Build Advice - Stone with Incarnate level Defence
I don't think the higher defense is really necessary. I'd stay normal softcap and focus on boosting other things. HP, Regen, Damage, Recharge. All the defense in the world won't save you if you let those 9CUs live long enough (you mentioned soloing).
My Icer is doing just fine so far and I don't even have near capped res to everything except ice (which is pointless for these trials). Sure there have been deaths... but that was from the 9CUs that weren't killed and just unlucky rolls of the dice.
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The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
Well its something we could all tank with.
One thing I believe in is simply logging in to have fun, being stuck on one game with one toon with one goal would mean my soul is sold to a bunch of pixels on screen. To spend the amount required for that build would mean chained to the front of a pooter screen.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Well based on the fact I have 54 views and no suggested changes, I am going to assume this build is pretty much perfect within the parameters stated. I wish someone had found a way to maintain Defense and Resistances and Regen while regaining some run speed. With rebirth being my Destiny choice maybe I will pull a slot from Heath to put a 50 back in Swift.
Infini, yep pure overkill, beyond any possible reason, etc. The buffs on Incarnate Trial leagues are starting to be plenty all the time. I just think it would be fun to have just one Character that is absolutely EPIC. Who knows, once every 6 months he may do something very special.
Re:Hit Points, Regen, Damage and Recharge.
Hit points are darn good at 2480 and Hard Capped at 3534 with Earth's Embrace.
Regen is 307% minimum. That is a minimum 31 HP/s. Max is 502% and 74HP/s. This is before the rebirth incarnate boosts.
It would be exceeding difficult to improve on the 100% global recharge I already have.
Most Damage is at or just barely below red level ED. And when I don't want or need the super defense I can drop the nerve Alpha and add either:
1) 45% Musculature (already been experimenting there - going to make a 2nd cheap NO Granite build with that. Reactive+Mud Pots should approach 40 points per tick. Combined with AoE's [and here it appears that Reactive can have seperate triggers off both the Smashing and Fire damage portions of Fire Sword Circle and Fireball ] it should be pretty great.)
2) Spiritual 45%. Will the Spiritual affect the recharge rate of Rebirth? I know it is blocked from affecting Judgement recharge. I will have to experiment to see whether Musculature or Spiritual actually results in better damage. More frequent attacks to generate even more triggers (endurance problems may occur with greatly increased AoE cycling). Or a more deliberate attack pace with Damage of all attacks and the resulting Reactive triggers buffed. Musculature buffed Pyronic is nice, gets the whole 45%.
New Dawn, I have played almost 18 months and I have six 50's so far and many other alts. I totally agree that grinding this one toon to his final goal with no break would be totally un-fun and a bleak drudge of a chore. I am pretty sure I spoke of spending YEARS getting this done. That assumed plenty of time playing my other alts and learning new archetypes.
The really funny thing here is that by the time I can finally put this together it will probably be obsolete. LOL.
Jak
The recharge time of all incarnate powers seems to be locked in, so the recharge boost from Spiritual will not help them come up faster. However, the boost to healing powers from Spiritual will increase the healing and regeneration/extra HP provided by Rebirth, as well as any healing powers present on your Lore pets.
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Yeah, in reading more about Incarnate powers I came to the same conclusion. Nothing boosts recharge. Tier 4 Rebirth is sorta perma anyway.
When I mention the Spiritual 45% Alpha and greatly increased attack tempo, I meant just my regular powers. That was my first Tier 4 Alpha and still my main for non-Incarnate content. It helps to offset the Granite recharge penalty a LOT and provided a solid boost to Regen.
I found that I did have endurance issues on my present build when I added it. I can fire the three hefty endurance AoEs, or cycle my ST chain that includes Greater Fire Sword so much more often that I run dry. Especially if the P-Shifter proc falls below average. This only arises when farming on in AV fights. In normal teaming, the regular pauses while moving between spawns and coordinating allows adequate recovery and I have Taunt available much more often.
To address the farming issue I next made a 45% Musculature. This automatically slowed attack pace and did produce a significant boost in damage per attack. I have not done a rigorous analysis but it fixed the problem and seems to have the same spawn elimination speed. When I go to the AE to cap tickets I can do it easier with the Muscle on. Since I am picking my incoming damage type when farming and am solo, regen and taunt become non-issues. Now with Incarnate content, when teamed and getting plenty of defense buff I may drop the Nerve and try Musculature to see how it affects the nuke (supposed to work) and my Reactive damage proc and Pet damage (not supposed to affect those if I read the guide correctly ) Going to test that today.
Jak
In prior posts I have explored the outer limits of Defence and Recharge for a Stone Tank. Taking what I learned from those experiments, this build is intended to be a playable, best possible, all around Perma-Granite Stone-Fire-Pyre build for the content we now have. It is also intended to be able to Solo new Incarnate level content, if it ever happens.
Thus:
- It has 59% defense to 6 damage types when using a Tier 4 Nerve (and both 3% uniques).
- It uses 4 purple sets to boost recharge and recovery. It has other standard large recharge boosts to achieve 100% global rchg (35% haste in Granite.)
- It has 502% regeneration when Rooted.
- Endurance appears OK.
- Damage compromises appear mild and seem acceptable to me.
- Resistances are 86%+ to S-L-F-C-E-N, 81.1 to Toxic without Earth's Embrace. Psionic defence and resistance are minimal, every Hero has to have some form of Kryptonite.
- Movement bonus suffered the biggest hit falling to 13.6 MPH in Granite not Rooted. When Rooted you TP.
The build can be tuned for other tasks/normal content by swaping Alphas. I am leaning toward Pyronic Judgement and Reactive Interface (MORE FIRE Baby!), with Destiny being Rebirth - the regen tree, and some sort of invulnerable support Lore Pet. I realize that Diamagnetic Interface and Void Judgement may be smarter.Please do not repeat the litany of how team/league buffs will cure all ills. Not every group is optimal. Pretend you are alone doing the mystery Solo content or with a group of duds.
Getting the pieces of this build together will probably take a very long time (years?) and cost obscene amounts of merits and inf. That is ok as this is a one time project on my main.
So look this over and tear me a new one, my doctor wants to do surgery anyway ,
Jak
Hero Plan by Mids' Hero Designer 1.93
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Rock V4B I-20 D59%x6 Both 3 percents: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Fiery Melee
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+:50(A)
Level 1: Scorch -- GS-Acc/Dmg:50(A), GS-Dam/Rech:50(3), Hectmb-Dmg:50(3)
Level 2: Earth's Embrace -- Panac-Heal/Rchg:50(A), Panac-Heal/EndRedux/Rchg:50(5), Panac-EndRdx/Rchg:50(5), Panac-Heal:50(7), Panac-Heal/EndRedux:50(7)
Level 4: Combustion -- Armgdn-Dmg:50(A), Erad-Dmg/Rchg:30(9), Erad-Acc/Dmg/EndRdx/Rchg:30(11), Erad-%Dam:10(11), M'Strk-Dmg/EndRdx/Rchg:50(13)
Level 6: Recall Friend -- Winter-ResSlow:15(A)
Level 8: Rooted -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), HO:Golgi(15)
Level 10: Mud Pots -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Acc/Dmg/EndRdx:50(13), Erad-%Dam:10(17), Erad-Dmg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(21)
Level 12: Kick -- Acc-I:50(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:10(15)
Level 16: Teleport -- Jnt-EndRdx/Rng:50(A)
Level 18: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(19), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Rchg:50(37), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(46)
Level 20: Stone Skin -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(23), Aegis-Psi/Status:25(37)
Level 22: Weave -- LkGmblr-Rchg+:50(A), SW-Def/EndRdx/Rchg:50(23), SW-Def:50(34), SW-ResDam/Re TP:10(43), SW-Def/EndRdx:50(50)
Level 24: Build Up -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-Rchg:50(25), AdjTgt-ToHit/EndRdx/Rchg:50(25)
Level 26: Maneuvers -- SW-Def/EndRdx:50(A), SW-EndRdx/Rchg:50(31), SW-Def/EndRdx/Rchg:50(40), SW-Def:50(50)
Level 28: Fire Sword Circle -- Armgdn-Acc/Dmg/Rchg:50(A), Armgdn-Acc/Rchg:50(29), Armgdn-Dmg/EndRdx:50(29), Armgdn-Dmg/Rchg:50(31), Armgdn-Dam%:50(46)
Level 30: Crystal Armor -- LkGmblr-Rchg+:50(A)
Level 32: Granite Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), HO:Enzym(33), Aegis-ResDam:50(33), Aegis-ResDam/EndRdx:50(34), HO:Ribo(34)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
Level 38: Greater Fire Sword -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(39), Hectmb-Acc/Rchg:50(39), Hectmb-Dmg/EndRdx:50(39), Hectmb-Dam%:50(43)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Rchg/Hold:30(42), BasGaze-Acc/Rchg:30(42)
Level 44: Fire Blast -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(45), Apoc-Dmg/EndRdx:50(45), Apoc-Dam%:50(46)
Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
Level 49: Minerals -- LkGmblr-Rchg+:50(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Raptor Pack
Level 50: Nerve Total Radial Revamp
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 6: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(17), Numna-Heal:50(37), RgnTis-Regen+:10(40), Mrcl-Heal:40(43)
Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod:50(27), P'Shift-EndMod/Rchg:50(27)