EsoKujo

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  1. Stolen Joules (SS/ELA) has reached 50 as of this morning!
  2. [ QUOTE ]
    [ QUOTE ]
    Part of the problem is there is a lot of confusion on what Gauntlet is. My understanding is that the AOE powers mentioned above, Auras, the Taunt Power, temp powers are *not* using Gauntlet at all. Only some single target attacks use gauntlet. Gauntlet is a *small* aoe taunt bubble around a single target when you hit the target and your power is one that makes use of it.

    [/ QUOTE ]

    Gauntlet is a generic name for a variety of powers which all include an inherent 'Taunt' effect. The text says "Each time the Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker."

    So, what is an attack?
    * Any of your Melee Powers which damage a target, and many that simply apply a Status Effect. Single Target attacks are limited to 5 critters effected per attack. PBAoE's such as Whirling Mace are limited to the number of critters that take damage -- in this case, up to 10 critters.
    * Any 'Aura' powers you may have, such as Icicles or Invincibility.

    Note that there is no distinction between Primary and Secondary powersets, Epic Powersets or Pool Powers? These all have Gauntlet on them, to one extent or another (Pool Powers version is limited to 1 target, and only the direct attacks have it.)

    If you are dealing with +3's or higher, it may be worthwhile to slot a Taunt enhancer or two into the powers you are using. They *do* help.

    [/ QUOTE ]

    could you address the fact that gauntlet is only useful (couldn't think of a better word) in team play, worthless in solo and only potentially useful in pvp (teamed opponents don't tend to stand within a reasonable range of each other, and if they do, not for long).

    i understand the desire to have each AT with an inherent of some sort, but i don't understand why it's okay for all 5 CoV ATs (although fury is questionable in pvp) and 2 of the CoH ATs to have inherent powers that work in all aspects of play, and the rest do not. in some cases, inherents (like gauntlet, vigilance) are only noticeable in one aspect of play.

    sure, agro managing/damage absorbing defines a tanker's role, but taunt allows for that, as a tank's taunt is the strongest and has the greatest possible agro pull. and it can be used in all 3 aspects of the game (pulling in solo, saving a squishy's tail in team, pulling/agro managing in pvp). an AT's inherent should be something to enhance their primary abilities, not a second ability to do what a power in your secondary is already designed to do.
  3. [ QUOTE ]
    I am a bit new to tanking but my understanding of it, is that the tank attacks produce extra agro. Would you really want to remove the taunt, eliminating punchvoke, for 2% defense?

    If my understanding of this is correct, then I will take gauntlet.

    [/ QUOTE ]

    yes, i would gladly trade gauntlet for the defense boost...any day of the week. at least the defense boost would be useful in solo play, team play and pvp. gauntlet, however, is not useful in solo or pvp play (how often to teams stand close enough together that gauntlet will affect more than one?) and only marginally useful in team play. yep, give me the defense boost over gauntlet.
  4. [ QUOTE ]
    Quick FYI... "Penultimate" means "next-to-last," as in an order or positioning.

    [/ QUOTE ]

    well, his original post was the next-to-last version...the last being a post or two ago.
  5. since i can no longer edit my post here, any revisions will be made to this post:
    Stone/Stone Tank Guide For Issue 7

    once i'm satisfied with the changes, i'll repost the guide here. but feel free to keep the questions/comments/errors coming.
  6. the powers i would consider moving to later are brimstone, crystal and minerals. crystal would probably be my choice if you intend to keep it. hasten is a power you can almost do without depending on how you slot your attacks, but keeping it then swapping crystal and taunt should do you fine, without causing a loss of slots.
  7. [ QUOTE ]
    good guide

    Just a couple little tidbit text errors i found....

    When you described Tremor, you said it has damage comparable to Stone Mallet, when really it compares more to Stone Fist. *mumbles* I wish it compared to Stone Mallet...

    Also, Siesmic Smash is one of the very few powers with any kind of status effect above a magnitude of 3. It has a mag-4 hold attached to the power, meaning it can hold a boss in one application, and does not need to be coupled with an EPP hold. It can be hard to pick up sometimes since usually after you Siesmic Smash a Boss, you are following it with Mallets or Faults or Tremors or what have you, and then they start floppin around a bunch and you cant see the swirlies on his head, but they are there. It is almost exactly like Total Focus from Energy melee, which can also hold a boss in one application. The only difference is Total Focus is a Disorient.

    [/ QUOTE ]

    tremor information: noted...i think i did that in the last guide, too, oh well.

    as for seismic smash, yes it's mag is high, but it doesn't always hold in one application either. often, yes, but not every time, that's why i mentioned what i did about the holds from the APPs.

    thanks for the input, next time i'll clarify a bit more
  8. for you lvl 18 pick...i think i went with taunt at 16 (in a respec) and health at 18 and left stone skin out until mid to late 20s. stone skin can give you some s/l resist that you otherwise wouldn't have prior to granite. brimstone will come in handy during the sky raider respec, croatoa, etc.

    as for attacks that make the screen shake...well, that's most of them. i know the mallets do as well as seismic smash, probably tremor, fault and maybe even stone fists. it's a nice set for that.

    well, not being able to jump sometimes makes agro-keeping a chore. however, i have found that i rarely run both rooted and granite, so i can still usually chase down whoever runs. if that isn't quick enough, there's always taunt and, as you mentioned, a combat tp.
  9. [ QUOTE ]
    Amazing job again Eso!!

    I PM'd you with a few data changes

    [/ QUOTE ]

    i think i got them fixed now.
  10. INTRODUCTION
    This guide is an update of my earlier version, done prior to Issue 5 and Enhancement Diversification (commonly referred to as ED). I’ve spent the past year or so finishing off badges, teaming, doing TFs, etc. with my stone/stone tank, and have gained much more knowledge and experience since the writing of the last guide.

    So why did I play a stone/stone tanker? I initially began playing this tank for several reasons: 1) I honestly didn’t know of any other stone tanks on my server; 2) I absolutely refused to play an invulnerable tank due to their insane popularity at the time; 3) I wanted a challenge; 4) Stone secondary gives the feel of power. About the only thing I can remember complaining about stone/stone through the entirety of my tank’s career was the endurance costs for the secondary. It’s always been a very endurance-heavy set.

    With Stone Armor, you get a great amount of flexibility. Prior to 32, you rely primarily on defense, although you have access to some resistance. You also have a power unique to tanks of any sort, a toggle health regeneration power (Rooted). One other unique aspect of stone armor is it’s the only tank primary that has any sort of protection to psionic damage. While it’s not necessarily a large amount of protection, any psionic protection is better than none.

    Brutes always speak of SMASHing their foes, however, stone melee users have been experiencing that feeling from day one. Granted, tanks don’t SMASH to the same extent a brute can, but there’s nothing like using attacks that have hard-hitting sound and screen-shaking effects. From Stone Fists to Seismic Smash, you’ll have a hard time not feeling powerful throughout your tank’s lifetime.

    One thing I want you to keep in mind as you read through this guide, though, is that this is written from a PvE standpoint. I’ve done very little PvP, and I know little of the intricacies of PvP builds and how most powers work in that setting.

    You many also wish to grab this Hero Builder to help you along in planning your build, as well as keeping track of it.

    Changes/Updates from the previous Guide:
    1) Added more numbers for resistance, defense, recharge, damage, etc. for all applicable powers.
    2) Added a piece under each power in an attempt to describe what the power looks like.
    3) Updated activation times with those found through testing.
    4) Added more information to the section regarding Granite Armor, including effects of the penalties and how to work around them, if possible.
    5) Updated the descriptions of each power to match what is on the live servers.
    6) Increased information regarding power pools.
    7) Updated Ancillary Power Pool section to include all 4 pools.

    Common terms & abbreviations used in this guide:
    *Cost = Endurance cost for each power (for toggles, it is endurance per second; for click attacks, it is endurance per activation). The number following the cost in parentheses is the cost of the power with endurance reducers slotted in it.
    *Activation time = Time for each power to activate
    *Recharge = Time for each power to recharge without the use of hasten. The numbers following in parentheses gives adjusted recharge times with recharge enhancements.
    *Range = The range at which a certain power can be used. Melee range is 5, all other ranges are considered ranged attacks.
    *Brawl Index (B.I.) = Damage of the power compared to the tank’s brawl attack when the power being discussed is un-slotted. The number following the B.I. in parentheses is the B.I. with build up.
    *Usefulness = My personal rating scale on the usefulness of each power on a scale of 1 to 5, 1 being the least useful, 5 being the most useful.
    *Slotting= Various ways of slotting each power for desired outcomes (additional note: any slotting or percentages I give assumes +2 single origin enhancements, as that is the most common and easiest to achieve at level 50). The suggested slotting is based on two things: 1) How I would slot these powers if I were to use them myself assuming #2; 2) Not everyone has access to Hamidon Enhancements.
    *My Slotting = Having access to Hamidon enhancements (HOs), my actual in-game slotting will, in most cases, be different than what I am suggesting
    *Animation/Visual = My attempt to describe what the animations of each power is like

    STONE ARMOR
    You can transform your skin into various forms of rock and stone. Stone Armor is one of the only Tanker Defensive Power Sets that offers defense to Psionics. Stone Armor offers amazing defense, but a few stone armors are mutually exclusive to each other. Some Armors, although offering superior defense, also slow you down due to its enormous bulk.


    One of the cooler looking primaries of the tank sets, at least in my opinion. You will be quite tank, regardless of your secondary. Stone armor is wonderful in that it gives you several options for use, granting you a flexibility that no other set gives you, at least not to the same degree.

    Rock Armor: Your skin becomes stone while this power is active. Rock armor protects you from smashing and lethal attacks. They are less likely to land and affect you. Rock Armor also grants you resistance to Defense Debuffs. Cannot be active at the same time as granite armor. Recharge: Fast.

    Cost: 0.24 (1 – 0.17)
    Activation Time: 1
    Recharge: 4
    Usefulness: 5/5
    Suggested slotting: 1 End/3 Def
    My slotting: 1 Cyto/2 Def

    Animation/Visual: A few rocks stick out of your body in various places. Not graphically intensive, as it leaves you able to see most of your costume.

    Defense: Base - 17% (1 – 20.74; 2 – 24.41; 3 – 26.67)

    This is one of your two options to take at level 1. The nice thing about this power is that it is not only useful early on in the game, but this will come in handy in the late game as well. You can use it when soloing or fighting smaller mobs when the damage you are taking can be healed reasonably quickly by rooted.

    The way defense works makes this power really nice for the duration of the game. While the power provides defense to smash/lethal attacks, it CAN protect against other sorts of damage. Most damage has some sort of smash/lethal component to it. For rock armor to be effective, only a portion of the incoming damage needs to be smashing or lethal. For instance, if an attack is composed of fire and smashing damage, the attack will do a check against your smashing and fire defense. Whichever value is higher, that is the value the to-hit check is based on. So, having no fire defense and rock armor, you would still be protected against a fire/smashing attack.

    Stone Skin: Your tough skin is naturally resistant to smashing and lethal damage. This power is always on and costs no endurance.

    Cost: NA
    Activation Time: NA
    Recharge: NA
    Usefulness: 3/5
    Suggested slotting: 1-3 Res
    My slotting: 1 Res

    Animation/Visual: N/A

    Resists: Base 12.5% (1 – 15.25; 2 – 17.95; 3 – 19.61)

    The other of your two choices from your primary pool at level one. Stone skin gives a base of 12.5% resistance to smashing and lethal damage (for no endurance cost, since it’s an auto-power), making it the only passive to survive the global defense/resistance nerf. This is pretty useful early on, as it is your only source of smash/lethal resistance. Now, you can get smash/lethal defense from rock armor, but in order to have resistance, you will need this power.

    The nicest thing about stone skin is that it stacks with granite armor. The default slot WITHOUT an enhancement in it is enough to cap your smash/lethal resistance when combined with granite armor (assuming you 3 slot granite with resist enhancements).

    Earth’s Embrace: You are so connected to the earth, you can draw upon its power to add to your own health. Activating this power increases your maximum hit points, and grants you resistance to toxic damage. Recharge: Very Long.

    Cost: 10.4
    Activation Time: 1
    Recharge: 360 (1 – 263.5; 2 – 208.17; 3 – 183.22)
    Duration: 120
    Usefulness: 5/5
    Suggested slotting: 3 Rchg/1-3 Heal
    My slotting: 3 Rchg/1 Heal

    Animation/Visual: The animation starts off with the same animation as recall friend. However, instead of recall’s “pulling” motion, rocks are pulled up from the ground with a green glow (the green glow also stays around after the animation finishes for the duration of the power). Very nice animation.

    Heal & Hitpoint Boost: Base – 40% (1 – 54.65; 2 – 69.17; 3 – 78.59)

    This is stone armor’s version of dull pain, and has by far the best animation for a dull pain-type power I’ve seen. Earth’s embrace boosts your number of hit points by at least 40%, more if you slot heals in it. This is good for several reasons: one, more hit points are always good; two, combined with rooted, it will increase your regeneration of hit points over what rooted will do on its own. Also, early on, this will give you a large heal as well as help you in your fights against the Vahzilok, as it provides some toxic resistance.

    Three recharges is pretty standard for most dull pain-type powers. Since ED, it’s no longer able to be kept permanent, but with 3 recharges, it can be used quite nicely as an emergency heal, and quite a large one at that. Each heal enhancement added to earth’s embrace not only adds to the overall heal of the power, but also the number of hitpoints you will have for the duration of this power.

    Mud Pots: While this power is active, you draw upon the geothermal power of the earth to create a bubbling pool of hot mud around yourself. All foes within melee range will become snared and entrapped in the mud, immobilizing some and slowing others. The boiling heat from mud pots also deals some damage over time to the snared foes. Damage: Minor (DoT), Recharge: Fast.

    Cost: 0.98 (1 – 0.72; 2 – 0.57; 3 – 0.5)
    Activation Time: 2
    Recharge: 4
    Brawl Index: 0.42 fire damage per tick (0.8); [1 – 0.57 (1.0); 2 – 0.72 (1.1); 3 – 0.82 (1.2)]
    Usefulness: 5/5
    Suggested slotting: 2-3 End (after the endurance reductions, you can add any combination of damage, taunt, slow, or accuracy as you see fit)
    My slotting: 3 End/3 Dam

    Animation/Visual: Starts with the same animation as recall friend, and then surrounds you with a bubbling pool of mud.

    I really like this power, mainly for its ability to taunt anything in melee range and keep its attention focused on me. I’ve never really noticed the slow or the immobilize effects on the mobs (mostly because I am too busy beating them down), but I don’t see that as the biggest reason to take this power. The main reason to take it is to keep the guys in melee range of you mad at you. I highly recommend this power, but being the endurance-heavy power that it is, I suggest that it be put off until after you get stamina.

    Recent changes to mud pots may influence your slotting. The damage portion of this power now requires a to-hit check for each mob within range. However, the debuff (slow, immob) portion does not require the to-hit check. So, if you wish to use this power as a damage dealer, you may want to add an accuracy enhancement. The taunt will still take effect, though, because the debuffs are still occurring.

    Rooted: While this power is active, you merge with the earth and draw forth its power to become resistant to knockback, immobilize, sleep, hold, disorient and endurance drain effects, and increase your hit point regeneration rate. You must remain in close contact with the earth, so you will move extremely slow and you cannot activate fly powers, sprint, super speed, or jump powers while this power is active. Rooted also grants you resistance to Defense Debuffs. Recharge: Fast.

    Cost: 0.19 (1 – 0.14)
    Activation Time: 2
    Recharge: 4
    Usefulness: 5/5
    Suggested slotting: 1 End/3 Heal or 3 Heal
    My slotting: 1 Golgi/2 Heal

    Animation/Visual: The lower portion of your legs are covered in a dark layer of stone. The one thing I have against this power visually is that it is a different color than granite, but, overall, it’s not bad.

    Heal: Base – 100% (1 – 136.63; 2 – 172.95; 3 – 196.48)

    Don’t let the negatives stop you from getting this power, in fact, take it right away. Stone armor is the only tank primary that has the ability to regenerate its own health outside of taking the fitness pool, and rooted provides a base heal rate of 100%. According to Rexpendable, it will fully heal you in 55 seconds with unslotted health. The movement speed can be countered by taking swift and 3-slotting it. I have yet to be drained of endurance while running rooted, which makes sappers and carnies less of an issue. Use with granite and you’ll be amazed at what you can tank.

    Brimstone Armor: While this power is active, your skin becomes encrusted with cracked magma. Brimstone armor makes you highly resistant to fire and cold damage. Cannot be active at the same time as granite armor. Recharge: Fast.

    Cost: 0.24 (1 – 0.17)
    Activation Time: 1
    Recharge: 4
    Usefulness: 3/5
    Suggested slotting: 1 End/3 Res or 3 Res
    My slotting: N/A

    Animation/Visual: Your body is covered is molten rock. It’s a dark coloring, with red glowing lava coming through the cracks in the rocks. Covers a good bit of your body, a bit more than Rock Armor, but you’ll still be able to see your costume.

    Resists: Base – 25% (1 – 30.5; 2 – 35.9; 3 – 39.23)

    This armor grants you a base of 25% resistance to fire and cold attacks, and 3 even level SOs will give you 40% resistance to those two types of attacks. This armor looks really cool on top of the decent resists that it grants.

    Crystal Armor: While this power is active, your skin becomes encrusted in various quartz crystals. Crystal armor makes energy and negative energy attacks less likely to hit. This power also grants you resistance to Defense Debuffs. Cannot be active at the same time as granite armor. Recharge: Fast.

    Cost: 0.24 (1 – 0.17)
    Activation Time: 1
    Recharge: 4
    Usefulness: 3/5
    Suggested slotting: 1 End/3 Def or 3 Def
    My slotting: N/A

    Animation/Visual: You put your arms straight up in the air, much like you’re summoning a rain-type power, then a bunch of light-blue colored crystals come out of your body. It’s similar to Rock Armor in terms of body coverage, but in my opinion, the ugliest of the armors.

    Defense: Base - 17% (1 – 20.74; 2 – 24.41; 3 – 26.67)

    This armor acts much like rock armor, only crystal armor provides a base 16% defense to energy and negative energy. Defensively, it will work like rock armor, protecting against any damage that is partly energy or negative energy. I originally picked this armor up with the intentions of using it to deal with the enemies that drain endurance, as those attacks tend to be energy attacks. But with the changes to rooted, crystal armor became obsolete to me, so I got rid of it with my first respec, and I’ve never missed it since.

    Mineral Armor: Activating this power summons several rare earth rock minerals to orbit around you. These minerals can disperse though patterns and make psionic attacks less likely to hit. They also bring clarity of mind and increase your perception to see hidden foes, and grants resistance to confusion. Cannot be active at the same time as granite armor. Recharge: Fast.

    Cost: 0.24 (1 – 0.17)
    Activation Time: 1
    Recharge: 4
    Usefulness: 4/5
    Suggested slotting: 1 End/3 Def or 3 Def
    My slotting: 1 Cyto/2 Def

    Animation/Visual: The visual on this power is 3 purple/pink colored rocks swirling around your head. The rocks are not very big, and the overall visual isn’t too intensive, though. When I have it on, I tend to not notice it after a little bit.

    Defense: Base - 17% (1 – 20.74; 2 – 24.41; 3 – 26.67)

    Yet another armor with a base defense which is the same as rock armor, but this time to psionic attacks. Yes, that’s right, psionic attacks. Stone armor is the only tank primary that grants any kind of psi protection. Get it, definitely, but you could probably wait until the early 40s if you so wished. With the number of psionic villains in the late game, you should really take this power.

    In the past, I’ve awed people by what I could do with this armor combined with rooted and earth’s embrace. I’ve herded up 40+ psi villains and stopped to have a conversation with teammates. While this is no longer the case due to the agro limitations and the lessened defense offered by minerals, I still suggest taking this power. It will come in handy. Fortunately, stone tanks are still sought after for tanking psi villains in the late game, so don’t miss out on the extra experience and fun of tanking what few others can tank.

    Granite Armor: When you activate this power, you are transformed into a massive bulk of unyielding granite. Your incredible mass makes you almost completely invulnerable. However, you become quite heavy, cannot fly, your attack and movement speed are slowed and you do less damage. Granite armor also grants you high resistance to Defense Debuffs. Cannot be active at the same time as the other armors in the set, fly powers, sprint, super speed or jump powers. Recharge: Slow.

    Cost: 1.5
    Activation Time: 1
    Recharge: 8
    Usefulness: 5/5
    Suggested slotting: 3 Res/0-3 End/0-3 Def
    My slotting: 2 Ribos/1 Cyto/1 Res/2 Def

    Animation/Visual: The animation begins by you puffing your chest out a bit, then you are transformed into a solid mass of granite. No matter your hero’s size, you will be transformed into an 8 foot tall mass of granite. You will look like the minions of the Devouring Earth known as Boulders.

    Defense: Base – 20% (1 – 24.4; 2 – 28.72; 3 – 31.38)
    Resists: Base – 50% (1 – 61; 2 – 71.8; 3 – 78.45)

    Finally, the level 32 power, your reward for 31 levels of hard work. Granite has a base resistance of 50% to everything EXCEPT psionic attacks and a base defense of 20% to everything EXCEPT psionic attacks. Some will say that this power is all you need from here on out, and others, like myself, prefer to use it as a situational power as opposed to a 24/7 armor. While you are able to use this armor 24/7, I wouldn’t suggest it, because the penalties will get to be annoying. You are certainly able to survive very well with the armors other than granite, far better than some people seem to think.

    While it shares a few penalties with rooted (and the penalties stack), there are a few more associated solely with granite. While in granite, you also have a recharge penalty, slowing the recharge rate of all your powers (a 70% recharge penalty, which is about the same as hasten’s bonus). You will also have a damage penalty, roughly equal to that of 1 SO damage (if I remember correctly, it’s a 30% damage penalty).

    I highly recommend this power with 3 resist enhancements slotted in it at least. The last 3 slots can be filled as you see the need to. It’s endurance drain isn’t too bad, roughly the same as running the other 3 armors, but adding an endurance reducer isn’t bad. A common 6-slotting of this power is something like 3 resist, 1-2 end reducers and 1-2 defense. That slotting will give you great resists, decent defense and a lessened endurance cost.

    Now, while the penalties may look harsh, think about what you are getting in return for granite: high resists to everything except psionic attacks, some defense, status protection…all for a total of 3 slots in this power. The damage penalty isn’t all that bad, especially if you like to team, and considering tanks aren’t meant to be the damage dealers. The recharge penalty can get a bit annoying, but it can be countered to some extent with hasten, or more fully with recharge enhancers.

    Unfortunately, there is really no way to work around the damage penalty of granite, aside from outside buffs. However, as I mentioned, you can somewhat offset the recharge penalty with hasten or recharges in your powers. After ED, I chose the latter, as hasten is up less than half the time now and the end drop at the end is annoying. With 2 recharges in my attacks, they will recharge at almost the same speed in granite as they would outside of granite if they had no recharges.

    Just what does a 70% recharge PENALTY look like? Well, here’s some numbers for you too consider. The number in parentheses is the base recharge time for each power. The following 3 numbers represent the recharge times (in seconds) in granite with zero, one and two recharges, respectively.

    Stone Fist (4): 13.3; 6; 3.89
    Stone Mallet (8): 26.7; 12; 7.77
    Heavy Mallet (13): 43.3; 19.5; 12.63
    Taunt (10): 33.3; 15; 9.72
    Build Up (90): 300; 135; 87.5
    Fault (20): 66.7; 30; 19.4
    Hurl Boulder (8): 26.7; 12; 7.77
    Tremor (14): 46.7; 21; 13.6
    Seismic Smash (20): 66.7; 30; 19.4

    Basically, what happens is that granite more than TRIPLES your recharge time for you powers unless you slot them for recharge. One recharge alone will drop the penalty from a 200+% increase in recharge time to only a 50% increase in recharge time. Two recharges allows you to overcome the recharge penalty, but only slightly when compared to the power’s recharge time outside of granite and without any recharge enhancements slotted.

    Now, this will present you with a bit of a problem. If you choose to take hasten and not slot for recharge, you’ll be fine for about half the time. However, when hasten is down, you’ll be in a world of hurt when you’ve cycled through your attacks and you’re waiting for another one to recharge. If you choose to skip hasten and slot two recharges, you’ll be golden while in granite, as your powers will recharge slightly faster than the unslotted version outside of granite. However, if you spend much time outside of granite, you’ll be wishing you had the endurance pool of an AV. Unless you pace your attacks, you’ll go through your endurance faster than you can imagine.

    The third option is to slot your powers with one recharge. While in granite, this will give you slightly slower recharges on your attacks, however, outside of granite, you won’t run through endurance quite as fast. Slotting for one recharge also gives you the chance to slot for endurance reduction as well, further increasing the length of time you’re able to fight both in and out of granite.

    The jump, fly and running penalties can be made up for with a couple different power pools, teleport and fitness. With the running debuff from granite and rooted, swift (slotted with 3 run speeds) is almost required in order to move at a decent pace with either one running. Counteracting the fly and jumping penalty is almost going to require teleport. Teleport is the ONLY travel power that you can use with either granite or rooted running. The nice part is that you can get 3-dimensional movement, and either a team friendly prerequisite (recall friend) or a pulling tool (teleport foe).

    For PvPers: Granite cannot be detoggled by any power that has a chance to detoggle an opponent’s powers. Granite can, however, be detoggled as a result of lack of endurance or having enough mezzes stacked to overcome granite’s mez protection.

    STONE MELEE
    You can use the power of earth and stone to do battle with your foes. Stone Melee allows you to strike with fists of stone, summon earthen weapons, and even quake the very ground itself.


    Stone melee is a very powerful looking and sounding set of attacks. Slamming enemies and shaking screens is what a tank’s attacks should do, and you won’t be disappointed in that aspect of this set. However, like most tank secondaries, it is endurance heavy. All damage is smashing damage from this secondary.

    Stone Fist: Your stone covered fists attack swiftly for moderate damage and may disorient your opponent. Damage: Moderate, Recharge: Fast.

    Cost: 5.2 (1 – 3.81)
    Activation Time: 0.8
    Recharge: 4 (1 – 2.93; 2 – 2.31)
    Range: 5
    Brawl Index: 2.78 (5.6)
    B.I. @ 3 damage enhancements: 5.46 (8.2)
    Usefulness: 4/5
    Suggested slotting: 1 Acc/3 Dam/1 Rchg
    My Slotting: 1 Acc/3 Dam/1 Rchg

    Animation/Visual: Your hands will be covered in stone, then a quick punch at your opponent.

    This is your basic starting attack, pretty good damage with a chance to disorient. Take it cause you have to.

    Stone Mallet: Your control over the earth allows you to form a mallet of solid stone. This stone mallet deals heavy damage, and can knock down weak foes. Damage: High, Recharge: Moderate.

    Cost: 8.53 (1 – 6.24)
    Activation Time: 1.3
    Recharge: 8 (1 – 5.36; 2 – 4.63)
    Range: 5
    Brawl Index: 4.56 (9.1)
    B.I. @ 3 damage enhancements: 8.95 (13.5)
    Usefulness: 5/5
    Suggested slotting: 1 Acc/3 Dam/1 End/1 Rchg
    My Slotting: 1 Nuc/2 Dam/1 End/1 Rchg

    Animation/Visual: A large mallet of stone materializes in your hand, then you swing it with two hands in a downward motion on your opponent’s head.

    The mallets are what make this set sound so powerful. You rip a mallet out of the ground and slam it on the heads of your foes with a chance to knock them down. It hits pretty hard, sounds great and will be one of your staple attacks throughout the game.

    Heavy Mallet: A more impressive form of stone mallet, the heavy mallet deals more damage, but is slower to swing. It has a greater chance of knocking down opponents. Damage: Superior, Recharge: Slow.

    Cost: 11.86 (1 – 8.68)
    Activation Time: 1.3
    Recharge: 13 (1 – 8.78; 2 – 6.94)
    Range: 5
    Brawl Index: 6.3 (12.6)
    B.I. @ 3 damage enhancements: 12.44 (18.8)
    Usefulness: 5/5
    Suggested slotting: 1 Acc/3 Dam/1 End/1 Rchg
    My Slotting: 2 Nuc/1 Dam/1 End/2 Rchg

    Animation/Visual: A larger, slightly different looking version of stone mallet, materializes in your hands, and you use what looks like a combination golf/baseball swing to hit your opponent with an upward swing.

    Similar in looks to stone mallet, but that is about it. It’s an uppercut-type attack with a knockdown effect, but it hits really hard compared to stone mallet. The chance to knockdown a foe is greater than that of stone mallet, but its end cost is higher as well.

    Taunt: Taunts a foe, and all foes around him, to attack you. Useful for pulling villains off an ally who finds himself in over his head. Taunted foes tend to ignore other heroes and focus on you for quite a while, so use this power cautiously. An accuracy check is not required to Taunt your foes. Recharge: Slow.

    Cost: NA
    Activation Time: 2.8
    Recharge: 10 (1 – 7.32; 2 – 5.78)
    Range: 70
    Brawl Index: NA
    Usefulness: 4/5
    Suggested slotting: 2 Rchg/1-3 Taunt
    My Slotting: 2 Rchg/1 Taunt

    Animation/Visual: This has a grunting sound, and with your hand you’re motioning toward your opponent to come at you.

    Well, it’s taunt. It’s autohit and has an area of effect that ticks off everything close to the guy you used it on. Those affected by this will focus their attacks on you and is a great help in keeping agro on you.

    Build Up: Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Recharge: Long.

    Cost: 6
    Activation Time: 1.3
    Recharge: 90 (1 – 65.87; 2 – 52.04; 3 – 45.81)
    Duration: 10
    Brawl Index: NA
    Usefulness: 3/5
    Suggested slotting: 3 Rchg
    My Slotting: 2 Memb

    Animation/Visual: The same as all other build up animations.

    Boosts your base damage by 100% and your base acc by 62.5% for 10 seconds.

    Fault: This powerful stomp can cause a seismic disturbance. This will crack the earth itself and send a fault toward a targeted foe, throwing him and nearby foes into the air and possibly disorienting them. Fault deals no damage on its own. Recharge: Slow.

    Cost: 10.2 (1 – 7.46)
    Activation Time: 2.3
    Recharge: 20 (1 – 14.64; 2 – 11.57)
    Range: 20
    Brawl Index: NA
    Usefulness: 3/5
    Suggested slotting: 2 Acc/2 Rchg
    My Slotting: 2 Acc/2 Rchg

    Animation/Visual: This power’s animation begins with a footstomp to the ground, causing a large chunk of the ground to come up beneath your target. Depending on the size of the target for this power, the chunk of ground that comes up can be small, or be large enough to cover your screen for a short time.

    A footstomp on the ground that causes rock to come up from the ground to knockdown foes within its short range, with a chance to disorient them, but does not deal any damage. Early on I took this power to use as a filler in my attack chains, but later respec’d it out, mostly because I wanted a bit more damage in my build since I soloed a decent amount. Definitely a useful power for controlling the mobs close to you.

    Hurl Boulder: You are able to tear up a chunk of ground beneath your feet and hurl it at an enemy. This attack deals moderate damage, and can knock foes back and even drop them out of the air if they are flying. Damage: Moderate, Recharge: Moderate.

    Cost: 9.36 (1 – 6.85)
    Activation Time: 4
    Recharge: 8 (1 – 5.36; 2 – 4.63)
    Range: 40
    Brawl Index: 4.56 (9.1)
    B.I. @ 3 damage enhancements: 8.95 (13.5)
    Usefulness: 2/5
    Suggested slotting: 1 Acc/3 Dam/1 End1 Range
    My Slotting: N/A

    Animation/Visual: You lean over to the ground and rip a chunk of rock from ground, hurling it with both hands at your opponent. Nice visual, just takes longer than I’d like it to.

    This has a short range (about 1/3 less than a blasters first few attacks) but deals pretty good damage and does knockback as well. It also has the added benefit of bringing down flying enemies. The animation time is a bit long, which can be both good and bad. Good because it can help you recover a bit of endurance, bad because you can be attacked during the animation. I took it to add a bit of ranged damage to my arsenal.

    Tremor: You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Damage: Moderate, Recharge: Slow.

    Cost: 13.5 (1 – 9.9)
    Activation Time: 3.5
    Recharge: 14 (1 – 10.25; 2 – 8.1)
    Range: PBAoE (25 ft)
    Brawl Index: 2.78 (5.6)
    B.I. @ 3 damage enhancements: 5.46 (8.2)
    Usefulness: 5/5
    Suggested slotting: 1 Acc/3 Dam/1 End/1 Rchg
    My Slotting: 2 Nuc/1 Dam/1 End/2 Rchg

    Animation/Visual: Exact same animation as Total Focus from energy melee, you jump up in slow motion with two hands raised above your head, and come down slamming your hands on the ground, causing a tremor-effect on the ground, knocking down most of the foes within range.

    Tremor is your only source of AoE damage in the set. Its damage is comparable to stone mallet, but it affects everyone within melee range, assuming it hits everything. Again, another animation that will make you sound and look powerful. Also, tremor has a knockdown effect.

    Seismic Smash: This massive attack hits with all the force of the earth itself. it deals tremendous amounts of damage, and may hold the target if they are not defeated outright. Damage: Extreme, Recharge: Slow.

    Cost: 18.5 (1 – 13.55)
    Activation Time: 1.7
    Recharge: 20 (1 – 14.64; 2 – 11.57)
    Range: 5
    Brawl Index: 9.89 (19.8)
    B.I. @ 3 damage enhancements: 19.43 (29.3)
    Usefulness: 5/5
    Suggested slotting: 1 Acc/3 Dam/1 End/1 Rchg
    My Slotting: 2 Nuc/1 Dam/1 End/2 Rchg

    Animation/Visual: Again, your hands are covered in stone and you perform a two-handed overhand smash on your opponent’s head.

    The capstone of your attacks, seismic smash slams your opponent on the head with incredible force, with a chance to land a hold on them. I love this power. It has excellent damage and a quick animation, but it’s a great power. The animation, I think, should be the same as what tremor’s is, but I like it still. If you combine Seismic Smash with a hold from the epic pools, you’ll be able to hold a boss in two shots, assuming both hit.

    POWER POOLS:
    CONCEALMENT:
    Seems kind of pointless for a tank. Our job is to maintain agro, not hide from the bad guys. Now, if you want it for zipping to the end of missions in arcs or TFs to speed them up, that’s one thing…well, in fact, about the only reason I’d even consider this pool. Like I said, I think this power is mostly useless for a tank.

    FITNESS:
    Definitely a pool you will need, and for once, the 3 powers I suggest that you take will actually be quite useful to you. Swift will be your best friend, especially slotted with 3 run speeds, as it will help to overcome the speed penalty associated with rooted and granite. (Keep in mind, though, that while both powers are running, you’re still very near the slow cap in terms of run speed. The only way you will overcome that is with speed boost.) Health will improve your heal rate (3 slotted for health), and combined with rooted, you’ll heal a fair bit faster. Stamina, of course, you’ll be hard-pressed to go without. Stone melee is very endurance heavy and you’ll see your blue bar disappear quickly without stamina.

    FIGHTING:
    This might help early on when you have a lack of resists, but in the late game becomes more of a waste of powers (remember, this is my opinion), especially when you have granite armor. With granite, tough is not needed and the defense from weave can be obtained from defense inspirations.

    Should you choose to go for tough, you’ll at least be able to make use of boxing/kick on your way to tough. With the recharge penalty of granite, I have found it quite nice to have quite a few options when it comes to attacks. Boxing gives a small chance to disorient and kick gives a chance to knock back (the knock back will mesh nicely with stone’s knock back/down).

    Tankers get the highest bonus from tough and weave when compared to the other ATs. Keep in mind, though, that the endurance costs for these powers were increased a few issues back, and will cause more endurance drain on you than they had previously (both now cost approximately 0.33 endurance per second).

    Tough: 15% base resist (1 – 18.3%; 2 – 21.54%; 3 – 23.54%)
    Weave: 5% base defense (1 – 6.1%; 2 – 7.18%; 3 – 7.85%)

    FLIGHT:
    Flight is my travel power of choice. I took air superiority early on for an extra attack, and have not looked back since (Well, except for that time I decided to give teleport a try as a main travel power…then promptly ditched that idea to go back to flight the first chance I got). Air superiority is a great crowd control power, as it has an excellent chance of knockdown, even against bosses.

    LEADERSHIP:
    The low bonuses for a tank do not make this pool too appealing for much outside of PvP. Some may think that taking assault will help offset the damage penalty from granite, but that’s not really the case. You can make up a bit of it that way, however, you’ll be adding to your endurance problems. For a tank, the low bonuses and high endurance cost do not make this a set that I think tanks should get.

    LEAPING:
    One of my least favorite mode of travel (sadly, it’s #2 on my list of travel powers to take, but that does say much considering it’s ahead of teleport and super speed). Combat jumping doesn’t stack with rooted or granite, so if you’re wanting this pool for travel, I’d suggest taking jump kick. You can use it as a main method of travel if you wish, and use teleport while in granite and/or rooted.

    MEDICINE:
    As a tank, you should not have to worry about healing and rezzing others. And, to make it more difficult for a tank to do this, the heals are interruptible. Having rooted, health and earth’s embrace, you’ll rarely find the need to heal yourself, especially when you combine all of those with granite. That’s not to say you can’t take this, however, you may have a hard time trying to squeeze it into your build.

    PRESENCE:
    You could take this pool for the extra taunt if you like, but I chose not too. Some like to use provoke and taunt to make up for the recharge penalty of granite. If you decide to go that route, be sure to slot provoke with accuracy enhancements, as it requires a to-hit check, unlike taunt.

    SPEED:
    Hasten will help counter the recharge penalty of granite, but not completely counter it. The penalty is more than the benefit from hasten, so even 6 slotted BEFORE ED, hasten could not be permanent in granite. Now, it’s available roughly about half the time while in granite. During that time, however, it will still be helpful, as it will keep you from gouging your eyes out waiting on powers to recharge. So, if you do decide to take hasten, 3 slot it with recharge and be ready to gouge your eyes out waiting for it to come back.

    I chose to drop hasten completely from my build after ED. If you choose not to take hasten, you’ll have to come up with some way to compensate for your recharge times while in granite. You can either slot your attacks with 1 or 2 recharges, depending on how much time you devote to playing in granite armor, or depending on how often you’re able to team up with someone who can buff your endurance and/or recharge speed. I chose to slot my attacks with recharges, mostly because I didn’t want to deal with the frustration of the downtime with hasten.

    TELEPORT:
    I chose recall friend to open this pool as it is quite team friendly. Either this or teleport foe will open up the teleport pool. Other than running, teleport is the only way you will get anywhere in decent amount of time in either granite or rooted, especially if you have both running at once. You could use this as your primary travel power if you like, and open up another couple power slots for other power pools, but I hate traveling with teleport. Getting around places like Dark Astoria is a pain, and lagging while teleporting can get you in some big trouble.

    Depending on how comfortable you are with your tank and teammates, you can skip this pool entirely. However, I strongly recommend taking this pool for, if nothing else, travel while in granite and/or rooted.

    *** One thing to note on traveling is how to travel. If you have to move in granite, I suggest using teleport, unless you are very familiar with what you can and cannot do while moving in granite/rooted. If you have only rooted running, you can get away with using other travel powers. Here is why: the recharge time on rooted is far shorter than that of granite. What this allows you to do is turn rooted off, travel to where you want to go, and turn it back on. With granite, you might be left waiting for a bit.***


    ANCILLARY POWER POOLS:
    ARCTIC MASTERY: I’ve toyed with this pool a bit on my fire tank, and I’m not overly impressed, but it’s not bad. You get an immoblization power, a hold, a single target blast and a rain. Of all the powers in the set, and especially for stone/* tanks, the rain is the least useful of the powers. It does like any other rain and scatters your enemies, which is not what you want to have happen as a tank.

    Chilblain: Single target immoblization with a fairly quick recharge time.
    Block of Ice: Single target hold with a long recharge time, however, when stacked with another hold, you can lock down a boss quickly.
    Ice Blast: Just like the blaster version, a single target ranged attack.
    Ice Storm: A buffable rain power, it has a 2 minute recharge and covers a 40 ft area around where you target it.

    EARTH MASTERY: This set is probably the best set for stone/stone, at least thematically. This set comes with an immobilization power, a hold, an AoE sleep and a ranged AoE disorient. Of all the powers in this set, the most useful are the first two, stone prison (the immob.) and fossilize (hold). Stone prison has a quick recharge and is nice for grabbing runners quickly. Fossilize (or any hold for that matter) combined with Seismic Smash will hold a boss. Salt crystals, the AoE sleep, is somewhat anti-tanking. However, it does have a positive attribute, a defense debuff. The final power, stalagmites, is a very watered down very of the earth controller power. The damage isn’t that great, has a hefty recharge and the chance to disorient is quite low.

    Stone Prison: A single target immoblization power that recharges pretty quick.
    Fossilize: A single target hold with a long recharge time.
    Salt Crystals: An AoE sleep power that includes a defense debuff (the debuff is about all that makes this semi-useful to a tank).
    Stalagmites: A very watered down version of the controller power, this power has a very small chance of disorient, does little damage and a very long recharge. My opinion is that this power should be used for nothing more than a range taunt, if you use it at all.

    ENERGY MASTERY:
    If you’re suffering endurance or accuracy issues, this is the set for you. Conserve power gives you 90 seconds with your powers costing half as much as normal. Focused Accuracy is a toggle to-hit buff, which is quite nice to have late in the game, and it also grants a bonus to perception. Laser Beam Eyes is a ranged laser shot from your eyes (duh) that will slightly debuff your target’s defense. Energy torrent is a ranged, cone attack that does knockdown to your targets. It’s useful for crowd control as well as grabbing agro.

    Conserve Power: A 50% endurance discount for 90 seconds and has a base recharge time of 10 minutes.
    Focused Accuracy: A toggle tohit buff that also grants a bonus to perception.
    Laser Beam Eyes: Lasers are fired from your eyes from a medium range at your target, does damage similar to stone fists and debuffs defense.
    Energy Torrent: This attack does less damage, however it’s done in a cone attack and has a chance to knock back/knock down your foe.

    PYRE MASTERY:
    This is the set that I am least familiar with, although I have used it. You get, like earth and cold masteries, a ranged immobilization power and a ranged hold. The third and fourth power choices are a ranged single-target attack (fire blast) and a ranged AoE attack (fire ball). This set has quite a bit of utility, and not just for the immobilize and hold. Fireball is used by many as another ranged taunt power, as well as a damage power.

    Ring of Fire: A single target immoblization power with a quick recharge.
    Char: A single target hold that has a long recharge.
    Fire Blast: The same power as the fire blaster’s version, a single target blast.
    Fire Ball: The same as the fire blaster’s version, a large ball of fire that explodes on impact affecting multiple targets.

    ACCOLADES:
    Some accolades you may wish to get are listed below. These are the accolades that boost your endurance and your hitpoints.

    Freedom Phalanx Reserve: +10% HP
    Achievement: Gearsmasher, Tank Buster, Unveiler
    Exploration: Brawler, Keen Sighted, Nimble Mynx, Purifier, Regal, Summoned, Vigorous
    History: Authority
    Portal Jockey: +5% Hp & +5% Max Endurance
    Achievement: Dimensional Warder
    Exploration: Multidimensional, Shrouded
    History: Scholastic
    Atlas Medallion: +5% Max Endurance
    Accomplishment: Spelunker
    Achievement: The Silver Bullet, The Slayer
    Exploration: Top Dog
    History: Pupil
    Task Force Commander: +5% HP
    Complete all six (6) of the original task forces: Positron, Synapse, Sister Psyche, Citadel, Manticore & Numina.

    GENERAL TACTICS:
    Pre-32 and Granite Armor:
    The first 31 levels, you’ll be without granite armor, and mostly relying on defense to get you through. It might seem a bit tough at times, but it can be done. I don’t bump up the difficulty on my missions until I at least have single origins, that way I can keep up damage-wise with my opponents. Another thing this will help you to do is survive on your defense. Issue 7’s changes to the way defense scales, you may be able to turn up the difficulty a bit sooner if you like, or team with higher leveled friends. Remember, though, that the bigger the level difference, the harder it will be for you to hit your opponent.

    These early levels, as I said, are mostly about defense, your main source of which will be rock armor and rooted (slotted as best you can early on). Another thing you may consider is brimstone armor, which will be useful during the first respec trial in which you will fight Sky Raiders, who deal a lot of fire damage. Crystal armor won’t be needed quite as much early on, at least until you get to Croatoa or start facing the Council in large numbers.

    Stone skin may help you early on as well, since it will be about your only option for smashing/lethal resist, unless you opt for the fighting pool. However, if you plan on taking brimstone, crystal, stone skin and/or fighting pool, you will find that your build might become fairly tight on slots.

    As for your offense, you’ll basically have 3 attacks: stone fist, stone mallet and heavy mallet. The mallets will be useful to you throughout your entire career, and I would slot those more generously than stone fist. Keeping an endurance reduction in them would be a good idea as well, because you will run out of endurance. Also, put hasten off for a while, should you choose to take this power. You might like to have your attacks a bit more often, but I prefer keeping my endurance.

    Another tool you may find handy is fault. It is a short ranged power that does no damage, however, has a good chance to knock down your opponents. Fault can be used as a taunt power, as well as a damage mitigation power.

    Post-32:
    Once you get your slots in Granite armor, you become a damage absorbing machine. With capped resists and a great health regeneration rate, you’ll be able to take more damage than anyone else. However, you’ll move slower than molasses at the north pole. Ok, maybe not that slow, but it’s slow.

    When teaming, I suggest becoming friends with kinetics defenders and/or controllers, as their speed boost will make your movement much faster, as well as shortening your recharge times. Granite is probably the best option for teaming, as mob sizes tend to be a bit larger in teams, and you wouldn’t want to be the first to fall. I highly recommend running mud pots at all times while teaming. Yes, I know it might suck away at your endurance, but it has an amazing ability to attract and hold agro. Mud pots appears to have a double taunt to it, one being the aura-voke and the other the punch-voke. Combine that with taunt, and nothing will move to far from you.

    When you solo, you can run rock armor and rooted and be just fine in most cases, even running missions on invincible. Occasionally I’ll have to switch to granite and rooted to heal up a bit, but for the most part, rock and rooted will suffice while solo.
    Psionic fights are where you will really start to shine. Some villains who are psi-based also will have other types of attacks, but you can adjust your tactics accordingly. Some rikti will have psi attacks, but what I have found is that if you close to melee range, they will quit with the psi attacks and go with smash/lethal or energy, in which case you can switch to granite. Other villains, such as psychic clockwork, will use a combination of smash/lethal and psionic, so running rock armor, rooted and minerals will suit you just fine, and topping it off with earth’s embrace wouldn’t hurt either. Pure psychic villains, like those in the outdoor mother mayhem mission, can be fought with rooted, minerals and earth’s embrace.

    Now, when you are teaming for psionic battles, keep a few things in mind:
    1) You have psi defense, not resistance. If you get it, you will take the full effect. However, you’ll take few enough hits that you’ll be able to heal it up before you take another big hit. Times like this is where the temporary power from Stephanie Peebles in Striga (the Wedding Band) comes in handy.
    2) Do everything you can to keep the psionic attacks focused at you, especially against monsters and AVs. This means running and using all you can to keep them taunted. What I do in those big fights is run mud pots and stay in melee range of the AV or monster, using taunt every time it is up. Keep in mind that most attacks from AVs and monsters are cone or AoE, so politely ask your teammates to stay on the opposite side of what you fighting. That way, they only thing they might have to worry about is the big AoE AVs and monsters like to use.
    3) Never turn down buffs of any sort, except maybe stealth/invisibility. Anything that can help you live longer will always be a great help. Generally, the longer the tank lives, the longer the team lives.

    CONCLUSION:
    I’ve had several requests to post suggested builds in my guide, and again, I’m going to refrain from doing so. Now, it’s not because I am trying to be rude or unhelpful, but I want to encourage folks to make their own unique builds, rather than copy mine or my suggestions. Many players have varying play styles, even when they have the very same power sets, and even the same build. I will say, however, that if you choose to make a stone/stone tank, feel free to post a build or questions in the tank forum (which is where I spend most of my time) and I will try to be of help, as will numerous others. Enjoy!
  11. [ QUOTE ]
    From the "Now testing" notes:

    [ QUOTE ]
    • Demonslayer badge is now given for both CoH and CoV versions of Baphomet.

    [/ QUOTE ]

    No, it's not. Ran the Villain mission solo, defeated Baphomet, no badge. It's worth noting that the Heralds (and then the big demon himself) started spawning after stopping only 4 or so of the 9 rituals.

    [/ QUOTE ]

    the version of baphomet (or any other monster for that matter) in a mission does not award a badge. it may have when CoH first came out, but it hasn't been the case for quite a long time, if ever.
  12. [ QUOTE ]
    No other Defender set provides the level of Defense as a Force Field Defender. The built in Status Protection is invaluable, especially with Scrapper and Tankers Status Protections reduced. Also, Defenders are more than Healers -- consider your 'Healing' the fact that your team is taking considerably less damage as a result of your protections. I do know that many of you will disagree with this, but short of rebuilding the powerset completely, it is not likely to change in the near future.

    [/ QUOTE ]

    a slotted up darkest night or radiation infection reduce the target's tohit chances at a higher percentage than a force field defender can buff a teammate's defense. one toggle from radiation or dark primaries provides greater protection, with the only advantage to FF being that they cannot be detoggled. a toggle debuff + a heal (if it's actually needed) is far more desirable than a def buff in my opinion. while i have several friends who have FF defenders, FF is at the bottom of the ladder in terms of desirability for teams.
  13. [ QUOTE ]
    Doublechecked Defiance - and its working for us (internally and on live). Can anyone give more details about this issue?

    [/ QUOTE ]

    if range = defense as you've stated, then why are we getting buffs when we're getting the crap kicked out of us? the point is to stay at range to increase our survival, yet we get a "bonus" for taking a beating. that's the problem with defiance. that, and by the time it's reached a meaningful level, we're dead anyway. i mean, it kinda makes sense for a defender's inherent to be based on team health, since they are to protect the team, but why do blasters have to get the daylights beaten out of them to see a meaningless bonus?
  14. [ QUOTE ]
    Thought this was a ff/rad guide. Where's the Rad?

    [/ QUOTE ]

    that's what i'm wondering.
  15. [ QUOTE ]
    [ QUOTE ]
    His one posted test involved using the broken version of Invincibility. He also completely glosses over the fact that when buffed, any AT can Tank, so what then is so special about Tanks?


    [/ QUOTE ]

    The goal of the game is to make sure there isn't an ideal team composition. So, yes, a Scrapper, with buffs, can tank, but not as well as a Tanker. Why? Because 1) a Tanker starts with higher resistances/defenses and 2) he has Punchvoke and thus can manage the aggro better.

    [/ QUOTE ]

    i would agree with you, but i would have to qualify why i agree. a scrapper, with buffs, can tank as well as a tanker, assuming the tank knows what "tanking" is. many do not. they view themselves as high-hp, lower-damage scrappers. they run from agro.

    a tank may have higher defenses and higher hps, yes, assuming they know how to build their character. a regen scrapper with dull pain can achieve tanker lvl (minus dull pain) hps without a problem. SR and Ice have comparable defenses, and dark armor is superior to inv (both tanker and scrapper versions) in terms of non-s/l resists. so only SOME of the tanks start with higher defenses, and certain scrappers can achieve higher hps if the tank forgoes dull pain.

    now, the punchvoke. i hate this power. that's for another time. rephrasing what you said to say "has the potential to hold agro better", i'll agree with you. just because you give someone the ability to do something, doesn't mean they will automatically do better. the powers are pointless when people don't know how to use them.

    the problem is that for tanks to maintain agro in large teams, they have to be buffed really well, because with ED and I5's nerfs, they don't have the ability to handle it on their own. and by handle, i don't mean kill everything in sight without taking so much as a scratch. i mean, being able to survive long enough to maintain the agro.

    so yeah, tanks start with higher hps and can have higher defenses/resists than other ATs (only 2 tank primaries are signifcantly ahead of scrapper secondaries), why bother getting someone to maintain agro, when you can buff someone else up who can wipe out the crowd faster? tanks are no longer as special. it's sad when people will pass up a tank to grab a scrapper because he can do the job just as well and do more damage.
  16. EsoKujo

    Accuracy

    [ QUOTE ]
    Streak Breaker (I just talked to Poz about it
    If you miss three times in a row, then your next attack will always hit.

    [/ QUOTE ]

    i wish that were the case. i've had numerous runs of 5 or more whiffs in a row.
  17. about crystal and brimstone. i NEVER took brimstone. ever. never really felt like i needed it, even with it was 50% base resist. i took crystal initially, never used it except to see what it looked like, then dropped it on a respec. never missed it or needed it. now, that's not to say it's helpful, but i went 1-50 without using either one of those when they were much better than they are now.

    nice guide
  18. [ QUOTE ]
    With Enhancement Diversification comes a benefit for ALL City of Heroes powers.

    Every power, across the board, is getting a 13.33% reduction in its Endurance cost.

    [/ QUOTE ]

    wow. great. the endurance discount i needed BEFORE the enhancement diversification junk is coming with the ED mess. and i'm sure the 13.33% won't be enough to compensate for the loss of effectiveness.
  19. [ QUOTE ]
    That leads to my next quandry. Rexpendable promotes living in Granite Armor, but with Weave and maybe Stealth, you can drop +2 or +3 bosses to the base 5% chance to hit. With Stone Skin and Tough, your resists won't be as nice as Granite, but your defense is going to be incredibly higher, and you'll get hit much much less frequently. And unless you turn on Rooted, you won't have the speed penalties associated with Granite. I plan on getting Granite (duh!), but am debating now if I want to invest in Tough/Weave. An advantage of having Tough/Weave is that it would seem that Granite is not necessary all the time, meaning you have more variety with what you can use at any given time.

    Any thoughts on this?

    [/ QUOTE ]

    yeah, with weave and stealth you could significantly lower the chances of a boss to hit you. my problem with doing that is finding 4 powers to get rid of to get myself stealth and weave. it is much easier to switch to rooted and granite armor, and take a little bit longer to bring down the boss than to use 4 powers slots for 4 powers you really don't need. bosses can be one of those times that use granite armor if you don't plan on using it nearly exclusively. and from my experience, rock armor and rooted do just fine against those +2 and +3 bosses, and if it gets hairy, hit granite, heal up, go back to rooted. fighitng pool is not necessary at all once you have granite armor.
  20. this is also posted in the tank section which has a few responses to it. however, this one is bit more updated on a few things, even though they were posted too far apart.
  21. INTRODUCTION
    This guide is for those interested in being an incredibly tough tank, as well as having the feel and sound of real power. Stone armor seems to be slightly underestimated, as I’ve not seen very many high level stone armor tanks, even fewer stone/stone. However, due to the interest I’ve noticed lately and the many questions I’ve seen asked, I thought it was time to put my thoughts into writing. Please remember as you read this that these are my thoughts and opinions, not the outright rule. I want to share what I’ve seen and experienced in 50 levels of tanking with stone/stone. And keep in mind that I primarily fight in granite armor, so the information below is geared toward a build which uses granite often.

    Things to note:
    *cost = endurance cost for each power
    *activation time = time for each power to activate
    *recharge = time for each power to recharge without the use of hasten
    *range = the range in which a certain power can be used
    *brawl index = damage compared to brawl when the respective powers are unslotted
    *usefulness = how useful I’ve found each power based on a scale of 1-5, 5 being the most useful and 1 being the least useful.
    *suggested slotting = how I think these powers should be slotted (additional note: any slotting or percentages I give assumes +2 SOs, as that is the most common and easiest to achieve at level 50.

    STONE ARMOR
    One of the cooler looking primaries of the tank sets, at least in my opinion. You will be quite tank, regardless of your secondary. You have the option of defense or resistance on top of the fact that stone has the only psionic protection offered to tanks as well as health regeneration.

    Rock Armor: Your skin becomes stone while this power is active. Stone armor makes you highly resistant to smashing and lethal attacks. They are less likely to land and affect you. Cannot be active at the same time as granite armor.

    Cost: 0.35
    Activation Time: 1
    Recharge: 4
    Usefulness: 5/5
    Suggested slotting: 6 defense SOs

    One of your two choices from your primary at level 1, this provides 25% base defense (58% when 6 slotted) to smashing and lethal attacks, and will be the main armor you will use for the first 31 levels of the game. This is DEFENSE, not resistance. That means it will lower the chance of you being hit by smashing and lethal attacks. If you are hit, you will take the full damage. This will come in handy in the late game as well, as you can use it when soloing or fighting smaller mobs when the damage you are taking can be healed reasonably by rooted.

    Stone Skin: Your tough skin is naturally resistant to smashing and lethal damage. This power is always on and costs no endurance.

    Cost: NA
    Activation Time: NA
    Recharge: NA
    Usefulness: 1/5
    Suggested slotting: 1 resist SO if you take it

    The other of your two choices from your primary pool at level one. Stone skin gives a base of 12.5% resistance to smashing and lethal damage, and 6 slotted with +2 SOs will give you 29% resistance. One advantage to this power is that it is always on, you never have to worry about. This could be useful early on, as you will have no other source of smashing and lethal resistance until level 32.

    Earth’s Embrace: You are so connected to the earth, you can draw upon its power to add to your own health. Activating this power increases your maximum hit points, and grants you resistance to toxic damage.

    Cost: 15
    Activation Time: 1
    Recharge: 360
    Duration: 120
    Usefulness: 5/5
    Suggested slotting: 4 recharge SOs

    This is stone armor’s version of dull pain, and has by far the best animation for a dull pain-type power I’ve seen. Earth’s embrace boosts your number of hit points by 40%. This is good for several reasons: one, more hit points are always good; two, combined with rooted, it will increase your regeneration of hit points over what rooted will do on its own. Also, early on, this will help you in your fights against the vahzilok.

    You might wonder why I only suggest 4 recharges for this power, so allow me to give some reasoning. Four recharges will allow you to keep it up all the time when you are not in granite. When you aren’t in granite, you will mostly be relying on defense, which means if you get hit, you’ll take the full damage. Perma-earth’s embrace will allow for more hit points and faster regen of your health.

    However, in my experience with granite armor, I’ve not found the need to keep earth’s embrace in a permanent state. I had it slotted at one time so that I could keep it as close to permanent as possible, but I didn’t find myself needing often enough to warrant keeping those last 2 recharges in it. Granite provides you with amazing resists, and combined with rooted, you won’t need earth’s embrace too often. However, slotted with 4 recharges, should you need it, will be there.

    Mud Pots: While this power is active, you draw upon the geothermal power of the earth to create a bubbling pool of hot mud around yourself. All foes within melee range will become snared and entrapped in the mud, immobilizing some and slowing others. The boiling heat from mud pots also deals some damage over time to the snared foes.

    Cost: 1.13
    Activation Time: 2
    Recharge: 4
    Brawl Index: 0.4167 fire damage
    Usefulness: 5/5
    Suggested slotting: 2 or 3 endurance reduction SOs

    I really like this power, mainly for its ability to taunt anything in melee range and keep its attention focused on me. I’ve never really noticed the slow or the immobilize effects on the mobs, but I don’t see that as the biggest reason to take this power. The main reason to take it is to keep the guys in melee range of you mad at you. I highly recommend this power, but being end-heavy that it is, I would put it off until after you get stamina.

    Rooted: While this power is active, you merge with the earth and draw forth its power to become resistant to knockback, immobilize, sleep, hold, disorient and endurance drain effects, and increases your hit point regeneration rate. You must remain in close contact with the earth, so you will move extremely slow and you cannot activate fly powers, sprint, super speed, or jump powers while this power is active.

    Cost: 0.35
    Activation Time: 2
    Recharge: 4
    Usefulness: 5/5
    Suggested slotting: 6 heal SOs

    Don’t let the negatives stop you from getting this power, in fact, take it right away. Stone armor is the only tank primary that has the ability to regenerate its own health, and rooted provides a base heal rate of 100% and according to Rexpendable, will fully heal you in 55 seconds with unslotted health. The movement speed can be countered by taking swift and slotting it up a bit. I have yet to be drained of endurance while running rooted, which makes sappers and carnies less of an issue. Use with granite and you’ll be amazed at what you can tank.

    Brimstone Armor: While this power is active, your skin becomes encrusted with cracked magma. Brimstone armor makes you highly resistant to fire and cold damage. Cannot be active at the same time as granite armor.

    Cost: 0.35
    Activation Time: 1
    Recharge: 4
    Usefulness: 2/5
    Suggested slotting: 4 resist SOs

    This armor grants you a base of 50% resistance to fire and cold attacks, and 4 even level SOs will give you 90% resistance to those two types of attacks. This armor looks really cool on top of the nice resists that it grants.

    Crystal Armor: While this power is active, your skin becomes encrusted in various quartz crystals. Crystal armor makes energy and negative energy attacks less likely to hit. Cannot be active at the same time as granite armor.

    Cost: 0.35
    Activation Time: 1
    Recharge: 4
    Usefulness: 1/5
    Suggested slotting: 6 defense SOs

    This armor acts much like rock armor, only crystal armor provides a base 25% defense to energy and negative energy. Slotted the same way as rock armor, you will gain a defense of 58% to those two types of attacks. I originally picked this armor up with the intentions of using it to deal with the enemies that drain endurance, as those attacks tend to be energy attacks. But with the recent changes to rooted, crystal armor became obsolete to me, so I respec’d it out, and I’ve never missed it.

    Mineral Armor: Activating this power summons several rare earth rock minerals to orbit around you. These minerals can disperse though patterns and make psionic attacks less likely to hit. They also bring clarity of mind and increase your perception to see hidden foes, and grants resistance to confusion. Cannot be active at the same time as granite armor.

    Cost: 0.35
    Activation Time: 1
    Recharge: 4
    Usefulness: 5/5
    Suggested slotting: 6 defense SOs

    Yet another armor with a base defense of 25%, but this time to psionic attacks. Yes, that’s right, psionic attacks. Stone armor is the only tank primary that grants any kind of psi protection. Six-slotted you will have 58% defense to psionic attacks, of all types. Get it, slot it, love it. With the number of psionic villains in the late game, you should really take this power. I’ve awed people by what I could do with this armor combined with rooted and earth’s embrace. I’ve herded up 40+ psi villains and stopped to have a conversation with teammates. Stone is highly sought after for tanking psi villains in the late game, don’t miss out on getting the chance to drop some jaws.

    Granite Armor: When you activate this power, you are transformed into a massive bulk of unyielding granite. Your incredible mass makes you almost completely invulnerable. However, you become quite heavy, cannot fly, your attack and movement speed are slowed and you do less damage. Cannot be active at the same time as the other armors in the set, fly powers, sprint, super speed or jump powers.

    Cost: 1.5
    Activation Time: 1
    Recharge: 8
    Usefulness: 5/5
    Suggested slotting: 4 resist SOs

    Finally, the level 32 power. It has a base resistance of 50% to everything EXCEPT psionic attacks and a base defense of 20% to everything EXCEPT psionic attacks. Four even level SOs will get you to the resist cap. On top of the penalties that rooted has, there are a few more. While in granite, you also have a recharge penalty, slowing the recharge rate of all your powers. You will also have a damage penalty, roughly equal to that of 1 SO damage.

    Now, while the penalties may look harsh, think about what you are getting in return for granite: max resist to everything except psionic attacks, some defense, status protection…all for a total of 4 slots in this power. The damage penalty isn’t all that bad, especially if you like to team, and considering tanks aren’t meant to be the damage dealers. The recharge penalty can get a bit annoying, but it can be countered to some extent with hasten (which I’ll explain later).

    I highly recommend this power with 4 resist enhancements slotted in it. Some might want to add 2 defense SOs to granite or 2 endurance reduction SOs, but I chose not too. The endurance wasn’t so much of an issue as granite is exclusive in terms of running it with other armors. I also chose to leave out the defense slots, because the net gain from them is about 1/3 of what you can get from a small purple inspiration. On top of that, the purple inspiration offers defense to more than what your two slots would grant you. I love this power, and it looks pretty cool to boot.

    STONE MELEE
    Stone melee is a very powerful looking and sounding set of attacks. Slamming enemies and shaking screens is what a tank’s attacks should do, and you won’t be disappointed in that aspect of this set. However, like most tank secondaries, it is endurance heavy.

    Stone Fist: Your stone covered fists attack swiftly for moderate damage and may disorient your opponent.

    Cost: 7.5
    Activation Time: 1
    Recharge: 4
    Range: 5 (melee)
    Brawl Index: 2.7778 smashing damage
    Usefulness: 2/5
    Suggested slotting: 1 accuracy in base slot

    This is your basic starting attack, pretty good damage with a chance to disorient. Take it cause you have to.

    Stone Mallet: Your control over the earth allows you to form a mallet of solid stone. This stone mallet deals heavy damage, and can knock down weak foes.

    Cost: 13
    Activation Time: 2
    Recharge: 8
    Range: 5
    Brawl Index: 4.5556
    Usefulness: 5/5
    Suggested slotting: 1 accuracy, 5 damage SOs

    The mallets are what make this set sound so powerful. You rip a mallet out of the ground and slam it on the heads of your foes with a chance to knock them down. It hits pretty hard, sounds great and will be one of your staple attacks throughout the game.

    Taunt: Taunts a foe, and all foes around him, to attack you. Useful for pulling villains off an ally who finds himself in over his head. Taunted foes tend to ignore other heroes and focus on you for quite a while, so use this power cautiously.

    Cost: NA
    Activation Time: 3
    Recharge:
    Range: 70
    Brawl Index: NA
    Usefulness: 4/5
    Suggested slotting: 1-2 recharge SOs, 2-3 taunt SOs

    Well, it’s taunt. It’s autohit and has an area of effect that ticks off everything close to the guy you used it on. Those affected by this will focus their attacks on you and is a great help in keeping agro on you.

    Heavy Mallet: A more impressive form of stone mallet, the heavy mallet deals more damage, but is slower to swing. It has a greater chance of knocking down opponents.

    Cost: 23.5
    Activation Time: 2
    Recharge: 13
    Range: 5
    Brawl Index: 6.3333
    Usefulness: 5/5
    Suggested slotting: 1 accuracy, 5 damage SOs or 1 accuracy, 4 damage, 1 end. reduction SOs

    Similar in looks to stone mallet, but that is about it. It’s an uppercut-type attack with a knockdown effect, but it hits really hard compared to stone mallet. The chance to knockdown a foe is greater than that of stone mallet, but its end cost is higher as well.

    Build Up: Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy.

    Cost: 6
    Activation Time: 1
    Recharge: 90
    Duration: 10
    Brawl Index: NA
    Usefulness: 3/5
    Suggested slotting: 1 recharge SO

    Boosts your base damage by 100% and your base acc by 62.5% for 10 seconds.

    Fault: This powerful stomp can cause a seismic disturbance. This will crack the earth itself and send a fault toward a targeted foe, throwing him and nearby foes into the air and possibly disorienting them. Fault deals no damage on its own.

    Cost: 14.5
    Activation Time: 2
    Recharge: 20
    Range: 20
    Brawl Index: NA
    Usefulness: 3/5
    Suggested slotting: 1-2 accuracy, 1-2 disorient SOs

    A footstomp on the ground that causes rock to come up from the ground to knockdown foes within its short range, with a chance to disorient them, but does not deal any damage. Early on I took this power to use as a filler in my attack chains, but later respec’d it out, mostly cause I wanted a bit more damage in my build since I soloed a decent amount. Definitely a useful power for controlling the mobs close to you.

    Hurl Boulder: You are able to tear up a chunk of ground beneath your feet and hurl it at an enemy. This attack deals moderate damage, and can knock foes back and even drop them out of the air if they are flying.

    Cost: 13.5
    Activation Time: 4
    Recharge: 8
    Range: 40
    Brawl Index: 4.5556
    Usefulness: 2/5
    Suggested slotting: 1 accuracy, 5 damage

    This has a short range (about 1/3 less than a blasters first few attacks) but deals pretty good damage and does knockback as well. It also has the added benefit of bringing down flying enemies. The animation time is a bit long, which can be both good and bad. Good because it can help you recover a bit of endurance, bad because you can be attacked during the animation. I took it to add a bit of ranged damage to my arsenal.

    Tremor: You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back.

    Cost: 19.5
    Activation Time: 4
    Recharge: 14
    Range: AoE of 25ft around you
    Brawl Index: 2.7778
    Usefulness: 5/5
    Suggested slotting: 1 accuracy, 5 damage SOs or 1 accuracy, 4 damage, 1 end. reduction SOs

    Tremor is your only source of AoE damage in the set. Its damage is comparable to stone mallet, but it affects everyone within melee range, assuming it hits everything. Again, another animation that will make you sound and look powerful. Also, tremor has a knockdown effect.

    Seismic Smash: This massive attack hits with all the force of the earth itself. it deals tremendous amounts of damage, and may immobilize the target if they are not defeated outright.

    Cost: 26.5
    Activation Time: 2
    Recharge: 20
    Range: 5
    Brawl Index: 9.89
    Usefulness: 5/5
    Suggested slotting: 1 accuracy, 5 damage SOs or 1 accuracy, 4 damage, 1 end. reduction SOs

    The capstone of your attacks, seismic smash slams your opponent on the head with incredible force, with a chance to land a hold on them. I love this power. The animation, I think, should be the same as what tremor’s is, but I like it still.

    POWER POOLS: The first three I feel are necessary I will go into a bit of detail about. The rest I will mention a bit about.

    FITNESS:
    Definitely a pool you will need, and for once, your choices will actually be quite useful to you. Swift will be your best friend, especially slotted at least 3-4 times, as it will help to overcome the speed penalty associated with rooted and granite. Health will improve your heal rate, and combined with rooted, you’ll heal a touch faster. Stamina, of course, you’ll be hard-pressed to go without. Stone melee is very endurance heavy and you’ll see your blue bar disappear quickly without stamina.

    SPEED:
    Hasten will help counter the recharge penalty of granite, but not completely counter it. The penalty is more than the benefit from hasten, so even 6 slotted, hasten will not be permanent in granite. However, it will still be helpful, as it will keep you from gouging your eyes out waiting on powers to recharge. Taking this too early will only add to your endurance woes, so fit it in somewhere so you can have it 6 slotted prior to getting granite. I took it at 28 and devoted the next 5 slots to it.

    TELEPORT:
    I chose recall friend to open this pool as it is quite team friendly. Either this or teleport foe will open up the teleport pool. Other than running, teleport is the only way you will get anywhere in decent amount of time in either granite or rooted, especially if you have both running at once. You could use this as your primary travel power if you like, and open up another couple power slots for other power pools, but I hate traveling with teleport. Getting around places like Dark Astoria is a pain, and lagging while teleporting can get you in some big trouble.

    CONCEALMENT: Seems kind of pointless for a tank. Our job is to maintain agro, not hide from the bad guys.

    FIGHTING: This might help early on when you have a lack of resists, but in the late game becomes more of a waste of powers (remember, this is my opinion), especially when you have granite armor. With granite, tough is not needed and the defense from weave can be obtained from defense inspirations.

    Some, however, may say that you need the extra defense/resist when fighting psionic opponents, which I’ve never found to be the case. While it IS helpful against minions and lts who have psionic attacks, it's still not necessary for those encounters. During the psi babbage fight I did the other day with a 7 man team, me, being the stone tank, took off straight for babbage. The rest of the team (who had no psi protection at all) mowed through the groups of +1-+3 minions and lts without much problem. Simply stated, while those attacks do hurt, they don't hurt a lot and can be avoided to an extent by purple inspirations and even weave. Minions and lts rarely, if ever, fire off aoe or cone attacks.

    But the problem lies in the cone/AoE attacks that bosses/AVs/monsters use in abundance. Weave offers ZERO protection to those types of attacks, while minerals and purples offer defense to ALL types of attacks. AVs and monsters rarely use single target attacks. I feel safe in saying this for one reason: tank a psi AV or monster with your team behind you and then tank a psi AV or monster with the team on the opposite side of what you are tanking. The ONLY time teammates of mine die while on the opposite side from me in psi AV or monsters encounters is because they are close enough for the massive AoE to hit them. However, if they are directly behind me, they will take much more damage and the deaths will be far more numerous.

    I've done many psi fights, and I am comfortable saying that minerals is all you need in a psi AV or monster fight (well, I'm assuming you have rooted up, and maybe even earth's embrace as you can't be too careful). The most common attacks done by the big boys are the ones weave does not protect against. I don't see weave being needed to fight minions either, as I've herded psi minions/lts/bosses up to +3 and not gone below 50% health, most of the time staying well above 80% health, and that is without using purple inspirations.

    FLIGHT: My travel power of choice. I took air superiority early on for an extra attack, and after a respect, swapped it for hover.

    LEADERSHIP: The low bonuses for a tank do not make this pool too appealing.

    LEAPING: My least favorite mode of travel, and combat jumping doesn’t stack with rooted or granite.

    MEDICINE: As a tank, you should have to worry about healing and rezzing others. And, to make it more difficult for a tank to do this, the heals are interruptible.

    PRESENCE: You could take this pool for the extra taunt if you like, but I chose not too.

    One thing to note on traveling is how to travel. If you have to move in granite, I suggest using teleport. However, if you have rooted running, you can get away with using other travel powers. Here is why. The recharge time on rooted is far shorter than that of granite. What this allows you to do is turn rooted off, travel to where you want to go, and turn it back on. With granite, you might be left waiting for a bit.

    'EPIC' POWER POOLS:
    BODY MASTERY:
    This is the only ‘epic’ power pool I’ve used thus far on my stone tank, therefore the only one I can comment on. All through my playing time with my stone tank, I have had endurance issues, which is part of the reason came so late in my build. Even then, if not for the recharge penalty on granite, I wouldn’t have taken hasten. Still, endurance was an issue, so I chose to take conserve power. While it’s not always up, when it is, I can have a minute or so where I don’t have to worry about my endurance. 90% of my deaths since getting granite have come via the toggle drops.

    GENERAL TACTICS:
    Pre-32 and Granite Armor:
    The first 31 levels, you’ll be without granite armor, and mostly relying on defense to get you through. It might seem a bit tough at times, but it can be done. I don’t bump up the difficulty on my missions until I at least have SOs, that way I can keep up damage-wise with my opponents. Another thing this will help you to do is survive on your defense. The higher level the mobs, the more likely it is they will hit you.

    These early levels, as I said, are mostly about defense, your main source of which will be rock armor (6 slotted) and rooted (slotted as best you can early on, hopefully at least 3-4). Another thing you may consider is brimstone armor, which will be useful during the respect taskforces. Crystal armor won’t be needed quite as much early on. Stone skin may help you early on as well, since it will be about your only option for smashing/lethal resist, unless you opt for the fighting pool. However, if you plan on taking brimstone, crystal, stone skin and/or fighting pool, I suggest you plan on getting rid of all of those with a respec once you have granite slotted up to cap your resists.

    As for your offense, you’ll basically have 3 attacks: stone fist, stone mallet and heavy mallet. The mallets will be useful to you throughout your entire career, and I would slot those more generously than stone fist. Keeping an endurance reduction in them would be a good idea as well, because you will run out of endurance. Also, put hasten off for a while. You might like to have your attacks a bit more often, but I prefer keeping my endurance.

    Post-32:
    Once you get your slots in Granite armor, you become and damage absorbing machine. With capped resists and a great health regeneration rate, you’ll be able to take more damage than anyone else. However, you’ll move slower than molasses at the north pole. Ok, maybe not that slow, but it’s slow.

    Teaming, I suggest becoming friends with kinetics defenders, as their speed boost will make your movement much faster. Granite is probably the best option for teaming, as mob sizes tend to be a bit larger in teams, and you wouldn’t want to be the first to fall. I highly recommend running mud pots at all times while teaming. Yes, I know it might suck away at your endurance, but it has an amazing ability to attract and hold agro. Mud pots appears to have a double taunt to it, one being the aura-voke and the other the punch-voke. Combine that with taunt, and nothing will move to far from you.

    When you solo, you can run rock armor and rooted and be just fine in most cases, even running missions on invincible. Occasionally I’ll have to switch to granite and rooted to heal up a bit, but for the most part, rock and rooted will suffice while solo.

    Psionic fights are where you will really start to shine. Some villains who are psi-based also will have other types of attacks, but you can adjust your tactics accordingly. Some rikti will have psi attacks, but what I have found is that if you close to melee range, they will quit with the psi attacks and go with smash/lethal or energy, in which case you can switch to granite. Other villains, such as psychic clockwork, will use a combination of smash/lethal and psionic, so running rock armor, rooted and minerals will suit you just fine, and topping it off with earth’s embrace wouldn’t hurt either. Pure psychic villains, like those in the outdoor mother mayhem mission, can be fought with rooted, minerals and earth’s embrace.

    Now, when you are teaming for psionic battles, keep a few things in mind:
    1) You have psi defense, not resistance. If you get it, you will take the full effect. However, you’ll take few enough hits that you’ll be able to heal it up before you take another big hit.
    2) Do everything you can to keep the psionic attacks focused at you, especially against monsters and AVs. This means running and using all you can to keep them taunted. What I do in those big fights is run mud pots and stay in melee range of the AV or monster, using taunt every time it is up. Keep in mind that most attacks from AVs and monsters are cone or AoE, so politely as your teammates to stay on the opposite side of what you fighting. That way, they only thing they might have to worry about is the big AoE Avs and monsters like to use.
    3) Never turn down buffs of any sort, except maybe stealth/invisibility. DUH!

    HERDING:
    You might look at the limitations of this build and scoff at the idea of herding, but it can be done with a bit of work. Yeah, it might not be the fastest herding around, but it is herding no less. Generally, I will start off with Granite and mud pots and go after a couple mobs that way. Run in taunt them, run to the next group, taunt them, etc. I will do that until I start taking a good bit of damage. At that point, I will turn on rooted, and teleport from group to group, taunting as I go. One thing to remember, is to back track every little bit to make sure you don’t lose too many, and use corners to your advantage. Corners will allow you to bunch up the mobs and taunt them again, keeping them with you a bit longer. Now, you won’t be able to take them down very fast alone, so bring a team along and have some fun.


    I think I’m done…if not, I’ll more at a later time. I’ve opted to leave a sample build out of this guide, mainly to encourage you to try some things out for yourself. Many thanks to all of those I’ve teamed with through the course of leveling up my stone/stone tank. Good luck!
  22. i'm 23, in graduate school certifying to teach high school math. i only have class 2 days a week now, so i'll be on more frequently.