Did I Boo-Boo By Picking Up Leaping With My Stone/Stone Tanker?
Yes, you did make an oopsie, the only means of combat mobility a Stone tank has without toggling off the mez shield is Teleport. IF you always have a Kinetic available you can mitigate that somewhat with Speed Boost, but again you won't be able to get over a curb.
Personally I dislike TP, but both of my Stone tankers have it for the simple reason that it's the best way to have mobility. Turning off your mez protection in combat is really not an option for any melee character and doubly so for a tanker. You will be running Rooted 100% of the time you're in combat until you reach 32 and have Granite (which ALSO includes full mez protection) or you'll spend a lot of time mezzed... and a mezzed tanker is usually quickly a dead tanker.
Acrobatics will do nothing at all for you; Rooted has WAY more KB protection than you'll ever need. I have occasionally been knocked DOWN while in Granite without Rooted by an AV... Diabolique is the culprit who comes immediately to mind... but never with Rooted running.
What I would suggest is picking up TP for mobility and Hover for use in zone travel... TP + Hover will prevent you from falling while traveling. If you have the 60 month badge I'd get TP first, then get Fly.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Yep leaping is a dead end on a Stone tank.
You will probably want 1 extra slot in swift with a total of two run speed IO as that is efficient.
I found making a thumb button activate TP in the key binds section of the options so I could just thumb then left-click was a huge help using TP during combat. There are many other bind choices I have seen that use some chord key + left click also.
Run speed boosting set bonuses will be your friend later. 20 MPH in granite (no rooted) is common.
As far as a replacement for the defense bonus from combat jumping I found the Leadership pool Manuevers was the way to go. Requires end reduction but works all the time and is a larger bonus.
I skipped any travel power except Teleport on my stoner. Outside granite, with his run speed boosts, his Ninja Run + Sprint is right at 70 MPH, and TP is even faster. TP has a brief Hover effect that prevents falling but that effect does not work when you are rooted or in granite (bummer.) Distance teleporting when rooted or in granite or both is a pain as you start falling the moment you rematerialize. It becomes an exercise in trigonometry as you have to TP well above terrain so you will still have line of sight to your next TP waypoint as you fall.
To avoid that problem I put a stealth proc in a prestiege sprint so i can move about in dangerous zones outside granite.
Hope these some of these ideas are of use to you,
Jak
yeah big rocks cant jump or they make big impact craters when they land.
-Largo
Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian
I picked up hasten, SS, and SJ (skipped CJ with the 60 month vet reward), in addition to TP. I love my travel powers
So, last week, I decided it was time to try my hand a another Tanker with hopes of making it past level 20 before I realized that I made a mistake on my build or my Archetype. I went the Stone/Stone route. Thinking that I would pick-up the Power Pool Leaping, and then got Combat Jumping with the ultimate goal of getting Acrobatics to help with knockback. Things were fine until I picked-up Rooted under my primary powersets. I am currently at level 19.
Based on what paragon wiki states "While this power is active, you merge with the Earth and draw forth its power to become resistant to Knockback, Sleep, Hold, Disorient and Endurance Drain effects, and increase your Hit Point Regeneration rate. You must remain in close contact with the Earth, so you will move extremely slow and you cannot active Fly powers, Sprint, Super Speed, or Jump powers while this power is active. Rooted also grants you resistance to Defense DeBuffs." Now, unknown to me, was you cannot use your Combat Jumping while this power is active. It made me think how much I will use my Rooted in combat which I am thinking all the time based on what it can give you.
I guess it all comes down to what powerset has more bells and whistles to give you the most bang for your buck, would that be a correct assumption? I do know that Rooted does hinder your movement speeds greatly so if I needed to be more agile, then would it be practical to have Aerobics to help with knockback when Rooted is turned off? I guess I am not to used to having powers toggle off when another powerset is turned on. It seems that Granite Armor also has that same deal and other powers cannot be active at the same time. It's my first Stone/Stone Tanker so I am learning the ropes on this. The last thing I would hate to do is pick-up a useless power when another power is as practical if not more so than what I picked.