Help with a naff Stone/Stone Tank!


Gunstar

 

Posted

Hello!

My main toon is a Stone/Stone/Stone tank named Rockshock. Hes always been a bit of a soloer and his build is built around that, but ive noticed that he just cant keep up with a large team or other tankers. I cant stand toe to toe against most big guys for long, and if I do survive their attacks, I dont dish out enough damage to over come their regen.

I prefer not to be in Granite Form hence the focus around the non granite defense powers, and I refuse to take rooted as a power. Ive always hated it and im not going to start loving it now!

I know this build is missing a few IO's and stuff, but this is how it looks at the moment.

Please can someone take a look at it and tell me where im going wrong?

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Rockshock: Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(3), LkGmblr-EndRdx/Rchg(3), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(5)
Level 1: Stone Fist -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 2: Stone Skin -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(9), Aegis-ResDam(11), Aegis-Psi/Status(11), TtmC'tng-ResDam(13)
Level 4: Combat Jumping -- SprngFt-Jump(A), SprngFt-EndRdx(13), SprngFt-EndRdx/Jump(15), Zephyr-ResKB(15)
Level 6: Stone Mallet -- Dmg-I(A), Acc-I(17), EndRdx-I(17), RechRdx-I(19)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 10: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(23)
Level 12: Heavy Mallet -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Dam%(29)
Level 14: Super Jump -- Zephyr-Travel/EndRdx(A)
Level 16: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(29), Zinger-Acc/Rchg(31), Zinger-Taunt/Rng(31), Zinger-Dam%(31)
Level 18: Mud Pots -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34)
Level 20: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
Level 22: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 24: Brimstone Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(36), Aegis-EndRdx/Rchg(37), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(37)
Level 26: Minerals -- RedFtn-Def(A), LkGmblr-Def(39), DefBuff-I(39), DefBuff-I(39), RechRdx-I(40)
Level 28: Crystal Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), Krma-ResKB(40), RedFtn-Def(42), RechRdx-I(42)
Level 30: Hurl Boulder -- Zinger-Taunt(A), Dmg-I(42)
Level 32: Granite Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-ResDam/EndRdx/Rchg(43), Aegis-ResDam(43), RechRdx-I(45)
Level 35: Spring Attack -- Dmg-I(A)
Level 38: Seismic Smash -- Dmg-I(A), EndRdx-I(45)
Level 41: Salt Crystals -- CSndmn-Acc/Rchg(A), CSndmn-Acc/Sleep/Rchg(45)
Level 44: Fossilize -- Lock-Rchg/Hold(A), Lock-EndRdx/Rchg/Hold(46)
Level 47: Stalagmites -- Stpfy-EndRdx/Stun(A), Stpfy-Stun/Rng(48)
Level 49: Burnout -- RechRdx-I(A)
------------
Level 2: Swift -- Run-I(A), Run-I(46)
Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal(48), Numna-Regen/Rcvry+(48)
Level 2: Hurdle -- Jump-I(A), Jump-I(46)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-End%(50)
Level 1: Brawl -- Dmg-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run


Rockshock (Druid Tanker), Medicat (Combat Medic), Dwarf From the North (Ice Mage), Rocket Gal (Energy Blaster), Graveborn (Undead Mastermind), Streeker (Punching Speedster), Op. Sidewinder (Recluse's pet Spider)

 

Posted

There are a lot of powers that don't really benefit you in your business of tanking. They're fun and nice for you but not ideallic to your role and theyre taking slots from powers that can be a bit more ideallic.

Out of Granite, Rooted is your mezz protection.
In Granite or whilst mezz protected Rooted, your answer to the ledge problem seems to be Spring Attack.
Super Jump and Superspeed won't happen without Mezz protection turned off.
Burnout is on a long rechg, whilst in Granite, an even longer rechg. It's usefulness is someone limited and far from frequent.
Fault would be better than Stalagmites.
Tremor is good for your damage output.

Are you prepared to TP self about, so you are zippy whilst Mezz protected?
Would you be prepared to give up SJ, SS, Spring Attack, and Burnout?

After we know what you are prepared and not prepared to change we could go into your slotting, which is to me in requirement of a dramatic change.


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.

 

Posted

Even though my initial instinct is that this post is a joke, Im going to reply anyway because I really am that bored.

Quote:
Originally Posted by Rockshock View Post
Hello!
My main toon ... just cant keep up with a large team or other tankers. I cant stand toe to toe against most big guys for long, and if I do survive their attacks, I dont dish out enough damage to over come their regen.
Thats strange, I always hear how stone/ is such a tough set.
Quote:
Originally Posted by Rockshock View Post
I prefer not to be in Granite Form hence the focus around the non granite defense powers, and I refuse to take rooted as a power. Ive always hated it and im not going to start loving it now!
Oh wait, there it is.
Quote:
Originally Posted by Rockshock View Post
I know this build is missing a few IO's and stuff, but this is how it looks at the moment.
Please can someone take a look at it and tell me where im going wrong?
If you want to dish out some damage you should slot your attacks. I dont have to be a math wizard to know that having 3 slotted attacks isnt going to do it with no global recharge.

You dont have to use the same builds as everyone else to be successful, but here are some general guidelines that I think could help you get started:
Don't slot powers WAY over the ED cap just for a set bonus.
Don't slot powers WAY over the ED cap without a set bonus either: ie the gambler+red fortune def IOs in minerals combined are only adding 3% psi defense.
Don't slot powers for things they don't need ie: end reduction in combat jumping and recharge in granite armor.
Do slot your def/res and dam near the ED cap.

Start there and see what that gets you.


 

Posted

Out of a morbid curiosity I made a quick build using all of your power picks. It probably has some wasted slots because I don't feel like putting any extra effort into double checking, and I always overlook wasted slots the first time. Also Ive never played either stone set, so who knows what I else I didn't slot properly...
I still wouldn't play this myself, but it was kind of interesting trying to make a build for sets I don't use with power picks I wouldn't make.

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Rockshock: Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Rock Armor

  • (A) Luck of the Gambler - Defense
  • (3) Luck of the Gambler - Defense/Endurance
  • (3) Luck of the Gambler - Defense/Recharge
  • (5) Luck of the Gambler - Recharge Speed
Level 1: Stone Fist
  • (A) Kinetic Combat - Accuracy/Damage
  • (7) Kinetic Combat - Damage/Endurance
  • (9) Kinetic Combat - Damage/Recharge
  • (11) Kinetic Combat - Damage/Endurance/Recharge
  • (11) Mako's Bite - Accuracy/Endurance/Recharge
Level 2: Stone Skin
  • (A) Reactive Armor - Resistance
  • (5) Reactive Armor - Resistance/Endurance
  • (7) Reactive Armor - Resistance/Recharge
  • (27) Reactive Armor - Endurance
Level 4: Combat Jumping
  • (A) Kismet - Accuracy +6%
Level 6: Stone Mallet
  • (A) Kinetic Combat - Accuracy/Damage
  • (13) Kinetic Combat - Damage/Endurance
  • (13) Kinetic Combat - Damage/Recharge
  • (15) Kinetic Combat - Damage/Endurance/Recharge
  • (15) Mako's Bite - Accuracy/Endurance/Recharge
Level 8: Hasten
  • (A) Recharge Reduction IO
  • (9) Recharge Reduction IO
Level 10: Earth's Embrace
  • (A) Doctored Wounds - Heal
  • (17) Doctored Wounds - Recharge
  • (17) Doctored Wounds - Heal/Recharge
  • (19) Doctored Wounds - Heal/Endurance/Recharge
  • (19) Doctored Wounds - Heal/Endurance
Level 12: Heavy Mallet
  • (A) Kinetic Combat - Accuracy/Damage
  • (21) Kinetic Combat - Damage/Endurance
  • (23) Kinetic Combat - Damage/Recharge
  • (23) Kinetic Combat - Damage/Endurance/Recharge
  • (25) Mako's Bite - Accuracy/Endurance/Recharge
Level 14: Super Jump
  • (A) Endurance Reduction IO
Level 16: Taunt
  • (A) Perfect Zinger - Taunt/Recharge
  • (46) Mocking Beratement - Taunt/Recharge
  • (46) Mocking Beratement - Taunt
Level 18: Mud Pots
  • (A) Eradication - Accuracy/Damage/Endurance/Recharge
  • (33) Eradication - Damage
  • (33) Eradication - Accuracy/Recharge
  • (36) Multi Strike - Accuracy/Endurance
  • (40) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 20: Build Up
  • (A) Recharge Reduction IO
  • (21) Recharge Reduction IO
Level 22: Super Speed
  • (A) Endurance Reduction IO
Level 24: Brimstone Armor
  • (A) Reactive Armor - Resistance
  • (25) Reactive Armor - Endurance
  • (27) Reactive Armor - Resistance/Endurance
  • (29) Reactive Armor - Resistance/Recharge
Level 26: Minerals
  • (A) Luck of the Gambler - Recharge Speed
  • (29) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
  • (34) Luck of the Gambler - Endurance/Recharge
Level 28: Crystal Armor
  • (A) Luck of the Gambler - Recharge Speed
  • (34) Luck of the Gambler - Defense
  • (34) Luck of the Gambler - Defense/Endurance
  • (36) Luck of the Gambler - Endurance/Recharge
Level 30: Hurl Boulder
  • (A) Thunderstrike - Accuracy/Damage
  • (43) Thunderstrike - Accuracy/Damage/Recharge
  • (45) Thunderstrike - Accuracy/Damage/Endurance
  • (45) Thunderstrike - Damage/Recharge
  • (45) Thunderstrike - Damage/Endurance/Recharge
Level 32: Granite Armor
  • (A) Reactive Armor - Resistance
  • (37) Reactive Armor - Resistance/Endurance
  • (37) Reactive Armor - Resistance/Recharge
  • (50) Reactive Armor - Endurance/Recharge
Level 35: Spring Attack
  • (A) Obliteration - Accuracy/Recharge
  • (36) Obliteration - Accuracy/Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (40) Obliteration - Damage/Recharge
  • (43) Obliteration - Damage
Level 38: Seismic Smash
  • (A) Kinetic Combat - Accuracy/Damage
  • (39) Kinetic Combat - Damage/Endurance
  • (39) Kinetic Combat - Damage/Recharge
  • (39) Kinetic Combat - Damage/Endurance/Recharge
  • (40) Mako's Bite - Accuracy/Endurance/Recharge
Level 41: Salt Crystals
  • (A) Call of the Sandman - Accuracy/Sleep/Recharge
  • (42) Call of the Sandman - Accuracy/Recharge
  • (42) Call of the Sandman - Endurance/Sleep
  • (42) Call of the Sandman - Accuracy/Endurance
  • (43) Call of the Sandman - Chance of Heal Self
Level 44: Fossilize
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (46) Basilisk's Gaze - Accuracy/Recharge
  • (50) Basilisk's Gaze - Recharge/Hold
  • (50) Basilisk's Gaze - Endurance/Recharge/Hold
Level 47: Stalagmites
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Damage/Recharge
  • (48) Positron's Blast - Accuracy/Damage/Endurance
Level 49: Burnout
  • (A) Recharge Reduction IO
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (33) Miracle - +Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (31) Performance Shifter - EndMod
  • (31) Performance Shifter - EndMod/Recharge
Level 1: Brawl
  • (A) Damage Increase IO
Level 1: Gauntlet
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 4: Ninja Run



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Posted

Quote:
Originally Posted by New Dawn View Post
There are a lot of powers that don't really benefit you in your business of tanking. They're fun and nice for you but not ideallic to your role and theyre taking slots from powers that can be a bit more ideallic.

Out of Granite, Rooted is your mezz protection.
In Granite or whilst mezz protected Rooted, your answer to the ledge problem seems to be Spring Attack.
Super Jump and Superspeed won't happen without Mezz protection turned off.
Burnout is on a long rechg, whilst in Granite, an even longer rechg. It's usefulness is someone limited and far from frequent.
Fault would be better than Stalagmites.
Tremor is good for your damage output.

Are you prepared to TP self about, so you are zippy whilst Mezz protected?
Would you be prepared to give up SJ, SS, Spring Attack, and Burnout?

After we know what you are prepared and not prepared to change we could go into your slotting, which is to me in requirement of a dramatic change.
So, really, youre giving me the same advice as everyone else; Rooted is an absolute must for this set. This is a shame as I loathe the power and prefer to be a little swifter in my movement. I like being out of granite mode as my recharge and damage output is higher.

But if you belive that I can massively improve my build by taking Rooted, then please let me know what i can do. I still enjoy super speeding about when im not in granite or rooted but i can get over this by coyote running about instead. And i can 2nd build it so i can still keep my non rooted build.

Any advice would be lovely!


Rockshock (Druid Tanker), Medicat (Combat Medic), Dwarf From the North (Ice Mage), Rocket Gal (Energy Blaster), Graveborn (Undead Mastermind), Streeker (Punching Speedster), Op. Sidewinder (Recluse's pet Spider)

 

Posted

I'm a Stoner that doesn't take TP. I've made a bind that switches from Rooted to Super Jump, and I have enough recharge that it takes very little time for Rooted to come back up.

Hitting SJ auto-turns off Rooted and vice-versa. So I can jump into melee, hit Rooted, SMASH, and SJ on to the next mob. I have a Stealth IO in SJ as well to give me that little extra half-second before everyone notices me.

I have another bind that does the same with Granite/SJ.


Global name: @k26dp

 

Posted

Quote:
Originally Posted by Rockshock View Post
But if you belive that I can massively improve my build by taking Rooted
I, for one, believe that. There are entire ATs who would be less durable with all their powers than you would be with Rooted by itself.

Quote:
Originally Posted by Rockshock View Post
I loathe the power and prefer to be a little swifter in my movement.
You can massively increase the speed of Rooted by concentrating on set bonuses for running and movement. Of course, a massive increase in Rooted's run speed is still pretty slow. And it won't help you jump over curbs. But it might be more playable.

It's also possible to build for "defense-out-of-Granite" AND some run speed. And...uh...that's about it -- I haven't been able to also add in lots of pool attacks, Hasten, Burnout, damage bonuses, and stuff like that. There's only so many slots.

If you want, I will try to remember to dig out the build I used and post it here, but it'll have to wait until I get home tonight. If you're a Stone/ fan, you've learned patience, right?


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Rockshock View Post
Rooted is an absolute must for this set.
Mez protection with a lot of Regen, yes Rooted is an absolute must for a stone tank to be a TANK. In a team environment, without rooted you will be mezed and defeated.

I am absolutely not telling you this to be mean, but if you are unhappy with the way stone tanks play, then use an alternate build for solo (as you mentioned) or perhaps try another set.

My run speed in rooted is about the same as a normal 'toon' without sprint so I can move around if necessary.

Granite with Rooted are dang near unkillable (+3 ITF: AV with mob support cannot defeat me; however, I can't defeat them either, but my team is safe.)

Just as RosaQuartz, I will come out of rooted when 'safe' but most of the time I'm protected.

My build now out of Granite:
S/L Defense: 51%
F/C Defense: 11%
E/N Defense: 42%
Psionic Defense: 52%
S/L Res: 30%
F/C Res: 37%

Regen: 455%
Max HP: 3411

Run Speed with Rooted: 15 mph

Code:
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Utah Grindstone: Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(5)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Knock%(9)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Knock%(13)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), KntkC'bat-Knock%(21)
Level 6: Stone Skin -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(23), S'fstPrt-ResKB(23)
Level 8: Rooted -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(25), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(27), Numna-Heal(27), Numna-Regen/Rcvry+(29)
Level 10: Teleport -- Winter-ResSlow(A)
Level 12: Earth's Embrace -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(29), Mrcl-Heal/Rchg(31), Mrcl-Heal/EndRdx/Rchg(31), Mrcl-Heal(31), RechRdx-I(50)
Level 14: Brimstone Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(33), RctvArm-ResDam/Rchg(33)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 18: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(36)
Level 20: Fault -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(36), Stpfy-EndRdx/Stun(36)
Level 22: Taunt -- Zinger-Taunt/Rchg/Rng(A)
Level 24: Boxing -- EndRdx-I(A)
Level 26: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def(37)
Level 28: Tough -- Aegis-ResDam/EndRdx(A)
Level 30: Mud Pots -- Erad-Dmg(A), Erad-%Dam(39), Erad-Acc/Dmg/EndRdx/Rchg(39), EndRdx-I(39), Erad-Dmg/Rchg(50)
Level 32: Granite Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40), ImpArm-ResDam(40), ImpArm-ResDam/EndRdx/Rchg(42), ImpArm-ResDam/EndRdx(50)
Level 35: Tremor -- Full ATO Tanker Set
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), KntkC'bat-Knock%(46)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(48), Ksmt-ToHit+(48)
Level 44: Focused Accuracy -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(48)
Level 47: Physical Perfection -- EndMod-I(A)
Level 49: Laser Beam Eyes -- Decim-Build%(A)
Level 50: Reactive Radial Flawless Interface 
Level 50: Cimeroran Core Superior Ally 
Level 50: Ageless Core Epiphany 
Level 50: Vigor Core Paragon 
Level 50: Vorpal Radial Final Judgement 
------------
Level 2: Swift -- Run-I(A), Run-I(13), Run-I(15)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), P'Shift-EndMod/Rchg(17)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run


 

Posted

Quote:
Originally Posted by RosaQuartz View Post
I'm a Stoner that doesn't take TP. I've made a bind that switches from Rooted to Super Jump, and I have enough recharge that it takes very little time for Rooted to come back up.

Hitting SJ auto-turns off Rooted and vice-versa. So I can jump into melee, hit Rooted, SMASH, and SJ on to the next mob. I have a Stealth IO in SJ as well to give me that little extra half-second before everyone notices me.

I have another bind that does the same with Granite/SJ.
Could you post the bind? Or even the general idea of it, does it have to load bind files?


 

Posted

Quote:
Originally Posted by Rockshock View Post
Hello!

My main toon is a Stone/Stone/Stone tank named Rockshock. Hes always been a bit of a soloer and his build is built around that, but ive noticed that he just cant keep up with a large team or other tankers. I cant stand toe to toe against most big guys for long, and if I do survive their attacks, I dont dish out enough damage to over come their regen.

I prefer not to be in Granite Form hence the focus around the non granite defense powers, and I refuse to take rooted as a power. Ive always hated it and im not going to start loving it now!

I know this build is missing a few IO's and stuff, but this is how it looks at the moment.

Please can someone take a look at it and tell me where im going wrong?
]

Okay for starters as others have said, you really need rooted. Believe me I understand the speed penalty can be a drag and of course the lack of jumping, but a keybind or tray button to shut down rooted and activate super jump or super speed can be handy. Rooted provides a 90% run speed penalty, granite is 70% penalty and they stack when both powers are on. If you can use IO's to compensate and boost run speed, then you could either seriously reduce or eliminate the penalty from rooted. Still can't jump of course but that is an unavoidable penalty unless you have about 100 kinetics all hitting you with inertial reduction

Here is the link to the old guide I wrote for how stone brutes can boost their speed, the builds in it are blueprints only so feel free to modify them for your own use and the guide was written as I recall before fitness turned inherent. The builds in it can be adapted to stone tanks.

http://boards.cityofheroes.com/showthread.php?t=123212


 

Posted

Quote:
Originally Posted by Mr_Kingkillaha View Post
Could you post the bind? Or even the general idea of it, does it have to load bind files?
It would have to done by loading bind files. Something like this:

Quote:
k "powexecname Super_Jump$$bindloadfilesilent c:\File2.txt"
Quote:
k "powexecname Rooted$$bindloadfilesilent c:\File1.txt"
Of course, you'd probably want to use something other than the k key, and the paths for the bindloadfilesilent command should reflext the locations of your bind files.


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Posted

Im also seeing that Tough and Weave powers appearing all over the place. Are they actually necassary for a truly sustainable build? I've really liked having to take powers just to make you more rugged, just like I hated having to take the Fitness pool before it becmae inherant.

Im liking the Non tp builds!


Rockshock (Druid Tanker), Medicat (Combat Medic), Dwarf From the North (Ice Mage), Rocket Gal (Energy Blaster), Graveborn (Undead Mastermind), Streeker (Punching Speedster), Op. Sidewinder (Recluse's pet Spider)

 

Posted

Quote:
Originally Posted by Rockshock View Post
Im also seeing that Tough and Weave powers appearing all over the place. Are they actually necassary for a truly sustainable build? I've really liked having to take powers just to make you more rugged, just like I hated having to take the Fitness pool before it becmae inherant.

Im liking the Non tp builds!
There is a discussion where I had some questions about some power pool picks here:
http://boards.cityofheroes.com/showthread.php?t=285551

Definitely build and play what you like; however, for a true min/max approach Tough and Weave will be very helpful for the "hard stuff".

I was like you in that it is disappointing to take them, but when the SHTF they are nice to have and they do work.


 

Posted

Quote:
Originally Posted by Rockshock View Post
Im also seeing that Tough and Weave powers appearing all over the place. Are they actually necassary for a truly sustainable build? I've really liked having to take powers just to make you more rugged, just like I hated having to take the Fitness pool before it becmae inherant.

Im liking the Non tp builds!
Fitness turning inherent was a blessing for many alts

On a stone tank you can hit the beloved Smash/Lethal resistance cap of 90%, or very close to it, without Tough. T3 or greater Cardiac provides more resistance which will bring you to the cap. Weave of course is nice as more defense is usually a good thing and Weave can slot an LOTG recharge booster and a Gift of Ancients run booster.

My own stone tank doesn't have tough/weave and is capped on S/L resist and on S/L def.

Stone Brutes on the other hand usually need Tough to make it to S/L resistance cap.


 

Posted

As someone who wants to be out of Granite as much as possible I have Tough and Weave on her. You can use them in Granite also but Tough might be of little point.


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.