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kaydendcuo
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Joined: 24 Oct 2016
Posts: 3

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re: Ice Tank post revamp - a Frosty look

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Hi everyone,

First time posting. Few folks have asked me in game about ICE tanking and a loadout. So I will share it here. This is my approach and working knowledge of the power. Not the only way to go about it and may evolve as time passes.

———
Load Out

Pulls --- Lasso (single target), Low Pressure (are pull: Flight movement)
Shields --- Winter Ward, Reflection, Shattered Restraint
Last slot --- HardLight Shield or Hibernation (super charge)


ICE’s pulls: Inescapable Storm (long range group pull) and Frost Snipe (single taunt) are fine to use. Personally, I prefer Low Pressure in the flight tree because it’s a 360 aoe pull. Has deceptively good range (A luxury other tank powers enjoy). For single taunt, I like Lasso over Frost Snipe because it also pulls and does a stun. Frost Snipe is still good; and will keep the immersion of an ICE character… over Wonder Woman’s lasso. :-)

Shield Rotation:

When a shield is active ICE tanks have an ice armor. The visual effects are ‘icicles’ protruding out of the character. When active, it’s also listed under CURRENT EFFECTS menu. As a general rule, ice armor aligns neatly with the cool down of ICE’s shields. In addition, ICE tanks gets a bonus of 100%+ dmg absorption at the first 12s. This is used to encourage ‘active tanking’; (fighting instead of just blocking). So after 100% dmg absorption wears, the ice armor is still giving a defense buff, but just not as high as it is with the the absorption.

Rotation: ideally you’ll want to have a shield active at all times when enemies are around.
Some players rotate after a shield power is off cool down
Currently, I hit next shield after the 100% absorption ends but before cooldown is done. Here’s ‘clock chart’

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Exceptions where one may hit another shield sooner:

1. Shield broke
Big hit(s) from boss or too many adds.

2. Need a property that only a specific shield has.

a) Group immunity (shattered restraint)
When Grundy points about to leave the tank, Ultimate Solder (raid). Or Stompa points and leave you in DWF.
When Ultimate Solder at final fight ‘SKULLS’ fist pump to air with lightening, ‘it stuns’ so giving your team immunity helps against the CC.

b) Strongest shield (winter ward):
Big attack coming, Reflection and Shattered Restraint may be on, but you want the strongest defense.

5. Hibernation (supercharge) - emergency button

Ex: GoM final fight, after the tentacles go down and group lines up for lightening bolt to pass from WW to Typhon. Tank do ‘burst’ pulls (i.e. Inescapable pull then Low pressure). With all the adds hitting you and sometimes a Tentacle can do a knock up. It’s an emergency button if the shields are breaking. Move’s animation is quick and also act as a taunt.

---------------
————————————————————
Footnotes post GU73 (revamp)

1. Ice Tanking now encourages active tanking.  
2. DEFENSE is a passive stat on gear.  Skill points can no longer be allocated to it.

Sample Character stats
DPS stance: defense = 13697
Tank stance: defense = 22600
Ice Armor in Tank stance: defense = 27394
 
Confirming the formulas in [Current Effects] 
Tank Role:
65% Defense (22600.05 = 13697 * 1.65), confirms the TANK role buff
 
Ice Armor:
35% Defense = 27394 = 13697 * 2
[Doubles base stats if tank role and ice armor (+65% and +35%)]
 
Moves that give Ice Armor (look for ‘shield’ in power description)
Winter ward,
Shatter restraint
Reflection
Iconic: amazon deflect and hardlight shield
 
Notes
*Bitter Wind is no longer a shield after GU73
*Shatter Restraint group immunity changed 4->8 man
*Winter Ward group immunity 8 now gone
 
Dmg absorption
All these shields have 100% dmg absorption at first 12s
Ice Armor duration at first 18s; yes iconic shields are giving ice armor.
 
Moves cooldown
Reflection: cooldown = 12s
Winter Ward, Shattered Restraint: cooldown of 18s
HL shield, Amazon deflection: cooldown of 30s
 

Winter Ward
- 100% dmg absorption gone after clock hand at 8
- Ice Armor duration gone after clock at 12
 
Shattered Restraint
- 100% dmg absorption gone after clock hand at 8
- Ice Armor duration gone after clock at 12
 
Reflection
- 100% dmg absorption gone exactly after move 12s duration
- Ice Armor during =18s, so armor last 6s even after Reflection finishes its cooldown
 
Amazonian Deflection and HL Shield
- 100 dmg absorption gone after clock hand at 5
- Ice armor duration gone after 7ish
 
Note: based on the numbers, it seems it’s possible to just alternate back and forth between reflection and winter ward; while entirely taking advantage of 12s dmg absorption. 

Tank supercharges
Deepfreeze - Ice armor briefly.
Ice Elemental (giant) - 20s,
25% control resistance
135% defense
20 control resistance

————————————————————
Ice Tanking Shields 10% cooldown from Manicles of Force - 11/11/2018 update

At level 120, 10% cooldown for all shields

18s Shields (Winter Ward and Shattered Restraint)
18s -> 16.2s - If Manicles of Force (10% reduction)
16.2s -> 14.4 - If back mod acceleration (10% more)

12s Reflection
12 s-> 10.8s

30s iconic shields
30s -> 27s

DCUO also allows back mods for Accelerated cooldown. For ICE the back mod slot allows it each of ICE's sheilds. In this case, we choose the strongest shield Winter Ward.

Winter Ward - (if double stacked)
a. 10 o’clock - DMG absorption ends
b. Ice armor is 1.25 % of the clock, which means after cooldown 3.6 more sec.

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Shattered restraint - (artifact only)
a. Almost 9 o’clock - - DMG absorption ends
b. Ice armor is 1.25 % of the clock, which means after cooldown 1.8 more sec.

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Reflection - (artifact only)
a. Dmg absorption used to match perfectly, now there’s 1.2s after cooldown is done
b. Ice Armor goes 8.2s after cooldown is done.

Iconic Shields
a. 5 o’clock - DMG absorption ends
b. 8 o’clock - Ice Armor only ends

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Last edited by kaydendcuo on Sun Nov 11, 2018 2:51 am; edited 2 times in total
BallandChain
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Joined: 10 Nov 2011
Posts: 161

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re: Ice Tank post revamp - a Frosty look

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Great info! Thanks for sharing Happy
kaydendcuo
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Joined: 24 Oct 2016
Posts: 3

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re: Ice Tank post revamp - a Frosty look

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At current time for the artifact it seems 120 level seens enough. To go full 160, it's a bit of stat boost and spreading of dmg from 3s -> 5s, which may help Healer reaction time but this remains to be seen.
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