Stone/Stone post i19


Dark_Tower

 

Posted

I’m getting back into the game after a 2 year hiatus and I’ve been enjoying making new heroes but I’ve also started to think about reworking some of my older level 50’s that have been gathering dust for the last few years.

I'm looking to rebuild my Stone/Stone tanker after i19 cones out and I can take advantage of the inherent fitness to open up my build. I also want a global use tanker for teaming with friends at all levels and for when granite is just plain overkill, so I don’t just want to focus on just a granite tank build.

I plan on keeping TP as my travel power so run speed bonuses are nice but not a priority.
Looking in the TANKER GUIDES the newest guide is i12 so I’m hoping for some new info again thinking forward to i19.

I plain on using IO sets and can slot anything but purples and PvP’s (for which I have no interest in)

Thanks for replys and as I get some more info I’ll post a full build.


Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006

 

Posted

Effectively, three power choices are freed up because of I19. If your old build involved skipping the powers that couldn't be on at the same time as Granite, you can now pick up three of those. To get the fourth, you have to drop something else. You will also have to figure out slotting arrangements because Stamina still needs slots. Your "new" toggles will also be hungry for slots.

If your current build already has all or at least one of the normally-skipped toggles, pick up a new pool or add a travel power.

Issue 19 doesn't really change that much. The game before 20 will be less of a blue-munching festival than before, but finalized I18 builds don't necessarily need to change to be effective in I19.


 

Posted

What thoughts do you have with taking Fighting on a stone tank?

Tough and Weave would it be worth it or not or would you just not have the slots for it?


Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006

 

Posted

Tough is not useful in Granite for a Stone Tanker, but outside of Granite, the extra resistance helps. It just depends on how much content you plan on doing when exemplared under level 27 where you would not be able to use Granite Armor. Weave's extra defense is a lot for one power, making it hard to skip. That just means Tough stays unslotted unless you need resistance at lower levels.

Tough is a good power to drop a Steadfast Protection 3% defense in, if you don't slot it.


 

Posted

This is a build I'm thinking about right now, with Fitness. Please post any thoughts.

Right now I'm really not sure about my slotting for Rock Armor and for Granite Armor.


Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Dark Tower: Level 50 Technology Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Rock Armor -- GftotA-Run+(A), LkGmblr-Rchg+(3), Ksmt-ToHit+(7), DefBuff-I(15), DefBuff-I(37)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 2: Stone Skin -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(19), RctvArm-EndRdx(45)
Level 4: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Knock%(27)
Level 6: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-EndRdx/Rchg(42)
Level 8: Rooted -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(11), Mrcl-Heal/Rchg(13), Mrcl-Rcvry+(23), Mrcl-Heal(42)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(29), Zinger-Taunt/Rchg/Rng(29), Zinger-Dam%(45), Zinger-Taunt/Rng(46), Zinger-Acc/Rchg(46)
Level 12: Recall Friend -- EndRdx-I(A)
Level 14: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21)
Level 22: Mud Pots -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(23), M'Strk-Dmg/Rchg(34), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Acc/EndRdx(37)
Level 24: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), KntkC'bat-Knock%(37)
Level 26: Crystal Armor -- RedFtn-Def(A), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx(43)
Level 28: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(50)
Level 30: Fault -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(31), RzDz-Acc/EndRdx(31), RzDz-Stun/Rng(46), RzDz-Acc/Stun/Rchg(50)
Level 32: Granite Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Rchg+(33), S'fstPrt-ResDam/Def+(33), ResDam-I(34), ResDam-I(34)
Level 35: Tremor -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(45), M'Strk-Acc/Dmg/EndRdx(50)
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), KntkC'bat-Knock%(43)
Level 41: Minerals -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-Def(48), RedFtn-Def/EndRdx/Rchg(48)
Level 44: Hasten -- RechRdx-I(A)
Level 47: Stone Prison -- Acc-I(A)
Level 49: Fossilize -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 6.5% DamageBuff(Smashing)
  • 6.5% DamageBuff(Lethal)
  • 6.5% DamageBuff(Fire)
  • 6.5% DamageBuff(Cold)
  • 6.5% DamageBuff(Energy)
  • 6.5% DamageBuff(Negative)
  • 6.5% DamageBuff(Toxic)
  • 6.5% DamageBuff(Psionic)
  • 23.63% Defense(Smashing)
  • 23.63% Defense(Lethal)
  • 6.438% Defense(Fire)
  • 6.438% Defense(Cold)
  • 7.375% Defense(Energy)
  • 7.375% Defense(Negative)
  • 3% Defense(Psionic)
  • 15.19% Defense(Melee)
  • 6.125% Defense(Ranged)
  • 9.875% Defense(AoE)
  • 7% Enhancement(Accuracy)
  • 25% Enhancement(RechargeTime)
  • 2% Enhancement(Stun)
  • 9% Enhancement(Heal)
  • 24% FlySpeed
  • 196.78 HP (10.5%) HitPoints
  • 24% JumpHeight
  • 24% JumpSpeed
  • MezResist(Immobilize) 16.5%
  • MezResist(Sleep) 3.3%
  • MezResist(Stun) 3.3%
  • MezResist(Terrorized) 4.95%
  • 6.5% (0.109 End/sec) Recovery
  • 32% (2.504 HP/sec) Regeneration
  • 5.67% Resistance(Fire)
  • 5.67% Resistance(Cold)
  • 31.5% RunSpeed
------------
Set Bonuses:
Gift of the Ancients
(Rock Armor)
  • 7.5% RunSpeed
Luck of the Gambler
(Rock Armor)
  • 7.5% Enhancement(RechargeTime)
Kinetic Combat
(Stone Fist)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Reactive Armor
(Stone Skin)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
  • 1.25% Defense(AoE), 0.625% Defense(Fire), 0.625% Defense(Cold)
Kinetic Combat
(Stone Mallet)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
  • 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
Doctored Wounds
(Earth's Embrace)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Miracle
(Rooted)
  • 2.5% (0.042 End/sec) Recovery
  • 35.14 HP (1.875%) HitPoints
  • 5% Enhancement(Heal)
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
Perfect Zinger
(Taunt)
  • MezResist(Terrorized) 2.75%
  • 10% (0.782 HP/sec) Regeneration
  • 5% Enhancement(RechargeTime)
  • 2.5% DamageBuff(All)
  • 3.125% Defense(Smashing,Lethal), 1.563% Defense(Melee)
Blessing of the Zephyr
(Teleport)
  • 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
Numina's Convalescence
(Health)
  • 12% (0.939 HP/sec) Regeneration
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Multi Strike
(Mud Pots)
  • MezResist(Sleep) 1.65%
  • 0.945% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
Kinetic Combat
(Heavy Mallet)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
  • 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
Red Fortune
(Crystal Armor)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
Thunderstrike
(Hurl Boulder)
  • 2% (0.033 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
Razzle Dazzle
(Fault)
  • 2% (0.033 End/sec) Recovery
  • 28.11 HP (1.5%) HitPoints
  • 2% Enhancement(Stun)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Luck of the Gambler
(Granite Armor)
  • 10% (0.782 HP/sec) Regeneration
  • 21.08 HP (1.125%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Steadfast Protection
(Granite Armor)
  • 3% Defense(All)
Multi Strike
(Tremor)
  • MezResist(Sleep) 1.65%
  • 0.945% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
Kinetic Combat
(Seismic Smash)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
  • 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
Red Fortune
(Minerals)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)


Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006

 

Posted

Now if I take this to i19 and Fitness becomes inherent I can put in fighting but I would have not slots for them. However it would clear up my issue with Granite Armor.

The extra empty slots in sprint are the slots I would be putting in inherent Fitness, 1 extra in Health and 2 extra in Stamina.


Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Dark Tower: Level 50 Technology Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Rock Armor -- GftotA-Run+(A), LkGmblr-Rchg+(3), Ksmt-ToHit+(7), DefBuff-I(15), DefBuff-I(37)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 2: Stone Skin -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(19), RctvArm-EndRdx(45)
Level 4: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Knock%(27)
Level 6: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-EndRdx/Rchg(42)
Level 8: Rooted -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(11), Mrcl-Heal/Rchg(13), Mrcl-Rcvry+(23), Mrcl-Heal(42)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(29), Zinger-Taunt/Rchg/Rng(29), Zinger-Dam%(45), Zinger-Taunt/Rng(46), Zinger-Acc/Rchg(46)
Level 12: Recall Friend -- EndRdx-I(A)
Level 14: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Boxing -- Acc-I(A)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A)
Level 20: Weave -- LkGmblr-Rchg+(A)
Level 22: Mud Pots -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(23), M'Strk-Dmg/Rchg(34), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Acc/EndRdx(37)
Level 24: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), KntkC'bat-Knock%(37)
Level 26: Crystal Armor -- RedFtn-Def(A), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx(43)
Level 28: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(50)
Level 30: Fault -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(31), RzDz-Acc/EndRdx(31), RzDz-Stun/Rng(46), RzDz-Acc/Stun/Rchg(50)
Level 32: Granite Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(33), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam(34), RctvArm-ResDam/Rchg(34)
Level 35: Tremor -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(45), M'Strk-Acc/Dmg/EndRdx(50)
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), KntkC'bat-Knock%(43)
Level 41: Minerals -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-Def(48), RedFtn-Def/EndRdx/Rchg(48)
Level 44: Hasten -- RechRdx-I(A)
Level 47: Stone Prison -- Acc-I(A)
Level 49: Fossilize -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A), Empty(21), Empty(21), Empty(31)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run


Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006

 

Posted

If you don't mind a second copy of mids on your hard drive, there is an unoffical patch for mids in the general discussion area of the forum that makes fitness inherent. I've had a lot of fun with it


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

Posted

The soft cap for defense is 45%. Going past that does nothing, except when debuffed or enemies have to-hit buffs. For debuffs, I usually use purple inspirations to keep above the soft cap and prevent them from stacking more debuffs. To-hit buffs are generally so large on enemies that no amount of defense from set bonuses can make a difference. Devouring Earth and level 40+ Resistance both will hit a soft-capped character like they have no defense at all. Aim for 45% with Rock Armor on and you should be ok.

Minerals is not placed at a useful level. Consider swapping it with Hurl Boulder or Fault to gain the benefit of Minerals when exemplared to 25.

It looks like you could pull the slots out of taunt and leave it with just one recharge IO to get slots for Weave and Tough.

Stone Skin could hold the Steadfast Protection 3% defense IO instead of the Reactive Armor: Endurance. It is an auto-power and uses no endurance. The .63% defense is not worth the slot.

Multi Strike is not a good set for Mud Pots. Scirocco's Dervish, Eradication, or Obliteration would be better.

Rock Armor should have Endurance Reduction. Drop the Kismet if you have to.

In Rooted, swap the Miracle: End/Rchg with a Heal/End/Rchg to gain the most benefit from it. Rooted is really your main source of healing.

Remember your set bonuses drop if you exemplar more than three levels below the level of the IOs. If you want full tanking potential when exemplared to 30, IOs can't be any higher than 33.


 

Posted

Latest build making a few changes as suggested, and in the case of the Kinetic Combat do to expense.


Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Dark Tower VII: Level 50 Technology Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Rock Armor -- GftotA-Run+(A), LkGmblr-Rchg+(3), LkGmblr-Def(7), LkGmblr-Def/EndRdx(15), LkGmblr-Def/Rchg(37)
Level 1: Stone Fist -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(17), S'ngH'mkr-Dmg/EndRdx/Rchg(17)
Level 2: Stone Skin -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(19), S'fstPrt-ResDam/Def+(45)
Level 4: Stone 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(11)
Level 6: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-EndRdx/Rchg(42)
Level 8: Rooted -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(11), Mrcl-Heal/Rchg(13), Mrcl-Rcvry+(23), Mrcl-Heal(42)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(29), Zinger-Taunt/Rchg/Rng(29), Zinger-Dam%(45), Zinger-Taunt/Rng(46), Zinger-Acc/Rchg(46)
Level 12: Recall Friend -- EndRdx-I(A)
Level 14: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Boxing -- Acc-I(A)
Level 18: Tough -- ImpArm-ResDam/EndRdx(A)
Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(27)
Level 22: Mud Pots -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(23), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Acc/Rchg(37)
Level 24: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), KntkC'bat-Knock%(37)
Level 26: Crystal Armor -- RedFtn-Def(A), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx(43)
Level 28: Minerals -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43)
Level 30: Fault -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(31), RzDz-Acc/EndRdx(31), RzDz-Stun/Rng(46), RzDz-Acc/Stun/Rchg(50)
Level 32: Granite Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(33), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam(34), RctvArm-ResDam/Rchg(34)
Level 35: Tremor -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(45), M'Strk-Acc/Dmg/EndRdx(50)
Level 38: Seismic Smash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(39), S'ngH'mkr-Dmg/Rchg(39), S'ngH'mkr-Dmg/EndRdx/Rchg(39), HO:Nucle(43)
Level 41: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(48), Thundr-Acc/Dmg/Rchg(50)
Level 44: Hasten -- RechRdx-I(A)
Level 47: Stone Prison -- HO:Nucle(A)
Level 49: Fossilize -- HO:Nucle(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A), Empty(21), Empty(21), Empty(31)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 6.5% DamageBuff(Smashing)
  • 6.5% DamageBuff(Lethal)
  • 6.5% DamageBuff(Fire)
  • 6.5% DamageBuff(Cold)
  • 6.5% DamageBuff(Energy)
  • 6.5% DamageBuff(Negative)
  • 6.5% DamageBuff(Toxic)
  • 6.5% DamageBuff(Psionic)
  • 18% Defense(Smashing)
  • 18% Defense(Lethal)
  • 6.438% Defense(Fire)
  • 6.438% Defense(Cold)
  • 8.625% Defense(Energy)
  • 8.625% Defense(Negative)
  • 3% Defense(Psionic)
  • 12.38% Defense(Melee)
  • 6.75% Defense(Ranged)
  • 9.875% Defense(AoE)
  • 25% Enhancement(Accuracy)
  • 2% Enhancement(Stun)
  • 25% Enhancement(RechargeTime)
  • 9% Enhancement(Heal)
  • 9% FlySpeed
  • 196.78 HP (10.5%) HitPoints
  • 9% JumpHeight
  • 9% JumpSpeed
  • MezResist(Immobilize) 15.95%
  • MezResist(Sleep) 1.65%
  • MezResist(Stun) 1.65%
  • MezResist(Terrorized) 4.95%
  • 6.5% (0.109 End/sec) Recovery
  • 50% (3.912 HP/sec) Regeneration
  • 4.725% Resistance(Fire)
  • 4.725% Resistance(Cold)
  • 3.125% Resistance(Negative)
  • 16.5% RunSpeed
------------
Set Bonuses:
Gift of the Ancients
(Rock Armor)
  • 7.5% RunSpeed
Luck of the Gambler
(Rock Armor)
  • 10% (0.782 HP/sec) Regeneration
  • 21.08 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Smashing Haymaker
(Stone Fist)
  • MezResist(Immobilize) 2.2%
  • 21.08 HP (1.125%) HitPoints
  • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
Reactive Armor
(Stone Skin)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Steadfast Protection
(Stone Skin)
  • 3% Defense(All)
Smashing Haymaker
(Stone Mallet)
  • MezResist(Immobilize) 2.2%
  • 21.08 HP (1.125%) HitPoints
  • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
Doctored Wounds
(Earth's Embrace)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Miracle
(Rooted)
  • 2.5% (0.042 End/sec) Recovery
  • 35.14 HP (1.875%) HitPoints
  • 5% Enhancement(Heal)
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
Perfect Zinger
(Taunt)
  • MezResist(Terrorized) 2.75%
  • 10% (0.782 HP/sec) Regeneration
  • 5% Enhancement(RechargeTime)
  • 2.5% DamageBuff(All)
  • 3.125% Defense(Smashing,Lethal), 1.563% Defense(Melee)
Blessing of the Zephyr
(Teleport)
  • 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
Luck of the Gambler
(Weave)
  • 10% (0.782 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Scirocco's Dervish
(Mud Pots)
  • 10% (0.782 HP/sec) Regeneration
  • 3.125% Resistance(Negative)
  • 9% Enhancement(Accuracy)
  • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
Kinetic Combat
(Heavy Mallet)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
  • 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
Red Fortune
(Crystal Armor)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
Red Fortune
(Minerals)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
Razzle Dazzle
(Fault)
  • 2% (0.033 End/sec) Recovery
  • 28.11 HP (1.5%) HitPoints
  • 2% Enhancement(Stun)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Luck of the Gambler
(Granite Armor)
  • 10% (0.782 HP/sec) Regeneration
  • 21.08 HP (1.125%) HitPoints
Reactive Armor
(Granite Armor)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
Multi Strike
(Tremor)
  • MezResist(Sleep) 1.65%
  • 0.945% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
Smashing Haymaker
(Seismic Smash)
  • MezResist(Immobilize) 2.2%
  • 21.08 HP (1.125%) HitPoints
  • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
Thunderstrike
(Hurl Boulder)
  • 2% (0.033 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight


Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006

 

Posted

You can always dual build. One with an emphasize on granite and maybe +recharge, the other, non-granite (You can keep granite as the emergency button), but more for a solo/small team play style.

For me, trying to get a happy medium was more of a gimp on both parts, but going dual build, relieved a lot of pressure of trying to compromise.


50 Tanks: Invul/ss, Fire/ice/fire, Ice/em, Stone/fire
WP/Stone, dark/dark, shld/mace

50 Other: WS, SS/dark/sc brute, BS/Regen/WM scrpr, fire/fire/force blaster, rad/kin corr, mind/rad ctrl, ill/storm cntrl