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Stone Armor No Granite build looking for feedback


hakurr

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been working on this build and would like some feed back it has not been tested yet. 

 

 

image.png.352b878f704f360025aa0d9783ef8aa5.png

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Rock Armor

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (13) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (13) Shield Wall - Defense
  • (15) Shield Wall - Defense/Endurance
  • (50) Shield Wall - Defense/Endurance/Recharge

Level 1: Scorch

  • (A) Touch of Death - Chance of Damage(Negative)
  • (15) Touch of Death - Damage/Endurance/Recharge
  • (17) Touch of Death - Accuracy/Damage
  • (17) Touch of Death - Damage/Endurance
  • (19) Touch of Death - Damage/Recharge
  • (19) Touch of Death - Accuracy/Damage/Endurance

Level 2: Fire Sword

  • (A) Superior Blistering Cold - Recharge/Chance for Hold
  • (3) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (3) Superior Blistering Cold - Accuracy/Damage
  • (9) Superior Blistering Cold - Damage/Endurance
  • (11) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (11) Superior Blistering Cold - Accuracy/Damage/Recharge

Level 4: Combustion

  • (A) Superior Gauntleted Fist - RechargeTime/+Absorb
  • (5) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (5) Superior Gauntleted Fist - Accuracy/Damage
  • (7) Superior Gauntleted Fist - Damage/RechargeTime
  • (7) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (9) Superior Gauntleted Fist - Damage/Endurance/RechargeTime

Level 6: Combat Jumping

  • (A) Karma - Defense/Endurance
  • (48) Karma - Defense/Recharge
  • (48) Karma - Knockback Protection

Level 8: Stone Skin

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (37) Reactive Armor - Resistance/Endurance
  • (37) Reactive Armor - Resistance/Recharge
  • (43) Reactive Armor - Resistance

Level 10: Earth's Embrace

  • (A) Preventive Medicine - Chance for +Absorb
  • (21) Preventive Medicine - Heal/RechargeTime
  • (23) Preventive Medicine - Heal/RechargeTime/Endurance
  • (36) Preventive Medicine - Endurance/RechargeTime
  • (48) Preventive Medicine - Heal
  • (50) Preventive Medicine - Heal/Endurance

Level 12: Super Speed

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 14: Brimstone Armor

  • (A) Reactive Armor - Resistance/Endurance
  • (23) Reactive Armor - Resistance
  • (25) Reactive Armor - Resistance/Recharge
  • (25) Reactive Armor - Resistance/Endurance/Recharge

Level 16: Taunt

  • (A) Perfect Zinger - Taunt/Range

Level 18: Crystal Armor

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (21) Karma - Knockback Protection
  • (27) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance

Level 20: Build Up

  • (A) Rectified Reticle - Increased Perception

Level 22: Hasten

  • (A) Recharge Reduction IO
  • (34) Recharge Reduction IO

Level 24: Kick

  • (A) Empty

Level 26: Minerals

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (27) Luck of the Gambler - Defense

Level 28: Breath of Fire

  • (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (29) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
  • (29) Overwhelming Force - Accuracy/Damage
  • (31) Overwhelming Force - Endurance/Recharge
  • (31) Overwhelming Force - Accuracy/Damage/Endurance
  • (31) Overwhelming Force - Damage/Endurance/Recharge

Level 30: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (34) Reactive Armor - Resistance
  • (34) Reactive Armor - Resistance/Endurance
  • (37) Reactive Armor - Resistance/Endurance/Recharge
  • (40) Reactive Armor - Endurance

Level 32: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (33) Luck of the Gambler - Defense/Endurance
  • (33) Reactive Defenses - Defense
  • (33) Reactive Defenses - Scaling Resist Damage

Level 35: Conserve Power

  • (A) Recharge Reduction IO

Level 38: Greater Fire Sword

  • (A) Hecatomb - Chance of Damage(Negative)
  • (39) Hecatomb - Damage/Endurance
  • (39) Hecatomb - Damage
  • (39) Hecatomb - Damage/Recharge
  • (40) Hecatomb - Accuracy/Recharge
  • (40) Hecatomb - Accuracy/Damage/Recharge

Level 41: Physical Perfection

  • (A) Preemptive Optimization - EndMod/Endurance/Recharge
  • (42) Preemptive Optimization - EndMod/Accuracy/Recharge
  • (42) Preemptive Optimization - Accuracy/Recharge
  • (42) Preemptive Optimization - EndMod/Recharge
  • (43) Preemptive Optimization - EndMod/Endurance
  • (46) Preemptive Optimization - EndMod/Accuracy/Endurance

Level 44: Fire Sword Circle

  • (A) Superior Might of the Tanker - Recharge/Chance for +Res(All)
  • (45) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (45) Superior Might of the Tanker - Accuracy/Damage
  • (45) Superior Might of the Tanker - Damage/Recharge
  • (46) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (46) Superior Might of the Tanker - Damage/Endurance/Recharge

Level 47: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 49: Tactics

  • (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (50) Adjusted Targeting - To Hit Buff/Endurance

Level 1: Gauntlet 


Level 1: Brawl

 

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Welcome to the non-granite life! It's a good one. I'm a big fan of Stone out of Granite - the cosmetic options are certainly superior, and you can still build a really solid tank with layered defense and resist, as you have shown here.

 

That being said, it can take a bit of inf investment to make the most out of it.

 

From a power choice perspective:

  • You have no mez protection. This is a non-starter. Was there a particular reason you didn't choose rooted? Obviously it provides your mez protection, but it is also a full 1/3rd of your DDR, and DDR is hard to come by in stone. The regen is a nice bonus as well. Note - Rooted doesn't "root" you to the ground any longer, nor does it affect your speed.
  • No mud pots! Not only is this a beautiful power (it would look really good tinted to look like lava if you're going for that theme), but Taunt auras are a fairly essential part of any Tanker's kit, and its aoe damage adds up very well over time.
  • Personally, I would drop tactics and physical perfection to pick these up. Super speed would be an option as well, depending on your tolerance for using Ninja Run or something instead. You especially won't have any need for Physical perfection if you are going Cardiac core.
  • Incinerate is actually pretty good. Fire melee could use some love, but this is your best ST power. It has better DPA than Greater Fire Sword with the same slotting, and recharges faster for better rotation. If you are choosing it for the theme of big fire swords all the time, that's fine.

 

From a slotting perspective, there is a much that I would do differently, though a lot of the foundations are really solid. Rather than getting super granular, I'll plot out a few basic principles I have in mind.

  • I wouldn't worry about chasing any additional fire/cold defense or resistance beyond what you get through the natural course of slotting. Most of these attacks have a S/L component, so are defensively handled already, you will still have modest baseline resist, and they are also relatively rare, especially cold. 
  • Ideally you would have your Might of the Tanker ATO proc in one of your most often used ST attacks. It is only going to be up in the least useful situations, and rarely even double stacked if you have it in Fire sword circle. Fire sword would be a much better place for this.
  • You are over capped for S/L resist. I would recommend shooting for ~80%, giving the Might ATO proc room to make up the difference. This would free you up to focus slotting priorities elsewhere like extra damage procs or other useful benefits.
  • It looks like you dropped in a few -KB IOs, potentially in the interest of replacing part of your mez protection. Just pick up rooted instead - this is a waste. The same holds true of the overwhelming force set. You would be better served slotting BoF for maximum damage/procability, or a even a purple set for bonuses.

 

There is certainly more to be said here, but these are some initial observations. 

 

If you'd like to examine for comparison, here is my own non-granite Stone/Ice build. There are some similar powers, though one less aoe, so a lot of the secondary slotting could go more or less 1:1.

 

My build has slightly lower E/N defenses, and fewer hard-capped resists, but is within striking range to hard-cap with ATO procs. I use Barrier when the extra bit of defense may be needed, which so far has been never.  I hope you find my input useful!

 

Spoiler

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

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: Teleportation
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: Combat Teleport -- WntGif-ResSlow(A)
Level 1: Gauntlet 
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(21)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(36), NmnCnv-Regen/Rcvry+(36)
Level 2: Stamina -- PrfShf-End%(A)
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 4: Ninja Run 
Level 50: Musculature Radial Paragon 
------------

 

Edited by Onlyasandwich
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I commend your Res/Def numbers, but your methods... might cost too much for what they achieve.

 

Not taking Rooted is a terrible decision. Especially since the last patch that removed any mobility issues from the power.

 

Mud Pots is a pretty good tool for additional AoE output and aggro management. I'd reconsider not taking it.

 

6 slotting Physical Perfection doesn't provide enough return on the investment. Just move one of your Health proc enhancements in there and open up 6 slot for yourself.

 

Tactics is a good power, but you're already going to be toggle heavy and you could probably edge out a few more accuracy bonuses if that's a concern.

 

You don't need the Touch of Death melee bonus, since you're well past the S/L defense cap. (frees up another slot)

 

Combat Jumping is a good place to put Reactive Defense Scaling Resist. Leave it one slotted and Weave can have 4 slotted LotG for an accuracy bonus. (2 more free slots)

 

If you're hitting a res cap on a damage type, aiming for even moderate def for it isn't all the critical. Or vice-versa. It just becomes overkill that could benefit you even better with other bonuses (recharge, accuracy, procs, etc.). But I like your aspiration, so it will be interesting to see what changes you make.

Edited by Rylas
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PQAzhGk.png Make Energy Melee Great Again! Join the discussion.

 

Request hi-res icons here. fBfruXW.pngnFRzS1G.pngZOOTsRk.pngh1GKuZo.pngNG0EFBL.png8lnHKLt.png3f2lHyL.png7KPkl2C.pngHPucq9J.pngBlbsQUx.pngXdnlqXI.png9sfLlss.pngu1MqVyK.png9E28NED.pngTrwSZIP.png

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