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Make stone armour up to date....


Bleuz

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On 1/28/2021 at 12:23 PM, Galaxy Brain said:

On a Tanker:

 

20% def (all but psy) > 10% def

50% res (all but psy) > 25% res

Mag 10 KB/Mag 22 Stun/Sleep/Hold/Immob > Mag 5 KB/Mag 11 Stun/Sleep/Hold/Immob

43.25% DDR > 21.63% DDR

-65% rech > -32.5% rech

-30% dam > -15% dam

-10mph run speed > -5mph (going off mids atm I dont see the real numbers)

-10ft jump height > -5ft

 

 

 

On a Brute:

 

15% def (all but psy) > 7.5% def

37.5% res (all but psy) > 18.75% res

Mag 10 KB/Mag 17.3 Stun/Sleep/Hold/Immob > Mag 5 KB/Mag 8.65 Stun/Sleep/Hold/Immob

43.25% DDR > 21.63% DDR

-65% rech > -32.5% rech

-30% dam > -15% dam

-10mph run speed > -5mph (going off mids atm I dont see the real numbers)

-10ft jump height > -5ft

 

 

I think they should have better DDR, eliminate the -dam%, or give it a buff to balance out the -rech%, and Stone armor users not be rooted to the ground when using rooted/Granite (you could even make Rooted's effects work better the closer to the ground you are like grounded in Elec) to free up jumping and flying and then you got yourself a deal.

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On 1/27/2021 at 10:30 PM, Snarky said:

I have a Dark Armor Tank with resistances capped to everything but toxic.  only 74% there.  (pre incarnate...) and it flies.  in combat.  all the time.   I could probably rework my Dark / Dark Brute (my main) to cap them all, but he is seriously really Tanky as is.  I do not want to sacrifice anything to chase (?how much?) survivability increase.

Well then why not leave granite for the people who do want to chase even more survivability even at a cost

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