Stone/Fire - Granite vs no Granite
Well first off any tank can tank any content in game if built right. Second off lot of ppl do not like Granite for the main reason is there attacks and movement is slowed down being in it. But there is ways around that Me personally am out of granite when I move but once I get to the enemy's I go back into granite or I use TP depends on the map. I did a Mo run on my stone tank and I was moving lot slower then the rest of the team when in granite, we had no one on team with SB. Granted I am not a big fan of the stone tank for those reasons but if you want to there is a guide u can look at to help you out if need be. Be advise though some of the information might be pre i19 but it still have some great info if u need it.
Basically the reason running all the other armors isn't as popular is that they're VERY end-heavy. And you still wind up with a tank that's squishier than Granite for everything save Psi.
Your resists running "all but Granite" are about 35-40% S/L and F/C. No energy resists. Granted, with some careful (see "expensive") building you can softcap easily to S/L/E/N and Psi.
But, basically, any energy damage bypassing your defenses will wreck you, and you'll be getting hit regularly by Fire/Cold damage.
Also, I classify "Oh ****!" powers are things that have truly nasty side effects. Like the crash from Invulnerability's Unstoppable.
With Stone, built right, it can be left on forever without running you out of endurance, and makes you, by default the toughest tank in the game. It's down-side? Oh DARN! You're doing less damage and moving slower.
1: You can survive long enough that lowered damage means jack and squat. They're going to die...eventually.
2: This is why the devs invented Teleport (well, maybe not THE reason, but TP is damned useful).
Basically the reason running all the other armors isn't as popular is that they're VERY end-heavy. And you still wind up with a tank that's squishier than Granite for everything save Psi.
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Now granted, if you took all the armors and ran them at once, that would be five toggles which is a little higher than most tank primaries, but not any higher than DA, for instance.
Your resists running "all but Granite" are about 35-40% S/L and F/C. No energy resists. Granted, with some careful (see "expensive") building you can softcap easily to S/L/E/N and Psi. |
But, basically, any energy damage bypassing your defenses will wreck you, and you'll be getting hit regularly by Fire/Cold damage. |
Here's a build I put together for my new Stone/DM tank that's soft-capped to S/L/E/NE outside of Granite. I chose not to get Brimstone Armor, which means he'll be squishy outside of Granite against F/C, but I can live with that since Granite is always an option if things go pear-shaped. As you can see, nothing's terribly expensive other than the LotG +Recharges and the Kin Combat sets.
Hero Plan by Mids' Hero Designer 1.942
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Brimstone Boulder: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Dark Melee
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Rock Armor -- GftotA-Run+:40(A), GftotA-Def/EndRdx:40(3), LkGmblr-Rchg+:50(3), LkGmblr-Def/EndRdx:50(5)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(9), KntkC'bat-Dmg/Rchg:30(15), KntkC'bat-Dmg/EndRdx/Rchg:30(15), Mako-Acc/Dmg/EndRdx/Rchg:50(17)
Level 2: Earth's Embrace -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal:50(7), Dct'dW-Rchg:50(9)
Level 4: Shadow Maul -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(17), Erad-Acc/Dmg/Rchg:30(19), Sciroc-Dmg/EndRdx:50(19), Sciroc-Acc/Dmg/EndRdx:50(21)
Level 6: Teleport -- EndRdx-I:50(A)
Level 8: Rooted -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal/EndRdx:50(43), Numna-Heal:50(43)
Level 10: Smite -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(11), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(13)
Level 12: Taunt -- Mocking-Taunt/Rchg:50(A)
Level 14: Fly -- Winter-ResSlow:50(A)
Level 16: Siphon Life -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(29), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Dmg/EndRdx/Rchg:50(31)
Level 18: Mud Pots -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(21), Erad-Acc/Dmg/EndRdx/Rchg:30(25), M'Strk-Dmg/EndRdx:50(27), M'Strk-Acc/Dmg/EndRdx:50(27)
Level 20: Touch of Fear -- Abys-Acc/Rchg:50(A), Abys-Dam%:50(37), Abys-Acc/EndRdx:50(39), Abys-Fear/Rng:50(43), Abys-EndRdx/Fear:50(46)
Level 22: Stone Skin -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(23)
Level 24: Crystal Armor -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(34), LkGmblr-Rchg+:50(25), LkGmblr-Def/EndRdx:50(45)
Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45)
Level 28: Soul Drain -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(33)
Level 30: Boxing -- Acc-I:50(A)
Level 32: Granite Armor -- GftotA-Run+:40(A), LkGmblr-Rchg+:50(34), Aegis-ResDam/Rchg:50(36), Aegis-ResDam/EndRdx:50(36), Aegis-ResDam:50(36)
Level 35: Dark Consumption -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(39), M'Strk-Dmg/EndRdx:50(39)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
Level 41: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(42), Aegis-ResDam/EndRdx/Rchg:50(42), S'fstPrt-ResDam/Def+:30(46)
Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(46), LkGmblr-Def/EndRdx:50(48), LkGmblr-Rchg+:50(48)
Level 47: Gloom -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(48), Decim-Dmg/Rchg:40(50), Decim-Acc/Dmg/Rchg:40(50), Decim-Acc/EndRdx/Rchg:40(50)
Level 49: Minerals -- LkGmblr-Rchg+:40(A)
Level 50: Spiritual Total Radial Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A), Run-I:50(23), Run-I:50(34)
Level 2: Health -- Numna-Regen/Rcvry+:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(37)
------------
Set Bonus Totals:
- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 12.4% Defense(Smashing)
- 12.4% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 12.4% Defense(Energy)
- 12.4% Defense(Negative)
- 3% Defense(Psionic)
- 7.69% Defense(Melee)
- 7.69% Defense(Ranged)
- 6.13% Defense(AoE)
- 7.65% Max End
- 2.75% Enhancement(Terrorized)
- 25% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 65% Enhancement(RechargeTime)
- 5% FlySpeed
- 189.7 HP (10.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 12.7%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 6% (0.1 End/sec) Recovery
- 52% (4.06 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 50% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1393;685;1370;HEX;| |78DA65934953134114C77B3283610808014220AC61098465480AEE9688565912090| |4BDC6082D44C20C4E867239F919BCE0F2D158DC4E96A29EDC58E29BF76F0356A632| |F3EB7AFDCF5BBB334FE61B85787E45688DD74A857239BF52B037A55B9FD9F10A5ED| |1B1C3736E71ABEC39B61C9873764A6BD20D0A216250E5E7E5036997A595F305F9AB| |EE96E346D5564696A4B4E60BEE2696E19BF68674A5ED59FF16AD59C729592BB4B9E| |DB8881662D38D52717DC36BE0756E5BCAB526987D6BD15E8F5EDF2EAE5A73EE8E27| |F339CA299F29943DE93EEDA4C412F4EE99F4D1E815155D98B4181501038810D2C26| |861FCF075FC540C9125F48AFA25C6E56520C76879287CF981A9BC925CBB05470B8C| |4B196091519F65FC22B9AEE4FAA7003BFACC68FD023C66B7EDCF18A3D4D63AC8455| |D9C4D6FC943107504822BEC747C09B8C3F84902538530170883A22103DC66342E02| |28E03769432A44A818F04D218ADAA44C4DDDBA6FFA43AA66E5B4F91EFFB1A700DC6| |7F4AD02927148F2B0928751663BEAEB3C62C41EB12EE6318E49DEA6E46D7B5CC5F0| |3B46E200A51D32A6F619FB248FA0055A64964D1D29C67BDA89AA214731DD3866DD8| |9214F62C8835461976A62D704E730F91F4EC851370FB662741F7357FA4E1803A7C0| |1950616841BF2874AC37C61E3E92877E55533F72882387A13480948750C0A9E9CF8| |403EA833811C3E858021D4BA06367A41B516E47B23CC8D1256019C8319298AE4E89| |8D41AE8F21521271933368A9DFAE5E61906E42356E028D9B42D2D3E8D834725FA5D| |360A9F0D6AE60C14B46FA15F00678CDF840D9A6E056A422ECAFC7A8DE2FFAD12392| |46F56656C66B76533596748D65A6C6325B6359B868D1796A59A37A7785C622B3A57| |A3D2B470DB4ABCE8836C5DDEC00E2C0B77381D0EE727BBE5E348DB1EAFBB949D35E| |70DCE15D846FF3BF08F6172591E7FE| |-------------------------------------------------------------------|
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Just realized that I didn't answer the OP's question!
Take Granite! Even though you CAN build a Stone tank to be pretty sturdy outside of Granite, why wouldn't you take a power that can provide such extreme survivability without the dangerous crash that some T9s have?
Sure, there's a price, which can now be substantially mitigated with IOs. To my mind, the question is whether you want to build toward with the assumption that all or most of your time post-32 will be spent in Granite, or whether you want to keep your options open to using the other armors when the extreme survivability of Granite isn't needed.
Both are completely reasonable choices, so do what suits you best. But in general, I think if you're not planning to take Granite you might as well go for another tanker primary since Granite is what makes SA unique.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
So if anyone would like to make a solid suggestion with why I wouldn't want it and just stick with the other armors, I'm willing to listen to advice, and if you feel up to it, posting your build too.
Thanks in advance all. |
I use the basic armours 99% of the time. Granite to me is there as a 'panic button' for situations where you're going to need it. For example, the Hydra Pylons in Apex. Suddenly being 90% resistant to Toxic damage is REALLY useful in that situation.
If you don't NEED the raw survivability of Granite, then to me, why should I put up with the penalties that it comes with?
Part of the skill of Stone armour, to me at least, is learning to recognise when it'd be a good idea to hit Granite, and when it'd be a silly thing to do. Earth's Embrace, however is rarely a bad thing to hit in advance when anticipating pain heading in your direction <grin>
Also, nowadays, it's not just Psi damage that Granite tanks need to watch out for, Bobcat in Tin Mage can two shot you through Granite if she's still ticked that you pummeled Neuron. Marauder in Lambda Sector will take you apart with a Nova Fist regardless of what armour you've got (if you're not at full health when it goes off), and the radiation pulses in Keyes don't care how much energy defence/resist you've got.
I've tanked my way through pretty much everything (Incarnate Trials included), and I've only needed to use Granite when appropriate.
TL;DR.
Don't feel it's compulsory to hide in Granite all the time, but unless you're trying to make a point, it's just as silly to skip it entirely.
(BTW, since I rebuilt my Stone/Fire scranker linked above, I can casually stroll through a map full of Carnival of Shadows, annoying 4 times the aggro cap and not really caring as the charge in at me to be burnt to cinders. That is frankly more than enough payback for the investment in the build as far as I'm concerned <grin> 'Oh sorry, what's that ladies? You want to do what to me? I can't hear you above the sounds of ineffective endurance drains going off... Consider it payback for years of annoying my other toons.')
Warning:
The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.
How so? All the Stone Armor shields have the standard armor toggle cost, .26 EPS, except for Rooted, which is a little less, .21 EPS. Mud Pots is high end, but that's normal for a damage toggle and it has the same end cost as Blazing Aura, Death Shroud, Lightning Field, etc.
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Now granted, if you took all the armors and ran them at once, that would be five toggles which is a little higher than most tank primaries, but not any higher than DA, for instance. |
And I'm not saying it's squishier than *insert other primary*. I'm saying that, overall, it's squishier than Granite. Deleting the rest of your post because I'm talking about "non-granite vs granite" and nothing more.
Stone Armor is a defense-based set without Granite Armor. Defenses have several weaknesses. First, you can be debuffed. Stone Armor doesn't get much defense debuff resistance outside of Granite Armor. Second, enemies can have to-hit buffs. The only way to counter those is by having more defense than their to-hit, but you would be focusing a lot of your build to cover a scenario that you only encounter in 5% of the game's content. Third, accuracy modifiers are calculated after defense and to-hit. That means there is absolutely nothing you can do about them except expect to be hit more often. Foes ranked higher than minion and foes higher level than you get an accuracy bonus. A +4 boss typically has about 10% chance to hit a soft-capped player.
Defense works, though. I have seen some shield defense users tank Lord Recluse when he is buffed by the towers. It just takes a lot more support to keep a defense-based tank alive than one who has defense and resistance. Consider that defense can lower a mob's to-hit chance from 50% to 5%. Accuracy modifiers are applied after that, so you could be getting hit 5% to 10% of the time from typical enemies. That means you are taking 10% to 20% of the damage you would have taken with zero defense.
Stacking resistance with defense is much more effective. You could be taking 10% of the original damage by only having defense, as mentioned above. With Granite Armor, 90% resistance to all but psionic is definitely possible, so that 10% damage taken turns into 1%. Which do you think will have an easier time staying alive against the toughest content in the game?
I suggest that you make two builds. One can be based on being in Granite Armor all of the time. The other can be for situations where you know you can handle things with just defense, but have Granite Armor as an emergency power. The more you play, the better you will get at predicting when to use Granite Armor.
Stone Armor doesn't get much defense debuff resistance outside of Granite Armor.
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On the build I posted above, I have 51.9% Defence Debuff Resistance running Rooted, Rock Armour and Crystal Armour.
Running Rooted and Granite, I've got 60.55% Defence Debuff Resistance.
The MAIN difference when it comes to defence debuffs and Granite/Non-Granite is that Granite has its resistances to fall back on when it actually starts getting hit due to defence debuffs. The resistances give the regen in Rooted more of a chance to do its job.
Personally though, since I always carry 7 or 8 Purples, then if I start getting my defence debuffed, I just pop an insp or two as necessary, and catapult myself out of the danger area for cascading defence failure. <shrug>
Warning:
The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.
In my opinion anyone rolling a Stone tanker is doing so in order to have the most durable character in the game; if you're even thinking about skipping Granite armor then you'll be happier with another primary. Without Granite the Stone set really doesn't have anything to recommend itself over other sets. Yes, you can soft cap your defenses, but so can Ice & Shield and they have other benefits without the drawback of Rooted.
Now none of this means you have to be locked into Granite 24/7; there are lots of situations where your out of granite durability is adequate so you don't need the overkill and the penalties of Granite. Still, it's there for when things get tough. On my Stone/Fire tanker I probably spend about 40% of the time tanking in Rock/Rooted/Stone Skin rather than Granite because the incoming damage isn't enough to require Granite. Even so Granite's always available for when I'm running tougher content. Without it I'd much prefer playing an Invuln, Ice, Shield or really any other tanker primary... they're all tougher than a non-Granite stone and don't have the penalties.
So the answer is a definite YES to Granite... either take and slot it or you'll be better off simply rolling a different primary.
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Concur. I'm also of the opinion you don't need 2 builds. Granite is one power and six slots; it doesn't gimp a non-Granite build THAT much, and the ability to instantly toggle it on in a crisis (as opposed to wandering off to a trainer to switch builds) is priceless.
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My Characters
Knight Court--A CoH Story Complete 2/3/2012
My main is a Stone / Fire. I think I have about 3000 hrs on him in 20 months.
OP - mrbothsides, your stated aim is Uber tank anything, 2nd goal Farming.
As I see it there are three houses at Stone Armor Hogwarts.
The 'Only when needed/panic button House' (symbol an up-gunned Crusader Tank towing a heavy Tank).
The Blanaced House (symbol a Panther tank towing a Tiger I).
The Granite all the time House (Symbol a Tiger II but shooting underloaded ammo.)
All the builds have compromises, but being a member of the Granite all the time house I think you can be most efficient focusing on One style only and to be Uber that style has to be Granite all the time.
Your Tiger II can have it's weaknesses fixed while keepeing it's 45+ Defense and 80-90% Resists (my resists will hit 80+ when I finally get a Hami Ribosome). I use the following set-up most of the time, including farming.
Weave and Manuevers - almost avoids having to use defense boosting attack sets, allowing recharge boosters in attacks instead. I run 1 Kinetic Combat for S/L and 1 Eradication for E/NE. Aegis resist sets handle the Fire/Cold.
Alpha +45% Musculature. Almost removes the Granite Damage penalty. Seems like the best, really the only efficient, way to do this.
Run speed boosting set bonuses. ( I found these best: GotA 7.5%, 2 slot Swift, Perf Shifter, Aegis, Regen Tissue, Gaussian's) Anything close to 20mph has seemed fine to me in the course of playing various builds.
Recharge penalty is canceled with set bonuses. (LotG 7.5%, Decimation, Crushing Impact, Positron's Blast, Doctored Wounds, Basilisk's Gaze. Purples if you can afford) I prefer not to use Hasten as when I tried it the crash always seemed to sneak up and bite me (dropped toggles). Many doubtless more skilful players love Hasten on a Stone.
Defense Debuff Resistance - normal max with rooted is only about 60%. Before Destiny this was a problem sometimes. Now I run Ageless Radial Epiphany. This Hard Caps DDR for short periods and permits a constant 85+% with Rooted if needed. It also fills your Blue bar once (no recovery boost) and gives a nifty additional recharge rate boost.
For extreme content (Lord Recluse and Incarnate Trials) I switch out the Alpha for a max Nerve Radial for added Def and a taunt boost.
My final build move on my Stone/Fire is to use only two slots in Rock, Crystal and Minerals. No Brimstone. The slots freed up by this move give you the slots you need to have superior Regeneration. Mine is at 49.5/sec Rooted, 71.4HP/sec when adding Earth's Embrace. Because of the recharge boosts and Ageless, Embrace is almost perma.
Even with just 2 slots the Weave and Manuevers combine to give 38% S/L, 39.9 E/NE, and 46% Psionic out of Granite if necessary.
With this build I carry inspirations but I almost never use them now.
Hope these ideas are of use to you, mrbothsides.
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It's quite simple, being in Granite all of the time is unnecessary. When unnecessary your dps is less than it could be, therefore then your xp/time or TF speed maybe less than it could be. Knowing when to be in and out of Granite is not always obvious. If your concept is granite only and you like to take a lot of pools or certain incarnate abilities to make up the difference then so be it. I tend to like to exemp comfortably on all my Tankers.
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.
Upon reading the responses and thinking about it more.. the slight hopes of farming have gone away.
I just want to be a really strudy tank and have a build that's viable with Granite and outside of Granite without having to spend the funds on 2 separate builds.
I originally had/(have) the leadership PP.. but that's going away now and going to replace Maneuvers, Assault and Veng with Rock Armor, Crystal Armor and Minerals... Should I have Brimstone? Was thinking I'd just pop into Granite for F/C damage protection.
Also.. Hasten? Get rid of? I have a Mac, so I don't use Mids.. I've used sucker punch a bit but really am more of a 'build from recommendations and what I feel works' type.
Also, I was set on Cardiac Alpha... but should I be thinking musculature?
thanks again for all the feedback!!!
Upon reading the responses and thinking about it more.. the slight hopes of farming have gone away.
I just want to be a really strudy tank and have a build that's viable with Granite and outside of Granite without having to spend the funds on 2 separate builds. I originally had/(have) the leadership PP.. but that's going away now and going to replace Maneuvers, Assault and Veng with Rock Armor, Crystal Armor and Minerals... Should I have Brimstone? Was thinking I'd just pop into Granite for F/C damage protection. |
Also.. Hasten? Get rid of? I have a Mac, so I don't use Mids.. I've used sucker punch a bit but really am more of a 'build from recommendations and what I feel works' type. Also, I was set on Cardiac Alpha... but should I be thinking musculature? thanks again for all the feedback!!! |
On the Alpha my opinion is that the two choices are Cardiac or Spiritual; Musculature is less attractive since you're probably already at ED cap for damage slotting. After you've played your tank a bit if you still have endurance problems then Cardiac is probably your best choice. If your end is under control then Spiritual for more recharge is probably most useful.
I wouldn't worry about two builds for general use; when I use a second build it's to set up for a special purpose. For example CMA, my Inv/Stone tanker, has a main build for high level content and a dedicated low level build for exemplar that maintains it's set bonuses down to level 22 and is designed for level 30 and below content.
Unfortunately since you're on Mac you're pretty handicapped trying to come up with a high end build without Mid's. If you have a buddy nearby with a PC you may want to work out a build there and print it out so you have a guide to work from during your respec.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
My logic has always been go granite as a tank and fiddle fart the other armors as a brute. Build your granite for speed as best as you can and tank. The days of farming with granite died when burn was reborn and the AE welcomed its rebirth.
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Thanks for the post JakHammer!
If I'm on a team and see a Stone tanker with only Granite, I watch them carefully. 5% of the time, it's all good. 95% of the time, they're a waste of space compared to an all-rounder Stone. Especially if you're /Fire - use that damage you've got! Don't waste it in the 99% of situations where you don't even need to glance at Granite.
@JohnP - Victory
So I've gone through this board and read some of the stone threads in hopes to find my answer and I haven't really gotten a clear one.
I'm hoping that someone will be kind enough to clear it up for me a bit on this thread.
I've read and heard many arguments about taking Granite vs not taking it and getting the other armors in the set. And I guess a part of it is about play style and why I built it.
I want to have the uber-tough tank that can take on just about every TF and live to tell about it.. which is why I assume Granite is a must. I'd also like to do a bit of farming either with portals in PI or AE, but that is a far secondary reason as to why I made her.
I've heard the other argument that Granite is just a 'oh ****' power for some and they are fully capable by just using the other armors 95%+ of the time.
I know either way the Fighting PP is important but I'm not convinced on leadership. I'm 49 right now and will be respec'in after 50. I have leadership but don't know if I should keep it (maneuvers, assault and veng is what I have).
This is also the first character I've had in my years of playing that I've actively used TP and have grown quite fond of it.
Also she is only my second tank. My first one I've rarely touched since hitting 50 a year ago (that's a Inv/SS tank)...
So if anyone would like to make a solid suggestion with why I wouldn't want it and just stick with the other armors, I'm willing to listen to advice, and if you feel up to it, posting your build too.
Thanks in advance all.