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17th Year Stoner


ThrillMill

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So I had myself a bit of a revelation over this past weekend that I wanted to share with the good people of Tanker Towne. 

I started on this CoX journey with Issue 2 of our beloved MMO and had never once attempted to create a Stone/* Tanker of any kind. The reason being fairly obvious; the drawbacks inherent to the set were just too stifling for a man possessed with in-game mobility... and those poo shoe graphics. But, for whatever reason, probably after reading about the AOE buffs Tanker's received recently, I thought to myself, "Well, why the hell not? Maybe I'll tank a LRSF?". 

Now you might want to throw some shade at me for this next bit but I AE Farmed my Stoner/Spiner to 50. The thought of plodding along for a few weeks and grinding to 50 just did not appeal to me at all. Hate me if you must but sorry, not sorry. However, if it helps any, my genuine shock when I realized that Rooted no longer... ROOTS YOU!!!1111! was palpable. I initially thought that it was a bug. To be able to run AND LEAP with Rooted "on" was, to put it mildly, a pleasant surprise. 

Alright, I'm a farm fresh Stoner who is completely new to the set and I just figured out that the presumably new Rooted is amazing. Where to go from here? I had been sitting on a stack of about 727 million and made the decision to go "ALL IN" or as far as I could with what was in the bank. All this based off of the fun I was having in Rooted alone. Probably not a well-reasoned plan but a plan none the less, eh? 

So I go ahead and get all the bells and whistles I can afford, spending like a drunken sailor on leave, and then another pleasant surprise. Buried in the junkyard of my now late-middle aged brain, I discover a little ditty of an IO that I had previously forgotten about. Gift of the Ancient's 7.5% Run Speed increase! A legit LotG for the speed impaired or Granite enthusiast. Oh, and one of the new EndMod IOs offers a unique whopper 15% runspeed boost. I would be remiss if I failed to mention the 9% mega boost from the Winter IO set as well. I chased after some other run speed set boosts like a tree rodent hunting for nuts in the late fall and came out the other end, according to Mids anyway, with a 18.14 MPH run speed WITH ROOTED AND GRANITE activated. 

I had initial concerns about borking my other attributes by chasing these run speed increases so hard but it turned out to not be the case. With Granite, Rooted, Tough + Weave and Maneuvers running I was able to hit the Softcap to all damage types save Psi (I did take minerals FYI) and 90% resist to everything save Psi and Toxic. The latter sitting at a respectable 83% resist. Granite really is... regrettably maddening and wonderful.

 

After patching the run speed issue, I worked hard to hurdle the heavy -recharge burden. I wasn't entirely happy but was able to net a positive result with a +20% recharge. Purple sets carried the day here and thankfully Spines was accommodating with its myriad menagerie of attack options. I'll admit to previously shitting on Impale. Like a gal whom I didn't pay attention to in High School that grew up to be a bombshell that one is. File that opinion under takes that didn't age well.  Thanks for accepting my Apocalypse. Quick note and awkward segway ***WARNING*** The Apoc set grants a 4% damage boost. This is important because it brings us to the one roadblock I was not able to overcome. Granites MF'ING -DMG. 

Complete horseshit. If anything, from a purely thematic and common sense standpoint, Granite should grant a +DMG boon. You're hitting people with or are strong enough to lift/wield what is usually a scale 7 or higher on Moh's Hardness Scalar GRANITE APPENDAGE. Why are we getting nailed with a massive damage debuff?! I mean, I kind of understand why but I still loathe it. It's frustrating because with the Rooted Buff and Granite's incredible mitigation... this set could be GREAT. 

Well, there's my rant. I'm new to Stoning. It's a blast to build for and I can't wait to take it out on some TFs. Highly recommend. 

P.S. Combat Teleport (and the revamping of the teleport travel pool) is chef's kiss kinda perfect. Thank You.  

 

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Glad you're enjoying it.  My first ever 50 tank was (2004 retail release and now rebuilt) Stone/SS - PLVRIZR.  Hella fun, especially with Homecoming's updates.

 

With sets, I actually run him non-Granite, almost all the time, and use Granite only as an emergency button.  Not as sturdy as my Inv tanks, but plenty enough for 95+% of endgame content.

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Reunion - JAWBRKR (Inv/SJ Tank), Lich-ilicious (Necro/Dark MM)  Torchbearer - Will Power-Flame (WP/Fire Tank),  Frostee-Freeze (Ice/Emp Troller), DARKNESSREIGNS (Inv/DM Tank), BALLBUSTR (Inv/SS Tank)  Indomitable - PLVRIZR (Stone/SS Tank), The Atomic Warden (Rad/Rad Defender), FACESMSHR (EM/EA Brute)  Excelsior - NUTCRCKR (Inv/SS Tank) - VL500+, DRKSTNITE (DA/DM Tank), Nosfera-too (Kin/Dark Defender), FIREBLLR (FIre/Therm Corr), THUGSRUS (Thugs/Dark MM), Marshal Mayhem (Fire/MA Tank), SLICRDICR (DB/WP Scrap), NECROTANK (SD/DM Tank), FRMRBRWN (Spines/Fire Brute), AVLANCH (Ice/Stone Tank), SWMPTHNG (Bio/Rad Tank), FREEZRBRN (Fire/Ice Tank), ZZAAPP (Elec/Elec Brute), Voltaic Thunderbolt (Elec/Elec Tank) Lemme Axe You Somethin (Rad/Axe Tank), PWDRKEG (Fire/FIre/Pyre Tank), ATMSMSHR (Rad/SS Tank), Morphology of Flame (Bio/Fire Tank) EverlastingMISSADVENTUR (Inv/SS Tank), Mace to the Face (SD/WM Tank)                                                        Retail 2004 (pre-I1) - 2012 lights out; Feb. 2020 - present

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I think the last issue should be renamed 'Lots of love for stone tankers'. The changes to rooted were enormous in terms of quality of life and removed almost all the disadvantages of granite. It used to be that I would play dark/ or maybe invuln/ for a tough tanker because the cost of granite was so high in real terms (playability not numbers). But now I can be in non granite form most of the time doing more damage/better recharge, and if the going gets tough just press the granite button and it's like god mode in a first player shooter. 

 

Leaping and bounding in non granite form is important for fun game play (for me anyway) and having combat teleport is the icing on the cake: my stone tanker is now my most manuverable tanker

 

I don't share the desire for more damage... Granite is the ultimate defence form in COH, and we can stay in it all the time. Stone in granite is so tough it makes invulnerability look weak. Granite's theme is 'slow, ponderous, inevitable defeat to the opponents' and more damage would not be in line with it. I like the swapping into the other armours for different purposes, with the option of turtling up if my hitpoints bar starts to move. 

 

All that said COH doesn't need ultimate toughness... the weakest tanker in the game (ice) can do most content... 

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11 hours ago, siran said:

I think the last issue should be renamed 'Lots of love for stone tankers'. The changes to rooted were enormous in terms of quality of life and removed almost all the disadvantages of granite. It used to be that I would play dark/ or maybe invuln/ for a tough tanker because the cost of granite was so high in real terms (playability not numbers). But now I can be in non granite form most of the time doing more damage/better recharge, and if the going gets tough just press the granite button and it's like god mode in a first player shooter. 

 

Leaping and bounding in non granite form is important for fun game play (for me anyway) and having combat teleport is the icing on the cake: my stone tanker is now my most manuverable tanker

 

I don't share the desire for more damage... Granite is the ultimate defence form in COH, and we can stay in it all the time. Stone in granite is so tough it makes invulnerability look weak. Granite's theme is 'slow, ponderous, inevitable defeat to the opponents' and more damage would not be in line with it. I like the swapping into the other armours for different purposes, with the option of turtling up if my hitpoints bar starts to move. 

 

All that said COH doesn't need ultimate toughness... the weakest tanker in the game (ice) can do most content... 

Well said. I was oblivious to the Rooted improvements that were made. I like to think that I'm an attentive reader of the patch notes but this makes me think I need to reassess where I'm at on that. 

The sheer and unadulterated joy I felt after PL'ing to 50 and discovering the new rooted was real. I do find myself a little bummed out now however. My build plan failed to take the improvements into account and I forced myself into a +SpeedMod build. I made cuts to the non-granite armors save Minerals for the Psi Defense and as such kind of have to stay in Granite for most of time. I do LOVE granite so it's not necessarily a real problem but I catch myself wondering what I could do outside of it from time to time. I guess that's why the Devs gave us 3 build options for our characters? 

Still going to have to push back against the damage debuff that comes along with Granite, though! 

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25 minutes ago, OceanusCoH said:

I get your frustration.  As a 17-year non-stone tanker, I remember you guys always getting preference for hard content.  There are advantages to having the best defence in the game, even if it's at a cost.

I do feel BEEFY AF. Ran a speed Faathim the Kind and ITF last evening. 0 Deaths... not even close. You can reliably pencil me in for a handful of faceplants under most circumstances. 1400 HP from Earth's Embrace on top of 90 Resist and 45+ Defense. A tank in literally every sense of the word. Maybe Carnival, Arachnos and Vanguard mobs could topple me. Gonna try the batshit insane 801 AE arc tonight as well.  

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On 9/25/2021 at 12:48 AM, SableShrike said:

There’s some tentative Page 3 changes to Stone coming, too!

 

I won’t say specifics cuz it’s all in beta and likely to change, but the gist is that Stone out of Granite is getting a lot of love.

WHAT!!?!?! 

You had my curiosity but you now have my attention. 

Can't wait to see what's coming down the pipe... I was about to embark on a Bio/Claws Tank but maybe I should try a Stone/Claws instead.  

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I have a t4 Stone/EM (after the energy melee and teleport buffs) that is just delightful.  The definition of unkillable, with pretty close to my fully built human-form PB's melee damage (at least ST) in Granite. Really, it was one of my favorite toons to level and finish building.  I'm convinced most people who talk down Stone/ just havent played one recently

 

Spoiler

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Edited by mcdoogss
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1 hour ago, mcdoogss said:

 I'm convinced most people who talk down Stone/ just havent played one recently

 

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Preach, Brother!  Everyone come out to Indom, tonight for Tanker Tuesday, and join us for some action.  I'll be running my titular Stone/SS @PLVRIZR

 

Reunion - JAWBRKR (Inv/SJ Tank), Lich-ilicious (Necro/Dark MM)  Torchbearer - Will Power-Flame (WP/Fire Tank),  Frostee-Freeze (Ice/Emp Troller), DARKNESSREIGNS (Inv/DM Tank), BALLBUSTR (Inv/SS Tank)  Indomitable - PLVRIZR (Stone/SS Tank), The Atomic Warden (Rad/Rad Defender), FACESMSHR (EM/EA Brute)  Excelsior - NUTCRCKR (Inv/SS Tank) - VL500+, DRKSTNITE (DA/DM Tank), Nosfera-too (Kin/Dark Defender), FIREBLLR (FIre/Therm Corr), THUGSRUS (Thugs/Dark MM), Marshal Mayhem (Fire/MA Tank), SLICRDICR (DB/WP Scrap), NECROTANK (SD/DM Tank), FRMRBRWN (Spines/Fire Brute), AVLANCH (Ice/Stone Tank), SWMPTHNG (Bio/Rad Tank), FREEZRBRN (Fire/Ice Tank), ZZAAPP (Elec/Elec Brute), Voltaic Thunderbolt (Elec/Elec Tank) Lemme Axe You Somethin (Rad/Axe Tank), PWDRKEG (Fire/FIre/Pyre Tank), ATMSMSHR (Rad/SS Tank), Morphology of Flame (Bio/Fire Tank) EverlastingMISSADVENTUR (Inv/SS Tank), Mace to the Face (SD/WM Tank)                                                        Retail 2004 (pre-I1) - 2012 lights out; Feb. 2020 - present

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On 9/25/2021 at 12:48 AM, SableShrike said:

There’s some tentative Page 3 changes to Stone coming, too!

 

I won’t say specifics cuz it’s all in beta and likely to change, but the gist is that Stone out of Granite is getting a lot of love.

Stop teasing me! I love my stoner!!

Why yes I do know what a search feature is. However with the 1000 returns it is hard to dig through all that. So I ask in posts.

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19 hours ago, mcdoogss said:

I have a t4 Stone/EM (after the energy melee and teleport buffs) that is just delightful.  The definition of unkillable, with pretty close to my fully built human-form PB's melee damage (at least ST) in Granite. Really, it was one of my favorite toons to level and finish building.  I'm convinced most people who talk down Stone/ just havent played one recently

 

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Well thank you for my next Stone tank...:D

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Why yes I do know what a search feature is. However with the 1000 returns it is hard to dig through all that. So I ask in posts.

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  • 5 months later

Stone tanker got an update with the recent patch?

 

Anybody got any interesting Stone/Stone builds?

 

I'm currently capped on Smashing, Energy and Psi defence at L45.  (Mine is going to be a non-Breeze Block stone tanker.)  Mainly an SO build with some obvious uniques placed here and there (eg. The two global def' uniques, the Numina in health, a couple of Unbreakable Guards for the end discount in the two resist armours.  Early days re: the build out.)

 

But resists are weak to mediocre.  To compensate I've maxed out the regen and HPs boost powers.

 

End is a bit of an issue if you go all out.  But I've not double End reductioned Seismic Smash yet.

 

I've got two force feedbacks in the AoE knockdown powers.  That gives impressive recharge.

 

I've also got two dam SOs in the damage aura.  This does help 'wholesale' damage over time.

 

Update.

 

Well.  I'm on the way to building this.  And not bad at all.  It's a tanker's tanker.  Bit old school.  Can take a 'rate' kickin' from Council and Malta.  The Alpha?

 

Went for Cardiac left side.  Solved lingering end problems right there.  The dam' resist?  Very, very good.  Adds a layer of 'toughness' to allow the heal to go 'over the top.'  Green bar isn't moving at +3x8 on Malta 'too much.'  Just a nibble here and there.  Occasionally.

 

Smashing Def' is rocking at 58%.  I think I can get 60% and boost melee defence to past 30% with another purple special set.

Energy is passed capped.

Psi is well passed def'.  Knocking on door to incarnate class.

 

Accuracy and Recharge were prioritised.  I can hit easily at +3.  (Gone from missing at +1 to hitting most of the time at +3 on Malta.)  Global recharge is above 80%.  Then I hit hasten. 🙂   

I have slow protection build in from the unique and a slow res' set.

My resists for fire and ice were very low in the 50%s.  That was were I was getting laced by CoT behemoths.  But I'm capped for Fire now.  If you're res' capped for Fire and defence capped for Psi?  Those are two big worries out of it.  Energy, quite popular too?  Capped for def.  Smashing?  Most common type?  Above cap with more to come.

 

The damage toggle does add over time, by the way.  I've got my Tanker AT in that.  Hit the build up button (which I have coming around very often...) and it gives it even more reach.  The battles with mobs that used to take much longer?  Now don't.  My AoE hitting power and 'churn' due to global speed boost chop mobs down below the knees.  Any 'ard cases' get the seismic smash which has them rockin' on their heels.  Bosses don't last as long as they used ta.

 

Not a perfect build.  But most effective.  It's gone past the 'pain barrier' of grinding fights to, 'Where did the mob suddenly go to?'

 

No 'brick wall' in this build.  I'm not fond of it snail pace slow walk.  But I have a rock solid stone tanker.

 

I could put some procs in the two AoE powers.  It's that or chase even more defence.

 

Azrael.

Edited by Golden Azrael
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