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Onlyasandwich

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Posts posted by Onlyasandwich

  1. Sorcery is used on squishies very often for rune of protection mostly. Brutes like RoP to reach that last bit to resist cap sometimes, especially on sets like rad armor or willpower that have another resist clickie they can rotate in.

     

    Mystic flight is also just flat out better than flight if the theme works for you and you aren't going after other flight powers.

     

    I used to pick experimentation pretty often just for jaunt, but less so now that we have combat teleport. The attacks are a little stronger and more proccable than other pool attacks, so can make a good supplement to an at lacking offense.

     

    I see people take the resist debuff from force of will, though it is probably less used overall. I haven't played with this pool much myself.

    • Like 1
  2. I've iterated a lot on this build, and have optimized the slotting a bit. No more muling brawl! Unfortunately, I've even lost a smidge of recharge in the process, in return for some underslotted powers like consume getting a little love, while maintaining my S/L softcap.

     

    In the process, I found some extra slots, and was able to drop RoP in favor of tactics (I really like the PM proc - RoP was just a free slot for it). 

     

    I'm still not close to my recharge goals, but overall accuracy is much better with the addition of tactics. I'm not sure what else I can do to push recharge at this point without sacrificing softcap S/L!

     

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    He's on Fire: Level 50 Natural Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Max HP%(3), UnbGrd-Rchg/ResDam(9), GldArm-3defTpProc(11)
    Level 1: Barrage -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(37)
    Level 2: Blazing Aura -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg(50)
    Level 4: Bone Smasher -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg(5), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Dmg/EndRdx/Rchg(7), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Dmg/Rchg(25)
    Level 6: Healing Flames -- NmnCnv-Heal/Rchg(A), DctWnd-Heal/Rchg(46), NmnCnv-Heal/EndRdx/Rchg(46)
    Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(42), ShlWal-ResDam/Re TP(43), Krm-ResKB(46)
    Level 10: Taunt -- MckBrt-Taunt/Rng(A), MckBrt-Taunt/Rchg/Rng(17), MckBrt-Acc/Rchg(27), MckBrt-Taunt/Rchg(43)
    Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(13), UnbGrd-ResDam/EndRdx(13), UnbGrd-Rchg/ResDam(15)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Whirling Hands -- Arm-Dmg/EndRdx(A), Arm-Dmg(17), Arm-Dam%(19), Acc-I(19), FuroftheG-ResDeb%(29), PrfZng-Dam%(33)
    Level 18: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(34), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34)
    Level 20: Total Focus -- SprGntFis-Dmg/EndRdx/Rchg(A), SprGntFis-Acc/Dmg/Rchg(21), SprGntFis-Rchg/+Absorb(29), SprGntFis-Acc/Dmg(23), SprGntFis-Acc/Dmg/EndRdx/Rchg(23), TchofDth-Dam%(21)
    Level 22: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(50), KntCmb-Dmg/EndRdx/Rchg(50)
    Level 24: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(25)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27)
    Level 28: Build Up -- GssSynFr--Build%(A), RechRdx-I(37)
    Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(31), Rct-Def(31)
    Level 32: Super Jump -- WntGif-ResSlow(A)
    Level 35: Gloom -- Apc-Dmg(A), Apc-Dam%(36), HO:Nucle(36), CldSns-%Dam(36), GldJvl-Dam%(37)
    Level 38: Energy Transfer -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Acc/Dmg(40), Hct-Dam%(40)
    Level 41: Dark Obliteration -- Rgn-Dmg/EndRdx(A), JvlVll-Dam%(42), HO:Nucle(42), CldSns-%Dam(43), PstBls-Dam%(45), Bmbdmt-+FireDmg(45)
    Level 44: Consume -- MckBrt-Taunt/Rchg(A), MckBrt-Taunt/Rchg/Rng(45), MckBrt-Acc/Rchg(48), MckBrt-Rchg(48)
    Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 49: Tactics -- HO:Cyto(A)
    Level 1: Brawl -- KntCmb-Acc/Dmg(A)
    Level 1: Gauntlet 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 10: Shadow Recall -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(5), Mrc-Rcvry+(40)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 1: Energy Focus 
    Level 50: Musculature Radial Paragon 
    ------------

     

  3. I've been digging into a build to resurrect my old Fire/EM from live, and have drawn some inspiration from Camel's foundation.

     

    After playing with the EM buffs to level 47 so far, I've decided that Power Crash is pretty okay, but I'd rather have an epic AoE in the rotation for easy firing when standing in the middle of a crowd. Proccy Dark Obliteration is also a much more powerful attack. Burn and whirling hands don't feel like enough on their own, especially with a fairly low recharge build such as I have come to.

     

    I'd really appreciate any nitpicking you kind folks may see to be done on this! 

     

    I hit S/L softcap, and somewhat redundantly softcap for melee as well. With no strong base to work off, I can't find a way to keep S/L softcap and pursue any useful amount of ranged defense without severely borking the power of my attacks.

     

    Like Camel, I'm a bit overslotted for S/L resist, especially accounting for ATO procs. I'd also love to find a way to get closer to perma hasten, and do all this without sacrificing softcap defenses. I would happily sacrifice melee softcap if need be - it is purely incidental. 

     

    I'm also just a little shy of my ideal accuracy slotting on some powers, lacking strong global bonuses from purple sets. I'm hoping Kismet will do enough to bridge the gap. In any case, I keep banging my head on it, and this is what I end up with. I don't feel quite satisfied with it - mostly due to the weak global recharge. The goal I had in mind was at least 70% global recharge and/or somehow finding a way to get ranged defense to at least 33.

     

    Here it is:

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    He's on Fire: Level 50 Natural Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(9), GldArm-3defTpProc(11)
    Level 1: Barrage -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(48)
    Level 2: Blazing Aura -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg(50)
    Level 4: Bone Smasher -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg(5), SprMghoft-Dmg/Rchg(5), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Dmg/EndRdx/Rchg(7), SprMghoft-Acc/Dmg/EndRdx/Rchg(9)
    Level 6: Healing Flames -- NmnCnv-Heal/Rchg(A), DctWnd-Heal/Rchg(46), NmnCnv-Heal/EndRdx/Rchg(46)
    Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(42), ShlWal-ResDam/Re TP(43)
    Level 10: Taunt -- PrfZng-Dam%(A)
    Level 12: Plasma Shield -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(13), UnbGrd-ResDam/EndRdx(13), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(17), StdPrt-ResKB(43)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Whirling Hands -- Arm-Dmg/EndRdx(A), Arm-Dmg(17), Arm-Dam%(19), Acc-I(19), FuroftheG-ResDeb%(29), Erd-%Dam(33)
    Level 18: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(34), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34)
    Level 20: Total Focus -- SprGntFis-Dmg/EndRdx/Rchg(A), SprGntFis-Acc/Dmg/Rchg(21), SprGntFis-Rchg/+Absorb(29), SprGntFis-Acc/Dmg(23), SprGntFis-Acc/Dmg/EndRdx/Rchg(23), TchofDth-Dam%(21)
    Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(50), KntCmb-Dmg/EndRdx/Rchg(50)
    Level 24: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(25), UnbGrd-ResDam/EndRdx/Rchg(27)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27)
    Level 28: Build Up -- GssSynFr--Build%(A), RechRdx-I(37)
    Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(31), Rct-Def(31)
    Level 32: Super Jump -- BlsoftheZ-ResKB(A)
    Level 35: Gloom -- Apc-Dmg/EndRdx(A), HO:Nucle(36), HO:Nucle(36), Apc-Dam%(36), CldSns-%Dam(37), GldJvl-Dam%(45)
    Level 38: Energy Transfer -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Acc/Dmg(40), Hct-Dam%(40)
    Level 41: Dark Obliteration -- Rgn-Dmg/EndRdx(A), JvlVll-Dam%(42), HO:Nucle(42), CldSns-%Dam(43), PstBls-Dam%(45), Bmbdmt-+FireDmg(45)
    Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 47: Consume -- PreOptmz-Acc/Rech(A)
    Level 49: Rise of the Phoenix -- Prv-Absorb%(A)
    Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(37)
    Level 1: Gauntlet 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 10: Shadow Recall -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(40)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 1: Energy Focus 
    Level 50: Musculature Radial Paragon 
    ------------

     

     

  4. Going typed defense and scorpion gives you more  slotting flexibility in the rest of your build. You will either find it necessary baseline to achieve softcap, or be able to take advantage of the ability to slot more offensive ios, whether that means stacking recharge with purple sets, or heavily investing in procs.

     

  5. Combat teleport does make life amazingly better for granite/rooted.

     

    I still think that granite is an awkward power, but so many people are invested in this playstyle for their stoners that I wouldn't want to ruin their fun by changing it significantly if at all.

     

    My main problems with it are that it is not customizable at all, and it is basically a power set into itself. I can't think of any other primaries where the tier 9 literally replaces most of the other powers. 

     

    But this belabors a point that has been made repeatedly in this thread and others. Ultimately I would just like to see some moderate buffs to anti-granite that allow it to stand on its own without a lot of io shenanigans.

     

    To me that would look something like this:

    - remove rooted speed penalty.

    - add 16 ddr somewhere. 

    - 25 percent slow resistance to brimstone

    - cut mud pots end usage in half

    - some sort of interesting utility. I think tohit debuff resistance in minerals would be a neat idea. Another would be adding some type of damage effect to brimstone - currently I rarely run this even as anti-granite! I think either a weak damage aura or a small amount of fire damage added to attacks could work - similar to bio's toxic damage 

     

    The beauty here is that these sorts of buffs don't much affect the balance of granite itself. The only things on this list that help granite are mud pots end cut and rooted speed, which is pretty hard to justify on any level anyhow.

     

    This makes it actually sort of interesting choice between granite and regular stone mode. Do you want to resist some really annoying debuffs and cover your psi hole while doing respectable damage, or be a thick brick with over the top raw defensive power?

     

     

     

     

     

     

  6. I think non granite would be pretty solid with just a little beef on defensive values, or maybe just higher debuff resistance, along with killing the rooted speed penalty.

     

    Meanwhile it can be fixed with ios and combat teleport. I also think it's pretty.

     

    Even with a great io build, I'll grant that it doesn't do anything special. No extra damage, no end tools, no interesting debuffs or self buffs. The closest thing would simply be its strong psi defense, which is a nice advantage, but not huge considering other high end io builds can plug their psi hole well enough while still retaining their special advantages.

     

    I'm liking my build at 50. It's tough against any content and realizes my character's background better than another primary would. I think granite is a silly power, but don't know how I would change it. 

  7. I added taunt in my revised build. It is great for the set bonus and I missed its utility for sure. Second post in the thread if you feel the urge to provide input!

     

    Aggro tanking works, but mobs have a little mini flee pretty often, and accuracy can at times be an issue on certain mobs. Although I am anti granite, I am not anti taunt!

     

    I did look at your thread when making my build, hyperstrike. I'm glad there are others who appreciate the beauty of stone outside granite!

  8. With the new issue, I've specced this build into combat teleport and it is truly a delight!

     

    I still think rooted needs a buff, but I don't mind it at all now that I can zip around instantly wherever I need on the combat field. This also makes frost oh so much simpler to set up again mid battle. There is great joy in porting to an ally in danger and being able to knock off an aoe to grab nearby attention before the dominos start falling. Using regular teleport in this way usually led to a late arrival and frustration.

     

    So yeah - give combat teleport a try if you haven't! I'll have a hard time passing it up on any of my melees.

  9. I built without standard teleport, and love combat teleport. If it were a choice between the two, I'd definitely choose CT.

     

    I'm happy enough with fast travel powers and athletic run+sprint for normal travel.

     

    Combat Teleport actually lets me be a slow stupid brick and reposition in battle effectively for cones.  Even if I were super fast as a stone/, I would be stuck in the middle of a mob without CT since I can't jump.

     

    There would be less reason to do this if all your damage is pbaoe or single target, but I think the quality of life for the quick engage would be worth it. I do not enjoy regular teleport for combat movement.

  10. 1 hour ago, ninja surprise said:

    Yes, Rooted is so bad that even Electric Armor's Grounded laughs at it as it jumps through the air and gets kb'd back to the ground.

    At least grounded saves you a slot for muling the gladiator defense io. Laughing indeed.

     

    What could we call Rooted instead to justify unsticking it from the ground? 

  11. 3 hours ago, Cutter said:

    No real feedback on the build, other than to mention that I poached a large chunk of it to buff my in-progress Stone/MA... so thanks there!

     

    Stone as a whole needs an overhaul. The armours don't offer enough in the current state of the game, and the penalties of using Rooted vastly outweigh its effects. (As an aside, I wish that it added +Damage for all my MA kicks - those massive stone feet should hit like a truck!)

    Glad it was useful enough to include! I definitely agree. I think stone is a jumbled, unfocused mess, quite honestly. There is no particular synergy between the types of protection, and granite armor is a fairly boring reason for it all to exist.

     

    That said, anti-granite works well enough with this sort of io support.  Rooted is my only barrier to enjoyment, but it's a pretty big one.

  12. Getting up there with this build and enjoying it so far. The only thing I don't like is reliance on rooted. I didn't realize it even toggles off when you turn on sprint. They really didn't want you to be able to do a damn thing about the speed debuff!

     

    This thread is now for ranting about rooted. If you feel like providing feedback on my build I would certainly appreciate it, but please remember to say a few bad words about this annoying power. Thank goodness for pay to win Mez protection!

    • Haha 1
  13. I know that it is not ideal. I am enjoying the theme and visuals, and working within the limitations of the set. I already have tanks of every other primary and enjoy them. 

    • Like 1
  14. You'll see quite a few good fire/fire builds in this recent thread, including the one I went with myself 

     

     

    For status protection, you'll see that several of these builds use rune of protection. You can always solve it with clarion destiny of course if you prefer. There are some more offensive optimized and defensive builds discussed.

  15. I've switched over to Energy epic, and think I'm happier overall with what I see. Looking more closely at ice storm, the recharge is too long for the investment required to get it, and I have strong aoe in FA/Frost.  I see people say good things about Frost, but do find the cone difficult to use - so very short!  Going with it for now.

     

    I think the addition of some more health uniques and conserve power should allow me to run barrier instead of ageless, which will bridge the gap for incarnate cap on E/N as well.

     

    Added Taunt too!

     

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Mother Lode: Level 50 Technology Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Ice Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Experimentation
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Rock Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), ShlWal-Def(13), ShlWal-Def/EndRdx(15), ShlWal-Def/EndRdx/Rchg(50)
    Level 1: Frozen Fists -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(17)
    Level 2: Ice Sword -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/Rchg(3), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Rchg/Res%(11)
    Level 4: Frost -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg(5), SprGntFis-Dmg/Rchg(7), SprGntFis-Acc/Dmg/Rchg(7), SprGntFis-Dmg/EndRdx/Rchg(9)
    Level 6: Mud Pots -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Acc/Dmg/Rchg(48), Mlt-Acc/Dmg/EndRdx(48), Mlt-Acc/Dmg(50)
    Level 8: Stone Skin -- GldArm-3defTpProc(A), RctArm-ResDam/EndRdx(37), RctArm-ResDam/Rchg(37), RctArm-ResDam(43)
    Level 10: Earth's Embrace -- Prv-Absorb%(A), Prv-Heal/Rchg(21), DctWnd-Heal/Rchg(23), NmnCnv-Heal/Rchg(50)
    Level 12: Rooted -- Prv-Heal(A), Prv-Heal/EndRdx(48)
    Level 14: Brimstone Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(23), RctArm-ResDam/Rchg(25), RctArm-ResDam/EndRdx/Rchg(25)
    Level 16: Build Up -- GssSynFr--Build%(A)
    Level 18: Crystal Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(43)
    Level 20: Ice Patch -- RechRdx-I(A)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 24: Kick -- Empty(A)
    Level 26: Minerals -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27)
    Level 28: Freezing Touch -- Hct-Dam%(A), Hct-Dmg/Rchg(29), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(31), Hct-Dmg/EndRdx(31), UnbCns-Dam%(31)
    Level 30: Tough -- StdPrt-ResDam/Def+(A), RctArm-ResDam(34), RctArm-ResDam/EndRdx(34), RctArm-ResDam/EndRdx/Rchg(37), RctArm-EndRdx(40)
    Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), Rct-Def(33), Rct-ResDam%(33)
    Level 35: Conserve Power -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Frozen Aura -- Arm-Dam%(A), Arm-Dmg/EndRdx(39), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40), FuroftheG-ResDeb%(40)
    Level 41: Laser Beam Eyes -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Acc/Dmg(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), Apc-Dam%(46)
    Level 44: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(45), MckBrt-Taunt/Rchg/Rng(45), MckBrt-Acc/Rchg(45), MckBrt-Taunt/Rng(46), MckBrt-Rchg(46)
    Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 49: Speed of Sound -- WntGif-ResSlow(A)
    Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(21)
    Level 1: Gauntlet 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(36), NmnCnv-Regen/Rcvry+(36)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 50: Musculature Radial Paragon 
    ------------

     

  16. Good evening! I have a character whom, for thematic reasons as well as practical preference, is just not going to suit Granite armor. I know Stone can still be pretty tough without, and I'd like to pair it with /Ice this go-round, as I've had my eye on Frozen Aura fun for a while.

     

    Although I've played plenty of tankers, I've never actually built Stone/ or /Ice before. I've put together this build looking at others I have seen around the forums, but would really appreciate input on any oversights or optimizations you may see!

     

    The goals I have aimed for here:

    - Close-enough to incarnate softcap S/L defense (55.7 currently)

    - As much S/L resist as I can squeeze in without sacrificing much offensive power.

    - Aggressive recharge slotting to cycle FA/Ice storm and my better ST attacks.

     

    Areas I am not totally happy with:

    - 5% shy of incarnate softcap E/N defense. Workable for sure, but would love to find a way. Maybe barrier? I feel like I may end up needing Ageless.

    - Endurance management. I am used to playing hungry builds on the edge, but I know this one is a little unbalanced on consumption.  Not sure if I want to lean on Ageless - would be nice to be able to run Barrier.

    - Not capped on S/L resist, although close if we account for ideal tanker ATO proccing.

    - No Taunt! I like Taunt - it's convenient and has good IO sets. I could drop ice epic and go to Energy. I like the purple slotting opportunities and theme of ice though. 

     

    My general tanker playstyle is very aggressive, bounding forward to new spawns as soon as I feel like the situation is manageable behind me. When the new issue hits, I'll likely swap Speed of Sound for teleport pool and the new combat teleport power. Otherwise using ninja run/whatever for travel. Rooted so far is really annoying and I'm not sure how it justifies its speed penalty, but here we are.

     

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Mother Lode: Level 50 Technology Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Ice Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Experimentation
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Rock Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), ShlWal-Def(13), ShlWal-Def/EndRdx(15), ShlWal-Def/EndRdx/Rchg(50)
    Level 1: Frozen Fists -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(17)
    Level 2: Ice Sword -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/Rchg(3), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Rchg/Res%(11)
    Level 4: Frost -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg(5), SprGntFis-Dmg/Rchg(7), SprGntFis-Acc/Dmg/Rchg(7), SprGntFis-Dmg/EndRdx/Rchg(9)
    Level 6: Mud Pots -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Acc/Dmg/Rchg(48), Mlt-Acc/Dmg/EndRdx(48), Mlt-Acc/Dmg(50)
    Level 8: Stone Skin -- GldArm-3defTpProc(A), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam(43), RctArm-ResDam/EndRdx(43), RctArm-ResDam/Rchg(46)
    Level 10: Earth's Embrace -- Prv-Absorb%(A), Prv-Heal/Rchg(21), DctWnd-Heal/Rchg(23), NmnCnv-Heal/Rchg(50)
    Level 12: Rooted -- Prv-Heal(A), Prv-Heal/EndRdx(48)
    Level 14: Brimstone Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(23), RctArm-ResDam/Rchg(25), RctArm-ResDam/EndRdx/Rchg(25)
    Level 16: Build Up -- GssSynFr--Build%(A)
    Level 18: Crystal Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27)
    Level 20: Ice Patch -- RechRdx-I(A)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 24: Kick -- Empty(A)
    Level 26: Minerals -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27)
    Level 28: Freezing Touch -- Hct-Dam%(A), Hct-Dmg/Rchg(29), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(31), Hct-Dmg/EndRdx(31), UnbCns-Dam%(31)
    Level 30: Tough -- StdPrt-ResDam/Def+(A), RctArm-ResDam(34), RctArm-ResDam/EndRdx(34), RctArm-ResDam/EndRdx/Rchg(37), RctArm-EndRdx(40)
    Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), Rct-Def(33), Rct-ResDam%(33)
    Level 35: Block of Ice -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(36), BslGaz-Acc/EndRdx/Rchg/Hold(37), BslGaz-EndRdx/Rchg/Hold(37)
    Level 38: Frozen Aura -- Arm-Dam%(A), Arm-Dmg/EndRdx(39), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40), FuroftheG-ResDeb%(40)
    Level 41: Ice Blast -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Acc/Dmg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(43), Apc-Dam%(46)
    Level 44: Ice Storm -- Rgn-Knock%(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(46)
    Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 49: Speed of Sound -- WntGif-ResSlow(A)
    Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(21)
    Level 1: Gauntlet 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(36)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 50: Musculature Radial Paragon 
    ------------

     

  17. I can definitely see how ef makes life easier. Do you feel the lower target cap is noticable at all? Ef is only 10, while rof matches fireball with 16. You can spam it more, and it helps burn hit for full damage, so I imagine that more than makes up the difference.

     

     

  18. I got to run my first itf on this guy today, and my build is mostly complete. Even before catalyzing my winter sets and atos, he is super fun and powerful to play!

     

    Definitely don't miss fire breath, and I find myself using burn more often than I thought I would. The double slow action of rof and hit feet make it relatively painless even without a tank holding them tight. I think I have a new favorite!

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