Electric/Stone Advice


Clouded

 

Posted

Hi Tankers,

I wanted to give Electric Armor a go for tankers and paired it with Stone Melee. I know on CoV Stone/ELA Brutes are very effective, so why not a tank?

I'm familiar with ELA some (50 em/ela brute) but have very limited experience with Stone Melee. There seem to be quite a bit of powers that look like good choices but I'm not sure I'm willing to sacrifice the fighting pool or the energy mastery pool.

Here's where you all come in.

Below is a copy of the build I plan to level and I've left out slotting for now since the power picks are what I'm focusing on.

Questions:

1. Is it a mistake to skip Heavy Mallet? In the build I have Stone Fists, Stone Mallet and Sesmic Smash for ST damage.

2. What's the concensus on Tremor? The numbers looks similar to footstomp but the 3.3s animation seems a bit long. Should I ditch this since I already have an AoE type power; fault?

3. I chose the Energy Mastery Pool for Physical Perfection to stack mroe regen to Energize. Is it noticeable or should I grab a different pool or powers?

4. Lastly, what direction do players take with IOing their ELA Tanks; more HP/regen, more Recharge, etc?


Thanks for all the assistance, and here is the build.


Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Thumpbot: Level 48 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor -- Empty(A)
Level 1: Stone Fist -- Empty(A)
Level 2: Stone Mallet -- Empty(A)
Level 4: Conductive Shield -- Empty(A)
Level 6: Static Shield -- Empty(A)
Level 8: Grounded -- Empty(A)
Level 10: Taunt -- Empty(A)
Level 12: Energize -- Empty(A)
Level 14: Hurdle -- Empty(A)
Level 16: Health -- Empty(A)
Level 18: Lightning Reflexes -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Fault -- Empty(A)
Level 24: Hasten -- Empty(A)
Level 26: Super Speed -- Empty(A)
Level 28: Power Sink -- Empty(A)
Level 30: Lightning Field -- Empty(A)
Level 32: Power Surge -- Empty(A)
Level 35: Tremor -- Empty(A)
Level 38: Seismic Smash -- Empty(A)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- Empty(A)
Level 47: Conserve Power -- Empty(A)
Level 49: Physical Perfection -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


 

Posted

Tremor is worth getting as your only AoE damage next to Lightning Field. It also offers more mitigation and crowd control, which are both useful for a tank.

I've seen people take either Heavy or Stone Mallet, and not have issues missing the other.

PP is an alright power that offers another place to drop some of the good IOs, and stacks nicely with a regen-centric build. (take a look at Chromium Man's build in his thread for an example) Otherwise, I've found it skippable.


Don't I know you???

 

Posted

First off, congrats on the decision to make an elec/stone. I recently hit 50 on mine, and he was a blast to play the whole time.

Quote:
Originally Posted by Clouded View Post
1. Is it a mistake to skip Heavy Mallet? In the build I have Stone Fists, Stone Mallet and Sesmic Smash for ST damage.
I might switch out Stone Mallet for Heavy, but it's all preference.

Quote:
Originally Posted by Clouded View Post
2. What's the concensus on Tremor? The numbers looks similar to footstomp but the 3.3s animation seems a bit long. Should I ditch this since I already have an AoE type power; fault?
Fault it a great mitigation tool for Elec/. But don't discount Tremor since it's the only AoE in the set that does damage. Slot Tremor up well, and you'll see groups fall at a decent pace when soloing.

Quote:
Originally Posted by Clouded View Post
3. I chose the Energy Mastery Pool for Physical Perfection to stack mroe regen to Energize. Is it noticeable or should I grab a different pool or powers?
I didn't bother with a mastery pool for my own, so I can't comment here. The extra regen might be nice, but I think more HP would be better.

Quote:
Originally Posted by Clouded View Post
4. Lastly, what direction do players take with IOing their ELA Tanks; more HP/regen, more Recharge, etc?
Personally, I focused on bonuses in this order: +HP, Defense, and recharge. At 50, my tank sits around 2700 HP (this includes accolades), and has over 30% defense to S/L. I hardly ever hit Energize because I need to. And I didn't bother picking up Surge since it's never been needed. I can supply the build if you like.

I also have a "Pre-20" build that I use for TFs. Elec/ can be made quite sturdy in the early levels, especially when it's a respec build that 6 slots all the powers, and has plenty of +recovery bonuses to make up for no Stamina.

It's a great combo, so have fun with it!


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Rylas View Post
I can supply the build if you like.

I also have a "Pre-20" build that I use for TFs. Elec/ can be made quite sturdy in the early levels, especially when it's a respec build that 6 slots all the powers, and has plenty of +recovery bonuses to make up for no Stamina.
I'd love to see the 50 build and pre-20 build to help me gather ideas. Thanks!


 

Posted

Quote:
Originally Posted by Clouded View Post
I'd love to see the 50 build and pre-20 build to help me gather ideas. Thanks!
I don't have Mids at work, so I'll have to post them once I get home.

Wait, I do have the pre-20 build posted on this thread.
http://boards.cityofheroes.com/showthread.php?t=200540

Keep in mind, I use Ninja Run and temp travel powers for the pre-20 build so that I could preempt the travel and fitness pools in favor of more shields and attacks.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Clouded View Post
2. What's the concensus on Tremor? The numbers looks similar to footstomp but the 3.3s animation seems a bit long. Should I ditch this since I already have an AoE type power; fault?
I took Fault and Tremor on my Elec/Stone Tanker and slotted a Force Feedback: Chance for +Recharge in each. Goes off pretty reliably when you've got lots of baddies surrounding you. Plus, cycling through those two powers you can keep everything that's not resistant to knockdown on their butts for practically the entire fight.


Winteriel Ice/Fire/Soul Tanker | @TBoxer Global | City of Heroes R.I.P. (2004-2012)

 

Posted

As promised.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

iTaunt: Level 50 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-EndRdx/Rchg(33), RctvArm-ResDam(42)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx(13), F'dSmite-Acc/EndRdx/Rchg(46)
Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(21)
Level 6: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(9)
Level 8: Hurdle -- Jump-I(A)
Level 10: Grounded -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(46)
Level 12: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(13), LkGmblr-EndRdx/Rchg(23)
Level 14: Super Jump -- Jump-I(A)
Level 16: Energize -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(17), Mrcl-Heal/EndRdx/Rchg(17), Mrcl-Heal(19), RechRdx-I(19)
Level 18: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(21), Mrcl-Heal(40)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(29), Efficacy-EndMod(33), Efficacy-EndMod/Acc/Rchg(33)
Level 22: Lightning Field -- Erad-Acc/Rchg(A), Erad-Dmg(25), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), Efficacy-EndMod(29), Efficacy-EndMod/Acc/Rchg(37)
Level 24: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(25), Zinger-Taunt/Rchg/Rng(48), Zinger-Acc/Rchg(48), Zinger-Taunt/Rng(50), Zinger-Dam%(50)
Level 26: Power Sink -- Efficacy-EndMod(A), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc/Rchg(40), P'Shift-EndMod/Rchg(45), Efficacy-EndMod/Rchg(46)
Level 28: Fault -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(31), Stpfy-Acc/EndRdx(31)
Level 30: Stone Mallet -- F'dSmite-Dmg/EndRdx(A), F'dSmite-Acc/Dmg/Rchg(34), Mako-Dmg/Rchg(34), Mako-Acc/Dmg(34), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 32: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(36), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43)
Level 35: Tremor -- Erad-Dmg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Rchg(37), M'Strk-Dmg/EndRdx(37), KinCrsh-Rechg/EndRdx(48)
Level 38: Seismic Smash -- F'dSmite-Dmg/EndRdx(A), F'dSmite-Acc/Dmg/Rchg(39), Mako-Dmg/Rchg(39), Mako-Acc/Dmg(39), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(50)
Level 44: Weave -- Ksmt-ToHit+(A), DefBuff-I(45), DefBuff-I(45)
Level 47: Lightning Reflexes -- Run-I(A)
Level 49: Power Surge -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
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)
  • 22.4% Defense(Smashing)
  • 22.4% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 14.3% Defense(Energy)
  • 14.3% Defense(Negative)
  • 3% Defense(Psionic)
  • 12.7% Defense(Melee)
  • 8.63% Defense(Ranged)
  • 3% Defense(AoE)
  • 3.6% Max End
  • 5% Enhancement(RechargeTime)
  • 5% Enhancement(Heal)
  • 10% FlySpeed
  • 484.9 HP (25.9%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 22.6%
  • MezResist(Terrorized) 2.75%
  • 9% (0.15 End/sec) Recovery
  • 20% (1.56 HP/sec) Regeneration
  • 10% RunSpeed


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Thanks to rylas and everyone else for their input!


 

Posted

Here is how I decided to slot the build. Any advice is welcome.


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Posted

Let me preface this by saying that I am not a tank expert. I just know IOs fairly well.

-Stone Fist & Heavy Mallet: Try the Mako triple and quad over crushing in these. It's a 3% loss to damage over the ED cap for better Acc/End/Rech.

-Try a Doctored Heal/Rech instead of that generic rech IO in energize. You lose 0.4 seconds, but gain more healing/regen.

-Try Efficacy's End Mod/End Redux instead of End Mod in Power Sink to take some edge off the initial power. I've detoggled at times because of power sink. It's annoying.

-You can get 3% more regen by switching those generic IOs in health with Numina Heal and Heal/??

-If the stun duration isn't as important to you, 4 slot Fault with Mocking and 2 slot it with either Hami Endoplasms, or maybe Rope-A-Dope Acc/Stun and Stun/End for regen and more S/L def. It's a tradeoff as to whether this is better than Razzle. Personally, 36.8% vs 38.1% S/L def isn't too big of a deal.