Stone/Dark Melee


Andferne

 

Posted

I'd like to get some feedback on this build, as well as from people who have tried this combination before.


 

Posted

It's a very potent combination, but don't underestimate the downsides of Stone, particularly if you are going down the perma-granite route. The lack of mobility in particular is something I find very frustrating in Granite, and although it's not too hard to pick up run speed bonuses, it is almost impossible to overcome the -jump. However, if you can accept Stone's limitations you'll end up with a tank that has huge survivability, and Dark will only supplement that.

Looking at your build though, there's quite a few things that I would change.

Chiefly, Granite is seriously underslotted. You have to give that six slots, and try to max out both resistance and defence, but particularly resistance. With your build you'd be using Granite constantly, so you want to get as much out of it as possible.

You'll also want swift instead of hurdle, and 3 run speed IOs in it, or you'll be painfully slow. I'd recommend chasing run speed bonuses too. Try to find room for Gift of the Ancients + run speed IOs and a set of Winter's Gift.

With better slotting in Granite, you get some wiggle room on smash/lethal res and defence, which would allow you to drop Stone Skin and Maneuvers. Maneuvers probably isn't worth the end cost, and Stone Skin becomes redundant. In their place I'd grab Rock Armour and Minerals for the times when Granite isn't necessary or you are up against lots of psi damage. It's also somewhere to slot LoTG +recharge and GotA +runspeed IOs.

Siphon Life could do with better slotting - it's one of your big hitting attacks so needs some recharge and end redux in addition to accuracy and damage. The heal is a nice bonus, but you won't need it as much as you will the extra offense.

There's a few other things I'd do differently, but this has already been a fairly long post and I've covered what I see as the main issues, so I'll just post up a revised build for you to look at.


Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def/EndRdx(3), GftotA-Run+(5)
Level 1: Shadow Punch -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(7), Hectmb-Dam%(9)
Level 2: Earth's Embrace -- S'fstPrt-ResDam/Def+(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
Level 4: Shadow Maul -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(15), Armgdn-Acc/Rchg(15), Armgdn-Dmg/EndRdx(17), Armgdn-Dam%(17)
Level 6: Mud Pots -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(19), Sciroc-Acc/Dmg/EndRdx(19), Sciroc-Dmg/EndRdx(21)
Level 8: Rooted -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/EndRdx/Rchg(23), Numna-Heal/EndRdx(23), Numna-Heal(25)
Level 10: Swift -- Run-I(A), Run-I(25), Run-I(27)
Level 12: Recall Friend -- RechRdx-I(A)
Level 14: Teleport -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(27), Winter-ResSlow(29)
Level 16: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31), Heal-I(33)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33), RgnTis-Regen+(33)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), EndMod-I(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
Level 26: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(37), Mocking-Rchg(37)
Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 30: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40), GftotA-Run+(50)
Level 32: Granite Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(42), LkGmblr-Rchg+(42), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(45)
Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 41: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), GftotA-Run+(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- P'Shift-End%(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run



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Posted

Thanks for the quick reply. Being so slow is one of the concerns I had about Granite. Mostly the reason I thought about making a Stone Tank was to have someone to tank Recluse in the Statesman TF, if needed.


 

Posted

Quote:
Originally Posted by Andferne View Post
Mostly the reason I thought about making a Stone Tank was to have someone to tank Recluse in the Statesman TF, if needed.
You do not need a stone tank for that.

My Dark Armor tank has done that for several MoSTFs. Without an empath around, or any outside buffs, for that matter. I use Eye of the Magus and a few inspirations until the blue tower drops, though.

I'm sure that any tank, and most scrappers, can do it if they're built right.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Hmm. Guess I need to look into that TF more then. So I take it does matter what towers to take down first?


 

Posted

Quote:
Originally Posted by Andferne View Post
Hmm. Guess I need to look into that TF more then. So I take it does matter what towers to take down first?
I always tell my teams to drop the blue tower first. Until the blue tower is down, I need a medium purple inspiration or larger running all the time. Once that's down, then red is priority because that lucky shot or two will hurt a lot.

After that he's just a bag of HP. Either tower can go down next, but I prefer the yellow first. You see, this whole time I've had Recluse over by the green tower so I have something to hit with Dark Regeneration. When the yellow goes down, I can now heal off of Recluse, and can drag him away from the green tower and keep everyone in safety.

Oh, and as to what the towers do, the most notable effects are as follows:

The blue grants him very high +tohit.
Red grants him high damage.
Yellow (orange) grants him high defense.
Green grants him +max HP and a periodic heal.


http://paragonwiki.com/wiki/Statesma...ord_Recluse.21


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Thanks for the info. Now I'm curious if I can achieve that with my DM/SD Scrapper who is soft capped at 46-47%, by throwing on a Purple insp.


 

Posted

Blue tower gives him 30% tohit, so the new magic number to fight Recluse with and still floor his tohit chance is 75%. You have to munch the huge purples one at a time, or a combination of the smaller ones.

But even without taunt, you'll be able to do it. With the orange/yellow tower up, you won't be able to smack him in the face, but the autohit taunt aura is great for holding aggro.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

I will jump in here rather than make another thread, so I wonder if folks would look at this build for me.

My team of regulars wants me to run a Stone/ tank and I have never run Stone Melee either so I am looking at making a new Stone/Stone tank. One of regulars has volunteered the Kinetics role so I *should* have a Kin with me most of the time (but you never know).

We're all PvE and mainly use the TFs to level as we go to build merits, ending with the showdown with Lord Recluse on STF. I should be in granite a lot of the time, but I would still like some versatility outside of Granite so I am using the other armors with an eye on suviving and less on damage. It's team oriented for 4-8 regulars that needs to be a damage/aggro sponge, with a moderate budget.

Cheers

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Mickey Marble - uber: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fighting

Hero Profile:
Level 1: Rock Armor -- GftotA-Def/EndRdx(A), RedFtn-Def(3), GftotA-Run+(11), RedFtn-Def/EndRdx(17)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Knock%(13), C'ngImp-Acc/Dmg(13)
Level 2: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(7), Dct'dW-Rchg(7), Dct'dW-Heal(11), S'fstPrt-ResDam/Def+(27)
Level 4: Heavy Mallet -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg(15)
Level 6: Swift -- Run-I(A), Run-I(25)
Level 8: Rooted -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(37)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 12: Recall Friend -- EndRdx-I(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(17)
Level 18: Crystal Armor -- GftotA-Def/EndRdx(A), GftotA-Run+(19), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(43)
Level 20: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21)
Level 22: Mud Pots -- Erad-Dmg(A), Erad-Dmg/Rchg(23), Erad-Acc/Dmg/Rchg(25), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(37)
Level 24: Fault -- Stpfy-EndRdx/Stun(A), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(43), Stpfy-Acc/Rchg(46)
Level 26: Teleport -- EndRdx-I(A)
Level 28: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(29), Mocking-Taunt/Rchg/Rng(29), Mocking-Taunt(40), Mocking-Taunt/Rchg(40), Mocking-Acc/Rchg(46)
Level 30: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(42), AdjTgt-Rchg(42)
Level 32: Granite Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(33), DefBuff-I(33), GftotA-Def(34), GftotA-Run+(34)
Level 35: Tremor -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/Dmg/EndRdx(37)
Level 38: Seismic Smash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(50)
Level 41: Boxing -- Acc-I(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam(45), RctvArm-EndRdx(45)
Level 47: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Minerals -- GftotA-Run+(A), GftotA-Def/EndRdx(50), RedFtn-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 0: Ninja Run



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[B] GUARDIAN 50s:[/B] [B]Tank[/B]: Ice/Fire, Fire/Fire, DA/SS, Inv/WM, SD/Elec...[B]Scrap[/B]: BS/Reg, Spin/DA, DM/SD, Fire/WP, Claws/SR....[B]Troller[/B]: Ill/Rad, Fire/Kin...[B]Blaster[/B]: Fire/EM....[B]Defender[/B]: D3...[B]Brute[/B]: Elm/ElA...[B]EPIC[/B]: Widow, PB, Crab...CURRENTLY: 45 Stone/Stone Tank...38 AR/Rad Corr...21 Ice^3 Dom

 

Posted

Quote:
Originally Posted by Lord_Cyclones View Post
I will jump in here rather than make another thread, so I wonder if folks would look at this build for me.
It looks pretty good to me, both in and out of Granite. The only major change I'd make without busting your budget would be to swap the Mako's in Seismic Smash for 5 Crushing Impacts, and add a Force Feedback +recharge in Tremor. I know this costs you a little energy/negative defense, but you gain a nice global accuracy bonus, which I think your early attacks especially could do with, a little more global recharge, and a handy proc which should fire regularly if you use Tremor in a crowd.


 

Posted

So I have decided to toy with this idea again. Been trying to find a way to keep Defenses soft capped and get Resistances maxed out. I've been able to get them into the 80's but that's about it, while keeping Defense soft cap.


 

Posted

Although unquestionably a well built stone tanker is the toughest thing in the game you really won't need that level of protection for the STF. The reason Stone's popular for that is that it's more idiot proof... the set's strong enough to tank LR unassisted and tower buffed on SO enhancements. It pays for that performance with a lot of penalties to mobility, recharge and damage. I enjoyed my Stone/Fire tanker but I'll admit that my first choice is usually my Invuln instead of my Stone... he's almost as tough and doesn't have the penalties.

I've personally tanked the STF with both Stone and Invuln tankers... a soft capped Invuln is nearly as tough and quite capable of handling the job unassisted, you'll just need to use a little more thought and carry a few inspirations. I've also run STF's with Shield tanks, Ice tanks and Fire tanks; the Shield was just a little weaker than my Invuln but the Ice and Fire tanks did need a little help from the team. I've never had a Dark tank for a run but I've no doubt that well built and played it could handle the job. There really isn't any tanker primary that's incapable of tanking the STF if they're in competent hands... some just require more preparation, tactics or team assistance.

People recruiting though just tend to think "stone tank, it's guaranteed to be tough enough unless the player is an idiot" Unfortunately I've encountered quite a few of those idiots... with all tanker primaries but maybe with a slight preponderance for stoners.


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

 

Posted

Quote:
Originally Posted by Andferne View Post
So I have decided to toy with this idea again. Been trying to find a way to keep Defenses soft capped and get Resistances maxed out. I've been able to get them into the 80's but that's about it, while keeping Defense soft cap.
It is technically possible to get capped resistances on a stone tank, but it's not worth the effort. The only way I've found involves slotting four pieces of Shield Wall (a PvP IO set) into various defenses, and putting three pieces of various purple sets into attacks. It's insanely expensive, and comes at the cost of actually being able to fight at a reasonable level. You're much better off building for run speed and recharge.


 

Posted

Quote:
Originally Posted by Katie V View Post
It is technically possible to get capped resistances on a stone tank, but it's not worth the effort. The only way I've found involves slotting four pieces of Shield Wall (a PvP IO set) into various defenses, and putting three pieces of various purple sets into attacks. It's insanely expensive, and comes at the cost of actually being able to fight at a reasonable level. You're much better off building for run speed and recharge.
I definitely don't want to get into PvP sets with this guy. Save the two sets of purples, most of this stuff is pretty easy for me to obtain through my farming.

What is considered to be a good Run speed to get? With the build I posted recently it has 2 bonuses from Aegis and then has 4 Gift of the Ancients (something like +40%). It's recharge is only 7.5% and I could keep it at that or switch that out that LotG recharge for another Gift of the Ancients. Also thought about switching Siphon Life with Touch if Nictus to get Neg res to 83.5%.


 

Posted

Quote:
Originally Posted by Andferne View Post
What is considered to be a good Run speed to get? With the build I posted recently it has 2 bonuses from Aegis and then has 4 Gift of the Ancients (something like +40%). It's recharge is only 7.5% and I could keep it at that or switch that out that LotG recharge for another Gift of the Ancients. Also thought about switching Siphon Life with Touch if Nictus to get Neg res to 83.5%.
Unenhanced run speed is 14.3 mph; Sprint or Swift will raise that to around 21 mph. In my experience, 20 mph with Granite on and Rooted off is fast enough to keep up with the typical team -- if you're in a situation where you're wanting to run both Granite and Rooted, you're not likely to want to move around much.


 

Posted

Quote:
Originally Posted by Katie V View Post
Unenhanced run speed is 14.3 mph; Sprint or Swift will raise that to around 21 mph. In my experience, 20 mph with Granite on and Rooted off is fast enough to keep up with the typical team -- if you're in a situation where you're wanting to run both Granite and Rooted, you're not likely to want to move around much.
Rooted would be turned on and off as needed for movement.


 

Posted

Toyed with it some more and got Negative to 89.2%. Been pouring over sets and I guess I keep missing them. But what are some sets I could try and work with to increase my Energy resistance?

I would like to try and get this guy to max resistances while keeping soft cap. Or as close to possible without breaking into PvP recipes or too many purples.

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Posted

Not sure where to look in MID's to figure this out, but can someone tell me if the run speed obtained with this build is sufficient now, while in Granite (possibly even Rooted..). Swift is double slotted for a 64.2% run speed, and through all the set bonuses I have another 61.0% added.


 

Posted

No idea how to translate percent buffs into speeds, but in Mids', you can view the speed by clicking the "view totals" button (the button, not the tab) and selecting "misc. buffs".


 

Posted

Quote:
Originally Posted by Katie V View Post
No idea how to translate percent buffs into speeds, but in Mids', you can view the speed by clicking the "view totals" button (the button, not the tab) and selecting "misc. buffs".
Cool, thanks.
It shows while in Granite form my run is 22.2 mph and with Granite and Rooted on it would be 9.3 mph.


 

Posted

I perfer Invl/DM built for S/L/N/E def.


 

Posted

Quote:
Originally Posted by Star_Seer View Post
I perfer Invl/DM built for S/L/N/E def.
But then how is your C/F Resist? This builds S/L/F/C are all at 90%. It's N is 89.2%, while E is 79.8% (which is one I'd like to improve more if possible). All while keeping Granite on permanently with a run speed of 22mph. S/L Def is 48.5%, E/N Def 46%, F/C 49.1%


 

Posted

Not sure I like this build as I lose a lot of End going this route. But I was able to raise my Energy Resistance to 82.9%

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Posted

I find fire and cold damage is so rare its not worth worring about.


 

Posted

Quote:
Originally Posted by Star_Seer View Post
I find fire and cold damage is so rare its not worth worring about.
That would make since then. I deal with Fire a lot, as one of my typical farms are Praetorian Demons.