I was browsing Autodesk’s AREA when I stumbled upon a 3D Max tutorial by Sasha Henrichs on using noise and deformations to model a stone procedurally. I thought that was a great idea to start exploring ICE deformation.
So it starts with a very high res sphere (made of quads), wrapped into a lattice. An ICE Tree is then applied which pushes points along their normal based on different level of noise (coarde, medium, fine). Since all deformations are actually on the mesh itself, you really need a high resolution.
Once you are happy with the stone, you can freeze the ICE tree, maybe bake some high level of details onto a normal map, or apply a polygon reduction.