stone/ss feedback


Lobster

 

Posted

My stone/ss just hit 50 the other night and I'm going to start filling out his IOs tonight. I haven't played stone in ages - how does this build look for a budget (skipped Kinetic Combats, hamis & purples) capped perma-granite build:

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

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Brutalist Brick: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Stone Skin -- S'fstPrt-ResKB(A), Aegis-ResDam(48), Aegis-ResDam/EndRdx(50)
Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(48)
Level 2: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Rchg(37)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(15), F'dSmite-Acc/Dmg/Rchg(50)
Level 6: Mud Pots -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Acc/Rchg(17)
Level 8: Rooted -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(31)
Level 10: Recall Friend -- Winter-ResSlow(A)
Level 12: Teleport -- Range-I(A)
Level 14: Taunt -- Mocking-Taunt(A), Mocking-Rchg(29), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(45)
Level 16: Boxing -- Empty(A)
Level 18: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(19), Aegis-Psi/Status(50)
Level 20: Knockout Blow -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(21), P'ngS'Fest-Dmg/Rchg(21), P'ngFist-Acc/Dmg(23), P'ngFist-Acc/Dmg/Rchg(23), P'ngFist-Acc/Dmg/EndRdx/Rchg(37)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(27), GftotA-Run+(31)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Run+(40)
Level 28: Rage -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(29), RechRdx-I(31), GSFC-ToHit/Rchg/EndRdx(48)
Level 30: Rock Armor -- LkGmblr-Rchg+(A)
Level 32: Granite Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33), GftotA-Run+(33), Aegis-ResDam(34), Aegis-ResDam/EndRdx(34)
Level 35: Hurl -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg/EndRdx/Rchg(37)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 41: Stone Prison -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Rchg(46), Enf'dOp-Acc/Immob/Rchg(46)
Level 44: Quick Sand -- CtlSpd-EndRdx/Rchg/Slow(A), ImpSwft-EndRdx/Rchg/Slow(45), TmpRdns-EndRdx/Rchg/Slow(45)
Level 47: Assault -- EndRdx-I(A)
Level 49: Minerals -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A), Run-I(46)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(43)



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S/L/E/N/F/C are capped without running Maneuvers - that's basically a set mule.

S/L res is 83% without running Tough, capped with Tier 2 Cardiac (if I go that route...not sure what to do about alpha yet).

The only expensive stuff is the LotG procs, and I'll just amerit farm those as I have time. Unless GotA 7.5% runs are pricey now... I haven't checked lately.

I also wasn't particularly sure where to go as far as epics go - the immob seems like a no-brainer for the easy 2.5 S/L def & 3.75 recharge, and quicksand isjust a fun power in general. The only other thing I seriously considered was going red for Soul & grabbing Darkest Night.

I really don't plan on soloing him much, if at all - I just made him so I'd have a stone tank available if one was needed.


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

Why use set bonuses to boost defenses when you can run one toggle to reach the soft cap? It seems like a waste of slots that you could be using to boost recharge time or other things that may be important to you.

I went a different route with my Stone Tanker. I went for 90% resistances to all but psi with the Tier 4 Cardiac equipped. I also have 20% psi defense, so I can pop a medium purple when psi becomes an issue. The resistance isn't really a huge deal. Its mostly just to say I have the toughest possible Tanker in the game.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
Why use set bonuses to boost defenses when you can run one toggle to reach the soft cap? It seems like a waste of slots that you could be using to boost recharge time or other things that may be important to you.
I assume you mean 3 slotted weave + 3 slotted granite + steadfast proc? That leaves me @ 42.6, and requires adding Maneuvers to hit the cap. I was trying to avoid running another toggle ... and all the sets I used for defense are pretty cheap.

Also, putting the lotg proc & the GotA +run into granite & weave drops me down to 44.0 S/L & 44.6 to the others (this is with 6 slots of Mocking Beratement and 3 of eradication), so I used set bonuses to shore up that extra %.

Quote:
I went a different route with my Stone Tanker. I went for 90% resistances to all but psi with the Tier 4 Cardiac equipped. I also have 20% psi defense, so I can pop a medium purple when psi becomes an issue. The resistance isn't really a huge deal. Its mostly just to say I have the toughest possible Tanker in the game.
This one has a bit more recharge, and I tweaked the sets for a little better bonuses I think - still focusing on run speed (5x5% + 1x4% + 4x7.5%) after defcap. It also hits 90% S/L res without tough active.

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Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata