Stone/Stone Tank Build - Please Review


Doomslayer_NA

 

Posted

Hi Folks,
I was wondering if people would take a look at this build and critique it. Thanks!!

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

Click this DataLink to open the build!

Star Onyx: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Rock Armor

  • (A) Luck of the Gambler - Recharge Speed
  • (3) Luck of the Gambler - Defense/Endurance
  • (7) Luck of the Gambler - Defense
  • (13) Gift of the Ancients - Run Speed +7.5%
Level 1: Stone Fist
  • (A) Crushing Impact - Accuracy/Damage
Level 2: Earth's Embrace
  • (A) Numina's Convalescence - Heal
  • (3) Numina's Convalescence - Heal/Recharge
  • (42) Numina's Convalescence - Heal/Endurance/Recharge
Level 4: Heavy Mallet
  • (A) Kinetic Crash - Damage/Knockback
  • (5) Kinetic Crash - Accuracy/Knockback
  • (5) Kinetic Crash - Recharge/Knockback
  • (7) Kinetic Crash - Recharge/Endurance
  • (11) Kinetic Crash - Damage/Endurance/Knockback
  • (11) Kinetic Crash - Accuracy/Damage/Knockback
Level 6: Teleport
  • (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range
  • (37) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
  • (37) Winter's Gift - Slow Resistance (20%)
Level 8: Rooted
  • (A) Miracle - Heal
  • (40) Miracle - Heal/Endurance
Level 10: Taunt
  • (A) Mocking Beratement - Taunt/Recharge
  • (13) Mocking Beratement - Taunt
Level 12: Mud Pots
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (17) Scirocco's Dervish - Damage/Endurance
  • (17) Scirocco's Dervish - Damage/Recharge
  • (25) Scirocco's Dervish - Accuracy/Recharge
  • (25) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (27) Scirocco's Dervish - Chance of Damage(Lethal)
Level 14: Stone Skin
  • (A) Aegis - Resistance
  • (15) Aegis - Resistance/Recharge
  • (15) Steadfast Protection - Resistance/+Def 3%
  • (23) Impervium Armor - Resistance/Endurance
  • (23) Impervium Armor - Resistance
  • (27) Impervium Armor - Psionic Resistance
Level 16: Boxing
  • (A) Accuracy IO
Level 18: Tough
  • (A) Impervium Armor - Psionic Resistance
  • (19) Impervium Armor - Resistance
  • (19) Impervium Armor - Resistance/Endurance
Level 20: Fault
  • (A) Absolute Amazement - Accuracy/Recharge
  • (21) Absolute Amazement - Accuracy/Stun/Recharge
  • (21) Absolute Amazement - Stun/Recharge
  • (31) Absolute Amazement - Stun
  • (31) Absolute Amazement - Endurance/Stun
  • (34) Absolute Amazement - Chance for ToHit Debuff
Level 22: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (29) Luck of the Gambler - Defense/Endurance/Recharge
  • (29) Luck of the Gambler - Defense/Endurance
  • (31) Gift of the Ancients - Run Speed +7.5%
Level 24: Maneuvers
  • (A) Gift of the Ancients - Run Speed +7.5%
  • (42) Luck of the Gambler - Recharge Speed
Level 26: Stone Mallet
  • (A) Pounding Slugfest - Accuracy/Damage
  • (42) Pounding Slugfest - Damage/Endurance
Level 28: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (48) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 30: Hurl Boulder
  • (A) Devastation - Accuracy/Damage
  • (43) Devastation - Damage/Endurance
  • (46) Devastation - Damage/Recharge
  • (46) Devastation - Accuracy/Damage/Recharge
  • (46) Devastation - Accuracy/Damage/Endurance/Recharge
  • (48) Devastation - Chance of Hold
Level 32: Granite Armor
  • (A) Impervium Armor - Resistance
  • (33) Impervium Armor - Resistance/Endurance
  • (33) Impervium Armor - Resistance/Recharge
  • (33) Luck of the Gambler - Recharge Speed
  • (34) Luck of the Gambler - Defense
  • (34) Luck of the Gambler - Defense/Endurance
Level 35: Tremor
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (36) Scirocco's Dervish - Damage/Endurance
  • (36) Scirocco's Dervish - Damage/Recharge
  • (36) Scirocco's Dervish - Accuracy/Recharge
  • (43) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (43) Scirocco's Dervish - Chance of Damage(Lethal)
Level 38: Seismic Smash
  • (A) Crushing Impact - Accuracy/Damage
  • (39) Crushing Impact - Damage/Endurance
  • (39) Crushing Impact - Damage/Recharge
  • (39) Crushing Impact - Accuracy/Damage/Recharge
  • (40) Crushing Impact - Accuracy/Damage/Endurance
  • (40) Crushing Impact - Damage/Endurance/Recharge
Level 41: Minerals
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Defense/Endurance
Level 44: Web Envelope
  • (A) Gravitational Anchor - Accuracy/Recharge
  • (45) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (45) Gravitational Anchor - Immobilize/Recharge
  • (48) Gravitational Anchor - Immobilize/Endurance
  • (50) Gravitational Anchor - Chance for Hold
Level 47: Mace Blast
  • (A) Accuracy IO
Level 49: Crystal Armor
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Run Speed IO
  • (37) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (9) Performance Shifter - EndMod
  • (9) Performance Shifter - EndMod/Accuracy
Level 4: Ninja Run


 

Posted

It could be better. You're short of the defense soft cap on S/L and E/N. Rooted is underslotted.

I strongly reccomend using two builds. One can be focused on Granite Armor tanking for TFs and team play. The other can be focused on tanking or soloing without Granite Armor. This frees up slots that you spent on armor powers that you can't turn on.

Here is a perma-Granite skeleton build I give out to anyone who needs guidance on Stone Armor. It has enough run speed without Rooted on. It has soft capped defenses to all but psionic. It has enough psionic defense that you can use a small or medium purple and not have to worry about psionic damage. This build is flexible enough to change for any secondary powerset, and is unfinished enough to customize for the bonuses you like the most. It was designed in I18, so you even get to pick 3 more powers to make it the way you want it.

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Here is my current Stone/Dark build, which features 90% resistance to all but psionic, as well as most of the features listed for the build above.

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I hope those help you in building yours better.


 

Posted

Thanks Syntax. Here is an updated pure Granite build. Any comments are appreciated. I think this is helped a lot by your build. Thanks.

http://www.cohplanner.com/mids/downl...94FF01AE17E311



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

Click this DataLink to open the build!

Star Onyx: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Rock Armor

  • (A) Luck of the Gambler - Recharge Speed
Level 1: Stone Fist
  • (A) Accuracy IO
Level 2: Earth's Embrace
  • (A) Doctored Wounds - Heal/Endurance
  • (3) Doctored Wounds - Endurance/Recharge
  • (3) Doctored Wounds - Heal/Recharge
  • (7) Doctored Wounds - Heal/Endurance/Recharge
  • (9) Doctored Wounds - Heal
  • (15) Doctored Wounds - Recharge
Level 4: Heavy Mallet
  • (A) Crushing Impact - Accuracy/Damage
  • (5) Crushing Impact - Damage/Endurance
  • (5) Crushing Impact - Damage/Recharge
  • (7) Crushing Impact - Accuracy/Damage/Recharge
  • (9) Crushing Impact - Accuracy/Damage/Endurance
  • (11) Crushing Impact - Damage/Endurance/Recharge
Level 6: Mud Pots
  • (A) Eradication - Damage
  • (17) Eradication - Damage/Recharge
  • (37) Eradication - Accuracy/Damage/Recharge
  • (50) Eradication - Accuracy/Damage/Endurance/Recharge
Level 8: Rooted
  • (A) Miracle - Heal/Endurance
  • (11) Miracle - Endurance/Recharge
  • (15) Miracle - Heal/Recharge
  • (17) Miracle - Heal/Endurance/Recharge
  • (19) Miracle - Heal
  • (25) Miracle - +Recovery
Level 10: Taunt
  • (A) Perfect Zinger - Taunt/Recharge
  • (19) Perfect Zinger - Taunt/Recharge/Range
  • (31) Perfect Zinger - Accuracy/Recharge
  • (31) Perfect Zinger - Taunt/Range
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 14: Teleport
  • (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range
  • (31) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
  • (34) Winter's Gift - Slow Resistance (20%)
Level 16: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (21) Luck of the Gambler - Defense/Endurance
  • (25) Luck of the Gambler - Defense
Level 18: Boxing
  • (A) Accuracy IO
Level 20: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (21) Endurance Reduction IO
Level 22: Fault
  • (A) Stupefy - Accuracy/Recharge
  • (23) Stupefy - Accuracy/Stun/Recharge
  • (23) Stupefy - Accuracy/Endurance
  • (29) Stupefy - Endurance/Stun
  • (29) Stupefy - Stun/Range
Level 24: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (27) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Defense/Endurance
Level 26: Build Up
  • (A) Adjusted Targeting - To Hit Buff/Recharge
  • (36) Adjusted Targeting - Recharge
  • (36) Adjusted Targeting - To Hit Buff/Endurance/Recharge
Level 28: Tactics
  • (A) Adjusted Targeting - To Hit Buff
  • (37) Adjusted Targeting - To Hit Buff/Recharge
  • (40) Adjusted Targeting - To Hit Buff/Endurance
Level 30: Minerals
  • (A) Luck of the Gambler - Recharge Speed
Level 32: Granite Armor
  • (A) Resist Damage IO
  • (33) Resist Damage IO
  • (33) Resist Damage IO
  • (33) Defense Buff IO
  • (34) Luck of the Gambler - Recharge Speed
  • (34) Luck of the Gambler - Defense
Level 35: Tremor
  • (A) Obliteration - Damage
  • (36) Obliteration - Accuracy/Recharge
  • (42) Obliteration - Damage/Recharge
  • (42) Obliteration - Accuracy/Damage/Recharge
  • (42) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (45) Obliteration - Chance for Smashing Damage
Level 38: Seismic Smash
  • (A) Crushing Impact - Accuracy/Damage
  • (39) Crushing Impact - Damage/Endurance
  • (39) Crushing Impact - Damage/Recharge
  • (39) Crushing Impact - Accuracy/Damage/Recharge
  • (40) Crushing Impact - Accuracy/Damage/Endurance
  • (40) Crushing Impact - Damage/Endurance/Recharge
Level 41: Mace Blast
  • (A) Devastation - Accuracy/Damage
  • (43) Devastation - Damage/Endurance
  • (43) Devastation - Damage/Recharge
  • (43) Devastation - Accuracy/Damage/Recharge
  • (45) Devastation - Accuracy/Damage/Endurance/Recharge
  • (46) Devastation - Chance of Hold
Level 44: Web Envelope
  • (A) Enfeebled Operation - Accuracy/Immobilize
  • (45) Enfeebled Operation - Accuracy/Recharge
  • (46) Enfeebled Operation - Accuracy/Endurance
  • (46) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (48) Enfeebled Operation - Immobilize/Range
Level 47: Focused Accuracy
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
Level 49: Disruptor Blast
  • (A) Force Feedback - Chance for +Recharge
  • (50) Force Feedback - Accuracy/Knockback
------------
Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Run Speed IO
  • (37) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (13) Performance Shifter - EndMod
  • (13) Performance Shifter - EndMod/Recharge
Level 4: Ninja Run


 

Posted

i dont think im grasping the concept, so maybe i could bounce what i think i know off you guys and you could correct me as needed, since im fairly frustrated after the ridiculously pathetic display i put on tonight.

wasnt the whole point of the IO Sets to gain the bonuses a set could offer? doesnt only having 1 or 2 of a set make it fairly pointless? arent IOs better bonuses individually, based against the slight though multiple bonuses a single set enhancement can offer? saying that the dmg % on a lvl 50 Dmg IO is greater than the dmg % found on a Dmg/Acc/End Set IO? so id have to slot the power for more enhancements to be placed, but in the end, the % would be higher.

also, given the .... i dont even know what to call it... "hostile takeover" of the auction houses(???) and the ridiculously jacked up prices, isnt it fairly impractical to try getting your mitts on all the IOs listed for these designs, seeings as how you would need several billion infl/infa/praetorean $$(i dont know what theyre called...) just to get even half of the stuff on this list? whereas common IO recipe drops are plentiful, even if all the salvage needed isnt.

im 1) frustrated with the turn of events in-game, everything from the nerfing of my tank:my main toon:my baby, to seeing the prices now listed in the auction house for everything im looking to get, but cant sell any of the crap thats useless to me for more than 1K... 2) confused over the new incarnate system and hearing ppl tell me they think its actually made their toons worse!... and 3) lost over how to rebuild my toons properly, efficiently, cost effectively so that theyll resemble something a little bit less like mud.
i thought i19 was supposed to bring about more solo friendly playing? did i miss something? could use any suggestions you guys have to offer.


 

Posted

Quote:
Originally Posted by TheDark1 View Post
i dont think im grasping the concept, so maybe i could bounce what i think i know off you guys and you could correct me as needed, since im fairly frustrated after the ridiculously pathetic display i put on tonight.

wasnt the whole point of the IO Sets to gain the bonuses a set could offer? doesnt only having 1 or 2 of a set make it fairly pointless? arent IOs better bonuses individually, based against the slight though multiple bonuses a single set enhancement can offer? saying that the dmg % on a lvl 50 Dmg IO is greater than the dmg % found on a Dmg/Acc/End Set IO? so id have to slot the power for more enhancements to be placed, but in the end, the % would be higher.
Please read Fulmans guide to frankenslotting. It really says more than I ever could, with much less words.

Quote:
Originally Posted by TheDark1 View Post
also, given the .... i dont even know what to call it... "hostile takeover" of the auction houses(???) and the ridiculously jacked up prices, isnt it fairly impractical to try getting your mitts on all the IOs listed for these designs, seeings as how you would need several billion infl/infa/praetorean $$(i dont know what theyre called...) just to get even half of the stuff on this list? whereas common IO recipe drops are plentiful, even if all the salvage needed isnt.
I am really not going to get into the symantics of the auction houses with you, however, I will say those same ridiculously high prices can be had by you if you happen to sell some of those items. Seeing as all you have to do to get those items, is punch stuff in the face(which you are doing anyway) you should probably start punching more stuff in the face in an efficient manner.

Or you could use other methods like AE tickets, or Alignment merits, or even old fashioned reward merits and bypass the market entirely if that is your wish

Quote:
Originally Posted by TheDark1 View Post
im 1) frustrated with the turn of events in-game, everything from the nerfing of my tank:my main toon:my baby, to seeing the prices now listed in the auction house for everything im looking to get, but cant sell any of the crap thats useless to me for more than 1K... 2) confused over the new incarnate system and hearing ppl tell me they think its actually made their toons worse!... and 3) lost over how to rebuild my toons properly, efficiently, cost effectively so that theyll resemble something a little bit less like mud.
i thought i19 was supposed to bring about more solo friendly playing? did i miss something? could use any suggestions you guys have to offer.
My suggestion is to remember this is a game. An ever changing game. Please tell me you have gotten over ED. That was 14 issues ago...

How can the incarnate system make thier toons worse?

The major change recently to teaming, is the WTF. Many more people are teaming now than before to get incarnate components. That does not mean they have made it more difficult to solo anything.

As for builds. Post em here. Folks here are a friendly lot, and often race to be the first to help someone out. Specify perameters, and post builds in appropriate sub forums, and I am sure you will get lots of help.

I am decent with builds, at least enough for my purposes, so if you have any specific questions, feel free to pm me if you want.


 

Posted

Quote:
Originally Posted by TheDark1 View Post
i dont think im grasping the concept, so maybe i could bounce what i think i know off you guys and you could correct me as needed, since im fairly frustrated after the ridiculously pathetic display i put on tonight.

wasnt the whole point of the IO Sets to gain the bonuses a set could offer? doesnt only having 1 or 2 of a set make it fairly pointless? arent IOs better bonuses individually, based against the slight though multiple bonuses a single set enhancement can offer? saying that the dmg % on a lvl 50 Dmg IO is greater than the dmg % found on a Dmg/Acc/End Set IO? so id have to slot the power for more enhancements to be placed, but in the end, the % would be higher.

also, given the .... i dont even know what to call it... "hostile takeover" of the auction houses(???) and the ridiculously jacked up prices, isnt it fairly impractical to try getting your mitts on all the IOs listed for these designs, seeings as how you would need several billion infl/infa/praetorean $$(i dont know what theyre called...) just to get even half of the stuff on this list? whereas common IO recipe drops are plentiful, even if all the salvage needed isnt.

im 1) frustrated with the turn of events in-game, everything from the nerfing of my tank:my main toon:my baby, to seeing the prices now listed in the auction house for everything im looking to get, but cant sell any of the crap thats useless to me for more than 1K... 2) confused over the new incarnate system and hearing ppl tell me they think its actually made their toons worse!... and 3) lost over how to rebuild my toons properly, efficiently, cost effectively so that theyll resemble something a little bit less like mud.
i thought i19 was supposed to bring about more solo friendly playing? did i miss something? could use any suggestions you guys have to offer.
This does not discuss the Stone Tanker build that this thread was created for. This is called thread hijacking and you should have created a new thread instead of posting it in someone else's. Since someone else already replied, I will add my bit.

Besides frankenslotting, not all IO set bonuses are worth getting. An extra bit of mez resistance is generally worthless to a Tanker. A lot of builds go for regen and recovery bonuses, which frequently come at the 1st or 2nd set bonus. I am not a fan of doing that because it leaves you without more important bonuses, sometimes. A lot of bonuses, like resistance, are not possible to get enough of to make a big difference in most characters. The most important bonuses that people go for are defense and recharge.

Getting into the market is not hard. You just have to sell things. Alignment Merits provide easy access to the second most expensive category of IOs: non-purple, high-demand. For example, Luck of the Gambler: Global Recharge IOs were 150 million last time I checked, and Kinetic Combat IOs were also pushing over 100 million. Alignment Merits can be earned in less than 2 hours per day of farming, and you can start earning them almost as soon as you can get to 25 and sell the expensive ones. A level 50 can't farm them any faster than a level 25, except for maybe less playtime per day. I would call that very casual farming that puts you at an equal standing with everyone else in the market.


 

Posted

Hey Folks,
Any comments/enhancements about my new build? By the way Syntax, thanks for your help in my Spines / Fire scrapper thread!


 

Posted

Quote:
Originally Posted by Doomslayer_NA View Post
Hey Folks,
Any comments/enhancements about my new build? By the way Syntax, thanks for your help in my Spines / Fire scrapper thread!
If you post the data chunk, I can take a look at it. As it is now, I cant open it.


 

Posted

sorry if that was hijacking. it wasnt intended to be. i felt the Q&A relevant given the enhancement mapping that was suggested, especially in light of how im clearly not grasping several concepts and you guys seem to know a thing or two about these things. i plan on rebuilding following the mapping displayed, or as close to it as i can get.

the commentary conclusion may have been unnecessary, but i was trying to give a little background into why all the questions. not that i was trying to be just some smartrass questioning someones creations. i really am struggling with how to build a better toon, in light of all the changes. and thats got nothing to do with ED. i had no problems with that since i didnt have anything six slotted as it was. my power builds were all already pretty diversified with acc and taunt and end redux, etc.

thanx for the info, links, and suggestions. i really appreciate them. again, sorry if it was a hijacking. that wasnt my intention. i'll PM any other questions or commentary regarding the build since itll probably be long past a reasonable time frame when i can get started on it and see some results. and thanx for the mapping Doom. i have high hopes for putting your genius to work!


 

Posted

Thanks Sinister,
Here's the data chunk. Hopefully I do this right - lol. As for the 'threadjacking' no worries TheDark1, I feel your pain on this - lol.

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Posted

First. Its a pretty good looking build if you are planing on running in Granite full time. I probably would have advised the same thing a few years ago. However, I no longer believe it is the best way.

Yes Granite is godly, but it has some hefty penalties for that godliness. If grantite is only nessessary in 3% of the situations in the game, why live with the penalties for the other 97%. Without granite I am sitting at 59.4% def to smashing and lethal(the new softcap for incarnate content) Psi is at 49%, and energies are at 42%. A small purple softcaps me for new content no problem. In mish, I dont even turn rooted on until I know I am about to be hit with tons of mez. I have a botz kb prot so I dont get juggled when not in rooted. I keep a few BF's handy just in case. With perma EE, I have never died to mez. I still have granite, so if I am in an actual situation where I need softcap def and hardcap resistance, on it goes. Darkest night pulls me through the resistance hardcap.

I assume however, that you want to stay in Granite all the time, so I will give advice with that in mind.

I would take the miracle unique out of rooted. It will serve you better in Health. If it is there for the Psi defence, I really wouldnt bother. Unless it tips you over the 32% mark, then at least you could softcap it with a small purple. right now, it really isnt doing much for you.

I would take a slot out of Heavy Mallet, and put it elsewhere. That way you keep the recharge bonus.The psi resistance it not worth the slot. Same thing with Seismic Smash.

I would put another recharge slot in hasten. Granite already slows it down enough and you cannot honestly expect the force feedback proc to proc all the time to leave you with 177% recharge while in granite.

Teleport is overslotted in my opinion, but if you need it for the speed bonus, I can understand that...

If you can fit a few more slots in tough, I would slot it with 4 reactive armors for the defence. You can switch out tactics for stone skin, and slot the steadfast unique in that... You will be getting enough accuracy incedentally through set bonus's. and plenty of to hit from focused accuracy. You can also slot the kismit unique in any of your defence powers...

I would recommend tossing in another slot and putting a force feedback chance to recharge in fault.

Granite... you might as well turn those 3 resist io's into some sort of frankenslotting to get some bonus out of it. I would actually throw another 4 reactives into it, and switch out the generic def IO.

I would probably go with Entrophic chaos in Mace blast, to get extra recharge out of 5 slots.

Web envelope, I would try to get another slot into it, and complete the set for an extra chunk of defence.

Also, if you are going through the trouble of side switching, I recommend you take a good look at Soul Mastery. Darkest night helps both your defence and resistance, and is a hell of an aggro tool.

Sorry if all this sounds like nit picking... not trying to at all. If you want to take a look at my build, let me know, and I can pm it, or post it here.


 

Posted

Quote:
Originally Posted by SinisterDirge View Post
I would take the miracle unique out of rooted. It will serve you better in Health. If it is there for the Psi defence, I really wouldnt bother. Unless it tips you over the 32% mark, then at least you could softcap it with a small purple. right now, it really isnt doing much for you.
In my build (what this is based off of) the Miracle set in Rooted put me at the 20% mark for psi defense. It looks like he used mostly the same sets for achieving the same thing with Maneuvers on.

Quote:
I would take a slot out of Heavy Mallet, and put it elsewhere. That way you keep the recharge bonus.The psi resistance it not worth the slot. Same thing with Seismic Smash.
Agreed. Psionic resistance won't go high enough to matter, so it is best to use slots on other things. It can go in Hasten.

Quote:
Teleport is overslotted in my opinion, but if you need it for the speed bonus, I can understand that...
I reached my goals for my build and had slots left over. Winter's Gift is nice for the resistance to recharge effects.

Quote:
If you can fit a few more slots in tough, I would slot it with 4 reactive armors for the defence. You can switch out tactics for stone skin, and slot the steadfast unique in that... You will be getting enough accuracy incedentally through set bonus's. and plenty of to hit from focused accuracy. You can also slot the kismit unique in any of your defence powers...
In Granite, he is fine on defense. Tough was the alternative to Stone Skin and let me fit an extra LoTG in the build. Picking up Tough was mandatory on the way to picking up Weave, which is the most efficient way to reach the soft cap on any build.

Quote:
I would recommend tossing in another slot and putting a force feedback chance to recharge in fault.
Force Feedback proc is unique and is in Disruptor Blast. It should definitely be in Tremor, because that one recharges faster than Fault or Disruptor Blast.

Quote:
Granite... you might as well turn those 3 resist io's into some sort of frankenslotting to get some bonus out of it. I would actually throw another 4 reactives into it, and switch out the generic def IO.
Again, this slotting was based off my build. I wanted to cap all resistances and needed that slotting to reach it. You don't need set bonuses in every power, and the resist sets don't offer much for 2-3 slots.

Quote:
I would probably go with Entrophic chaos in Mace blast, to get extra recharge out of 5 slots.
Psionic defense is hard to get, and that barely puts him at 20%, for soft capping with 1 med or 2 small inspirations.

Quote:
Web envelope, I would try to get another slot into it, and complete the set for an extra chunk of defence.
It won't do much good with how far he is over the soft cap in Granite + Weave + Maneuvers.

Quote:
Also, if you are going through the trouble of side switching, I recommend you take a good look at Soul Mastery. Darkest night helps both your defence and resistance, and is a hell of an aggro tool.
Debuffs are amazing for getting aggro. Darkest Night doesn't help your resistance, and barely helps your defense vs. AV's. They resist to-hit debuffs by a factor of 85%, and more if they are higher level than you. While Darkest Night is a -dmg debuff, it isn't the same thing as +resistance.



Call me biased, but I like my build better. It just seems more efficient. I don't go more than 1% past the soft cap and I hit all my resistance goals at the same time. Stone Melee is nice for knocking down groups of minions, LTs, and bosses, but won't do much against an AV. I wanted the ultimate AV tank, and Dark Melee was the best set for doing that. Maybe Doomslayer's goals are different.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
In my build (what this is based off of) the Miracle set in Rooted put me at the 20% mark for psi defense. It looks like he used mostly the same sets for achieving the same thing with Maneuvers on.
I am suprised you feel that building to 20% really helps you that much. However, as it is your build, and you are happy with it, great.

Since he asked my for my opinion, I told him I feel that slotting that proc into health, where it is effectivly on constantly, is better than it firing once every 180 seconds. I would understand if it were bringing him from 43.74% to 45% that it makes a big difference, but from 18% to 19.8%... not so important.

Quote:
Originally Posted by Syntax42 View Post
I reached my goals for my build and had slots left over. Winter's Gift is nice for the resistance to recharge effects.
I agree. Thats why I slotted the resistance as well. Like you need anything slowing you down any more than you are already. I think the two other slots can be put to better use elsewhere, but again, ymmv. I am not entirely sure you and he share the exact same goals. Congrats on having extra slots. I often find myself needing to take a few powers that I dont need to dedicate slots to so I can reach my goals.

Quote:
In Granite, he is fine on defense. Tough was the alternative to Stone Skin and let me fit an extra LoTG in the build. Picking up Tough was mandatory on the way to picking up Weave, which is the most efficient way to reach the soft cap on any build.
You know that 59 is the new 45 right? Sure you can softcap with a small purp, but as a stoner, its so easy to bring it up to 60% Not exactly sure how Tough lets you fit an LoTG in it, however at no pont did I recommend not taking tough. I said he should drop tactics for stone skin and slot the +3 in that. However, he could just keep tactics and put 5 slots in tough for the steadfast unique. I would drop focused accuracy before tactics, but I am working with powers he chose.


Quote:
Force Feedback proc is unique and is in Disruptor Blast. It should definitely be in Tremor, because that one recharges faster than Fault or Disruptor Blast.
It is not unique. Feel free to slot it in whatever knockback power you want. I agree that high recharge AOEs are best though.

Quote:
Again, this slotting was based off my build. I wanted to cap all resistances and needed that slotting to reach it. You don't need set bonuses in every power, and the resist sets don't offer much for 2-3 slots.
Again, I dont think you and he have the same goals. If you did, he would probably be hardcapped to resistance.

4 slots is awesomesauce though.

Quote:
Psionic defense is hard to get, and that barely puts him at 20%, for soft capping with 1 med or 2 small inspirations.
Minerals makes it much easier.

Quote:
It won't do much good with how far he is over the soft cap in Granite + Weave + Maneuvers.
New content throws alot more +tohit at you. That effectively increases the softcap to 59ish% or so. You will probably be fine with the amount of -tohit you are spaming with DM even if 85% is resisted by the AV. Doomslayer is Stone/stone though, and could probably actually find a need for that extra bit of defense.

Quote:
Debuffs are amazing for getting aggro. Darkest Night doesn't help your resistance, and barely helps your defense vs. AV's. They resist to-hit debuffs by a factor of 85%, and more if they are higher level than you. While Darkest Night is a -dmg debuff, it isn't the same thing as +resistance.
I like if for aggro. At plus 4's the -tohit is laughable sure, but I know people that pay 3 billion plus for 3% def. As for the relationship between resistance, and -damage this explains it better than I can.

Quote:
Call me biased, but I like my build better. It just seems more efficient. I don't go more than 1% past the soft cap and I hit all my resistance goals at the same time. Stone Melee is nice for knocking down groups of minions, LTs, and bosses, but won't do much against an AV. I wanted the ultimate AV tank, and Dark Melee was the best set for doing that. Maybe Doomslayer's goals are different.
I would hope that you do. It is interesting that you single out Soul as a bad patron pool choice because it is resisted heavily by the AV's yet pick a secondary that features the same secondary effects as Soul. Either way, am really happy you like your build, truely wasn't trying to piss all over it mate. I wasn't trying to fix your build, I am offering suggestions for his.


 

Posted

Other than the Battle Maiden encounter, where do we see 64% base to-hit on critters? Is that going to continue in I20?

At 20% psi defense, two small purples, or one medium inspiration takes you to the soft cap. That's why I focused on it.

I don't care about the to-hit debuffs on Dark Melee. I chose it purely for Siphon Life.


 

Posted

Hi Folks,
Thanks for the replies. I guess the context of the build is that it is a respec of an extremely old toon that I have that needs to be updated. Thus I'm locked into Stone/Stone so I can't do Dark Melee. I'll probably do 2 builds more than likely although I'd love to get by with one as I don't have a ton of resources with this toon (though I can probably get some eventually). I guess "what I want" out of the toon is first to be extremely team friendly. I'm looking more as a 'tank troller' type where I can control the mobs so that the rest of the team can be worried about destroying them without needing to run. Stone melee seemed to be a good choice for that. In addition, I want to be able to tank any AV on any TF also with minimal (or no) help if necessary. So maybe 2 builds are essential. I'd love to see your build Sinister also. The more I can see the better decisions I can make. It has been very helpful looking at Syntax's build and I'm most appreciative to all with their comments. Thanks!!


 

Posted

This is my current live build:

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This is meant to be played out of Granite as much as possible. I even try to stay out of rooted as much as I can. A couple Break free's help facilitate that quite nicely. Earths embrace is perma out of granite which increases surviveability significantly as it is near hp cap. I am working towards 5 Armagedon in tremor and poping a FF +rech proc in as well. For now, Oblits do just fine.

Below, I have switched out the purple set, and changed around a few things to make it a little less expensive to build. If you see anyway to improve either build, let me know

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