Magma's Stone/Fire Tank Guide


Call Me Awesome

 

Posted

A stone tank is the “tankiest” tank around. If you want to be able to jump into the middle of a mob 8 levels above you and eat doughnuts, then this is the tank for you. When people are putting together teams for a task force and need a tank, their first choice is a stone tank for one reason: they can handle anything.

However, that doesn’t mean you can’t do some damage while you’re there. A tank spends most of their time in the middle of a mob, so the best attacks for him to have are AoEs. It not only allows him to do some decent damage, but helps to grab agro. The fire secondary not only does the most damage, it has more AoEs with a larger radius than any secondary out there.

While I use IO sets in every power for their set bonuses and to maximize slots, I understand that many people do not. In this guide I will describe the slotting in more general terms. For powers like Rock Armor in which one attribute (defense) should be maxed out before worrying about another attribute (end redux), I will prioritize them (1, 2, etc.) For other powers, like attacks, in which accuracy, damage, recharge and end redux are all needed, I will suggest percentages for slotting. This way you can use SOs, normal IOs or sets to achieve a proper balance.


Stone Primary:

Lvl 1: Rock Armor
Def: 16% to smashing/lethal + 17% debuff resist
End: 0.26/sec
Rating: 4/5
Slotting: (3) 1. Max out defense 2. Extra slots to end redux

Description: Your bread and butter armor for the first 31 levels. It has pretty good defense to smashing and lethal which are the attacks you will face most of the time early on. Even other attacks usually have a smashing/lethal component to them. Take this right away. Even when you get granite armor, you will want to keep this for lower level task forces, ouroboros missions and soloing.



Lvl 1: Stone Skin
Resist: 10% to smashing/lethal
End: 0 (autopower)
Rating: 5/5
Slotting: (2-3) Resistance

Description: With no end requirement, this power is very nice to have. The resistance to smashing/lethal is nice even when you get granite armor.



Lvl 2: Earth’s Embrace
Resistance: 10% toxic
Heal: 40%
Max HP: 40%
End: 10.4
Recharge: 360 sec
Rating: 4/5
Slotting: (4-5) 1. 50% heal, 50% rech 2. extra slots to end redux

Description: Very important for the first 31 levels when you will take a significant amount of damage. When slotted for heal, this will replenish most of your hp. Slotting for recharge is important early on as you will use it often. Once you get granite armor it will be used much less often and you can respec out of some of the slots used for recharge.



Lvl 6: Mud Pots
Enemies within your aura will receive:
Run Speed: -45%
Jump height: -40%
Immobilize: mag 2
Taunt: mag 4
Damage: 0.4 Brawl Index per 2-second tic

End: 0.78/sec
Rating: 5/5
Slotting: (6) 30% end redux, 25% slow, 25% damage, 20% accuracy

Description: An absolute must have. This power does everything: it grabs agro and then the slow component keeps them close. While they are stuck to you it deals a small, but significant amount of damage to them. The end drain (0.78/sec) is very taxing so slot this for end reduction right away. I would spend 10 slots on this power if I could. Since you only have 6 possible, I would strongly suggest buying IO sets which will maximize what it can do. Slow sets like Tempered Readiness and Pacing of the Turtle are dirt cheap and the multiple effects are perfect for this power. The only ones you don’t want are the ones for recharge or range.



Lvl 8: Rooted
Regen: 100%
Status protection / mez resist: all (except terrorize)
Def Debuff resistance: 17.3%
End drain resistance: 86.5%
Run speed: -90%
Jump height: -50,000%
End: 0.16/sec
Rating: 3/5
Slotting: (2-3) 1. max out heal first 2. extra slots to end redux

Description: This is your status protection until you get granite. You will not get knocked back, mezzed or end drained as long as you have this power on. The regen is also very important. The -90% run speed and inability to jump is a major pain and the only reason I can see why every tank isn’t a rock tank. Make friends with a kin defender or troller as soon as you get this power. Speed boost completely negates the slow and you will be running full speed again. I would also strongly suggest you get Swift with your very next power after rooted.

After you get granite armor, you should still keep this power for two reasons:
<ul type="square">[*]When fighting AVs and you aren’t going anywhere soon, the extra regen is nice.[*]Endurance draining enemies like sappers or Mary McComber can end drain you right out of granite.[/list]


Lvl 12: Brimstone Armor
Resistance: 25% fire/cold
End: 0.26/sec
Rating: 1/5
Slotting: none

Description: This power should be skipped altogether. This power set has very little room for indulgences and the resistance to only 2 types of damage makes it a very skippable power. After you get granite, Brimstone is worthless as you cannot run both. If you feel so inclined to take this power at lower levels, respect out of it as soon as you get granite.



Lvl 18: Crystal Armor
Resistance: 16% energy/neg energy
Resistance: 17.3% to defense debuffs
End: 0.26/sec
Rating: 1/5
Slotting: none

Description: Just like Brimstone Armor, it offers some resistance, but only to a couple types of damage. Most damage is smashing/lethal earlier on in the game. Later in the game you will have granite, so this power should be skipped.



Lvl 26: Minerals
Defense: 25% psionic
Perception: 60%
Mez Resist: confuse
End: 0.26/sec
Rating: 2/5
Slotting: none

Description: A questionable power at best. The biggest hole in any tank set (except Willpower) is psi defense. This situational power is useful, stacked with rock armor, when fighting Carnies or Rikti. However, those enemies don’t show up until you have granite. Minerals, like other armors, doesn’t stack with granite. While granite doesn’t defend against psi, half of psi attacks have a smashing or lethal component. Those enemies also use attacks that are not psi and I always end up running granite anyway. In my opinion, this power should be skipped.



Lvl 32: Granite Armor
Defense: 20% to all except psi
Resistance: 50% to all except psi
Status protection/mez resist: all (except terrorize)
Recharge: -65%
Damage: -30%
Run speed: -70%
Jump height: 0
End: 0.26/sec
Rating: 5/5
Slotting: (6) 1. 50% defense, 50% resistance 2. Extra slots to end redux

Description: This is probably the most transforming power of any power set. Can you think of another power that renders 4 previous powers obsolete? Granite is that powerful. When fully slotted, Granite makes you virtually invulnerable. You can stand in front of Lord Recluse himself and go AFK.

At the same time, can you think of another power with this kind of drawback? Probably not. Granite leaves you with 4 major holes, but they can be filled. Here’s how I do it:

1. Slow movement <ul type="square">[*]Get swift and slot it for run speed[*]Set bonuses that improve run speed (Aegis, Performance Shifter, Ghost Widow’s Embrace, etc.)[*]Gift of the Ancients +7.5% run speed (can be slotted up to 5 times)[*]Learn to use teleport in different situations (you can even bind it to your mouse)[/list]
2. Slow recharge<ul type="square">[*]Get hasten and slot it for recharge[*]Set bonus to improve recharge (Crushing Impact, Doctored Wounds, Perfect Zinger, Decimation, etc.)[*]Luck of the Gambler +7.5% recharge (can be slotted up to 5 times)[*]Get extra attacks for a longer attack chain[/list]
3. Weak damage<ul type="square">[*]Get build up and slot it for recharge[*]Set bonuses that improve damage (Perfect Zinger, Mako’s Bite, Devastation, etc.)[*]Deal with the fact that you are a tank, not a scrapper. Your job is to hold agro while your teammates inflict most of the damage.[/list]
4. No psi defense<ul type="square">[*]Set bonuses that improve psi defense/resistance (Scirocco’s Dirvish, Crushing Impact, Luck of the Gambler, etc. Unfortunately psi defense requires 6 slotting the same set which usually means you are not maximizing some of the attributes.)[*]Aegis +3% psi/status resistance (unique)[*]Impervium Armor +3% psi resistance (can be slotted up to 5 times)[/list]


 

Posted

Fiery Melee Secondary:

In this guide I will use the Brawl Index for the damage of each attack. Like the Stone Primary, I use sets for almost all of my slotting, but I will describe them as if I were slotting for single attributes.

As mentioned above, I am writing this guide as if you were using Granite most of the time. Since your recharge is slow, you will need more attacks than other tanks to fill in the attack chain. Also, stone tanks work best in large teams. Large teams mean large mob sizes. The best way to deal with large mobs is AoEs. Fiery Melee (with an epic pool) gives us 3 excellent AoEs, more than any other tanker secondary. My attack chain is to jump in with teleport and drop all 3 AoEs. Any survivors can be picked off with single target attacks (2 or 3 melee + 1 ranged)


Lvl 1: Scorch – single target melee
Damage: 2.4
Recharge: 3 sec
Accuracy: 75%
Animation time: 1.67 sec
End: 4.37
Rating: 3/5
Slotting: (6) 35% dam, 25% acc, 20% rech, 20% end redux

Description: A pretty standard first attack. The damage is weak (so is the animation), but the recharge time and endurance don’t cost you much. Since you have to take it, you might as well use it and the quick attack helps fill in your attack chain.



Lvl 2: Fire Sword – single target melee
Damage: 3.64
Recharge: 6 sec
Accuracy: 75%
Animation time: 1.83 sec
End: 6.86
Rating: 3/5
Slotting: (6) 35% dam, 20% acc, 25% rech, 20% end redux

Description: Like scorch, fire sword has a pretty short animation time, but doesn’t do a lot of damage either. I skipped this attack, but you might want to use it at lower levels since the next melee attack doesn’t come until level 35.



Lvl 4: Combustion – (PBAoE)
Damage: 2.89
Recharge: 15 sec
Accuracy: 75%
Radius: 15 ft
Animation time: 3 sec
End: 13
Rating: 5/5
Slotting: (6) 35% dam, 20% acc, 25% rech, 20% end redux

Description: This is my opening move after I teleport into a mob. While most tanker PBAoEs have a 8 ft radius, this one is 15 ft making the area of effect almost 4 times as large. Only foot stomp (super strength) and tremor (earth melee) are as wide, and those powers don’t arrive until levels 35 and 38 respectively. Why is the radius important? Because when you first teleport into a mob they are more scattered. This helps you grab agro and do significant damage at the same time. The fact that this attack does damage over time (DoT) is another reason to open with it. Once the mob comes in closer and gets snared by your mud pots you can drop your other 2 AoEs. Get it and 6 slot it.



Lvl 10: Taunt – Targeted AoE
Damage: 0
Recharge: 10 sec
Accuracy: 75%
Range: 70 ft
Radius: 15 ft
Duration: 41 sec
Animation time: 1.67 sec
Rating: 4/5
Slotting: (1) recharge

Description: If you don’t take taunt, you are not a tank. Period. You are a scrapper with weak attacks and not doing your primary job which is to keep the agro on you. Many tanks will tell you that they can grab agro with just their aura and their attacks, but sometimes you can’t. Sometimes the stupid blaster agros a second mob. Sometimes the mob scatters from Rain of Fire. There are a hundred reasons to take taunt and they are worth spending one power on.

At the same time, don’t spend too many slots on taunt. With a duration of 41 seconds, you don’t need to slot for taunt duration. If your team can’t wipe out a mob in 41 seconds, you have other problems. If you are planning to use this toon in PvP, you will want to slot for accuracy as it can miss, but in PvE, taunt is autohit. Personally, I have this 5 slotted for one reason: the set bonuses on Perfect Zinger are awesome.



Lvl 16: Breath of Fire – Cone attack
Damage: 3.73
Recharge: 10 sec
Accuracy: 75%
Range: 15
Arc: 30 degrees
Animation time: 2.67 sec
End: 10.2
Rating: 1/5
Slotting: none

Description: As much as I like AoEs, I’m not a fan of breath of fire. The short range and narrow cone make it hard to hit more than one or two enemies. A blaster or controller can use cones more effectively because they can move around so enemies are lined up. Cones are also more effective at range where their area of effect is greater. As a tank you don’t want your enemies at range, you should be right in the middle. Since you can only hit a couple enemies at a time, the long animation time make this power pretty weak. I took it early on since it was my only attack with range, but I later dropped it with my first respec. Once you get to the epic pools, you will have several legit ranged attacks to choose from.



Lvl 20: Build Up – Self Buff
ToHit buff: 20%
Damage buff: 80%
Recharge: 90 sec
Duration: 10 sec
Animation time: 1.17 sec
End: 5.2
Rating: 5/5
Slotting: (2-3) 1. Max out Recharge 2. Extra slots can go to tohit buff or end redux

Description: Earlier I said that after teleporting in, Combustion was my opening move. I lied. Build up is. With damage as limited as it already is on a stone tank, the 80% damage buff is a must have, if only for 10 seconds.



Lvl 28: Fire Sword Circle – PBAoE
Damage: 4.18
Recharge: 20 sec
Accuracy: 75%
Radius: 10 ft
Animation time: 1.5 sec
End: 18.5
Rating: 5/5
Slotting: (6) 35% dam, 20% acc, 25% rech, 20% end redux

Description: This is your most devastating attack. Once Combustion has hit the mob and pulled them in close enough for mud pots to snare them, now you can drop the hammer. The animation is just as powerful as the attack.



Lvl 35: Incinerate – single target DoT melee
Damage: 5.55
Recharge: 10 sec
Accuracy: 75%
Animation time: 1.67 sec
End: 6.86
Rating: 3/5
Slotting: (6) 35% dam, 20% acc, 25% rech, 20% end redux

Description: Like fire sword, incinerate has a pretty short animation time, but deals more damage and for the same endurance cost. I would take this one over fire sword, but it’s not a top priority. You need another melee attack, but Greater Fire Sword is available at level 38. I would pick one of the two. Personally I prefer Greater Fire Sword.



Lvl 38: Greater Fire Sword – single target melee
Damage: 7.2
Recharge: 12 sec
Accuracy: 90%
Animation time: 2.03 sec
End: 12.7
Rating: 4/5
Slotting: (6) 35% dam, 20% acc, 25% rech, 20% end redux

Description: More damage than Incinerate, but for almost twice the endurance. If end is a problem for you, you might want to take Incinerate instead. I prefer the extra damage and higher accuracy. The animation is also more impressive.


 

Posted

Epic Pools:

Whichever pool you choose, your priority should be to diversify your attacks. You don’t have any ranged attacks yet. They also offer a nice ranged AoE giving you a 3rd AoE which, if slotted correctly, allows you to have all three available for every mob. My advice would be to take either Earth or Pyre mastery. They synergize better with the stone/fire build. In either case, you will have to take 2 powers before you can get the AoE. Earth gives you some degree of control and debuff while Pyre gives you more damage.



Arctic Mastery: Rating: 3/5
Chilblain – decent ranged attack, but I don’t like the immobilize component. You want the enemies coming to you. It is also pretty short ranged (50ft).

Block of Ice – A Mag 3 hold which isn’t necessary on a tanker, but it can’t hurt. It’s also nice to have if you get into a PvP zone. Nobody expects a tank to have a hold.

Ice Blast – decent ranged attack, something tanks are sorely missing.

Ice Storm – Ranged DoT AoE. Besides the good damage (4.2 Brawl Index), it also has a slow component which, in conjunction with mud pots, will make your enemies even slower than you. The only thing I don’t like about this attack is the scatter effect. You want the mob coming to you, not running away. It also doesn’t look quite right if you are hammering away with fire and then drop an ice storm.



Earth Mastery: Rating: 4/5
Stone Prison – This single target immobilize does the same damage as Chilblain, but the immobilize is Mag 4 instead of 3. It also debuffs the target’s defense by 14%.

Salt Crystals – A PBAoE sleep attack. What good is a sleep attack to a tank? None. Skip this power. The second you sleep them, your mud pots will wake them up.

Fossilize – Single target, Mag 3 hold. Like Block of Ice, single target holds have limited use for a rock tank. Does some damage though.

Stalagmites – Good targeted AoE. While it doesn’t do much damage (2 brawl index), it also debuffs the defense of everything in range by 14% and does a Mag 3 stun. Definitely worth taking. (I never took this Epic pool, but Stalagmites would be my opening attack if I did.)



Energy Mastery: Rating: 2/5
Conserve Power – 120% endurance reduction of all of your powers for 90 seconds, but takes 600 seconds to recharge. I always take stamina so I skip this power. If you have end problems, you might want to take it.

Focused Accuracy – 20% to hit bonus, 60% perception bonus and resistant to tohit debuffs. This is a toggle that you can always leave on and not have to worry about accuracy. The endurance drain (1.18/sec) is very high though.

Lazer Beam Eyes- A nice longer ranged attack that also debuffs for defense by 14%.

Energy Torrent – Read Breath of Fire above if you want my opinion of cone attacks on a tank. What’s worse than a cone attack on a tank? A cone attack that does knockback. I get mad when teammates knock enemies away from me. I’m certainly not going to do it to myself. Skip this power.



Pyre Mastery: Rating: 4/5
Ring of Fire – I like the song, but don’t like the attack. A single target immobilize like Stone prison, but without the debuffs. Does a little more damage though.

Char – A Mag 3 hold. That’s it. Fossilize and Block of ice are the same hold, except they do damage and Fossilize even debuffs as well.

Fire Blast – Nice single target ranged attack. Does more damage than the ranged attacks from the other pools. Definitely worth taking.

Fireball – If you’ve ever rolled a fire blaster, you know this is a great power. It does less damage than Ice Storm, but does it all in one shot. The best part about this power is that it takes 1 second to fire off. The 15 ft radius is very nice. It can also serve as a second ranged attack when fighting flying enemies like Recluse’s flier or skiffs. Ice storm can’t do that.

(I went with Pyre Mastery on my tank and never regretted it. This third AoE gives you a complete attack chain and Fire Blast gives you a needed ranged attack. I could definitely see going with Earth Mastery though.)


Other Pools:

Concealment (0/5) – On a tank? No.

Fighting (3/5) – This is an important question you need to ask yourself. How uber do you want to be? Kick and boxing are pretty weak compared to your other melee attacks. Tough is nice, but with stone skin and granite armor, your resistance to smashing/lethal should be capped. Weave on the other hand is a great power to have. It will increase your defense to everything (including psi). Weave is the only power you really want from this pool, but is it worth taking 3 powers? I took it, but it was a tough call. Tough and Weave also give you a place to slot global enhancements like Aegis +run speed, Impervium Armor +psi resist and LoTG +recharge.

Fitness (5/5) – An absolute must. You are the slowest thing on two feet and need swift. Health is nice for any tank. Stamina is a requirement on most builds. This is no exception.

Flight (0/5) – You can’t fly with rooted or granite armor. Skip it.

Leadership (2/5) – Wouldn’t be terrible, but not worth spending the powers on. Leave leadership to defenders who have more room in their build.

Leaping (0/5) – You can’t jump with rooted or granite armor. Skip it.

Medicine (0/5) – A weak pool, especially on a tank. The heal is interruptible and you will be in the thick of the battle. Skip it.

Presence (0/5) –You already have taunt. Skip it.

Speed (5/5) – Hasten is a must have for just about any build. With granite armor’s –recharge you need hasten more than anyone. Super speed as a travel power isn’t a bad call if you have room in your build since teleport is kind of a pain. I chose to skip it and stuck with teleport.

Teleportation (5/5) – An absolute must for a stone tank. You can’t run and you can’t fly. This is your only option.


 

Posted

Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Pyrolith Final: Level 50 Science Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Pyre Mastery

Hero Profile:
------------
Level 1: Rock Armor Rchg+(A), Def(3), Run+(25)
Level 1: Scorch Dmg/Rchg(A), Acc/Dmg/Rchg(23), Acc/Rchg(36), Dmg/EndRdx(37), Dam%(37)
Level 2: Earth's Embrace Heal/EndRdx(A), Heal(3), Rchg(5), Heal/Rchg(7), Heal/EndRdx/Rchg(9), ResPsi(9)
Level 4: Combustion Dmg/Rchg(A), Acc/Dmg/Rchg(5), Acc/Rchg(11), Dmg/EndRdx(13), Dam%(13), Dam%(15)
Level 6: Mud Pots Acc/Dmg/EndRdx(A), Acc/Dmg/EndRdx(7), Acc/Dmg/Slow(17), Dmg/Slow(17), EndRdx-I(19), Dam%(19)
Level 8: Rooted Heal(A), Heal/EndRdx(15)
Level 10: Swift Run-I(A), Run-I(11)
Level 12: Recall Friend RechRdx-I(A)
Level 14: Teleport Rng(A), EndRdx(27)
Level 16: Hasten RechRdx-I(A), RechRdx-I(21)
Level 18: Health Regen/Rcvry+(A), Heal(21), Regen+(31), Heal-I(43)
Level 20: Stamina EndMod-I(A), EndMod(23), End%(42)
Level 22: Stone Skin ResDam(A), ResPsi(39)
Level 24: Taunt Taunt/Rchg(A), Taunt/Rchg/Rng(25), Acc/Rchg(27), Taunt/Rng(29), Dam%(29)
Level 26: Kick Empty(A)
Level 28: Fire Sword Circle Acc/Rchg(A), Dmg/EndRdx/Rchg(31), Acc/Dmg/EndRdx(31), Dmg/EndRdx(33), Dmg/Rchg(33), Acc/Rchg(33)
Level 30: Tough Psi/Status(A), ResPsi(37)
Level 32: Granite Armor Rchg+(A), Def/EndRdx(34), Def(34), HO:Ribo(34), ResDam(36), ResDam/EndRdx(36)
Level 35: Weave Rchg+(A), Def/EndRdx(42), Def/EndRdx(42), Run+(43), EndRdx(46)
Level 38: Greater Fire Sword Acc/EndRdx/Rchg(A), Dmg/EndRdx(39), Dmg/Rchg(39), Acc/Dmg/Rchg(40), Acc/Dmg/EndRdx(40), Dmg/EndRdx/Rchg(40)
Level 41: Char Acc/Hold/Rchg(A), Acc/EndRdx(43)
Level 44: Fire Blast Dmg/Rchg(A), Acc/Dmg/Rchg(45), Acc/Rchg(45), Dmg/EndRdx(45), Dam%(46), Acc/Dmg/EndRdx(46)
Level 47: Fire Ball Dmg/Rchg(A), Acc/Dmg/Rchg(48), Acc/Rchg(48), Dmg/EndRdx(48), Knock%(50), Dam%(50)
Level 49: Build Up RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
+6.5% DamageBuff
+61% Enhancement(Accuracy)
+4% Enhancement(Heal)
+77.5% Enhancement(RechargeTime)
+5% FlySpeed
+63.3 (5.25%) HitPoints
+5% JumpSpeed
+MezResist(Confused) (Mag 20%)
+MezResist(Held) (Mag 20%)
+MezResist(Immobilize) (Mag 22.2%)
+MezResist(Sleep) (Mag 20%)
+MezResist(Stun) (Mag 20%)
+MezResist(Terrorized) (Mag 25%)
+20% Recovery
+98% Regeneration
+8.82% Resistance(Fire)
+8.82% Resistance(Cold)
+3.13% Resistance(Negative)
+12% Resistance(Psionic)
+30% RunSpeed



------------
Set Bonuses:
Luck of the Gambler
(Rock Armor)
+7.5% Enhancement(RechargeTime)


Gift of the Ancients
(Rock Armor)
+2% Recovery
+7.5% RunSpeed


Hecatomb
(Scorch)
+4% Recovery
+2.52% Res(Fire, Cold)
+15% Enhancement(Accuracy)
+10% Enhancement(RechargeTime)


Doctored Wounds
(Earth's Embrace)
+MezResist(Terrorized) (Mag 2.2%)
+1.26% Res(Fire, Cold)
+4% Enhancement(Heal)
+5% Enhancement(RechargeTime)


Impervium Armor
(Earth's Embrace)
+3% Resistance(Psionic)


Armageddon
(Combustion)
+4% Recovery
+2.52% Res(Fire, Cold)
+15% Enhancement(Accuracy)
+10% Enhancement(RechargeTime)


Scirocco's Dervish
(Mud Pots)
+10% Regeneration


Tempered Readiness
(Mud Pots)
+1.5% Recovery


Numina's Convalescence
(Rooted)
+12% Regeneration


Time &amp; Space Manipulation
(Teleport)
+8% Regeneration


Numina's Convalescence
(Health)
+12% Regeneration


Performance Shifter
(Stamina)
+5% Movement Increase


Impervium Armor
(Stone Skin)
+2.5% Recovery
+3% Resistance(Psionic)


Perfect Zinger
(Taunt)
+MezResist(Terrorized) (Mag 2.75%)
+10% Regeneration
+5% Enhancement(RechargeTime)
+2.5% DamageBuff


Scirocco's Dervish
(Fire Sword Circle)
+10% Regeneration
+3.13% Resistance(Negative)
+9% Enhancement(Accuracy)


Aegis
(Tough)
+3% Resistance(Psionic), +MezResist(Confused) (Mag 20%), +MezResist(Held) (Mag 20%), +MezResist(Immobilize) (Mag 20%), +MezResist(Sleep) (Mag 20%), +MezResist(Stun) (Mag 20%), +MezResist(Terrorized) (Mag 20%)


Impervium Armor
(Tough)
+3% Resistance(Psionic)


Luck of the Gambler
(Granite Armor)
+10% Regeneration
+13.6 (1.13%) HitPoints
+7.5% Enhancement(RechargeTime)


Aegis
(Granite Armor)
+5% RunSpeed


Luck of the Gambler
(Weave)
+10% Regeneration
+7.5% Enhancement(RechargeTime)


Gift of the Ancients
(Weave)
+2% Recovery
+7.5% RunSpeed


Crushing Impact
(Greater Fire Sword)
+MezResist(Immobilize) (Mag 2.2%)
+13.6 (1.13%) HitPoints
+7% Enhancement(Accuracy)
+5% Enhancement(RechargeTime)


Ghost Widow's Embrace
(Char)
+5% RunSpeed


Apocalypse
(Fire Blast)
+16% Regeneration
+36.2 (3%) HitPoints
+4% DamageBuff
+10% Enhancement(RechargeTime)


Ragnarok
(Fire Ball)
+4% Recovery
+2.52% Res(Fire, Cold)
+15% Enhancement(Accuracy)
+10% Enhancement(RechargeTime)






| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
|MHDz;4688;1400;1868;|
&gt;-KEETMOXS80@.\!\A]T:7M8I!$?HB3TE$TVR-$=A&amp;%^A-D1E;L"PIQM`$&amp;_O3-ZD)0BN=YSD&lt;2
AJ8_#F&gt;',&lt;/0H&lt;W47E=%?,B\2E?U&amp;?N67%\_ON4J3&lt;NO&ltUF 45LLXD5DLJU64[61^&gt;;$L52:=FWRO\N
H^D?F[\R13*:NOV5;F,BMALLQD450KF#ZHO(Q*$%TM#U*NX=EF6R;9IH )-I/,4%24(N+QPJ_Z'5G\&lt;X
YVC7IUR*YV':/^2RKQ&gt;Q-O-IYK7U/?AD]4\`/0A&gt;2U[\"9#+&lt;NBOI.OR`G&gt;&lt;,P#@9/&lt;XI@U`H77@D%%
.&lt;B\(IT&gt;^)]7CS*.2K5_J&gt;_VFVM4`F#/(ZT.(2`:N(GCZP%$&gt;XC2(:4)UA.@Y6"C+]EZL?ZG8;AFA,5
$^Y^:IY[U5.M.&amp;B]ZU9V*2Y7+M?--';-U43_**#6B&amp;6NM8+A@"FV8SCD^"!PSG1F,B58)']PUN:4&amp;60
^*4[H9GO=\4'W='V3^EASW;=S5"UD\%PF&gt;7]@&amp;!!Q&gt;8%S`P"9T`&lt;#11J[7*AL&lt;H`BUWVQD?(2^VV-\C
&amp;E$AP)QQ[N94_1U+!`ZH+IS])GU'-(M5W&amp;L?BF&lt;.[2YV/8&lt;H8;K8A7-]1J#O&gt;KIF)LRSS9"&gt;U+5H)
0D2_V)O:X^,"2OM4$Y#*&gt;`!P7@L9K1/,;KU@F:KO`'(::.4F^0'++;;NMJ0U,_8%Y_B!(Z&lt;/W6\REE1
_'O=0MV#9K&lt;K&gt;HE06,98O'=.&lt;]&amp;'EGT+M3/'[%;;;,7@P=["2@.Y&lt;YV+X&lt;8JX5GJ2BC&lt;#".)XVQK.C&gt;
'$(AF0%+98)7OI_.PL#U&amp;,-3-+#L&gt;T*:KU(FO"D.H&lt;A#7SM(E(ZO4&gt;I';E\"`V2&am p;/3E&amp;K&gt;]#QUC5.(#
UZA\#?CV87&lt;R`RRYRU__]0&lt;1AMC+,259QY&lt;@#LV@F0.=KU)9Y44Q;$3WH@E;2Q2 ."/P&lt;R,`HDLG`*&gt;6
QGB.J#-ZYTFM$33I&amp;E;/,G]5D+*@B;/&lt;PDT"MU%'\EIX@57E9U`,62%8?\UP8C:GC0;P,U'?(-B;^B9
Z#U'RWV40,&amp;:E!,5"B%&amp;$JLFX=/Z&amp;JQ&gt;T6D7'K.R+F#!E!?A9\KJ--6%REWZ0:Y5&amp;077T0XA-2^T$ZG
.AP1CL,EY0WV*,&gt;1Z4)AS6M5M?87BX-&lt;%90T!&amp;`.-5MZF,WD"F\QE+D*4G(2:L_&amp;$--&gt;70P%H/"*P?K
*+3*T9%.M0TG:-[7:A[FK6-I,1BC7="\`T6F!NY28H:0NEZ"=W:L4#8U9&lt;D8&amp;&lt;% GC"!S?`C`+^?U&lt;R%
R$^1T,P9Y]#^&amp;H4:P^;PANL"RD.N7B0O"KZ)=C&amp;$#TRV]NHD8VZ@5WB#A]8MX'+M0L\RE(,+,&lt;/.,M1
'_D&lt;,A6(QU^5:O'"MXG)FMPLU&lt;`'W\SWTY\=,UM;F^G[D5B(Q3"0\T*=HAT'V.2GF.4(*Z^6&amp;#%;7
XLMIAT$#Y17`YCO0L&lt(-)LA,9!B&gt;X4&lt;L6AIH-9UF3;:Y[`I_(?I=8O'8-Q]8#H^%AJXK2^9:LU7?PT
)?]2PXW&lt;+/MHTK7NJ\5NH#"RODU)O*ZT(5MN96\G%5^V^0&gt;5!RE[X="#M]2='(!:3$?7E3T%08;C#C-
A-/,L,T5[@S5M;E"-\L06:LM-/[PUCG7KHK),.2B\IMF=Q%MLBA7NV%?KR\RX#0Q-MCROS^D-.%-$2-
CQ13S&gt;Z;B76NL&lt;3\T$:I(REQEF#@IO//J3C;H="$5MR,J@&amp;CRYOHP&gt;#H]KR6T;X`?+D9W^)R&gt;&gt;$ZF
[TG`S7^^V7;N;*^OV_3WH")&lt;M9&lt;&gt;81XDIDN;#EY8 0V&amp;&amp;1`^]P,RZ9C8TL]0,&gt;[;?E'=ZP%L#83YNU
;R3,#\PPU`/`]&lt;,B1E2,V1F0%GAD:N8$P0]X-+R_^!;8Q2:``
|-----------------------------------------------------------------------------|


 

Posted

[ QUOTE ]
Lvl 10: Taunt – Targeted AoE
Damage: 0
Recharge: 10 sec
Accuracy: 75%
Range: 70 ft
Radius: 15 ft
Duration: 41 sec
Animation time: 1.67 sec
Rating: 4/5
Slotting: (2) acc/acc

Description: If you don’t take taunt, you are not a tank. Period. You are a scrapper with weak attacks and not doing your primary job which is to keep the agro on you. Many tanks will tell you that they can grab agro with just their aura and their attacks, but sometimes you can’t. Sometimes the stupid blaster agros a second mob. Sometimes the mob scatters from Rain of Fire. There are a hundred reasons to take taunt and they are worth spending one power on.

At the same time, don’t spend too many slots on taunt. With a duration of 41 seconds, you don’t need to slot for taunt duration. If your team can’t wipe out a mob in 41 seconds, you have other problems. If you have slots to spare I would slot a second accuracy because it can miss, especially on AVs like Mary McComber with a tohit debuff. Personally, I have this 5 slotted for one reason: the set bonuses on Perfect Zinger are awesome.

[/ QUOTE ]

Some incorrect info here, Taunt is AUTOHIT in PvE, so unless you intend to PvP slotting accuracy is a complete waste. In the PvE game Taunt can not miss. I'd recommend either leaving it with the default slot (recharge) or slot it to 3-4 with Perfect Zinger for cheap bonuses. 3 Zingers gives a 10% regen, and 4 gives a 5% recharge.

The issue with Mary has nothing to do with Taunt missing (which it CANNOT in PvE), but with the mechanics of aggro. Taunt alone won't always get aggro away from a blaster wailing on an AV, but taunt plus an attack WILL. That's one reason I find Breath of Fire to be quite useful on my Stone/Fire, it has some range to it, and it's the only ranged attack you'll have available prior to level 41.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

You may be right about taunt not missing in PvE. I have seen the words "miss" over Mary's head when taunting, but perhaps it is because I had Perfect Zinger chance for psi damage slotted and that is what missed.

Thanks for the info, I will correct my post.


 

Posted

[ QUOTE ]
You may be right about taunt not missing in PvE. I have seen the words "miss" over Mary's head when taunting, but perhaps it is because I had Perfect Zinger chance for psi damage slotted and that is what missed.

Thanks for the info, I will correct my post.

[/ QUOTE ]

I'd imagine the "miss" you're seeing may be mud pots' damage component... the taunt and slow portions of mud pots are autohit but the damage needs to roll tohit. I tend to maximize accuracy/damage/end for mud pots and the slow is a catch as can. My current slotting is 4 Scirocco's Dervish and 2 Multi-Strikes for ED cap damage &amp; end with around 50% accuracy. Come to think of it, you can gain a bit by shuffling things and slotting a couple of damage/slow or accuracy/slow in there though... must think on that.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Because you can use slow sets, Taunt sets and PBAoE sets, there are a lot of ways to slot mud pots. I used enhancements that had multiple effects like acc/dam/end and dam/slow to get as much out of it as possible. In my 6th slot I used Perfect Zinger chance for psi. Since each tic has a tohit check, some of them are for 72 damage instead of 8-14, but it's a lot less than the 20% it says it should do.


 

Posted

[ QUOTE ]
Because you can use slow sets, Taunt sets and PBAoE sets, there are a lot of ways to slot mud pots. I used enhancements that had multiple effects like acc/dam/end and dam/slow to get as much out of it as possible. In my 6th slot I used Perfect Zinger chance for psi. Since each tic has a tohit check, some of them are for 72 damage instead of 8-14, but it's a lot less than the 20% it says it should do.

[/ QUOTE ]

I used to use the Zinger proc on my Invuln's aura... unfortunately auras won't take taunt sets anymore. They changed that a while back, maybe issue 10? Anyway, you can still slot taunt enhancements, just not taunt sets. I've got faint hopes that the devs may someday fix the problem with the stun proc that hit the tanker, not the mobs when slotted in an aura but I'm not holding my breath.

But it's certainly true that you've got a lot of options for slotting Mud Pots, that does make it more difficult to find an optimal slotting.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

I finnlly some good persion put good Stone/Fire Tank Guide Thanx you, and my build is out of date. :P


Nacht Nova Thunder = Level 50 (Liberty) Dark Blaster/Storm Summoning - Defender
Nova Ninja = Level 50 (Liberty) spines/ Regeneration - Scrapper
CanadianMan = Level 50 (Liberty) Super Strength/Invulnerability - Tanker
LibertyBoy = Level 35 (Liberty) Stone Armor
/Fiery Melee - Tanker

 

Posted

That last post made my head hurt.


 

Posted

[ QUOTE ]
I finnlly some good persion put good Stone/Fire Tank Guide Thanx you, and my build is out of date. :P

[/ QUOTE ]

I was trying to say the build I got is like i6 also I like to thanx Magma post update build for Stone/Fire Tank and sorry to make you head hurt so much!,


Nacht Nova Thunder = Level 50 (Liberty) Dark Blaster/Storm Summoning - Defender
Nova Ninja = Level 50 (Liberty) spines/ Regeneration - Scrapper
CanadianMan = Level 50 (Liberty) Super Strength/Invulnerability - Tanker
LibertyBoy = Level 35 (Liberty) Stone Armor
/Fiery Melee - Tanker

 

Posted

This guide isn't bad, if you're looking for an expensive Purple'd out Perma granite build.

However your build needs some work for those people who don't have billions to spend on purples and still like to exemp and go back to play some older content. The armors really aren't terribly skippable (aside from Brimstone which is crap).

I don't want you to take this as your build is bad because there's merit to having a perma granite. But conversely I want to offer the, "There's merit in non-perma granite." I like to think of Being out of Granite as a "build up at the expense of defense. However as long as i'm not going head to head with fire or cold wielding enemies, it's not a big problem.

This also allows you to move a lot faster and really makes the need for a Kin a lot less important.

Incinerate IMO is better than Greater Fire Sword. First, it's available a few levels earlier, but second per use it does more damage than GFS (and animates faster), which to me helps make a much better attack chain. Plus fire sword has that annoying whaaaaaaaaaaaaaaa sound. Considering it uses double the endurance out of the box and recharges only 2 sec slower, I'd be more inclined to skip GFS (if you're going to skip one of the two).

Fireball is nice in order to add more AoE which is going to be the biggest thing for a Granite tanker (damage as many enemies as possible as quick as possible) since we have those slower recharges.. With that in mind I'd swap melt armor (it's only a 10% resistance debuff and your accuracy should be good enough to not really need the -def portion of melt armor) in favor of fireball.

However if you're ok with skipping the Epic pools in order to have a more viable 1-50 build (can exemp with little problems), then that's the perfect place to be putting tough and weave in in order to take the other 2 armors you need a bit earlier.

Anyway.. For those who are looking for more than a Perma Granite Stoner, I offer my build which has been incredibly successful for my trek to 50 and didn't cost TOO much (comparatively).

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Ardent Cataclysm: Level 50 Technology Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Fiery Melee
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Stone Skin -- ImpArm-ResDam(A), ImpArm-ResPsi(3), S'fstPrt-ResDam/Def+(3)
Level 1: Scorch -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/EndRdx(31), F'dSmite-Dmg/Rchg(34), F'dSmite-Acc/EndRdx/Rchg(43), F'dSmite-Acc/Dmg/Rchg(43)
Level 2: Rock Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-Def(7), RedFtn-EndRdx(11), RedFtn-Def/EndRdx/Rchg(13)
Level 4: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(42)
Level 6: Mud Pots -- M'Strk-Acc/EndRdx(A), M'Strk-Dmg/EndRdx(9), M'Strk-Acc/Dmg(9), EndRdx-I(15), Dmg-I(15)
Level 8: Rooted -- Mrcl-Heal/EndRdx(A), H'zdH-Heal/EndRdx(17), Dct'dW-Heal/EndRdx(19)
Level 10: Taunt -- Mocking-Taunt/Rchg(A)
Level 12: Recall Friend -- Range-I(A)
Level 14: Teleport -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(19), Winter-ResSlow(23)
Level 16: Swift -- Run-I(A), Run-I(17)
Level 18: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(42)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Combustion -- M'Strk-Dmg/EndRdx(A), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(46)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Crystal Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx(27), RedFtn-Def(31), GftotA-Run+(36)
Level 28: Minerals -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx(29), RedFtn-Def(31), RedFtn-Def/EndRdx/Rchg(36)
Level 30: Fire Sword Circle -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Dmg/EndRdx(37), M'Strk-Dmg/Rchg(37), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(46)
Level 32: Granite Armor -- ImpArm-ResDam(A), ImpArm-ResPsi(33), ResDam-I(33), ResDam-I(33), DefBuff-I(34), DefBuff-I(34)
Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 38: Greater Fire Sword -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg(39), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(46)
Level 41: Boxing -- Acc-I(A)
Level 44: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResPsi(45), Aegis-ResDam/EndRdx(45), Aegis-Psi/Status(50)
Level 47: Weave -- RedFtn-Def/EndRdx(A), GftotA-Def/EndRdx(48), S'dpty-Def/EndRdx(48), LkGmblr-Def/EndRdx(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


50s:
White Valkyrie - BS/Regen Scrap
Fear of Silence - Ninja/Dark MM
Corporate Zombie - Necro/Poison MM
Ardent Cataclysm - Stone/Fire Tank
Angelic Heart - Peacebringer
Maelstrom - Elec/Elec Brute
Novastar - Energy/Fire Blaster

 

Posted

One other Final note to picking Incinerate as opposed to GFS..

Incinerate is a lower damage yes..
It's base is 111.2 and GFS is 144.1

HOWEVER... GFS has a 44.5 damage being Lethal and a 99.7 Fire damage.
Since many enemies resist lethal lets assume we cut that damage down by 1/4 -&gt; we're at 33.4 damage lethal. Lessened yes, still more when added with the fire damage, but starting to approach the flat out fire damage component.

Other things to consider, which I'm not sure how it might work for PVE but I imagine some mobs have higher defense to certain attacks, if someone has higher smashing lethal defense (easy to build for with IO sets), GFS has a greater likelihood of being dodged assuming their lethal defense is higher than fire.

To me the fact that GFS has a bigger chance of getting damage reduced as well as it's higher endurance cost and recharge.. It's just not worth it.

Add the fact that any mob that could have something like divine avalanche would have a greater chance of dodging and that's just not an attack I can stand behind (as confidently).

My build has both.. But GFS really only comes out during AV fights..


50s:
White Valkyrie - BS/Regen Scrap
Fear of Silence - Ninja/Dark MM
Corporate Zombie - Necro/Poison MM
Ardent Cataclysm - Stone/Fire Tank
Angelic Heart - Peacebringer
Maelstrom - Elec/Elec Brute
Novastar - Energy/Fire Blaster