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Posted

This build is very focused on knockdown, anything in melee range that isn't immune to knockdowns will be bouncing on its ass. All the defenses and resistances are capped except psionic. The build is a bit on the expensive side, but I feel that it will be well worth it. Feel free to take this build and run with it or destroy it in the comments, up to you but any advice is appreciated.

 

https://www.midsreborn.com/builds/download.php?uc=1449&c=677&a=1354&f=HEX&dc=78DA6594B94F1B4114C667ED7508C6DC98C3F8582FE003070391D2E7204851B00401A5752C18C08AF15AEB454A52E76CD350E5EA923E6799ABC85F90225C518A542491722995F3D8EF8D58899156BF996FDEDBF9E6CDEC16AE4C859697A74F0A2D74A652AAD78B0BA5EA6569070AA595F2A2D86F4DF444A016A7E4B2ACD6657EDEB1AAB278CA5EB3EC5E9E2AC88A94F9738B123DD13A6B5995FC747965D529575782EE68BE26E55297DB5DA0A09A653B25A76C55DB5D69469696A45D5F2DD7C2676BE5C5FC697BDDA1B7AD170BA5BA23EDABFD64244DCFA766A15A43889F7E2126751109D250831810D77557F4DD60DE04F5E2FE2B74916D0BB8E36CDDE77293DEA8A9642DAEB9417A023C623093E051939905B728D9CFC93E3F8BE309D81A8F8383642FA08202B76027789B79078C06516DD746D32B88A197CC1760DB73E633B0E32918A3E4665E413447842B6E93B716B5B196479CF110EC7AC0BC0FF6DC637E86E71D4A6EE564BD750F6236098E5ED44083C751304E36DA958DF627A8AF8F76D5C9A2BF739660EAA2778E7901EC9F07FD14DCAD82BBFBA817A3C9E37CCC5CDFC8092CAF537058D5351C8618ED61768009F2D4A73CF5E5501A933207D42D1A603145E2A08A1C647197EA1053C712E3DB11E7DB11E7DB61F0ED30F876186CF40B2527D409247E6117C9DFCC3FCCBFE0D03F26271B64DC54C9E67B1CCFD03B70F82DF30DF335985AC3AE93943CA29247723889D428330BA633CC3493BF10939233AAAE996B28C4E43AF30356B8446E736A85DC2EBC1FDB616E33B7C0B14DE657304DA5CEAB52E78358BE93C40916B589F3889C54C7AA7BBFFB063591D50FBEFAC6CCE1F9595D4D93A4B9D29EE747C151DF3D922686B1C971E6B7C3F13F3C924F18888BDFC516C636C0FDC846A687FACADF419BEBF6C81BDEC147EFE0B1E919FC07040CDFC3

Posted (edited)
3 hours ago, Reningrendir said:

This build is very focused on knockdown, anything in melee range that isn't immune to knockdowns will be bouncing on its ass. All the defenses and resistances are capped except psionic. The build is a bit on the expensive side, but I feel that it will be well worth it. Feel free to take this build and run with it or destroy it in the comments, up to you but any advice is appreciated.

Don't forget that Stone Skin buffs Defense (except Psi) across the board now, and is basically as strong as Weave.

 

You'll get more mileage here by hybrid defense/resist slotting in Stone Skin, rather than pursuing only the smaller defense set bonuses you have in place.

 

Just off-hand, try swapping it to:

  • Reactive Res, Res/End, Res/rech
  • Lotg global, lotg Def (can plus it out for fun - won't miss the 10 regen when exemping).
  • Impervium Psi res.

 

This nets you ~2% extra defense across all types while preserving resist totals, and adds more global recharge.

 

I see that this build is seems focused on survivability above all else - it achieves it well! However, it's a shame to see Freezing Touch and Frozen aura, some of the best attacks that Tankers get, neglected for damage. With my above slotting, you don't need the E/N from Overwhelming in Electrifying Fences, and could slot Frozen aura with the love it deserves. 

 

Even if you Keep Freezing Touch as primarily a hold with a bonus damage, swap the damage proc out for the Purple hold proc instead.

 

You could use 3 slot Eradication in Frozen Aura for E/N as well, filling it out with something else for good measure beyond. This would allow you to drop the full Entomb set from Freezing touch and still maintain E/N softcap. You can keep the Absorb proc if you like, and maybe do something like 4 kinetic combats Plus Absorb proc, plus Purple hold proc. That then allows you to drop the 3 extra slots in Kick and use them elsewhere as you please.

 

 

Edited by Onlyasandwich
Posted
1 hour ago, Onlyasandwich said:

Don't forget that Stone Skin buffs Defense (except Psi) across the board now, and is basically as strong as Weave.

 

You'll get more mileage here by hybrid defense/resist slotting in Stone Skin, rather than pursuing only the smaller defense set bonuses you have in place.

 

Just off-hand, try swapping it to:

  • Reactive Res, Res/End, Res/rech
  • Lotg global, lotg Def (can plus it out for fun - won't miss the 10 regen when exemping).
  • Impervium Psi res.

 

This nets you ~2% extra defense across all types while preserving resist totals, and adds more global recharge.

 

I see that this build is seems focused on survivability above all else - it achieves it well! However, it's a shame to see Freezing Touch and Frozen aura, some of the best attacks that Tankers get, neglected for damage. With my above slotting, you don't need the E/N from Overwhelming in Electrifying Fences, and could slot Frozen aura with the love it deserves. 

 

Even if you Keep Freezing Touch as primarily a hold with a bonus damage, swap the damage proc out for the Purple hold proc instead.

 

You could use 3 slot Eradication in Frozen Aura for E/N as well, filling it out with something else for good measure beyond. This would allow you to drop the full Entomb set from Freezing touch and still maintain E/N softcap. You can keep the Absorb proc if you like, and maybe do something like 4 kinetic combats Plus Absorb proc, plus Purple hold proc. That then allows you to drop the 3 extra slots in Kick and use them elsewhere as you please.

 

 

I'll get right to swapping things around and get back to you with how it looks. thank you for the feedback

  • Thumbs Up 1
Posted (edited)

Here is the revamped version with the changes you recommended and requested. Thank you again for your advice it brought the build a bit closer to perfection.

 

https://www.midsreborn.com/builds/download.php?uc=1449&c=677&a=1354&f=HEX&dc=78DA6594DB4F134114C667DB2D48297229E5DACB7605DA522C60E2BB1724A2340121BED606A66563E936DB92E8BBD7575F78F2F6A6EF5EFF04FF021FE4A6447D424D548C4FF5B0E79B50C3249BDFCCB7E7CC7C736676B337A60285C2F419A105CE97F2D56A6E315FBE2E1D5F365FB496C4416BA66780D5DC942CC8725566166A7659E6CE3AABB6D383575959923233B324B927DAE66CBB9499B68A2B35AB5CF4BBA3858A94CB5D6E7791822AB653CBD72CBBDCEE4AB332BF2C9DEA8A55095DA8584B9973CE5A8D665BCB65F3D59A746EF69191043D1F5A846A75217E7A8598D4C5809F861A8B1E719110D1856706BCC4DCA04C0D413ECDA45E42174D51E6B11818D2DC19FDDD608AF54D4AF6AA15BC1003315E3E10650E920D9F0AF2DDD55DF1F83DF03E33ECE7AABA369ADFB2D8F1067CCDEC7A05BE6476BF604628B9052B889601E18A5BE4AD55CDD8FA14194F983D8FC147CCBE87E047F6BC4DC96D98516FDB433DE3E055AE42D8E07138CC8C928D7665A3FDB9C7153DB4AB4E88DECE39824991F3E0157081E9A5E0A00A0EF66AEE0919A7787A03F5354EF3F23A0587545D4338A1384E28DEC18C91A75EE5A937CDA53129B35FDD967E8823240EAAC841883B5487882A6204B7228E5B71C200E3206ECF108CEE52724C5DADD82FDEC5D06F709F39F207FC0BAA5D927153AD6CDEE2E349DC06EF8016EF32B50AE6043BA4E461B5F2709A4F2235CA1C4D814930C11C43B249C949959C7CC7338F6DB0BDB14DE6F81673721BDC615E23A495EDF417164F7E0277C1CF98649FB731FE95C7093A828C3A828C9F6D75923801519BB88CE570DC61BDF1BBAF531329FDF0ABAFCF1E7D3FA7ABD72469AEB4D7F0A340D4F7064913437C1B74F0DBD1F81FFFFD6B0CC43FE02D34AD330F22EBC96EEA2B7F876D3ED820AF1F0CE0B1FEBEF1CD33B361F00F0767E000

Edited by Reningrendir
Changed some more things
  • Like 1
Posted
22 minutes ago, Reningrendir said:

Here is the revamped version

I'm glad you found the input helpful!

 

It looks like this is a "stay in Granite" type of build, is that fair to say?

 

From here, it looks like the basic goal is softcap to all types except Psi, max resists in Granite, and as much Psi res as you can get otherwise. Let me know if I'm off base!

 

If so, I think there are some further efficiencies you could pursue with deeper reworking. Do you have any basic priorities in mind beyond this? I'd be happy to give you my more complete take in line with these expectations.

Posted
7 minutes ago, Onlyasandwich said:

I'm glad you found the input helpful!

 

It looks like this is a "stay in Granite" type of build, is that fair to say?

 

From here, it looks like the basic goal is softcap to all types except Psi, max resists in Granite, and as much Psi res as you can get otherwise. Let me know if I'm off base!

 

If so, I think there are some further efficiencies you could pursue with deeper reworking. Do you have any basic priorities in mind beyond this? I'd be happy to give you my more complete take in line with these expectations.

This is 100% a stay in granite build. I want to get as many of the resists and defenses to their caps as possible. This build is also focused on damage mitigation though knockdown (see ice patch and mud pots.) Anything that isn't immune to knock should be bouncing through the fight. 

Posted
5 minutes ago, Reningrendir said:

see ice patch and mud pots

Have you gotten much mileage out of the KD proc in pots? I'd think Ice Patch is plenty, given that it is perma out of the box. I'd also be afraid of KD mag stacking with the proc, causing KB instead.

Posted (edited)
20 minutes ago, Onlyasandwich said:

Have you gotten much mileage out of the KD proc in pots? I'd think Ice Patch is plenty, given that it is perma out of the box. I'd also be afraid of KD mag stacking with the proc, causing KB instead.

This is all a theory build so far. All I have done is run the numbers. The character this will go on is level right now. I feel like keeping the knocks on mud pots because it has a bigger range than the patch and will help knock things outside the patch due to collision. I am not worried about it sending things flying occasionally if it does end up doing that. I'd like to think that the extra range and knocks will add more survivability especially if I need to teleport around when the patch is still on cooldown or if I get pushed off it. Multilayering like that is why I tend to love bio armor.

Edited by Reningrendir
Posted (edited)
1 hour ago, Reningrendir said:

This is all a theory build so far. All I have done is run the numbers. The character this will go on is level right now. I feel like keeping the knocks on mud pots because it has a bigger range than the patch and will help knock things outside the patch due to collision. I am not worried about it sending things flying occasionally if it does end up doing that. I'd like to think that the extra range and knocks will add more survivability especially if I need to teleport around when the patch is still on cooldown or if I get pushed off it. Multilayering like that is why I tend to love bio armor.

I can see where it would be neat!

 

However, you are effectively immortal to everything, even without any KD at all. Like AFK in the middle of any content out there other than a barrage of pure Psi enemies level of immortal.

 

I put together my own approach to this basic concept. Though this isn't how I would build my own Stone/Ice (my own is graniteless and more offense-oriented), this pulls a healthy bump to your damage potential as well as even higher Psi res, while maintaining softcaps.

 

Proc rates are much higher due to swapping from Spiritual Alpha. This +recharge loss is made up for in global recharge.

 

Note that your current build also has very low hit rates against +4's (like 57-75%) without Build Up or Combat teleport enabled. This build gives you max hit chance against +4's as well.

 

You also gain an additional strong aoe, as tough/weave are not needed to achieve totals. This also means you pick up tactics, which has the extra benefit of mitigating those pesky blinds!

 

This build also adds 95% slow resist. Although you are still a brick, nothing will slow you down! Don't let the end Use #'s fool you - since you have Vigor Core, end usage is actually pretty manageable, as your attacks are dirt cheap. I left the other Incarnates open to taste.

 

Build:

Spoiler

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Ice Melee
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Rock Armor -- LucoftheG-Def/Rchg+(A)
Level 1: Frozen Fists -- Bns-Acc/Dmg(A), Bns-Dmg/EndRdx(45), Mk'Bit-Acc/Dmg(45), Mk'Bit-Dmg/EndRdx(46)
Level 2: Stone Skin -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(3), LucoftheG-Def(3), TtnCtn-ResDam(27), TtnCtn-ResDam/EndRdx(42), ImpArm-ResPsi(43)
Level 4: Earth's Embrace -- Prv-Heal(A), Prv-Heal/Rchg(5), Prv-Absorb%(5), GldArm-3defTpProc(42), ImpArm-ResPsi(42)
Level 6: Mud Pots -- SprGntFis-Rchg/+Absorb(A), SprAvl-Rchg/KDProc(7), SprAvl-Acc/Dmg/EndRdx(7), Erd-Dmg(37), Erd-Acc/Dmg/Rchg(40), Erd-Acc/Dmg/EndRdx/Rchg(45)
Level 8: Rooted -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(9), DctWnd-Heal/Rchg(9), DctWnd-Heal/EndRdx/Rchg(23), DctWnd-Heal(25), DctWnd-Rchg(34)
Level 10: Ice Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(19), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21), SprBlsCol-Rchg/HoldProc(21)
Level 12: Frost -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/Rchg(13), PrfZng-Acc/Rchg(13), PrfZng-Dam%(15), IceMisTrmt-+ColdDmg(17), Bmbdmt-+FireDmg(17)
Level 14: Taunt -- PrfZng-Dam%(A), PrfZng-Taunt/Rng(15)
Level 16: Build Up -- GssSynFr--Build%(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Combat Teleport -- Wrp-Range(A), Wrp-End/Range(23), WntGif-ResSlow(48)
Level 24: Teleport -- Wrp-Range(A), Wrp-End/Range(25)
Level 26: Brimstone Armor -- Ags-Psi/Status(A), ImpArm-ResPsi(27), StdPrt-ResDam/Def+(46)
Level 28: Freezing Touch -- Hct-Dmg(A), Hct-Dmg/Rchg(29), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(31), Hct-Dmg/EndRdx(31), UnbCns-Dam%(31)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(43), Rct-ResDam%(43)
Level 32: Granite Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), Ags-ResDam/EndRdx(33), Ags-ResDam(33), Ags-ResDam/EndRdx/Rchg(34), ImpArm-ResPsi(34)
Level 35: Greater Ice Sword -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(36), SprMghoft-Dmg/EndRdx/Rchg(36), SprMghoft-Rchg/Res%(36), Hct-Dam%(37), PrfZng-Dam%(37)
Level 38: Frozen Aura -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(39), Erd-%Dam(39), SprAvl-Acc/Dmg(39), SprAvl-Dmg/EndRdx(40), Arm-Dam%(40)
Level 41: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(46)
Level 44: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 47: Electrifying Fences -- HO:Nucle(A)
Level 49: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(48), JvlVll-Acc/Dmg/End/Rech(51), PstBls-Dam%(51), Bmbdmt-+FireDmg(51), Ann-ResDeb%(51)
Level 1: Gauntlet 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 50: Vigor Core Paragon 
------------

Totals:

Spoiler

image.png.c19806a4e5fe99b24dae2c81d882fa65.png

image.png.05a57a1d25013263793d9303762932cb.png

image.png.30ea314ced1fc6b7a2b2cca8c6c90388.png

 

Edited by Onlyasandwich
Posted
1 hour ago, Onlyasandwich said:

Have you gotten much mileage out of the KD proc in pots? I'd think Ice Patch is plenty, given that it is perma out of the box. I'd also be afraid of KD mag stacking with the proc, causing KB instead.

I have the Brute version and honestly Ice Patch is enough. I even soloed Council at level 48 doing +4/x8 and didn't need it. I've leveled a Rad/ice to 30. Both builds did soloing red side and did hunts against +4/+5 mobs for the same mission. Small mobs. Like as small as I could find, but I did those solo. Ice Patch simply carries builds in numerous cases.

 

I'm still trying to decide how happy I am with the build as I went down the path of making a Granite free but hard as hell to take down /stone Brute. I only got everything to T3 last night. He got kicked around a few times on the red side mission "Assault Siren's Call" if I got the name right, but I still think he died around if not as little as the 50(+1) Tank. I know I was the last to fall first. One death was after getting ambushed trying to retoggle when I was sky high away from everything. Pretty sure that was Statesman who found me. Speaking of which, the team wasn't built for a +4 Statesman. We literally took him on for a solid 30+ minutes, and only took him out when we lured him to the Jade Spider. I don't recall falling during that stretch, but there was a tank. I do know he can move my HP bar in a hurry if he lands. I didn't go +1 until later. There's numerous Heroes in that mission and I more than once kept one busy while teammates got back on their feet. The only reason I don't roll the Tank version is due to having a Brute and Stalker versions.

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

Posted

This build isn't exemplar friendly (Frost and Mudpots is about it until Freezing Touch). But it is beefy. With 3 stacks of Might of the Tanker, you can hit 90% Psi Resistance (Frozen Aura is auto-hit, so your success rate with the res and heal proc are that much stronger). Also, Freezing Touch is set up with two Absorb Procs which can be handy. The image below is with accolades on, but no incarnates selected.

 

image.thumb.png.e6ad3c0e093c7f7388bd1ee164d93b84.png

 

Spoiler

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Avalanche: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Ice Melee
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Stone Skin -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), ImpArm-ResPsi(3), GldArm-3defTpProc(5), GldArm-ResDam(5), Ksm-ToHit+(7)
Level 1: Frozen Fists -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(34)
Level 2: Earth's Embrace -- ImpArm-ResPsi(A), Pnc-Heal/EndRedux(11), Pnc-EndRdx/Rchg(13), Pnc-Heal/Rchg(13), Pnc-Heal/EndRedux/Rchg(15), Pnc-Heal(15)
Level 4: Frost -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(17), PstBls-Dmg/Rchg(17), PstBls-Dmg/Rng(19), PstBls-Acc/Dmg/EndRdx(19), PstBls-Dam%(21)
Level 6: Mud Pots -- Arm-Dmg(A), Arm-Dmg/Rchg(21), Arm-Acc/Dmg/Rchg(23), Arm-Acc/Rchg(23), Arm-Dmg/EndRdx(25), Arm-Dam%(25)
Level 8: Rooted -- Pnc-Heal/+End(A), Pnc-Heal/EndRedux(27), Pnc-EndRdx/Rchg(27), Pnc-Heal(29), Pnc-Heal/EndRedux/Rchg(29)
Level 10: Combat Teleport -- WntGif-ResSlow(A), Wrp-+Special(31), Wrp-Range(31)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 14: Teleport -- Wrp-Range(A), Wrp-End/Range(33)
Level 16: Fold Space -- RechRdx-I(A), RechRdx-I(33)
Level 18: Kick -- Mk'Bit-Dam%(A)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Tough -- ImpArm-ResPsi(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(34), ShlWal-Def/EndRdx(34)
Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36)
Level 28: Freezing Touch -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(36), SprGntFis-Acc/Dmg/EndRdx/Rchg(36), SprGntFis-Acc/Dmg/Rchg(37), SprGntFis-Dmg/EndRdx/Rchg(37), SprEnt-Rchg/AbsorbProc(37)
Level 30: Taunt -- PrfZng-Dam%(A), PrfZng-Taunt(33)
Level 32: Granite Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39), ImpArm-ResPsi(39), ImpArm-ResDam(40), ImpArm-ResDam/EndRdx(40)
Level 35: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(40), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Rchg/SlowProc(43)
Level 38: Frozen Aura -- SprMghoft-Acc/Dmg(A), SprMghoft-Rchg/Res%(43), SprMghoft-Acc/Dmg/Rchg(43), SprMghoft-Dmg/EndRdx/Rchg(45), SprMghoft-Acc/Dmg/EndRdx/Rchg(45), CaloftheS-Heal%(45)
Level 41: Dark Obliteration -- Rgn-Dmg(A), Rgn-Dmg/Rchg(46), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(47), Rgn-Knock%(47)
Level 44: Darkest Night -- HO:Enzym(A)
Level 47: Brimstone Armor -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(47), Ags-Psi/Status(48)
Level 49: Minerals -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(49), ShlWal-ResDam/Re TP(49)
Level 1: Gauntlet 
Level 1: Brawl -- Mk'Bit-Dam%(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(7), Prv-Absorb%(9)
Level 1: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(9), PrfShf-EndMod(11)
Level 50: Agility Radial Paragon 
Level 50: The Atlas Medallion 
Level 50: Task Force Commander 
Level 50: Portal Jockey 
Level 50: Freedom Phalanx Reserve 
------------

 

  • Like 1

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Posted
8 hours ago, Onlyasandwich said:

I can see where it would be neat!

 

However, you are effectively immortal to everything, even without any KD at all. Like AFK in the middle of any content out there other than a barrage of pure Psi enemies level of immortal.

 

I put together my own approach to this basic concept. Though this isn't how I would build my own Stone/Ice (my own is graniteless and more offense-oriented), this pulls a healthy bump to your damage potential as well as even higher Psi res, while maintaining softcaps.

 

Proc rates are much higher due to swapping from Spiritual Alpha. This +recharge loss is made up for in global recharge.

 

Note that your current build also has very low hit rates against +4's (like 57-75%) without Build Up or Combat teleport enabled. This build gives you max hit chance against +4's as well.

 

You also gain an additional strong aoe, as tough/weave are not needed to achieve totals. This also means you pick up tactics, which has the extra benefit of mitigating those pesky blinds!

 

This build also adds 95% slow resist. Although you are still a brick, nothing will slow you down! Don't let the end Use #'s fool you - since you have Vigor Core, end usage is actually pretty manageable, as your attacks are dirt cheap. I left the other Incarnates open to taste.

 

Build:

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This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Ice Melee
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Rock Armor -- LucoftheG-Def/Rchg+(A)
Level 1: Frozen Fists -- Bns-Acc/Dmg(A), Bns-Dmg/EndRdx(45), Mk'Bit-Acc/Dmg(45), Mk'Bit-Dmg/EndRdx(46)
Level 2: Stone Skin -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(3), LucoftheG-Def(3), TtnCtn-ResDam(27), TtnCtn-ResDam/EndRdx(42), ImpArm-ResPsi(43)
Level 4: Earth's Embrace -- Prv-Heal(A), Prv-Heal/Rchg(5), Prv-Absorb%(5), GldArm-3defTpProc(42), ImpArm-ResPsi(42)
Level 6: Mud Pots -- SprGntFis-Rchg/+Absorb(A), SprAvl-Rchg/KDProc(7), SprAvl-Acc/Dmg/EndRdx(7), Erd-Dmg(37), Erd-Acc/Dmg/Rchg(40), Erd-Acc/Dmg/EndRdx/Rchg(45)
Level 8: Rooted -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(9), DctWnd-Heal/Rchg(9), DctWnd-Heal/EndRdx/Rchg(23), DctWnd-Heal(25), DctWnd-Rchg(34)
Level 10: Ice Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(19), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21), SprBlsCol-Rchg/HoldProc(21)
Level 12: Frost -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/Rchg(13), PrfZng-Acc/Rchg(13), PrfZng-Dam%(15), IceMisTrmt-+ColdDmg(17), Bmbdmt-+FireDmg(17)
Level 14: Taunt -- PrfZng-Dam%(A), PrfZng-Taunt/Rng(15)
Level 16: Build Up -- GssSynFr--Build%(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Combat Teleport -- Wrp-Range(A), Wrp-End/Range(23), WntGif-ResSlow(48)
Level 24: Teleport -- Wrp-Range(A), Wrp-End/Range(25)
Level 26: Brimstone Armor -- Ags-Psi/Status(A), ImpArm-ResPsi(27), StdPrt-ResDam/Def+(46)
Level 28: Freezing Touch -- Hct-Dmg(A), Hct-Dmg/Rchg(29), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(31), Hct-Dmg/EndRdx(31), UnbCns-Dam%(31)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(43), Rct-ResDam%(43)
Level 32: Granite Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), Ags-ResDam/EndRdx(33), Ags-ResDam(33), Ags-ResDam/EndRdx/Rchg(34), ImpArm-ResPsi(34)
Level 35: Greater Ice Sword -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(36), SprMghoft-Dmg/EndRdx/Rchg(36), SprMghoft-Rchg/Res%(36), Hct-Dam%(37), PrfZng-Dam%(37)
Level 38: Frozen Aura -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(39), Erd-%Dam(39), SprAvl-Acc/Dmg(39), SprAvl-Dmg/EndRdx(40), Arm-Dam%(40)
Level 41: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(46)
Level 44: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 47: Electrifying Fences -- HO:Nucle(A)
Level 49: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(48), JvlVll-Acc/Dmg/End/Rech(51), PstBls-Dam%(51), Bmbdmt-+FireDmg(51), Ann-ResDeb%(51)
Level 1: Gauntlet 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 50: Vigor Core Paragon 
------------

Totals:

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image.png.c19806a4e5fe99b24dae2c81d882fa65.png

image.png.05a57a1d25013263793d9303762932cb.png

image.png.30ea314ced1fc6b7a2b2cca8c6c90388.png

 

Absolutely love this graniteless build

 

5 hours ago, Bopper said:

This build isn't exemplar friendly (Frost and Mudpots is about it until Freezing Touch). But it is beefy. With 3 stacks of Might of the Tanker, you can hit 90% Psi Resistance (Frozen Aura is auto-hit, so your success rate with the res and heal proc are that much stronger). Also, Freezing Touch is set up with two Absorb Procs which can be handy. The image below is with accolades on, but no incarnates selected.

 

image.thumb.png.e6ad3c0e093c7f7388bd1ee164d93b84.png

 

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This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Avalanche: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Ice Melee
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Stone Skin -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), ImpArm-ResPsi(3), GldArm-3defTpProc(5), GldArm-ResDam(5), Ksm-ToHit+(7)
Level 1: Frozen Fists -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(34)
Level 2: Earth's Embrace -- ImpArm-ResPsi(A), Pnc-Heal/EndRedux(11), Pnc-EndRdx/Rchg(13), Pnc-Heal/Rchg(13), Pnc-Heal/EndRedux/Rchg(15), Pnc-Heal(15)
Level 4: Frost -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(17), PstBls-Dmg/Rchg(17), PstBls-Dmg/Rng(19), PstBls-Acc/Dmg/EndRdx(19), PstBls-Dam%(21)
Level 6: Mud Pots -- Arm-Dmg(A), Arm-Dmg/Rchg(21), Arm-Acc/Dmg/Rchg(23), Arm-Acc/Rchg(23), Arm-Dmg/EndRdx(25), Arm-Dam%(25)
Level 8: Rooted -- Pnc-Heal/+End(A), Pnc-Heal/EndRedux(27), Pnc-EndRdx/Rchg(27), Pnc-Heal(29), Pnc-Heal/EndRedux/Rchg(29)
Level 10: Combat Teleport -- WntGif-ResSlow(A), Wrp-+Special(31), Wrp-Range(31)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 14: Teleport -- Wrp-Range(A), Wrp-End/Range(33)
Level 16: Fold Space -- RechRdx-I(A), RechRdx-I(33)
Level 18: Kick -- Mk'Bit-Dam%(A)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Tough -- ImpArm-ResPsi(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(34), ShlWal-Def/EndRdx(34)
Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36)
Level 28: Freezing Touch -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(36), SprGntFis-Acc/Dmg/EndRdx/Rchg(36), SprGntFis-Acc/Dmg/Rchg(37), SprGntFis-Dmg/EndRdx/Rchg(37), SprEnt-Rchg/AbsorbProc(37)
Level 30: Taunt -- PrfZng-Dam%(A), PrfZng-Taunt(33)
Level 32: Granite Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39), ImpArm-ResPsi(39), ImpArm-ResDam(40), ImpArm-ResDam/EndRdx(40)
Level 35: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(40), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Rchg/SlowProc(43)
Level 38: Frozen Aura -- SprMghoft-Acc/Dmg(A), SprMghoft-Rchg/Res%(43), SprMghoft-Acc/Dmg/Rchg(43), SprMghoft-Dmg/EndRdx/Rchg(45), SprMghoft-Acc/Dmg/EndRdx/Rchg(45), CaloftheS-Heal%(45)
Level 41: Dark Obliteration -- Rgn-Dmg(A), Rgn-Dmg/Rchg(46), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(47), Rgn-Knock%(47)
Level 44: Darkest Night -- HO:Enzym(A)
Level 47: Brimstone Armor -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(47), Ags-Psi/Status(48)
Level 49: Minerals -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(49), ShlWal-ResDam/Re TP(49)
Level 1: Gauntlet 
Level 1: Brawl -- Mk'Bit-Dam%(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(7), Prv-Absorb%(9)
Level 1: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(9), PrfShf-EndMod(11)
Level 50: Agility Radial Paragon 
Level 50: The Atlas Medallion 
Level 50: Task Force Commander 
Level 50: Portal Jockey 
Level 50: Freedom Phalanx Reserve 
------------

 

My god man

Posted
1 hour ago, Reningrendir said:

Absolutely love this graniteless build

To clarify, the build I posted is very graniteful. 😃

 

I'm happy to share my graniteless build later when not on mobile.

 

@Bopper's build is an outstanding example of what you can achieve if focused all-out on durability. My build still makes some sacrifices in the name of procs.

Posted
5 hours ago, Onlyasandwich said:

To clarify, the build I posted is very graniteful. 😃

 

I'm happy to share my graniteless build later when not on mobile.

 

@Bopper's build is an outstanding example of what you can achieve if focused all-out on durability. My build still makes some sacrifices in the name of procs.

in your opinion is there any good reason not to use the cognitive interface?

Posted
37 minutes ago, Reningrendir said:

cognitive interface

Interface choice isn't super impactful one way or another, though certainly some do more damage than others. Degen and reactive are popular for this reason.

 

I definitely wouldn't bother with the confuse proc version, as you don't have anything to stack it with. The damage oriented version is fine if you want a taste of psi damage on top.

 

There are some edge cases where you might want the effect rather than damage out of interface, but I don't see any that are relevant to this combo.

 

Posted
1 hour ago, Onlyasandwich said:

Interface choice isn't super impactful one way or another, though certainly some do more damage than others. Degen and reactive are popular for this reason.

 

I definitely wouldn't bother with the confuse proc version, as you don't have anything to stack it with. The damage oriented version is fine if you want a taste of psi damage on top.

 

There are some edge cases where you might want the effect rather than damage out of interface, but I don't see any that are relevant to this combo.

 

I'm thinking of running it for solo because I feel like having the mobs attack for me would be nice but not in groups.

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