Gospel_NA

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  1. Alright, looking forward to this tonight. See you folks there.
  2. Gospel_NA

    Solo Brutes

    It sounds like willpower is unanimously seen as the best solo secondary.

    It would also seem that no one primary has the definitive edge. However, I am likely to believe that Bill Z is right with claws.

    I would imagine with low activation times, low endurance costs, and excellent mix of AoE and single target damage it is probably the superior solo primary.

    All the input is extremely helpful and I imagine I have my secondary set, but what do you all think about the individual merits of various primarys as a solo brute?
  3. Gospel_NA

    Solo Brutes

    So, I've played a few character on villian side and have 3 50s, but the only brutes I have is a 50 Elec/Shield and a 38 SS/EA.

    I abandoned the SS/EA brute, because I feel that EA is pretty craptastic. I don't like it at all.

    Elec/Shield was ok and had some pretty great tools, but I had some pretty good friends to team up with back then.

    So, I was curious from those experienced with playing a lot of brutes, what are the best solo set combinations for a brute in your opinion.
  4. If you aren't filled up and you need someone count me in.

    King Oak 42 Stone/Stone Tank.
  5. Quote:
    Originally Posted by TygerTyger View Post
    I recently started up my first Shield tanker. Decided to go with a SD / Dark, as I loooove me my Dark Melee. (My main is a DA/DM tank, level 50) So far, only up to level 18 (and climbing fast!).

    I see most Shield tankers throw down the gauntlet by starting off most mobs with Shield Charge. It seems to me though that this may not be the most advisable option, particularly with DM. Does it make sense to get into the mob, let Against All Odds buff me up, hit Soul Drain, and then Shield Charge? That seems to provide a HUGE damage bonus, as well as some decent accuracy, to the Shield Charge, likely pulverizing all the minions right from the get go.

    Granted, I haven't gotten there yet, but seems like it would make sense from a mechanical point of view. Or am I missing something?
    You are correct that you can do much more damage by going in, letting AAO take effect and then using soul drain before the shield charge. However, using shield charge prior to entering a mob almost completely negates the alpha strike from that mob which is one of the tanks primary duties. It does so very effectively, I might add.

    So, either method is a viable tactic. Really, the best way to decide what method to use is to quickly gauge the strength of the mob and determine which tactic is more appropriate at the time.

    Using shield charge first is also the more sound tactic to use, before your tank has reached soft capped defenses. So, you may see your method of tanking evolve as he/she grows.
  6. I consider this power a pretty iconic power.

    A tanks job within the team is to protect the team. What better way than adding defense to your allies.

    Smart scrappers will certainly take advantage of this power when a tank is using or at least lets their team know that they are using it.

    I'm not certain of the max amount of defense that can be granted, but recently I was checking numbers on a tank ally I was teaming with and they were providing 17.76% to anyone being effected.

    That's a pretty large amount of defense.

    So I would definitely recommend slotting for as much defense as you can get out of it. You can't always stop the team from getting hit, but even attacks you can't prevent can still have a significant chance of missing with that much extra defense being provided to your team.
  7. Quote:
    Originally Posted by ProGamerUSA View Post
    With a simple "EUREKA" moment with Ninja Run added to the HOP situation over Hills and Heights. I have switched from using Hurdle to Swift again. Now whenever I'm in SS it's not a problem Hopping over Heights, with a simple bind, I can click to Ninja Run when height becomes an issue and back to SS again for speed. I thought about slotting more on the vet runs+Ninja run but I still wanted to take advantage of the UNIVERSAL TRAVEL BoftZ IOs and stayed with the somewhat similar Mid Build config.

    Clicking from SS to Ninja then back to SS didn't have lag animation problem. Tp'ng over the height while running, you end up at a tp distant and you had to wait till you hit the ground again to run and that was an annoying lag for me for travel.

    Thus with that travel tactic I don't have to use a generic version of ss+cj style of play with ss+hurdle. I can finally put back swift to help me during root and/or granite and allow me to move a bit better. Plus having SS/Ninja + Swift is alot more attractive.

    I really want to Thank you all for your critique and helping me revisit my Stone/SS to Mid Build before I respec'd. I ended up testing my toon even before slotting eradication and kinetic in damage for extra defense bonus. I was able to stay out of Granite while playing and people started asking about my build. To be able to have both non granite and granite play revitalized my tank. Thank you so much again.
    Congratulations, I'm glad everything worked out well for you. Hope you have fun.
  8. Quote:
    Originally Posted by Rangle M. Down View Post
    Don't really have time to look at this in detail. Impressive numbers overall, but with that kind of endurance usage you're just going to be a bag of hit points/defense. Any attacking on your part for very long will drain you to the point you're going to have to stop to keep your toggles from dropping. Not using FA will help a little, but there goes your accuracy. Most folks shoot for at least a +2 end/sec recovery vs. usage if not more so they have "a chance" of continually attacking over extended fights. In some cases that's not even enough. With your "2.4/s usage vs 3.58/s recovery" on your worst case endurance drain scenario, yikes!
    In cases like that I'd switched to Granite where my endurance usage goes down to 1.36s with a 3.58s recovery. Which gives me well over a +2 end/sec recovery. (I toggle off tough in granite since it does nothing for me)

    Thanks for the catch with the numia's enhancement. That brought my regen to 334%/529%

    Good advice and comments! I really appreciate it. Keep it coming.
  9. I have all the answers I'm going to get I suppose.

    Thanks for the input.

    I'll see how things turn out.
  10. Yes, it is true you can only have 5 of any type of set bonus anything beyond that will not count toward any of your statistics. This does include the 7.5% recharges from LoTG.

    I also have not noticed a unwarranted change in my defense if I slot more than 2 different IO sets in Granite. Perhaps you are simply exchanging an IO that has a lower defense value than the one you are replacing it with such as a pure defense IO with a Def/End IO or something to that effect. Or you may just be experiencing a bug.
  11. Quote:
    Originally Posted by shadow35 View Post
    Hello there!

    Like the subject title asks, well, are there any double XP weekends coming up over the holidays?

    Thanks!
    They tend to have one a little bit after the holidays. You can probably expect one in February or March.
  12. I messing around with my most current build and changed it to reflect a stone/SS build....which I am of the mind that I may have to rebuild my Stone/Stone tank as a Stone/SS build, because I believe the build I have below is actually a very very good build and with just a tad bit more tweaking could be even better.

    What this build below provides is soft capped defenses against every damage type except N/E and F/C outside of granite (Though it is very close for N/E), and soft caps against everything in granite.

    It overcomes the speed penalty from granite and leaves you at a -12.5% recharge rate in granite. However, with the chance for recharge proc in footstomp you should find that you'll get big boosts in recharge rates from time to time which will certainly increase your performance.

    You'll be able to easily maintain double stacked rage in and out of granite to avoid the defense penalties from the crashes.

    The build also provide 332% regen outside of rooted and 527% with rooted on which, I believe should be more than enough to provide high survivability with the small amount of damage that will be permeating your defenses. In granite it should be unkillable with capped S/L resistances and 77 to 78% resistances against everything other than psi.

    Accuracy is already decent without the use of rage, but will be greatly enhanced with rage or double stacked rage.

    Feel free to use, tweak it, or disregard it as you see fit.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ProGamerUSA (Remodified Build): Level 50 Natural Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), GftotA-Run+(3)
    Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(39)
    Level 2: Stone Skin -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 4: Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(15), S'ngH'mkr-Dmg/Rchg(15), S'ngH'mkr-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(39)
    Level 6: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(37), S'ngH'mkr-Dmg/Rchg(37), S'ngH'mkr-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 8: Rooted -- HO:Golgi(A), HO:Golgi(9), HO:Golgi(9)
    Level 10: Swift -- Run-I(A), Run-I(11), Run-I(11)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(17), Mrcl-Rcvry+(17), Heal-I(19), Heal-I(19), Heal-I(21)
    Level 18: Earth's Embrace -- Dct'dW-Rchg(A), Dct'dW-Heal(21), Dct'dW-Heal/EndRdx(23), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(25)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(25), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc(27)
    Level 22: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rng(29), Zinger-Taunt(29), Zinger-Taunt/Rchg(31), Zinger-Taunt/Rchg/Rng(31), Zinger-Acc/Rchg(31)
    Level 24: Mud Pots -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Rchg(40), M'Strk-Acc/Dmg/EndRdx(42)
    Level 26: Knockout Blow -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(42), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43)
    Level 28: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(33), GftotA-Run+(33)
    Level 30: Minerals -- LkGmblr-Rchg+(A), GftotA-Run+(33), GftotA-Def/EndRdx(34)
    Level 32: Granite Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), GftotA-Run+(34), Aegis-ResDam(36), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(36)
    Level 35: Rage -- GSFC-Build%(A), GSFC-ToHit/EndRdx(43), GSFC-ToHit(45), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48)
    Level 38: Foot Stomp -- HO:Nucle(A), FrcFbk-Rechg%(46), HO:Nucle(48), HO:Nucle(48)
    Level 41: Boxing -- Acc-I(A)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), HO:Cyto(50), HO:Cyto(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 14.3% Defense(Smashing)
    • 14.3% Defense(Lethal)
    • 7.38% Defense(Fire)
    • 7.38% Defense(Cold)
    • 8.63% Defense(Energy)
    • 8.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 7.69% Defense(Ranged)
    • 7.06% Defense(AoE)
    • 1.8% Max End
    • 52.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 7% Enhancement(Accuracy)
    • 10% FlySpeed
    • 154.6 HP (8.25%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 9.9%
    • MezResist(Terrorized) 4.95%
    • 7% (0.12 End/sec) Recovery
    • 50% (3.91 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 45% RunSpeed
    ------------
    Set Bonuses:
    Luck of the Gambler
    (Rock Armor)
    • 10% (0.78 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Rock Armor)
    • 7.5% RunSpeed
    Smashing Haymaker
    (Jab)
    • MezResist(Immobilize) 2.2%
    • 21.1 HP (1.13%) HitPoints
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    Reactive Armor
    (Stone Skin)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Smashing Haymaker
    (Punch)
    • MezResist(Immobilize) 2.2%
    • 21.1 HP (1.13%) HitPoints
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    Smashing Haymaker
    (Haymaker)
    • MezResist(Immobilize) 2.2%
    • 21.1 HP (1.13%) HitPoints
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Doctored Wounds
    (Earth's Embrace)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Perfect Zinger
    (Taunt)
    • MezResist(Terrorized) 2.75%
    • 10% (0.78 HP/sec) Regeneration
    • 5% Enhancement(RechargeTime)
    • 2.5% DamageBuff(All)
    • 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)
    Eradication
    (Mud Pots)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    Crushing Impact
    (Knockout Blow)
    • MezResist(Immobilize) 2.2%
    • 21.1 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Crystal Armor)
    • 10% (0.78 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Crystal Armor)
    • 7.5% RunSpeed
    Luck of the Gambler
    (Minerals)
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Minerals)
    • 2% (0.03 End/sec) Recovery
    • 7.5% RunSpeed
    Luck of the Gambler
    (Granite Armor)
    • 10% (0.78 HP/sec) Regeneration
    Gift of the Ancients
    (Granite Armor)
    • 7.5% RunSpeed
    Aegis
    (Granite Armor)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Gaussian's Synchronized Fire-Control
    (Rage)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Steadfast Protection
    (Tough)
    • 3% Defense(All)
    Luck of the Gambler
    (Weave)
    • 10% (0.78 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)



    Code:
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  13. Your newest build looks like it is coming along well. You have very good defense numbers, respectable regen, and you've gotten your recharge penalty to -15% at least.

    However, your run speed is only around 1.4 mph in granite which I guess you're just going to overcome teleporting, so I guess no need to worry.

    One thing I would look at, however, is the fact that you are well over the soft caps for S/L and E/NE damage types. You may find that you can free up a slot or two from minerals and crystal armor to use elsewhere and still maintain the softcaps and get more use out of those slots elsewhere. I really don't believe you need that extra 9% accuracy from LoTG sets when you have rage providing an already very healthy to-hit bonus.

    I'd also consider removing the +7.5% run speed enhancement from rock armor and freeing up that slot to use elsewhere since it really hasn't provided you much use since you haven't stacked a lot of +run speed bonuses. If you're still going 1.4 mph in granite it's not doing any good and you'll still run plenty quickly in rock armor/rooted mode.

    You also are beyond your set bonus caps for +10% regen if you were not aware of it, you can remedy that by re-examining your slotting for footstomp and mudpots if you wish.

    I'd also save the money on the nucleous exposure in kick and just replace it with an normal accuracy IO. Kick isn't a very damaging power and really won't receive much of a boost from the 33% damage bonus from the HO. With Jab/Haymaker/KO blow/Footstomp on healthy rotation I doubt you'll be using kick and the animation is rather long for the type of damage it does anyhow.

    ((I just recalled you don't have swift, you may need to keep the running enhancement in rock armor anyhow. I would really reconsider getting swift over hurdle as Awesome suggested. 3 slotted with sprint IOs it makes a large impact))

    That'd leave you pretty much where you are right now, but free up 3 slots to improve upon elsewhere.
  14. The key idea that I have proposed with my stone tank is using rock armor, crystal armor, and minerals to cap defenses to every damage type except for fire and ice. For any fire and ice situations you can use granite to mitigate damage from those damage types.

    The only other downside to operating outside of granite is that you have next to no resistances beyond smashing and lethal and even with just stone skin they are pretty low. However, when face with particularly large groups of enemies you can use granite again.

    The idea is to avoid the heavily penalized granite form as much as possible to increase movement speed (If it is a issue for you) and to avoid the recharge reduction and damage penalties (Which makes any solo play a hell of a lot more fun).

    I think one statement that you definitely should relay is what kind of goals are you attempting to accomplish with your build? With mine I was trying to reach all soft caps through means of stacking armor toggles and compensating with granite where that couldn't be done. My secondary and tertiary goals were to overcome the recharge and speed penalties of granite.

    Of course for every goal you set with a build another suffers a bit. So, what exactly are your goals ProGamerUSA?
  15. Hey there ProgamerUSA

    Below is a build I was just messing around with that lets you work well inside of granite and outside of granite. As Finduilas said all of the defense in Stone are typed rather than positional so you definitely do not need to focus on sets that provide positional defenses.

    The build I have below pretty much caps every typed defense that can be capped in Stone and provides a good deal of recharge and speed nearly overcoming the penalties for both (The recharge is only at -6% and the speed is overcomed in granite without rooted).

    However, it does lack a little bit in accuracy. I am still trying to tweak the build to make it work out a little better while keeping the defenses where they are or at least as close to them as possible. You're welcome to work with the build if you like if you don't mind sharing any ideas you come up with.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    King Oak (Normal Build): Level 50 Magic Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Stone Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting

    Hero Profile:
    Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), GftotA-Run+(5)
    Level 1: Stone Fist -- HO:Nucle(A)
    Level 2: Stone Skin -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(5), Aegis-ResDam(7), Aegis-ResDam/EndRdx(7)
    Level 4: Stone Mallet -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(11), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
    Level 6: Swift -- Run-I(A), Run-I(9), Run-I(9)
    Level 8: Heavy Mallet -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(15), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
    Level 10: Rooted -- Dct'dW-Rchg(A), Dct'dW-Heal(19), Dct'dW-Heal/EndRdx(19), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23)
    Level 12: Combat Jumping -- GftotA-Run+(A), LkGmblr-Rchg+(23)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Rchg(25), Dct'dW-Heal/EndRdx(25), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(29)
    Level 18: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(29), RgnTis-Heal/EndRdx(31)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(33), P'Shift-Acc/Rchg(33)
    Level 22: Taunt -- Insult-Taunt(A), Insult-Taunt/Rchg(46), Insult-Dsrnt%(48)
    Level 24: Mud Pots -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Rchg(34)
    Level 26: Fault -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(36), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(37)
    Level 28: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), GftotA-Run+(39)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 32: Granite Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40), Aegis-ResDam(40), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42)
    Level 35: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(45), Erad-Dmg(45), HO:Nucle(46)
    Level 38: Seismic Smash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Acc/Dmg(43), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Dmg/Rchg(46)
    Level 41: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43)
    Level 44: Boxing -- HO:Nucle(A)
    Level 47: Tough -- HO:Ribo(A), HO:Ribo(48), HO:Ribo(48)
    Level 49: Weave -- GftotA-Run+(A), GftotA-Def(50), HO:Cyto(50), HO:Cyto(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 12.4% Defense(Smashing)
    • 12.4% Defense(Lethal)
    • 10.8% Defense(Fire)
    • 10.8% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.69% Defense(Melee)
    • 6.13% Defense(Ranged)
    • 9.25% Defense(AoE)
    • 3.6% Max End
    • 58.8% Enhancement(RechargeTime)
    • 8% Enhancement(Heal)
    • 3% Enhancement(Stun)
    • 7% Enhancement(Accuracy)
    • 15% FlySpeed
    • 274.1 HP (14.6%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Immobilize) 7.7%
    • MezResist(Terrorized) 4.4%
    • 8% (0.13 End/sec) Recovery
    • 40% (3.13 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 2.52% Resistance(Toxic)
    • 5.52% Resistance(Psionic)
    • 59% RunSpeed
    ------------
    Set Bonuses:
    Luck of the Gambler
    (Rock Armor)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Rock Armor)
    • 7.5% RunSpeed
    Steadfast Protection
    (Stone Skin)
    • 3% Defense(All)
    Aegis
    (Stone Skin)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 3% Resistance(Psionic)
    Kinetic Combat
    (Stone Mallet)
    • MezResist(Immobilize) 2.75%
    • 28.1 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    • 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
    Kinetic Combat
    (Heavy Mallet)
    • MezResist(Immobilize) 2.75%
    • 28.1 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    • 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
    Doctored Wounds
    (Rooted)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    • 1.26% Resistance(Toxic,Psionic)
    Gift of the Ancients
    (Combat Jumping)
    • 7.5% RunSpeed
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Doctored Wounds
    (Earth's Embrace)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    • 1.26% Resistance(Toxic,Psionic)
    Regenerative Tissue
    (Health)
    • 4% RunSpeed
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Trimuphant Insult
    (Taunt)
    • 1% (0.02 End/sec) Recovery
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    Eradication
    (Mud Pots)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    • 42.2 HP (2.25%) HitPoints
    Stupefy
    (Fault)
    • 2.5% (0.04 End/sec) Recovery
    • 35.1 HP (1.88%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Minerals)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Minerals)
    • 7.5% RunSpeed
    Luck of the Gambler
    (Granite Armor)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Aegis
    (Granite Armor)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Eradication
    (Tremor)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    Crushing Impact
    (Seismic Smash)
    • MezResist(Immobilize) 2.2%
    • 21.1 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Crystal Armor)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Weave)
    • 2% (0.03 End/sec) Recovery
    • 7.5% RunSpeed



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  16. You do know there are millions of other Jason Alexanders in the world, right?? Just checking.
  17. I always thought that power customization would be a great thing and for the most part it is, but I would have never thought of it being a bad thing. I've ran into a few instances where the the colors of powers chosen on my teams had been overwhelming making it difficult to see.

    The worst part is that I am sure there are people out there that decide to make their powers as obtrusive as possible.
  18. Quote:
    Originally Posted by NuclearMedicine View Post
    I'm not a Stone Armor expert, the build looks solid (Nice Defense numbers), but Accuracy looks low. I usually shoot for around 40% Accuracy with all my Tanks. I can slack off a little if they have several powers slotted with Crushing Impact (or other +Accuracy sets) or if it's an Invul running Invincibility. If you Tank mobs higher than you, which is very common for a Stone Tank, you'll be at a bit of a disadvantage as Gauntlet won't be working to it's fullest effect.
    Yeah, I was focusing more on survivability with damage dealing as a tertiary aspect. Secondary of course was holding aggro. I figured with taunt on a high recharge and mudpots with decent accuracy would be enough.

    However, I could probably drop haste from the build since it still has a 30-40 second downtime in the build and probably isn't necessary with the amount of recharge available. Then I could replace it with focused accuracy would would provided a decent to-hit boost.

    I am certain the build could be improved through tweaking, it will, however, take me a while to tweak it correctly without loosing too much of any one aspect.
  19. I just got Mids again and was messing around with idea for my Tank. Since I was building him similar to what you had in mind I thought I'd post my pre-tweaked build. Basically it is one build that is optimized for both Granite and normal armor toggles.

    It's not as expensive as trying to get a bunch of purple sets and I used luck of the gambler 7.5% recharge IOs since I already have them on another character that I plan on cannablizing.

    The build managed to almost negate the recharge penalty of granite (All, but around 6%) and eliminates the speed penalty, however it cannot negate the rooted and granite speed penalty at the sametime.

    The build hits the soft cap for all damage types except fire and cold without granite (If you use combat jumping, which I do when I don't need rooted) and of course hits the soft cap for all, but psionic in granite.

    I kept tough, because I like having around 40% S/L resistance while using normal armors and you don't have to run it in granite. Granite maxes out S/L resistance and hit around 77% to 80% resistance on everything other than psionic.

    It also has around 243% regeneration witout rooted and has 441% while rooted.

    I'm not sure how much the build would cost (Minus the 7.5% recharges), but I don't believe it is too much. However, I can't comment very well on prices since I haven't been in the game for a year or so.

    The build seems like it would work well enough, but I'm sure it could get better with tweaking.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    King Oak (Normal Build): Level 50 Magic Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Stone Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting

    Hero Profile:
    Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), GftotA-Run+(5)
    Level 1: Stone Fist -- HO:Nucle(A)
    Level 2: Stone Skin -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(5), Aegis-ResDam(7), Aegis-ResDam/EndRdx(7)
    Level 4: Stone Mallet -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(11), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
    Level 6: Swift -- Run-I(A), Run-I(9), Run-I(9)
    Level 8: Heavy Mallet -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(15), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
    Level 10: Rooted -- Dct'dW-Rchg(A), Dct'dW-Heal(19), Dct'dW-Heal/EndRdx(19), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23)
    Level 12: Combat Jumping -- GftotA-Run+(A), LkGmblr-Rchg+(23)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Rchg(25), Dct'dW-Heal/EndRdx(25), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(29)
    Level 18: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(29), RgnTis-Heal/EndRdx(31)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(33), P'Shift-Acc/Rchg(33)
    Level 22: Taunt -- Insult-Taunt(A), Insult-Taunt/Rchg(46), Insult-Dsrnt%(48)
    Level 24: Mud Pots -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Rchg(34)
    Level 26: Fault -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(36), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(37)
    Level 28: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), GftotA-Run+(39)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 32: Granite Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40), Aegis-ResDam(40), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42)
    Level 35: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(45), Erad-Dmg(45), HO:Nucle(46)
    Level 38: Seismic Smash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Acc/Dmg(43), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Dmg/Rchg(46)
    Level 41: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43)
    Level 44: Boxing -- HO:Nucle(A)
    Level 47: Tough -- HO:Ribo(A), HO:Ribo(48), HO:Ribo(48)
    Level 49: Weave -- GftotA-Run+(A), GftotA-Def(50), HO:Cyto(50), HO:Cyto(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 12.4% Defense(Smashing)
    • 12.4% Defense(Lethal)
    • 10.8% Defense(Fire)
    • 10.8% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.69% Defense(Melee)
    • 6.13% Defense(Ranged)
    • 9.25% Defense(AoE)
    • 3.6% Max End
    • 58.8% Enhancement(RechargeTime)
    • 8% Enhancement(Heal)
    • 3% Enhancement(Stun)
    • 7% Enhancement(Accuracy)
    • 15% FlySpeed
    • 274.1 HP (14.6%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Immobilize) 7.7%
    • MezResist(Terrorized) 4.4%
    • 8% (0.13 End/sec) Recovery
    • 40% (3.13 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 2.52% Resistance(Toxic)
    • 5.52% Resistance(Psionic)
    • 59% RunSpeed
    ------------
    Set Bonuses:
    Luck of the Gambler
    (Rock Armor)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Rock Armor)
    • 7.5% RunSpeed
    Steadfast Protection
    (Stone Skin)
    • 3% Defense(All)
    Aegis
    (Stone Skin)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 3% Resistance(Psionic)
    Kinetic Combat
    (Stone Mallet)
    • MezResist(Immobilize) 2.75%
    • 28.1 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    • 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
    Kinetic Combat
    (Heavy Mallet)
    • MezResist(Immobilize) 2.75%
    • 28.1 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    • 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
    Doctored Wounds
    (Rooted)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    • 1.26% Resistance(Toxic,Psionic)
    Gift of the Ancients
    (Combat Jumping)
    • 7.5% RunSpeed
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Doctored Wounds
    (Earth's Embrace)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    • 1.26% Resistance(Toxic,Psionic)
    Regenerative Tissue
    (Health)
    • 4% RunSpeed
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Trimuphant Insult
    (Taunt)
    • 1% (0.02 End/sec) Recovery
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    Eradication
    (Mud Pots)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    • 42.2 HP (2.25%) HitPoints
    Stupefy
    (Fault)
    • 2.5% (0.04 End/sec) Recovery
    • 35.1 HP (1.88%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Minerals)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Minerals)
    • 7.5% RunSpeed
    Luck of the Gambler
    (Granite Armor)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Aegis
    (Granite Armor)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Eradication
    (Tremor)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    Crushing Impact
    (Seismic Smash)
    • MezResist(Immobilize) 2.2%
    • 21.1 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Crystal Armor)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Weave)
    • 2% (0.03 End/sec) Recovery
    • 7.5% RunSpeed



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  20. In my opinion you can do quite well with just your normal toggle armors if you choose too. While it is easier to build around just granite armor, you can still have a very effective and entertaining build with the primary armors.

    I actually spent a lot of time considering the same thing as you before I even started to level my stone/stone tank. I decided with my tank to take rock armor, crystal armor, and minerals as normal toggle armors, simply because those three cover the majority of damage types. Like you said you can always run granite in fire heavy missions. I found myself not wanting to run granite all the time just, because I made a costume that I get a lot of compliments on all the time, so I am very happy with it. Hiding it just makes me unhappy with him most of the time.

    As for your attacks you can't go wrong with the mallets, seismic smash, fault, and tremor. I'd debate whether the others in stone melee are skippable. I don't really plan on taking build up except in my solo build and I am skipping boulder toss, most likely.

    Stone fists, the mallets, and seismic smash give you a pretty good single target damage chain while remor and fault give you excellent damage mitigation tools for you and your team and are invaluable tools. I'd definitely consider keeping those in your build. Your power pools are really discresionary. I know some people consider tough/weave overkill, but I like to have as much resistance and defense as I can possibly muster so they are good to have in my build. Haste is also something I wanted to take simply, because I plan on trying to mitigate as much of the -recharge penalty as possible for when I am running in granite.

    It's really personal preference, but you can do well out of granite if you build for it. But if I were to generally answer your question after all that....yes,stone is all about granite.
  21. So, I took a hiatus from CoX for a while and tried other games and I find myself back to CoX again.

    I'm back to trying to level my Stone/Stone tank and am still having a horrible time managing my endurance at level 12.

    I find myself soloing a lot due to my erratic schedule (Either not having time to team or being on a odd hours).

    I was just curious to what basic techniques experienced tanker players use to converse endurance while solo and in teams and specific techniques related to the stone primary and secondary sets.

    Any tips and advice is greatly appreciated.
  22. Gospel_NA

    Gone for 2 years

    Quote:
    Originally Posted by Dispari View Post
    Hmm, that one I'm not sure about. What's better:

    * Getting exp from +7 enemies while on a team of 8
    * Getting exp from +3 enemies while on a team of 2, set for 8
    Aaaachoooooo!
  23. If you are copy and pasting the binds into the command line you will often find that you get an error saying you can't read the bind due to a space that is inadvertantly put in before the bind.

    Make sure you hit the backspace at the beginning of the text string and this will often remedy the problem you are having. It's the most common error that I see.
  24. [ QUOTE ]
    I realize this is a bit of a necropost, but can you explain the way defense reacts to mez, since many, if not most, mez are also typed as an attack?

    [/ QUOTE ]

    Mez attacks whether they do damage are not are subject to defense as another other attack.

    For example: Say a controller attempt to land a char power on an enemy with a defense build. Char is a fire based single target hold and is also considered to be a ranged attack.

    So, all the enemies defenses would be checked and it would use either typed defense or positional defense based on which was higher.

    After the hit landed (if it managed to overcome the defenses) the mez itself is then affected by mez protections if the target has any, otherwise it would resolve normally.
  25. The original poster sounds like they're suffering from PIP or Post Issue Paranoia.

    You always get those people that post, "Oh no! What happened to [Insert ability]. The devs nerfed it without putting it on the patch notes!" right after a new issue/patch comes out.