Looking for Stone/BA build
Would you like fries with that?
There have been a lot of discussions about Stone Armor builds lately. I even posted my two builds in some. I'm sure if you use the search feature, you can find something. Melee sets are not so different that you can't swap between them, so don't look for /BA.
If you put together a build and want advice on it, you would likely get more help.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Battle Axe
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Stone Skin -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(21), Aegis-EndRdx/Rchg(21), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(23)
Level 1: Beheader -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48)
Level 2: Earth's Embrace -- Panac-Heal(A), Panac-Heal/Rchg(19), Panac-Heal/+End(19)
Level 4: Gash -- GS-Acc/Dmg(A), GS-Dam/Rech(40), GS-Dam/End/Rech(43), GS-Acc/End/Rech(45), GS-Acc/Dmg/End/Rech(45), GS-%Dam(46)
Level 6: Mud Pots -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17)
Level 8: Recall Friend -- EndRdx-I(A)
Level 10: Rooted -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(11), RgnTis-Heal/Rchg(11), RgnTis-Heal/EndRdx/Rchg(13), RgnTis-Regen+(13)
Level 12: Taunt -- Acc-I(A)
Level 14: Teleport -- EndRdx-I(A)
Level 16: Boxing -- Empty(A)
Level 18: Build Up -- RechRdx-I(A), RechRdx-I(25)
Level 20: Swoop -- GS-Acc/Dmg(A), GS-Dam/Rech(37), GS-Dam/End/Rech(37), GS-Acc/End/Rech(37), GS-Acc/Dmg/End/Rech(40), GS-%Dam(46)
Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(25), S'fstPrt-ResKB(29)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(31)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Whirling Axe -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(34), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dam%(46)
Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31)
Level 32: Granite Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Rchg+(33), Aegis-ResDam/EndRdx(33), Aegis-ResDam(34), Aegis-ResDam/Rchg(34)
Level 35: Assault -- EndRdx-I(A)
Level 38: Cleave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(45)
Level 41: Pendulum -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 44: Vengeance -- DefBuff-I(A)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 49: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(50), Efficacy-EndMod/Rchg(50), Efficacy-EndMod/Acc(50)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(3), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc/Rchg(5), P'Shift-Acc/Rchg(7), P'Shift-EndMod/Acc(7), P'Shift-End%(9)
It would be nice to know what your goals are, but I'll give you some feedback on that build. This is based on PvE, not PvP. If you made the build for PvP, ignore this.
You are WAY over the cap on S/L resistance in Granite form. Drop Stone Skin, pick up Rock Armor, and put a LOTG global recharge in it.
Kinetic Combat is an expensive set and is mainly used for S/L defense. It is pointless to take 3 slots with it, and you don't need the defense, so use another set.
PvP sets are usually expensive. That Pancea proc should not be in a power that you only use every few minutes. If you do have the 2 billion INF for it (just a guess at the price) and you want to use it, put it in Health or Rooted so it has a chance to go off every 10 seconds.
Gladiator's Strike set is not doing you much good in your attack powers. I have no idea why you 6-slotted it. The S/L resistance from the set stands out because it sends you even more over the cap.
Mud Pots is fine if you don't mind the endurance drain. Obliteration is not the greatest set for managing endurance.
Regenerative Tissue does not provide enough healing enhancement for Rooted. Find another set for it. Alternatively, a Heal IO should put you at the ED cap for that power.
Taunt only needs accuracy against PvP targets and Hamidon. Recharge or a Taunt IO would be better. There are also some good bonuses in the taunt sets.
Steadfast Protection is a bad set. I suggest slotting Tough with the 3% defense IO and endurance reduction. You don't need the set bonses from Steadfast Protection.
Psionic defense from sets is good when you can reach 20% or 32.5%. Otherwise, sets like Scirocco's Dervish are not as good as recharge bonus sets.
It is a waste of slots to 6-slot Stamina with Performance Shifters. You don't need the set bonuses and Stamina only benefits from EndMod enhancement.
For LOTG to work in rock armor doesnt it mean i have to have rock armor on ?
and i realized the kinetic part and switching it .. but for my attacks with gladiators what else is a good choice to use ?
and didnt realize pancea was expensive so i will have to switch that maybe ..
switching regen tissue for something else and i will slot taunt
as for mudpots only thing i would think of really is switching it with multi strike ..
and i cant be that far over s/l cap .. im only at like 50% for s/l def
I think you have defense and resistances confused. The resistance hard cap is 90%. You can't go past it, but you got more S/L resistance than you needed to hit it. The defense soft cap is 45%, meaning going past it usually doesn't help. There are some situations where it does help, but those are few in number and building for those situations isn't necessary.
For a Granite Tanker build, I would use the following list for my priorities: 90% S/L resist, 45% defense to all but psionic, recharge bonuses to counter Granite's penalty, HPs, movement speed, and regeneration. Some of those goals are simple, like slotting powers right, and some are more involving with IO sets. Recharge and HP bonuses generally require thought-out IO slotting.
Read up on procs and global bonuses on Paragon Wiki. LOTG global recharge works as long as you are fighting as low as 3 levels under the level of the IO. Nothing else (power placement, slot level, deactivated power, etc) will cause it to stop working.
Alright, just noticed you have a topic started here and in the brute forums, so I will write what I was going to write there here (fancy that eh?)
Taking a glance at your build.. I notice PvP IOs, and what looks to be just sets tossed into attacks/armors. Not exactly the best choice with stone armor - because there is so much to do with it!
From the looks of it, you don't exactly have a goal as to what is slotted where. You have "soft-capped" defense to Smashing/Lethal/Fire/Cold/Energy/Negative.
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I'll quickly explain Resistance and Defense.. (not exact information, but I believe it is quite close and you can always check Paragon Wiki which I highly suggest doing, just to learn the mechanics of the game)
Defense is the chance that an enemies attack HITS you.
"Soft Cap" is when an enemy uses an attack that is flagged with one of the above elements, plus Ranged, Area of Effect, Melee, Psionic.
So if my attack did Ranged and Fire damage, its flagged for both of those meaning it will take into account Range and Fire defense as to whether or not you get hit. If you have 35% fire defense, and 5% ranged defense the game will 'roll' against the 35% to see if you get hit or not.
Having the "soft-cap" really means that the enemy only has a 5% chance to hit you, the max being 95%. The regular soft-cap for enemies that do not have added to-hit is 45%, because this results in the 5% chance that the enemy can actually land an attack onto your character. I don't recall the formula off by hand, but if you browse through the forums and find a guide called "Arcana's Guide to Defense" it will tell you more precisely what the soft-capping is.
Resistance is how much damage your character takes when it is actually hit. So if that same Ranged-Fire attack dealt 100 fire damage, and you had a resistance of 90% then the attack would deal to you 10 damage. Resistance stops that percentage of the attack from damaging your character AFTER it has hit.
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Luck of the Gambler 7.5 is always active, it is a "Global" buff. I suggest taking a look at Paragon Wiki and learning what "procs" are.
So, you do not need to run Rock Armor to obtain this nice benefit.
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Onto the build now....
I'll cover Stone Armor first
Stone Armor/* usually results in a few goals:
-Recharge to overcome the penalty from Granite
-Good Heal per second
-High Resistance and Defense
-Some movement increase for when running Rooted and Granite, because you really don't want to be as slow as molasses forever!
In your build, you have defense/resistance covered, not the greatest as you are far over the caps. Resistance HARD CAPS at 90% no matter how high the value is. Defense SOFT CAPS at 45% to enemies your level that have no added ToHit, you can go past this value for foes that are higher than your level but since the enemy must have a 5% chance to hit you, 45% is usually the point at which you can stop adding defense to your character.
I kind of suggest looking at other builds and seeing how people slot Stone Armor, what they take, because usually this is common across all Stone Armor characters. Because Granite Armor is just that awesome, that you can sort of omit all the other items from the build... except for Earth's Embrace, Rooted, Mud Pots, and Stone Skin (or Rock Armor if you picked it).
I could keep going on and on, because like I said: There is alot of potential in the set ALTHOUGH most people just do the same thing.
now to Battle Axe..
The set is endurance heavy, but that is because it provides 'knock-down' and 'knock-up' along with damage. You attack a foe, and he flops about. It is quite amusing, and he gets cut so he hurts too.
The set is quite high damage, and it recharges slow. Coupled with Granite-armors natural -65% recharge rate, you will not be attacking that often until you can overcome the recharge penalty.`
Again, you've just thrown sets into the attacks with no clear goal.. along with the EXTREMELY expensive PvP-set that isn't worth it. There is a couple guides on Battle Axe in the tanker forum, and I again suggest taking a look at it.
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So I suggest reading up on how to build the Primary and Secondary and combine the two.
Just some build suggestions:
-Mud Pots only needs 4 slots for.. 2 Dam/End IOs and 2 Acc/Dam/End IOs. This nets you some totals for Accuracy Damage and Endurance, and saves you 2 slots.
-Earth's Embrace, you want up FAST . With the 2 slots you saved from Mud Pots, you can place here. And then place in the "Doctored Wounds" set, but for the Heal. This gets it fairly high recharge.
-Stamina only really needs 3 slots: Performance Shifter +End , Performance Shifter Endurance, and a regular Endurance IO.
-Physical Perfection adds to both Healing and Endurance Recovery, so I would suggest the Performance Shifter +End , Performance Shifter Endurance, and a common Heal IO.
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Here is a build I quickly made in under 15 minutes, so it probably is not that great - ignore slot and power placement.
I myself have never played Battle Axe, but just from looking at it .. it is quite costly per attack, and the Obliteration set is of course not the best pick because it has very little endurance reduction in it, but I was just aiming to overcome the recharge penalty (which I did not, but -2.5% is good enough). You are still over the cap for Smashing/Lethal resistance, but that's hard not to do with Stone Armor on a tank. You don't need to run tough, as you are at like .. 87% resistance without it on which is good enough. I took Stone Skin just to slot the Steadfast +3% defense in it, which is why it was placed last in the build.
Again, I've never played Battle Axe so this probably is not a good build to go off of , but I have the Stone Armor slotted a certain way that you might want to look at..
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Thx for the advice and i will have to go forum hunting lol ..
but to make up for the recharge shouldnt i just go with the recharge alpha ? .. or the end rdx alpha ?
And why exactly rock armor with so many slots if im just going to granite .. jw
The recharge alpha is only applying the 33% recharge reduction to each power, not a global recharge increase of 33%. I suggest running with the recharge alpha anyways just because if you take the Tier 4 Spiritual Core : 45% recharge, 33%healing and stun. You do not have stuns, but the healing is a wanted: each power that can be increased by healing will benefit from this meaning that health will give more hp/s , Earth's Embrace will heal more when it fires, etc.
Rock armor has 4 slots incase you ever exemplar past level 26, in which you will not have access to Granite armor. Also, the set bonus is useful for when in Granite aswell.
The build was made quickly, and that is why slots are all over the place.. chances are in bad places as I have never done Battle Axe and have no idea how to slot it (=
this is my em/stone brute, you should be able to get an idea for ,in my opinion, the best slotting of stone armor.
This is GOD mode, my health is just a few points shy of 3000 when I use earths embrace, my regen is in the 70s per second and I do not run out of endurance ever, even with multiple sappers hitting me at the same time.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Big Vato IO 3: Level 50 Mutation Brute
Primary Power Set: Energy Melee
Secondary Power Set: Stone Armor
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Energy Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Rock Armor -- LkGmblr-Rchg+(A), GftotA-Run+(17), LkGmblr-Def(23)
Level 2: Bone Smasher -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9)
Level 4: Earth's Embrace -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(11), Mrcl-Heal(11), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(13), Numna-Heal(15)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(48)
Level 8: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(21), RechRdx-I(21)
Level 10: Teleport -- Range-I(A)
Level 12: Build Up -- RechRdx-I(A)
Level 14: Teleport Foe -- Range-I(A)
Level 16: Rooted -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(25), Numna-Heal(25), RgnTis-Heal/EndRdx(27), RgnTis-Heal/Rchg(27)
Level 18: Total Focus -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 20: Taunt -- RechRdx-I(A)
Level 22: Mud Pots -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(34), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Dam%(43), Armgdn-Dam%(45)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(36), ImpArm-ResDam/Rchg(36), ImpArm-ResDam/EndRdx(37), ImpArm-ResDam/EndRdx/Rchg(37)
Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(39), GftotA-Def/EndRdx(39), GftotA-Run+(39)
Level 30: Stone Skin -- Aegis-Psi/Status(A), S'fstPrt-ResDam/Def+(36), Aegis-ResDam(40)
Level 32: Energy Transfer -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 35: Minerals -- GftotA-Run+(A), LkGmblr-Rchg+(40)
Level 38: Granite Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), HO:Cyto(46), Aegis-ResDam/EndRdx(46), Aegis-ResDam(46), HO:Ribo(48)
Level 41: Superior Conditioning -- P'Shift-End%(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(50), AdjTgt-EndRdx/Rchg(50), AdjTgt-ToHit/EndRdx(50)
Level 49: Hover -- LkGmblr-Rchg+(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Radial Boost
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I(A), Run-I(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(33), Mrcl-Rcvry+(33), Mrcl-Heal(33), RgnTis-Regen+(34), RgnTis-Heal/Rchg(34)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(23), P'Shift-EndMod/Rchg(31)
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Leader/Founder of Order Sixty-Six Guardian Server
from what i see .. i only see that you hit like 32% for defenses tho
Nice build there Different take on slotting Stone Armor (instead of aiming for defense he aimed mainly for higher health, hp/s and resistance .. let alone trying to overcome the recharge penalty) Aiming for higher health and hp/s , makes it so when you do get hit you heal quicker. Where defense makes it so you don't get that often.
Just sort of shows you why you can't exactly ask for builds, because everybody has their own way of building toons and nothing is really 1337-h4x0r awesomeness.
-I made a different take on stone/Ba that utilizes franken-slotting more.. I dunno, I suggest making your own build as these are just quickly made and not the best , but it allows you to run OUT of granite .. granite becoming more of an "oh crap" button used in AV-encounters and the like, to push you over the cap when all your other toggles are not enough. Plus, you'll be faster (movement) wise with it.
[note: I have a thing with aiming for defense first with Stone Armor and that is why all these builds are focusing on that aspect more, as you can see above he aimed for higher hp and hp/s.]
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from what i see .. i only see that you hit like 32% for defenses tho
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since tankers are even better at damage mitigation than brutes, i cant see it performing any worse, and Like I said
my toon plays in "GOD mode"
here is War-nuggets interpretation of my build, with some changes of my own, I prefer tp foe to pull when I encounter large groups that do psi dmg and you cant go wrong with the +recharge proc in whirling axe, it will really help with granites inherent -recharge debuff
if I were to build this toon, this is the way I would do it sans any purple sets
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Leader/Founder of Order Sixty-Six Guardian Server
any better ?..
i tried going for a lil more regen and some recovery but also wanting to hit the softcaps
s/l = 45.3 and fire/cold = 46.2
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Battle Axe
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Def(A), LkGmblr-Rchg+(3), GftotA-Run+(42)
Level 1: Beheader -- Acc-I(A)
Level 2: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(42), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Rchg(43)
Level 4: Gash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(37)
Level 6: Recall Friend -- EndRdx-I(A)
Level 8: Rooted -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(15), RgnTis-Heal/EndRdx(15), RgnTis-Regen+(37)
Level 10: Mud Pots -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(11), M'Strk-Acc/Dmg(11), Sciroc-Dmg/EndRdx(13), Sciroc-Acc/Dmg/EndRdx(13)
Level 12: Taunt -- Insult-Taunt(A), Insult-Taunt/Rchg(19), Insult-Dsrnt%(50)
Level 14: Teleport -- EndRdx-I(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17)
Level 18: Stone Skin -- Aegis-ResDam(A), Aegis-Psi/Status(19)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(23), S'fstPrt-ResKB(23)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Rchg+(25)
Level 26: Swoop -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(29)
Level 28: Minerals -- LkGmblr-Rchg+(A), GftotA-Run+(50)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Granite Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Rchg+(33), Aegis-ResDam(33), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34)
Level 35: Cleave -- Oblit-Dmg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Sciroc-Dmg/EndRdx(37), Sciroc-Dam%(48)
Level 38: Pendulum -- Oblit-Dmg(A), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Rchg(40), Oblit-%Dam(40)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(42), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(48)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(45), Mrcl-Heal(45), Mrcl-Heal/EndRdx(46), Mrcl-Rcvry+(46)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 49: Hover -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(5), Numna-Heal/Rchg(5), Numna-Heal/EndRdx(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-Acc/Rchg(3), P'Shift-EndMod/Rchg(7), P'Shift-EndMod/Acc(7), P'Shift-End%(17), P'Shift-EndMod/Acc/Rchg(21)
The 10% Regen boost exceeded the Rule of 5, so I could safely remove that and instead slot in the chance for recharge which you will appreciate when they go off.
Not having slots in Beheader, although it being your weakest attack.. I don't really like this. You can remove a slot from hasten, build up bringing this to 3 slots.. which you can frankenslot for Accuracy Damage and Endurance. This attack also applies a -resistance to the enemy making your next attack hit harder.. this is just something to consider: I did not do so in the build that follows.
I don't see the point in 6-slotting Stamina with the WHOLE Perf.Shifter set. You do get those defense values, but really stamina is fine with the PShift+End, PShift End, and a regular End IO leaving you with 3 extra slots.
With those extra slots, you can move them into Focused accuracy enabling you to 6 slot Gausians resulting in 2.5% defense to all Type Defenses.
Also, further movement of slots .. seeing as how you now don't need the FULL obliteration set for an end-costly AoE, I can partially frankenslot it and get you the last 3 needed defense for e/n defense.
Final result: Capped Defense in S/L/F/C/E/N , and quite decent regeneration.
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Rule of 5 ?
Frankenslotting ?
And i see you didn't pick cleave or pendulum Apocalypse .. are they bad attacks or something ? .. Even though they do extreme and superior damage ..
And thank you for the rule of 5 and frankenslotting info .. makes sense now
Stone/Battle Axe
I'm looking for different advice and builds so i can determine what to tweak on mine and things to add and take away .. The help would be greatly appreciated
and what would be a good epic power pool also ?