Stone/Stone Tanker


GGG247

 

Posted

I currently play a Willpower Tank. Love it, I love being the aggro holder. So thus I figured I'd roll the /endall of Tanker 'Tanking' Builds in a Stone Primary. I liked how the Stone secondary looked, so I went with that as well. He's my proposed 1-50 Build. Find flaws in it, give advice, etc.



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

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

Cave Bear: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Teleportation
Power Pool: Fitness
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Stone Skin -- ResDam-I(A), ResDam-I(3), ResDam-I(3)
Level 1: Stone Fist -- Acc-I(A), Acc-I(36), Dmg-I(37), Dmg-I(43)
Level 2: Stone Mallet -- Acc-I(A), Acc-I(31), Dmg-I(34), Dmg-I(42)
Level 4: Rock Armor -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(5)
Level 6: Recall Friend -- Range-I(A), Range-I(7), Range-I(7)
Level 8: Rooted -- Heal-I(A), Heal-I(9), EndRdx-I(9), EndRdx-I(48)
Level 10: Heavy Mallet -- Acc-I(A), Acc-I(11), Dmg-I(11), Dmg-I(43)
Level 12: Earth's Embrace -- Heal-I(A), Heal-I(13), RechRdx-I(13), RechRdx-I(19)
Level 14: Teleport -- Range-I(A), Range-I(15), Range-I(15)
Level 16: Brimstone Armor -- ResDam-I(A), ResDam-I(17), EndRdx-I(17), EndRdx-I(19)
Level 18: Swift -- Run-I(A)
Level 20: Health -- Heal-I(A), Heal-I(21), Heal-I(21)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Crystal Armor -- DefBuff-I(A), DefBuff-I(25), EndRdx-I(25), EndRdx-I(46)
Level 26: Taunt -- Taunt-I(A), Taunt-I(27), Acc-I(27), Acc-I(50)
Level 28: Fault -- Acc-I(A), Acc-I(29), Acc-I(29), Dsrnt-I(45), Dsrnt-I(46), Dsrnt-I(46)
Level 30: Minerals -- DefBuff-I(A), DefBuff-I(31), EndRdx-I(31), EndRdx-I(43)
Level 32: Granite Armor -- ResDam-I(A), ResDam-I(33), ResDam-I(33), DefBuff-I(33), DefBuff-I(34), DefBuff-I(34)
Level 35: Tremor -- Acc-I(A), Acc-I(36), Acc-I(36), Taunt-I(37), Taunt-I(37), Taunt-I(40)
Level 38: Seismic Smash -- Acc-I(A), Acc-I(39), Dmg-I(39), Dmg-I(39), Hold-I(40), Hold-I(40)
Level 41: Salt Crystals -- Acc-I(A), Acc-I(42), Acc-I(42)
Level 44: Fossilize -- Hold-I(A), Hold-I(45), Hold-I(45)
Level 47: Quick Sand -- Slow-I(A), Slow-I(48), Slow-I(48)
Level 49: Stalagmites -- Dsrnt-I(A), Dsrnt-I(50), Dsrnt-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


Captain Emerald:
Level 50 Energy/Ice Blaster.

MikeMarvel:
Level 27 Willpower/Fire Tanker.

Global ID: @MikeyBoy
Main Server: Pinnacle

 

Posted

You could probably skip Brimstone and Crystal Armors, and push Minerals back some. Definitely take Mudpots and 6-slot it. It'll do a LOT of your damage for you, plus it slows enemies and attracts more aggro.

I originally took TP as my primary travel power, but really hated it. I ended up taking SJ as my main travel power and took TP at 30 (just before Granite).

I solo a lot, so I slot up for damage more than you have, but if you're going to be a team Tanker (with Stone/Stone it makes a LOT of sense) then you're probably fine.

I slot Rooted 1 end, 3 heals and Earth's Embrace with 3 heal, 3 rechg. Also, an endred in Rock Armor wouldn't hurt.

You may want to move Stamina up to 20, but you'll be able to decide for yourself as you level up. I hope you enjoy this combination!


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Posted

You'll rarely need additional range in Recall Friend. The range is sufficient for most zones, though not things like the Shadow Shard. Still better places for the slots.

Once you have Granite, Brimstone and Crystal are pretty dispensable. I never took them on my stone/stone, Rock Armor +Stone Skin was enough getting to 32, most attacks have some s/l component to them. Post 32, it's either Granite or Rock+Minerals.

If you want to hold aggro, Mud Pots is your best tool. Especially in Granite, when your powers recharge s-o s-l-o-w-l-y. Incidentally, you'll want some recharge reduction in your powers, and Hasten is nice to have.

2 end reduction in Rooted is overkill for the toggles, they aren't that heavy. Rock Armor is heavier than Rooted, yet the former isn't slotted for end and the latter is double-slotted.

I'd slot swift a bit for run speed, it helps.

Taunt needs no accuracy in PVE, it does need recharge in Granite mode.

Tremor does nice damage, assuming you take Mud Pots, take out the taunt in Tremor and replace with dam/rech. Recharge in everything post-Granite, and accuracy in Fossilize and Stalagmites.


 

Posted

I agree whole heartedly. I'd take those two range slots he has on recall friend and stuff then into swift and drop in run IO's. I do have Granite set with one EndRedux instead of a defense enhancement for my Stoner.


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Posted

I'd add some end redux, and recharge to your attack powers since Granite has a -65% recharge penalty, and having more endurance is always good.

Maybe something like this:

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

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

Cave Bear: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Rock Armor -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(9), EndRdx-I(43)
Level 1: Stone Fist -- Acc-I(A), Dmg-I(3), Dmg-I(15), RechRdx-I(17), EndRdx-I(45)
Level 2: Stone Mallet -- Acc-I(A), Dmg-I(3), Dmg-I(15), EndRdx-I(17), RechRdx-I(43)
Level 4: Earth's Embrace -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(13), Heal-I(19), Heal-I(37), Heal-I(48)
Level 6: Swift -- Run-I(A), Run-I(7), Run-I(7)
Level 8: Rooted -- Heal-I(A), Heal-I(9), Heal-I(13), EndRdx-I(43)
Level 10: Mud Pots -- Acc-I(A), EndRdx-I(11), Dmg-I(11), Dmg-I(19), Acc-I(27), EndRdx-I(31)
Level 12: Recall Friend -- Range-I(A)
Level 14: Teleport -- EndRdx-I(A)
Level 16: Taunt -- RechRdx-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Fault -- Acc-I(A), Acc-I(23), Dsrnt-I(23), RechRdx-I(31), EndRdx-I(50)
Level 24: Heavy Mallet -- Acc-I(A), EndRdx-I(25), Dmg-I(25), Dmg-I(27), Dmg-I(40), RechRdx-I(46)
Level 26: Stone Skin -- ResDam-I(A)
Level 28: Hurl Boulder -- Acc-I(A), EndRdx-I(29), Dmg-I(29), Dmg-I(31), Dmg-I(46), RechRdx-I(46)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(34)
Level 32: Granite Armor -- ResDam-I(A), ResDam-I(33), ResDam-I(33), DefBuff-I(33), DefBuff-I(34), DefBuff-I(34)
Level 35: Tremor -- Acc-I(A), EndRdx-I(36), Dmg-I(36), Dmg-I(36), Dmg-I(37), RechRdx-I(37)
Level 38: Seismic Smash -- Acc-I(A), EndRdx-I(39), Dmg-I(39), Dmg-I(39), Dmg-I(40), RechRdx-I(40)
Level 41: Minerals -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(42), EndRdx-I(42)
Level 44: Stone Prison -- Acc-I(A), Immob-I(45), RechRdx-I(45)
Level 47: Fossilize -- Acc-I(A), Hold-I(48), RechRdx-I(48)
Level 49: Stalagmites -- Acc-I(A), EndRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


I also like Hurl Boulder for ranged damage/taunt since Granite/rooted both have -run speed, and it can come in handy.

If I were you, I'd look into getting some cheap set IOs instead of the common ones. Some can be even cheaper to craft than lvl 50 common IOs, and they can be frankenslotted(mixed and matched) to achieve higher enhancement while still giving some set bonuses.

I went for +run speed, +end recovery/+max end, and +def on my stone/stone, and it worked out well for the active playstyle I like.

I hope this helps, and happy tanking.


-Pep