Stand in your cage until 32...
SS won't work with GA is issue 3
from Statesman :
"Stone Armor/Granite movement speed penalty was slightly reduced and its Endurance cost was reduced. Cannot be active at the same time as other Armors in this set, Super Speed, Sprint, Hover, Fly, or Group Fly. Slightly increased recharge time. "
Is Rooted now the same as Integration but with a drawback?
John
Yeah, Statesman says a lot of things. I was wondering if it was even up on test yet.
Taking away superspeed bonus to Granite will hurt a LOT, almost to the point of making the Speed power pool useless, since only one power will benefit Granite. Can't fly, can't run, can't jump, Stoners will be forced into tele-tank status. I can live with that, but now when I look at power pools, I see two that are valuable. Teleport, and fitness, and fitness is really only about Stamina, and Teleport is really about Teleport self.
I rather doubt that a slight reduction in the movement penalty will be counterbalancing.
But what really irks me is that at this stage power pools are only valuable for one power in them. Hasen, with Granite just isn't all that valuable, particularly for a solo player. From a teaming perspective, I guess I could take Medicine and Stealth. Heck, I could still take the Presence pool, so I have some more options to cycle through while slowed by Granite.
As for rooted being a lame version of Integration, sure looks that way, doesn't it? Given that the trend is to low level mobile mezz protection though, I expect rooted to lose its rooted effect (interestingly enough, making teleport less valuable). I don't know what they'll call it though. Probably in keeping with the look of Stone Armor, they could call it "Poo Brains."
Your brains become composed of the same material as your armor, giving you virtual immunity to status effects, and your effective healing rate increases because damage to you doesn't register because of your poo brain.
I took the Stone/Mace set because I wanted to be the "THING" with a cool weapon. This was my first game of this type and just went alone with what i felt was right, did not really know what I was doing. Anyway have him all the way up to lvl 38 with Stone, Mineral and Granite. I did not take stamina ( big mistake which I will fix on respec) and with GA on contantly run out of end if i do any kind of hitting so I am forced to brawl and provoke unless i have a defender with RA. Anyway I have teleport and do teleport around while rooted. I know that you can run around abit slowly with GA on and rooted but i hear they are gona take this away. What I would like to see is change rooted to end recovery like most have said we dont need more health with Earhs Embrace i have almost 2400 HP thats plenty but with my end running low esp if i use hasten to get my attacks off or at least bring provoke up faster i use end like water. Anyway with all these problems I still love my tank and will take him to 50 cus I think stone tanks ROCK!!!!!
PS if anyone wants to team with me i would be happy to do so either SK or RSK. look for me HELL JUMPER on FREEDOM
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* Rooted with END Recovery: I had it for a while. It was one of the reasons I made my Stoner in the first place and it was awesome to have less END troubles at the cost of being stuck to the ground. 6-slotted it was truly great. When they ner-- I mean 'bug fixed' Rooted and changed it from END to health recovery, it met with tons of resistance from the small Stone community on the boards, and for good reason. The overwhelming cry was 'but I didn't NEED more health!' and it still holds true.
Anyway, geko posted plenty on the change at the time and said that no toggle will EVER give you more END than it uses, so we can forget about them doing that to Rooted.
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Perhaps they would give consderation to giving rooted some kind of effect like conserve power? Decreased endurance cost for other powers while rooted. Even if this is a small reduction, it would probably make a difference. Due to all the toggles, stone has been a constant battle with endurance drain, even with stamina 6 slotted.
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Watch what you ask for.
You'll get mobile Root, but in exchange they'll halve the radius of mud pots, double the slow effect and endurance cost on granite armor, and they'll probably throw in "K. You get mobile stat resist, but we had to throw out the art/stacking armor changes to make it work."
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What he said ...
50 Tanks: Invul/ss, Fire/ice/fire, Ice/em, Stone/fire
WP/Stone, dark/dark, shld/mace
50 Other: WS, SS/dark/sc brute, BS/Regen/WM scrpr, fire/fire/force blaster, rad/kin corr, mind/rad ctrl, ill/storm cntrl
Wow, one heck of a necro there. People talking about changes not even coming out until i4! OMG.
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Watch what you ask for.
You'll get mobile Root, but in exchange they'll halve the radius of mud pots, double the slow effect and endurance cost on granite armor, and they'll probably throw in "K. You get mobile stat resist, but we had to throw out the art/stacking armor changes to make it work."
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What he said ...
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I lol'd.
Base resistance is 50%. Base defense is guessed to be around 20 - 25%.
The end cost is high on live (supposedly reduce some on test so not really known). On live 2 end reducers seems to make the consumption reasonable but not insignificant.
For the minus recharge, I'd guess it add .5 to the numerator of the recharge rate formula (increase all recharge times by 50%). With hasten running things are slightly faster than without hasten and granite (hasten adds .7 to the denominator).
Damage penalty on live is bugged and is a small bonus (about 10%). Not sure if that has changed on test or not.
Sorry for the lack of solid numbers outside the resists, hopefully someone else will swoop in and add some more details.