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Stone Melee / ?


Uun

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I've been having a good time playing my Earth/Earth dom and toying with ideas for a Stone melee brute. Trying to pick a secondary that I can match thematically (I don't want Stone or Bio and I've done SR, Invul and Rad recently). Ice? Shield? I might consider Elec if I could come up with a concept.

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Energy Aura!

 

Honestly Stone has a lot of excess mitigation, and is fairly heavy endurance-wise. Except for energy cloak, EA doesn't screw with the way your costume looks. EP helps prevent -recharge, which can truly help stone melee, as well as a recharge bonus from Entropic Aura.
Last but not least, it gets some psionic defense from power shield and end discount from energise, decent resistance to the most common damage types, and kinda blows off sapper/carnie drains above and beyond the fact that they almost never actually connect, and with defense debuff resistance and damage resistance cascade failure is a non-issue.

Stone is one of those sets that meshes beautifully and synergistically with EA.
It's not stone armor, but what is? SM/EA is, however, almost as Strong and Pretty as WM/EA.

Edited by Frostweaver
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I know you've said you've done rad recently but I think it's the perfect match for stone melee. It completely fixes endurance and provides some extra aoe to a set that's a little lacking. Both these sets proc out really well so this combo also works well as a tank.

 

As I write this I'm wondering how fire armour would work too. If consume could handle the end needs then you'd get all the aoe you need and fire would certainly love the mitigation. Force feedbacks in nearly every attack would recycle the heal quickly. Sigh, another alt, just what I need...

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Just been playing with what a SM/FA might look like. This is what I've got so far:

 

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Stone Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Stone Mallet -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5), CrsImp-Acc/Dmg/EndRdx(5), FrcFdb-Rechg%(7)
Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Max HP%(9), StdPrt-ResDam/Def+(11)
Level 2: Heavy Mallet -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(15), FrcFdb-Rechg%(15)
Level 4: Blazing Aura -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/EndRdx/Rchg(19), SprBrtFur-Acc/Dmg/EndRdx/Rchg(21)
Level 6: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(25)
Level 8: Fault -- Acc-I(A), FrcFdb-Rechg%(27)
Level 10: Build Up -- GssSynFr--Build%(A), RechRdx-I(27)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(29), ShlWal-ResDam/Re TP(29), Rct-ResDam%(31)
Level 14: Super Jump -- WntGif-ResSlow(A)
Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(33)
Level 18: Seismic Smash -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(33), SprUnrFur-Acc/Dmg/Rchg(33), SprUnrFur-Dmg/EndRdx/Rchg(34), SprUnrFur-Acc/Dmg/EndRdx/Rchg(34), SprUnrFur-Rchg/+Regen/+End(34)
Level 20: Consume -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Acc/Dmg/Rchg(36), SprBrtFur-Rech/Fury(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(37)
Level 28: Burn -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), Erd-%Dam(40)
Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(40), LucoftheG-Def/Rchg+(42), LucoftheG-Def/EndRdx/Rchg(42)
Level 32: Tremor -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43), FrcFdb-Rechg%(45)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(46), Apc-Dam%(46)
Level 41: Dark Obliteration -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(48)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50), LucoftheG-Def/EndRdx/Rchg(50)
Level 47: Temperature Protection -- GldArm-3defTpProc(A)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 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: Fury 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17), EndMod-I(19)
Level 50: Musculature Core Paragon 
------------

 

The last two slots in Maneuvers aren't strictly necessary for the s/l/m softcap but they are just chasing the extra +acc bonus. I'm also not totally sold on the ff+rech in the mallets which if my maths is correct have about a 25% chance of proccing each - might not be worth it. The fury proc is also a bit wasted in consume but it needs the recharge and blazing aura certainly doesn't (while needing all the enhancement it does have) so this seems to be the least worst split between the powers.

 

This looks like it could be fun though. It won't be the sturdiest brute in town but it would reward a very aggressive playstyle.

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I would go /elec. It adds a damage aura, end recovery, and +recharge. I also prefer resist based sets on brutes. 

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

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  • 3 weeks later

While I can't speak to /Bio, /Fire is actually a solid choice to par with Stone/. Damage toggle, excellent AoE, heal and end recovery.

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

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SM/FA, here's my build.  No consume needed, ageless helps.

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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|C4DC53|
|-------------------------------------------------------------------|

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On 6/15/2020 at 10:50 AM, Uun said:

toying with ideas for a Stone melee brute. Trying to pick a secondary that I can match thematically

I made a Stone Melee / Energy Aura Brute and it has been fun the entire way so far (mid 40s).

This is the build that I have been using. It has had endurance issues from time to time, but Energy Drain takes care of most of that. It will clear up with IO sets after hitting 50. The Quicksand power has been ok, but by virtue of it being a "Location" target, it takes me out of the rhythm of how I attack things (I sometimes need to active tank for groups). So I might swap it out for Fossilize, or I might go with a Patron epic instead (Scirocco) if I decide to skew away from the earthy theme.

  • Stone Fist
  • Kinetic Shield
  • Dampening Field
  • Stone Mallet
  • Heavy mallet
  • Fault
  • Entropic Aura
  • Power Shield
  • Combat Jumping
  • Energy Protection
  • Seismic Smash
  • Energy Cloak
  • Build Up
  • Super Jump
  • Acrobatics
  • Energy Drain
  • Hurl Boulder
  • Tremor
  • Energize
  • Overload
  • Stone Prison
  • Quicksand
  • Stalagmites
  • Hover

This build started to click after getting Energy Drain (the end recovery but also the defense). 

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5 hours ago, LiquidBandage said:

The Quicksand power has been ok, but by virtue of it being a "Location" target, it takes me out of the rhythm of how I attack things

If you haven't tried it already make yourself a macro for this: "/macro QS powexec_location target Quicksand". This will place the power under whatever you have targetted.

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14 hours ago, Talionis said:

Stone/Dark.  Double Stuns means tons of mitigation.  With the right IOS in the life gain you’ll also recharge endurance and it will be the most fun you have ever had. 

Unless I'm mistaken, the only Stone powers that stun are Stone Fist (which I would skip) and Fault (which seems iffy), vs. 5 powers that do KD/KB.

 

I just realized that Stone has no AoE damage until lvl 32, as Fault apparently does no damage. I'm familiar with the dominator/controller epic version Fissure, which does good damage. May need to rethink this concept.

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1 hour ago, Uun said:

I just realized that Stone has no AoE damage until lvl 32, as Fault apparently does no damage. I'm familiar with the dominator/controller epic version Fissure, which does good damage. May need to rethink this concept.

This is where some aoe from the armour set will go a very long way. As mentioned before I've played rad/stone as a tank and am very tempted to try a stone/fire brute. Stone melee on a tank actually has tremor moved earlier too. It's also possible to put a couple of procs into fault which gives it a touch of damage, it'll never be a fully fledged aoe but it's fantastic control and a reliable source of ff+rech. My biggest complaint about fault is the rubbish accuracy.

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I have not needed AoE damage to feel like I am contributing or to tank mostly effectively (and I don't even have taunt). I will admit that I also was initially disappointed that Fault did not do damage as I too came from the Controller Epic pool version of the world. I thought I was going to stomp the city into submission. The thing is I don't miss having a damage component in Fault because my other attacks feel so good. 

 

The single targets do so much damage as a Brute it doesn't matter. Dispatching a full health mob in one hit is way more satisfying than doing 30 damage to everyone around me. If the tanking aspect is a concern, Brutes still benefit from PokeVoke. And if they are flying up in the air or trying to stand up they are effectively mitigated/tanked. Energy Drain does a pretty good job of pissing off nearby foes. 

 

If you are truely worried about doing AoE damage, look into making a Dark/Rad Tank. You can have two Damage toggles and a really good PBAoE.

Edited by LiquidBandage
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  • 1 month later

It took a few weeks before I got around to doing this, but I went with Stone/Elec. Hits like a freight train and stupid rugged once you slot IOs. Was a bit of an end hog early on, but once you get Power Sink, you can smash things forever. Loads of fun. Hit 50 over the weekend. 

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On 7/4/2020 at 12:54 PM, Uun said:

I just realized that Stone has no AoE damage until lvl 32, as Fault apparently does no damage.

While this statement is true, fault can be loaded up with some groovy procs to make it do damage on top of a force feedback chance for +recharge to help out your ST chain.

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Depends on your budget:

 

Rich:

The richer you are, the more you can look into resist-based end-game armors like /Dark Armour and /Elec Armor that cost $$$$ to fully IO to allow you to reach the soft cap 45% through IOs alone.  You also need to know that Stone Melee has one of the highest endurance costs.  You will need $$ to slot your attacks to ensure you don't run out of endurance during a 5-8 minute AV fight in iTrials when you're spamming attacks.

 

Poor:

The poorer you are, the more you'll look into reaching the softcap 45% by a semi-defence semi-resist based all-around sets such as /Energy Aura and /Willpower.

There are also fringe armor sets like /Bio Armor that are there for damage.  However, /Bio Armor is most favoured with Titan Weapons, not Stone Melee.

 

Below I will outline /Dark Armour and /Elec Armour choice.  I use these two because, in iTriails you will want to use a resist-based set instead of defence-based set for tanking AVs.  You will also want a resist-based set that has it's own heal for Oh-Shit moments instead of relying on your healer.  /Dark Armour and /Elec Armor are resist-based armor sets with active heals.  /Radiation Armor works but I don't like that it has no heal.  It has higher regen, but not having an active heal scares me when main tanking AVs and, in my experience, can cost the raid a badge when you go badge hunting (specifically, this one https://archive.paragonwiki.com/wiki/Triple_Threat_Badge)

 

Dark Armour choice:

If you roll Dark Armour, you MUST use an optimized build to supplant all your endurance needs and get both passive accolades that increase your endurance cap.  /Dark Armour is endurance heavy when you use that /Dark Armour heal.  Note that you don't have to use Cardiac Alpha to make it work.  My 50+3 Stone Melee/Dark Armour brute tanks ITrials very well, does very high single target DPS.  Using both passive end-boosting accolades + optimized IO build, I have no endurance problems ever, even while exemplared.  I can face tank anything and I never run out of endurance, however, it cannot be stressed enough, you must have $$$$ and an optimized build to do this.

 

Elec Armor

If you roll Elec Armor, you SHOULD use an optimized build to reach 45% S/L defence because /Elec Armor has no passive defence unlike /Dark Armor.  The 45% isn't for iTrials.  It's for tanking daily normal level 54 content.  /Elec Armor's heal actually gives you a 30-second endurance discount to ALL your powers so /Elec Armor technically never has endurance issues.

 

As previously stated, I don't recommend many other armor sets simply because they under perform.  Given the prevelance of energy damage in iTrials, /Elec Armor is an obvious choice with capped energy resistance, damage aura for passive tanking, and an active heal.  /Dark Armour, has the best self-heal in the game, self rez, self stealth, damage aura for passive tanking, and can reach 65-70% energy resistance, almost cap Psy resistance. 

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  • 4 weeks later

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