Ice Knight's Invulnerability/Ice Guide
Level 37 Build
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Ice Knight 37
Level: 38
Archetype: Tanker
Primary: Invulnerability
Secondary: Ice Melee
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01) --> Temp Invulnerability==> DmgRes(1)DmgRes(3)DmgRes(3)EndRdx(13)EndRdx(17)
01) --> Frozen Fists==> Dmg(1)Dmg(5)Dmg(5)Acc(25)EndRdx(27)
02) --> Ice Sword==> Dmg(2)Dmg(7)Dmg(7)Acc(15)EndRdx(27)
04) --> Dull Pain==> Rechg(4)Rechg(9)Rechg(9)Heal(15)Heal(19)
06) --> Combat Jumping==> EndRdx(6)
08) --> Unyielding==> DmgRes(8)DmgRes(11)DmgRes(11)EndRdx(13)EndRdx(17)
10) --> Swift==> Run(10)
12) --> Boxing==> Acc(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16)
18) --> Invincibility==> DefBuf(18)DefBuf(19)DefBuf(23)EndRdx(23)EndRdx(37)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Ice Patch==> Rechg(22)
24) --> Tough==> DmgRes(24)DmgRes(25)DmgRes(29)EndRdx(29)EndRdx(37)
26) --> Tough Hide==> DefBuf(26)
28) --> Freezing Touch==> Hold(28)Hold(31)Acc(31)Acc(34)Rechg(34)Rechg(34)
30) --> Build Up==> Rechg(30)Rechg(31)Rechg(33)
32) --> Unstoppable==> Rechg(32)Rechg(33)Rechg(33)
35) --> Greater Ice Sword==> Dmg(35)Dmg(36)Dmg(36)Acc(36)EndRdx(37)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
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In this Build after you Respeced, there are some power changes. No Build Up till 30, we removed frost and added Boxing and Tough, for that extra S/L Damage resistance. Trust me you will see the difference. We grabbed Unstoppable at 32, its a great power and a Oh Crap button. Its 3 Minutes of pure goodness. Greater Ice Sword at 35, its a decent attack and gives us a little more Single Target Punch. What I would suggest at 38 to Get Frost and slot it up, or grab Aid other to get Aid Self at 44.
Level 50 Build
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Ice Knight
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Ice Melee
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01) --> Temp Invulnerability==> DmgRes(1)DmgRes(3)DmgRes(3)EndRdx(5)EndRdx(5)
01) --> Frozen Fists==> Acc(1)
02) --> Ice Sword==> Dmg(2)Dmg(7)Dmg(9)Acc(19)Acc(40)EndRdx(50)
04) --> Dull Pain==> Rechg(4)Rechg(9)Rechg(11)Heal(13)Heal(15)Heal(19)
06) --> Combat Jumping==> EndRdx(6)EndRdx(7)EndRdx(17)
08) --> Unyielding==> DmgRes(8)DmgRes(11)DmgRes(13)EndRdx(15)EndRdx(17)
10) --> Swift==> Run(10)
12) --> Boxing==> Acc(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16)Heal(43)Heal(46)
18) --> Invincibility==> DefBuf(18)DefBuf(23)DefBuf(25)EndRdx(36)EndRdx(36)EndRdx(37)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Ice Patch==> Rechg(22)Rechg(23)Rechg(37)
24) --> Tough==> DmgRes(24)DmgRes(25)DmgRes(27)EndRdx(34)EndRdx(36)EndRdx(37)
26) --> Build Up==> Rechg(26)Rechg(27)Rechg(29)
28) --> Tough Hide==> DefBuf(28)DefBuf(29)DefBuf(31)
30) --> Freezing Touch==> Dmg(30)Dmg(31)Dmg(31)Acc(33)Acc(33)EndRdx(33)
32) --> Unstoppable==> Rechg(32)Rechg(34)Rechg(34)
35) --> Greater Ice Sword==> Dmg(35)Dmg(39)Dmg(39)Acc(39)Acc(40)EndRdx(40)
38) --> Aid Other==> Heal(38)
41) --> Block of Ice==> Dmg(41)Dmg(42)Dmg(42)Acc(42)Acc(43)EndRdx(43)
44) --> Aid Self==> IntRdx(44)IntRdx(45)Heal(45)Heal(45)Rechg(46)Rechg(46)
47) --> Frost==> Dmg(47)Dmg(48)Dmg(48)Acc(48)EndRdx(50)EndRdx(50)
49) --> Resist Physical Damage==> DmgRes(49)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
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[/list] This is close to my current Build. This is a respect Build so the slots are not in the right places at the right time. Basically you have a very good chance of surviving almost anything thrown at you. The build flows well and generally works decently while exemping. The dual holds are nice for bosses and also sappers. This build does break my 5 slots in Attacks rule however if you have the extra slots then adding a second accuracy will benifit you.
There are plenty of questions that can be answered with some other well written sites and guides here are some links for them.
City of Data
Arcana's Guide to Defense v1.4
Taunt Myths Debunked Aett_Thorn
[*] Conclusion
The Invulnerability/Ice Melee combination carries many benifits. Ice patch plus Invincibility are a great combo. However the damage is somthing you would have to adjust to. Consider Ice Melee enhancing you're Primary's ability to hold Agro and keep yourself alive.
I will be Adding to and Updating this guide as time goes on. I will also be posting an I/O Build and Version Addition to this Guide soon. Please post any questions or thoughts you have.
Very nice guide, Ice Knight.
I play a Invuln/EM tank myself, but I find this very helpful and informative especially when looking at your choices for IOs for invulnerability. Thank you.
Thx, I am glad it was helpful. I have to get it in the Tanker Guides update but here is a link to the Inventions Guide for this build.
[u] Invulnerability/Ice Melee Guide [u]
So you want to build an Invulnerability / Ice Melee Tanker. Welcome to one of the rarest Tanker Combinations in the Game. There have been many that say this build isnt worth it, doesnt do enough damage and last but not least this combination isnt fun. To those folks I say move along this isnt the guide for you. For those who want to try to build this tank and have some fun with it or at least expand you knowledge of a different tank, stay a while and continue on.
First off, what business do I have in writing this guide? I have seen a lot of guides in the 3 years I have been playing COH, most of them are quite helpful however in that time I have never seen an Invulnerability/Ice Melee guide. I have been playing this set since May 2004. I have ridden the rollercoaster thru Level 40 cap, Perma Unstoppable, Unyielding Stance, Issue 5 and Enhancement Diversification. Granted I was 50 with Ice Knight in February 2005. However I never stopped playing my tank. I have been thru so much trial and error with this power set. I remember not having Mez Protection until I got Unstoppable at 32 because I refused to get Unyielding Stance (yes at that time you were rooted and you had to be a teleport tank to do your job) because of the root. Since, I have played a second tank to 50 with Ice Melee yet again. I dont know many people that have played Ice Melee to 50 the first time let alone a second. I hope this helps everyone that reads it and also gives an understanding to one of the most belittled sets in the game.
We will get into the meat and potatoes of the guide in a minute however I want to explain the role of the tanker in my opinion and set forth the location of points of this guide. First off the tanker is a unique class in City of Heros. One of our prime responsibilities is to hold the agro and soak up damage. This build has many tools at its disposal to do this job very well. All of that will be explained further in this guide
One last thing before we get headlong into this Guide, I want to make it clear what to expect. First off this is not the easy road, if thats what youre looking for Ill direct you somewhere else. This is a journey of sacrifice and methodical play at times. Invulnerability is a great Primary, solid resistance and nice defense. Ice Melee on the other hand is low damage and pure control. It has been said that Ice Melee is the Best Control set in the tanker secondary. I would have to agree on most counts. Some of the key points in Ice Melee are when you get Ice Patch which is considered one of the best control tools in any of the tanker secondarys. After that you get Freezing Touch, which is a Hold and is one of 3 in the entire set of tanker secondarys. Then you finally get Greater Ice Sword, which is a nice attack that recharges quite quickly you're road is almost complete. This build is built to the Strength of Ice Melee, its ability to control, not do damage. This is a team tank and a good one if you ask me.
A couple of key things to remember. There are many different enhancement choices when Inventions are added in. I will go over those options and how to aquire the recipies. I will also explain the difference between TO's, DO's, SO's and IO's. What does it mean to you and the builds.
Sections of the Guide
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[*] Enhancements What?[*] Invulnerability[*] Ice Melee[*] Pool powers[*] Epic[*] Were do I find this Stuff[*] Builds[*] Conclusion[/list]
[*] Enhancements What ?
Enhancements are ways to augment our characters abilities to fight crime. In the beginning there were 3 buyable types of Enhancements Training Origin (TO'S) Dual Origin Enhancements (DO's) and Single Origin Enhancements (SO's) To learn about those please visit Paragon Wiki.
With the release of Issue 9 a whole new class of enhancements were released into the game. Invention Origin Enhancements (IO's). The basic IO's can be made by anyone as long as they have the salvage and have the Influence to buy the recipe from a crafting table or the Consignment House. These give better benefits then there older counterparts at certain points. They also never expire or degrade in effectiveness. I dont recommend getting IO's for a character until level 30 however if you have the Influence here is when IO's give a better benefit then there similar counterparts. Level 15 IO's are the same as +3 DO's. Level 25 IO's are slightly less effective then a level 25 SO's. I would wait till 30 to get the IO's were they are better then even level SO's. At level 40 IO's are the same as a +3 SO. From that point on they are better then SO's. Remember IO's never expire so you could use that level 30 set all the way up to 50 and notice little difference then buying new SO's every 5 levels.
Next are IO's Sets these are not buyable except from other players or the Consignment House. They are available from drops, Mission Completes, Task Force Bonuses and Trials Bonuses. These give special Set Bonuses depending on how many from a set you have in a single power. To learn about all of these sets head over to Paragon Wiki. There are many sets and I will go over what sets apply to each power and make recommendations. There is one important rule. You can get the same numerical bonus only 5 times for the same effect. You can get a bonus effect for the same aspect as many times as you like as long as the increase isn the same % more then 5 times. For example Increase recovery of 2.5% 5 times would be 12.5% if you added a 6th for 2.5 % it would still be 12.5% but if that 6th was 2% it would be 14.5%.
[*] Invulnerability
In this section we will go over the Invulnerability power set. We will discuss the Importance of each power and what they mean to you. Numbers will be given, slotting options will be s tated. A desirability rating will be issued for each power. Also a note the %s for Resistance is out of 100% being a max the Cap for Resistance for a tank is 90%. Defense works off the same scale and Defense cap is 95% as there will be always a 5% chance to be hit. (Defense cap is actually somewhere around 300% however there is always at least a 5 % chance for the enemy to hit you). I will also go over IO sets and usage.
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[*] Resist Physical Damage Auto Power (always on) Costs no Endurance Base Resistance 7.5% Smashing/Lethal
Power Description You are naturally tough and inherently resistant to smashing lethal damage.
My Opinion This power is always on and gives some resistance. However pick this up later in the Build there are much more important powers needed.
Power Rating 2 out of 5 Nice but not needed
Slotting 3 slot total at the end of your Build with Resistance SOs (If you get the power you dont have to slot it if you want the slots elsewhere)
1 Resistance Enhancement 20%
2 Resistance Enhancement 40%
3 Resistance Enhancement 56%
1 Slot 9 % Resistance
2 Slots 10.7 % Resistance
3 Slots 11.7 % Resistance
IO Set Slotting Use the base slot only, either slot a Basic IO for Resistance or add a special Unique IO Like Steadfast Protections Resistance/ Defense Unique that gives Resistance plus a 3% Defense Bonus to all. Pretty nifty if you ask me.
1 Slot 9.15% Resistance + The Unique 3% Defense.
[*]Temp Invulnerability Toggle Power Costs Endurance 0.13 a second Base Resistance 30% Smashing/Lethal
Power Description When you toggle on this power you become highly resistant to Smashing and Lethal damage. Recharge Fast
My Opinion This power is a must for this build or any Invulnerability build. Its a staple of the Smashing lethal resistance and is a must for anyone
Power Rating 5 out of 5 Get it get it now.
Slotting 4 Slots total 3 Resistance SOs and 1 Endurance Reduction SO
Resistance 56 % Increase to the base %
Endurance 33.3 % Decrease of 16.65% of Base
Total Resistance 46.8 % Smashing/Lethal
Endurance .1089
Recharge 2 seconds
IO Set Slotting - Now this is were it gets interesting, First there are quite a few roads a Tank can take here. I would recommend Impervium Armor for the simple fact that Psy Resistance is our Bane. We can fill that quite well here. I am 6 slotting this out. The Bonuses you get from the set for 6 slots. Remember Impervium Armor only goes up to Level 40.
2 2.5% Endurance Recovery
3 1.88% Psy Defense Increase
4 2.25% Total Endurance Increase
5 2.75% Hold Duration Reduction
6 3.13% Psy Resist Increase
Now there is one thing I am leaving out. The 6th slot Increases Psy Resistance but one of the Impervium Armor Enhancements also gives a 3.00 % Psy Resistance bonus. The last thing we want to be sure of is we are not short changing ourselves Resistance. Here are the numbers with The Level 40 Impervium Set.
Resistance 56.65 %
Endurance 67.55 %
Recharge 67.55 %
Total Resistance 46.95 % Smashing/Lethal
Endurance .086
Recharge 1.32 Seconds
The IO's work wonders and keep better numbers. You dont have to use level 40's however be cautions of the resistance %'s.
[*]Dull Pain Click Power (on for set amount of time) Costs 10.40 Endurance Self Buff +Max HP and Self Heal. Recharge 360 Seconds Duration 120 Seconds
Power Description You can activate this power to increase your maximum hit points for a short time. Recharge Very long
My Opinion This power is another staple of the build get it as soon as it is available. +HP self heal cant beat that.
Power Rating 5 out of 5 Get it as soon as possible
Slotting 6 Slots Total 3 Heal SOs and 3 Recharge SOs
Healing 95%
Recharge 95%
Self Heal at level 50 is 1,461.77 Pts
Health Boost at level 50 is 1,105.70 Pts
Recharge 170 Seconds
IO Set Slotting - Again another interesting scenario. We want to make sure we have max recharge plus max heal. We will need to use 2 sets to accomplish this. The first is Numina's Convalescence which is from levels 20 to 50. The second will be Miracle which is from Level 20 to 40. 3 slots a piece totaling 6 slots.
Miracle
2 2.5% Endurance Recovery
3 1.88% Health Increase
Numina's Convalescence
2 12% Regeneration Increase
3 1.88% Health Increase
Why go this route. Well we will see that we will get our recharge and Heal like we had SO's plus get these nice bonuses. Extra health on a Tanker is sweet.
Healing 99.70 %
Recharge 95 %
Endurance 50.37%
Self Heal at level 50 is 1,497.00 Pts
Health Boost at level 50 is 1,123.23 Pts
Recharge 170 Seconds
Endurance 7.8 Pts
We have better numbers and those nice set bonuses, moving on.
[*]Resist Elements Auto Power (always on) Costs no Endurance Base Resistance 7.5% Cold/Fire
Power Description You are naturally tough and inherently resistant to Fire, Cold and Toxic damage.
My Opinion This power is always on and gives some resistance. However pick this up later in the Build there are much more important powers needed.
Power Rating 2 out of 5 Nice but not needed Could work out later in the build
Slotting 3 Slots Total 3 Resistance SOs
1 Resistance Enhancement 20%
2 Resistance Enhancement 40%
3 Resistance Enhancement 56%
1 Slot 9 % Resistance
2 Slots 10.7 % Resistance
3 Slots 11.7 % Resistance
IO Set Slotting - This is another spot to use some specials from other Resistance Sets. Actually in the build we will be using 2 slots both of them for special bonuses. The first will be from Impervium Armor. We will use the 3% psy Resistance enhancement, the Second will be the 30% reduction in Duration of Status Effects IO from the Impervious Skin Set. Basically this IO reduces the Duration of all status effects on you by 30%.
Bonuses
3% psy Resistance
30% Reduction in Duration of Status effects.
Technically we dont have anything to add to the base 7.5% resistance but the 3% psy and the 30% reduction of Status effects is worth it.
[*]Unyielding Toggle Power Costs 0.13 Endurance Resists Status Effects (Sleep, Hold, Disorient, Immobilize, Knock back)Resists Smashing, Lethal 5%. Fire, Cold, Energy, Neg Energy and Toxic 10% Defense -5% All
Power Description When you toggle on this power you become Unyielding. You are resistant to all damage but Psionics, as well as Knock back, Sleep, Hold, Immobilize, Disorient effects. However your defiant stature means you are more likely to be hit. Recharge -Slow
My Opinion This is your status effect and your only source of Cold, Fire, Energy and Neg Energy resistance for a while unless you grab an auto power. Use it sparingly when you first get it. At the lower levels not everything hits with status effects. Once you slot it up then you can use it all the time.
Power Rating 4 out of 5 Get it Learn to Deal with it, yea -5% def isnt fun but we will fix that later.
Slotting 4 Slots Total, 3 Resistance SOs and 1 Endurance Reduction
Resistance 56 %
Endurance 33.3 %
Total Resistance 7.8 % Smashing/Lethal, 15.6% to Cold/Fire/Negative energy/Energy and Toxic.
Endurance .1089
Recharge 10 seconds
IO Set Slotting - Impervium Armor strikes again. Were going to 6 slot this. Here are the numbers.
2 2.5% Endurance Recovery
3 1.88% Psy Defense Increase
4 2.25% Total Endurance Increase
5 2.75% Hold Duration Reduction
6 3.13% Psy Resist Increase
Now there is one thing I am leaving out. The 6th slot Increases Psy Resistance but one of the Impervium Armor Enhancements also gives a 3.00 % Psy Resistance bonus. The last thing we want to be sure of is we are not short changing ourselves Resistance. Here are the numbers with The Level 40 Impervium Set.
Resistance 56.65 %
Endurance 67.55 %
Recharge 67.55 %
Total Resistance Smashing/Lethal 7.9%, Cold/Fire/Negative energy/Energy and Toxic 15.9%
Endurance .086
Recharge 6.7 Seconds
The IO's work wonders and keep better numbers. Believe it or not but recharge makes a difference here, especially if you have an Unstoppable Issue. You dont have to use level 40's however be cautions of the resistance %'s.
[*]Resist Energies Auto Power (always on) Costs no Endurance Base Resistance 7.5% Energy/Neg Energy
Power Description You are naturally tough and inherently resistant to Energy and Negative Energy damage.
My Opinion This power is always on and gives some resistance. However pick this up later in the Build there are much more important powers needed.
Power Rating 2 out of 5 Nice but not needed Immediately get it later
Slotting 3 Slots Total 3 Resistance SOs
1 Resistance Enhancement 20%
2 Resistance Enhancement 40%
3 Resistance Enhancement 56%
1 Slot 9 % Resistance
2 Slots 10.7 % Resistance
3 Slots 11.7 % Resistance
IO Set Slotting - Another spot for some more special slotting. We are using 3 slots here. We will slot 2 special IO's for their individual bonuses. The first will be from Aegis Set. We will use the 3% psy Resistance enhancement and a 20% reduction of Status Effects duration Unique, the Second will be the 30% reduction in Duration of Status Effects IO from the Impervious Skin Set. Status duration reduction is our friend.
Bonuses
50% Reduction Duration of Status Effects.
3% psy Resistance.
We wont be adding any Resistance to the base number here wither however I think the bonbuses are worth it.
[*]Invincibility Toggle Power Endurance Cost 0.21 Defense Per Mob in Melee First one 6.5% each additional up to 10 mobs 1.5% Def Bonus All but Psionics. To Hit Bonus per mob in Melee of 2. Acts as a Taunt Aura
Power Description While this power is active , for each nearby foe in melee range you receive a bonus to Defense against all attacks but Psionics, and a bonus to Accuracy. This power is most effective while fighting multiple opponents. The first foe you engage in melee grants the highest Defense Bonus, and up to 10 foes can contribute to your Defense and To Hit Bonus. Recharge Slow
My Opinion This power is important to this Build for 3 reasons. 1. It increases your defense per mob so its nice to get a few enemies around you. 2. It give an Accuracy Bonus and you can never have enough. 3. Its a taunt aura nice for ticking off foes and a suitable replacement for taunt. However if you are new to Tanking keep Taunt until you feel comfortable without it. For some taunt is a must for others it isnt needed. Thats a play style choice.
Power Rating 5 out of 5 Get it at level 18 its a great power.
Slotting 6 Slots Total 3 Defense Buff SOs 2 To Hit Buff SOs and 1 Endurance Reduction SO
Defense 56%
To Hit 40%
Endurance 33.33 %
Defense For the first Enemy in melee range is 9.36 and 2.34 Defense per additional Enemy in melee up to 10
To Hit is 3.12 per Enemy in Melee up to 10 Enemies.
Endurance .174
IO Set Slotting - Now were getting to the meat and potato's of the build. We are going to jump to the Defense IO sets. There are some fine choices but Luck of the Gambler is the way to go. We are going to 6 slot Invincibility and throw 6 Luck of the Gambler IO's in there. LoTG is from level 20 to 53. Here are the bonuses.
2 10% Regeneration increase
3 1.13% Health increase
4 6.25% Accuracy Increase to All
5 2.75% Reduces Hold Duration Effects
6 3.13% Psy Resistance Increase
Again something I am leaving out. One of the Luck of the Gambler IO's is a 7.5% recharge reduction. A Nice little IO that we will throw in some other powers later also. Here are the numbers yes we lost the TO Hit Bonus but we can always Use a Hamadan Enhancement to fix that issue down the road. There is a reason were 6 slotting Tough Hide. We will get to it in a few.
Defense 61.34%
To Hit 0%
Endurance 74.70 %
Recharge 74.70 %
Defense For the first Enemy in melee range is 9.68 and 2.42 Defense per additional Enemy in melee up to 10
To Hit is 2.0 per Enemy in Melee up to 10 Enemies.
Endurance .1308
Recharge 6.25 seconds
Looks like this will do Nicely. Yes we lost some to hit but we have options plus the 6.25% to acc isnt to bad.
[*]Tough Hide Auto Power (always on) Costs no Endurance Base Defense 5.0% All but Psionics
Power Description Your thickened skin makes you much tougher to hit. This power is always on and costs no Endurance. Tough Hide offers no protection to Psionic Attacks.
My Opinion Ok there is a lot of debate on this power , My opinion is it negates the Unyielding -5% def and thats all the excuse I need to get it. Honestly if you can fit it in get it.
Power Rating 3 out of 5 Nice but not needed however recommended for later in the build
Slotting 3 Slots Total, 3 Defense Buff SOs. Dont put the slots in until later in the build.
1 Defense Enhancement 20%
2 Defense Enhancement 40%
3 Defense Enhancement 56%
1 Slot 6 % Defense
2 Slots 7 % Defense
3 Slots 7.8 % Defense
IO Set Slotting - We are going to 6 slot Tough Hide.. yes I said it 6 slots and throw 6 Luck of the Gambler IO's in there. LoTG is from level 20 to 53. Here are the bonuses.
2 10% Regeneration increase
3 1.13% Health increase
4 6.25% Accuracy Increase to All
5 2.75% Reduces Hold Duration Effects
6 3.13% Psy Resistance Increase
Why are we doing this. There are a few reasons. First to utilize the Set Bonuses and Psy Resistance. The second reason is this, If you get weave then you are able to throw a Hammi into Invincibility that Buffs To hit and Defense to maximize the bonuses. Remember the 5 like numbers per aspect rule. If we 6 slot This Invincibility and Weave we will have 6 3.13 Resistance Bonuses to Psy, were wasting a slot. Throw a HO into Invincibility to take Advantage of the To hit and you back to 5. It works out. Here are the Numbers
Defense 61.34%
Total Defense is 8.067
Lets move on
[*]Unstoppable Click Power (on for a set amount of time) 180 Seconds Costs 2.6 Endurance Resist Smashing, Lethal, Fire, Cold, Neg Energy and Energy 70% Resists Status Effects (Sleep, Hold, Disorient, Immobilize, Knock back Increases Endurance Recovery. Recharge time 1000 Seconds
Power Description When you activate this power, you not only become extremely resistant to most damage, but also to Disorient, Immobilization, Hold, Knock back and Sleep effects. Endurance recovery is also increased. Unstoppable costs little endurance to activate but when it wears off you are left exhausted, and drained of almost all Health and Endurance. Recharge Very Long
My Opinion Get it at 32 throw 3 slots in it for recharge. As for its usage only use it as needed beware of the crash it drops you to 10% health and no endurance. As far as I have seen it leaves you with a little endurance but the best way to deal with it is to stop fighting when it wears off. Either get out of the fight or hopefully you have stopped before you got into another battle
Power Rating 5 out of 5 Sweet power 3 Minutes or Pure Unbridled Aggression
Slotting 3 Slots Total, 3 Recharge Reduction SOs
Recharge 95%
Recharge time 525 Seconds
IO Set Slotting - Not much to do here besides 3 slots with level 50 Recharge IO's.
Recharge 99.08
Recharge time 509 Seconds. [/list]
Ok we have finished the Invuln Side. Lets see what we have for set Bonuses by fallowing these steps.
[*] 5% Recovery [*] 32% Regeneration [*] 6.02% Health [*] 15% Recharge [*] 27.52% Psy Resistance [*] 3.76% Psy Defense [*] 11% Hold Duration Reduction [*] 12.5% Accuracy [*] 80% Status Duration Reduction [*] 3% Def All
This is just the beginning there is much more.
[*]Ice Melee
In this section we will go over the Ice Melee Tanker set. We will discuss the Importance of each power and what they mean to you. Numbers will be given, slotting options will be stated. A desirability rating will be issued for each power. Also note the Power numbers are base on a Brawl Index. 1.0 on the Brawl Index = The same damage as hitting an even level enemy with brawl that has no resistance, so a 3.0 Brawl Index is like hitting a target with brawl 3 times and so on. For those that want to figure out the real Damage at level 50. Multiply the Brawl index by 16.02 and thats the real damage.
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[*]Frozen Fists Click Power Attack, Recharge 3 seconds Endurance Cost 4.37, Damage Cold 1.8 Smashing 0.5. Total 2.3 Brawl Index -Recharge and Speed (Foe)
Power Description Frozen Fists encrusts your hands in ice, giving them the ability to quickly inflict minor damage on villains. The foes attacks and movement speed are slowed, due to the chills caused by the cold blows. Damage Minor, Recharge - Fast
My Opinion You have to take it no choice on this one throw a few slots in it early until you can do your first respect, you have to take it but used the slots for other powers. However keeping the slots in the Power and throwing a few recharge reductions will enable to use Frozen Fists almost every other attack. Small damage adds up on quick use.
Power Rating 3 out of 5 You have to have it but you dont have to slot it. However slotting it can be very beneficial.
Slotting 6 Slots Total, 3 Damage SOs 1 Accuracy SO, 1 Endurance Reduction SO and 1 Recharge Reduction SO
Damage 95%
Accuracy 33.33%
Endurance 33.33 %
Recharge 33.33 %
Damage 3.51 Cold Damage BI, .975 Smashing Damage BI Total of 4.485 BI
Accuracy 99.75% (capped at 95%)
Endurance 3.64
Recharge 2.52 Seconds
IO Set Slotting Wow there are so many choices to Damage with Melee Damage Sets. Honestly there are a few choices we need to make. First do we want Extra Damage, or to be able to attack faster and hit more reliability and get more Psy Resistance. I chose the faster Damage and More Accuracy, that means Crushing Impact. Now were going to 6 slot this puppy. Here is what we get.
2 2.2% Time Reduction of Immobilization Effects
3 1.13% Health Increase
4 2.5% Accuracy Increase On all of your Powers
5 5% Recharge Time Reduction On all of your Powers
6 2.5% Psy Resistance Increase
Seems like some nice bonuses, Some accuracy, recharge, Health, and more of that Psy Goodness. Lets make sure we keep our Basics up to par.
Damage 101.16%
Accuracy 68.65%
Endurance 68.65 %
Recharge 68.65 %
Damage 3.62 Cold Damage BI, 1.005 Smashing Damage BI Total 4.625 BI
Accuracy 126.48 % (capped at 95%)
Endurance 2.87
Recharge 1.94 Seconds
Even better then before. Thats a ton of Damage. A FYI the Damage Before ED was 141.11 Thats allot of damage in that set.
[*]Ice Sword Click Power Attack, Recharge 6 seconds Endurance Cost 6.86, Damage Cold 2.3 Smashing 1.4. Total 3.7 Brawl Index -Recharge and Speed (Foe)
Power Description You create a blade of solid ice that deals good damage. Being hit by this Ice Sword will slow a targets movement and attack speed, due to the intense chill. Damage Moderate, Recharge - Moderate
My Opinion Its Available at level 2 Grab it, it will be helpful
Power Rating 3 out of 5 Get it use it keep it.
Slotting 6 Slots Total, 3 Damage SOs 1 Accuracy SO, 1 Endurance Reduction SO and 1 Recharge Reduction SO
Damage 95%
Accuracy 33.33%
Endurance 33.33 %
Recharge 33.33 %
Damage 4.48 Cold Damage BI, 2.73 Smashing Damage BI Total of 7.21 BI
Accuracy 99.75% (capped at 95%)
Endurance 5.72 Per use
Recharge 5.0 Seconds
IO Set Slotting - Crushing Impact. For my build I skipped the Swords, not because I dont Like them because I do however There is little room for Frivle and major room for Sizzle. Frost Frozen Fists and Freezing Touch Are all we need. I will however do the math for these attacks if you want to go with them.
2 2.2% Time Reduction of Immobilization Effects
3 1.13% Health Increase
4 2.5% Accuracy Increase On all of your Powers
5 5% Recharge Time Reduction On all of your Powers
6 2.5% Psy Resistance Increase
Seems like some nice bonuses, Some accuracy, recharge, Health, and more of that Psy Goodness. Lets make sure we keep our Basics up to par.
Damage 101.16%
Accuracy 68.65%
Endurance 68.65 %
Recharge 68.65 %
Damage 4.75 Cold Damage BI, 2.898 Smashing Damage BI Total 7.648 BI
Accuracy 126.48 % (capped at 95%)
Endurance 4.50 Per Use
Recharge 3.94 Seconds
Nice Bonuses If I had more Room I would Grab it.
[*]Frost Click Power Attack Cone, Recharge 11 seconds Endurance Cost 11.02, Damage Over Time Damage Cold 6 Tics of 0.8 damage Total 4.7 Brawl Index
-Recharge and Speed (Foe)
Power Description You create a short cone of Frost in front of you, that can frostbite a foe doing damage over time and slows there attack speeds as they uncontrollably shiver Damage Moderate, Recharge - Moderate
My Opinion Its Available at level 4 At the lower lvls you need all the damage you can get . Its a nice power Melee Cone range and decent damage could get a few enemies at once.
Power Rating 5 out of 5 Get it use it.
Slotting 6 Slots Total, 3 Damage SOs 1 Accuracy SO, 1 Endurance Reduction SO and 1 Recharge Reduction SO
Damage 95%
Accuracy 33.33%
Endurance 33.33 %
Recharge 33.33 %
Damage 9.165 Cold Damage BI, Per Tic BI 1.56 Cold Damage
Accuracy 99.75% (capped at 95%)
Endurance 9.25 Per use
Recharge 9.23 Seconds
IO Set Slotting This is were it gets a little interesting. There is no Melee cone Sets but it Qualifies as a Ranged AOE set which is Weird. I would expect it to qualify as a PBAoE. Here is what were going to slot it with Positrons Blast. Here are the bonuses that we get
2 2.50% Recovery
3 1.58% Fire and Cold resistance
4 3.13% increased accuracy of all of your powers
5 6.25% Decreased Recharge Time of all of your powers
6 3.13% Toxic resistance
Nice Set Bonuses, some Toxic, Fire and Cold Resistance Goodness. More of the Recovery, Recharge and Accuracy. Lets see how the Regular numbers look.
Damage 99.08%
Accuracy 47.70%
Endurance 47.70%
Recharge 26.5%
Range 26.5 %
Damage 9.53 Cold Damage BI, Per Tic BI 1.62 Cold Damage
Accuracy 110.775% (capped at 95%)
Endurance 8.41 Per Use
Recharge 9.46 Seconds
Range
No to shabby, we lost a little recharge time but the set bonuses will more then make up for it. Next
[*]Taunt Click Power Taunt effect 5 foes at a time. Recharge 10
Power Description Taunt a foe to get him to attack you. Useful to Pull a villain off an ally who finds themselves in over their heads. This is an AOE power and will effect a group of foes up to 5
My Opinion Its Available at level 10 . Ok here we are, taunt its what a tanker does right, its what we used to do taunt is nice to pull a baddie off a friendly but in the scheme of todays game it isnt needed. You can skip this power unless its important to your build for aesthetics or you find a hole for it, or If this is your first tank. I however would say that in the early stages you might want to get it until level 18.
Power Rating 3 out of 5 For New tanks get it, for those of us who are experienced, it isnt required.
Slotting 1 Slot Total, 1 Recharge SO
Recharge 33.33 %
Recharge Time 8.35 Seconds
IO Set Slotting Base IO here nothing Fancy.
Recharge 42.4
Recharge Time 7.8 Seconds
[*]Build Up Click Power + Damage, + Accuracy, Recharge 90 seconds Endurance Cost 5.2 + Damage 80%, Duration 10 Seconds
Power Description Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Recharge - Long
My Opinion Its Available at level 16 you may not be able to get it at level 16 due to other build needs however getting it at 24 is an option. Its nice to have since the damage output is tight
Power Rating 3 out of 5 Get it use it you may need to wait till the 20s to pick it up.
Slotting - 3 Slots Total, 3 Recharge SOs
Recharge 95%
Recharge Time 47.25 Seconds
IO Set Slotting Base IO's here Recharge You could drop a slot off here, not that much of a difference.
Recharge 99.05
Recharge Time 45.85 Seconds
[*]Ice Patch Click Power PBAoE, Recharge 35 seconds Endurance Cost 10.4 Speed, KnockDown (Foe)
Power Description You emanate a Patch of Ice around you. Foes that step onto the Ice Patch will
slip and fall down. This effect lasts until the ice melts. You must be near the ground to activate this power Recharge - Slow
My Opinion Its Available at level 20 Grab it it at 22 since you will need stamina at 20 but this power is the one power that will help you control a fight more than anything you have and it will save your bacon more times then you can count.
Power Rating 5 out of 5 Its the Staple of the Build Get it use it Love it.
Slotting 1 Slot Total, I Recharge SO (You can add more slots to have it recharge faster but 1 SO to recharge will make it be able to cast before the first one disappears)
Recharge 33.33 %
Recharge Time 29.22 Seconds
IO Set Slotting Base IO Slot here.
Recharge 42.4
Recharge Time 27.58 Seconds
[*]Freezing Touch Click Power Attack, Recharge 16 seconds Endurance Cost 10.2 Duration 10 seconds, Damage Cold 6 ticks of .778 BI for a total of 4.668 Brawl Index - Recharge Speed, Foe Hold
Power Description This Freezing Touch will encase a single foe in a block of ice. This will deal high damage over time, as well as freezing him in his tracks, leaving him cold and helpless. Damage- High(DoT), Recharge - Slow
My Opinion This power is a great asset to your build. It can lock down minions and Lts and its hold. With proper slotting you can lock down bosses if your recharge is fast enough and you hold, duration is long enough. In combination with Block of Ice from the Artic Mastery set on rare occasion you can even lock an AV down for a short time.
Slotting 6 Slots Total, 3 Hold Duration SOs 1 Accuracy SO, 1 Recharge SO and 1 Endurance Reduction SO
Hold Duration 95%
Accuracy 33.33%
Endurance 33.33 %
Recharge 33.33 %
Damage 4.668 Cold Damage BI, Damage per Tic .778 BI
Accuracy 99.75% (capped at 95%)
Endurance 8.46 Per use
Recharge 13.2 Seconds
Hold Duration 19.5 Seconds
Power Rating[/b] 5 out of 5 This is one of the reasons to Play Ice Melee
IO Set Slotting This is a tough call. Due to our limited attacks Damage is our best option here. We will be able to get good recharge but no Hold Durations. I am not extremely fond of anything in the Hold sets. Besides the psionic DOT which we could always add in at a later date. Were going back to Crushing Impact.
2 2.2% Time Reduction of Immobilization Effects
3 1.13% Health Increase
4 2.5% Accuracy Increase On all of your Powers
5 5% Recharge Time Reduction On all of your Powers
6 2.5% Psy Resistance Increase
Seems like some nice bonuses, Some accuracy, recharge, Health, and more of that Psy Goodness. Lets make sure we keep our Basics up to par.
Damage 101.16%
Accuracy 68.65%
Endurance 68.65 %
Recharge 68.65 %
Damage 9.39 Cold Damage BI, Damage per Tic 1.56 BI
Accuracy 126.48 % (capped at 95%)
Endurance 6.63 Per Use
Recharge 10.40 Seconds
I hate to give up the hold durations but mixing a Hammi or 2 In there could work out also. Next
[*]Greater Ice Sword Click Power Attack, Recharge 10 seconds Endurance Cost 10.2, Damage Cold 2.78 Smashing 2.67. Total 5.45 Brawl Index -Recharge and Speed (Foe)
Power Description Your mastery of Ice allows you to create an enhanced blade of solid ice that deals above average damage. Being hit by the Greater Ice Sword will Slow a villain's attack and movement speed, due to the intense chill.Damage - High, Recharge - Slow
My Opinion Ok so when you started your build you looked at this power and said, I cant wait to get that power its going to be awesome, its a Greater Ice Sword. You went thru 35 levels to get it and here it is. Its a cool power could be more damaging but still is a real + compared to what you already have. However there are some negative aspects to the power. The activation time is 2.87 seconds which may not seem like a long time but compared to the damage its an eternity.
Power Rating 3 out of 5 Not the biggest damage out there but its the best you got. However due to the Activation time of the attack it does not fit well into an attack chain.
Slotting 5 Slots Total, 3 Damage SOs 1 Accuracy SO and 1 Endurance Reduction SO
Damage 95%
Accuracy 33.33%
Endurance 33.33 %
Recharge 33.33 %
Damage 5.421 Cold Damage BI, 5.20 Smashing Damage BI Total of 10.627 BI
Accuracy 99.75% (capped at 95%)
Endurance 8.39 Per use
Recharge 8.3 Seconds
IO Set Slotting This is or was a great attack. Unfortunately there is no room In my Build for this however I will incorporate Crushing Impact into the Build.
2 2.2% Time Reduction of Immobilization Effects
3 1.13% Health Increase
4 2.5% Accuracy Increase On all of your Powers
5 5% Recharge Time Reduction On all of your Powers
6 2.5% Psy Resistance Increase
Seems like some nice bonuses, Some accuracy, recharge, Health, and more of that Psy Goodness. Lets make sure we keep our Basics up to par.
Damage 101.16%
Accuracy 68.65%
Endurance 68.65 %
Recharge 68.65 %
Damage 5.592 Cold Damage BI, 5.37 Smashing Damage BI Total 10.96 BI
Accuracy 126.48 % (capped at 95%)
Endurance 6.60 Per Use
Recharge 6.52 Seconds
[*]Frozen Aura Click power Foe Sleep Recharge 20 Seconds Endurance Cost 13, Damage None Foe Sleep
Power Description Your mastery of cold enables you to dramatically lower the temperature immediately around you. When you perform a Frozen Aura, nearby foes will be frozen within a fragile casing of ice. These frozen foes will break free if attacked. Frozen Aura deals no damage. Recharge - Moderate
My Opinion Holy cow, tell me about something else please, this is the easiest choice you will have to make on your build, stay away from this it is one of the worst powers for a tank to get. Trust me on this dont get it it will leave you speechless for abot 10 seconds then have you screaming obscenities for
about an hour.
Power Rating 0 out of 0 Nuff Said
Slotting Dont Get it. If you do here is how to slot it, 6 Slots Total, 2 Recharge Reduction SOs 2 Accuracy SOs and 2 Sleep Duration SOs. Warning I am not responsible if you pick this power and agree with me it sucks really bad
Dont Get It
IO Set Slotting Dont Do It. [/list]
Time to add up our IO Bonuses. remember for the IO Build I am going for we only used Frozen Fists, Frost and Freezing Touch.
[*] 2.26 % Health[*] 4.40 % Immob Reduct[*] 8.13 % Accuracy[*] 16.5 % Recharge[*] 5.00 % Psy Resist[*] 2.50 % Recovery[*] 1.58 % Fire/Cold Res[*] 3.13 % Toxic Resist
[*] Pool Powers
There are many Pool powers in COH that are useful. For this guide were going to use 4 Pools as potentials pools to pull from. We will go over the Fighting Pool, the Medicine Pool, the Fitness Pool and the Leaping Pool. Leaping is a good travel choice however with IO's Super Speed has some great benefits. Hasten makes this Build Work. Numbers on Non core Powers wont be as Detailed.
[*]Fighting Pool
There are 2 schools of thought on the Fighting Pool. First, there is the thought of getting as much Smashing Lethal Resistance as possible, even if to sacrifice a little non Smashing and Lethal resistance. The other school of thought is to avoid the Fighting Pool altogether and Get the Medicine pool ands Heal any extra damage that may be inflicted with less resistance. I personally feel that the extra Resistance is more important because if you dont take the damage there is no need to heal. However to append that, later in your build you could have the Medicine pool and the Fighting pool. It can be done and thats were Im going.
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[*]Boxing Click Power, Attack Recharge 2.5 Seconds, Endurance cost 4.22, Damage Smashing Total 2.11 Brawl Index. Foe Disorient
Power Description A decent punch that has a small chance to Disorient foes
My Opinion You have to get this or Kick, no slots necessary. It recharges as fast as brawl and does more damage
Power Rating 2 out of 5 It can be worked into an Attack Chain
Slotting No slots Necessary however if you want it in your attack chain 5 Slots Total, 3 Damage SOs 1 Accuracy SO and 1 Endurance SO
IO Set Slotting Base IO Accuracy
[*]Kick Click Power, Attack Recharge 3.0 Seconds, Endurance cost 4.94, Damage Smashing Total 2.33 Brawl Index. Foe Knock Back
Power Description A modest kicking attack that has a small chance to knock opponents down.
My Opinion You have to get this or Boxing, no slots necessary. It recharges as fast as brawl and does more damage
Power Rating 2out of 5 It can be worked into an Attack Chain
Slotting No slots Necessary however if you want it in your attack chain 5 Slots Total, 3 Damage SOs 1 Accuracy SO and 1 Endurance SO
IO Set Slotting base IO Accuracy
[*]Tough Toggle Power Costs Endurance 0.16 a second Base Resistance 15% Smashing/Lethal
Power Description While active, you are tough and slightly resistant to Smashing and Lethal damage. You must be at least level 14 and have Boxing or Kick before selecting Tough
My Opinion The whole reason to get this power pool was for this power. The power will give you another 15% resistance to Smashing and lethal attacks. When slotted up your looking at 25% additional Smashing lethal Resistance.
Power Rating 5 out of 5 Get it, Live it, love it.
Slotting 4 Slots Total 3 Resistance SOs, 1 Endurance Reduction SO
Resistance 56 % Increase to the base %
Endurance 33.3 % Decrease of % of Base
Total Resistance 23.4% % Smashing/Lethal
Endurance .132
Recharge 8.3 seconds
IO Set Slotting Now that we have made it to the Power Polls we can start to see this plan come together. We are going back to Impervium Armor for one last Dip.
2 2.5% Endurance Recovery
3 1.88% Psy Defense Increase
4 2.25% Total Endurance Increase
5 2.75% Hold Duration Reduction
6 3.13% Psy Resist Increase
Now there is one thing I am leaving out. The 6th slot Increases Psy Resistance but one of the Impervium Armor Enhancements also gives a 3.00 % Psy Resistance bonus. The last thing we want to be sure of is we are not short changing ourselves Resistance. Here are the numbers with The Level 40 Impervium Set.
Resistance 56.65 % Increase to the base %
Endurance 67.55 % Decrease of % of Base
Recharge 67.55 % Decrease of % of Base
Total Resistance 23.475 % Smashing/Lethal
Endurance .105
Recharge 6.6 Seconds
The IO's work wonders and keep better numbers. You dont have to use level 40's however be cautions of the resistance %'s.
[*]Weave Toggle Power Costs Endurance 0.16 a second Base Defense 5% All
Power Description While active, you bob and weave, increasing your Defense to all attacks, as well as your resistance to Immobilize. You must be at least level 20 and have two other Fighting Powers before selecting Weave
My Opinion This power is a choice, if you want a little more Defense for you build then get it, however consider it another toggle and a drain on endurance. If I had one more power choice I would get it. 5% defense is nothing to sneeze at. For My New build I got it.
Power Rating 5 out of 5, 5% defense, cant go wrong there
Slotting 5 Slots Total, 3 Defense Buff SOs and 2 Endurance Reduction SO
Defense 56 % Increase to the base %
Endurance 66.6 % Decrease of % of Base
Total Defense 7.8% All
Endurance .132
Recharge 8.3 seconds
IO Set Slotting The final piece of the Defense Puzzle. Weave, a power that is not truly understood by Most. Weave + Invuln + IO's is sweet.
2 10% Regeneration increase
3 1.13% Health increase
4 6.25% Accuracy Increase to All
5 2.75% Reduces Hold Duration Effects
6 3.13% Psy Resistance Increase
Again something I am leaving out. One of the Luck of the Gambler IO's is a 7.5% recharge reduction. A Nice little IO that we will throw in some other powers later also. Here are the numbers yes we lost the TO Hit Bonus but we can always Use a Hamadan Enhancement to fix that issue down the road. There is a reason were 6 slotting Tough Hide. We will get to it in a few.
Defense 61.34% Increase to the base %
Endurance 74.70 % Decrease of % of Base
Recharge 74.70 % Decrease of % of Base
Defense 8.067 to All
Endurance .092
Recharge 6.25 seconds
[/list]
[*]Medicine Pool
As stated above there are 2 schools of though. I wont go over it again. When done right the Medicine Pool powers are great benefit to the tank. Aid Self is good. With IO's I have dropped the medicine Pool. Leaving it here for SO Builds and Non IO set Builds.
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[*]Aid Other Click Power, Buff, Recharge 10 Seconds, Endurance cost 6.5, Heal Ally
Power Description Heals a single targeted ally. This power is interruptible, so you shouldn't use this in combat.
My Opinion You have to get this or Stimulant. If you want to get a healing Badge then you want this power.
Power Rating 2 out of 5 Not much use except in odd situations or badge getting.
Slotting No slots Necessary, If you want the Healing badges then slot it this way. 6 Slots Total, 3 Heal SOs 2 Recharge SOs 1 Interrupt SO
IO Set Slotting Even though I no longer have this the best slotting I can find is this. Just the base slot with a Recharge IO. If you are going to slot it out then Use the same method as Dull Pain except slot it with 2 Slots for Miracle and Numina's Convalescence. Then add 2 Interrupt IO's in there.
Miracle
2 2.5% Endurance Recovery
Numina's Convalescence
2 12% Regeneration Increase
2 Interrupt Time IO's
[*]Stimulant Click Power, Buff Recharge 10 Seconds, Endurance cost 13, Buff Ally against Immobilization, Sleep, Disorient, Hold, Fear or Confuse
Power Description Frees an ally from any Immobilization, Sleep, Disorient, Hold, Fear or Confuse effects and leaves them resistant to such effects for a brief time. Protection will improve with Multiple applications and as you advance in level. This power is interruptible
My Opinion You have to get this or Aid Other, no slots necessary.
Power Rating 2out of 5 Its nice to help Team Mates.
Slotting No slots Necessary, Seriously
IO Set Slotting Base Slot for Recharge
[*]Aid Self Click Power Self Heal Costs 13 Endurance per use, Interuptable. Recharges in 20 Seconds Resistance to Stun for 45 seconds
Power Description Allows you to heal yourself. This hypo also leaves you wide awake, and resistant to Disorientation effects. This power is interruptible. You must be at least level 14 and have Aid Other or Stimulant before selecting Aid Self
My Opinion The whole reason to get this power pool was for this power. The power will give you the ability to heal yourself, In combat and make yourself more survivable.
Power Rating 5 out of 5 Get it, Live it, love it.
Slotting 6 Slots Total 2 Heal SOs, 2 Interrupt SOs 2Recharge SO's
IO Set Slotting Same slotting as Aid Other
Miracle
2 2.5% Endurance Recovery
Numina's Convalescence
2 12% Regeneration Increase
2 Interupt Time IO's
[*]Resuscitate Click Power Recharge 180 Seconds, Costs Endurance 32.5 Resuscitates a Fallen Teammate
Power Description Revives a fallen ally, leaving him with full Hit Points, but no Endurance. The Resuscitated target will be protected from XP Debt for 15 seconds. This power is interruptible. You must be at least level 20 and have two other Medicine Powers before selecting the power.
My Opinion What? Its there its Fluff. The only reason I can see to get it it there are times were the tank is the only survivor. A rez could be handy. .
Power Rating 2 out of 5 Fluff Power
Slotting No Slots Necessary, Really... Well 1 Recharge SO
IO Set Slotting 1 Recharge IO
[/list]
[*]Fitness Pool
We all have tried to say that we dont need the fitness pool. Reality check, we do. Stamina is the single most needed power out of the power pools. There are only a few builds that can get away without it. This isnt one of them. Lets Rumble Ill start out by saying Health is the New Stamina.
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[*]Hurdle Auto, Buff, Increases Jumping Height and Distance Always on
Power Description You can naturally jump higher than normal. This ability is always on and does not cost any Endurance.
My Opinion Hurdle or Swift are your choices. Since were going with the Leaping Pool Hurdle is the natural choice.
Power Rating 2 out of 5 You got to get it it helps in suppressed combat. .
Slotting No slots Necessary besides what it comes with.
IO Set Slotting Base Slot Run of Fly
[*]Swift Auto, Buff, Increases Running Speed, Always On
Power Description You can naturally run slightly faster than normal. This ability is always on and does not cost any Endurance.
My Opinion You have to get this or Hurdle. Hurdle works well with the Leaping Pool
Power Rating 2out of 5 It works
Slotting No slots Necessary, Seriously, unless you get Fly as a Travel Power.
IO Set Slotting Base Slot Jump
[*]Health Auto, Buff, 40% Health Regeneration Increases, Always On
Power Description You heal slightly faster than a normal person. Your improved Health also rants you resistance to Sleep. This ability is always on and does not cost any Endurance. You must be at least level 14 and have Swift or Hurdle before selecting Health.
My Opinion Pretty good power, as a tanker Health is more important to us then to any other AT. Get it and if slots are left slot it up.
Power Rating 4 out of 5 Get it, Live it, love it.
Slotting 3 Slots Total 3 Heal SOs,
Heal 95% Increase
Regeneration 78%
IO Set Slotting Now this is the new Stamina... seriously. Your going to want to 6 slot it. You will want to 2 Numina's Convalescence, 2 Miracle and 2 Regenerative Tissue's. Now here is the catch, each of those sets has a unique. Listing them below.
2 Improves your Regeneration by 12%
2 Improves your Recovery by 2.5%
2 Improves your Run Speed by 4%
Here are the Uniques
+Recovery 10% & +Regeneration 20% From Numina's Convalescence
+Recovery 15% from Miracle
+Regeneration 25% from Regenerative Tissue.
Just the Bonuses from the Uniques makes Inventions worth it.
Regeneration 57% Bonus
Recovery 27.5 % Bonus
Run Speed 4%.
The Base Numbers work out. Just with the 3 IO's not including bonuses.
Heal 96.2 %
Regeneration 78.4 %
Just for some clarification those Regen numbers get added unto the regen total not multiplied out. Works out much better that way.
[*]Stamina Auto, Buff, 25% Endurance Recovery, Always On
Power Description You recover Endurance slightly more quickly than normal. This ability is always on and does not cost any Endurance. You must be at least level 20 and have two other Fitness Powers before selecting Stamina.
My Opinion This is why you got this set. Stamina will keep you blue recharged a lot longer then without it. Get it at 20. . .
Power Rating 5 out of 5 Get it Live it Love it.
Slotting 3 Slots Total, 3 Endurance Modification SOs
Endurance Modification 95%
Recovery 48.75 %
IO Set Slotting 3 Base IO's Endurance Modification
Endurance Modification 99.8
Recovery 49.95%
[/list]
[*]Leaping
This is your Travel power, its a good one. It has vertical movement, a little bit of defense which is always nice. Leaving this here for Relevance.. Currently I am using Super Speed, However I did grab Combat Jumping for another 10% regeneration bonus from LoTG.
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[*]Combat Jumping Toggle, Costs Endurance .03 per Second, Increases Jump Height and Air Control, 2.5 % Defense to All, Resist Immobilize
Power Description While active, Combat Jumping increases your Defense to all attacks, and adds resistance to Immobilization. Moderately increases your jump height and distance to melee and ranged attacks with good air control.
My Opinion Combat jumping will Add 2.5 % to your Defense and will add to your Immobilization resistance. Get this power its much better then Jump kick.
Power Rating 5 out of 5 You got to get it it helps in suppressed combat. .
Slotting 1 Slot Total, Endurance Reduction SO
Endurance Reduction 33.33 % Decrease of % of Base
Endurance Cost .0249
IO Set Slotting I 3 Slotted this for Luck of the Gambler. This gives you a 10% regen bonus and a 1.13% Health bonus.
2 10% Regeneration Bonus
3 1.13% Health Increase
4 7.5% Recharge (Special Enhancement)
The Enhancement numbers.
Defense 54.18%
Endurance 47.70% Decrease of % of Base
Recharge 21.12 % Decrease of % of Base
Total Defense 3.85%
Endurance Cost .0228
Recharge Immediate
[*]Jump kick Click Power, Attack Recharge 2.8 Seconds, Endurance cost 5.46, Damage Smashing Total 2.77 Brawl Index. Foe Knock Back (up)
Power Description A good jumping kick attack that may knock foes up. Good if you are looking for another attack power
My Opinion Not worth it get Combat Jumping
Power Rating 1 out of 5 Dont Get it
Slotting No slots Necessary, Seriously Dont Get it.
IO Set Slotting No slots Necessary, Seriously Dont Get it.
[*]Super Jump Auto, Buff, 40% Health Regeneration Increases, Always On
Power Description While this power is active, you can leap great distances and heights, easily jumping over buildings and from rooftop to rooftop! If you attack a target while this power is on, you will temporarily be reduced to a normal jump height. You must be at least level 14 and have 1 other Leaping Pool power.
My Opinion This is your travel power get it.
Power Rating 5 out of 5 Get it, Live it, love it.
Slotting 1 Slot Total 1 Jumping SO,
IO Set Slotting I Jumping IO
[*]Acrobatics Toggle, Costs Endurance .26 per Second, Resist Hold, Knock Back
Power Description While this power is active, you are very nimble and Acrobatic. You can avoid most Knock back effects and are resistant to Hold effects. You must be at least level 20 and have two other Leaping Powers before selecting Acrobatics.
My Opinion Not needed for this build.
Power Rating 0 out of 5 Not Needed
Slotting None, Dont get it.
IO Set Slotting None, Dont get it.
[/list]
[*]Speed This is your Travel power, its a good one. It has Fast movement and Hasten is always nice.
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[*]Flurry Click Power, Attack Recharge 3.0 Seconds, Endurance cost 5.46, Damage Smashing Total 3.11 Brawl Index. Foe Disorient
Power Description Unleashes a super fast Flurry of punches to pummel your foe. Flurry is so dizzying that it has a chance to Disorient the target
My Opinion Not worth it get Hasten
Power Rating 1 out of 5 Dont Get it
Slotting No slots Necessary, Seriously Dont Get it. .
IO Set Slotting No slots Necessary, Seriously Dont Get it.
[*]Hasten Click, Costs 15 Endurance when Expires , Increases Attack Rate 70 % for 120 Seconds Recharges in 450 Seconds.
Power Description You can reduce the recharge time of all powers for 2 minutes. Although Hasten does not cost any Endurance to activate, you can tire easily since your Endurance does not recover more rapidly. After Hasten wears off, you become tired and will lose some Endurance.
My Opinion Get it.
Power Rating 5 out of 5 You got to get it it helps in suppressed combat. .
Slotting 3 Slot Total, Recharge Reduction SO's
Recharge 95% Decrease of % of Base
Recharge Time 236.25 Seconds.
IO Set Slotting # base IO recharges.
Recharge 99.08 Decrease of % of Base
Recharge Time 231.75 Seconds.
[*]Super Speed Toggle, Costs Endurance .23 per second. Speed 350%
Power Description You can run at super-human speeds! While running at such speeds, you are a blur, and many foes will not even notice you as you speed past them. If you attack a target while this power is on, you will temporarily be slowed to normal speed. You must be at level 14 and have at least one other power.
My Opinion This is your travel power get it.
Power Rating 5 out of 5 Get it, Live it, love it.
Slotting 1 Slot Total 1 Running Speed SO,
Running Speed 33.3 %
Speed Increase 465.5% increase
IO Set Slotting 1 Running Speed IO
Running Speed 42.4 %
Speed Increase 498.4 % increase
[*]Whirlwind Toggle, Costs Endurance .49 per Second, Foe Knock Back
Power Description You spin around at an amazing speed to create a Whirlwind around yourself. Any foes that enter this Whirlwind