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Villuid

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  1. I have loved tanking and the stone abilities since live since I started playing on the homecoming forums a few years ago I've learned a lot about creating builds and min/maxing them. I have gone through several variations of stone tankers and I think I have hit the peak of my potential with my current knowledge of them game and I want to share this with the community to spread knowledge and have good conversations. Playstyle This is a great build for players who like being a controller but hate how squishy they are and just want to forget about their hit point bar while they stun and knock everything for their team. Using stalagmites as an opener gives you a high damage AOE (area of effect) stun that's stun duration lasts longer than the power takes to come off cooldown. Following that up with your stone AOE knocks and single target abilities till things reset makes the rotation very simple. Your damage will be low and primarily done through those AOE CC (crowd control) abilities. Pros 90% resistance to everything Soft capped all defenses (45%) but toxic and psionic Very CC heavy (AOE/ST knocks and stuns) Incredible durable Pros Expanded For most content unless there is a specific mechanic on bosses (like the falling swords) you're mostly going to be able to forget that you have a hit point bar as it will remain above 90% through pretty much anything trash mob wise and many AV's and GM's (arch villains and giant monsters) as well. You're going to be a hybrid between a tank and a controller thanks to your heavy CC abilities. Things will be focused on you missing left and right between rounds of recovering from stuns or getting up off the floor as your team focuses enemies down. Cons Slow 3ish mph under base Low damage Slow recharge Cons Expanded Like with all stone tanks this build will be slow ( just slower than walking speed) but still slow. I tried to mitigate this to a degree with speed enhancements. Slotting teleport and combat teleport break the theme but for quality of life reasons they are essential. Your damage won't be surprising anyone. Firstly you're a tank and this build isn't damage proc heavy it just is what it is. Recharge is an issue with stone tanks as well. Granite form reduces your recharge and damage innately, so I slotted a force feedback to offset that to an extent. You will never see a perma haste granite tank build that didn't make wild sacrifices to get there if it is even at all possible. Conclusion I hope I summed everything up well enough in this brief write up for everyone to get the intent of the build. If you have any questions feel free to ask and I'll get back to you shortly. If you have any advice to help refine the build I would love to hear it. Feel free to take this build and use it for your own tanks or to sample it when making your own build. Above all else thank you for your time and have a good day. StoneTankMinMax.mbd
  2. I just started getting into builds and modifying them on mids reborn. Honestly I am overwhelmed, I really want to come up with a no expense spared tank build but I don't have the knowledge yet. If anyone has the time to wip up a no expense spared ultimate invul/psi tank I would be extremely grateful.
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