Syth

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  1. Quote:
    Originally Posted by Nericus View Post
    Well my SP3 is a mind dom so keeping the mind powers super charged via dom is a good thing....
    What he said. I'm playing a Mind/Psi and there is a huge difference in the controls with Dom on.
  2. Alright awesome. I was pretty sure I was fine but just wanted to make sure. And I'm that Dominator that the Signature Villains are talking about. This thread has to do with my Permadom 3 build
  3. I am working on a build for my Permadom but I have a question.

    The duration for Domination is 90s. I have gotten my recharge down to 89.4s. This leads me to believe that if I set Domination as my power with the green circle I will have permadom. However, the cast time for Domination is 1.17s. Does this mean that I need to have a 1.17 difference between my recharge and duration, or is it okay with only the 0.6s differential that I have?
  4. This is the brute guides section =P
  5. [u]Closing Words[u]
    I have had tons of fun playing my Stone/Elec brute and think it is a great combination. Stone Melee is normally an endurance heavy and slow recharging set, but Electric Defense has powers that help with those problems. If anyone has any question please post them here or send me a global tell which is in my signature under all my posts. If you find any errors or have any critiques/comments about my guide let me know.

    Enjoy your Stone Melee/Electric Defense Brute!

    -Fellnair
  6. If you would like a Stone/Elec Build, please contact me and I will help you come up with one.
  7. [u]Power Pools[u]

    Fitness
    This power pool is a necessity for almost all toons. /Elec toons don’t technically have to because they have conserve power and power sink, but I highly recommend you take this power pool for stamina.

    Fighting
    Because /Elec has low Smashing and Lethal resistance, Tough is almost a necessity. I also highly recommend that you take the fighting pool to get Tough, and Weave if you can fit it in for that little extra bit of defense.

    Medicine
    Many /Elec Brutes take this set for Aid Self. I had aid self in my build for a short time and took it out. The choice of playing this build is between Tough or Aid Self. There isn’t room for both unless you drop crucial powers. I noticed that my survivability was much higher with Tough over Aid Self. If you are never going to team, I can understand taking this, but if your on a team, most of the time someone will be able to heal you.

    [u]Patron Power Pools[u]

    For Patron Power Pools I recommend Mu Mastery. It has a targeted AoE immobilize and targeted AoE damage attack which are both extremely useful.
  8. [u]Electric Defense[u]

    Charged Armor (Toggle)
    You are forced to take this power at level 1, but that isn’t a bad thing. It’s one of your resistance toggles. It gives a base of 26.3% resistance to Smashing, Lethal, and Energy.
    Rating: 5/5

    Lightning Field (Toggle)
    This is your taunt aura. Its not as good as some sets’ but is still decent. It does Minor(DoT) Energy damage, drains endurance, and has a mag 4 taunt.
    Rating: 3/5

    Conductive Shield (Toggle)
    Your second resistance toggle. It gives a base resistance of 26.3% to Fire, Cold, Energy, and Negative.
    Rating: 5/5

    Static Shield (Toggle)
    The third resistance toggle. It gives a base resistance of 26.3% to psionics, and gives resistance to hold, sleep, disorient, end drain, recovery debuff, and teleport.
    Rating: 5/5

    Grounded (Auto)
    Before i12, I never took this power, but with the nerf to Acrobatics, I have respeced into this power. It gives a base resistance of 9.38% to Energy and Negative, mag 15.6 protection to knockback/knockup, mag 6 protection to immobilize, and a base resistance of 69.2% to end drain. The name grounded does mean something; you only get the protection if you are on the ground. Which to some is no big deal but it will affect you at times.
    Rating: 4/5

    Lightning Reflexes (Auto)
    One of the bread and butter powers of /Electric Defense. This is the reason a lot of people choose this set. It gives a +20% Recharge Bonus, +35% Run Speed Bonus, and 40% resistance to slow effects.
    Rating: 5/5

    Conserve Power (Click)
    Reduces the end cost of all your powers by 119.2%. Lasts for 90 seconds and has a base recharge of 600 seconds. In my opinion, it becomes obsolete when you get Power Sink. Can be useful when your bar gets low. But don’t plan on using it all the time.
    Rating: 3/5

    Power Sink (Click)
    This power is great. Unslotted, it has a 60 second recharge, and for every foe (up to 10) in a 10 foot radius, it gives you 25% of your endurance back.
    Rating: 5/5

    Power Surge (Click)
    This is your God Mode or Oh [censored] button. It leaves you with 10% of your hp and 0 end with no regen or recovery when it wears off. It last like this for 10 seconds. It gives 52.5% to all damage except Psionics, and resistant to disorient, sleep, hold, immobilize, Knockback, end drain, recovery debuff, and enemy teleportation. It also increases your recovery by 100%.
    Rating: 5/5
  9. [u]Stone Melee[u]
    Stone Fists (Damage: Moderate – Recharge: Fast)
    Stone Fists is a great attack to start with. It has fairly good damage for a started attack and a mag 2 stun. The recharge isn’t too long as well.
    Rating: 4/5

    Stone Mallet (Damage: High – Recharge: Moderate)
    A fairly decent attack. It is something you will want to have throughout the levels. It also has a chance of Knockback.
    Rating: 5/5

    Heavy Mallet (Damage: Superior – Recharge: Slow)
    The second of the two mallet attacks. This is a very high damaging attack that is available at a very low level. There is also a chance of Knockback with this power.
    Rating: 5/5

    Build Up (Recharge – Long)
    Same power that every other Brute primary has. Last 10 seconds. +80% Damage, +20% ToHit.
    Rating: 4/5

    Fault (Recharge – Slow)
    A power that some stone melee toons swear by. It is an AoE knockdown which at times is very useful, but I’d rather just jump in and use tremor to knock them down and start killing everything.
    Rating: 3/5

    Taunt (Recharge – Slow)
    Another power that all Brute primaries have. If you plan on tanking with your brute this power is for you. I do not recommend that a /elec brute is the main tank but it does happen sometimes.
    Rating: 3/5

    Seismic Smash (Damage: Extreme – Recharge: Slow)
    This is the bread and butter power of Stone Melee set. It does great damage with a quick animation. Also has a Mag 4 Hold.
    Rating: 5/5

    Hurl Bolder (Damage: High – Recharge: Moderate)
    This power is ok. The animation is long and the damage is just ok. The thing that a lot of brutes like about this power is that it has range. I respected out of this power because of the slow animation. It has a chance for Knockback.
    Rating: 3/5

    Tremor (Damage: Moderate – Recharge: Slow)
    The PBAoE of the Stone Melee set. This attack is a must. A great attack for when you’re getting aggroed. You can run into a group and then hit this power. It will knock them down and do damage all at the same time. I usually jump into a group first and hit this power to knock them all down and do lots of damage. It does knockback.
    Rating: 5/5
  10. Fellnair’s Stone Melee/Electric Defense Brute Guide Version 3.0

    Stone/Elec Brutes are nothing other than bad [censored]. I have played this toon to 50 twice now, and after doing that, I wanted to rewrite the guide. The last guide had some things that I disagree with, some that I don’t know I was thinking when I wrote it, and some things that have changed with the new issue. For slotting advice looks at the builds.

    [u]Table of Contents[u]
    I. Stone Melee
    II. Electric Defense
    III. Pool Powers
    IV. Closing Words
  11. It can be a useful power. I was never fawn of Aid self because of the interrupt time. Really depends on the player. If you team a lot it's not really needed, but if you are planning on soloing Aid Self is a must.
  12. [ QUOTE ]
    Grounded is how you become immune to sappers. I wouldn't swap my grounded for another power, but that's my take. I like being immune to sappers.

    [/ QUOTE ]

    By no means is Grounded a bad power. I'm just not found of it. I would much rather have acrobatics.

    [ QUOTE ]
    I would also note that the endurance cost of CJ is .06 which is hardly worth an endurance reduction enhancement.

    [/ QUOTE ]

    Put it in instead of it being an empty slot.
  13. Syth

    Yeah but... HOW?

    I am just at 39 on the heroes side myself (go villains =P), and I have been told that they are just like power pools at lvl 6. It will come up in the level up screen saying you have the ability to choose from an Epic Power Pool. Don't know from experience but that's what I've been told.
  14. Ok. So here is an SO build for those that would like to have a build instead of just looking at the recommended slotting.

    Villain Plan by Mids' Villain Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Fellnair: Level 50 Natural Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    ------------
    Level 1: Stone Fist
    (A) Damage Increase
    (3) Damage Increase
    (3) Damage Increase
    (5) Accuracy
    (5) Accuracy
    (7) Endurance Reduction


    Level 1: Charged Armor
    (A) Resist Damage
    (7) Resist Damage
    (9) Resist Damage
    (9) Endurance Reduction


    Level 2: Stone Mallet
    (A) Damage Increase
    (11) Damage Increase
    (11) Accuracy
    (13) Accuracy
    (13) Endurance Reduction
    (15) Recharge Reduction


    Level 4: Heavy Mallet
    (A) Damage Increase
    (15) Damage Increase
    (17) Accuracy
    (17) Accuracy
    (19) Endurance Reduction
    (19) Recharge Reduction


    Level 6: Lightning Field
    (A) Endurance Reduction
    (21) Endurance Reduction
    (36) Endurance Reduction


    Level 8: Conductive Shield
    (A) Resist Damage
    (21) Resist Damage
    (23) Resist Damage
    (23) Endurance Reduction


    Level 10: Swift
    (A) Run Speed


    Level 12: Combat Jumping
    (A) Endurance Reduction


    Level 14: Super Jump
    (A) Jumping


    Level 16: Health
    (A) Healing
    (25) Healing
    (25) Healing


    Level 18: Seismic Smash
    (A) Damage Increase
    (27) Damage Increase
    (27) Accuracy
    (29) Accuracy
    (29) Endurance Reduction
    (31) Recharge Reduction


    Level 20: Stamina
    (A) Endurance Modification
    (31) Endurance Modification
    (31) Endurance Modification


    Level 22: Static Shield
    (A) Resist Damage
    (33) Resist Damage
    (33) Resist Damage
    (33) Endurance Reduction


    Level 24: Acrobatics
    (A) Endurance Reduction


    Level 26: Lightning Reflexes
    (A) Run Speed
    (34) Run Speed


    Level 28: Conserve Power
    (A) Recharge Reduction
    (34) Recharge Reduction
    (34) Recharge Reduction


    Level 30: Hasten
    (A) Recharge Reduction
    (36) Recharge Reduction
    (37) Recharge Reduction


    Level 32: Tremor
    (A) Damage Increase
    (37) Damage Increase
    (37) Damage Increase
    (39) Accuracy
    (39) Accuracy
    (39) Endurance Reduction


    Level 35: Power Sink
    (A) Endurance Modification
    (36) Endurance Modification
    (40) Recharge Reduction
    (40) Recharge Reduction


    Level 38: Power Surge
    (A) Resist Damage
    (40) Resist Damage
    (42) Resist Damage
    (42) Recharge Reduction
    (42) Recharge Reduction
    (43) Recharge Reduction


    Level 41: Mu Lightning
    (A) Damage Increase
    (43) Damage Increase
    (43) Damage Increase
    (45) Accuracy
    (45) Accuracy
    (50) Endurance Reduction


    Level 44: Electrifying Fences
    (A) Accuracy
    (45) Accuracy
    (46) Immobilisation Duration
    (46) Immobilisation Duration
    (46) Damage Increase
    (50) Recharge Reduction


    Level 47: Ball Lightning
    (A) Damage Increase
    (48) Damage Increase
    (48) Accuracy
    (48) Accuracy
    (50) Endurance Reduction


    Level 49: Super Speed
    (A) Run Speed


    ------------
    Level 1: Brawl
    (A) Empty


    Level 1: Sprint
    (A) Empty


    Level 2: Rest
    (A) Empty


    Level 1: Fury
    ------------
    Set Bonus Totals:



    ------------
    Set Bonuses:




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  15. I have updated a lot of things and reposted the guide. Lots more info.
    Version 2.1
  16. Below is an IO build for Stone/Electric. This is for those who have the money. For those who don’t, view the recommended slotting under each power.
    Villain Plan by Mids' Villain Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Fellnair: Level 50 Natural Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Stone Fist <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (3) Crushing Impact - Damage/Endurance: Level 50[*] (3) Crushing Impact - Damage/Recharge: Level 50[*] (5) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (5) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (7) Crushing Impact - Damage/Endurance/Recharge: Level 50[/list]Level 1: Charged Armor <ul type="square">[*] (A) Titanium Coating - Resistance/Endurance: Level 50[*] (7) Titanium Coating - Resistance/Endurance/Recharge: Level 50[*] (9) Titanium Coating - Resistance: Level 50[*] (9) Titanium Coating - Endurance: Level 50[/list]Level 2: Stone Mallet <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (11) Crushing Impact - Damage/Endurance: Level 50[*] (11) Crushing Impact - Damage/Recharge: Level 50[*] (13) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (13) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (15) Crushing Impact - Damage/Endurance/Recharge: Level 50[/list]Level 4: Heavy Mallet <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (15) Crushing Impact - Damage/Endurance: Level 50[*] (17) Crushing Impact - Damage/Recharge: Level 50[*] (17) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (19) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (19) Crushing Impact - Damage/Endurance/Recharge: Level 50[/list]Level 6: Lightning Field <ul type="square">[*] (A) Endurance Reduction[*] (21) Endurance Reduction[*] (36) Endurance Modification[/list]Level 8: Conductive Shield <ul type="square">[*] (A) Titanium Coating - Resistance/Endurance: Level 50[*] (21) Titanium Coating - Resistance/Endurance/Recharge: Level 50[*] (23) Titanium Coating - Resistance: Level 50[*] (23) Titanium Coating - Endurance: Level 50[/list]Level 10: Swift <ul type="square">[*] (A) Run Speed[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Endurance Reduction[/list]Level 14: Super Jump <ul type="square">[*] (A) Jumping[/list]Level 16: Health <ul type="square">[*] (A) Healing IO: Level 50[*] (25) Healing IO: Level 50[*] (25) Healing IO: Level 50[/list]Level 18: Seismic Smash <ul type="square">[*] (A) Hecatomb - Damage: Level 50[*] (27) Hecatomb - Damage/Recharge: Level 50[*] (27) Hecatomb - Accuracy/Damage/Recharge: Level 50[*] (29) Hecatomb - Accuracy/Recharge: Level 50[*] (29) Hecatomb - Damage/Endurance: Level 50[*] (31) Hecatomb - Chance of Damage(Negative): Level 50[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (31) Endurance Modification IO: Level 50[*] (31) Endurance Modification IO: Level 50[/list]Level 22: Static Shield <ul type="square">[*] (A) Titanium Coating - Resistance/Endurance: Level 50[*] (33) Titanium Coating - Resistance/Endurance/Recharge: Level 50[*] (33) Titanium Coating - Resistance: Level 50[*] (33) Titanium Coating - Endurance: Level 50[/list]Level 24: Acrobatics <ul type="square">[*] (A) Endurance Reduction[/list]Level 26: Lightning Reflexes <ul type="square">[*] (A) Run Speed[*] (34) Run Speed[/list]Level 28: Conserve Power <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (34) Recharge Reduction IO: Level 50[*] (34) Recharge Reduction IO: Level 50[/list]Level 30: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (36) Recharge Reduction IO: Level 50[*] (37) Recharge Reduction IO: Level 50[/list]Level 32: Tremor <ul type="square">[*] (A) Armageddon - Damage: Level 50[*] (37) Armageddon - Damage/Recharge: Level 50[*] (37) Armageddon - Accuracy/Damage/Recharge: Level 50[*] (39) Armageddon - Accuracy/Recharge: Level 50[*] (39) Armageddon - Damage/Endurance: Level 50[*] (39) Armageddon - Chance for Fire Damage: Level 50[/list]Level 35: Power Sink <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (36) Recharge Reduction IO: Level 50[*] (40) Endurance Modification IO: Level 50[*] (40) Endurance Modification IO: Level 50[/list]Level 38: Power Surge <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (40) Resist Damage IO: Level 50[*] (42) Resist Damage IO: Level 50[*] (42) Recharge Reduction IO: Level 50[*] (42) Recharge Reduction IO: Level 50[*] (43) Recharge Reduction IO: Level 50[/list]Level 41: Mu Lightning <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage: Level 50[*] (43) Thunderstrike - Damage/Endurance: Level 50[*] (43) Thunderstrike - Damage/Recharge: Level 50[*] (45) Thunderstrike - Accuracy/Damage/Recharge: Level 50[*] (45) Thunderstrike - Accuracy/Damage/Endurance: Level 50[*] (50) Thunderstrike - Damage/Endurance/Recharge: Level 50[/list]Level 44: Electrifying Fences <ul type="square">[*] (A) Ragnarok - Damage: Level 50[*] (45) Ragnarok - Damage/Recharge: Level 50[*] (46) Ragnarok - Accuracy/Damage/Recharge: Level 50[*] (46) Ragnarok - Accuracy/Recharge: Level 50[*] (46) Ragnarok - Damage/Endurance: Level 50[*] (50) Ragnarok - Chance for Knockdown: Level 50[/list]Level 47: Ball Lightning <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage: Level 50[*] (48) Positron's Blast - Damage/Endurance: Level 50[*] (48) Positron's Blast - Damage/Recharge: Level 50[*] (48) Positron's Blast - Damage/Range: Level 50[*] (50) Positron's Blast - Accuracy/Damage/Endurance: Level 50[/list]Level 49: Super Speed <ul type="square">[*] (A) Run Speed[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Fury
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+2.5% Defense(Energy)[*]+2.5% Defense(Ranged)[*]+82% Enhancement(Accuracy)[*]+51.3% Enhancement(RechargeTime)[*]+4% FlySpeed[*]+118 (7.88%) HitPoints[*]+4% JumpSpeed[*]+MezResist(Immobilize) (Mag 6.6%)[*]+MezResist(Sleep) (Mag 6.6%)[*]+MezResist(Stun) (Mag 6.6%)[*]+16.5% Recovery[*]+9.14% Resistance(Fire)[*]+9.14% Resistance(Cold)[*]+15% Resistance(Toxic)[*]+7.5% Resistance(Psionic)[*]+4% RunSpeed[/list]------------
    [u]Set Bonuses:[u]
    [u]Crushing Impact[u]
    (Stone Fist)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +16.9 (1.13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[*] +2.5% Resistance(Psionic)[/list][u]Titanium Coating[u]
    (Charged Armor)<ul type="square">[*] +MezResist(Sleep) (Mag 2.2%)[*] +22.5 (1.5%) HitPoints[*] +MezResist(Stun) (Mag 2.2%)[/list][u]Crushing Impact[u]
    (Stone Mallet)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +16.9 (1.13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[*] +2.5% Resistance(Psionic)[/list][u]Crushing Impact[u]
    (Heavy Mallet)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +16.9 (1.13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[*] +2.5% Resistance(Psionic)[/list][u]Titanium Coating[u]
    (Conductive Shield)<ul type="square">[*] +MezResist(Sleep) (Mag 2.2%)[*] +22.5 (1.5%) HitPoints[*] +MezResist(Stun) (Mag 2.2%)[/list][u]Hecatomb[u]
    (Seismic Smash)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[*] +5% Resistance(Toxic)[/list][u]Titanium Coating[u]
    (Static Shield)<ul type="square">[*] +MezResist(Sleep) (Mag 2.2%)[*] +22.5 (1.5%) HitPoints[*] +MezResist(Stun) (Mag 2.2%)[/list][u]Armageddon[u]
    (Tremor)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[*] +5% Resistance(Toxic)[/list][u]Thunderstrike[u]
    (Mu Lightning)<ul type="square">[*] +2% Recovery[*] +2.5% Defense(Energy)[*] +7% Enhancement(Accuracy)[*] +4% Movement Increase[*] +2.5% Defense(Ranged)[/list][u]Ragnarok[u]
    (Electrifying Fences)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[*] +5% Resistance(Toxic)[/list][u]Positron's Blast[u]
    (Ball Lightning)<ul type="square">[*] +2.5% Recovery[*] +1.575% Res(Fire, Cold)[*] +9% Enhancement(Accuracy)[*] +6.25% Enhancement(RechargeTime)[/list]


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    |-----------------------------------------------------------------------------|
    </pre><hr />

    On the defense side, this build gives great resistance. With Charged Armor, Static Shield, and Conductive Shield active you get the following resistance.

    39.9% Smashing &amp; Lethal
    79.8% Energy
    22.8% Negative
    49.0% Cold &amp; Fire
    47.4% Psionics
    15.0% Toxic
  17. Fellnair’s Stone Melee/Electric Defense Brute Guide Version 2.1

    Updated Last At 10:58pm on March 9, 2008

    This is the updated version of my old guide.

    Stone Melee/Electric Defense is a very amazing set. It is strong offensively and has great resistance. It has a few downsides but the good sides to the set overcome the bad sides. The downsides are that the end cost is high, and it’s hard to get them down until you get SOs. All recommended slotting is with SOs. There will be a full IO build at the end.

    Let’s start with an overview of the powers, followed by a description, a rating, and then a recommendation for slotting.

    [u]Stone Melee[u]
    This is a great overall set. It does smashing damage that is very high. The endurance costs are a little high, but Electric Defense has some powers that can help with that.

    Stone Fists (Damage: Moderate – Recharge: Fast)
    Stone Fists is a great attack to start with. It has fairly good damage for a started attack and a mag 2 stun. The recharge isn’t too long as well.
    Rating: 4/5
    Recommended Slotting: 2x Damage, 1x Accuracy, 1x Endurance Reduction, 1x Recharge

    Stone Mallet (Damage: High – Recharge: Moderate)
    A fairly good attack. Great as a level 2 attack. Grab this attack ASAP. It is one of the attacks that will be very useful to you throughout all levels. It has a chance of Knockback.
    Rating: 5/5
    Recommended Slotting: 2x Damage, 2x Endurance Reduction, 1x Accuracy, 1x Recharge

    Heavy Mallet (Damage: Superior – Recharge: Slow)
    The second of the two mallet attacks. You want to get both because they are great attacks. There is also a chance of Knockback with this power.
    Rating: 5/5
    Recommended Slotting: 2x Damage, 2x Endurance Reduction, 1x Accuracy, 1x Recharge

    Build Up (Recharge – Long)
    This is my 2nd least favorite power in the entire set. It has a 90 second recharge and it gives 20% ToHit Buff and 80%DamBuff (unslotted) which is great, but it only last 10 seconds. Can be useful against AVs. Just not my kind of power.
    Rating: 0/5
    Recommended Slotting: 2x Damage, 2x ToHit Buff, 2x Recharge

    Fault (Recharge – Slow)
    An ok attack. Not my favorite power. Does no damage but can knock down a foe which at times is EXTREMELY useful. It also has a mag 2 stun.
    Rating: 3/5
    Recommended Slotting: 2x Recharge, 2x Knockback (If you have room in your build)

    Taunt (Recharge – Slow)
    This is my least favorite power in the set by far. If you thought I was ranting about Build Up, that was nothing. This power has absolutely no purpose in my opinion. Maybe if you have a squishie who is getting ready to die you could use this power to get the mob off of them. This is a tanker power. Not a brute power. Brutes are not tankers. And tankers are not brutes. If you want this power go play a tank.
    Rating: 0/5
    Recommended Slotting: Never used this power and never will.

    Seismic Smash (Damage: Extreme – Recharge: Slow)
    This is the power of the stone melee set. It will become your favorite power by far. This power is a must. Huge Damage. Fast Animation. What more do you want? Maybe the Mag 4 Hold that it comes with.
    Rating: 5/5
    Recommended Slotting: 2x Accuracy (You want it to hit. If it doesn’t your going to be mad) 2x Endurance Reduction, 1x Recharge, 1x Damage

    Hurl Bolder (Damage: High – Recharge: Moderate)
    This power is ok. The animation is long and the damage is just ok. The thing that a lot of brutes like about this power is that it has range. I respected out of this power as well because of the slow animation. It has a chance for Knockback. I’m leaving the choice of choosing this power up to you.
    Rating: 3/5
    Recommended Slotting: 2x Range, 2x Damage, 1x Accuracy, 1x Endurance Reduction

    Tremor (Damage: Moderate – Recharge: Slow)
    The one and only aoe in the entire Stone Melee set. This attack is a must. A great attack for when you’re getting aggroed. You can run into a group and then hit this power. It will knock them down and do damage all at the same time. I usually jump into a group first and hit this power to knock them all down and do lots of damage. It does knockback.
    Rating: 5/5
    Recommended Slotting: 2x Damage, 2x Endurance Reduction, 1x Accuracy, 1x Recharge

    That just about sums up stone melee. Let’s look at the electric defense now.

    [u]Electric Defense[u]
    This is a great set. It is a resistance set that is great. It also has some end management powers that help a ton with Stone Melee.

    Charged Armor (Toggle)
    You are forced to take this power at level 1, but that isn’t a bad thing. It’s one of your resistance toggles. Gives a base of 26.3% resistance to Smashing, Lethal, and Energy.
    Rating: 5/5
    Recommended Slotting: 3x Resistance, 1x Endurance Reduction

    Lightning Field (Toggle)
    This is a decent power that does Minor(DoT) Energy damage, drains endurance, and has a mag 4 taunt.
    Rating: 3/5
    Recommended Slotting: 3x Endurance Reduction

    Conductive Shield (Toggle)
    Your second resistance toggle. It gives a base resistance of 26.3% to Fire, Cold, Energy, and Negative.
    Rating: 5/5
    Recommended Slotting: 3x Resistance, 1x Endurance Reduction

    Static Shield (Toggle)
    The third resistance toggle. It gives a base resistance of 26.3% to psionics, and gives resistance to hold, sleep, disorient, end drain, recovery debuff, and teleport.
    Rating: 5/5
    Recommended Slotting: 3x Resistance, 1x Endurance Reduction

    Grounded (Auto)
    Ok power. I don’t like it though. Gives a base resistance of 9.38% to Energy and Negative. Also has a base resistance of 69.2% to Knockback, end drain, and immobilize. I don’t like this power because it sounds great, but the name Grounded does mean something. You have to stay on the ground to get the kb and immobilize resistance.
    Rating: 2/5
    Recommended Slotting: 1x End Reduction.

    Lightning Reflexes (Auto)
    This power is kind of like the sprint power in the fitness set. Same concept. Lighting Reflex's also increases your attack speed and resists -spd. It gives a 20% buff to recharge and 35% to run speed.
    Rating: 3/5
    Recommended Slotting: 1x Running Speed

    Conserve Power (Click)
    Can be useful. Reduces the end cost of all your powers. Lasts for 90 seconds and has a 600 second recharge. Can be useful when your bar gets low. But don’t plan on using it all the time. Gives a 119.2% buff to endurance cost.
    Rating: 3/5
    Recommended Slotting: 2x End Modification, 2x Recharge

    Power Sink (Click)
    This power is great. Unslotted, it has a 60 second recharge, and for every foe (up to 10) in a 10 foot radius, it gives you 25% of your endurance back.
    Rating: 5/5
    Recommended Slotting: 3x Recharge

    Power Surge (Click)
    This power makes you almost invincible for 3 minutes. Just hope you aren’t in the process of killing when this power is done. Because it leaves you with 10% of your hp and 0 end. It last like this for 10 seconds without recharging. It gives 52.5% to all damage except Psionics, and resistant to disorient, sleep, hold, immobilize, Knockback, end drain, recovery debuff, and enemy teleportation. It also increases your recovery by 100%.
    Rating: 5/5
    Recommended Slotting: 3x Resistance, 3x Recharge

    Alright, so we have looked at both the stone melee set and the electric defense. Now let’s look at some of the power pools that go well with this set.

    [u]Power Pools[u]

    [u]Fitness[u]
    This is a pool you HAVE to take. I usually take Swift, Health, and then Stamina.

    Swift
    This power makes you run faster. Have to take this or Hurdle. I almost always take this one.

    Hurdle
    This power makes you jump higher. Have to take this or Swift. I usually take swift.

    Health
    This power is available at level 14 and boosts your regeneration.
    Recommended Slotting: 3x Healing

    Stamina
    This power is available at level 20 and boosts your recovery (endurance regeneration). This is the power in the set that makes you get this set.
    Recommended Slotting: 3x Endurance Modification

    [u]Fighting[u]
    Tough and Weave can be useful, but you better make sure you have stamina if you get these as well. This set is not a necessity. Just a personal preference. I do not recommend taking this set for this build.

    [u]Travel Powers[u]

    Leaping
    I usually take leaping. Combat Jumping is a nice toggle to have during combat, and Super Jump is a great travel power. Also in this set is Acrobatics which gives you knockback protection. This is a good alternative to grounded.

    Speed
    This is a great travel power as well. I would take both Super Jump and Super Speed. The two travel powers work well together. I recommend taking Hasten and 3 slotting it with Recharges. So you might as well take Super Speed as well. It’s only one more power.

    Teleportation
    I’m not very fond of this travel power. Hard to use. Only for concept builds.

    Flight
    Flight isn’t a bad travel power. Not as fast as SS/SJ but it is nice. Air superiority is a nice attack to add to your chain as well.
  18. Akuma_Mishima said:
    [ QUOTE ]
    Grounded's slotting suggestion is 1 End reduction. Thought it should be pointed out you.

    [/ QUOTE ]

    I put that as the slotting because I don't recommend the power. If I was to get it, that is all I would put in it. But I wouldnt, and I feel it is pretty much a waste of a power. Just my opinion though. I recommended Super Jump as a travel power which has Acrobatics. I will add that Acrobatics should be taken from that pool.

    Kioshi said:
    [ QUOTE ]
    Wouldn't Grounded be a nice place to put a Steadfast -KB protection IO since it accept Res sets? That way you'd cover your kb protection (pve at least) when you're in the air too too. After all it wouldnt benefit from endred since it's a passive afaik. Or even a common Res IO to enhance the neg and energy resist a lil bit...

    [/ QUOTE ]

    All of the suggested slotting above is for SOs only. I said I would be putting an IO build up once I got to my computer with Mid's.

    Fellnair said:
    [ QUOTE ]
    Stone Melee/Electric Defense is a very amazing set. It is strong offensively and has great resistance. It has a few downsides but the good sides to the set overcome the bad sides. The downsides are that the end cost is high, and its hard to get them down until you get SOs. All recommended slotting is with SOs. I will add an IO build at the end.

    [/ QUOTE ]

    Thanks for the comments guys.
  19. I have since updated this guide. Visit the new version at the following link.

    Fellnair's Stone/Electric Brute Guide Version 2.0
  20. For anyone with questions, you can post them here or send me a tell ingame. Global is in my signature.
  21. This is the update version of my guide that is on the list above. There were some things in it that I wanted to change. I know it wont get changed up top for a while, but for anyone who cares, here is the updated one.

    Fellnair's Stone/Electric Brute Guide Version 2.0
  22. Fellnair’s Stone Melee/Electric Defense Brute Guide Version 2.0

    Updated Last At 10:23pm on March 6, 2008

    This is the updated version of my old guide.

    Stone Melee/Electric Defense is a very amazing set. It is strong offensively and has great resistance. It has a few downsides but the good sides to the set overcome the bad sides. The downsides are that the end cost is high, and its hard to get them down until you get SOs. All recommended slotting is with SOs. I will add an IO build at the end.

    Lets start with an overview of the powers, followed by a description, a rating, then a recommendation for slotting.

    Stone Melee

    Stone Fists
    Stone fists is a great attack to start with. It has fairly good damage for a started attack, and the recharge isn’t too long.
    Rating: 4/5
    Recommended Slotting: 2x Damage, 1x Accuracy, 1x Endurance Reduction, 1x Recharge

    Stone Mallet
    A fairly good attack. Great as a level 2 attack. Grab this attack ASAP. One of the attacks that will be very useful to you throughout all levels.
    Rating: 5/5
    Recommended Slotting: 2x Damage, 2x Endurance Reduction, 1x Accuracy, 1x Recharge

    Heavy Mallet
    The second of the two mallet attacks. You want to get both because the mallets are very strong. To be an effective stone/elec brute you should get both mallets.
    Rating: 5/5
    Recommended Slotting: 2x Damage, 2x Endurance Reduction, 1x Accuracy, 1x Recharge

    Build Up
    This is my 2nd least favorite power in the entire set. Lots of people say “But I can solo a boss after I use this power.” I really don’t care if I can solo a boss. I team. I guess if you solo 90%+ of the time then this is the power for you.
    Rating: 0/5
    Recommended Slotting: Not sure. I’ve never used this power.

    Fault
    An ok attack. Not my favorite power. Does no damage but can knock down a foe which at times is EXTREMELY useful.
    Rating: 3/5
    Recommended Slotting: 2x Recharge, 2x Knockback (If you have room in your build)

    Taunt
    This is my least favorite power in the set by far. If you thought I was ranting about Build Up, that was nothing. This power has absolutely no purpose in my opinion. Maybe if you have a squishie who is getting ready to die you could use this power to get the mob off of them. This is a tanker power. Not a brute power. Brutes are not tankers. And tankers are not brutes. If you want this power go play a tank.
    Rating: 0/5
    Recommended Slotting: Never used this power and never will.

    Seismic Smash
    This is the power of the stone melee set. It will become your favorite power by far. This power is a must. Huge Damage. Fast Animation. What more do you want?
    Rating: 5/5
    Recommended Slotting: 2x Accuracy (You want it to hit. If it doesn’t your going to be mad) 2x Endurance Reduction, 1x Recharge, 1x Damage

    Hurl Bolder
    This power is ok. The animation is long and the damage is just ok. The thing that a lot of brutes like about this power is that it has range. I respected out of this power as well because of the slow animation. I’m leaving the choice of choosing this power up to you.
    Rating: 3/5
    Recommended Slotting: 2x Range, 2x Damage, 1x Accuracy, 1x Endurance Reduction

    Tremor
    The one and only aoe in the entire Stone Melee set. This attack is a must. A great attack for when your getting aggroed. You can run into a group and then hit this power. It will knock them down and do damage all at the same time. I usually jump into a group first and hit this power to knock them all down and do lots of damage.
    Rating: 5/5
    Recommended Slotting: 2x Damage, 2x Endurance Reduction, 1x Accuracy, 1x Recharge

    That just about sums up stone melee. Lets look at the electric defense now.

    Electric Defense

    Charged Armor
    You are forced to take this power at level 1, but that isn’t a bad thing. It’s one of your resistance toggles.
    Rating: 5/5
    Recommended Slotting: 3x Resistance, 1x Endurance Reduction

    Lightning Field
    An aoe endurance reduction (to the foe) toggle. It drains more endurance then some of the other defense powers but it is still good.
    Rating: 3/5
    Recommended Slotting: 3x Endurance Reduction

    Conductive Shield
    The 2nd resistance toggle you get. Take it. Love it.
    Rating: 5/5
    Recommended Slotting: 3x Resistance, 1x Endurance Reduction

    Static Shield
    The 3rd resistance toggle. Another one that is Take it. Love it.
    Rating: 5/5
    Recommended Slotting: 3x Resistance, 1x Endurance Reduction

    Grounded
    A good substitution to acrobatics if you stay on the ground. If you jump around or fly around this power isn’t for you because it wont help you.
    Rating: 2/5
    Recommended Slotting: 1x End Reduction.

    Lightning Reflexes
    This power is kind of like the sprint power in the fitness set. Same concept. Lighting Reflex's also increases your attack speed and resists -spd.
    Rating: 3/5
    Recommended Slotting: 1x Running Speed

    Conserve Power
    Can be useful. Reduces the end cost of all your powers.
    Rating: 3/5
    Recommended Slotting: 2x End Modification, 2x Recharge

    Power Sink
    This power is great. Unslotted, it has a 60 second recharge, and for every foe it hits it gives you 25% of your endurance back.
    Rating: 5/5
    Recommended Slotting: 3x Recharge,

    Power Surge
    This power makes you almost invincible for 3 minutes. Just hope you aren’t in the process of killing when this power is done. Because it leaves you with 10% of your hp and 0 end. It last like this for 10 seconds without recharging. It also makes you look like a gremlin.
    Rating: 4/5
    Recommended Slotting: 3x Resistance, 3x Recharge

    Alright, so we have looked at both the stone melee set and the electric defense. Now lets look at some of the power pools that go well with this set.

    [u]Power Pools[u]

    Fitness
    This is a pool you HAVE to take. I usually take Swift, Health, and then Stamina.

    Swift
    This power makes you run faster. Have to take this or Hurdle. I almost always take this one.

    Hurdle
    This power makes you jump higher. Have to take this or Swift. I usually take swift.

    Health
    This power is available at level 14 and boosts your regeneration.
    Recommended Slotting: 3x Healing

    Stamina
    This power is available at level 20 and boosts your recovery (endurance regeneration). This is the power in the set that makes you get this set.
    Recommended Slotting: 3x Endurance Modification

    Fighting
    Tough and Weave can be useful, but you better make sure you have stamina if you get these as well. This set is not a necessity. Just a personal preference.

    [u]Travel Powers[u]

    Leaping
    I usually take leaping. Combat Jumping is a nice toggle to have during combat, and Super Jump is a great travel power. Also in this set is Acrobatics which gives you knockback protection. This is a good alternative to grounded.

    Speed
    This is a great travel power as well. I would take both Super Jump and Super Speed. The two travel powers work well together. I recommend taking Hasten and 3 slotting it with Recharges. So you might as well take Super Speed as well. It’s only one more power.

    Teleportation
    I’m not very fond of this travel power. Hard to use. Only for concept builds.

    Flight
    Flight isn’t a bad travel power. Not as fast as SS/SJ but it is nice. Air superiority is a nice attack to add to your chain as well.

    That about sums up the Stone Melee/Electric Defense Brute. IO build will be coming soon. Once I get to my computer with Mid’s on it.