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Posted

Probably beens asked a gazillion times but I'm trying to plan out a purist stone/fire tank and the description for granite is kind of unclear.

 

It says the other "armor" powers will be turned off, but that include rooted and mud pots?

 

Also says no super speed leaping or flight, but does that include the powers from sorcery, force of will, and experimentation?

Posted

You can run Earth's Embrace, Rooted, and Mud Pots.  And yes, the travel powers from sorcery, force of will, and experimentation get grayed out if granite is on.

Posted

Granite is survivable full stop. It’s the penalties (-Damage, -Recharge, -Speed) that you have to more worry about.

 

If you’re going to run a Granite tanker, I recommend Teleport and Assault.  You can get away without hasten as long as you build for recharge.  Also note that Granite+rooted causes extra -run speed from just Granite, but since granite gives mez protection itself, you really only need rooted for its +regen on hard content.

 

I have built out quite a few Granite tanks that overcome the Granite penalties (except the -Jump and the additional -run of rooted) while also having capped defense and resist to everything other than Psi.  Let me know what primary you’re thinking of running and I’ll see if I’ve done one and would be happy to post the build I used.

What this team needs is more Defenders

Posted
1 hour ago, bloodymarvel said:

Wonderful news!   

 

I've always wanted to try this, and it looks like it just might be survivable with the right pools.

 

Pools (other than teleport) are pretty much irrelevant, Granite is very survivable on it's own. If you want to close the one resist hole that Granite has (psionic) then you could do something like this with the slotting to up your psionic resist with set bonuses. This is 2 SMoT procs away from psi resist cap without barrier and can nearly cap with 1 SMoT while barrier is active with minimum 5% resist/def. I wouldn't really run this the way I built it as it ignores a lot of other things in favor of chasing that psionic resist, but it should tank everything well, including enemies that deal psionic damage. You're also way better off running ageless radial for the addtional debuff resistance than you are running barrier considering you're getting minimal benefit from it.

 

It's been a long time since I actually played stone armor with Granite and I don't quite recall if Gift of the Ancients +run speed uniques work while powers aren't active. If they do not, you can save a slot from Maneuvers and Crystal Armor, then replace the Gift of the Ancients in Minerals with LotG +rech and replace Rock Armor with something more useful (teleport target, assault, etc). This is a very rough build, @Psyonico and probably @Sovera likely have something much better for a stone/fire build with Granite.

 

image.thumb.png.27d8b944245e5977a9b775fe2e389003.png

 

 

Tanker (Stone Armor - Fiery Melee) Granite.mbd

Posted

@Sovera  goes for a Graniteless Stone Armor builds, as Granite has so many drawbacks and suppresses all the cool other protections in Stone Armor.

 

Covered in this topic here:

 

 

 

Posted
12 hours ago, Warshades said:

I don't quite recall if Gift of the Ancients +run speed uniques work while powers aren't active.

They do, as do the LotG global recharge.  I use those two IOs to their max when using Granite.

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What this team needs is more Defenders

Posted (edited)

I knew a stone tanker from live that wouldn't even use his attack set. Just.. stood around. Immune. XP slowly racking up. Now there are surely better XP farms, but it was an impressive statement of stone's powers. Long before you could stack tons of power pools. Just food for thought. If you're willing to build around the downsides, this set is nothing short of violently incredible and probably OP. With the general improvements to tankers, and free stamina pool, this is even sillier. 

Edit: And if I recall his solution to the 'drawbacks', it was.. just take teleport. Fastest travel power anyway. 

Edited by FFTMime
Posted
2 hours ago, Psyonico said:

They do, as do the LotG global recharge.  I use those two IOs to their max when using Granite.

 

Procs:

  • Need the Power they're slotted in to be used for them to take effect.
  • If that Power can be used, the Proc will take effect (perhaps after rolling for % chance).

 

Globals are separate from but act like a Single Enhancement with an Enhancement Set bonuses:

  • Take effect whether the Power they're slotted in is used or not.
  • Are disabled if the Toon is Exemplared lower than 3 Levels below:
    • The Level of the Enhancement if not Attuned.
    • The Minimum Level of the Enhancement Set if Attuned.
  • The Preventive Medicine Special is weird: It's a Global that provides a Proc.

This page identifies whether an Enhancement is a Proc or a Global.

 

https://homecoming.wiki/wiki/Set_Enhancements_with_Special_Effects

 

 

Posted

I suggest building to not be in permanent Granite form. It’s massively overkill in survivability in 99% of situations. The damage buff from Brimstone is really good and you can run and jump with Rooted running now so the is no need for teleporting.

Posted (edited)

The problem with Granite Armor is other Tankers don’t die either, but other Tankers aren’t nerfing their offense (and mobility). TBH Granite strikes me as a noob trap these days. If you don’t even need the Fighting pool to tank Lord Recluse or Omega K’ong, why the hell would you need Granite Armor?

 

The only redeeming thing about Granite Armor is that a pure Granite build with only 5 Stone Armor powers selected has more capacity for slotting procs, and thus they can partially offset their self nerf. Not worth it as far as I’m aware.

Edited by arcane

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