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Yeey my little dedicated AB-spammer
Gratz on that, new toon together with Junior? -
Ahhh bummer, missed that ding last night then
Biggy gratz, nrg/ice/fire ftw!!
(although it took me nearly 30 months, surely you did less)
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I tried to read that 7 times.. but serious i dont know what you're talking about
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The resist/global def isnt that expensive.
If you're lucky i still have a 30ish one on my blaster (swapped to ice epic ->def), can give you a nice discount -
Fire they cap themself, S/L hits 70ish% iirc with tough, toxic is like stacked 4 times healing flames (impossible) and dont see ice hitting cap with just sonic (base 27%?)
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Perhaps with help of a Sonic or a FF buff? Sonic gives fire tankers close to cap resist, downside is not having a dull-pain alike power so they need good +recharge to keep healing flame up and running.
The main issue i see is the accuracy tower that buffs LR massive on tohit. Perhaps a tactic might be using Hibernate and hopefully the team can whipe the acc tower within 30 seconds. Having a /dark or /rad -acc toggles running on him might help extra on this.
Ok, i admit, i am a perma granite, and i do not fear or at least i do not worry about LR much. 1 of my runs (serious not all succes though) i had a perma-empath doing absorb/heal other, while both were buffed by Kin SB. This way i could even stand up against 10 EB and LR himself, at that point even a Granite has a very hard time.
It kinda seems that just like kin, rad and sortlike, Granite became 'favorite' in STF missions. Happy for me, but i do feel bitty sad about this as other tankers should ahve equal chances. (i think inv only survive with Unstoppable and fire needs a sonic or massive +recharge). -
Guideline of guides of the uber law of guide:
Stone = lvl32 = Granite. Period
Pick it, slot it, use it, stick to it, enjoy it, love it.
Slotting kinda depends on your preference. My perma-Granite is totaly focused on getting rid of the recharge penalty in Granite (-65%) using setbonus and Luck of the Gambler +recharge. (yup, he's worth around 120m now). The good thing, put 5 slots in Rooted, 5 slots in Earth embrace and 5 slots in health. Each power, put 5 different Doctored Wounds. Gratz, you remain cap regen, cap recharge, very high end-reduction and have a 15% recharge bonus
Other tips Mael already gave, swift TP and haste are good friends with Granite. If you can give your /secondairy, i can pop up a build for you if you want. -
I am kinda amazed so many say /fire is the way for dealing damage. My currently Granite came to a point that he is able to kill things quite fast now, using perma rage and fire epic. I wonder how i do versus a fire/fire and going 4 group spawns in a row (BU vs rage).
I'm fully focused on +recharge bonus, currently at 47,5% and the magic 65% (as stated by nofuture) penalty is within reach. -
All you need to do is a mission
The costumeshop 'manager' will give u the mission.
You also get a cape at 20, for that u need to go back to your very first contact. -
That tohit vs defence scaling was a idea of some guy on the US boards iirc. The so called 'tohit resist'. Currently it still is hit vs defence, kinda like blasters can hit through elude fairly easy (aim/bu).
It was more of a joke, dont know the actualy effect of those nemesis also, but just pointing out there is no best or worse. (as taking agro not always is the issue, but staying alive is). -
Boost range with 2 SO (or IO +35) makes it perma already, that doubles the range of blaze
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Ice Tanks do it best
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Untill they meet a 4 stacked venguance nemesis +3 spawn, there goes your def
There is no best, too much depending on melee set, epic and playstyle. -
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You took the most boring primary power pool for tankers (with stone armor): Invulnerability. I totally let down my invul/SS tanker (he was lvl 45) after starting a fire/SS. Invulnerability is boring, there are no special powers it's just a plain armor, no drain, no damaging aura, no damage boost etc... Now my fire/ss tanker is 50 and my invul/ss still 45.
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Yeah great help for the TS, drilling their entire set down the drain.
What you see as boring, can be awsome for another. I have 5 tankers, each armor and except mace all attacksets. From all, my Granite is most fun to play with. Boring? Nah, since agro-cap it did became somewhat annoying. Outside that Inv has 2 great things, Unstoppable and a massive tohit buff when more mobs come in melee. Unstoppable beats Hibernate any time (u loos agro, unstoppable makes u even better - capresist, great end-regen).
I dont see the point where it should be lousy agro management, it all depend on your playstyle and Inv aura is auto hit. As for AoE, Mace and Axe do less damage then Whirling hands, added that WH does stun (axe knockdown - 50%). EM is great (after ET/TF) for small spawns, even invincible setting goes rather fast (BU->ET often instant kills).
Traxous has a inv/EM, he seem to enjoy it quite alot. He's reaching end 30s atm, thus having ET and TF already. It really makes the difference.
So to talk in your style, ice/fire.. now thats boring. -
The entire team was pulled back already, only the kin troller was with me incase SB would drop.
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Melee you can just continue your ice chain, as the damage of it is quite high and has alot -slow/-recharge
I believe powerboost even increase the -slow of ice storm, great addition. Hybernate is up actualy quite fast, yesterday specced from nrg/ice/fire to ice epics. -
Or, if u need the inf, do a bunch of papermissions in KR and the salvage will drop massive. Alot lowbie salvage goes around 10-60k each, wich u can make a little forture at already lvl8
(lvl8 here, currently 300k, started from stratch).
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He just need to get lvl35, things will change.. oh they will change. Actualy 36, then you can slot that ET.
I reached 35 with my inv/axe now, he's kinda like BS/inv scrapper but does bitty less dmgMy fire/EM is 38, but with hasten up (wich you can get closer to perma with IO setbonus and LotG), ET is up very fast, bonesmasher does still ok damage with BU. Having the Sand of Mu of veteran powers help alot too.
Then finaly, sounds stupid, the recipe temp powers. They actualy do very nice damage (more then haymaker) and have 30 rounds before they deplete. You can consider that to add to your attacks. -
We tried the boat pull, but when he reached the docks he just suddenly vanished and resetted on the spot. (wasnt a tp).
And with a fort running, AB added, Granite is fairly ok with LR tanking. -
Medicine would be only good for yourself, as you have your pet heal in the poison set. Leadership is awsome with thugs, as it stacks with the enforcer leadership with 3slot defence.
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Energy was said the most damaging set out there (ET and TF) but i got fed up at 38 because i dont like it at all. Pre-35 is a true nightmare, puny damage doesnt make you happy. I asume you have bonesmasher, whirling and energy punch?
TF itself i hardly like also, the animation (jump up etc) is imho too long for a damage (compared to blaster) it gives. My only favo is ET, awsome damage, fast and often 1 shot killing.
Ranged come with time. The fire epic has very nice ranged powers with actualy a very good recharge, giving you finaly the feeling of range again. Perhaps this set isnt your 'fun style', as it has no damage aura, nrg is low dmg pre-35.
Personal i really enjoy my inv/axe, already from start you get very decent damage powers (unless against high resist SL mbos) making solo a way more enjoyable set. SS and stone also are quite high dmg, but bitty more end-heavy. I didnt took tough/weave however, as im more focused solo thus being able to get more attacks and even buildup.
Perhaps you should go with the more smaller teams, specialy with a kin defender or sortlike it will help your damage greatly and you have the feeling you are 'more active'. I wouldnt suggest to redo an entire tanker, if u fed up already you only getting it worse. It is getting through the hard parts, reaching the ET moment and you feel doing damage again.
Luckely, double exp is comming this weekend, you dont need big teams to get fast exp. I teamed alot with my regen scrapper with a inv/em tanker, we could kill things actualy really fast. -
Keeping LR busy really isnt that hard (using the corner pull), taking his and his EB's damage nonstop, thats the challenge
I lost the battle when eventualy he had 10 EB's out and all came in melee range. But with just 2-4 EB and LR a granite shouldnt have that big problems taking the damage. Downside for ice, with the acc tower i got a feeling he hits straight through any defence.
Good point on shannon, i did some searching and i believe i was wrong that Taunt seem to have a Tohit check versus AV(its gauntlet that has a -20% acc tohit check). If some, i gonna change my slotting to 2 IO recharge (84%) and a IO taunt (42%). -
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god dammit TG, thats close to the worst PpP build in the history of man.
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And 90% of the powers are exactly the same as the 'best pvp build'.
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No.
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Would glady see the exact numbers then, too many basic powers in a ice/nrg and its pools. Then again, he has a reason of making this build this way, perhaps it will perform better then 'the best'.
But so.. what does that actualy help Greek?
Oh wait, lemme think.. the 'best pvp build' is uber confidential, nobody allowed to know that.
sence the sarsasm?