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3. The powers.
Frozen Fists
Melee, Minor DMG(Cold/Smash), Foe -Recharge, -SPD
You get this at level 1. In fact, you’re forced to take it at level 1. I wished it wasn’t so, because it’s a weak power. How weak? Both Boxing and Air Superiority have higher DPA values, and believe me, they’re not that high. It recharges fast so it’s always up as a filler, and it has a slow component like all of Ice Melee’s attacks.
Slotting: Early on, you’ll likely need this attack as a filler. It’s unfortunately, but also unavoidable. As you gain more attacks, you should try to use this power as little as possible, and eventually respec out of the slots entirely, or just slot for IO bonuses. I have it 4-slotted with Kinetic Combat for the defense bonuses.
Tactics: Try to use it as little as possible.
Ice Sword
Melee, Moderate DMG(Cold/Lethal), Foe -Recharge, -SPD
Available at level 2, it’s no great shakes for DPA either, but you need something in your ST attack chain and this is your bread and butter attack. Take it, slot it, deal with it. Sorry, that’s about as much good as I can say for this power. It’s just not that good, but you don’t have any choice.
Slotting: Standard melee attack slotting: 5 or 6 slot with an IO set of your choice, or 2 Acc, 3 Dam, 1 End redux or Recharge for SO slotting. I have it w/4 Kin Combats and 1 Crushing Impact A/D/R.
Tactics: This should be your filler attack while your heavier hitters are recharging.
Frost
Close (Cone), Moderate DoT(Cold), Foe -Recharge, -SPD
Available at level 4, this is maybe the least understood and most widely skipped power of the set. It’s also your best attack. Read that again. It’s Your Best Attack. Ever. Better than Frozen Aura (FA). Maybe. See the table above—it has a higher DPA per enemy hit and far higher DPE. So if you’re catching the same amount of critters in Frost than FA, Frost wins. You’ll likely catch more in your radius with FA though, so in practice, Frost is not quite as good, but then if you look at their recharge numbers, you’ll also see that Frost is up about twice as much as FA, so for overall contribution to your damage output, Frost is number 1. Don’t believe me? Run Herostats and track each powers’ damage output over the course of several missions. While playstyles will vary output somewhat, you’ll find that Frost has if not the absolute top, very close to the highest output.
So why is Frost so misunderstood? Two reasons come to mind. First, it’s a Damage over Time (DoT). People hate DoTs. They want immediate impact. They also don’t’ want damage “wastedâ€, as in hitting an enemy with a DoT and seeing someone else (say a blaster or scrapper) finish your opponent while your own DoT is ticking away. Second, it’s a melee cone, and people generally like their AoEs big. Frost is a short cone. It used to be really short, but nowadays, it has a 10’ range, which is extendable to around 15’. It also has a 90 deg arc, which isn’t horribly wide, but not too narrow either. What this means is that with proper slotting and a little practice, it’s trivial to hit 5 or more enemies in 2 to 3 rows in front of you. It take far less skill and practice to hit twice the number of enemies with Frost than say with Shadow Maul or the ubiquitous Sands of Mu. Do by all means increase that range, since it will allow you to hit more critters with your cone. This is very easy without sacrificing damage or accuracy and the like (too much) with IOs.
Take it at 4 when it becomes available. Slot it as a priority. Use it as often as you have 2 or more foes around you, which really should be all the time. Hell, even against a single foe, it’s not a bad option since it’ll outdamage Frozen Fists at least. Even the DPE isn’t all that bad for 1 critter, and of course it leaps in bounds for end efficiency as you add more foes in the area of effect. See Tactics for how to accomplish this.
SO Slotting: SO slotting really should be avoided, but if you must, 2 Acc, 3 Dam, 1 Rech.
Recommended Slotting: Frankenslotting is very good option for Frost as it allows you to increase your Range with many cheap Damage/Range IOs from various sets while getting adequate Acc, Rech and End redux values. At 47, one of the best possible slotting would be 2 Acc/Rech IOs from the Taunt sets (Mocking Beratement and Perfect Zinger) and 1 Rech from the Mocking Beratement set for additional end bonus. Finish off with 3 Dam/Range Centriole Hami-Os (HO) and you’ll find yourself with 53% Acc and (nearly) ED capped Damage, Range and Recharge. Prior to lvl 47, the Dam/Range IO recipes are also very cheap, though less effective than HOs.
My IO Slotting: 5 Posi’s (all but the Dam/End) and 1 Range IO, mostly for the set bonus.
Tactics: If there are just two enemies in range, use Frost in favor of any other attack save Freezing Touch or FA. If there are three, it’s just FA. Learn to group two or more critters in range with your tanking skills, and kill them en masse. Attacking and “arresting†one enemy at a time is maybe the most painful way to play Ice Melee Also, if you have a nice thick group around you, it’s easy to hit 5-10 foes with frost (try just jumping straight up while aiming down, hitting Frost at the apex of your leap), but if you aren’t quite that crowded, you’ll need to maneuver a bit to maximize your cone. It’s well worth the effort to get some practice at this, and as mentioned above it’s really not hard at all. This is especially important early on when endurance is at a premium and your attack chain won’t be complete and you’ll have gaps in which to maneuver around, circle your enemies and lead them to tight chokepoints. Learn to maximize the use of Frost for its damage and end efficiency and the relatively painful early levels of Ice Melee will go a lot more smoothly.
Taunt
Ranged (Targeted AoE), Foe Taunt
Taunt is like every other tanker taunt. Entirely up to you if you want to take/slot it or not. I’m not going to devote any time in this guide to it, other than to say that an an AoE-oriented tank, you may find Taunt less necessary than with a more ST-oriented set like Energy Melee.
Build Up
Self +DMG, +To-hit
As in with Taunt, Build Up (BU) is the same as with other tanker BU powers. Take it or not at your leisure. I will say BU + Frost + Frozen Aura is a beautiful thing.
Ice Patch
Location (PBAoE), Foe Knockdown
Ah, glorious Ice Patch. The reason people played Ice Melee for years and years despite having really low damage. This power, available at level 20, is so damn good, I took it before taking Stamina. Ice Patch (IP) by itself is better than most of your early shields. In fact, when I’d run low on endurance on my Ice Melee tank, I’d just turn my shields off, cast IP and swing away in relative safety.
What’s it do? It Knocks Down (KD) up to 5 foes in its relatively small, 10’ radius. It’s more than enough though if you’ve properly gathered your foes around you. And even though it only technically knocks down 5 critters at a time, with its fast pulsing and the fact that while one critter is getting to its feet, it may well knock down another, you can actually “control†more than 5 at one time. Best of all, it needs almost no slotting since with just one recharge, it’ll come back in time to keep it more or less perma.
Slotting: 1 Recharge SO or generic IO.
Tactics: Use and use often. Use on choke points, around corners, near objects to protect, etc. Good for team surivival away from you too; if your foes are scattered to the four winds, you can gather to one spot some enemies, “hold†them there with an IP and move to another group to aggro. Beware, the KD will turn into Knock Back (KB) on certain enemies and those who Con low to you. Similarly, stacking IP may also KB even cons and above.
Freezing Touch
Melee, High DoT(Cold), Foe Hold
Another somewhat misunderstood power. This is not a hold that does damage. This is your Best Single Target (ST) Attack… that happens to hold. See the table again. It’s not only IM’s best ST attack, it’s one of the best ST attacks among all tanker attacks. Only Energy Transfer, Seismic Smash and KO Blow have higher DPA values. Freezing Touch (FT) has higher DPA than Incinerate or Greater Fire Sword!
So what’s the problem? Well, FT is another DoT power so it doesn’t seem all that damaging on first glance. Also, let’s face it, its animation (along with that of Frost) aren’t all that impressive, especially compared to something like KO Blow. And I should point out, there are benefits to “Burst†damage where a given power (or short chain of powers) do a whole lot of damage at once regardless of the activation time. If Ice Melee had a 2nd high DPA attack to chain with FT, I’d say its burst potential would be fantastic, but alas, we don’t, and FT by itself won’t quite pack the same punch as some of the aforementioned big hitters, even though it animates quicker and you can be well on your way into another attack in the same timeframe.
Also, it’s a hold. People get distracted by that or are tempted to slot to maximize its mitigation potential. To that I say… Frankenslot! The same 2 Acc/Rech Taunt IOs from Frost, a Mako’s Acc/End/Rech and 3 Peroxes gives FT 74% Acc and Rech, 21% End redux and (near) ED capped Damage and Hold values. Even at lower levels, there's no reason to eschew damage in favor of holds since you can do both if you're willing to delve into IOs and frankenslotting. |
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