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Personally, I like Stone Armor as a set, penalties and all. Sacrifices for Survivability, I accept that and I enjoy that it offers a very unique approach to builds. However, there is one limitation that I can't stand, which is to only offer status protection in Rooted and Granite Armor, both powers result in crippling movement penalties. To allow for folks who want to build a Stone Armor character with the option of not being penalized by movement restrictions, I would propose removing the status protection from one of either Rooted or Granite Armor, and move it to Earth's Embrace, which would provide the same status protection values but for only 120 seconds. This would allow a character to use the other armors in the set for protection while also provide status protection without being weighed down (literally) by either Rooted or Granite Armor. It would also greatly expand the build options for Stone Armor, which I think is a good thing. So above, I provide 2 poll questions on this topic, but also feel free to provide feedback.
Stone hasn't had a bunch of love as an armor set. Especially since Granite is essentially the Gold Standard for dang-near-unkillable. Figured I'd see how tough one could conceivably build a Stoner without Granite. And I'll start it off with this entry. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Stone Armor Secondary Power Set: Spines Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Rock Armor -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(3), ShlWal-ResDam/Re TP:50(3), Rct-ResDam%:50(5) Level 1: Barb Swipe -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(5), SprGntFis-Acc/Dmg/Rchg:50(7), SprGntFis-Dmg/EndRdx/Rchg:50(7), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(9), SprGntFis-Rchg/+Absorb:50(9) Level 2: Lunge -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(11), SprBlsCol-Acc/Dmg/EndRdx:50(11), SprBlsCol-Acc/Dmg/Rchg:50(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(13), SprBlsCol-Rchg/HoldProc:50(15) Level 4: Stone Skin -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(19), RctArm-ResDam/Rchg:40(21), RctArm-ResDam/EndRdx/Rchg:40(21), StdPrt-ResDam/Def+:30(23), GldArm-3defTpProc:50(23) Level 6: Spine Burst -- ScrDrv-Acc/Dmg:50(A), ScrDrv-Dmg/EndRdx:50(25), ScrDrv-Dmg/Rchg:50(25), ScrDrv-Acc/Rchg:50(27), ScrDrv-Acc/Dmg/EndRdx:50(27) Level 8: Earth's Embrace -- DctWnd-Heal/Rchg:50(A), NmnCnv-Heal/Rchg:50(29), UnbGrd-Rchg/ResDam:50(29) Level 10: Taunt -- PrfZng-Dam%:50(A) Level 12: Mud Pots -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(31), SprMghoft-Acc/Dmg/Rchg:50(31), SprMghoft-Dmg/EndRdx/Rchg:50(31), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(33), SprMghoft-Rchg/Res%:50(33) Level 14: Rooted -- DctWnd-Heal/EndRdx:50(A), NmnCnv-Heal/EndRdx:50(33), Pnc-Heal/EndRedux:50(34) Level 16: Ripper -- ScrDrv-Acc/Dmg:50(A), ScrDrv-Dmg/EndRdx:50(34), ScrDrv-Dmg/Rchg:50(34), ScrDrv-Acc/Rchg:50(36), ScrDrv-Acc/Dmg/EndRdx:50(36) Level 18: Brimstone Armor -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(36), RctArm-ResDam/Rchg:40(37), RctArm-ResDam/EndRdx/Rchg:40(37) Level 20: Build Up -- RechRdx-I:50(A), RechRdx-I:50(37) Level 22: Crystal Armor -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(39) Level 24: Kick -- FrcFdb-Rechg%:50(A) Level 26: Minerals -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(39) Level 28: Impale -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(39), SprWntBit-Acc/Dmg/EndRdx:50(40), SprWntBit-Acc/Dmg/Rchg:50(40), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(40), SprWntBit-Rchg/SlowProc:50(42) Level 30: Tough -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(42), RctArm-ResDam/Rchg:40(42), RctArm-ResDam/EndRdx/Rchg:40(43) Level 32: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(43) Level 35: Quills -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(43), SprAvl-Acc/Dmg/EndRdx:50(45), SprAvl-Acc/Dmg/Rchg:50(45), SprAvl-Acc/Dmg/EndRdx/Rchg:50(45), SprAvl-Rchg/KDProc:50(46) Level 38: Throw Spines -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(46), SprFrzBls-Acc/Dmg/EndRdx:50(46), SprFrzBls-Acc/Dmg/Rchg:50(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(48), SprFrzBls-Rchg/ImmobProc:50(48) Level 41: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(50) Level 44: Conserve Power -- RechRdx-I:50(A) Level 47: Physical Perfection -- PrfShf-End%:50(A), PrfShf-EndMod:50(50) Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50) Level 1: Brawl -- Acc-I:50(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 -- Run-I:50(A) Level 2: Rest -- RechRdx-I:50(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(15), Mrc-Rcvry+:40(17) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(17), EndMod-I:50(19) Level 50: Agility Core Paragon Level 50: Diamagnetic Core Flawless Interface ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1470;685;1370;HEX;| |78DA6594C94F13511CC767DAA958A06C65DF5B96D22295AA7763044D8426188CD7A| 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When CoH launched back in 2004 people were literally in awe whenever they saw a 2 ton chunk of sidewalk teleporting or walking around to save the day. They could sit in the thick of it and go cook dinner, while other tanks had to be more active. Granite was essentially god mode back in the day, bar few enemy types, a Granite tanker was not dying. That was balanced out by being nigh unmoveable. It couldn't run, jump, or fly. Its powers suffered a huge debuff to recharge speed and damage output, so it wasn't killing anything either. But it excelled at holding agro, and taking the hits the rest of the team or raid couldn't. *ED came by and nerfed everything across the board, this (rightfully) took away a Stone Armor tanker's immortality with Granite Armor, but the massive debuffs persisted as it could still out tank everything else. *IO's came by, and made it so other tankers or brutes since they had been introduced when CoV launched could build themselves to be nigh unkillable gods, Stone Armor over the years saw a massive reduction in the number of people playing the powerset as overcoming those limitations the set had since launch became a waste of time when someone could turn an Invuln tank or the recently added Willpower tanks into gods. *Incarnate content came by, and all the powersets further benefited, leaving Stone tanks to collect further dust. As just about anyone is aware the standard rule of thumb, is that people almost will not play a Stone Armor character without a Pocket Kin. Given all that, what I would suggest, which in order of priority.... 1. Let Stone Armor Tankers in Rooted or Granite jump or fly. The limitation to do so is kind of silly considering we are all superheroes, what's to say a Rock Golem can't fly? Maybe a magic spell was placed on them that let's them , or they have some really advanced rocket boots? With the new addition of Force of Will, I think Mighty Leap would be a great fit for a chink of sidewalk landing on a mob of 5th Collumn flattening Nazi's left and right. 2. Let's ease up the -damage (which is -30%, I mean why would getting punched by something weighing 2 tons cause less damage? The weight alone should crush its puny target). 3. Let's ease up the -recharge (which is -65%, hasten is a +70%, so you get slightly better than baseline recharge with hasten running, perma hasten is pretty much impossible in Granite as well). Perhaps we have a -50% speed debuff on Granite/Rooted (perhaps 25% per power) paired with a -30% recharge reduction, which is still a significant overall debuff to a player, albeit less severe than the current debuffs. Like I suggest, the first proposed change would basically be for thematic purposes and doesn't really effect combat, just gives players more choices on how they get around. The other 2 would have an impact on combat, but I think in the age of IO sets and incarnate content, these would make people enjoy playing the powerset more, but not completely break the set outside of a reasonable balance. Any thoughts?