Building the Perfect Beast


abnormal_joe

 

Posted

Disclaimer: I've not had a tanker survive past level 35.

A friend and I made a duo team. He's got a Willpower tank and I took a Stone/Electric tank.

Just got to level 33 and my big, ugly rock-monster DE looking thing and love it.

To be honest, though, I have little idea what I need to do with him now. I'll assume that I'm mostly going to be in granite form when I am grouping with him so trying to come up with a build around that. What do I need to do to be successful, not die and just look freaking awesome while doing it?


 

Posted

For a Stone tank I think the general advice is:

1) +Runspeed set bonuses and Teleport for moving around while in Granite
2) +Recharge bonuses and Hasten to counter the -Rech in Granite
3) Rock Armour and Minerals to use against enemies with heavier Psi damage
4) Possibly some Defense bonuses

Disclaimer: I've never played a Stone tank past level 7.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by DSorrow View Post
For a Stone tank I think the general advice is:

1) +Runspeed set bonuses and Teleport for moving around while in Granite
2) +Recharge bonuses and Hasten to counter the -Rech in Granite
3) Rock Armour and Minerals to use against enemies with heavier Psi damage
4) Possibly some Defense bonuses

Disclaimer: I've never played a Stone tank past level 7.
+movement bonuses are also helpful.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by Acemace View Post
1: Have your friend make a Kin troller.
2:
3: Profit.
Pocket Kin = Granite's Best Friend


 

Posted

In my opinion, if you take taunt and get plenty of runspeed IO bonuses, the requirement of teleport is lessened somewhat. I would go with typed defense bonuses, since granite gives you a chunk of those.

Here is my current stone/stone build.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Rogue Colossus: Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Stone Skin

  • (A) Steadfast Protection - Resistance/+Def 3%
Level 1: Stone Fist
  • (A) Kinetic Combat - Accuracy/Damage
  • (3) Kinetic Combat - Damage/Endurance
  • (3) Kinetic Combat - Damage/Recharge
  • (19) Kinetic Combat - Damage/Endurance/Recharge
  • (29) Kinetic Combat - Knockdown Bonus
Level 2: Earth's Embrace
  • (A) Doctored Wounds - Recharge
  • (5) Doctored Wounds - Endurance/Recharge
  • (5) Doctored Wounds - Heal/Recharge
  • (15) Doctored Wounds - Heal
  • (19) Doctored Wounds - Heal/Endurance/Recharge
Level 4: Heavy Mallet
  • (A) Mako's Bite - Accuracy/Damage
  • (7) Mako's Bite - Damage/Endurance
  • (7) Mako's Bite - Damage/Recharge
  • (25) Mako's Bite - Accuracy/Endurance/Recharge
  • (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (34) Mako's Bite - Chance of Damage(Lethal)
Level 6: Mud Pots
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (9) Scirocco's Dervish - Damage/Endurance
  • (9) Scirocco's Dervish - Damage/Recharge
  • (25) Scirocco's Dervish - Accuracy/Recharge
  • (37) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (40) Scirocco's Dervish - Chance of Damage(Lethal)
Level 8: Rooted
  • (A) Numina's Convalescence - Heal/Endurance
  • (11) Numina's Convalescence - Endurance/Recharge
  • (11) Numina's Convalescence - Heal/Recharge
  • (17) Numina's Convalescence - Heal/Endurance/Recharge
  • (27) Numina's Convalescence - Heal
  • (42) Numina's Convalescence - +Regeneration/+Recovery
Level 10: Taunt
  • (A) Mocking Beratement - Taunt
  • (13) Mocking Beratement - Taunt/Recharge
  • (13) Mocking Beratement - Taunt/Recharge/Range
  • (15) Mocking Beratement - Recharge
  • (27) Mocking Beratement - Accuracy/Recharge
  • (43) Mocking Beratement - Taunt/Range
Level 12: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 14: Fly
  • (A) Winter's Gift - Slow Resistance (20%)
Level 16: Swift
  • (A) Run Speed IO
  • (17) Run Speed IO
  • (31) Run Speed IO
Level 18: Health
  • (A) Regenerative Tissue - Heal/Endurance
  • (31) Regenerative Tissue - Endurance/Recharge
  • (43) Regenerative Tissue - Heal/Recharge
  • (48) Regenerative Tissue - Heal/Endurance/Recharge
  • (48) Regenerative Tissue - +Regeneration
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (21) Performance Shifter - EndMod/Recharge
  • (21) Performance Shifter - Chance for +End
Level 22: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (29) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (48) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 24: Boxing
  • (A) Empty
Level 26: Minerals
  • (A) Gift of the Ancients - Run Speed +7.5%
  • (43) Luck of the Gambler - Recharge Speed
Level 28: Tough
  • (A) Aegis - Psionic/Status Resistance
Level 30: Weave
  • (A) Gift of the Ancients - Run Speed +7.5%
  • (46) Luck of the Gambler - Defense
  • (46) Luck of the Gambler - Recharge Speed
Level 32: Granite Armor
  • (A) Gift of the Ancients - Run Speed +7.5%
  • (33) Luck of the Gambler - Defense
  • (33) Luck of the Gambler - Recharge Speed
  • (33) Aegis - Resistance
  • (34) Aegis - Resistance/Recharge
  • (34) Aegis - Resistance/Endurance
Level 35: Tremor
  • (A) Armageddon - Damage
  • (36) Armageddon - Damage/Recharge
  • (36) Armageddon - Accuracy/Damage/Recharge
  • (36) Armageddon - Accuracy/Recharge
  • (37) Armageddon - Damage/Endurance
  • (37) Armageddon - Chance for Fire Damage
Level 38: Seismic Smash
  • (A) Hecatomb - Damage
  • (39) Hecatomb - Damage/Recharge
  • (39) Hecatomb - Accuracy/Damage/Recharge
  • (39) Hecatomb - Accuracy/Recharge
  • (40) Hecatomb - Damage/Endurance
  • (40) Hecatomb - Chance of Damage(Negative)
Level 41: Hurl Boulder
  • (A) Apocalypse - Damage
  • (42) Apocalypse - Damage/Recharge
  • (42) Apocalypse - Accuracy/Damage/Recharge
  • (45) Apocalypse - Accuracy/Recharge
  • (45) Apocalypse - Damage/Endurance
  • (45) Apocalypse - Chance of Damage(Negative)
Level 44: Conserve Power
  • (A) Recharge Reduction IO
Level 47: Physical Perfection
  • (A) Miracle - Heal
  • (50) Miracle - Heal/Endurance
  • (50) Miracle - +Recovery
Level 49: Maneuvers
  • (A) Gift of the Ancients - Run Speed +7.5%
  • (50) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 6: Ninja Run


 

Posted

Quote:
Originally Posted by Bubble_Lord View Post
Disclaimer: I've not had a tanker survive past level 35.

A friend and I made a duo team. He's got a Willpower tank and I took a Stone/Electric tank.

Just got to level 33 and my big, ugly rock-monster DE looking thing and love it.

To be honest, though, I have little idea what I need to do with him now. I'll assume that I'm mostly going to be in granite form when I am grouping with him so trying to come up with a build around that. What do I need to do to be successful, not die and just look freaking awesome while doing it?
Are you a dedicated duo team? If so then I really would have suggested one of you not roll a tank; one good tanker is plenty on any team. If you're already in your 30's though I guess that ship already sailed.

In general terms though you'll want two things from your Stone tanker for bonuses, recharge and runspeed. Gift of the Ancients is a decent set for defense and the def/runspeed IO is something you'll put to good use. They're expensive but you also have several places to toss in a LotG 7.5% recharge IO.

For a stoner I tend to slot Crushing Impact into single target attacks for the 5% recharge bonus, and Doctored Wounds works great in Earth's Embrace for another 5% recharge.

Granite is kind of an odd duck to slot; you want to ED cap both the resistance and the defense making it hard to squeeze in set bonuses without sacrificing enhancement value. You'll be frankenslotting this for sure as you need to maximize resistance AND defense slotted here. Old school SO slotting was 3 resist/3 defense and call it good, you can improve things a bit with some well chosen IO's. End reduction is a secondary concern since toggling Granite also has the effect of slowing down your attack speed and therefore your endurance use.

The "not die" part of a Granite tanker is easy; you can be tough enough to tank Lord Recluse buffed by his towers completely unassisted with nothing but SO's... all you need is Granite, Rooted and Stone Skin with a rare Earth's Embrace. Well, and Mud Pots and Taunt to keep his attention on you. Since you have so much durability already IMO building for more is fairly pointless and you're better served by building to overcome your weaknesses.

Here's what I consider the powers you'll want in a Stone tanker, relatively in order, based on playing two of them to 50:

Rock Armor - your basic armor and the one you'll spend 50% or more of your time in on small-medium teams. Save Granite and it's penalties for when you really need the protection.

Earth's Embrace - the basic dull pain power, this is a big heal and hit point boost. I slot 5 Doctored Wounds here maximizing the heal and recharge.

Rooted - Mez protection and regeneration buff, this is a staple power from level 8-50. In addition it offers you near-immunity to endurance drains (so there Malta Sapper!). You won't always need it in Granite which has it's own mez shield but in Rock Armor it's a must. Enhance it's heal and maybe a little endred.

Mud Pots - your taunt aura and damage aura; you'll want to slot this for accuracy, damage and endred. Multi Strike works great here, or you can frankenslot.

Stone Skin - a bit of S/L resistance in a passive, with just the base slot it will cap your S/L at 90% in Granite. Toss the Steadfast 3% def unique into the base slot and you're good to go.

Granite Armor - you wanted to be an unkillable behemoth so Granite is the must-have of the set.

Minerals - psi defense, and a noticeable amount of it. This can be useful in a handful of encounters in the late (40+) game but it's not essential. I wouldn't get it until 41 and it is skippable.

I see no real reason to snag either Brimstone or Crystal armor, the vast majority of attacks will be covered by Rock anyway and you always have Granite if things get sticky.

Frankly I don't know the Electric secondary well enough to comment on it, but I would suggest Taunt. You're going to have mobility problems and if you didn't intend to hold aggro you really rolled the wrong tanker; therefore Taunt is a useful ranged autohit AOE attention getter.

Pool powers to consider:

Fitness (of course), get Swift and 3 slot it for runspeed.

Teleport - it's your best method of combat mobility and the only travel power that works without dropping Rooted and Granite. It's not a lot of fun for zone travel but it's very useful for getting around in a mission.

Speed - Hasten will eliminate the recharge penalty of Granite while it's up, something you'll come to appreciate.

Hover - this makes using TP for travel much more pleasant, you won't have to worry about falling out of the sky from a lag spike.

Hmm, I seem to have gotten a bit long winded here. In any case unless you really try to screw up your build you should have a very survivable tanker.


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

 

Posted

On a character designed for maximum toughness, there's no such thing as "enough" until you hit the softcaps. Stone/* tanks are the epitome of the meatshield, able to take the worst the game can dish out and hold it all with some of the best aggro management available. Revel in that, don't fight it.

I say take Toughness & Weave to go along with Granite. Slot for defense (global & typed), then +hp, then psi resist & defense to maximize survivability. You'll likely go way above the softcap for S/L in the process, but I can't advocate taking both of the attacks from the Fighting pool.

Teleport is just good business for Stone/* tanks. Swift (from Fitness), too. You can get +runspeed from just two Aegis IOs - two of quite a few IO sets, actually - so you can be reasonably mobile in the thick of the fight.

I recommend taking advantage of dual builds and have one that is pure Granite joy without the incompatible toggles and one for exemping below Granite.


 

Posted

Quote:
Originally Posted by streetlight View Post
On a character designed for maximum toughness, there's no such thing as "enough" until you hit the softcaps. Stone/* tanks are the epitome of the meatshield, able to take the worst the game can dish out and hold it all with some of the best aggro management available. Revel in that, don't fight it.

I say take Toughness & Weave to go along with Granite. Slot for defense (global & typed), then +hp, then psi resist & defense to maximize survivability. You'll likely go way above the softcap for S/L in the process, but I can't advocate taking both of the attacks from the Fighting pool.
Why should you worry about durability on a character who's already unkillable? Oh, and Tough is absolutely WORTHLESS in Granite; with Stone Skin you're already at 90% S/L resistance so Tough does nothing for you except burn endurance. Yeah, more defense from Weave would make you more durable but why bother when you're already durable enough that almost nothing in the game can threaten you? Instead you're better off working on your weak points, namely overcoming the recharge and mobility penalties.

Overcoming your penalties will benefit you far more than increasing your already overkill level of durability. With most characters you're right, more durability is a good thing to work for... but when on SO's you're already more than durable enough for the toughest foes in the game there's little benefit to that approach. There's quite a lot of benefit to building for recharge and movement bonuses however.

Quote:
Teleport is just good business for Stone/* tanks. Swift (from Fitness), too. You can get +runspeed from just two Aegis IOs - two of quite a few IO sets, actually - so you can be reasonably mobile in the thick of the fight.

I recommend taking advantage of dual builds and have one that is pure Granite joy without the incompatible toggles and one for exemping below Granite.
This I would partially agree with, however you shouldn't spend all your time in Granite even at 50... on small teams frequently Rock Armor/Rooted/Stone Skin is all you'll need so why tack on the -recharge and -damage of Granite if you don't need to?

On the other hand a dedicated exemplar build can come in handy; CMA has one build designed for level 20-25; ALL slots are tossed into powers taken <30 and all IO set bonuses are retained down to 22, many are retained to 17. For anything level 30 or below I use that build, for level 30+ I use my main build.


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

 

Posted

Here's the build for my old stone/fire. Initially I started out trying to cancel all the penalties (I did barring -jump, there are no IOs for that) I discovered when I was finished that I could run my other toggles without granite and still have a shockinly durable tank while keeping all +rech and +dmg.
I'll post it here just for comparison.

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Taking It On the Chin I-16 Tanker Guide
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