(34)
Level 20: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(34), Erad-Acc/Dmg/Rchg(36), FotG-Dam/End/Rech(36), FotG-Acc/Dmg/End/Rech(36), FotG-Acc/End/Rech(37)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(37)
Level 24: Cloak of Darkness -- GftotA-Def/EndRdx(A), GftotA-Def(37), Krma-ResKB(39)
Level 26: Oppressive Gloom -- HO:Endo(A)
Level 28: Soul Drain -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Rec'dRet-ToHit(40), Rec'dRet-ToHit/Rchg(40)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43)
Level 35: Dark Consumption -- Erad-Dmg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(42), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(45)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46), C'ngImp-Acc/Dmg/Rchg(46)
Level 41: Conserve Power -- RechRdx(A)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Soul Transfer -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(50), EndMod-I(50)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 4: Ninja Run
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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My Dark/Dark tank also runs 10 toggles with limited end issues. I rarely use Dark Consumption for the endurance. In longer fights I'll toggle off Super Speed, but that's about it. Once the build is done she'll be soft capped to s/l/e/n. Right now I'm getting 3.95 end/sec recovery, not including the P-shifter proc.
Read Dechs Kaison's Dark Guide. In the tank guides section read Jebe the Pirate's Dark Guide. While Jebe's guide is slanted for tanks, there are some great suggestions that can be ported over to Scrappers/Brutes which will help you with your endurance "issues". -
Quote:(This isn't just to you Hopeling. See the link in my Sig "Tanks: Gauntlet, the Streak breaker and you". I believe I did a reasonably good job of testing, but there's always a possibility I made some mistakes. Please let me know if you see any.)With a 95% hit chance, you will miss twice in a row on one in 400 pairs of attacks. That's not a very high chance, but considering how many attacks we throw while playing, it's plenty high enough to see it happen multiple times in a single play session.
That's without the streakbreaker, of course. With the streakbreaker, if it worked properly (and Gauntlet screws with it, which you're correct on), missing an attack with a 95% hit chance will make Streakbreaker force the next attack to hit. The streakbreaker has an allowed streak of 1 before it kicks in, if hit chance is >90%. This means Streakbreaker will force your next attack to hit one time in 20.
So if the streakbreaker doesn't work at all, you should see two misses in a row pretty often. If it works perfectly, you should see Streakbreaker forcing a hit even more often. If it works but gets screwed up by Gauntlet, you should see something in between, which apparently you do.
So, given the game's mechanics and basic probability, you should and in fact must miss two attacks in a row AND see Streakbreaker force hits. Not seeing either of those things would mean something was REALLY broken.
Unless you mean that you're actually hitting with (statistically significantly) less than 95% of your attacks, but as I understand it, Gauntlet just screws with the streakbreaker, which at worst means you will still land 95% of your attacks.
Between the two choices, I like them both for different reasons. Brute Shield Charge won't get a great benefit from Fury, but you'll still do great dmg on your attacks. Mace is Smashing, Axe is Lethal so they will be more effective against different mobs. It will take more work to get the Brute soft capped. -
Sounds similar to elements of something I once proposed.
http://boards.cityofheroes.com/showthread.php?t=199846 -
1: Defense set bonus scaling. Tanks get the highest resist/defense with Stalkers and Blasters getting the least off of the set bonuses.
2: Damage set bonus scaling. Tanks get the least out of them, while Stalkers and Blasters get the most.
3. Blasters get a new inherent where they get a temp "ranged and aoe defense bonus" for every enemy they kb/kd. Let it stack.
4. Set brute resist caps @ 75%.
5. Black Pebble stops Zwillinger from ever telling us about new things, nor hinting at them until they're live.
6. Scrapper's get a new inherent: A gold star appears over there head anytime something gets defeated and they're the ones that did the most damage. Even if they didn't get the killing blow.
7. Clown mastermind pets that would only play tricks/ jokes and pranks on your team mates and would ignore foes.
8. A 1% chance that anytime you're defeated you're character will be locked permanently. You can still grab their "loot", but you can never play them again.
Now, would I seriously do any of these things? No comment. -
Quote:Not going to have a discussion with you about whether this set should, or should not be made. That was already decided. I'm also not going to attempt to talk with you about what it should, or should not entail. The Dev's will decide what works for it mechanically and thematically.
But yeah, if given the choice on the boards, I'd pick Thrown Weapons over Radiation anything. Because rad is covered:
-Caustic foe affecting radiation = Radiation Emissions
-Solar Radiation = Energy anything
-Toxic = got me there but that ain't gonna be Rad armor or Rad melee
-Radiation mutation = Biotic Armor
-Green Glowie stuff = pick an aura
But this is coming from someone who doesn't care for Rad to begin with...I've got no Radiation defenders/corruptors and the only Rad blast character I ever made, I recolored it aqua so it looks like water blast (worked pretty nicely, actually, and the after effects it left on foes looked like water and bubbles). To me, Rad isn't interesting probably because what makes Radiation truly formidable is that it's invisible. It's a force not perceived by the eyes and goes mostly unseen...radiation could be destroying you from the inside and you not being able to tell until it's too late. Anything else is just bells and whistles more better spent on something more visually appealing.
You have shown you have a predisposition against Rad in general, which continues to make you come across antagonistic, if not unreasonable talking about it. Personally, I prefer not talking to brick walls. I'm sorry that you don't find the idea of this set interesting, but there are plenty of other choices out there, and I'm sure the dev's will be creating other power sets that will appeal to you. -
Quote:Although this thread was started in the Tanker forums, the idea was to have Radiation Armor for all 4 melee ATs: Tanks, Brutes, Stalkers and Scrappers. I don't recall any of the panelists limiting this to just Tanker/Brute sets.I'm not sure that the verisimilitude offered by the concept of Radiation Armor is even the main issue, here.
I didn't see a post stating which ATs would have access to this power set. Sounds like it'll go to Tanker/Brute, but the implications of melee ATs having the capability to grant -HP/-DMG debuffs, is a little worrisome. Hopefully the other ATs will get power sets that bring them back to a state of relevance. (see blaster)
Don't get me wrong, it's great on a certain level...Tankers needed something, but it seems melee classes are getting a lot of attention right now. -
Having been fortunate enough to have been part of the process I would like to include a couple of comments.
I really enjoyed hearing the other ideas people had surrounding the concept of Radiation Armor. It was nice to see others in the crowd enthused about the set concept.
I liked the skeleton that was created for Radiation Armor, but I wouldn't be surprised if some of the initial ideas for powers get dramatically changed to make the set work better both functionally and thematically. I'm looking forward to seeing where the dev's take the skeleton.
I also liked the other power-set ideas that were thrown out. Air Control sounded like a great idea, and I wouldn't be disappointed if/when they come out with a throwing weapon set. There were a couple of other set ideas that were mentioned that were great as well, but my tired memory isn't helping. Some things may not be my "cup of tea", but it's been nice to see more diversity of power sets added to the game. -
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Quote:After I made the presentation for Radiation Armor, Warboss had a huge grin on his face and gave me a high five. I returned the favor when he made the case for Radiation Melee.
I can't say for sure, but I think he may, or may not have leapt out of his chair and did a somersault when Rad. Armor was chosen. He certainly was giddy as a school girl for quite a while. -
After a full day of driving, Impish Kat and I arrived at the hotel this evening. Dinahs looks very nice. Looking forward to meeting folks over the next couple of days.
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Thanks for the Birthday Wishes.
Much appreciated.
FYI; there are no such things as "Rangle Plots™" no matter what Warboss, aka Nuclear Medicine, says. -
For me, I'd tweak your build a little bit. Over all I like it, but this is how I'd probably change it to suit my preferences.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), ImpArm-ResDam(5), ImpArm-ResDam/EndRdx(13)
Level 1: Frozen Fists -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(19)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(33)
Level 4: Ice Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(27)
Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9), ImpArm-ResDam(11), ImpArm-ResDam/EndRdx(11), S'fstPrt-ResDam/Def+(13)
Level 8: Active Defense -- RechRdx-I(A)
Level 10: Frost -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(15), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36)
Level 12: Against All Odds -- EndRdx-I(A)
Level 14: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 18: Build Up -- HO:Membr(A), HO:Membr(46)
Level 20: Ice Patch -- EndRdx-I(A)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx/Rchg(27)
Level 26: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(29), Oblit-Dmg(29), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36)
Level 28: Freezing Touch -- SMotTanker-Rchg/Res%(A), SMotTanker-Acc/Dmg/EndRdx/Rchg(37), SMotTanker-Dmg/EndRdx/Rchg(37), SMotTanker-Acc/Dmg/Rchg(37), SMotTanker-Acc/Dmg(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(33)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 35: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rchg/Rng(39), Zinger-Acc/Rchg(40), Zinger-Taunt/Rng(40), Zinger-Taunt/Rchg(40)
Level 38: Frozen Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(43)
Level 41: Block of Ice -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 44: Ice 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: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Grant Cover -- HO:Cyto(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Vigor Core Paragon
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Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(39), Mrcl-Rcvry+(50), Numna-Heal(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(31)
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You're new build looks better. I'm still a touch concerned about your endurance usage on your attacks. I think you might have end problems if you don't have a mob to fuel your Energy Absorption.
I have no problems with you using Numina's in Hoarfrost, but I prefer DW since it also gives a recharge bonus.
Anyway, I took an Ice/Mace build I had, and reworked it for Ice/TW. This is probably closer to how I'd prefer my build to be. Take a look at it and see if you find anything you like. Hopefully you'll find something useful.
I included you're choice of Alpha so that it's closer to comparing apples to apples. (Don't pay attention to the levels the slots were placed, as I had Mids auto arrange.)
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Ice/TW suggested build: Level 50 Science Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Titan Weapons
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Frozen Armor -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(3), GftotA-Def/EndRdx/Rchg(3), GftotA-Def(5)
Level 1: Defensive Sweep -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(5), Erad-Acc/Dmg/EndRdx/Rchg(7), M'Strk-Acc/Dmg/EndRdx(7)
Level 2: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 4: Titan Sweep -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(15), C'ngBlow-Dmg/EndRdx(17), Sciroc-Acc/Dmg/EndRdx(17)
Level 6: Wet Ice -- EndRdx-I(A), EndRdx-I(19)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 12: Icicles -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Acc/Dmg(23), C'ngBlow-Dmg/Rchg(23), M'Strk-Acc/Dmg/EndRdx(25), Empty(25)
Level 14: Super Jump -- SprngFt-EndRdx/Jump(A)
Level 16: Follow Through -- MotTanker-Acc/Dmg(A), MotTanker-Acc/Dmg/EndRdx/Rchg(27), MotTanker-Acc/Dmg/Rchg(27), MotTanker-Dmg/EndRdx/Rchg(29), MotTanker-Rchg/Res%(29)
Level 18: Glacial Armor -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(31), GftotA-Def/EndRdx/Rchg(31), GftotA-Def(31)
Level 20: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(33), Mocking-Taunt(33), Mocking-Taunt/Rchg(33), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(34)
Level 22: Build Momentum -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(34), RechRdx-I(36), RechRdx-I(36)
Level 24: Boxing -- Empty(A)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), LkGmblr-Def(36), Efficacy-EndMod(37), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(37), Efficacy-EndMod/Acc(39)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(40)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(40), LkGmblr-Def(40), LkGmblr-Def/EndRdx/Rchg(42)
Level 32: Chilling Embrace -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(42), TmpRdns-Acc/Slow(42), EndRdx-I(43)
Level 35: Whirling Smash -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(43), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(45)
Level 38: Permafrost -- S'fstPrt-ResDam/EndRdx(A)
Level 41: Rend Armor -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46)
Level 44: Arc of Destruction -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(48), M'Strk-Acc/EndRdx(48), M'Strk-Acc/Dmg/EndRdx(48), M'Strk-Dmg/EndRdx/Rchg(50)
Level 47: Crushing Blow -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(50), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 49: Hibernate -- EndMod-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
Level 1: Momentum
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(13), P'Shift-End%(15)
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Memo to all:
Because of "upper management changes", Policy: 72.69-16b; paragraph 142.79y zed.3 will once again be enforced. Only Black shoes on the approved list should be worn.
Memorial services for Sword Master Burgundy will be on Monday. Attendance is frowned upon. -
Memo to all: There was a typo in yesterday's memo.
Policy: 72.69-16b; paragraph 142.79y zed.2, is still being enforced. However Policy: 72.69-16b; paragraph 142.79y zed.3 is no longer being enforced.From now on those wearing red galoshes on rainy days will no longer be shot on sight, nor brought to security for "questioning". Medical care for those effected by this will still not be covered per clause 67.123564-b in everyone's employment agreement.
We'd like to apologize for any inconvenience this may have caused during yesterday's stormy weather, but that's prohibited by current HR policy.
Yellow Galoshes are still prohibited. -
Memo to all:
Policy: 72.69-16b; paragraph 142.79y zed.2, is no longer being enforced. From now on those wearing yellow galoshes on rainy days will no longer be shot on sight, nor brought to security for "questioning".
Red Galoshes are still prohibited. -
A couple of quick thoughts as I look at your build.
I dislike the use of Oblits in Whirling Smash and Arc of Destruction as the set has extremely poor endurance reduction. It's also a set focused on Positional Defense, not Typed Defense, which is Ice's strength.
My preference would also to limit the amount of slots allocated to Health and Stamina. 2 in Health, and 3 in Stamina and use them else where. Such as adding a slot to CJ for Karma +to hit. Maybe push Icicles to 6 slots, 5 of which would be dedicated to Scirocco's Dervish.
I haven't taken the time to put together a build for my Ice/TW yet so I don't have anything I can show you at the moment, but those are places I'd change right off the bat. -
For me, this is what JB's argument(s) come down too; Brutes are too much like Tanks at the Caps. So... instead of making Brutes less like Tanks at the caps, let's make Tanks more like Brutes at the caps... weeeeeee.....
Shall we continue to blur the lines more?
-
Quote:I'll second Dechs on this.
Oblits are a bad idea for several reasons.
1. Pitiful endurance slotting.
2. Melee defense is nice until you realize most of the -def in the game is ranged. At least with S/L tags, you protect yourself from that kind of thing.
I like Oblits for long recharge powers, like Shield Charge or Lightning Rod, or for very low end cost powers like Burn. That being said, some times there are better set bonuses to be had elsewhere so even then I don't always use Oblits. As always, YMMV. -
So...
How did everyone enjoy the opening weekend to Baseball.
The beginning's of the Hockey Playoffs?
Their Friday night?