Stone Armor vs. Willpower
Granite + Rooted = more mez protection than IW alone. SoW evens the score, but it's can't be up all the time like Granite can. I mention this, cuz I got held through IW, a few outside buffs & a bunch of BFs while tanking GW last night on my WP/SS. It was on a lucky shot and we got her anyway, but it was still a bit galling. Also, I've noticed my WP scrapper at least getting mezzed a LOT against Malta of late, and then there's AE mobs. Having the option of always having like 35 pts of mez protection is really nice.
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If Ghost Widow lands Soul Storm, any tank will be held, including Granite + Rooted. Her hold is MAG 100. The only way to be hit with it and not get held is to have CM (or equivalent) stacked enough so you have over MAG100 hold protection.
Also, Scrappers have lower status protection MAG than a Tanker.
Not saying the point is invalid, but just a clarification.
I imagine that while you're in Granite with all those toggles on, you're not doing much more than standing there and hitting Taunt and the occasional AoE?
I also imagine that you're not literally running around with Rooted off 99% of the time, considering you kind of need it on when fighting outside of Granite. |
As far as what I do with those toggles on, I can run a full attack chain and never run out of end.
As a stone/fire.
My attacks include: Scorch, Combustion, FSC, Incinerate, and Melt Armor and Fireball from the Pyre pool. I use them all.
Also, did someone actually equate QR to end drain protections? Seriously? Sappers will suck you dry no matter how much recovery you have, but my Stony in Rooted laughs at them. For normal play, QR is teh uber, of course.
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There are a few ways that end drain is countered in this game:
1) direct end drain resistance
2) higher recovery
3) naturally high defence, generally positional
4) end management powers like AM, Conserve Power, or Power Sink for example
5) immediate mitigation of end draining targets (this applies to everyone, obviously, at various degrees)
That's not equivalence, that's a variety with differing pros and cons.
That was meant for the section where I cover what I run with granite, not what I run without Granite. When I don't have granite on I run rooted.
As far as what I do with those toggles on, I can run a full attack chain and never run out of end. As a stone/fire. My attacks include: Scorch, Combustion, FSC, Incinerate, and Melt Armor and Fireball from the Pyre pool. I use them all. |
Just for clarification, is this an IO'd out build or a vanilla build?
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I thought thats what we were talking about as decided what "End Game" meant.
Two notes:
If Ghost Widow lands Soul Storm, any tank will be held, including Granite + Rooted. Her hold is MAG 100. The only way to be hit with it and not get held is to have CM (or equivalent) stacked enough so you have over MAG100 hold protection. Also, Scrappers have lower status protection MAG than a Tanker. Not saying the point is invalid, but just a clarification. |
As far as what I do with those toggles on, I can run a full attack chain and never run out of end. As a stone/fire. |
You seem to stress that you're a Stone/Fire that doesn't run out of end. My Stony never does either, but I suspect both our tanks are rather well IOed out. I just wanted to point out that Fire Melee has the highest DPE of all the tanker secondaries. In fact, Fire anything generally has more end efficient attacks, because of the extra damage it does.
An Offensive Guide to Ice Melee
Alabaster12:
You seem to stress that you're a Stone/Fire that doesn't run out of end. My Stony never does either, but I suspect both our tanks are rather well IOed out. I just wanted to point out that Fire Melee has the highest DPE of all the tanker secondaries. In fact, Fire anything generally has more end efficient attacks, because of the extra damage it does. |
If that's not what was being discussed my mistake, just thought that was an assumption everyone here had.
There are a few ways that end drain is countered in this game:
1) direct end drain resistance 2) higher recovery 3) naturally high defence, generally positional 4) end management powers like AM, Conserve Power, or Power Sink for example 5) immediate mitigation of end draining targets (this applies to everyone, obviously, at various degrees) That's not equivalence, that's a variety with differing pros and cons. |
Actual end drain resistance is clearly the best solution against any of those enemies (and especially Sappers), and WP lacks it. In fact, since it also lacks PS, Consume or any other real active recovery mechanism, it's actually a bit hard pressed to deal w/even massed Carnies or Arachnos sometimes. Not to say it can't handle it, but it fares worse than Stone here as well.
As for the claims of "equivalence", I didn't mean to put words in anyone's mouth, but the rather cavalier tone that you (or whoever) took to wave away Rooted's end drain resistance advantage over WP gave me that impression. Not only is there no equivalence, it's not even close.
Again, not dissing WP--I love my WP toons, but it's a clear cut advantage for Stone that ppl are glossing over. WP also has its advantages over Stone, and QR is certainly one of them, but not really for the situations described above.
An Offensive Guide to Ice Melee
Scrapulous, that is a fair counter example, thanks! the only thing I'd refute is the fact the Stone Tank was running more toggles (8 vs 6) and burning far more endurance (mudpots alone is around the same cost as all 4 of WP's base toggles combined.)
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Practically speaking, I don't run all of my toggles all of the time when playing Stone. The ones that I do run all of the time are Rock Armor, Mud Pots, Tough and Weave, and most often Rooted. I turn the others on situationally as I face certain damage types (and I don't even have Brimstone Armor). I've found that it's pretty easy to figure out when you need the exotic armors and when you don't.
Scrap
Yeah, I know it's a mag 100, but it's a lot easier to get to 100pts of protection w/Stone than WP, though both need significant buffing, since you can start at like 34~35 instead of 12~13 (again, SoW gets you to 35, but isn't perma, and a lot of ppl skip it anyway). As for Malta, I haven't actually gotten mezzed playing my WP tank (or any tank), but you're only talking about like 2 points of difference, so really, it's just 1 extra attack that gets stacked on you. I certainly have been mezzed though 12 points of protection on tanks before so the option of going into "full defense" is nice to have. In this regard, I don't think we're disagreeing any.
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Aside from Sappers, I really don't have any issues fighting Malta on my WP Tank. When I was soloing the last mission of Daedalus's arc, I was herding them after killing the Sappers. I have ~39% def to s/l and 42% to the f/c/e/ne, so most of the stuns miss me anyways. (I should have 42% s/l and 45% f/c/e/ne, but I'm missing the PvP IO. I was working towards it when it was still just "omg expensive" compared to the current "bankrupt your whole account" expensive.)
(Probably something else you know, but SoW can be used to breakfree of Malta stuns so long as a Sapper hasn't drained all your end. Personally, I'd never be without SoW on a Tank. It's too awesome against LR and the Cimerorans to skip.)
Two notes:
If Ghost Widow lands Soul Storm, any tank will be held, including Granite + Rooted. Her hold is MAG 100. The only way to be hit with it and not get held is to have CM (or equivalent) stacked enough so you have over MAG100 hold protection. Also, Scrappers have lower status protection MAG than a Tanker. Not saying the point is invalid, but just a clarification. |
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
You don't have to have mezz protection to deal with GW though. I don't understand the insistence of empaths but each to their own.
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The only way to be hit with it and not get held is to have CM (or equivalent) stacked enough so you have over MAG100 hold protection. |
I think you're taking the conversation out of the scope of what it was intended.
Stone Armor will always be greater then Will Power given equivelant builds, simply because it starts from a stronger base. In that you are correct. However both can exceed in durability anything this game has to throw at them. Given that, the general consensus is that WP is much more satisfying to play in that it doesn't come with Stone's penalties (both mechanical and aesthetic). P.S. - I spent about 40mil influence on my WP Tanker and he out tanks most every Stoner I've compared him to. One of the perks about WP is that it's easier (and cheaper) to build defense then it is to build recharge via IOs. |
On Granite.I still don't understand these people saying "Penalty here, penalty there". I have no problems running my Granite through TF's, AE boss farms, etc. If I can already do this without the help of IO's, then I would imagine IO's would make it "easier". Using the movement penalty as a means to say that Granite is weaker than WP is ignorance.
The res and defense of a lvl 50 WP with all powers, no IO's(with tough and weave) :
S/L res- 72.5%
Psionic res- 44.1%
E/N/T/F/C res- 11.7%
S/L Def -13.4%
Psionic Def- 24%
E/N/F/C res - 29.2%
Melee, Ranged , Aoe - 8.1%
Now the Res and defenses of Granite, all powers no tough or weave;
S/L Res- 90% capped
E/N/T/F/C res - 78%
Melee, Ranged , Aoe- 5%
Psionic- 0
S/L Def -36.2
E/N/T/F/C def- 36.2
Psionic - 5%
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Statistcally Granite takes it End game. With IO's Granite wins by a landslide (no pun intended).
"If you can make a girl laugh, you can make her do anything"
"You're like Giraffe's, the way you look down on me, with your vegetarian scorn."
On Granite.I still don't understand these people saying "Penalty here, penalty there". I have no problems running my Granite through TF's, AE boss farms, etc.
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People are talking about penalties to Stone with regards to how "un-fun" it is to play compared to a Tanker without penalties. Not as a handicap to actually completing content.
If the penalties don't bother you, then obviously we know which one you'd rather place
Well, I did say:
I wasn't saying that CM was the only way to deal with her by any means, just the only way to not be held when (if) you get hit with it. For the longest time I never had any +status protection when dealing with her, just soft capped defense and killing her fast. I still have no qualms with doing it that way. |
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I imagine that while you're in Granite with all those toggles on, you're not doing much more than standing there and hitting Taunt and the occasional AoE?
I also imagine that you're not literally running around with Rooted off 99% of the time, considering you kind of need it on when fighting outside of Granite. |
I went from pre-ED into IO's, learning that you need end-reductions in your attacks in order to keep everything running and having less isues with endurance. Ok, the recovery stuff i have now along with the veteran and card-power-thingie (if u get lucky on +recovery), without it i still can run out of endurance.
But since he's on defiant, i play more on the US side, he's just collecting dust (get it.. rock, dust.. meh stupid joke) and i only wish i could transfer him.
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(50)MaceX/(50)Encore
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On Granite.I still don't understand these people saying "Penalty here, penalty there". I have no problems running my Granite through TF's, AE boss farms, etc. If I can already do this without the help of IO's, then I would imagine IO's would make it "easier". Using the movement penalty as a means to say that Granite is weaker than WP is ignorance.
-------------------------------------------- Statistically Granite takes it End game. With IO's Granite wins by a landslide (no pun intended). |
The -dmg and -recharge means that without outside buffing, the stone tank in granite will be pumping out less damage less often.
So can you make it through TF's, Missions, Boss farms? Of course. I haven't met someone who I consider a decent tank who couldn't already do that. Only, they are likely to move a little faster (through mobs and such, not just runspeed)
When I think best end game tank, I think one who is effective in both Solo and Teams in surviving whatever is thrown at the without having to rely heavy on outside support. (For the vast majority of the games content) Who can also deal respectable damage while managing aggro.
Stone manages two out of three. WP can definitely pull three for three once aggro can be maintained. (Really Gauntlet + AoE's + Taunt and you are set)
I'd also say Inv and Shield can regularly cover all three criteria (for me) for a great end game build.
And WP doesn't make ya choose between looking like a pet rock or wearing big poop boots.......
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
All Tankers can be up to the task of a tower buffed Recluse. All tankers are up to entire STF or even a MoSTF for practically any mix of powersets. No certain powersets need to be a requirement. Some people have a tendency to go "Granite, so need a Kin, oh and its an AV so we will need a Rad, GW has soul storm and LR hurts alot so an Empath is ideal" and it goes on from there. Truth is, that's living to a law that people have given themselves and others can be led to think that it happens to be the only way. Its not, it generally doesn't matter what powerset combos or choices that are made, what matters can be down to power choices within those powersets and the slotting decisions of those powers and then everyone playing to eachothers strengths as well as their own.
I think the game is kind of cool for still having barely exposed secrets but at the sametime I begrudge people being picked on their powersets. I like to value peoples concepts rather than their efficiency. |
*blush*
but yeah, I used to look very negatively at Ice melee, unless paired with FA, and well, recently I have seen a couple tanks whoop *** with it. I used to just completely knock Ice/Ice, and well, I saw this one cat with a borked build, at least power choicewise, no less, just maul. The guy just wouldn't die. I kept waiting for it, and nope, just plowin through. Doing a more than fair amount of damage too. The guy figured out how to make it work for him. Had me scratchin my head for awhile. /e shrug
what does this have to do with stone vs WP, absolutely nothing.
But it does illustrate the point I was trying to make early on in this thread.
And I still like WP better. No poop boots.
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
Nothing beats a /em backflip on a poop booted pile of rocks
Well, maybe the new pink pom poms of doom™
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
Now the Res and defenses of Granite, all powers no tough or weave;
S/L Res- 90% capped E/N/T/F/C res - 78% Melee, Ranged , Aoe- 5% Psionic- 0 S/L Def -36.2 E/N/T/F/C def- 36.2 Psionic - 5% -------------------------------------------- Statistcally Granite takes it End game. With IO's Granite wins by a landslide (no pun intended). |
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Stoners with Granite "Where's the Kin?"
Willpower Tankers - "Ready with whatever we got!"
The Stoner, with the requisite Kin, may have better powers, etc. But standing side by side, with no support, I *prefer* Willpower b/c it's not lardbutt slow. That downside bothers me greatly. That's a big difference for some folks, not for others.