High End Stone/SS build


Finduilas

 

Posted

I'm about to pull the trigger on this guy, and thought I'd let the community pore over it and see if I did anything dumb. I'm looking for a top-end content toon, able to take most anything while still being reasonably useful to the team.


Let me know if anybody see's anything I could tweak a bit.


Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Mountainheart: Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(3), GftotA-Run+(3), SW-ResDam/Re TP(13)
Level 1: Jab -- Mako-Acc/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(11), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 2: Punch -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(13)
Level 4: Stone Skin -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(5)
Level 6: Earth's Embrace -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/Rchg(7), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(17), RgnTis-Heal/Rchg(37), RgnTis-Heal/EndRdx/Rchg(45)
Level 8: Rooted -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9)
Level 10: Haymaker -- FrcFbk-Dmg/KB(A), FrcFbk-Rchg/KB(11), Mako-Acc/Dmg/EndRdx/Rchg(36), KinCrsh-Acc/Dmg/KB(43), KinCrsh-Dmg/EndRdx/KB(43)
Level 12: Recall Friend -- Jnt-EndRdx/Rng(A)
Level 14: Teleport -- Jnt-EndRdx/Rng(A)
Level 16: Brimstone Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17)
Level 18: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(19), GftotA-Run+(19)
Level 20: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(21), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(46)
Level 22: Taunt -- Mocking-Taunt/Rchg/Rng(A)
Level 24: Boxing -- Stgr-Acc/Rchg(A), Stgr-EndRdx/Stun(31)
Level 26: Mud Pots -- EndRdx-I(A), Erad-%Dam(27), Sciroc-Dam%(27), Armgdn-Dam%(46), ImpSwft-Dam%(46)
Level 28: Rage -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31)
Level 32: Granite Armor -- HO:Enzym(A), HO:Enzym(33), HO:Ribo(33), HO:Ribo(33), Aegis-ResDam(34), Aegis-ResDam/EndRdx(34)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), GftotA-Run+(37)
Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), FrcFbk-Rechg%(40)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), GftotA-Run+(42)
Level 44: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def(45), GftotA-Run+(45)
Level 47: Electrifying Fences -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Void Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A), Run-I(37)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(23), Mrcl-Rcvry+(23), Mrcl-Heal(25), RgnTis-Regen+(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-End%(43)
Level 4: Ninja Run



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Posted

Well, until you get to 50 and can pick up Cardiac, I don't see how you're going to run this character out of Granite without bottoming out your end. Every single toggle is under or unslotted for end reduction.

The Shield Wall +Res is absolutely not worth the influence, IMO. Your resists are low out of Granite and you're already hard-capped for S/L/F/C in Granite anyway. All it's getting you is an increase from 87 to 90% E/NE resists while in Granite.

I also don't see the benefit of slotting all those procs in Mud Pots. Slotted that way, your damage over time is going to be considerably less than if it were slotted conventionally for damage.

And I guess you don't mind knockback, since as slotted both Punch and Haymaker will be doing a lot of it. To my mind, those run speed bonuses are not worth the hassle of turning two good KD attacks into KB.

Honestly, I wouldn't play it. I think you'd do much better with more standard slotting.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Finduilas View Post
Well, until you get to 50 and can pick up Cardiac, I don't see how you're going to run this character out of Granite without bottoming out your end. Every single toggle is under or unslotted for end reduction.
Correct. I plan to use this fellow for top end content only, no exemping. All Cardiac all the time.



Quote:
The Shield Wall +Res is absolutely not worth the influence, IMO. Your resists are low out of Granite and you're already hard-capped for S/L/F/C in Granite anyway. All it's getting you is an increase from 87 to 90% E/NE resists while in Granite.
I have two of them already, I might as well use them for something.


Quote:
I also don't see the benefit of slotting all those procs in Mud Pots. Slotted that way, your damage over time is going to be considerably less than if it were slotted conventionally for damage.

I thought procs were better.... Can you show how you derived that conclusion? Becuz I musta did it wrong.


Quote:
And I guess you don't mind knockback, since as slotted both Punch and Haymaker will be doing a lot of it. To my mind, those run speed bonuses are not worth the hassle of turning two good KD attacks into KB.
I wanted well over 25 mph in granite. Needs bonuses!

Also, I'm mostly planning AOE, knockout blow, and jab, with taunts mixed in. The only time I'd use the other single targets is on av's, eb, etc. usually no worry of knockback on those.

Quote:
Honestly, I wouldn't play it. I think you'd do much better with more standard slotting.
Any suggestions on how you'd slot pots?

I definitely want the 90 percent resist to all, and the 45+ defense is a given. I also want a lot of speed in granite. It's a tough mix to accomodate.

Also: Does anyone have a link to the teleport macros? I used to have those AGES ago for use on my invulns, but darned if I can find them now....


 

Posted

Quote:
Originally Posted by mauk2 View Post
I have two of them already, I might as well use them for something.
Sell it, for heaven's sake. The actual benefit you'll be getting from it is *tiny* considering you're already hard capped to everything but two damage types.

Quote:
I thought procs were better.... Can you show how you derived that conclusion? Becuz I musta did it wrong.
Don't know why you think that, in a toggle, I've never seen a situation when slotting with all procs is better than damage slotting.

Right-click on Mud Pots in Mids', click on the "Info" tab and look at the damage bar at the bottom. Compare your damage slotting to slotting with common damage IOs--using the alternate slotting option on the "Enhance" tab is probably easiest. You'll see that the damage from the common IO slotting is much higher.

Remember that in toggles proc only have a chance to hit every 10 seconds. Since Mud Pots pulses every two seconds, that means 4 out of every 5 pulses your procs will have no chance to do damage. For the 20% procs, that averages out to a 4% chance on each pulse, which is going to be much less than getting more damage every time from the standard IOs

Quote:
I wanted well over 25 mph in granite. Needs bonuses!

Also, I'm mostly planning AOE, knockout blow, and jab, with taunts mixed in. The only time I'd use the other single targets is on av's, eb, etc. usually no worry of knockback on those.
Yes, and even less chance to do any close to decent damage. Two melee sets have run speed bonuses, (KC, Focused Smite) why not use those instead?

My Stone/DM should be at around 18 mph in Granite/Rooted without sacrificing attack slotting. It can be done.

Quote:
Any suggestions on how you'd slot pots?
If you want bonuses, Eradication plus another slot or two is always good. Otherwise, frankenslot for Acc/Dam/End Red.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Finduilas View Post
Sell it, for heaven's sake. The actual benefit you'll be getting from it is *tiny* considering you're already hard capped to everything but two damage types.
Heh. Well, for sure I don't need inf either. No, I'm pleased with where it's going. And with I21 coming, I can get it back pretty easily if I decide I was teh wrong.

And I wanna be hard-capped (or close) to ALL of the types.

Darn psi....

Quote:
Don't know why you think that, in a toggle, I've never seen a situation when slotting with all procs is better than damage slotting.

Right-click on Mud Pots in Mids', click on the "Info" tab and look at the damage bar at the bottom. Compare your damage slotting to slotting with common damage IOs--using the alternate slotting option on the "Enhance" tab is probably easiest. You'll see that the damage from the common IO slotting is much higher.

Remember that in toggles proc only have a chance to hit every 10 seconds. Since Mud Pots pulses every two seconds, that means 4 out of every 5 pulses your procs will have no chance to do damage. For the 20% procs, that averages out to a 4% chance on each pulse, which is going to be much less than getting more damage every time from the standard IOs
Ah, crap, every ten seconds. As soon as I read that I was kickin' myself, I know that.....

Okies, 3 erads and 2 multi's it is.

See, that's why you ASK these questions, moar brains is better.



Quote:
Yes, and even less chance to do any close to decent damage. Two melee sets have run speed bonuses, (KC, Focused Smite) why not use those instead?
I went back and double checked this one, and yes, my reasoning is still valid on this one.

I think.

Here's my slotting options:
A)
2 force feedback
2 kinetic crash
1 mako quad
cardiac

39.75 acc
85.71 dam
84.75 end
45.05 rec
162.3 kb

8% runspeed

B)
5 kinetic combat
cardiac

22.94 acc
85.45 dam
86.29 end
41.29 rec

28.1 hp
3.75 def
0% runspeed (capped)

C)
5 focused smite
cardiac

62.73 acc
89.17 dam
88.43 end
62.73 rec

3% runspeed

Of those three, the frankenslot is not terrible. The damage is there, the acc matters not due to rage, and I reeeaallly want the runspeed. If there's a better way I'm all ears, but this is lookin' like the way to go for me.

Quote:
My Stone/DM should be at around 18 mph in Granite/Rooted without sacrificing attack slotting. It can be done.
I know I'm gonna kick myself, I been wrestling this build all over the place, but could you post that? 18 in granite AND rooted is...a lot. Impressive lot.



Quote:
If you want bonuses, Eradication plus another slot or two is always good. Otherwise, frankenslot for Acc/Dam/End Red.
Done!

Note:

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Mountainheart: Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), GftotA-Run+(3), SW-ResDam/Re TP(13)
Level 1: Jab -- Mako-Acc/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(11), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 2: Punch -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(13)
Level 4: Stone Skin -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(5)
Level 6: Earth's Embrace -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/Rchg(7), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(17), RgnTis-Heal/Rchg(37), RgnTis-Heal/EndRdx/Rchg(45)
Level 8: Rooted -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9)
Level 10: Haymaker -- Mako-Acc/Dmg/EndRdx/Rchg(A), FrcFbk-Rchg/KB(11), FrcFbk-Acc/KB(36), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(43)
Level 12: Recall Friend -- Jnt-EndRdx/Rng(A)
Level 14: Teleport -- Jnt-EndRdx/Rng(A)
Level 16: Brimstone Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17)
Level 18: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), GftotA-Run+(19)
Level 20: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(21), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(46)
Level 22: Taunt -- Mocking-Taunt/Rchg/Rng(A)
Level 24: Boxing -- Stgr-Acc/Rchg(A), Stgr-Acc/EndRdx(31)
Level 26: Mud Pots -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Dmg(27), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Acc/EndRdx(46)
Level 28: Rage -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31)
Level 32: Granite Armor -- HO:Enzym(A), HO:Enzym(33), HO:Ribo(33), HO:Ribo(33), Aegis-ResDam(34), Aegis-ResDam/EndRdx(34)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), GftotA-Run+(37)
Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), FrcFbk-Rechg%(40)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), GftotA-Run+(42)
Level 44: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def(45), GftotA-Run+(45)
Level 47: Electrifying Fences -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Void Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A), Run-I(37)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(23), Mrcl-Rcvry+(23), Mrcl-Heal(25), RgnTis-Regen+(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-End%(43)
Level 4: Ninja Run



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Posted

Quote:
Originally Posted by mauk2 View Post
I went back and double checked this one, and yes, my reasoning is still valid on this one.

I think.

Here's my slotting options:
A)
2 force feedback
2 kinetic crash
1 mako quad
cardiac

39.75 acc
85.71 dam
84.75 end
45.05 rec
162.3 kb

8% runspeed

B)
5 kinetic combat
cardiac

22.94 acc
85.45 dam
86.29 end
41.29 rec

28.1 hp
3.75 def
0% runspeed (capped)

C)
5 focused smite
cardiac

62.73 acc
89.17 dam
88.43 end
62.73 rec

3% runspeed

Of those three, the frankenslot is not terrible. The damage is there, the acc matters not due to rage, and I reeeaallly want the runspeed. If there's a better way I'm all ears, but this is lookin' like the way to go for me.
Yep, you're right. I didn't check to see how many 5% bonuses you had already. But it would still be sooo not worth it to me. I tend to use all my attacks and I hate KB with a passion. (I think leveling a WM tank to 50 before the KB was removed scared me for life.)

Quote:
I know I'm gonna kick myself, I been wrestling this build all over the place, but could you post that? 18 in granite AND rooted is...a lot. Impressive lot.
D'oh! It would have been even more impressive if I'd actually done it. I checked my build before I posted and *thought* I had both Granite and Rooted toggled. Nope. 21 mph in Granite, 18 mph with Rooted, 8 mph with both. Sorry about that!


My Characters

Knight Court--A CoH Story Complete 2/3/2012