Glaring Holes? Wack Build ?? Build of a Savant ???


Call Me Awesome

 

Posted

Hello Tanker community, I come seeking advice.

I've been playing my WP/ Stone Melee tanker for 43 levels now and have a good idea of what my play-style is. I've now begun to contemplate using one of my respecs to match my build to my style of play. Before this it seemed a waste as I hadn't really experienced all the powers available from both power sets. Knowing I would eventually come to this decision, I used the #1 build as a Stamina (fitness pool) based build, and used the #2 to test the viability of a toggle heavy build without stamina for the sake of completeness.

With just SO's the #2 build definitely lacks in the sustained onslaught department. The #1 build is more useful, but not what I would call "fahgetabowdit!". With the introduction of sets into my build the gap closed quickly. So, now I've come to this. I have two builds that are based on what I've found works for me from both primary sets. The difference is in the pool powers. I've saved a fair chunk of change for just this occasion but still didn't want to go the way of the purple billionaire. I'm certainly not in that category monetarily (influence) speaking .

Just a few things I am specifically looking for.

1) I want to control the point of attack. To accomplish this I have taken 3 single target attacks each with a built in amount of either mitigation (disorient, knockdown) or control (hold) and in the case of Build #1 3 AOE attacks that do the same as the single attacks with the addition of, unfortunately Knockback (Tremor) and Fear. Situationally I'm fine with KB, and in a HOLY SCHNICKIES !! moment it can save a team mates life. Mostly I have it to keep the bad guys looking my way. Fear is a great control and mitigation tool. Build two has the addition of an aoe sleep. I took it for the huge AOE radius and the -Def that is built into it, the sleep is a non factor. Also it's another way to taunt many bad guys at once. Have I missed an opportunity to make this goal better realized ?

2) I'm a busy tank. I've played MMOs for a good long time and in all of them I tend to excel at being a MT ( main tank ). This means I monitor the field of battle and go where I'm needed positionally to best suit the teams needs. I'm also a glorious ******* who loves to save the day, so I'm constantly keeping my eyes on my team mates health bars. If my throng of squishies... ahem, I'm sorry, my team mates are taking too much damage, I'll swoop in and handle that situation. I operate under the funnel of love theory. As the MT, the team DPS members should be assisting me ( if Melee ) or targeting me ( if ranged attack ) so that we burn down our targets quickly and efficiently. Controllers do just that and I trust that they have the same set of eyes that I do to assist in helping a team mate in trouble. Healers are what they are. Either they are very busy, of they get to kick it and enjoy the ride depending on the team My build has to allow me to do this in every situation. Admittedly I'm still learning the CoH defensive slotting, so that's where my biggest, to my mind, need for help may lie. I'm just not certain what to focus on in a defensive slotting context.

Ok, here are my builds. Thank you ahead of time for any advice folks !

Build #1 *With Stamina*

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

Click this DataLink to open the build!

StoneTemple Pilot - Newest: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Presence

Hero Profile:
Level 1: High Pain Tolerance -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal:40(5), ImpArm-ResDam/EndRdx:30(7), ImpArm-ResDam:30(42), Mrcl-Rcvry+:40(43)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Stpfy-Acc/EndRdx:50(34), Stpfy-Acc/Rchg:50(34)
Level 2: Mind Over Body -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(11), S'fstPrt-ResDam/Def+:30(15)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(19), F'dSmite-Dmg/EndRdx:40(34), Acc-I:50(37)
Level 6: Swift -- HO:Micro(A)
Level 8: Rise to the Challenge -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(9), DarkWD-Rchg/EndRdx:50(9), DarkWD-ToHitDeb:50(17), Taunt-I:50(42), Taunt-I:50(42)
Level 10: Fast Healing -- Numna-Heal:50(A), Numna-Heal/Rchg:50(11), Numna-Regen/Rcvry+:50(15)
Level 12: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(13), P'Shift-EndMod/Acc/Rchg:50(13), P'Shift-EndMod/Acc:50(40), P'Shift-End%:50(43)
Level 14: Health -- H'zdH-Heal:40(A), H'zdH-Heal/Rchg:40(46), RgnTis-Regen+:30(46)
Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(46)
Level 18: Super Speed -- HO:Micro(A)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc/Rchg:50(21), P'Shift-End%:50(43)
Level 22: Fault -- EndRdx-I:50(A), Rope-EndRdx/Stun:50(23), Rope-Acc/EndRdx:50(23), Rope-Stun/Rng:50(29), Rope-Acc/Stun/Rchg:50(29), Rope-Acc/Stun:50(45)
Level 24: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(25), EndRdx-I:50(25), LkGmblr-Rchg+:50(45)
Level 26: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(27), EndRdx-I:50(27), LkGmblr-Rchg+:50(45)
Level 28: Kick -- Acc-I:50(A)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-EndRdx/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-EndRdx:40(31)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(33), EndRdx-I:50(33), Ksmt-ToHit+:30(33)
Level 35: Tremor -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), UbrkCons-Acc/Rchg:50(40), UbrkCons-Acc/Hold/Rchg:50(40)
Level 41: Provoke -- Acc-I:50(A)
Level 44: Intimidate -- Acc-I:50(A)
Level 47: Invoke Panic -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(48), Abys-Acc/EndRdx:50(48), Abys-Fear/Rng:50(48), Abys-Acc/Fear/Rchg:50(50), EndRdx-I:50(50)
Level 49: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
------------

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Build #2 *Without Stamina - with Salt Crystals*

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

Click this DataLink to open the build!

StoneTemple Pilot - Agro Magnet: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Presence
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: High Pain Tolerance -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal:40(5), ImpArm-ResDam/EndRdx:30(7), ImpArm-ResDam:40(21), Mrcl-Rcvry+:40(21)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Stpfy-Acc/EndRdx:50(34), Stpfy-Acc/Rchg:50(34)
Level 2: Mind Over Body -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(11), S'fstPrt-ResDam/Def+:30(15)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(19), F'dSmite-Dmg/EndRdx:40(34), Acc-I:50(37)
Level 6: Swift -- HO:Micro(A)
Level 8: Rise to the Challenge -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(9), DarkWD-ToHitDeb:50(9), DarkWD-Slow%:50(17), Taunt-I:50(42), Taunt-I:50(42)
Level 10: Fast Healing -- Numna-Heal:50(A), Numna-Heal/Rchg:50(11), Numna-Regen/Rcvry+:50(15)
Level 12: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(13), P'Shift-EndMod/Acc/Rchg:50(13), P'Shift-EndMod/Acc:50(40), P'Shift-End%:50(43)
Level 14: Health -- H'zdH-Heal:40(A), H'zdH-Heal/Rchg:40(46), RgnTis-Regen+:30(46)
Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(46)
Level 18: Super Speed -- HO:Micro(A)
Level 20: Build Up -- RechRdx-I:50(A)
Level 22: Fault -- EndRdx-I:50(A), Rope-EndRdx/Stun:50(23), Rope-Acc/EndRdx:50(23), Rope-Stun/Rng:50(29), Rope-Acc/Stun/Rchg:50(29), Rope-Acc/Stun:50(45)
Level 24: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(25), EndRdx-I:50(25), LkGmblr-Rchg+:50(45)
Level 26: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(27), EndRdx-I:50(27), LkGmblr-Rchg+:50(45)
Level 28: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-EndRdx/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-EndRdx:40(31)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(33), EndRdx-I:50(33), Ksmt-ToHit+:30(33)
Level 35: Tremor -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), UbrkCons-Acc/Rchg:50(40), UbrkCons-Acc/Hold/Rchg:50(40)
Level 41: Provoke -- Acc-I:50(A)
Level 44: Intimidate -- Acc-I:50(A)
Level 47: Invoke Panic -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(48), Abys-Acc/EndRdx:50(48), Abys-Fear/Rng:50(48), Abys-Acc/Fear/Rchg:50(50), EndRdx-I:50(50)
Level 49: Salt Crystals -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
------------

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Posted

I see holes but I think it'll be better if you treat this build as a science experiment as it does defy convention, I especially like the stamina less one.

I think when you come up to AVs you will see why convention is the way it is but it'll be good if you went up against as many AVs as possible, looked at how many different types of defenders your build can competently work with and survive, also see how well your tanker can keep AoE damage off the team and not lose aggro.

I do science experiments and they can crash and burn but sometimes you can come out all the wiser from it. I would be interested in how much threat level that build can maintain around other ATs of certain types versus certain AVs but take notes on dealing with all of them.

All of my tanks have to be able to tank any AV for any team make up. After concept comes that self made law.


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.

 

Posted

interesting build, if you are running with a concept, then cool beans.

Shannon, from what I have seen puts concept in front of min/maxing. There is absolutely nothing wrong with that. There was a time when I would do that as well. If you are on a server such as Virtue, where RP is widespread, even better.

I, however, build my tanks with the idea that no one should outlive me. Ever. And I mean EVER. Also, I like to be the aggro magnet. If someone else is getting smacked, I am not a happy camper.

Now, if maintaining control of aggro is one of your goals, you are missing taunt. You need this. It won't be impossible for you to hold aggro, but it won't be easy by any stretch without it. WP has the worst aggro aura in the game. Taunt is your friend.

Now, I do not have a WP/Stone tanker. I do have a level 50 WP tanker. I also have a Stone Melee/WP brute. No a brute is not a tank, however, I would essentially have the same build on my brute as my tank, with exception of the APP. I built that toon to be an almost unkillable engine of destruction.

This is my brute build, switched to tank. Softcapped def, 96hp/sec, and over 3k hp.

No aoe damage. ST damage will be insane tho. WP really shines when there are a lot of mobs around you, Taunt will accomplish that, fault will allow you to stun the mobs if your health starts to drop. May even be able to solo AVs with this. I went with the QR+Stam, as SM is an endurance hog. This should allow you to attack constantly with almost no downtime.

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

Click this DataLink to open the build!

Squashing Puppies: Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: High Pain Tolerance

  • (A) Miracle - +Recovery
  • (17) Numina's Convalescence - Heal
  • (17) Numina's Convalescence - Heal/Endurance
  • (19) Numina's Convalescence - Heal/Recharge
Level 1: Stone Fist
  • (A) Kinetic Combat - Accuracy/Damage
  • (5) Kinetic Combat - Damage/Endurance
  • (37) Kinetic Combat - Damage/Recharge
  • (45) Kinetic Combat - Damage/Endurance/Recharge
  • (46) Pounding Slugfest - Damage/Endurance
  • (46) Pounding Slugfest - Damage/Recharge
Level 2: Mind Over Body
  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (3) Reactive Armor - Resistance/Endurance/Recharge
  • (7) Reactive Armor - Resistance
  • (7) Steadfast Protection - Resistance/+Def 3%
Level 4: Heavy Mallet
  • (A) Kinetic Combat - Accuracy/Damage
  • (5) Kinetic Combat - Damage/Endurance
  • (19) Kinetic Combat - Damage/Recharge
  • (23) Kinetic Combat - Damage/Endurance/Recharge
  • (23) Pounding Slugfest - Damage/Endurance
  • (37) Pounding Slugfest - Damage/Recharge
Level 6: Indomitable Will
  • (A) Luck of the Gambler - Recharge Speed
Level 8: Fast Healing
  • (A) Regenerative Tissue - +Regeneration
  • (9) Numina's Convalescence - +Regeneration/+Recovery
  • (9) Numina's Convalescence - Heal
  • (13) Numina's Convalescence - Heal/Endurance
  • (15) Healing IO
Level 10: Rise to the Challenge
  • (A) Numina's Convalescence - Heal
  • (11) Numina's Convalescence - Heal/Endurance
  • (11) Numina's Convalescence - Heal/Recharge
  • (15) HamiO:Enzyme Exposure
Level 12: Quick Recovery
  • (A) Endurance Modification IO
  • (13) Endurance Modification IO
Level 14: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 16: Super Jump
  • (A) Jumping IO
Level 18: Heightened Senses
  • (A) Luck of the Gambler - Recharge Speed
Level 20: Fault
  • (A) Force Feedback - Chance for +Recharge
  • (21) Razzle Dazzle - Chance of Immobilize
  • (21) Razzle Dazzle - Accuracy/Recharge
  • (40) Razzle Dazzle - Accuracy/Stun/Recharge
  • (40) Razzle Dazzle - Endurance/Stun
  • (40) Razzle Dazzle - Accuracy/Endurance
Level 22: Hurdle
  • (A) Jumping IO
Level 24: Health
  • (A) Numina's Convalescence - Heal
  • (25) Numina's Convalescence - Heal/Endurance
  • (25) Numina's Convalescence - Heal/Recharge
  • (27) Healing IO
Level 26: Stamina
  • (A) Endurance Modification IO
  • (27) Endurance Modification IO
Level 28: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 30: Taunt
  • (A) Mocking Beratement - Taunt
  • (31) Mocking Beratement - Taunt/Recharge
  • (31) Mocking Beratement - Taunt/Recharge/Range
  • (31) Mocking Beratement - Accuracy/Recharge
  • (34) Mocking Beratement - Taunt/Range
  • (34) Mocking Beratement - Recharge
Level 32: Stone Mallet
  • (A) Kinetic Combat - Accuracy/Damage
  • (33) Kinetic Combat - Damage/Endurance
  • (33) Kinetic Combat - Damage/Recharge
  • (33) Kinetic Combat - Damage/Endurance/Recharge
  • (34) Pounding Slugfest - Damage/Endurance
  • (37) Pounding Slugfest - Damage/Recharge
Level 35: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (36) Kinetic Combat - Damage/Endurance
  • (36) Kinetic Combat - Damage/Recharge
  • (36) Kinetic Combat - Damage/Endurance/Recharge
Level 38: Seismic Smash
  • (A) Kinetic Combat - Accuracy/Damage
  • (39) Kinetic Combat - Damage/Endurance
  • (39) Kinetic Combat - Damage/Recharge
  • (39) Kinetic Combat - Damage/Endurance/Recharge
  • (43) Pounding Slugfest - Damage/Endurance
  • (43) Pounding Slugfest - Damage/Recharge
Level 41: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (42) Reactive Armor - Resistance/Recharge
  • (42) Reactive Armor - Resistance/Endurance/Recharge
  • (42) Reactive Armor - Resistance
Level 44: Stone Prison
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (46) Enfeebled Operation - Endurance/Immobilize
  • (48) Enfeebled Operation - Accuracy/Endurance
  • (48) Enfeebled Operation - Immobilize/Range
  • (48) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (50) Enfeebled Operation - Accuracy/Immobilize
Level 47: Weave
  • (A) Luck of the Gambler - Recharge Speed
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet



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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.

 

Posted

Thanks for the replies, very much appreciated ! I have made 44 as of last night and used the number two build to create my originally posted idea ( without stamina ). I have to say I am underwhelmed with tremor. The knockBACK defeats what I'm trying to do. I love the Stone Melee set for the knockDOWN. I can control the POA ( point of attack ) with fault and my 3 basic attacks while the team ( if I'm teamed ) takes out the stunned wanderers. Tremor just screws up the entire mess and actually slows my leveling down with the scatter effect. The idea of an AOE attack is nice, but the reality of tremor , for me , leaves a lot to be desired.
My current build has taunt in it and it's been a staple of mine for a long time. I'm going to rework the build to keep it. I DO have a few questions about the WP set in particular however. RTTC has the ability to slot taunts into it. Is this a good idea ?

This is my original build I had made for him. I made it without really knowing what I was doing but have followed it so far and it's worked well for me. Maybe get help fixing it instead of reinventing the wheel? I'm still admittedly overwhelmed with all the choices for slotting.

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

Click this DataLink to open the build!

StoneTemple Pilot: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping

Hero Profile:
Level 1: High Pain Tolerance -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(7), ImpArm-ResDam/EndRdx/Rchg:40(7), Aegis-ResDam/EndRdx:50(34), Aegis-ResDam/EndRdx/Rchg:50(40), Aegis-ResDam:50(42)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Acc-I:30(46), Acc-I:30(48)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(17), Acc-I:30(17), Acc-I:50(37)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Acc-I:50(15), Acc-I:30(37)
Level 6: Indomitable Will -- DefBuff-I:50(A), DefBuff-I:50(34)
Level 8: Fast Healing -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(9), Numna-Heal/Rchg:50(9), Numna-Heal/EndRdx/Rchg:50(37), Numna-Heal:50(42), Numna-Regen/Rcvry+:50(48)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
Level 12: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(13), EndMod-I:50(13)
Level 14: Super Speed -- Zephyr-Travel:50(A)
Level 16: Rise to the Challenge -- Mrcl-Heal/EndRdx:30(A), Mrcl-Heal/EndRdx/Rchg:40(19), DarkWD-ToHitDeb:50(19), DarkWD-ToHitDeb/EndRdx:50(31), DarkWD-Slow%:30(36), DarkWD-ToHitdeb/Rchg/EndRdx:21(46)
Level 18: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam/EndRdx:40(23)
Level 20: Fault -- Mocking-Taunt/Rchg:50(A), Mocking-Taunt/Rng:50(21), Stpfy-Acc/Rchg:50(21), Stpfy-EndRdx/Stun:50(25), Stpfy-Acc/EndRdx:50(29), Stpfy-Acc/Stun/Rchg:50(29)
Level 22: Swift -- Run-I:50(A)
Level 24: Health -- Mrcl-Rcvry+:40(A)
Level 26: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(27), P'Shift-EndMod/Acc/Rchg:50(27), P'Shift-Acc/Rchg:50(33), P'Shift-End%:50(43)
Level 28: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(31), Zinger-Taunt/Rchg/Rng:50(31), Zinger-Acc/Rchg:50(43), Zinger-Taunt/Rng:50(43), Zinger-Dam%:50(46)
Level 30: Build Up -- GSFC-Build%:21(A)
Level 32: Strength of Will -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(33), TtmC'tng-ResDam/EndRdx:30(33)
Level 35: Heightened Senses -- DefBuff-I:40(A), DefBuff-I:50(36), DefBuff-I:50(36)
Level 38: Seismic Smash -- Lock-Acc/Hold:50(A), Lock-Acc/EndRdx/Rchg/Hold:50(39), KntkC'bat-Acc/Dmg:35(39), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40)
Level 41: Boxing -- P'ngS'Fest-Acc/Dmg:30(A)
Level 44: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(45), Aegis-ResDam/EndRdx:40(45), Aegis-ResDam:40(45)
Level 47: Weave -- DefBuff-I:30(A), DefBuff-I:30(48), DefBuff-I:50(50), LkGmblr-Rchg+:50(50)
Level 49: Combat Jumping -- DefBuff-I:30(A), DefBuff-I:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet



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Posted

fault knocks down, tremor knocks back

As for the build, heals go in high pain tolerance to boost your max hp, the amount of resist it gives sucks, and those set bonuses are not worth sacrificing for.

try to put 4 slots in mind over body, tough and SoW, slot with reactive armors. will put you closer to s/l def cap.

I wouldnt put more than 3 slots in stam, the last 2 bonuses you can live without, and don't really bring a lot to the build as a whole. you will be more than set for end already, and 2.5% damage is nice, but the slots are of better use elsewhere.

Overall, that last build you posted is pretty solid, some slotting tweaks and you should be solid.

Here is your last build, adjusted the slotting for better efficiency. Softcaps you on def, and significantly boosts your regen.

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

Click this DataLink to open the build!

StoneTemple Pilot: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping

Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7), Heal-I(34)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(42), P'ngS'Fest-Dmg/EndRdx(46), P'ngS'Fest-Acc/Dmg(48)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(17), P'ngS'Fest-Acc/Dmg(17), P'ngS'Fest-Dmg/EndRdx(37)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(15), P'ngS'Fest-Dmg/EndRdx(15), P'ngS'Fest-Dmg/Rchg(37)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 8: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(9), Numna-Heal/Rchg(9), Numna-Regen/Rcvry+(48)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Quick Recovery -- EndMod-I(A), Efficacy-EndMod/Acc(13), Efficacy-EndMod(13)
Level 14: Super Speed -- HO:Micro(A)
Level 16: Rise to the Challenge -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/EndRdx/Rchg(19), DarkWD-ToHitDeb(19), DarkWD-ToHitDeb/EndRdx(31), DarkWD-Slow%(36), DarkWD-ToHitDeb/Rchg(36)
Level 18: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(33), S'fstPrt-ResDam/Def+(40)
Level 20: Fault -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rng(21), Stpfy-Acc/Rchg(21), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(29), Stpfy-Acc/Stun/Rchg(29)
Level 22: Swift -- Run-I(A)
Level 24: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(37), Mrcl-Heal/EndRdx(42)
Level 26: Stamina -- EndMod-I(A), Efficacy-EndMod/Acc(27), Efficacy-EndMod(27)
Level 28: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(31), Zinger-Taunt/Rchg/Rng(31), Zinger-Acc/Rchg(43), Zinger-Taunt/Rng(43), Zinger-Dam%(46)
Level 30: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(43)
Level 32: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(42)
Level 35: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 38: Seismic Smash -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(39), KntkC'bat-Acc/Dmg(39), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 41: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet


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.

 

Posted

Quote:
Originally Posted by Nintova View Post
I have to say I am underwhelmed with tremor. The knockBACK defeats what I'm trying to do. I love the Stone Melee set for the knockDOWN.
If you have recently done an old mission and noticed kb, it is likely from the npc levels being a bit low rather than some npcs having protection to kb and some not. KB at 0.67 should look like KD against the right levels.


 

Posted

http://www.redtomax.com/data/powers/...e_Melee.Tremor

0.67 mag KB is KD. And I've played a /Stone for quite a while - I would have definitely noticed if Tremor was doing KB. If Tremor is doing KB for you, then one of the following must be true: the enemies you are fighting are below your level; they're vulnerable to KB (as, for instance, Clockwork); you have Tremor slotted for KB; you have a set that gives a bonus to KB. By itself, against even cons, Tremor does KD.

That said, if it were a set bonus, then Fault would also be doing KB:

http://www.redtomax.com/data/powers/...ne_Melee.Fault

because it has the same mag 0.67 KB, and anything that would push Tremor up to knockback would do the same to Fault.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by _Deth_ View Post
fault knocks down, tremor knocks back
As others pointed out neither Fault or Tremor does knockback on even level or above baddies, both do knockdown.

There are only two occasions when CMA, my Inv/Stone, does knockback with either (or any, for that matter) power:
  1. When dealing with -2 or lower mobs
  2. When dealing with mobs with KB weakness like Clockwork
Personally both of those powers fall under the "must have" category in Stone Melee for me; I slot 5 Stupefy (skipping the proc) in Fault and Tremor is great with the PBAOE set of your choice depending on what bonuses you need. Scirocco's or Obliteration are ones I frequently gravitate to.

On CMA Fault has 5 Stupefy and the psi proc from the Perfect Zinger set; I usually get at least 1 or 2 mobs with the proc and frequently get 5 or more.


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

 

Posted

I'll look at my slots when I get home tonight, but I was doing KB to Fake Nemesis ( +1 level to me, some even ) and their cronies in Peregrine Island last night. I've experienced the Stone set doing KB against lowbies, but against even or better mobs It was working as I expected. The only one that was doing KB was tremor .. come to think of it, it's got 2 ACC, 3 Dam and 1 Stam SO in it .. so If I'm getting KB it's from something else. Without the game in front of me I'm clueless.

Thanks very much for the advice though and thanks to Deth for a good idea what my current build could look like.


 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
http://www.redtomax.com/data/powers/...e_Melee.Tremor

0.67 mag KB is KD. And I've played a /Stone for quite a while - I would have definitely noticed if Tremor was doing KB. If Tremor is doing KB for you, then one of the following must be true: the enemies you are fighting are below your level; they're vulnerable to KB (as, for instance, Clockwork); you have Tremor slotted for KB; you have a set that gives a bonus to KB. By itself, against even cons, Tremor does KD.

That said, if it were a set bonus, then Fault would also be doing KB:

http://www.redtomax.com/data/powers/...ne_Melee.Fault

because it has the same mag 0.67 KB, and anything that would push Tremor up to knockback would do the same to Fault.
Quote:
Originally Posted by Call_Me_Awesome View Post
As others pointed out neither Fault or Tremor does knockback on even level or above baddies, both do knockdown.

There are only two occasions when CMA, my Inv/Stone, does knockback with either (or any, for that matter) power:
  1. When dealing with -2 or lower mobs
  2. When dealing with mobs with KB weakness like Clockwork
Personally both of those powers fall under the "must have" category in Stone Melee for me; I slot 5 Stupefy (skipping the proc) in Fault and Tremor is great with the PBAOE set of your choice depending on what bonuses you need. Scirocco's or Obliteration are ones I frequently gravitate to.

On CMA Fault has 5 Stupefy and the psi proc from the Perfect Zinger set; I usually get at least 1 or 2 mobs with the proc and frequently get 5 or more.
I know how the mechanic is supposed to work. I will admit when I posted I was thinking about something else, which is why I said it with such authority. That said, I have been getting a lot of KB with tremor, and I never slot for KB, and abhor the mechanic on melee toons. KD and KU, I love to death, but I hate chasing. I rarely fight anything my own level, much less 2 levels below.

As for must have, if you were going to pair it with other AoEs, I would be more apt to agree. Personally, I don't like it, but to each his own.

Quote:
Originally Posted by Nintova View Post
I'll look at my slots when I get home tonight, but I was doing KB to Fake Nemesis ( +1 level to me, some even ) and their cronies in Peregrine Island last night. I've experienced the Stone set doing KB against lowbies, but against even or better mobs It was working as I expected. The only one that was doing KB was tremor .. come to think of it, it's got 2 ACC, 3 Dam and 1 Stam SO in it .. so If I'm getting KB it's from something else. Without the game in front of me I'm clueless.

Thanks very much for the advice though and thanks to Deth for a good idea what my current build could look like.
Glad to help. And you should thank CMA as well, as his softcapping guide for invuln has been the inspiration for most of my builds.


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.

 

Posted

Quote:
Originally Posted by _Deth_ View Post

As for must have, if you were going to pair it with other AoEs, I would be more apt to agree. Personally, I don't like it, but to each his own.
One of the best reasons for having both Fault & Tremor is simply the control factor... with both of them you can pretty well keep an entire spawn on their butts; the damage of Tremor is actually secondary... it's roughly (I don't have the numbers in front of me now) equivalent to Stone Fist damage to an AOE.

I usually use Tremor as an opening move since it's untargeted... I just jump into a group and hit Tremor, then target something and start my ST attack chain... as they start to stand up I hit Fault, then Tremor is nearly back up to knock them down again.

Both of them work great as a "time out" power as well if you need a couple of seconds breathing time to pop an insp. and they recharge fast enough that you don't worry about "saving" the power for when you REALLY need it.


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

 

Posted

Was using tremor earlier this evening, definitely knockdown.

The best reason for having it is to slot another force feedback proc meaning that you'd be desperately unlucky if surrounded by mobs for it to fail to fire in both fault and tremor.

I also like to make the kinetic combat KD proc one of my 4 KCs in stone fist, so that has KD too, ditto boxing.


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

 

Posted

Quote:
Originally Posted by Call_Me_Awesome View Post
One of the best reasons for having both Fault & Tremor is simply the control factor... with both of them you can pretty well keep an entire spawn on their butts; the damage of Tremor is actually secondary... it's roughly (I don't have the numbers in front of me now) equivalent to Stone Fist damage to an AOE.

I usually use Tremor as an opening move since it's untargeted... I just jump into a group and hit Tremor, then target something and start my ST attack chain... as they start to stand up I hit Fault, then Tremor is nearly back up to knock them down again.

Both of them work great as a "time out" power as well if you need a couple of seconds breathing time to pop an insp. and they recharge fast enough that you don't worry about "saving" the power for when you REALLY need it.
again, like I said before, personal preference.

Quote:
Originally Posted by Minotaur View Post
Was using tremor earlier this evening, definitely knockdown.
And, like I said before, I have been getting knockback from it. Today. On 52 bosses. No I don't have any kb slotted in it. Usually happens if i hit it right after fault. That could be part of it, but I doubt it, as with my mace tank it would happen when i chain CC and Whirling Mace.

If you guys like tremor, neat, more power to you. I don't. Some people like Coke, I like Pepsi. I can see the utility in it, I just don't use it enough for that purpose. The main reason I got it was for the aoe damage, which is terrible. Damage capped, I get less than 300 damage out of it. This makes me cry, as there is ZERO reason for it doing such terrible damage. Footstomp and Shield Charge do a TON more damage and knock the mobs on their tails. I can keep the mobs on their tails enough with fault for my taste. I still plan on respecing out of it. Now, like I stated in my first response, I am coming at it from the brute perspective. However, even as a tank, I am sure I would hate it.

The last build I posted I stuck with the powers he chose, as that is what he stated he wanted to stick with. **shrug**


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.

 

Posted

Ok, FWIW, I've been attacking Fake Nemesis and the goonies that run with them in Peregrine Island on Virtue the last 15 minutes. So far they have been even FN and blue henchmen. Every single time I attack, I'm causing KB. I'm including my build verbatim to this point. Please keep in mind that against orange cons this was happening last night. I can't see what the cause is. I'm not spectacularly slotted, just what I could afford at the time or what I found/won on missions. I've even included empty slots for accuracy. this is exactly what I look like at this moment.

edit: Mystery solved. I'm embarrassed at the solution it was so simple. I guess I'll attribute it to being away from the game so long. Not all even cons are created equal. The Fake Nemesis that conned even were , in fact, 2 levels below me. The blue cons were actually the same level as the even con.

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

Click this DataLink to open the build!

StoneTemple Current (lvl-43): Level 43 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting

Hero Profile:
Level 1: High Pain Tolerance -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(15), Aegis-ResDam(15), Heal-I(17)
Level 1: Stone Fist -- C'ngImp-Acc/Dmg(A), Acc(3), F'dSmite-Acc/Dmg(3), F'dSmite-Dmg/EndRdx(31), F'dSmite-Acc/EndRdx/Rchg(31)
Level 2: Fast Healing -- Heal-I(A), Numna-EndRdx/Rchg(17), Numna-Heal(19)
Level 4: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 6: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 8: Rise to the Challenge -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(9), DarkWD-ToHitdeb/Rchg/EndRdx(9), DarkWD-Rchg/EndRdx(11), DarkWD-ToHitDeb/EndRdx(11), DarkWD-Slow%(31)
Level 10: Mind Over Body -- ResDam(A), ResDam(19), ResDam(25), EndRdx(37)
Level 12: Quick Recovery -- EndMod-I(A), EndMod-I(13), EndMod-I(13)
Level 14: Indomitable Will -- EndRdx(A), EndRdx(36), Ksmt-ToHit+(37)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 18: Taunt -- Zinger-Dam%(A), Zinger-Taunt(27), Zinger-Taunt/Rng(27), Zinger-Acc/Rchg(43)
Level 20: Fault -- Rope-Acc/Rchg(A), Rope-EndRdx/Stun(21), Rope-Acc/EndRdx(21), Rope-Stun/Rng(23), Rope-Acc/Stun/Rchg(23), Rope-Acc/Stun(25)
Level 22: Super Speed -- Run(A)
Level 24: Hurdle -- Jump(A)
Level 26: Health -- Heal-I(A)
Level 28: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(29)
Level 30: Heightened Senses -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/Rchg(40), LkGmblr-EndRdx/Rchg(42)
Level 32: Build Up -- AdjTgt-ToHit(A), AdjTgt-Rchg(43), Empty(43)
Level 35: Boxing -- Empty(A)
Level 38: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40), G'Wdw-Dam%(40)
Level 41: Strength of Will -- EndRdx(A), ResDam(42), ResDam(42)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet



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Posted

Quote:
Originally Posted by Nintova View Post
As the MT, the team DPS members should be assisting me ( if Melee ) or targeting me ( if ranged attack ) so that we burn down our targets quickly and efficiently.
I've stopped doing that. Particularly when I'm "main" tank. It's actually safer for the squishies to target through a Scranker-built tank than a main tank. The Scranker is usually concentrating on a target to bring it down; assisting players will focus on that target and make the process more efficient while at the same time being assured the Scranker is monopolizing that target's aggro.

But no so on a main tank. The main tank is looking around the battlefield a lot, not always picking the best target for the ranged attackers (which is often a mezzing LT on the fringe of the spawn and not the boss in the middle, anyway) and frequently switching targets to distribute gauntlet aggro. Ranged players would distribute their attacks across several foes if they were assisting me at such a time.

Also, when I am main tank, I sometimes deliberately (while attacks are recharging) or accidentally (when using the tab key) select nearby foes not currently engaged. Assisting players would draw in new aggro on themselves that I had not yet aggroed -- because I don't attack everything my cursor hovers on or toggles through.

Aside from special situations, I think it's best if ranged players made their own targeting decisions and learned to work with the main tank and allow him to concentrate spawns and lock down aggro. Both roles learn more about enemies and about cooperation, both roles have more freedom, and accidents are reduced.

There's still that lone Defender who, just as the last enemy hits the ground in a spawn, furiously stabs the tab key (or "target_enemy_next") and spams out an attack...the tank watches as the blast sails off into the distance, followed by the Defender eating the alpha from a previously un-engaged group. But you (as the tank) can't do much to prevent that.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

I generally wait until aggro control is consolidated then unleash hell with AoEs. I shouldn't have to target through anyone with a decent Tanker who has an Aura. If you wait a couple more seconds for consolidation you normally can open fire say with Autofire, Flame thrower and Buckshot and have nothing coming your way.

If I see a Tanker not consolidating then his xp/time has dropped as I would be carefully choosing who and who not to shoot at, less AoE dps from me is less xp/time for him.


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.

 

Posted

Quote:
Originally Posted by _Deth_ View Post
And, like I said before, I have been getting knockback from Tremor. Today. On 52 bosses. No I don't have any kb slotted in it. Usually happens if i hit it right after fault. That could be part of it, but I doubt it, as with my mace tank it would happen when i chain CC and Whirling Mace.
Tremor + Fault might = 0.67kb+0.67kb

Although I do not see why it should.

Whereas Crowd Control + Whirling Mace = 0.67kb+0 kb

Whirling Mace is a Stun.


@Nintova, In order to be conceptual, to not normally have a problem in threat levels, have team dynamic and make up flexibility, somewhere all that I would of done was fit in Taunt, the real one and gave it slots. Working out just how limited I would of imagined to be on that build would of been of interest.


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.

 

Posted

Quote:
Originally Posted by Shannon_EU View Post
Tremor + Fault might = 0.67kb+0.67kb

Although I do not see why it should.

Whereas Crowd Control + Whirling Mace = 0.67kb+0 kb

Whirling Mace is a Stun.


@Nintova, In order to be conceptual, to not normally have a problem in threat levels, have team dynamic and make up flexibility, somewhere all that I would of done was fit in Taunt, the real one and gave it slots. Working out just how limited I would of imagined to be on that build would of been of interest.
It's still my switch build I have SO many veteran respecs on that toon I can pretty much play a little bit to find out if the scientific experiment, as you call it is viable. I'm still tinkering with Tremor, it just is so different than what I've done for 40+ levels. I do like having an AOE damage dealer, if not for the damage then at least for the agro. Every little bit helps I suppose.

It's odd how unstoppable I feel with my tank when I play, especially looking at the numbers with the slots the way I have them. It just doesn't feel weak. My health and stam never drop below 1/4 and if they do , from a huge alpha, it comes right back. I'm always attacking .. no pauses ever. I can't wait to see what it's like with the correct IOs and slotting. All I need to do is learn where to earn insp. to fund this monster. I really want to do the major AVs in this game and know that my build, as is , will be seriously exposed.

I'll go look for a guide on here


 

Posted

Quote:
Originally Posted by Shannon_EU View Post
Tremor + Fault might = 0.67kb+0.67kb

Although I do not see why it should.

Whereas Crowd Control + Whirling Mace = 0.67kb+0 kb

Whirling Mace is a Stun.
I've been playing CMA, my Inv/Stone the last couple of nights and I can categorically state that Tremor+Fault does NOT knock back even level or better mobs. Chaining both powers back to back with no delay (cuing up the second while the first animates) and I get knockdown, then knockdown again. Remembering this thread I tried everything I could think of and wasn't able to get anything to KB.

If you're seeing knockback on any Stone Melee powers then either you're fighting -2 or lower or facing clockwork or similar. The only other possibility is knockback slotting in your powers or as a set bonus.

Oh, I just had a thought, if you're teamed with an Earth or Ice controller that may explain it, if they put out Earthquake/Ice slick and you time it right your attack may hit at the same time one of the 'troller's knockdowns tics... that would cause knockback. A Storm 'troller/defender's Freezing Rain power would have the same effect.


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

 

Posted

Yeah CMA , if you read a few post up, I did indeed come to that conclusion. I was thinking even con = same level. That was my mistake I'm embarrassed to say. I was KBing -2 level Boss mobs that conned even. When I faced anything 43 ( blue con or up ) KD was all that happened.


 

Posted

Quote:
Originally Posted by Nintova View Post
Yeah CMA , if you read a few post up, I did indeed come to that conclusion. I was thinking even con = same level. That was my mistake I'm embarrassed to say. I was KBing -2 level Boss mobs that conned even. When I faced anything 43 ( blue con or up ) KD was all that happened.
Oops, I guess I must've missed that.


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

 

Posted

Quote:
Originally Posted by Shannon_EU View Post
Tremor + Fault might = 0.67kb+0.67kb

Although I do not see why it should.

Whereas Crowd Control + Whirling Mace = 0.67kb+0 kb

Whirling Mace is a Stun.


@Nintova, In order to be conceptual, to not normally have a problem in threat levels, have team dynamic and make up flexibility, somewhere all that I would of done was fit in Taunt, the real one and gave it slots. Working out just how limited I would of imagined to be on that build would of been of interest.
Trying to figure it out made my brain hurt, and yeah, while wracking my brain i messed up, whirling mace is stun.

Quote:
Originally Posted by Call Me Awesome View Post
Oh, I just had a thought, if you're teamed with an Earth or Ice controller that may explain it, if they put out Earthquake/Ice slick and you time it right your attack may hit at the same time one of the 'troller's knockdowns tics... that would cause knockback. A Storm 'troller/defender's Freezing Rain power would have the same effect.
This. Don't know how the hell I missed it. Been playing with a lot of Ice and storm lately. Last night, didn't run with any for the first time in awhile, and all KD. I still hate tremor tho, just not quite as much.


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.

 

Posted

After some mids work I've finally settled on this as my final build. I wanted to post if for the sake of completeness. I've made 44 as of tonight and so far it's been a steam-roller of a tank. In the end I liked the idea of Salt Crystals to give me a POA AOE debuff. My recharge rate is right at 107%, 207% when I open with fault, and everything cycles beautifully. My attack chain is never ending. My defense looks sweet. All in all a very nice build for me. Thanks for all the advice folks. It's been very much appreciated.

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

Click this DataLink to open the build!

AAA StoneTemple ~ Best: Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: High Pain Tolerance -- Mrcl-Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(19)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(45), P'ngS'Fest-Dmg/EndRdx(46), P'ngS'Fest-Dmg/Rchg(46)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(7), S'fstPrt-ResDam/Def+(7)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23), P'ngS'Fest-Dmg/EndRdx(23), P'ngS'Fest-Dmg/Rchg(37)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A)
Level 8: Fast Healing -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(9), Numna-Heal(9), Numna-Heal/EndRdx(13), Heal-I(15)
Level 10: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(11)
Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13), EndMod(50)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15)
Level 16: Super Jump -- Zephyr-Travel(A)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A)
Level 20: Fault -- FrcFbk-Rechg%(A), RzDz-Immob%(21), RzDz-Acc/Rchg(21), RzDz-Acc/Stun/Rchg(40), RzDz-EndRdx/Stun(40), RzDz-Acc/EndRdx(40)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(25), Heal-I(27)
Level 26: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), EndMod(50)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(34), Mocking-Rchg(34)
Level 32: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), P'ngS'Fest-Dmg/EndRdx(34), P'ngS'Fest-Dmg/Rchg(37)
Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), P'ngS'Fest-Dmg/EndRdx(43), P'ngS'Fest-Dmg/Rchg(43)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Salt Crystals -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(46), LgcRps-Acc/EndRdx(48), LgcRps-Sleep/Rng(48), LgcRps-Acc/Sleep/Rchg(48)
Level 47: Weave -- LkGmblr-Rchg+(A), DefBuff-I(50)
Level 49: Hasten -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet



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Posted

I don't do total revamps of what someone has done. I sooner look at what people do and trust they are meeting their intentions well and do little changes that I feel may be worth it. Some of it is so subtle that unless you read the enhancement you may not see that I changed a dam/rechg to a acc/dam, but anyway I felt that it was lacking in accuracy when it came to attacks and some slots could be moved to have a better effect on the build ie rather than have a def/end in combat jump which is 0,07eps put it in heightened senses which was .21 eps, a def in weave became def/end leaving you still softcapped to S/L.

With FF +Rechg you may have to be aware that it suppresses, so that you can't stack it and benefit too often, I think for use out of it you will have to use fault less often than the rechg allows, perhaps once every 15secs. Being difficult in a way I found another slot for hasten thinking you don't have seriously long rechg powers which'll benefit.

Yes you have lost some regen iirc but it is better to hit things and with the long recharge harder attacks, more often.

I took the sleep/range out of salt crystals for a slot elsewhere as I couldn't see it mattering.

Some other light changes as well:

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

Click this DataLink to open the build!

AAA StoneTemple ~ Best: Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: High Pain Tolerance -- Mrcl-Rcvry+(A), S'fstPrt-ResDam/Def+(7), Numna-Heal/Rchg(15), Numna-Heal(17), Numna-Heal/EndRdx(17)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Dmg/Rchg(37), P'ngS'Fest-Acc/Dmg(45), P'ngS'Fest-Dmg/EndRdx(46)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(7), RctvArm-EndRdx(50)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23), P'ngS'Fest-Dmg/EndRdx(23), P'ngS'Fest-Acc/Dmg(37)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27)
Level 8: Fast Healing -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(9), Numna-Heal(9), Numna-Heal/EndRdx(13)
Level 10: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(11)
Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13), EndMod-I(46)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Super Jump -- Winter-ResSlow(A)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19)
Level 20: Fault -- RzDz-Acc/EndRdx(A), RzDz-Immob%(21), RzDz-Acc/Rchg(21), RzDz-Acc/Stun/Rchg(40), RzDz-EndRdx/Stun(40)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(25)
Level 26: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), EndMod-I(40)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(34), Mocking-Rchg(34)
Level 32: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), P'ngS'Fest-Dmg/EndRdx(34), P'ngS'Fest-Acc/Dmg(37)
Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), P'ngS'Fest-Dmg/EndRdx(43), P'ngS'Fest-Acc/Dmg(43)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42), RctvArm-EndRdx(50)
Level 44: Salt Crystals -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(46), LgcRps-Acc/EndRdx(48), LgcRps-Acc/Sleep/Rchg(48)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet


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.