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Impact
05-12-2005, 09:59 PM
Alright...here's the makeup for most everyone's favorite iceman. After his last respec, Frost can take a LOT of damage but with that I'd also like to up his offense some too. I'm not sure if you can tell it on the shots but each armor is 3 slots defense and resist. From what I've been hearing though, Wet Ice is the only one worth slotting resist for (since it gives psi/hold/mez/etc resistance).

http://img.photobucket.com/albums/v631/FrostCoH/Misc%20Screens/Frostbuild1.jpg
http://img.photobucket.com/albums/v631/FrostCoH/Misc%20Screens/Frostbuild2.jpg

I'd like to keep (and if possible add to) the slots in health, they've really been helping out with the new changes to it. Other than that, have at it you guys. :cool:

Sword
05-12-2005, 10:13 PM
Um, I have allmost NO knowledge about the Ice set whatsoever, but isn't it all Defense based? I saw somone post on the official boards that he'd slotted his armours with resists, and the experienced Ice tankers allmost cried. (Sorta what I do when people post Invuln builds without Unyielding :chuckle: )

Impact
05-12-2005, 11:19 PM
Yeah it is.....and I guess I went with the extra resists to help get take not so much damage when I do get hit (along with the 6 slotted tough) and come to think of it there aren't toooo many experienced icers on the guru boards.....dang.

*looks around and waits for Astartus*

But can anyone give a take on the super strength side of things? His defense is pretty much over the top, right now I'm looking to dish out a bit more punishment (all yellow/grey enhancers aside).

Darknesse
05-13-2005, 05:57 AM
Firstly,

Get Hasten. It adds a TON of DPS.

Secondly,

Get those End Redux out of your attacks and either replace with recharge or damage. (Damage is better usually, since less attacks used = less end used.

Thirdly, Permarage


Fourthly, Create a 4 attack chain or 3 if possible that will let you cycle your most powerful attacks over and over without missing a beat (with Hasten), and slot those attacks with 1 acc 5 dmg or 1 acc 4 dmg and 1 rechg

Sable Phoenix
05-13-2005, 06:20 AM
Yes, Hasten does indeed add major DPS. I'd recommend it as well. However, if you do, then do not strip your EndRdx enhancers out of your attacks, you will need them, even with six-slotted Stamina. I'd recommend putting one EndRdx in each attack.

PermaRage can be achieved, with Hasten, by slotting Rage with two Recharges. Two AccBuff is also good to have. If you do that, you can probably take your accuracy enhancers out of your attacks and just go with damage and EndRdx.

Is the gray one in Footstomp knockback enhancer? Probably a bad thing. Make it an EndRdx instead (Footstomp has a MASSIVE end drain, but with two EndRdx you can get it to just below a one-EndRdx Knockout Blow).

Don't slot Hurl. Hurl is way too situational. Just put a damage into its default slot, let Rage take care of the rest.

Don't discount Jab. I know the popular wisdom says don't slot it, but that's wrong. Mine's six-slotted for damage (the endurance cost is so small you don't need an EndRdx) and with Rage going it breaks triple digits on things even up to +2 (depending on what it is). I have it on autofire, it's my constant aggro generator and your fallback when your endurance is low; you can keep up a steady stream of Hastened Jabs and still get endurance back.

You look like you're in good shape defensively. I have no Ice Armor experience, but I'd say you can go ahead and six-slot your attacks now, and Health as well. All attacks can probably be 5 damage, 1 EndRdx, except Footstomp which would have 2 EndRdx, and Jab which would be all damage. This of course is counting on Rage for your AccBuff, which doesn't help when exemplaring, so you may want an Accuracy enhancer in each attack too, it's up to you.

Greblaja
05-13-2005, 02:09 PM
I'd keep the endurance enhancers in the attacks as well, especially if you end up taking hasten, but even if you don't. I was much happier when BH did that a couple of levels back.

About the only thing that you might want to think about is flight. You may want to ask yourself if it is more important for this character to do a bit extra damage in a couple of powers, or to have that extra flight speed. If his reputation is his flight speed, and/or it has proven to be of good tactical advantage (flying in like the calvary to save a squishy teammate), then keep the status quo. Otherwise, it's a possible area where you could harvest more damage enhancement slots.

As for footstomp, I know some use it in their normal rotation of attacks, even against a single MOB. If that is the case, I agree, keeping the end reducers is sound advice. If you only use it when multiple foes are around (as BH tends to), then you might want to consider scaling down on the end reducers and adding more damage. You are getting incredible bang for the buck that way: even though you are spending a bit more endurance, you are distributing a lot more aggregate damage. It might be worth that trade for you.

Hope this helps, and, although I have made a ton of tanks in my time, sadly, I have yet to develop a serious Ice primary one, so I really don't know what to offer there. :\

Sword
05-13-2005, 02:47 PM
Ok, searched up the Ice Armour numbers.

Frozen Armor: 25% Smash/Lethal DEF, 30% Cold RES, 10% Fire RES

Wet Ice: 9% Smash/Lethal/Fire/Cold DEF, 12.5% Energy/Negative DEF, 30% Cold RES

Glacial Armor: 25% Energy/Negative DEF, 30% Cold RES

Energy Absorption: 18.75% DEF (all but PSI) per mob

Hoarfrost: 20% Toxic RES

Permafrost: 30% Cold RES, 10% Fire RES

Slotting Damage Resistance in your armours seem to have very little effect.
You are maxed at Cold resistance without any enhanchers and the Fire resistance is too small to be worth slotting for.
Also, you have NO resistance to other damage forms, like smashing/lethal and energy.

From the numbers, I'd advise you to change to 6-slots of DefBuff in each armour.

Sable Phoenix
05-13-2005, 04:11 PM
As Greblaja says, you may want to consider what you use Footstomp for, that's good advice. Speaking from personal preference, I like to use Footstomp as a normal attack, even against single enemies, since the damage is only exceeded by Haymaker and Knockout Blow. However the End drain is really ridiculous on that power, without enhancers you'll end up draining somewhere between a 5th and a quarter of your End bar using the power just once, so at least one EndRdx enhancer is pretty much mandatory.