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Stone Armor / Martial Arts


garthander

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I am wanting to revitalize my very first character on live who was a SA/MA tanker. I have been away from the game for a good while so im not fully up to date on all changes that Homecoming has made to the game, Would someone be willing to give me some pointers on a build? I whipped one up in Mids last night, my goal is to not rely on Granite and either not need it completely or to keep it either as a stat stick or an "in case of emergency".

 

Im using Mids Reborn v3.7.5

 

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Thank you

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I would change some slotting and power picks personally. In my opinion, you're better off skipping Crane Kick (has KB and not something you want) and Thunder Kick (you have enough ST attacks already between Storm Kick, Cobra Strike, CAK, and Eagles Claw). Taunt is very much optional considering most end game teams tend to blitz through mobs, but you can easily swap out something like Combat Jumping for it if you want.

 

Mid's doesn't factor in the SMoT resistance proc which can be easily stacked twice for +13.4% resistance to all in a power that you'll spam (like Storm Kick). With 2 stacks of SMoT and something like Barrier destiny slot, you'd have +18.4% resist to all which will cap almost every resist other than Psi and S/L (just slightly short on on S/L but something could be reworked to get you there).

 

This build is mostly just a quick rework of a different stone/rad and stone/fire builds that I had with some slight slot alternations after changing the secondary to MA. It can definitely be more optimized. I don't really see a need for picking up Granite at all since there's no point in using it. Even without Granite, you can effectively be resist capped to everything but Psi and soft def capped to s/l/e/n/psi so you wouldn't even really benefit from toggling it.

 

As you may already know, on homecoming, Rooted no longer restricts the use of travel powers other than teleport (and also doesn't reduce movement/jump speed).

Tanker (Stone Armor - Martial Arts).mbd

 

Edit: Also, credit to @Sovera for helping me with my stone/rad build. Sovera also has several different guides and mid's builds for various stone armor brutes and tanks that you can and should check out.

Edited by Warshades
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Come to think of it I recently built a Stone/Martial Arts that leaned on Storm Kick. I remember it's not something that I considered as being better than regular builds but it allowed to mess with less traditional slotting. Strictly speaking I still think the same as there are too many mules and the recharge suffered from it. It was more of a proof of concept thing, but maybe there will be slotting ideas of interest.

 

It still has 45% defense minimum (with Weave toggled on it goes to 50%, and with Barrier it goes to 55%) and 90% resistances with the 18.4% Warshades mentioned. I happen to disagree on their assessment of not taking Crane Kick as it provides soft CC and is a place for Force Feedback procs, but for this build in particular it's true that the only two things recharge helps is Hasten and Focus Chi.

 

Tanker (Stone Armor - MA).mbd

 

 

A less proof-of-concept build ought to lean on Storm Kick as an extra buffer instead. Super Reflexes might be the king of defense debuff resistance, but having 65% defense to all would means a looooot of whittling to reach cascading defense failures.

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