Speedy Guide to Inventions for Stone Tanks


Cardinal_Doom

 

Posted

Time to answer that one question all of you aspiring inventors have been asking:
How do I use inventions to make my stone tank run faster!?!

Purpose:
To get the most bang for your buck out of those Run Speed set bonuses. The sample build provided below shows the least amount of powers and slots required to get the most Run Speed bonus possible.

Reason:
Why does a stone tank want to run faster? That’s the same as asking why a crack addict wants speed boost. But seriously, Stone Armor has two powers that offer Mez protection at a cost, of among many things, a penalty to speed when these toggle powers are active.

1.Rooted (90% Run Speed penalty)
2.Granite Armor (70% Run Speed penalty)

Combined, since both toggles can be active at the same time, that is a whopping 160% penalty to Run Speed. Yikes! Bring on the crack... err... I mean inventions!

Assumptions:
This guide assumes you already have taken the in game invention tutorial and know how to buy/sell and craft inventions.

Invention Rules:
Rules every spandex wearing cape must adhere to, or at least keep in mind as violating those rules means wasted slots and powers.

Rule #1: Global set bonuses can be stacked up to 5 times per individual percentage bonus. So you could stack, let’s say, a 5% Run Speed bonus in five powers to gain a 25% Run Speed Bonus. If you slot it in more than five powers, it would not grant you a bonus higher than 25%. The goal is to do this with each percentage (5, 4, 3... etc) up to 5 times.

Rule #2: Global set bonuses are always active, even if you slot them in a power that is not toggled on. Sweet! Since there are some Stone Armor powers that cannot be active at the same time, this rocks!

Behind the Scenes:
Let’s take a look at how these set bonuses work and run through an example, so I will choose Aegis (a resistance based invention set) for this one.

Aegis has the following available enhancements that range from level 25-53:
•Endurance/Recharge
•Endurance/Resistance
•Endurance/Recharge/Resistance
•Recharge/Resistance
•Resistance
•Psionic & Mez Resistance

The benefit of choosing a lower level enhancement, is that theoretically, if you exemplar down you will retain the set bonus all the way until the earliest level you could slot that enhancement. To my knowledge, there is a bug and if you exemplar, you lose all set bonuses regardless of level.

The benefit of choosing a higher level enhancement is of course, the enhancement will provide you with a larger bonus (this is based on a chart somewhere that someone has sometime ago).

Aegis provides a 5% Run Speed bonus if you slot two enhancements from this set. So you could slot an Endurance/Recharge/Resistance enhancement and an Endurance/Recharge enhancement in Granite Armor (a power that grants resistance) and then have a global speed bonus of 5% on all the time. You can use any combination of enhancements of the set, but you just need any two enhancements (which are not the same) slotted in one power to gain the bonus.

The Nitty Gritty:
Ok, time to spill the beans, run to Wentworths and buy everything listed below to build the fastest pile of poo east of Boston. What I have listed is what I would prefer to slot for the enhancements, instead of listing all possible options or combinations (in other words, slot to suit your personal preference). This is built using a Stone Armor/Stone Melee/Earth Mastery tanker template, with optional powers included depending on your power pools and build preference.

Note: There is one other IO set I have not included called Kinetic Combat (5%) Run Speed bonus, but for the slotting required (5), it was greatly out classed by the other two options (Aegis and Ghost Widow’s Embrace) listed below.

Invention Set: Gift of the Ancients
Power Type: Defense
Run Speed Bonus: 7.5%
Slots Required: 1
Enhancement(s): Defense/Run Speed (not a global set bonus, but an actual enhancement that provides a 7.5% global run speed bonus)
Grudge’s Powers: Rock Armor, Crystal Armor, Mineral Armor, Granite Armor, Weave
Powers that it can be slotted into (at most 5): Rock Armor, Crystal Armor, Mineral Armor, Granite Armor, Weave, Combat Jumping, Hover, Grant Invisibility, Invisibility, Stealth, Maneuvers, Vengeance

Invention Set: Aegis
Power Type: Resistance
Run Speed Bonus: 5%
Slots Required: 2
Enhancement(s): Endurance/Resistance, Resistance
Grudge’s Powers: Stoneskin, Granite Armor, Tough
Powers that it can be slotted into (at most 5): Stoneskin, Earth’s Embrace, Brimstone Armor, Granite Armor, Tough

Invention Set: Ghost Widow’s Embrace
Power Type: Hold
Run Speed Bonus: 5%
Slots Required: 2
Enhancement(s): Accuracy/Endurance, Accuracy/Recharge
Powers that it can be slotted into (at most 5): Seismic Smash, Fossilize

Invention Set: Regenerative Tissue
Power Type: Healing (Note: Rest does not allow Set IOs to be slotted)
Run Speed Bonus: 4%
Slots Required: 2
Enhancement(s): Healing/Endurance, Healing/Recharge
Grudge’s Powers: Earth’s Embrace, Rooted, Health
Powers that it can be slotted into (at most 5): Earth’s Embrace, Rooted, Health, Heal Other, Heal Self, Vengeance

Invention Set: Thunderstrike
Power Type: Ranged Damage
Run Speed Bonus: 4%
Slots Required: 5
Enhancement(s): Accuracy/Damage, Accuracy/Damage/Endurance, Accuracy/Damage/Recharge, Damage/Endurance, Damage/Recharge
Grudge’s Powers: Hurl Boulder, Stone Prison
Powers that it can be slotted into (at most 5): Hurl Boulder, Stone Prison, Fossilize

Invention Set: Maelstrom’s Fury
Power Type: Ranged Damage
Run Speed Bonus: 3%
Slots Required: 2
Enhancement(s): Accuracy/Damage, Damage/Endurance
Grudge’s Powers: Fossilize, Stalagmites
Powers that it can be slotted into (at most 5): Hurl Boulder, Stone Prison, Fossilize, Stalagmites

Invention Set: Focused Smite
Power Type: Melee Damage
Run Speed Bonus: 3%
Slots Required: 5
Enhancement(s): Accuracy/Damage, Accuracy/Damage/Endurance, Accuracy/Damage/Recharge, Damage/Endurance, Damage/Recharge
Grudge’s Powers: Stone Mallet, Heavy Mallet, Boxing
Powers that it can be slotted into (at most 5): Stone Fist, Stone Mallet, Heavy Mallet, Tremor, Seismic Smash, Brawl, Boxing, Kick, Air Superiority, Jump Kick, Flurry

Invention Set: Stagger
Power Type: Stun
Run Speed Bonus: 2%
Slots Required: 2
Enhancement(s): Accuracy/Endurance, Accuracy/Recharge
Grudge’s Powers: Stone Fist, Fault, Stalagmites
Powers that it can be slotted into (at most 5): Stone Fist, Fault, Stalagmites

[u]Grudge’s Stone Armor/Stone Melee/Earth Mastery Sample Build[u]

Using the invention sets above outlined as Grudge's Powers, here is how the sample build would tally up (this is also the build I'm working towards right now).

[u]Stone Armor[u]
Stoneskin (5% Run Speed)
Rock Armor (7.5% Run Speed)
Earth’s Embrace (4% Run Speed)
Rooted (4% Run Speed)
Minerals (7.5% Run Speed)
Granite Amor (7.5% Run Speed, 5% Run Speed)

[u]Stone Melee[u]
Stone Fist (2% Run Speed)
Stone Mallet (3% Run Speed)
Heavy Mallet (3% Run Speed)
Taunt
Fault (2% Run Speed)
Build Up
Hurl Boulder (4% Run Speed)
Tremor
Seismic Smash (5% Run Speed)

[u]Fighting[u]
Boxing (3% Run Speed)
Tough (5% Run Speed)
Weave (7.5% Run Speed)

[u]Fitness[u]
Swift (35% Run Speed Bonus + 17.5% bonus for 3 even level SOs)
Health (4% Run Speed)
Stamina

[u]Earth Mastery[u]
Stone Prison (4% Run Speed)
Fossilize (5% Run Speed, 3% Run Speed)
Stalagmites (2% Run Speed, 3% Run Speed)

Note: That’s right, I don’t have a movement power...

As you can see, I have slotted every type of bonus 5 times, except for the 2%. What does all that add up to you ask? Stop drooling, let me see here... (mutters... carry the 1... and)...

GRAND TOTAL: 156%!!! That’s only a 4% penalty while having Rooted AND Granite Armor on!!! And for more of a comparison, a defender’s Speed Boost is 175% Run Speed bonus. Amazing... simply, freaking amazing!!! I love inventions!!!


 

Posted

Wow, Grudge. Nice work. I only got to 60% or so when I tried. And no, you don't have a movement power, unless you call perma-SB a movement power.


 

Posted

Woot...That Rocks....That means if you are Soloing with Rock Armor and Rooted, you will fricking FLY!!!!!!!

Will have to dust off the Ol' Pile O Poo and get crackin on this setup.

My Poo is .......Poo/SS

**runs off to Mids awesome builder to start a build**


 

Posted

Nice work Grudge!

I tried plugging your build into Mid's to verify the % increase and get a fps run speed, and I have a couple of issues/questions regarding your build.

(1) Under Gift of the Ancients you list:
Grudge’s Powers: Rock Armor, Crystal Armor, Mineral Armor, Granite Armor, Weave
but Crystal isn't a pick under your build at the bottom and won't fit based on your other picks. I'm guessing it would be better to drop something else and include Crystal since its increase is one of the bigger 7.5% ones.

(1) Mid's lists Stalagmites as a ranged AoE rather than just ranged attack -- it won't let you slot Maelstrom. Is this a Mid's bug or have you been able to slot Maelstrom in Stalagmites?

Man I want to see a build like this work!
-Cheers!


We don' need no stinkin' signatures!

 

Posted

Your corrent Suspicious, I was working off of my live build and off my *dream* build and musta got mixed up. You have to either drop taunt or build up in order to fit in Crystal Armor. I can't verify that Stalagmites only accepts AoE, since I'm only 42 on my live tank, but that would make sense. I'll take another look at the build and try to fix that up. Thanks!

Also, the run speed enhancements in Swift are schedule A (33%) instead of the schedule B (20%) that I gave a rough estimate for. Therefore the speed bonus of swift (35%) should have an additional 35% bonus from enhancements, pushing it up to 70%. Thats what I get for doing 'speedy' research.


 

Posted

How about this for a Stone/EM build?

Bonuses come in at:

(5*7.5%) +(5*5%)+(5*4%)+(5*3%)+(3*2%) for a total of 103.5% Run Speed from IO sets + 69.6% from Swift.
This should result in a grand total of 173.1% run speed and negate the effects of rooted and granite armor.

Plus you get to keep taunt and get fly for a travel power.
It relies on the leadership pool but I think the set bonuses stay in effect even if the toggle isn't running so they are all minimally slotted for only the set bonus effect. You gain a little this way in that you get two set effects for the one vengeance power. Same with Char from the Pyre EPP -- two set bonuses for the price of one power slot.

Hero Plan by Mids' Hero Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php

Rocktard: Level 50 Natural Tanker
Primary Power Set: Stone Armour
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Rock Armour -- GftotA-Run+:40(A), DefBuff-I:49(40), EndRdx-I:49(40), EndRdx-I:49(46)
Level 1: Barrage -- F'dSmite-Acc/Dmg:40(A), F'dSmite-Dmg/EndRdx:40(3), F'dSmite-Dmg/Rchg:40(5), F'dSmite-Acc/EndRdx/Rchg:40(13), F'dSmite-Acc/Dmg/Rchg:40(13)
Level 2: Earth's Embrace -- Aegis-ResDam/EndRdx:53(A), Aegis-ResDam/Rchg:53(3), RgnTis-Heal/EndRdx:30(7), RgnTis-EndRdx/Rchg:30(9)
Level 4: Stone Skin -- Aegis-ResDam/EndRdx:53(A), Aegis-ResDam/Rchg:53(5), ResDam-I:49(37)
Level 6: Air Superiority -- F'dSmite-Acc/Dmg:40(A), F'dSmite-Dmg/EndRdx:40(7), F'dSmite-Dmg/Rchg:40(11), F'dSmite-Acc/EndRdx/Rchg:40(11), F'dSmite-Acc/Dmg/Rchg:40(15)
Level 8: Rooted -- RgnTis-Heal/EndRdx:30(A), RgnTis-EndRdx/Rchg:30(9)
Level 10: Maneuvers -- GftotA-Run+:40(A)
Level 12: Taunt -- RechRdx-I:49(A), Range-I:50(17)
Level 14: Fly -- Frbd-Fly:53(A), Frbd-Stlth:53(15), Frbd-EndRdx:53(17)
Level 16: Tactics -- EndRdx-I:49(A)
Level 18: Swift -- Run-I:49(A), Run-I:49(19), Run-I:49(19)
Level 20: Health -- RgnTis-Heal/EndRdx:30(A), RgnTis-Heal/EndRdx/Rchg:30(21), RgnTis-EndRdx/Rchg:30(21)
Level 22: Stamina -- EndMod-I:49(A), EndMod-I:49(23), EndMod-I:49(23)
Level 24: Whirling Hands -- Stgr-Acc/Rchg:30(A), Stgr-EndRdx/Stun:30(25), Sciroc-Dam%:53(25), Sciroc-Acc/Dmg/EndRdx:53(43), Sciroc-Acc/Dmg:53(43), Sciroc-Dmg/EndRdx:53(46)
Level 26: Minerals -- GftotA-Run+:40(A), GftotA-Def/EndRdx:40(27), GftotA-EndRdx/Rchg:40(27)
Level 28: Bone Smasher -- Stgr-Acc/Rchg:30(A), Stgr-Acc/Stun/Rchg:30(29), Dmg-I:49(29), Dmg-I:49(31), Dmg-I:49(34)
Level 30: Energy Punch -- Stgr-Acc/Stun/Rchg:30(A), Stgr-Acc/Rchg:30(31), Dmg-I:49(31), Dmg-I:49(34), Dmg-I:49(34)
Level 32: Granite Armour -- GftotA-Run+:40(A), Aegis-ResDam/EndRdx:53(33), Aegis-ResDam/Rchg:53(33), EndRdx-I:49(33)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), KntkC'bat-Knock%:35(37), EndRdx-I:49(37)
Level 38: Total Focus -- F'dSmite-Acc/Dmg:40(A), F'dSmite-Dmg/EndRdx:40(39), F'dSmite-Dmg/Rchg:40(39), F'dSmite-Acc/EndRdx/Rchg:40(39), F'dSmite-Acc/Dmg/Rchg:40(40), EndRdx-I:49(43)
Level 41: Char -- G'Wdw-Dam%:53(A), G'Wdw-Acc/Rchg:53(42), Mael'Fry-Acc/Dmg:35(42), Mael'Fry-Dmg/EndRdx:35(42)
Level 44: Fire Blast -- Mael'Fry-Acc/Dmg:35(A), Mael'Fry-Dmg/EndRdx:35(45), Dev'n-Acc/Dmg:53(45), Dev'n-Dmg/EndRdx:53(45), Dev'n-Acc/Dmg/Rchg:53(46)
Level 47: Ring of Fire -- Thundr-Acc/Dmg:53(A), Thundr-Dmg/EndRdx:53(48), Thundr-Dmg/Rchg:53(48), Thundr-Acc/Dmg/Rchg:53(48), Thundr-Acc/Dmg/EndRdx:53(50)
Level 49: Vengeance -- GftotA-Run+:40(A), RgnTis-Heal/EndRdx:30(50), RgnTis-EndRdx/Rchg:30(50)
------------
Level 1: Brawl -- Acc-I:49(A)
Level 1: Sprint -- Run-I:49(A)
Level 1: Gauntlet
Level 2: Rest -- RechRdx-I:49(A)


Copy & Paste this data chunk into Mids' Hero Designer to view the build.
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We don' need no stinkin' signatures!

 

Posted

Very nice Suspicious, I think 173% is the highest possible run speed boost that can be achieved (although if any set can increase that it, would be energy do all of the powers that can slot disorient). I really like your slotting on Vengeance and Earth's Embrace as well, great use of sets.


 

Posted

The trick is going to be getting the max bonus at or near level 32 when you pick up Granite Armor. Otherwise this build is only good for a 50 respec.

I think if you switch the slotting on Barrage and Energy Transfer, and take Vengeance at 30, Energy Punch at 44 and Fire Blast at 49, you end up with 145.1% at level 32 single slotting Granite with GoA. Then it goes up to 150.1 at level 33 when you slot Aegis.

Still respectable.

Here's the run speed increments from level 32 on:

lvl 32 - 145.1
lvl 33 - 150.1
lvl 37 - 153.1
lvl 40 - 156.1
lvl 42 - 161.1
lvl 43 - 164.1
lvl 46 - 168.1
lvl 48 - 170.1
lvl 50 - 173.1


Revised build in order:

Hero Plan by Mids' Hero Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php

Rocktard II: Level 50 Natural Tanker
Primary Power Set: Stone Armour
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fitness
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Rock Armour -- GftotA-Run+:40(A), DefBuff-I:49(40), EndRdx-I:49(40), EndRdx-I:49(46)
Level 1: Barrage -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(13), KntkC'bat-Knock%:35(13)
Level 2: Earth's Embrace -- Aegis-ResDam/EndRdx:53(A), Aegis-ResDam/Rchg:53(3), RgnTis-Heal/EndRdx:30(7), RgnTis-EndRdx/Rchg:30(9)
Level 4: Stone Skin -- Aegis-ResDam/EndRdx:53(A), Aegis-ResDam/Rchg:53(5), ResDam-I:49(37)
Level 6: Air Superiority -- F'dSmite-Acc/Dmg:40(A), F'dSmite-Dmg/EndRdx:40(7), F'dSmite-Dmg/Rchg:40(11), F'dSmite-Acc/EndRdx/Rchg:40(11), F'dSmite-Acc/Dmg/Rchg:40(15)
Level 8: Rooted -- RgnTis-Heal/EndRdx:30(A), RgnTis-EndRdx/Rchg:30(9), RgnTis-Regen+:30(34), RgnTis-Heal/EndRdx/Rchg:30(34)
Level 10: Maneuvers -- GftotA-Run+:40(A)
Level 12: Taunt -- RechRdx-I:49(A), Range-I:49(17)
Level 14: Fly -- Frbd-Fly:53(A), Frbd-Stlth:53(15), Frbd-EndRdx:53(17)
Level 16: Tactics -- EndRdx-I:49(A)
Level 18: Swift -- Run-I:49(A), Run-I:49(19), Run-I:49(19)
Level 20: Health -- RgnTis-Heal/EndRdx:30(A), RgnTis-Heal/EndRdx/Rchg:30(21), RgnTis-EndRdx/Rchg:30(21)
Level 22: Stamina -- EndMod-I:49(A), EndMod-I:49(23), EndMod-I:49(23)
Level 24: Whirling Hands -- Stgr-Acc/Rchg:30(A), Stgr-EndRdx/Stun:30(25), Sciroc-Dam%:53(25), Sciroc-Acc/Dmg/EndRdx:53(43), Sciroc-Acc/Dmg:53(43), Sciroc-Dmg/EndRdx:53(46)
Level 26: Minerals -- GftotA-Run+:40(A), GftotA-Def/EndRdx:40(27), GftotA-EndRdx/Rchg:40(27)
Level 28: Bone Smasher -- Stgr-Acc/Rchg:30(A), Stgr-Acc/Stun/Rchg:30(29), Dmg-I:49(29), Dmg-I:49(31), Dmg-I:49(34)
Level 30: Vengeance -- GftotA-Run+:40(A), RgnTis-Heal/EndRdx:30(31), RgnTis-EndRdx/Rchg:30(31)
Level 32: Granite Armour -- GftotA-Run+:40(A), Aegis-ResDam/EndRdx:53(33), Aegis-ResDam/Rchg:53(33), EndRdx-I:49(33)
Level 35: Energy Transfer -- F'dSmite-Acc/Dmg:40(A), F'dSmite-Dmg/EndRdx:40(36), F'dSmite-Dmg/Rchg:40(36), F'dSmite-Acc/EndRdx/Rchg:40(36), F'dSmite-Acc/Dmg/Rchg:40(37), EndRdx-I:49(37)
Level 38: Total Focus -- F'dSmite-Acc/Dmg:40(A), F'dSmite-Dmg/EndRdx:40(39), F'dSmite-Dmg/Rchg:40(39), F'dSmite-Acc/EndRdx/Rchg:40(39), F'dSmite-Acc/Dmg/Rchg:40(40), EndRdx-I:49(43)
Level 41: Char -- G'Wdw-Dam%:53(A), G'Wdw-Acc/Rchg:53(42), Mael'Fry-Acc/Dmg:35(42), Mael'Fry-Dmg/EndRdx:35(42)
Level 44: Ring of Fire -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(45), Thundr-Dmg/Rchg:30(45), Thundr-Acc/Dmg/Rchg:30(45), Thundr-Acc/Dmg/EndRdx:30(46)
Level 47: Energy Punch -- Stgr-Acc/Rchg:30(A), Stgr-EndRdx/Stun:30(48), Mako-Dam%:30(48), Mako-Acc/Dmg:30(48), Mako-Dmg/EndRdx:30(50)
Level 49: Fire Blast -- Mael'Fry-Acc/Dmg:35(A), Mael'Fry-Dmg/EndRdx:35(50), Dmg-I:49(50)
------------
Level 1: Brawl -- Acc-I:49(A)
Level 1: Sprint -- Run-I:49(A)
Level 1: Gauntlet
Level 2: Rest -- RechRdx-I:49(A)


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We don' need no stinkin' signatures!

 

Posted

sevrum: lvl 50 science tanker. champion server
primary power: stone
secondary power: energy
power pool: fitness
power pool: teleport
power pool: speed
ancillary pool: pyre mastery

i have all the invention enhancements made and stored except miracle +recov and regen tissue +regen to respec my 50stone/energy tank like the following:

stone skin: aegis dmgrs, aegis dmgres/rech, 1io dmgres bonus (5%run)
barrage: empty or 1acc
earths embrace: numina heal, numina heal/rech, regen tissue heal/rech, regen tissue heal/endred/rech, aegis dmgres/rech, aegis dmgres/endred/rech bonus (12%regen, bout 9%run)
bone smasher: 1io acc, crushing impact (CI) acc/dmg, CI acc/dmg/rech, CI acc/dmg/endred, CI dmg/endred, CI dmg/rech bonus (mezres immobe, HP, acc buff, 5%rech)
rock armour: LOG increased rech, red fortune (RF) def, RF def/endred, RF def/rech, RF def/endred/rech, RF endred bonus (like almost 9%recharge with a dmg buff and other stuff)
rooted: numina heal, numina heal/endred, numina heal/endred/rech, numina heal/rech, regen tissue heal/endred, regen tissue heal/endred/rech bonus (regen, HP, heal enhancement, 4%run)
swift: 3io run
recall friend: time space manipulation (TSM) +stealth (only bc i had it)
teleport: jaunt range, jaunt range/endred, TSM range, TSM endred bonus (bout 12%regen)
health: numina heal, numina heal/rech, regen tissue heal/rech, regen tissue +regen(still need), miracle +recove (still need) OR 4slot numinas with the 2regen tissue..havent decided bonus (regen, 4%run, recov OR regen, HP, heal enhancement, 4%run)
whirling hands: sciroccos (scir) acc/dmg, scir acc/dmg/endred, scir lethal, scir dmg/endred, cleaving blow (CB) acc/dmg, CB dmg/endred bonus (regen, resnegative, acc buff, recov)
stamina: 3io endmod
taunt: 1io taunt
hasten: 3io rech
mudpots: 3io endred, 2io taunt (1-2 taunts pending on wat i do with health's slotting)
buildup: 3io rech
minerals: 2cytoskeleton hamis
granite: aegis dmgres, aegis dmgres/rech (till i get dmgres/endred), 1io dmgres, LOG increased rech, LOG def, 1io def bonus (5%run, regen, 5%rech)
energy transfer: 2nucleolus hamis, mako acc/dmg, mako lethal, mako acc/dmg/endred/rech, mako dmg/rech bonus (mezres immobe, HP, dmg buff)
total focus 2nucleolus hamis, mako acc/dmg, mako lethal, mako acc/dmg/endred/rech, mako dmg/rech bonus (mezres immobe, HP, dmg buff)
char: empty or 1acc
fireblast: empty or 1acc
fireball: 1io acc, positron (pos) acc/dmg, pos energy, pos dmg/rech, pos acc/dmg/endred, pos dmg/rech bonus (recov, fire/cold res, acc buff, 6.25% rech--%?)
super speed: 1io run
sprint: 1io jump
rest: 1io rech


almost there but the run speed % add to about 30% on top of watever swift is, tho only granite OR rock armour can be toggled.....not sure if bonus sets still compile unless toggles are up and running. same as the recharge at about 25% from bonuses. might swap out crushing impact on bonesmasher for the same set up as ET and TF with nucs/makos, will hav to see wat its like with all the recharge.


 

Posted

<QR>
Thanks for the food for thought guys. Although I'm not going to switch any powers when I respec Obs, this definitely does give me many avenues for moving some slots around and getting some extra speed out of him


 

Posted

Of course I just notice today that Boxing from the fighting pool causes a disorient, therefore you can slot it with Stagger for an additional 2% if you move some enhancements and slotting around.


 

Posted

Just a quick question. Don't all those bonuses only count as additional enhancement for swift, not a straight addition to your base run speed? So that even an ideal +107.5% run speed boost would really only be giving another +37.6% run speed when applied to swift? So overall you'd have only +105.9% to your base run speed?

Or are the runspeed bonuses different then all the other set bonuses? Have you actually built this and tried it out?

Ian Moore


 

Posted

nice guide


 

Posted

I have. The runspeed modifications are additive (or subtractive, as is with rooted and Granite) to base value

Generating a 100% total runspeed bonus will effectively negate (and then some for the case of Granite) the penalties on rooted and Granite.

I've tested this myself.

I have Swift 3-slotted (2 lv 50 Ios. 1 lv 25 IO), 4 GotA runspeeds (30% bonus), and two 2x aegis (10% bonus), on my stone tanker and she runs like she's got no penalty when in rooted, and runs like she has swift in granite. With both, she shows marked slowing, but runs above the minimum value on run debuff (i.e. she actually moves at a reasonable pace compared to rooted+granite).

I lack numbers 'cause I'm at work. I'll do a quantitative analysis when I get home.


 

Posted

[ QUOTE ]
Just a quick question. Don't all those bonuses only count as additional enhancement for swift, not a straight addition to your base run speed? So that even an ideal +107.5% run speed boost would really only be giving another +37.6% run speed when applied to swift? So overall you'd have only +105.9% to your base run speed?

Or are the runspeed bonuses different then all the other set bonuses? Have you actually built this and tried it out?


[/ QUOTE ]

Kossy is correct, everything is added or subtracted to your base movement (ie, swift adds to your base movement while rooted subtracts from it). With my current build, if i have Granite armor toggled on, I can run as fast as an even leveled toon who has Swift and Sprint toggled on. Just to show some numbers:

Sprint is a 50% run speed bonus and Swift is a 35% run speed bonus.
An even leveled toon (assuming they did not enhance Sprint or Swift) has an 85% run speed bonus.
I have 154% run speed bonus from sets and Swift at 99% enhancement.
Granite is a 70% penalty.
With Granite on, I would have an 84% run speed bonus to my base speed.

Any questions?


 

Posted

[ QUOTE ]
Any questions?

[/ QUOTE ]

Still the same one. That +107.5% from IO's, is it applying to your base run speed of 21ft/s or does it act like all other set bonuses and apply as an enhancement to all powers that give +runspeed? If the latter then an Ideal runspeed and swift enhanced IO build would give only +107.6% runspeed, -160% from granite+rooted = still -52.3%. If the former then you would have +177.6% - 160% = +17.6% while in rooted+granite which seems unlikely to me. I have +20% runspeed in my regen from IOs and I don't notice myslef walking faster than a level 1 toon (no swift or sprint on either of us). Though I haven't formally tested it. Maybe I should...

Ian Moore


 

Posted

Bear in mind that a total 95% in Io bonuses on runspeed is extraordinary (not to mention impractical for what you can do with other IOs) so I'm very willing to believe that you can attain standard runspeed under granite and rooted (standard, not +swift or anything) if you devote your entire build to maximizing runspeed.

Most people only hit about 30-50% tops, which falls far below the requirement to top the penalties of both powers combined.

Until someone quantifies the data (Which after today's work is the last thing I feel like doing). We can't really be sure how the runspeed bonuses work.

If you want, you can compare the speeds of a swifted total +90% runspeed bonus toon in granite and rooted with that of a rooted, swiftless, bonusless toon and compare. If it IS additive based on base runspeed, then the speed values should be the same. If it's not, then it's won't be.

as a side note: it's my opinion that balancing runspeed and recharge bonuses is vastly better, but to each their own.


 

Posted

SO I just came across this and have a question. Excellent guide by the way and gives me some ideas for my stone/axe tank.

I was under the impression that I would only be able to get 5 of any bonus.....and I counted something like 15 different runspeed bonuses in your build. Do the rule of 5 only apply if the bonus comes from the same power? From my understanding the max I'd ever get with runspeed would be 5X7.5% since all other runspeed bonuses would vanish after 5. If my understanding is wrong, then I definitely need to tweak my build more.


 

Posted

You can get 5 of each different % amount. so 5 7.5's, 5 5's, 5 4's ect..


 

Posted

Thanks. I had obviously misunderstood the information. Looks like it's time to get a re-do my build.....


 

Posted

Just to clarify your comparison between the 156% run speed from this build and the 175% run speed from Speed Boost and to prevent people from thinking "wow, that's almost the same has having perma SB!" I'd like to add that the reason you run so fast with SB is because it offers 100% resistance (specifically 175%, but anything over 100% makes no difference) to run speed debuffs. This means that any run speed penalty, whether it be from Granite, Rooted, or ten thousand caltrops, is reduced to zero. Then on top of that you're adding the run speed buff from SB.

Basically, the run speed buff from SB isn't what counters the Stone penalties. It's actually the run speed debuff resistance.


 

Posted

Am I right about this ?

Just slotting a 4th run IO in swift will give you 15% of (42.5% of 35%) which is about 2.2%. This may be more efficient than going for some of the really low set bonuses if you don't need all the actual enhancement bonuses.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Is there a price to pay for all this? I don't mean influence but at a cost to defence. Is it better to try and negate the run speed or recharge penalties? I have a 38 stone/nrg and am looking to get the most out of him. Are there any other holes in defence that need to be plugged as well or that are more important than a run boost?


Badging in a PvP zone?

If you are treasure hunting on a battlefield wearing an enemy uniform, there is a high probability that you will be attacked.

This is an enjoy-the-ride game. "50" is only a number, not the goal of the game. - Noxilicious

 

Posted

[ QUOTE ]
You can get 5 of each different % amount. so 5 7.5's, 5 5's, 5 4's ect..

[/ QUOTE ]

what happens if you accidently try and place a 6th...does it stop you, or it lets you and you waste the bonus...

awesome guide btw.