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Stone Armor/Street Justice Critique


Zen Gypsy

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Greetings all!

 

I was hoping for some assistance from the Tanker community, back in the day I had always admired the sheer durability of a Stone tanker, and never had the patience to level one to a point where he was as durable as those I'd seen in action.  So when this came back, I decided to do just that!

 

I choose Street Justice based solely on the animations, and how I felt they would look in Granite form, not the most efficient reasoning, but sometimes you need to build for cool factor.  So here I am, at 36th level, having just gotten Granite, and now I look to slotting & IO Sets, now, Sets are something I never had the inclination to deal with back in the day, so this is my 1st attempt at a build.  Also, something to keep in mind, I hate *hate* *HATE* the fact that Teleport is almost required on a Granite build, and so am sticking with Jumping for, shall we say, thematic, reasons.  However, despite the build below, I am considering swapping some powers around to add Combat Jumping (I know it can't run w/Rooted, it may just be a place holder for a Defensive Set) and Spring Attack for a teleport-like attack that kind of fits thematically.

 

Anyways, the build, any comment or critiques are oth welcomed and encouraged!

 

Thanks for your time!

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Terra-Nova: Level 50 Science Tanker

Primary Power Set: Stone Armor

Secondary Power Set: Street Justice

Power Pool: Leaping

Power Pool: Fighting

Power Pool: Speed

Ancillary Pool: Energy Mastery

 

Hero Profile:

Level 1: Rock Armor

  • (A) Gift of the Ancients - Defense/Endurance
  • (3) Gift of the Ancients - Defense
  • (3) Gift of the Ancients - Run Speed +7.5%

Level 1: Initial Strike

  • (A) Focused Smite - Accuracy/Damage
  • (5) Focused Smite - Damage/Endurance
  • (21) Focused Smite - Damage/Recharge
  • (39) Focused Smite - Accuracy/Endurance/Recharge
  • (48) Focused Smite - Accuracy/Damage/Recharge

Level 2: Heavy Blow

  • (A) Focused Smite - Accuracy/Damage
  • (5) Focused Smite - Damage/Endurance
  • (29) Focused Smite - Damage/Recharge
  • (37) Focused Smite - Accuracy/Endurance/Recharge
  • (50) Focused Smite - Accuracy/Damage/Recharge

Level 4: Earth's Embrace

  • (A) Aegis - Resistance/Endurance/Recharge
  • (7) Aegis - Endurance/Recharge
  • (11) Regenerative Tissue - Heal/Recharge
  • (11) Regenerative Tissue - +Regeneration
  • (50) Miracle - Heal/Endurance/Recharge
  • (50) Miracle - Heal/Recharge

Level 6: Mud Pots

  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (7) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (13) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (13) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge

Level 8: Rooted

  • (A) Healing IO

Level 10: Super Jump

  • (A) Jumping IO

Level 12: Taunt

  • (A) Perfect Zinger - Taunt/Range

Level 14: Boxing

  • (A) Stagger - Accuracy/Recharge
  • (34) Stagger - Accuracy/Endurance
  • (36) Mako's Bite - Chance of Damage(Lethal)

Level 16: Tough

  • (A) Aegis - Resistance/Endurance
  • (17) Aegis - Resistance/Endurance/Recharge
  • (17) Aegis - Resistance

Level 18: Crystal Armor

  • (A) Gift of the Ancients - Defense/Endurance
  • (19) Gift of the Ancients - Defense
  • (19) Gift of the Ancients - Run Speed +7.5%

Level 20: Rib Cracker

  • (A) Mako's Bite - Accuracy/Damage
  • (21) Mako's Bite - Damage/Endurance
  • (43) Mako's Bite - Damage/Recharge
  • (46) Mako's Bite - Accuracy/Endurance/Recharge
  • (48) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (48) Mako's Bite - Chance of Damage(Lethal)

Level 22: Weave

  • (A) Gift of the Ancients - Defense/Endurance
  • (23) Gift of the Ancients - Defense
  • (23) Gift of the Ancients - Run Speed +7.5%

Level 24: Stone Skin

  • (A) Aegis - Resistance/Endurance
  • (25) Aegis - Resistance/Endurance/Recharge
  • (25) Aegis - Resistance

Level 26: Minerals

  • (A) Gift of the Ancients - Defense/Endurance
  • (27) Gift of the Ancients - Defense
  • (27) Gift of the Ancients - Run Speed +7.5%

Level 28: Spinning Strike

  • (A) Annihilation - Accuracy/Damage
  • (29) Annihilation - Damage/RechargeTime
  • (31) Annihilation - Accuracy/Damage/RechargeTime
  • (37) Annihilation - Accuracy/Damage/Endurance
  • (43) Annihilation - Accuracy/Damage/Endurance/RechargeTime
  • (43) Annihilation - Chance for Res Debuff

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 32: Granite Armor

  • (A) Gift of the Ancients - Defense/Endurance
  • (33) Gift of the Ancients - Defense
  • (33) Gift of the Ancients - Run Speed +7.5%
  • (33) Unbreakable Guard - Resistance
  • (34) Unbreakable Guard - Resistance/Endurance
  • (34) Unbreakable Guard - +Max HP

Level 35: Shin Breaker

  • (A) Mako's Bite - Accuracy/Damage
  • (36) Mako's Bite - Damage/Endurance
  • (36) Mako's Bite - Damage/Recharge
  • (37) Mako's Bite - Accuracy/Endurance/Recharge
  • (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (40) Mako's Bite - Chance of Damage(Lethal)

Level 38: Crushing Uppercut

  • (A) Mako's Bite - Accuracy/Damage
  • (39) Mako's Bite - Damage/Endurance
  • (39) Mako's Bite - Damage/Recharge
  • (40) Mako's Bite - Accuracy/Endurance/Recharge
  • (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (42) Mako's Bite - Chance of Damage(Lethal)

Level 41: Conserve Power

  • (A) Recharge Reduction IO
  • (42) Recharge Reduction IO

Level 44: Physical Perfection

  • (A) Regenerative Tissue - Heal/Endurance
  • (45) Regenerative Tissue - Heal/Recharge
  • (45) Performance Shifter - EndMod
  • (45) Performance Shifter - EndMod/Recharge
  • (46) Performance Shifter - EndMod/Accuracy/Recharge
  • (46) Performance Shifter - EndMod/Accuracy

Level 47: Combat Readiness

  • (A) Recharge Reduction IO

Level 49: Focused Accuracy

  • (A) Endurance Reduction IO

Level 1: Brawl

  • (A) Empty

Level 1: Gauntlet

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO

Level 2: Health

  • (A) Miracle - +Recovery
  • (9) Panacea - +Hit Points/Endurance
  • (15) Numina's Convalesence - +Regeneration/+Recovery

Level 2: Hurdle

  • (A) Empty

Level 2: Stamina

  • (A) Performance Shifter - EndMod
  • (9) Performance Shifter - EndMod/Recharge
  • (15) Performance Shifter - Chance for +End

Level 1: Combo Level 1

Level 1: Combo Level 2

Level 1: Combo Level 3

------------

 

 

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I'm playing a Stone/Stone myself, and have been playing one on live for years. I think you could improve the build in quite some ways and here's how (and why)

 

 

1. If you're aiming for Runspeed, consider using Kinetic Combat in your first two attacks. Stats are a bit lower but if thats a problem you can still attune them.

2. I've slotted Earths Embrace more to the Resistance-side (don't need to heal what hasen't been damaged) and strongly encourage to put the Psionic-res from Aegis in it. Psi is a stone's only true weak spot and here you get a whooping 5% Res with only one slot.

3. Mudpots: A slot more would be nice and I'd like suggesting a change to Armageddon with the Chance for fire damage. That thing procs like hell!

4. Rooted: I ony activate Rooted when sh*t hits the fan but when I do, I usually need the heal. Might not be so important when you're sticking with Physical Perfection however.

5. The thing with Super Jump, I feel you, really. But I think Teleport is non-optional for a Granite Tank since EVERY small step or similar will force you to disable Granite and you can't get past your team mates as well. I speak from experience, 7 people are enough to clog up even the wide doors in tech labs. Don't even get me started on pets...

6. Taunt: It is an auto-hit in PvE, yes, but you can get 5% Recharge with only 4 Slots. I suggest neglecting the Accuracy-pieces of the set. The extended range comes in very handy when it's getting a bit chaotic.

7. Regarding your choice of defensive-powers, maybe ask yourself what content you do want to play with your char. If it you're aiming for high level content skip Brimstone and Crystal-armor as well as the fighting pool (yes, all of it). I haven't tried it but I don't think the fighting-toogle even work with Granite on. When facing Psi-enemies you switch to Minerals and Rock Armor plus Rooted. Also, use Earth's Embrace early, Regeneration is not an absolute value but percentage of your total HP. I have a second build with all the other armors for my tank for the rare occasions that I play lower level content. I do love my stone but for lower levels other tanks are better suited IMO.

8. I'd change all Makos Bite to e.g. Crushing Impact for a simple reason: Def is only checked once with every attack and only the highest value counts. Since you're "elemental" defenses are all way higher thank Melee/Ranged/AoE you don't get a beneft from these sets. Also, Crushing Impact gives you +HP too (albeit a bit less) and +Recharge.

9. Spinning Strike: Kick out one of the set-pieces (same reasoning as above) and put a Force Feedback +Recharge in. You'll love it. :D

10. If you're going with the advice to skip the fight ing-pool, I suggest taking combat jumping. That may sound conflicting but CJ only costs one power and it's great place to put a LoTG as well as other nice stuff like the Kismet +Acc (you still need to hit to generate aggro) or Knockback-IO. Stone-Tanks do fly sometimes. :)

11. Following the same concept, Maneuvers and Tactics might be a good idea. Maneuvers does work with Granite and the whole team has a benefit.

 

Hope that helps, looking forward to your reply. :)

 

EDIT:

 

Spelling and stuff.

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@Nex:  Thanks for the response, super helpful, I'll have to break it down in-game as I'm phone posting at the moment.  Quick question though, doesn't Kinetic Combat have a Knockback enhancement in it, meaning I'd be chasing dudes with my oh, so, slow Granite form, or am I miss remembering it?

 

Also, isn't Rooted my Status Protection against Hold, Slerp, etc?  Shouldn't I always be running that even with Granite, or did I miss something somewhere?

 

Again, my 1st Stone Tanker, I've admired the set from afar and never really delved into it.  You've certainly given me stuff to think about, I may play with Mids while watching TV with the wife, which is likely a Provoke right there!  ???

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Quick question though, doesn't Kinetic Combat have a Knockback enhancement in it, meaning I'd be chasing dudes with my oh, so, slow Granite form, or am I miss remembering it?

 

Not sure or rather I can't really tell. I have that set in an attack I only barely use plus my SG-buddies LOVE controllers and domis, the challenge usually is to pull a mob together before they start spamming immobs, holds and what not.  ;D

 

Also, isn't Rooted my Status Protection against Hold, Slerp, etc?  Shouldn't I always be running that even with Granite, or did I miss something somewhere?

 

Rooted does crank SP up and gives you status and debuff resistance but the MAG for e.g. Hold is already over 21 just with Granite. You can look at those stats by selecting the "Status"-page in the "View totals"-window in MIDS.

EDIT:

If you'd need Rooted all the time you would definitely have to enslave employ a full time kinetic. Rooted makes you sloooooow AF.

 

You've certainly given me stuff to think about, I may play with Mids while watching TV with the wife, which is likely a Provoke right there!  ???

 

Tanking the AV solo?! Bold move dude but you got the spirit. :D

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