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Posted (edited)

I have loved tanking and the stone abilities since live since I started playing on the homecoming forums a few years ago I've learned a lot about creating builds and min/maxing them. I have gone through several variations of stone tankers and I think I have hit the peak of my potential with my current knowledge of them game and I want to share this with the community to spread knowledge and have good conversations.

 

Playstyle

This is a great build for players who like being a controller but hate how squishy they are and just want to forget about their hit point bar while they stun and knock everything for their team. Using stalagmites as an opener gives you a high damage AOE (area of effect) stun that's stun duration lasts longer than the power takes to come off cooldown. Following that up with your stone AOE knocks and single target abilities till things reset makes the rotation very simple. Your damage will be low and primarily done through those AOE CC (crowd control) abilities.

 

 

Pros

90% resistance to everything

Soft capped all defenses (45%) but toxic and psionic

Very CC heavy (AOE/ST knocks and stuns)

Incredible durable

 

Pros Expanded

For most content unless there is a specific mechanic on bosses (like the falling swords) you're mostly going to be able to forget that you have a hit point bar as it will remain above 90% through pretty much anything trash mob wise and many AV's and GM's (arch villains and giant monsters) as well.

You're going to be a hybrid between a tank and a controller thanks to your heavy CC abilities. Things will be focused on you missing left and right between rounds of recovering from stuns or getting up off the floor as your team focuses enemies down.

 

Cons

Slow 3ish mph under base

Low damage

Slow recharge

 

Cons Expanded

Like with all stone tanks this build will be slow ( just slower than walking speed) but still slow. I tried to mitigate this to a degree with speed enhancements. Slotting teleport and combat teleport break the theme but for quality of life reasons they are essential. Your damage won't be surprising anyone. Firstly you're a tank and this build isn't damage proc heavy it just is what it is. Recharge is an issue with stone tanks as well. Granite form reduces your recharge and damage innately, so I slotted a force feedback to offset that to an extent. You will never see a perma haste granite tank build that didn't make wild sacrifices to get there if it is even at all possible.

 

Conclusion

I hope I summed everything up well enough in this brief write up for everyone to get the intent of the build. If you have any questions feel free to ask and I'll get back to you shortly. If you have any advice to help refine the build I would love to hear it. Feel free to take this build and use it for your own tanks or to sample it when making your own build. Above all else thank you for your time and have a good day.

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StoneTankMinMax.mbdFetching info...

Edited by Villuid
Posted (edited)
  On 3/22/2025 at 3:10 AM, Villuid said:

Like with all stone tanks this build will be slow

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You could consider making a version without Granite, although I can also take a look at putting one together tomorrow. While Granite makes you nearly unkillable, there are a lot of negatives associated with it. You can achieve similar lvls of survival without Granite and not have to suffer all those penalties (recharge/dmg debuff, travel restriction, unable to see costume, etc). I think a lot players tend to build stone without Granite since the changes to stone armor on homecoming. Rooted also doesn't slow you down anymore and has no travel power restrictions.

 

While you can build stone melee to be a pseudo controller with stuns/holds, there's also no reason to ignore it's ST dmg capability, something that you can take advantage of by avoiding Granite. There are a lot of benefits to running Brimstone for the dmg boost and Minerals for the recharge boost.

 

It's also worth noting that not all dmg types are equally common. Ice barely exists outside of winter event and a few rare enemies/AVs. Fire also isn't extremely common. Even if you do face these, being near/at resist cap with Brimstone is plenty to survive those encounters without going for Granite to try and hit hard cap resist and soft cap def. You can also still hit near/at hard cap s/l/e/n (the most common damage types) resists and soft cap defenses without Granite.

 

Edit: also worth adding that Stalagmites only has a 10% chance of inflicting stun.

Edited by Warshades
  • 2 weeks later
Posted

I love stone armor.  Would love to see the build in full (I can't get these darn things to open) and would love to see Warshades version without granite.  I'v never NOT taken Granite on a stoney but would love to see if I could consider it.

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