New Stoner build?
Well you gon' be much more creamed by Psi damage.
Run up some Psychic Clockwork, some Carnie bosses etc. and you will...not be able to function very well without buffs and such. Dropping like, Focused Accuracy for Minerals would probably help you out more than having it (rarely do you need THAT MUCH hitting). And then note that some groups with heavy Psi damage also have heavy Smash damage. Or Lethal. So you end up having to be in Minerals and then you have no real defensiveness.
Stuff 2 ENZYMEs into Granite and you can free up some slotting for better Granitidy. Ditto Weave there.
Just some quick things that might help you be a bit less killable. I wanted my stoner to be unkillable against almost everything unless I forgot to use powers basically, incl. psionic damage. Minerals with just 2 Enzymes would get you up to waaaaaay overcap Psi def.
Enemy Resistances - Damage, Mez and Defense
Enemy XP Mods
(Drag my avatar into your mp3 player!)
I definitely don't agree with this one.
With some careful slotting you can get decent psi res and def while still being in granite.
I've found that minerals is just not worth the power selection (if you are running a perma-granite build) unless you want to mule some IO's in it.
For example... I think I'm at like 25 or so psi def another 25 or so psi res while still in granite and I still keep all of the rest of the granite benefits. Keep in mind you almost always have some kind of support helping out with these missions as well. It's not like you won't have a defender or controller along for the ride that will help out substantially with that psi hole.
It's a lot easier to give granite psi defenses than it is to give a non-granite build with minerals the same defenses to everything else as granite.
In general I think the psi hole is overrated.
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(if you are running a perma-granite build)
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Those are, um... sub optimal.
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For example... I think I'm at like 25 or so psi def another 25 or so psi res while still in granite and I still keep all of the rest of the granite benefits.
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And Granite's disadvantages.
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Keep in mind you almost always have some kind of support helping out with these missions as well. It's not like you won't have a defender or controller along for the ride that will help out substantially with that psi hole.
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Why do you assume this? I solo my Stony all the time (helps that my damage output is rarely hampered by Granite). I duo him w/scrappers or other tanks a lot. I most like pairing him w/a blaster. I doubt very much that I team w/a support toon w/some psi band aid more than 10% of the time.
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It's a lot easier to give granite psi defenses than it is to give a non-granite build with minerals the same defenses to everything else as granite.
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You think it's easier to get to 25% psi def/resist than to get to say, 40-45% S/L/Psi def out of Granite? I'd disagree, though more to the point, they're both somewhat difficult/expensive to get. The more practical solution would be to get Minerals and learn to toggle through your armors. Of course, this also means stop playing perma-Granite, which... well, see paragraph 1.
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In general I think the psi hole is overrated.
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This, I agree with, but for those few situations... And as you state, Minerals is a great mule.
An Offensive Guide to Ice Melee
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Those are, um... sub optimal.
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It depends on what you want out of your tanker. How frequently do you solo missions that have exclusively psi damage that makes it worth using up such an exclusive power choice?
If so... why wouldn't you just use an alt build so that you didn't have a sub-optimal build in that you took minerals and hardly ever use it?
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And Granite's disadvantages.
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Thank you captain obvious.
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Why do you assume this? I solo my Stony all the time (helps that my damage output is rarely hampered by Granite). I duo him w/scrappers or other tanks a lot. I most like pairing him w/a blaster. I doubt very much that I team w/a support toon w/some psi band aid more than 10% of the time.
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I solo mine all the time as well. Perma-Granite is more of a team qualification for me than anything else. When I'm on a larger team it's highly likely I'm in granite... when I'm not I'm not..
But how frequently do you solo where you actually NEED minerals to survive? I haven't found a single instance at all in leveling several to 50. The few missions that are exclusively psi... I've never felt like I needed minerals to survive either solo or teamed.
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You think it's easier to get to 25% psi def/resist than to get to say, 40-45% S/L/Psi def out of Granite? I'd disagree, though more to the point, they're both somewhat difficult/expensive to get. The more practical solution would be to get Minerals and learn to toggle through your armors. Of course, this also means stop playing perma-Granite, which... well, see paragraph 1.
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Also see paragraph 1.
I absolutely think it's easier to get 25 or so psi defense and resist than it is to cap everything else with IO's with the rest of the stone armors. Hell... I did it and I legitimately wasn't even trying too. I IO'd my toon out and got it for free.
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This, I agree with, but for those few situations... And as you state, Minerals is a great mule.
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It is a decent mule... but there are better powers to mule IO's in that will help the solo build also. Fighting is a lot more bang for the buck as far as getting both a +res and a +def power in the same pool than you will get out of minerals... which you will rarely if ever use.
I will mule IO's to a power, but only if I can get some use out of it either solo or in a team. If it's virtually useless to both and I'm only keeping it around for a mule, that doesn't really seem worth it to me.
Thanks for the advice guys, I think I will use my 2nd build for times when Granite isn't needed. As it is now, I do spend all my time on large teams and in granite.
I am working on a new Tanker project for ultimate survival. I wanted to go a little different so I went /Dark instead of SS or /Stone. I have a Stone brute so I have a little xp with it but never as a tanker. Any advice is appreciated.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Stone Skin <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[/list]Level 1: Shadow Punch <ul type="square">[*] (A) Crushing Impact - Damage/Endurance/Recharge[*] (3) Crushing Impact - Accuracy/Damage/Endurance[*] (3) Crushing Impact - Accuracy/Damage/Recharge[*] (5) Crushing Impact - Damage/Recharge[*] (5) Crushing Impact - Damage/Endurance[/list]Level 2: Earth's Embrace <ul type="square">[*] (A) Doctored Wounds - Heal[*] (7) Doctored Wounds - Recharge[*] (7) Doctored Wounds - Heal/Endurance[*] (9) Doctored Wounds - Endurance/Recharge[*] (9) Doctored Wounds - Heal/Recharge[*] (11) Doctored Wounds - Heal/Endurance/Recharge[/list]Level 4: Smite <ul type="square">[*] (A) Crushing Impact - Damage/Endurance/Recharge[*] (11) Crushing Impact - Accuracy/Damage/Endurance[*] (13) Crushing Impact - Damage/Recharge[*] (13) Crushing Impact - Accuracy/Damage/Recharge[*] (15) Crushing Impact - Damage/Endurance[/list]Level 6: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 8: Rooted <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance[*] (15) Doctored Wounds - Heal[*] (17) Doctored Wounds - Heal/Endurance/Recharge[*] (17) Doctored Wounds - Heal/Recharge[/list]Level 10: Taunt <ul type="square">[*] (A) Perfect Zinger - Chance for Psi Damage[*] (19) Perfect Zinger - Taunt/Range[*] (19) Perfect Zinger - Taunt[*] (21) Perfect Zinger - Taunt/Recharge[*] (21) Perfect Zinger - Taunt/Recharge/Range[*] (23) Perfect Zinger - Accuracy/Recharge[/list]Level 12: Recall Friend <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 14: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 16: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (23) Recharge Reduction IO[*] (25) Recharge Reduction IO[/list]Level 18: Siphon Life <ul type="square">[*] (A) Touch of the Nictus - Chance for Negative Energy Damage[*] (25) Touch of the Nictus - Accuracy/Endurance/Recharge[*] (27) Touch of the Nictus - Healing[*] (27) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge[*] (29) Touch of the Nictus - Accuracy/Healing[*] (29) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - EndMod[*] (31) Performance Shifter - EndMod/Accuracy[*] (31) Performance Shifter - Chance for +End[/list]Level 22: Mud Pots <ul type="square">[*] (A) Pacing of the Turtle - Chance of -Recharge[*] (31) Pacing of the Turtle - Endurance/Recharge/Slow[*] (33) Pacing of the Turtle - Accuracy/Slow[*] (33) Pacing of the Turtle - Damage/Slow[*] (33) Pacing of the Turtle - Accuracy/Endurance[*] (34) Pacing of the Turtle - Range/Slow[/list]Level 24: Teleport <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (34) Blessing of the Zephyr - Knockback Reduction (4 points)[*] (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[/list]Level 26: Touch of Fear <ul type="square">[*] (A) Glimpse of the Abyss - Chance of Damage(Psionic)[*] (36) Glimpse of the Abyss - Accuracy/Fear/Recharge[*] (36) Glimpse of the Abyss - Accuracy/Endurance[*] (36) Glimpse of the Abyss - Endurance/Fear[*] (37) Glimpse of the Abyss - Accuracy/Recharge[/list]Level 28: Soul Drain <ul type="square">[*] (A) Obliteration - Chance for Smashing Damage[*] (37) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (37) Obliteration - Damage[*] (39) Obliteration - Accuracy/Recharge[*] (39) Obliteration - Accuracy/Damage/Recharge[*] (39) Obliteration - Damage/Recharge[/list]Level 30: Boxing <ul type="square">[*] (A) Accuracy IO[/list]Level 32: Granite Armor <ul type="square">[*] (A) Endurance Reduction IO[*] (40) Resist Damage IO[*] (40) Resist Damage IO[*] (40) Resist Damage IO[*] (42) Defense Buff IO[*] (42) Defense Buff IO[/list]Level 35: Dark Consumption <ul type="square">[*] (A) Scirocco's Dervish - Chance of Damage(Lethal)[*] (42) Scirocco's Dervish - Accuracy/Damage/Endurance[*] (43) Scirocco's Dervish - Accuracy/Damage[*] (43) Scirocco's Dervish - Damage/Endurance[*] (43) Scirocco's Dervish - Accuracy/Recharge[*] (45) Scirocco's Dervish - Damage/Recharge[/list]Level 38: Midnight Grasp <ul type="square">[*] (A) Hecatomb - Chance of Damage(Negative)[*] (45) Hecatomb - Damage/Endurance[*] (45) Hecatomb - Damage/Recharge[*] (46) Hecatomb - Accuracy/Damage/Recharge[*] (46) Hecatomb - Accuracy/Recharge[/list]Level 41: Tough <ul type="square">[*] (A) Aegis - Psionic/Status Resistance[/list]Level 44: Weave <ul type="square">[*] (A) Endurance Reduction IO[*] (46) Defense Buff IO[*] (48) Defense Buff IO[*] (48) Defense Buff IO[*] (48) Luck of the Gambler - Recharge Speed[/list]Level 47: Focused Accuracy <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - Chance for Build Up[*] (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance[/list]Level 49: Conserve Power <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]5.5% DamageBuff(Smashing)[*]5.5% DamageBuff(Lethal)[*]5.5% DamageBuff(Fire)[*]5.5% DamageBuff(Cold)[*]5.5% DamageBuff(Energy)[*]5.5% DamageBuff(Negative)[*]5.5% DamageBuff(Toxic)[*]5.5% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]6.13% Defense(Fire)[*]6.13% Defense(Cold)[*]6.13% Defense(Energy)[*]6.13% Defense(Negative)[*]6.13% Defense(Psionic)[*]8.31% Defense(Melee)[*]9.25% Defense(Ranged)[*]9.25% Defense(AoE)[*]2.25% Max End[*]74% Enhancement(Accuracy)[*]48.8% Enhancement(RechargeTime)[*]2.5% Enhancement(JumpSpeed)[*]2.5% Enhancement(JumpHeight)[*]13% Enhancement(Heal)[*]2.75% Enhancement(Terrorized)[*]2.5% Enhancement(RunSpeed)[*]2.5% Enhancement(FlySpeed)[*]10% FlySpeed[*]182.7 HP (9.75%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 4.4%[*]MezResist(Sleep) 2.75%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 7.15%[*]6.5% (0.11 End/sec) Recovery[*]20% (1.56 HP/sec) Regeneration[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]6.88% Resistance(Negative)[*]1.26% Resistance(Toxic)[*]4.26% Resistance(Psionic)[*]10% RunSpeed[/list]