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Keep in mind that the moment you select your first bone in Edit Mode, to then have another bone Shift-selected thereafter so you can parent them, and then have them parented, is that the first bone selected, and any others before the last bone, will become children of * that* last selected bone.
Which is why you cannot re-select a bone that's already been parented to be a child like this, and then ask it to be the child of yet another bone too.
My advice is to just work from the tip and then inwards towards a possible root-bone.
I'm not sure if the same rules apply to "Connected" parenting, however.
This is what I've been doing:
1) So I select E from the foot bone to help make the IK bone
(This step breaks the Foot from the Leg)
2) Then Alt-P to unparent the bone, then turn off deform on the IK Foot Bone
(Unparented foot bone from IK foot back bone)
3) Select foot, then IK foot, then CTRL-P to keep offset
4) Gone into Pose mode then added the IK via the upper Leg/Foot connetion to the IK Target
(Shift-control-c for inverse kinematics)
Even tried deleting the top leg, re-extruded it from where the IK modifier that has the bone selected and it wouldn't stay connected to the bone.
Edit: I think I may have figured it out, one of the bones was reversed since it was going in the wrong direction, not sure why it was doing this every time I tried to make the bone structure but got the leg IK working.