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Found 5 results

  1. 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 -- Luc
  2. 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
  3. I understand a change like this is likely to be unfavorable amongst some players, and I would like to preface it with a statement: This is just some theorycrafting over a development decision that has become a little outmoded, and what we can do to address that. Okay, so to keep it short, Granite Armor kinda sucks. Not because it has poor defense values, but because it invalidates a lot of the power picks you made along the way. I for one would love to play a Stone Armor character where I didn't have powers that were once useful being rendered into slot mules with no active role in
  4. 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 Eart
  5. 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 hit
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