Stone/ice/ice please Critique
Drop the presence pool. Invoke panic is one of the five most useless powers in the game, even when full slotted. It's slots should be moved to freezing touch which is one of the highest damaging single target attacks available to tankers. Slotting it with a single hold make me a sad panda. Dropping presence will give you room to put rock armor back in the build.
Drop the presence pool. Invoke panic is one of the five most useless powers in the game, even when full slotted. It's slots should be moved to freezing touch which is one of the highest damaging single target attacks available to tankers. Slotting it with a single hold make me a sad panda. Dropping presence will give you room to put rock armor back in the build.
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Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Rock Armour is great when you need the Psionic defense from Minerals + Manuevers but also need S/L Defense too.
If you toggle on Combat Jump, Rooted and Granite toggles off. I don't really see that as a good pick neither.
Chance to disorient in taunt, really not worth it, seriously not worth it.
Stoneskin has about atleast 4 slots too many that could do more elsewhere, Rooted atleast 3 slots that could do more elsewhere, Health again atleast 3 slots (start to see pattern here), the fear power had 6 slots that were never gonna see a good fair bang for buck as they would elsewhere. Taunt slot in Frost, no need.
The whole build could of been a lot less end hungry overall too.
I do concur that the presence pool is generally unnecessary and of little value.
Edit: I just knew that when I came to look at your build I would find SumTinWong with it.
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.
Edit: I just knew that when I came to look at your build I would find SumTinWong with it. |
I appreciate the feedback,
I'm reworking the build and will post when finished, but have a couple questions first.
good thinking on combat jump, I totally forgot it drops rooted! I'll switch to Rock armor.
I'll keep the extra taunt but dump the fear, I thought it might be good for the "tanktroller" build. Upping my damage and slotting attacks with taunt will probably serve my purpose better with the extreme surviviabilty
the reason I went a little slot heavy with the health mods and some others was to boost Hit points. The thought was increasing max hit points, with rooted and health pumping regen and earths embrace I get a pretty crazy regen. I could defiantly get more slots with frankenslotting but wouldn't get the hit point bonus.
do you think this is a wasted effort?
look forward to further advice,
Thanks!!
Random suggestion:
Toss a Call of the Sandman: Chance to Heal proc into Frozen Aura.
Probably unnecessary for Stone/, though.
SG: Guadians of Paragon - VG: Paragon's Darkness
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)
I'm currently one of those vets from I2 that came back a couple times and now i'm back for freedome.
my character is based on a theme. I'm using stone armor as an "ice glacier" type set.
I've made a stone/stone/fire before, and feel quite skilled as a stone tank. On my original stone tanker, I pretty much ran around with rooted on with swift slotted. (and prayed for kin buddies) I would hit granite for alpha strikes, and let the team do its work... i would then shed granite on the tail end of the fight to up my dps and recharge. I discovered that Regeneration bonuses + stone skin allowed me to run around without armor for soloing, or even duoing.
The goal of this character is to be a tanktroller with aoe damage (even if its low damage) as he will be in a minimum of a duo and usually a trio.
Goals:
1: extreme survivability while in granite mode.
2: excellent mob control. Due to granite -recharge I dipped into presence pool (never tried the fears) for extra tauntage. I consider taunts on a granite tanker just as good as any controller hold.
3: excellent suvivability against psionics
4: good survivabilty out of granite mode (i opted for high regeneration slotting as it stacks with all other powers and situations)
5: last I wanted to make sure I've got enough recharge for dealing with the granite debuff and enough run speed.
Before you comment on power choice, I love FROST and Frozen Aura slotted for damage. I chose combat jumping over rock armor as it will stack near softcap with minerals for dealing with psionics.
I haven't really gone into order of slots yet... I'll do that after I finalize lev 50 build.
I am open to thoughts of keeping rock armor and swapping it for another power. (extra recharge IO)
I've leveled to the point where I need to respec and start working on the build. I'd love to hear your critiques!
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Primary Power Set: Stone Armor
Secondary Power Set: Ice Melee
Power Pool: Teleportation
Power Pool: Presence
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Stone Skin -- Aegis-Psi/Status(A), Aegis-ResDam(3), ImpArm-ResPsi(3), ImpArm-ResDam(37), ImpArm-ResDam/Rchg(37)
Level 1: Frozen Fists -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(46), Hectmb-Dam%(46), Hectmb-Dmg/EndRdx(46)
Level 2: Earth's Embrace -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal(5), RgnTis-EndRdx/Rchg(5), Numna-EndRdx/Rchg(7), RgnTis-Heal/Rchg(7), RgnTis-Heal/EndRdx/Rchg(9)
Level 4: Teleport -- TSM'n-Rng(A), TSM'n-EndRdx(40)
Level 6: Frost -- Ragnrk-Acc/Rchg(A), Ragnrk-Dmg/Rchg(29), Ragnrk-Knock%(29), Ragnrk-Dmg/EndRdx(31), Ragnrk-Acc/Dmg/Rchg(31), Taunt-I(31)
Level 8: Mud Pots -- HO:Nucle(A), Sciroc-Dam%(21), Sciroc-Dmg/EndRdx(21), Sciroc-Acc/Dmg/EndRdx(23), Sciroc-Acc/Dmg(23), Taunt-I(27)
Level 10: Rooted -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/EndRdx/Rchg(11), RgnTis-Heal/EndRdx(13), RgnTis-EndRdx/Rchg(13), RgnTis-Heal/EndRdx/Rchg(15)
Level 12: Taunt -- Zinger-Dam%(A), Zinger-Acc/Rchg(34), Zinger-Taunt/Rchg/Rng(34), Zinger-Taunt/Rchg(34), Zinger-Taunt/Rng(36), Insult-Dsrnt%(37)
Level 14: Provoke -- Taunt-I(A)
Level 16: Build Up -- ToHit-I(A)
Level 18: Intimidate -- HO:Endo(A)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Invoke Panic -- Abys-Dam%(A), Abys-Fear/Rng(27), Abys-EndRdx/Fear(43), Abys-Acc/Fear/Rchg(45), Abys-Acc/Rchg(45), Abys-Acc/EndRdx(45)
Level 24: Maneuvers -- LkGmblr-Rchg+(A)
Level 26: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def(43)
Level 28: Freezing Touch -- Hold-I(A)
Level 30: Tactics -- ToHit-I(A)
Level 32: Granite Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), Aegis-ResDam(33), Aegis-ResDam/EndRdx(36), ResDam-I(36)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Frozen Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(39), FtnHyp-Acc/Sleep/Rchg(39), FtnHyp-Acc/Rchg(40), Sciroc-Dmg/Rchg(40)
Level 41: Block of Ice -- Hold-I(A)
Level 44: Shiver -- Slow-I(A)
Level 47: Ice Storm -- Posi-Dam%(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(50), RechRdx-I(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
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Level 2: Swift -- Run-I(A), Run-I(25), Run-I(25)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Heal/Rchg(15), Mrcl-Rcvry+(17), Numna-Regen/Rcvry+(17), Numna-Heal(19), Numna-Heal/Rchg(19)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(42)
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals: