Revisiting my Stone/SS Tank and mid builds
I'm still learning and am confused, when is it better to choose between positional vs rech for example.
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Look for sets like Reactive Armor, Kinetic Combat, Smashing Haymaker and Eradication instead and it will help your build much more with fewer slots.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Hey there ProgamerUSA
Below is a build I was just messing around with that lets you work well inside of granite and outside of granite. As Finduilas said all of the defense in Stone are typed rather than positional so you definitely do not need to focus on sets that provide positional defenses.
The build I have below pretty much caps every typed defense that can be capped in Stone and provides a good deal of recharge and speed nearly overcoming the penalties for both (The recharge is only at -6% and the speed is overcomed in granite without rooted).
However, it does lack a little bit in accuracy. I am still trying to tweak the build to make it work out a little better while keeping the defenses where they are or at least as close to them as possible. You're welcome to work with the build if you like if you don't mind sharing any ideas you come up with.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
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King Oak (Normal Build): Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), GftotA-Run+(5)
Level 1: Stone Fist -- HO:Nucle(A)
Level 2: Stone Skin -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(5), Aegis-ResDam(7), Aegis-ResDam/EndRdx(7)
Level 4: Stone Mallet -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(11), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 6: Swift -- Run-I(A), Run-I(9), Run-I(9)
Level 8: Heavy Mallet -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(15), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 10: Rooted -- Dct'dW-Rchg(A), Dct'dW-Heal(19), Dct'dW-Heal/EndRdx(19), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23)
Level 12: Combat Jumping -- GftotA-Run+(A), LkGmblr-Rchg+(23)
Level 14: Super Jump -- Jump-I(A)
Level 16: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Rchg(25), Dct'dW-Heal/EndRdx(25), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(29)
Level 18: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(29), RgnTis-Heal/EndRdx(31)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(33), P'Shift-Acc/Rchg(33)
Level 22: Taunt -- Insult-Taunt(A), Insult-Taunt/Rchg(46), Insult-Dsrnt%(48)
Level 24: Mud Pots -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Rchg(34)
Level 26: Fault -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(36), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(37)
Level 28: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), GftotA-Run+(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 32: Granite Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40), Aegis-ResDam(40), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42)
Level 35: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(45), Erad-Dmg(45), HO:Nucle(46)
Level 38: Seismic Smash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Acc/Dmg(43), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Dmg/Rchg(46)
Level 41: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43)
Level 44: Boxing -- HO:Nucle(A)
Level 47: Tough -- HO:Ribo(A), HO:Ribo(48), HO:Ribo(48)
Level 49: Weave -- GftotA-Run+(A), GftotA-Def(50), HO:Cyto(50), HO:Cyto(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:
- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 12.4% Defense(Smashing)
- 12.4% Defense(Lethal)
- 10.8% Defense(Fire)
- 10.8% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 3% Defense(Psionic)
- 7.69% Defense(Melee)
- 6.13% Defense(Ranged)
- 9.25% Defense(AoE)
- 3.6% Max End
- 58.8% Enhancement(RechargeTime)
- 8% Enhancement(Heal)
- 3% Enhancement(Stun)
- 7% Enhancement(Accuracy)
- 15% FlySpeed
- 274.1 HP (14.6%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Immobilize) 7.7%
- MezResist(Terrorized) 4.4%
- 8% (0.13 End/sec) Recovery
- 40% (3.13 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 2.52% Resistance(Toxic)
- 5.52% Resistance(Psionic)
- 59% RunSpeed
Set Bonuses:
Luck of the Gambler
(Rock Armor)
- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Rock Armor)
- 7.5% RunSpeed
(Stone Skin)
- 3% Defense(All)
(Stone Skin)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 3% Resistance(Psionic)
(Stone Mallet)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
(Heavy Mallet)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
(Rooted)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
- 1.26% Resistance(Toxic,Psionic)
(Combat Jumping)
- 7.5% RunSpeed
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Earth's Embrace)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
- 1.26% Resistance(Toxic,Psionic)
(Health)
- 4% RunSpeed
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Taunt)
- 1% (0.02 End/sec) Recovery
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Mud Pots)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 42.2 HP (2.25%) HitPoints
(Fault)
- 2.5% (0.04 End/sec) Recovery
- 35.1 HP (1.88%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
(Minerals)
- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Minerals)
- 7.5% RunSpeed
(Granite Armor)
- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Granite Armor)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Tremor)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Seismic Smash)
- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Crystal Armor)
- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Weave)
- 2% (0.03 End/sec) Recovery
- 7.5% RunSpeed
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Most of the sets you've chosen (ToD, Mako's, Obliteration) are primarily positional def bonus sets, so you're spending a lot of slots to get relatively small usable defense bonuses.
Look for sets like Reactive Armor, Kinetic Combat, Smashing Haymaker and Eradication instead and it will help your build much more with fewer slots. |
Originally Posted by Gospel_na
As Finduilas said all of the defense in Stone are typed rather than positional so you definitely do not need to focus on sets that provide positional defenses.
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Thank you both for that insight, yea I was thinking about that when i played with the positional sets on my 1st mid draft. Thank you, I'll work with it and see what i can do. thank you soo much.
Here is my 2nd mid draft, I'd like to thank you for helping me thus far. I would like to bring up the Fire/Cold Defenses if possible and maybe bring up the accuracy. Are there any way to modify this further and make this build even better?
Thank you soo very much for everyone's help.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
FYI, Kinetic Combat is low in Accuracy and Damage, and Eradication is very low in endurance reduction. If possible, I'd add another slot to each KC set, a Acc/Dam from another melee set. I'd strongly recommend that you stick to three slots of Eradication, and add two more slots from another set to get some end reduction. It is especially important that you do so for Mud Pots, it's a high-end toggle and it will absolutely kill your end bar to run it with 15% end red; I'd aim for 60% or more.
I know you'd like to increase the F/C def outside of Granite, but keep in mind that F/C damage is (IIRC) less than 10% of the damage you'll see in PvE. I personally don't think it's worth killing yourself to soft-cap it, especially since you have Granite to fall back on. I know that you're slotting the BotZ -KB for the F/C def bonus, but they cost around 100 million infl apiece, so if you're going to go that route you'd better have very deep pockets or a lot of merits.
Oh, and if you're looking to improve overall accuracy, the Kismet +Acc (though it's actually +ToHit) is a good choice for any defense power.
Hope that helps!
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Here is the 3rd Mid Draft of the Stone/SS Tank. Brought up the ACC bonus, worked on Dam/Acc on Kinetic Combat, and worked on the Endurance problem for Eradication. My question now is slotting in Granite Armor, though long ago I used to 6 slot 3def/3resist, is it necessary now with the set bonus?
Hero Plan by Mids' Hero Designer 1.601
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Click this DataLink to open the build!
I'm no expert on Stone, but looking at your build in Mid's it seems that your defense would be soft-capped in Granite to everything but Psi with just the LotG +Recharge.
If you use the other three slots to slot up to the ED limit for resistance, you'd end up with over 75% resistance to E/NE/F/C as well. Maybe you should consider using another 3 slots of Aegis in there instead of the LotG.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
The key idea that I have proposed with my stone tank is using rock armor, crystal armor, and minerals to cap defenses to every damage type except for fire and ice. For any fire and ice situations you can use granite to mitigate damage from those damage types.
The only other downside to operating outside of granite is that you have next to no resistances beyond smashing and lethal and even with just stone skin they are pretty low. However, when face with particularly large groups of enemies you can use granite again.
The idea is to avoid the heavily penalized granite form as much as possible to increase movement speed (If it is a issue for you) and to avoid the recharge reduction and damage penalties (Which makes any solo play a hell of a lot more fun).
I think one statement that you definitely should relay is what kind of goals are you attempting to accomplish with your build? With mine I was trying to reach all soft caps through means of stacking armor toggles and compensating with granite where that couldn't be done. My secondary and tertiary goals were to overcome the recharge and speed penalties of granite.
Of course for every goal you set with a build another suffers a bit. So, what exactly are your goals ProGamerUSA?
The key idea that I have proposed with my stone tank is using rock armor, crystal armor, and minerals to cap defenses to every damage type except for fire and ice. For any fire and ice situations you can use granite to mitigate damage from those damage types.
The only other downside to operating outside of granite is that you have next to no resistances beyond smashing and lethal and even with just stone skin they are pretty low. However, when face with particularly large groups of enemies you can use granite again. The idea is to avoid the heavily penalized granite form as much as possible to increase movement speed (If it is a issue for you) and to avoid the recharge reduction and damage penalties (Which makes any solo play a hell of a lot more fun). I think one statement that you definitely should relay is what kind of goals are you attempting to accomplish with your build? With mine I was trying to reach all soft caps through means of stacking armor toggles and compensating with granite where that couldn't be done. My secondary and tertiary goals were to overcome the recharge and speed penalties of granite. Of course for every goal you set with a build another suffers a bit. So, what exactly are your goals ProGamerUSA? |
I've leveled a couple of Stone tankers to 50, one a Stone/EM and the other Stone/Fire so I've acquired some familiarity with the Stone Armor set.
I can see what you're going for here; it looks like you're sacrificing a good chunk of survivability to do it though. Granite really needs to be slotted for resistance as well as defense... as it is you're way over the soft cap defensively on Granite but well under where you should be in resistance.
The Miracle unique in EE will only work for 2 minutes after you click the power... I'd certainly suggest moving it to Health. In fact I'd suggest 5 slotting EE with Doctored Wounds instead, it'll be much cheaper and the bonuses you're getting from the Miracle really aren't that useful to you.
Somewhat the same reasoning applies to Rooted and the Harmonized Healing; that's a lot of slots invested for minimal return. Personally I simply frankenslot end/heal IO's there and call it good in 3 slots.
I don't suggest spending the inf on the KB proc in the Blessing of the Zephyr set, it really doesn't do anything worthwhile for you and it's extremely expensive. Along the same lines I'd pull that proc out of recall & TP as well.
Taunt is probably better with the Mocking Beratement set for you, particularly since it offers a cheap 7.5% recharge bonus.
As a stone tank I find that Swift is MUCH more useful than Hurdle... 3 slotted Swift helps offset the -run in Rooted and Granite.
I realize you're going for AOE/F/C defense with Stamina but that's a lot of slots to invest for it, I'd pull the last two slots from there, you've other places that can better use them.
In your armors slotting I'd consider the Gift of the Ancients set instead of the Luck of the Gambler; for one it's cheaper by a rather large margin and it'll give you some very tasty recovery and +endurance bonuses. The +runspeed proc is an added benefit for a stone tank. That LotG +recharge proc is mighty nice, but unless you've several hundred million inf to throw at the build they're in the "luxury" category... last I saw they sold for 80-100 million.
Oh, one missing piece is the Steadfast Protection unique, it's worth 3% defense to ALL and would go nicely into Stone Skin. It's a bit pricey, but nothing like the LotG +recharge... last one I bought was around 15 million. They're not too expensive if you're using Merits; around 120 merits if I remember correctly. Ah, scratch that previous comment, I see it slotted into Tough... Stone Skin is still a better choice IMO.
Hope that gives you a few ideas; there's a few things that are different than I'd do but it should work. For one I never saw the need for Tough/Weave... if I was facing more than Rock Armor/Rooted/Stone Skin could handle I had Granite available. Fully slotted Granite (ED cap resist & defense, possible even on SO's) was always the "you can't hurt me" button; even Lord Recluse buffed by his towers can't kill my stoner, and I don't even need team support. Ghost Widow on the other hand with her MAG 100 hold of doom.....
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I've leveled a couple of Stone tankers to 50, one a Stone/EM and the other Stone/Fire so I've acquired some familiarity with the Stone Armor set.
I can see what you're going for here. |
As a stone tank I find that Swift is MUCH more useful than Hurdle... 3 slotted Swift helps offset the -run in Rooted and Granite. |
Whenever I play my stone/ss tank, it's to run MoSTF and Hami Raid. Again, this toon is fully HO'd with some Gen IOs and it saddens me that I don't want to respec only to save 10 Ho's and lose the rest. I appreciate what you shared. Thank you so much.
This is the 4th mid draft and I believe we are pretty close to fine tuning to how I play this tank. I could have put kismet +6 acc where ancient +7.5 is and I do like the idea of adding +5 rech using wounds on EE. Decided to use 3 Golgi on roots instead of any spec IO sets. I still like steadfast +3 in tough. Having 4 Lotg helps this toon with ACC Bonuses including the recharge. I know about the swift vs hurdle but I prefer taking advantage of having a bit of a hurdle height as I run with ss then once rooted and/or granite with root, I'll just tp.
I'll take advantage of Ho's benefit eg in other builds like dm/sd's Active Defense, placing membrane helps DDR.
Anyways thank you so much for all of your help thus far.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Your newest build looks like it is coming along well. You have very good defense numbers, respectable regen, and you've gotten your recharge penalty to -15% at least.
However, your run speed is only around 1.4 mph in granite which I guess you're just going to overcome teleporting, so I guess no need to worry.
One thing I would look at, however, is the fact that you are well over the soft caps for S/L and E/NE damage types. You may find that you can free up a slot or two from minerals and crystal armor to use elsewhere and still maintain the softcaps and get more use out of those slots elsewhere. I really don't believe you need that extra 9% accuracy from LoTG sets when you have rage providing an already very healthy to-hit bonus.
I'd also consider removing the +7.5% run speed enhancement from rock armor and freeing up that slot to use elsewhere since it really hasn't provided you much use since you haven't stacked a lot of +run speed bonuses. If you're still going 1.4 mph in granite it's not doing any good and you'll still run plenty quickly in rock armor/rooted mode.
You also are beyond your set bonus caps for +10% regen if you were not aware of it, you can remedy that by re-examining your slotting for footstomp and mudpots if you wish.
I'd also save the money on the nucleous exposure in kick and just replace it with an normal accuracy IO. Kick isn't a very damaging power and really won't receive much of a boost from the 33% damage bonus from the HO. With Jab/Haymaker/KO blow/Footstomp on healthy rotation I doubt you'll be using kick and the animation is rather long for the type of damage it does anyhow.
((I just recalled you don't have swift, you may need to keep the running enhancement in rock armor anyhow. I would really reconsider getting swift over hurdle as Awesome suggested. 3 slotted with sprint IOs it makes a large impact))
That'd leave you pretty much where you are right now, but free up 3 slots to improve upon elsewhere.
I messing around with my most current build and changed it to reflect a stone/SS build....which I am of the mind that I may have to rebuild my Stone/Stone tank as a Stone/SS build, because I believe the build I have below is actually a very very good build and with just a tad bit more tweaking could be even better.
What this build below provides is soft capped defenses against every damage type except N/E and F/C outside of granite (Though it is very close for N/E), and soft caps against everything in granite.
It overcomes the speed penalty from granite and leaves you at a -12.5% recharge rate in granite. However, with the chance for recharge proc in footstomp you should find that you'll get big boosts in recharge rates from time to time which will certainly increase your performance.
You'll be able to easily maintain double stacked rage in and out of granite to avoid the defense penalties from the crashes.
The build also provide 332% regen outside of rooted and 527% with rooted on which, I believe should be more than enough to provide high survivability with the small amount of damage that will be permeating your defenses. In granite it should be unkillable with capped S/L resistances and 77 to 78% resistances against everything other than psi.
Accuracy is already decent without the use of rage, but will be greatly enhanced with rage or double stacked rage.
Feel free to use, tweak it, or disregard it as you see fit.
Hero Plan by Mids' Hero Designer 1.601
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ProGamerUSA (Remodified Build): Level 50 Natural Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), GftotA-Run+(3)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(39)
Level 2: Stone Skin -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7)
Level 4: Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(15), S'ngH'mkr-Dmg/Rchg(15), S'ngH'mkr-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(39)
Level 6: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(37), S'ngH'mkr-Dmg/Rchg(37), S'ngH'mkr-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40)
Level 8: Rooted -- HO:Golgi(A), HO:Golgi(9), HO:Golgi(9)
Level 10: Swift -- Run-I(A), Run-I(11), Run-I(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(17), Mrcl-Rcvry+(17), Heal-I(19), Heal-I(19), Heal-I(21)
Level 18: Earth's Embrace -- Dct'dW-Rchg(A), Dct'dW-Heal(21), Dct'dW-Heal/EndRdx(23), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(25)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(25), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc(27)
Level 22: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rng(29), Zinger-Taunt(29), Zinger-Taunt/Rchg(31), Zinger-Taunt/Rchg/Rng(31), Zinger-Acc/Rchg(31)
Level 24: Mud Pots -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Rchg(40), M'Strk-Acc/Dmg/EndRdx(42)
Level 26: Knockout Blow -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(42), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43)
Level 28: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(33), GftotA-Run+(33)
Level 30: Minerals -- LkGmblr-Rchg+(A), GftotA-Run+(33), GftotA-Def/EndRdx(34)
Level 32: Granite Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), GftotA-Run+(34), Aegis-ResDam(36), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(36)
Level 35: Rage -- GSFC-Build%(A), GSFC-ToHit/EndRdx(43), GSFC-ToHit(45), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48)
Level 38: Foot Stomp -- HO:Nucle(A), FrcFbk-Rechg%(46), HO:Nucle(48), HO:Nucle(48)
Level 41: Boxing -- Acc-I(A)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), HO:Cyto(50), HO:Cyto(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 14.3% Defense(Smashing)
- 14.3% Defense(Lethal)
- 7.38% Defense(Fire)
- 7.38% Defense(Cold)
- 8.63% Defense(Energy)
- 8.63% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 7.69% Defense(Ranged)
- 7.06% Defense(AoE)
- 1.8% Max End
- 52.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 7% Enhancement(Accuracy)
- 10% FlySpeed
- 154.6 HP (8.25%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 9.9%
- MezResist(Terrorized) 4.95%
- 7% (0.12 End/sec) Recovery
- 50% (3.91 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 45% RunSpeed
Set Bonuses:
Luck of the Gambler
(Rock Armor)
- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Rock Armor)
- 7.5% RunSpeed
(Jab)
- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Stone Skin)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Punch)
- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Haymaker)
- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Earth's Embrace)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Taunt)
- MezResist(Terrorized) 2.75%
- 10% (0.78 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
- 2.5% DamageBuff(All)
- 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)
(Mud Pots)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Knockout Blow)
- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Crystal Armor)
- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Crystal Armor)
- 7.5% RunSpeed
(Minerals)
- 7.5% Enhancement(RechargeTime)
(Minerals)
- 2% (0.03 End/sec) Recovery
- 7.5% RunSpeed
(Granite Armor)
- 10% (0.78 HP/sec) Regeneration
(Granite Armor)
- 7.5% RunSpeed
(Granite Armor)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Rage)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Tough)
- 3% Defense(All)
(Weave)
- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
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You also are beyond your set bonus caps for +10% regen if you were not aware of it, you can remedy that by re-examining your slotting for footstomp and mudpots if you wish. |
I'd also consider removing the +7.5% run speed enhancement from rock armor and freeing up that slot to use elsewhere since it really hasn't provided you much use since you haven't stacked a lot of +run speed bonuses. If you're still going 1.4 mph in granite it's not doing any good and you'll still run plenty quickly in rock armor/rooted mode. |
I really appreciate everyone's input and I'm working around playing with mids for sure. I've noticed a false % spike when you add the 3rd IO Set in Granite armor on my mids. Whether you add kismet or ancient soon as you place it the def % spikes up. I've done it over and over to see why it does that but it just does. I donno if that's just the mids or it's actually reflecting a possible bonus spike that my AT might see once we build it. Does that happen on yours?
I definitely understand putting 3 slot swift but again, my playing style have changed by running soo many speed tfs. I used to run my stone with 3 slotted swift and yes I did enjoy that playing style of benefitting being in root all the time. But again, once rooted as your build suggest, you can't super jump. I'm using ss and when you travel with ss you need some compensation to travel with a little hop unless I add combat jump as most pvp player normally does, eg: ss+sj. But most of other builds are now using ss+cj. Not like I'm going to use my stone as pvp but more pve. I'd rather cut down my STF time to 40 min rather than running over an hour. That is just a small example of how I play now. I'll ss+hurdle then pop root as I get in the mob I need to kill. If damage is a concern then I pop granite for security reason. Otherwise, I normally run heavily on speed, then kill and move on to my next objective. If I'm pulling all 4 AV in STF for example, I taunt then tp right to the corner by the ledge and face the AVs away from my team. So I found 3 slotting swift only helps if I'm staying in root and/or with granite. Like you said, it's a choice where you add one part to benefit and decrease others. I may though try to play with mids to where I may be able to add hurdle and swift but less likely because it's already a tight choices. Thank you soo much for everyone's critique.
Isn't it true though, you can only slot 5 sets of LOTGs right? There's alot of areas Gospel's remodified one looks nice, I'll look into mine and see what I can do. Believe me, I've been itching to respec my stone for days on end.
I have enhancement table full of HOs/SHOs and other enhancement tables full of LOTGs, Zephs, etc. I really appreciate everyone's help. I feel such a noob when it comes to Mid Building but I don't want to waste any more respec and learning to IO set them right with Mid Builds and your critique definitely helps. Thank you all again. :P:P:P
Yes, it is true you can only have 5 of any type of set bonus anything beyond that will not count toward any of your statistics. This does include the 7.5% recharges from LoTG.
I also have not noticed a unwarranted change in my defense if I slot more than 2 different IO sets in Granite. Perhaps you are simply exchanging an IO that has a lower defense value than the one you are replacing it with such as a pure defense IO with a Def/End IO or something to that effect. Or you may just be experiencing a bug.
With a simple "EUREKA" moment with Ninja Run added to the HOP situation over Hills and Heights. I have switched from using Hurdle to Swift again. Now whenever I'm in SS it's not a problem Hopping over Heights, with a simple bind, I can click to Ninja Run when height becomes an issue and back to SS again for speed. I thought about slotting more on the vet runs+Ninja run but I still wanted to take advantage of the UNIVERSAL TRAVEL BoftZ IOs and stayed with the somewhat similar Mid Build config.
Clicking from SS to Ninja then back to SS didn't have lag animation problem. Tp'ng over the height while running, you end up at a tp distant and you had to wait till you hit the ground again to run and that was an annoying lag for me for travel.
Thus with that travel tactic I don't have to use a generic version of ss+cj style of play with ss+hurdle. I can finally put back swift to help me during root and/or granite and allow me to move a bit better. Plus having SS/Ninja + Swift is alot more attractive.
I really want to Thank you all for your critique and helping me revisit my Stone/SS to Mid Build before I respec'd. I ended up testing my toon even before slotting eradication and kinetic in damage for extra defense bonus. I was able to stay out of Granite while playing and people started asking about my build. To be able to have both non granite and granite play revitalized my tank. Thank you so much again.
With a simple "EUREKA" moment with Ninja Run added to the HOP situation over Hills and Heights. I have switched from using Hurdle to Swift again. Now whenever I'm in SS it's not a problem Hopping over Heights, with a simple bind, I can click to Ninja Run when height becomes an issue and back to SS again for speed. I thought about slotting more on the vet runs+Ninja run but I still wanted to take advantage of the UNIVERSAL TRAVEL BoftZ IOs and stayed with the somewhat similar Mid Build config.
Clicking from SS to Ninja then back to SS didn't have lag animation problem. Tp'ng over the height while running, you end up at a tp distant and you had to wait till you hit the ground again to run and that was an annoying lag for me for travel. Thus with that travel tactic I don't have to use a generic version of ss+cj style of play with ss+hurdle. I can finally put back swift to help me during root and/or granite and allow me to move a bit better. Plus having SS/Ninja + Swift is alot more attractive. I really want to Thank you all for your critique and helping me revisit my Stone/SS to Mid Build before I respec'd. I ended up testing my toon even before slotting eradication and kinetic in damage for extra defense bonus. I was able to stay out of Granite while playing and people started asking about my build. To be able to have both non granite and granite play revitalized my tank. Thank you so much again. |
U really dont need fight pool on stone tank..u are capped on resist without it. here is my take on build giving u more recovery and recharge. plus 36 sec build up in granite for those hard to hit types.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
King Oak (Normal Build): Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Speed
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), GftotA-Run+(5), LkGmblr-Def/EndRdx/Rchg(9)
Level 1: Stone Fist -- HO:Nucle(A)
Level 2: Stone Skin -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(5), Aegis-ResDam(7), Aegis-ResDam/EndRdx(7)
Level 4: Stone Mallet -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(11), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 6: Swift -- Run-I(A), Run-I(9)
Level 8: Heavy Mallet -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(15), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 10: Rooted -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(19), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), GftotA-Run+(23)
Level 14: Recall Friend -- Empty(A)
Level 16: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Rchg(25), Dct'dW-Heal/EndRdx(25), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27)
Level 18: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(19), Numna-Regen/Rcvry+(29), Numna-Heal(29), RgnTis-Heal/EndRdx(31)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc(33), Efficacy-EndMod/EndRdx(33)
Level 22: Taunt -- Insult-Taunt(A), Insult-Taunt/Rchg(46), Insult-Dsrnt%(48)
Level 24: Mud Pots -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Rchg(34), TmpRdns-EndRdx/Rchg/Slow(39), TmpRdns-Acc/EndRdx(50)
Level 26: Fault -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(36), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(37)
Level 28: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), GftotA-Run+(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(43)
Level 32: Granite Armor -- DefBuff-I(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40), Aegis-ResDam(40), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42)
Level 35: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(45), Erad-Dmg(45), M'Strk-Dmg/Rchg(46), Erad-Acc/Rchg(48)
Level 38: Seismic Smash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Acc/Dmg(43), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Dmg/Rchg(46)
Level 41: Crystal Armor -- LkGmblr-Rchg+(A), GftotA-Run+(42)
Level 44: Teleport -- Empty(A)
Level 47: Build Up -- RechRdx-I(A), RechRdx-I(48)
Level 49: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(50), Thundr-Acc/Dmg/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1413;717;1434;HEX;| |78DAA593DB4E5341148667F7606929B4A540A150A8484F94169A68A268342A9A281| |42A54AE54DC94011BCA6EB35B13B912F5164F0F40F4D6F804C647F114F5CAD333D4| |35EB9F1A132FDD49FF6F66CDEA3F6BCD9E5DBC37EF1762FF9C30FC176B66B3B95E3| |6AD1D69BB8BE676B51259A85ADBF16573279E5EAADBBB662D7EE16EB5B699F10821| |A2485C9F975BD26ACAFC6AAB6EC9F5F3F66EDD1ED24B4559939D051E87AE5877A42| |DAD56BE33F097EAF55AFE72B565C966139345693668DB3E9E94E96F8DBADD325BD5| |BAE5E3D06A43CACDD0A546B5922FEDD9E46C365BD2DE1BA29A32F47BE715FA69BBC| |48021444138FA8120C3E525A444579867C77C7FD28538437039C57BB2300C8E398D| |080D62C27582B38F1C07661993F45FA7DECA59264C085F09B8C6F0AF00AB0C371D9| |B1BB6863B279443179020238F36F2C0A81746BD300AC22808A34F549F17462EEF32| |97D2B7C0E85F048A8CC12580ACBBE16E74E344067106095AE9D1CDF7B4E9111FC83| |AA02B09C07AA804608728768862070F19847425A1B37C527D57D97A748D1346AF33| |C6E678AD8BD2C34877870F1CBCF20478CA883F069E01CF19493A9D01D4E41890140| |A8BDC1663669BF1918A8E68DBC82F87DAE9E84FE007F09D917CCDC5145E31D2643B| |AC5B1D7E84CB701FD8071EE02D3F647CA14D4690EE1CC1294EE25E4DE25E2571A61| |3D4630CC53862597EBD49600AF84A46E3BADAF1310EA5609482510A972C834B9629| |30A67CEACDA3DA09F4388D1EA7BF3172365BCDA0D52CA527747A4262FB4DE03663B| |AC2C86D303E534D697D45D2682E837652D44E565F912C5F911459E7756E1E2DCD00| |195A99D52F6AF690438517C04BC6A8EBAF8F8DCD16FF89942862E888C1918CCAC18| |1FDD7F3C6DFF1F1AEA8AFBEACA44462ACA9D10D2537D5F4961A996AB4A1A4A2A6ED| |B7FE4EA58193AAA0534AE6949C5672A0923CEA33EB56E257D2A3A45749404950495| |8C9A092A8924325EDDF7652023F| |-------------------------------------------------------------------|
I've been playing my pre crafted IO Stone tank fully frankenslotted with HOs and Gen IO for a long time. Since I can't keep more than 10 Enhancement when respec, I have opted out from even trying to respec. After all these years, I finally started to look at mid builds and wow, I feel such a newby again. I've gotten to understand shields well in mids and have a beast of a dm/sd scrapper with positionals capped well, but when it comes to this stone tank I'm a bit confused. I'd like to use my 2nd build to make it a fun and enjoyable stone tank. Would anyone who's familiar and have a wonderful Stone/SS tank want to share their Mids with me? I would like to compare what I have and make the build better.
I'm still learning and am confused, when is it better to choose between positional vs rech for example. And since there's not many crafted IOs that can help with resist bonus, I know it's better to take advantage of def bonuses. I understand BotZ, LotG, miracle recov, num recov, steadfast, etc etc. Frankenslotting IO sets also dependent on situationals. I'm still learning and would love to have your opinions shared. I'd really appreciate it and thank you so much ahead of time so that I can learn more.
Here is my 1st attempt on my drafted Mid Builds thus far.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!