This attack deals moderate damage, and can knock foes back and even drop them out of the air if they are flying. This way, the tanker attracts the opening fire from ranged and sniper attacks, rather than your character. Majority of the time you might not even realize you've crashed, but that's a good potential time to consider leading into the next spawn, or activating Radiation Therapy or Ground Zero, or a number of many other things that'll actively be occurring around you. - SPQR-5010, Spread My Legions - #207 | Lawyers of Ghastly Horror - #581 | Jerk Hackers! Thanks to the damage dealt, and the Tanker's Gauntlet power, the enemy units (unless otherwise distracted) should close with the Tanker, thus keeping their attention focused on the hero best able to take it. That and Rage +hit and Rad -def. ! SM gets their PbAoE at 28. Exemplar down to Yin and do ST damage? My other vote would be War Mace (as others have said), as it has a good mix of ST and AoE attacks. Thanks for all the replies, think I'm going to go with broadsword and try it out. Click powers generally do not add meaningful dps because their basic dpat isn't appreciably different than standard attacks in secondary - all you're doing is replacing a perfectly acceptable secondary attack with a buff/heal of comparable dpat in primary. "Your entire body is basically a powerful capacitor. I did this build for you to look at. for Soul Drain and suddenly a DM tanker can examplar all the way down to Posi 1 and not feel gimped. A quick jab that deals minor damage, but has a chance of Disorienting the target, especially if coupled with other attacks. Its secondary effect is a variety of knockdown, disorientation and holding. that's a potential -60% resist barring av debuff resistances. Stone: I did a Stone/Stone Brute to 50 on live. . This combination works well on any AT you care to play it on. (Superstrength hits methodically rather than with great spike efficiency. The only secondary that comes to mind as rivaling the AOE is Spines and you can't put Spines with Shield. Do you have a recommendation on which archetype to play Savage on, as well as which secondary you prefer? Stone/Stone: Level 50 Magic Tanker Primary Power Set: Stone Armor Secondary Power Set: Stone Melee Power Pool: Teleportation Power Pool: Fighting Power Pool: Leadership And this was done with Energy Punch + Haymaker + Gloom + KO Blow (no Boxing/Cross Punch). Hitting a ceiling of damage output through the attack speed of your powers. I'll work on it tomorrow. For more information, please see our Bio/SS is definitely powerful but the rage crash makes me twitchy. Brute Rad/Stone and compilation of Stone Armor builds. Would be nice to see some Tanker dps builds to go with the survival builds. Hi all! What I'm not sure of is how much Taunt effect comes from a non-damaging toggle debuff. Stone/Ice Melee is interesting if not boring and slow to play/level (imo, ymmv). Redlynne elsewhere on the forums has mentioned making builds without Hasten but a lot of +recharge. Advanced combat maneuvers are things the Tanker can experiment with easily, because the Tanker has a large margin of error. My rotation is all over the place also lol. I thought it was really cool animation for a taunt. Slot taunts into your aggro and damage aura/s, and in your AoEs, one is usually enough. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10https://github.com/Crytilis/mids-reborn-hero-designer, Level 50 Magic TankerPrimary Power Set: Radiation ArmorSecondary Power Set: Super StrengthPower Pool: LeapingPower Pool: FightingPower Pool: SpeedPower Pool: LeadershipAncillary Pool: Soul Mastery, Hero Profile:Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(29)Level 1: Jab -- SprGntFis-Acc/Dmg/Rchg(A), SprGntFis-Dmg/Rchg(15), SprGntFis-Acc/Dmg(15), SprGntFis-Dmg/EndRdx/Rchg(17), SprGntFis-Rchg/+Absorb(31), SprGntFis-Acc/Dmg/EndRdx/Rchg(34)Level 2: Punch -- TchofDth-Dam%(A), Mk'Bit-Dam%(3), GldStr-%Dam(3), FrcFdb-Rechg%(37), Mk'Bit-Acc/Dmg(37), HO:Nucle(37)Level 4: Haymaker -- Hct-Dam%(A), TchofDth-Dam%(5), Mk'Bit-Dam%(5), FrcFdb-Rechg%(7), GldStr-%Dam(7), Mk'Bit-Acc/Dmg(34)Level 6: Gamma Boost -- PrfShf-End%(A)Level 8: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(36)Level 10: Fallout Shelter -- UnbGrd-ResDam(A), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(34)Level 12: Radiation Therapy -- ThfofEss-+End%(A), TchoftheN-%Dam(13), Erd-%Dam(13), ScrDrv-Dam%(42), PrfZng-Dam%(45), Obl-%Dam(48)Level 14: Beta Decay -- AchHee-ResDeb%(A)Level 16: Super Jump -- WntGif-ResSlow(A)Level 18: Particle Shielding -- Prv-Heal(A), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(21), Prv-Absorb%(21), Prv-Heal/Rchg/EndRdx(33)Level 20: Boxing -- Empty(A)Level 22: Tough -- UnbGrd-Max HP%(A), GldArm-3defTpProc(23), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(36)Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(25), LucoftheG-Def(31)Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A)Level 28: Rage -- GssSynFr--Build%(A), RechRdx-I(29)Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)Level 32: Knockout Blow -- TchofDth-Dam%(A), UnbCns-Dam%(33), HO:Nucle(33), Mk'Bit-Dam%(36), Mk'Bit-Acc/Dmg(40), FrcFdb-Rechg%(50)Level 35: Ground Zero -- Erd-%Dam(A), Obl-Acc/Dmg/Rchg(43), TchofLadG-%Dam(46), ScrDrv-Dam%(48), HO:Nucle(48), ShlBrk-%Dam(50)Level 38: Foot Stomp -- FuroftheG-ResDeb%(A), Arm-Dam%(39), Erd-%Dam(39), FrcFdb-Rechg%(39), FuroftheG-Acc/Dmg(40), HO:Nucle(40)Level 41: Gloom -- SprWntBit-Acc/Dmg/EndRdx(A), Apc-Dam%(42), GldJvl-Dam%(42), CldSns-%Dam(43), SprWntBit-Acc/Dmg(43)Level 44: Dark Obliteration -- Bmbdmt-+FireDmg(A), PstBls-Dam%(45), SprFrzBls-Acc/Dmg(45), SprFrzBls-Acc/Dmg/EndRdx(46), CldSns-%Dam(46), Ann-ResDeb%(50)Level 47: Meltdown -- StdPrt-ResDam/Def+(A)Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A)Level 1: Brawl -- Empty(A)Level 1: GauntletLevel 1: Prestige Power Dash -- Empty(A)Level 1: Prestige Power Slide -- Empty(A)Level 1: Prestige Power Quick -- Empty(A)Level 1: Prestige Power Rush -- Empty(A)Level 1: Prestige Power Surge -- Empty(A)Level 1: Sprint -- Empty(A)Level 2: Rest -- Empty(A)Level 4: Ninja RunLevel 2: Swift -- Empty(A)Level 2: Health -- Pnc-Heal/+End(A)Level 2: Hurdle -- Empty(A)Level 2: Stamina -- EffAdp-EndMod(A)Level 0: Freedom Phalanx ReserveLevel 0: Portal JockeyLevel 0: Task Force CommanderLevel 0: The Atlas MedallionLevel 50: Musculature Core Paragon------------. Leaning towards either a Brute (Savages DOT can increase with Fury, which sounds sweet) or Tanker, since their AOE buffs are great and SM has a ton of AOE. FYI This is a end game build not leveling build. He ain't the only one. Once Rage is rolling (even just one stack) youll get a nice boost to ToHit which will help patch up Acc, and eventually manage stacking. Generally speaking, any buff that increases the tanker's resistance, defense, regeneration, endurance recovery, accuracy, or damage will also help the tanker hold the attention of greater numbers of the enemy. Unenhanced the later two will have pretty good odds of firing it off when you use them. Electric Armor is a standard power set that is a primary set for Tankers and a secondary set for Brutes, Scrappers, and Stalkers . - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! Full burst of Build up, lightning rod, thunderstrike, shield charge, chain induction, mighty. This set also has parry which will allow you to cap out melee def while leveling. While Brutes fill the role of a. Guides: Invulnerability Tankers, The first 20 levels. Fire works quite well with Shield, I took a Shield/Fire tanker to 50 on Live and the combination works very well. Tankers in this role want the mobs to concentrate their attacks on themselves. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Knockdown is another form of melee control; it's the reason why Foot Stomp is still popular. Like Gobbledegook said, the crash is mostly something you can ignore. Even way back on live Inever played any of the weapon sets so looking for one of those to play this time. This punch does Superior damage and has a great chance of Disorienting your target. On the other hand Shield's tough enough to not need any help. - #39291. I had a Stone/Stone that went to 50 and a Stone/Fire up to around 43 IIRC, an dabbled in Stone/SS, although I worried rage wouldn't pair well with Granite debuffs. Secondary Power Sets | City of Heroes Wiki | Fandom The AoE is amazing with Meltdown, Footstomp, Dark Obliteration and Rad Therapy cycled with high recharge and procs. A Tanker's primary power sets are designed specifically for defense. . The debuff lasts for 22 seconds so it stacks easily. (It looks like fear isn't protected by Purple Triangles? Are you talking about regular Elite Bosses or Archvillains/Heroes reduced to Elite Bosses? I like how Rad Armour still retains good survival even with a proc heavy build. Fairly decent time i think for a AoE heavy build. Copyright 2021 Homecoming Servers LLC. Stalker Secondaries : r/Cityofheroes - Reddit Energy: Maybe, if I can get over the pom poms. In fact, the Stone Armor Power Set is the only one that offers resistance to Psychic damage. Savage leap and Shield charge should work well together with some procs in them. Faster firing powers with or w/o Taunt slotted will gather and help hold aggro. Privacy Policy. New EM tank and brute are almost ready. Super Strength powers tend to knock foes back." Power Tables Brute The Super Strength power set is available as a primary set for Brutes. The below assumes you do not intend to use the 'easiest' method to "solo" AVs -- which is Shivans (& nukes). I didn't really care for it and it's so endurance heavy. Also i have changed this slightly in game. A Tanker's primary power sets are designed specifically for defense. and our 1 Builds. I was actually going to suggest Stone Melee for regular bosses. Other tankers may ask you not to include them in those buffs as the changes in movement speed may make it harder for them to take a position where they get as many enemies as possible within their taunting aura. Claws, Katana, and Spines were proliferated to Tankers in Issue 25. There are several sets that provide beneficial advantages and a few interesting single procs as well. T3 musculature. One thing people overlook is Broadsword has a great tier 1 power so for a Tank that really shines because you have to take the tier 1 damage power on a Tank and Broadsword tier 1 called Hack is usable and does almost double the damage of Axe and Mace tier 1 damage power. Damage auras usually aren't quite as good as a DoT effect you can put on multiple targets, but they do continuously pulse both attacks and taunts on up to 10 mobs at a time, so the mobs will by default be much more interested in you than anything that's never hit them, or hasn't hit them in a while. Staff, Street Justice, and Kinetic: Never tried, are they what I'm looking for? SS also has a crash (overrated, but its a thing) and late AOE. The following table shows which powers are available and at what level: The Super Strength powerset is available as a primary . Im looking to roll a Savage Melee hero, since it looks SWEET! I have only a level 16 one but, it is pretty good. I know this hasn't been mentioned but I quite enjoy my Shield/Savage Tank for damage. Just remember your defences drop during the crash but i always have Rads heals, mitigation and rebirth destiny ready. And, by breaking line of sight himself, the tanker can compel the ranged attackers and snipers to move forward and come within melee range. Yes I specifically mentioned one case scenario that occurred, but is not a normal circumstance and is easily manageable with more attention paid. Seriously, if an enemy can be knocked, then battleaxe reduces enemy DPS to whatever can come out of their butt, because they're going to spend most of their time upside down. -resist is the other exception to that reduction I know of. I get that low damage is kind of the thing with tanks and that nothing will beat Fire's Burn and Blazing aura, but I've played Fire armor to death on brutes and scrappers. Aah. The other way of seeing it is that Bio manages the same damage but is sturdier with two heals and better endurance. Lot of frankensteining in sets for run speed bonuses etc but I'm open to any changes/critiques. T3 assault but not used. Thats enough sustained AoE to demolish any mob ive come across, and add in the two incarnate +damage powers - assault hybrid is almost like a crit power, you are doing boss killing damage at that point. On 7/26/2020 at 5:04 PM, Gobbledegook said: Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. I've played that combination twice, albeit on a Scrapper, and its thematic and very effective. Leaning towards either a Brute (Savages DOT can increase with Fury, which sounds sweet) or Tanker, since their AOE buffs are great and SM has a ton of AOE. My advice? In principle, all archetypes can engage in herding to some extent, by understanding the way enemies react to player actions, but the Tanker excels in this role thanks to their high defensive ability and their inherent power, Gauntlet. An enemy that is immobilized outside the tanker's aura can attack other players, and may not be subject to the tanker's taunt aura effect. Tanker - Unofficial Homecoming Wiki So I will cruise along with my savage melee tank and while I may not be the "uber" i feel like it! Any of them work better with Shields? Is nigh unstoppable. * Patron Power Pools require villain alignment to obtain. I've been playing since Issue 4 but I've never found a Tank that I've liked. I changed to my second build I posted but seem to be having endurance issues now lol. Ice Armor/Stone Melee is very "controlly". How does the damage now compare to the set on the other AT's? Nothing warms your opponent like Fiery Melee. It can hold a boss in one shot (Seismic Smash), has pretty reliable knockdowns in its core single target abilities (Stone Mallet - 50%, Heavy Mallet - 75%), has AoE knockdowns (Tremor - 80%, Fault - 100%), and an AoE stun, that with slotting can be stacked to stun bosses (Fault). Stone Tanker: Primary: Stone Armor Secondary: Stone Melee Pool Powers: Teleportation Possible Origins: Science, Mutant, Magic Examples: The Thing (sort of) The Stone Tanker is similar to the Brick in that he can absorb massive amounts of damage. And hitting something while the aura is ticking and the Burn DoT is in effect also helps seeing HP go down. Hand Clap deals no damage. If you want them to keep punching you only, spam your tier one attack and look at slotting it with a Taunt Enhancement, or set. Mace: has a weaker AOE but has a strong and wide cone attack. The powersets I had my eyes on to partner with it are either Dark Armor or Bio Armor. High damage builds - Tanker - Homecoming Still incarnating. Started with one stack of Rage and added stacks as i went. I know my best is 3:07 without Hybrid and 2:47 with. You have piqued my curiosity Gobbledegook with your mention of the FF proc on Rad / SS. Would rather try something new. My experience with this combo is on a Stalker, so I didn't have the single target shortfall due to Assassin's Strike. The Tanker has high hit points and medium damage. Which is Stalker / Scrapper territory I would suppose.). Tear a hunk of concrete out of the ground and throw it at the enemy. I already have a Inv/SS tanker i'm playing when i solo and I do like it very much. If you want to keep them held, look at slotting one of the +2 mag procs (Lock Down and one of the Winter Sets), in the appropriate powers (Ice, SS, KinM, Stone, and Nrg (I'm probably forgetting one in there). Second this. It is my solo tanker. TW is that outlier of two minutes with hybrid and good luck catching up to -that- . My primary Tanker is a Rad/Staff that is built for survivability rather than damage and I still generally get sub-5 minute times. Attacks that only prevent enemies from moving should be applied after the tanker has collected them, not during the initial process of collecting them. I was wondering if there was a "sweet spot" where you could have a build without Hasten, with the intention of only one stacking Rage -- and avoiding the stop / start awkwardness from two stacks of the power. Hero Plan by Mids' Hero Designer 1.962http://www.cohplanner.com/, Level 50 Magic TankerPrimary Power Set: Shield DefenseSecondary Power Set: Broad SwordPower Pool: LeadershipPower Pool: FightingPower Pool: SpeedAncillary Pool: Energy Mastery, Hero Profile:Level 1: Deflection -- ResDam-I(A), ResDam-I(3), LucoftheG-Def(3), LucoftheG-Def/EndRdx(5), LucoftheG-Rchg+(5)Level 1: Hack -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(7), SprGntFis-Dmg/EndRdx/Rchg(9), SprGntFis-Acc/Dmg/Rchg(9), SprGntFis-Dmg/Rchg(11), SprGntFis-Acc/Dmg(11)Level 2: Battle Agility -- ShlWal-Def/Rchg(A), ShlWal-EndRdx/Rchg(7), ShlWal-Def/EndRdx(13), ShlWal-ResDam/Re TP(13), ShlWal-Def(15), ShlWal-Def/EndRdx/Rchg(15)Level 4: True Grit -- Prv-Heal(A), Prv-Heal/Rchg(17), Prv-Heal/EndRdx(19), UnbGrd-ResDam/EndRdx/Rchg(19), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(21)Level 6: Active Defense -- EndRdx-I(A)Level 8: Against All Odds -- EndRdx-I(A)Level 10: Assault -- EndRdx-I(A)Level 12: Phalanx Fighting -- Rct-Def(A), Rct-ResDam%(17), Rct-EndRdx/Rchg(33), Rct-Def/EndRdx(33), Rct-Def/Rchg(33), Rct-Def/EndRdx/Rchg(34)Level 14: Taunt -- Acc-I(A)Level 16: Tactics -- GssSynFr--Build%(A)Level 18: Grant Cover -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(23), LucoftheG-EndRdx/Rchg(23), LucoftheG-Def/EndRdx/Rchg(25), LucoftheG-Rchg+(25), LucoftheG-Def(36)Level 20: Build Up -- RechRdx-I(A)Level 22: Boxing -- Acc-I(A)Level 24: Tough -- ImpArm-ResPsi(A), StdPrt-ResDam/Def+(34), UnbGrd-Max HP%(34), GldArm-3defTpProc(37), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(50)Level 26: Shield Charge -- Obl-%Dam(A), Arm-Dam%(27), ScrDrv-Dam%(27), Arm-Dmg(29), Arm-Dmg/EndRdx(36), Arm-Acc/Dmg/Rchg(37)Level 28: Whirling Sword -- TchofLadG-%Dam(A), ScrDrv-Dam%(29), Obl-%Dam(31), Obl-Dmg(39), Obl-Dmg/Rchg(40), AchHee-ResDeb%(40)Level 30: Weave -- LucoftheG-Def(A), LucoftheG-Rchg+(31)Level 32: One with the Shield -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Rchg/ResDam(43)Level 35: Disembowel -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(36), SprMghoft-Acc/Dmg(37), SprMghoft-Dmg/Rchg(43), SprMghoft-Acc/Dmg/Rchg(46), SprMghoft-Dmg/EndRdx/Rchg(46)Level 38: Head Splitter -- ScrDrv-Dam%(A), TchofLadG-%Dam(42), Obl-%Dam(43), Obl-Dmg(45), Obl-Acc/Dmg/Rchg(45), FrcFdb-Rechg%(46)Level 41: Conserve Power -- EndRdx-I(A)Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)Level 47: Physical Perfection -- PrfShf-EndMod/Acc(A), PrfShf-EndMod(48), NmnCnv-Regen/Rcvry+(48), RgnTss-Regen+(48), Mrc-Rcvry+(50), PrfShf-End%(50)Level 49: Maneuvers -- DefBuff-I(A)Level 1: Brawl -- Empty(A)Level 1: GauntletLevel 1: Prestige Power Dash -- Run-I(A)Level 1: Prestige Power Slide -- Empty(A)Level 1: Prestige Power Quick -- Empty(A)Level 1: Prestige Power Rush -- Empty(A)Level 1: Prestige Power Surge -- Clr-Stlth(A)Level 1: Sprint -- Empty(A)Level 2: Rest -- Empty(A)Level 4: Ninja RunLevel 2: Swift -- Run-I(A)Level 2: Health -- Prv-Absorb%(A), Pnc-Heal/+End(31)Level 2: Hurdle -- Jump-I(A)Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod/Acc(42), PrfShf-EndMod(42)Level 50: Ageless Core InvocationLevel 0: The Atlas MedallionLevel 0: Task Force CommanderLevel 0: Portal JockeyLevel 0: Freedom Phalanx ReserveLevel 50: Musculature Core Paragon------------. Ice Melee is actually not as bad as some folks may remember it and at some point Ice Patch actually started knocking things down again. All rights reserved. Shield doesn't need extra defence, so you're left with battleaxe being just plain better as the lethal damage option. i.e. Build wise I will list the cliff notes on the three but again damage wise they are very close to the same. An Epic pool available for Tankers that I think is underrated in this regard is Soul Mastery, which has Darkest Night. Invulnerability Tankers Soft Cap defense. The Tanker can take it and dish it out all at once. Going all damage incarnate. However, unless your goal is to solo a lot, this isn't a very useful form of damage on a Tanker because any time you need sustained single target damage, it will be on an AV/GM where your entire team/league is there doing a lot better than you can do. Really great damage and aggro. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. My Rad/SS is surprisingly good with a very proc heavy build and has very good survival with Rads heals and mitigation, averaging around 300% recharge with procs. stack or 2 stacks is your choice though. Tanker | City of Heroes Wiki | Fandom City of Heroes: Yes, it's really back, and there was a goon server Damage: Moderate, Recharge: Slow, You can clap you hands together with such force that you create a deafening shockwave. 2.1 Primary Power Sets 2.2 Secondary Power Sets 2.3 Ancillary Power Pools 2.4 Patron Power Pools 2.5 Inherent Powers 3 Historical 4 See Also 5 External Links Overview The Tanker can take it and dish it out all at once. The governor of the Donetsk region has said emergency responders are trying to establish the number of wounded and possibly dead after a shopping centre was hit by Russian missiles in Kramatorsk. I tend to split about 50/50 teaming and soloing so I like the idea that Bio can change adaptations depending on situation. Take Taunt an put a few slots in it. It suffers from the same 'problem' that I have with too many tanker sets: late blooming AoE/linchpin powers. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. Only major issues are not watching my end more closely against Mu and Carnies, have end crashed a couple of times due to end drain stacked on top of Hasten and Rage crashes. And, preventing a ranged attacking mob from coming within the tanker's aura may actually weaken the tanker's defense or regeneration. This is especially true if you can Hover-tank. Highest DPS Builds : r/Cityofheroes - Reddit . Tankers only infrequently require Clear Mind because each primary power set contains an ability that gives the tanker resistance against mez effects. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25https://github.com/Crytilis/mids-reborn-hero-designer, Stone/Stone: Level 50 Magic TankerPrimary Power Set: Stone ArmorSecondary Power Set: Stone MeleePower Pool: TeleportationPower Pool: FightingPower Pool: LeadershipPower Pool: ConcealmentAncillary Pool: Energy Mastery, Hero Profile:Level 1: Stone Skin -- StdPrt-ResDam/Def+(A)Level 1: Stone Fist -- KntCmb-Acc/Dmg(A), PndSlg-Stun%(5), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(5), KntCmb-Knock%(3)Level 2: Earth's Embrace -- RgnTss-Heal/Rchg(A), Heal-I(3), RgnTss-Heal/EndRdx/Rchg(9), Ags-ResDam/Rchg(9), Ags-EndRdx/Rchg(11)Level 4: Rock Armor -- LucoftheG-Def/Rchg+(A), GifoftheA-Run+(7)Level 6: Mud Pots -- ScrDrv-Acc/Dmg(A), ScrDrv-Dam%(15), ScrDrv-Dmg/EndRdx(15), ScrDrv-Acc/Dmg/EndRdx(17)Level 8: Rooted -- NmnCnv-Heal/EndRdx/Rchg(A), RgnTss-Heal/EndRdx/Rchg(11), RgnTss-Heal/EndRdx(13), NmnCnv-Heal/EndRdx(17)Level 10: Taunt -- PrfZng-Taunt/Rng(A), PrfZng-Taunt/Rchg/Rng(29), PrfZng-Acc/Rchg(29), PrfZng-Taunt/Rchg(31)Level 12: Heavy Mallet -- SprMghoft-Acc/Dmg/Rchg(A), SprMghoft-Dmg/EndRdx/Rchg(21), SprMghoft-Dmg/Rchg(21), SprMghoft-Acc/Dmg(23), SprMghoft-Acc/Dmg/EndRdx/Rchg(37), SprMghoft-Rchg/Res%(37)Level 14: Teleport -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(25), WntGif-ResSlow(31)Level 16: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(27)Level 18: Crystal Armor -- LucoftheG-Def/Rchg+(A), GifoftheA-Run+(19)Level 20: Kick -- FrcFdb-Acc/KB(A), FrcFdb-Dmg/KB(23)Level 22: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam(25)Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def/EndRdx/Rchg(33), Ksm-ToHit+(33), LucoftheG-Def(34)Level 26: Minerals -- GifoftheA-Run+(A)Level 28: Stone Mallet -- KntCmb-Acc/Dmg(A), Mk'Bit-Dam%(34), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(39), KntCmb-Knock%(42)Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), GifoftheA-Run+(31)Level 32: Granite Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(43), Ags-ResDam/EndRdx(43), Ags-ResDam/EndRdx/Rchg(43), Ags-ResDam(45)Level 35: Hurl Boulder -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(36), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg(36), Thn-Dmg/Rchg(37)Level 38: Seismic Smash -- CrsImp-Dmg/EndRdx(A), CrsImp-Dmg/Rchg(39), CrsImp-Acc/Dmg(40), CrsImp-Acc/Dmg/Rchg(40), CrsImp-Acc/Dmg/EndRdx(40), CrsImp-Dmg/EndRdx/Rchg(45)Level 41: Focused Accuracy -- RctRtc-Pcptn(A), RctRtc-ToHit/Rchg(42)Level 44: Physical Perfection -- PrfShf-End%(A), EndMod-I(45)Level 47: Laser Beam Eyes -- Thn-Acc/Dmg(A), EntChs-Heal%(48), Thn-Acc/Dmg/EndRdx(48), Thn-Acc/Dmg/Rchg(48), AchHee-ResDeb%(50), Thn-Dmg/EndRdx/Rchg(50)Level 49: Stealth -- GifoftheA-Run+(A), ShlWal-ResDam/Re TP(50)Level 1: Brawl -- Acc-I(A)Level 1: GauntletLevel 1: Prestige Power Dash -- Empty(A)Level 1: Prestige Power Slide -- Empty(A)Level 1: Prestige Power Quick -- Empty(A)Level 1: Prestige Power Rush -- Empty(A)Level 1: Prestige Power Surge -- Empty(A)Level 1: Sprint -- Clr-Stlth(A)Level 2: Rest -- RechRdx-I(A)Level 4: Ninja RunLevel 2: Swift -- Run-I(A), Run-I(13)Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(19), NmnCnv-Heal(46), Pnc-Heal/+End(46), RgnTss-Regen+(46)Level 2: Hurdle -- Jump-I(A)Level 2: Stamina -- PrfShf-End%(A), EffAdp-EndMod(27), EffAdp-EndMod/EndRdx(34)Level 0: Freedom Phalanx ReserveLevel 0: Portal JockeyLevel 0: Task Force CommanderLevel 0: The Atlas MedallionLevel 0: Raptor Pack------------.