Stone/Stone Brute Guide


Ash666

 

Posted

So you want to swing a big rock lollipop and look like you hang around with poo-flinging monkeys? Yeah, see, I did too – and I found satisfaction with a little something I like to call a Stone/Stone Brute. In all seriousness though, I’m hopefully going to be able to shed some light on this combo – talk about my experiences with it, and provide some build ideas that will help you level quickly and effectively – and have a blast along the way.

First of all, let me start off by saying that by far, this has been the most fun character I’ve played in CoX. I think it’s exactly what a lot of folks had hoped tanks would be. I remember long ago I used to have a regen scrapper and I played almost every night in a duo with an Invuln/Stone tanker. I always thought it looked like a very fun melee set, but never played it until CoV. I truly think, without question, from a pure sensory perspective – nothing is more SMASHing than Stone Melee. The first time you ever chain Stone Mallet, Heavy Mallet and Seismic Smash with high fury you’ll enter some sort of Zen SMASH mode that defies articulation.

Stone Armor is an interesting set. It forces you to take some tough choices along the way, but I really think it meshes well with Stone Melee – together they allow you to do some pretty impressive stuff, even pre-granite.

Let’s get into the power sets themselves.

Stone Melee

Stone Melee is probably best defined as a hard-hitting, fast-activating, slow-recharge, high-end-cost power set. What this means from a practical standpoint is that provided you can offset the end-costs + recharge rates, you can chain attacks extremely fast – which = fury. Some folks like to say Stone is a “slow” set – I disagree strongly. I think it’s lightning fast. You just need to understand its weaknesses, and optimize accordingly.

(NOTE*** While I’m starting to see some people recently posting along similar lines, since I began my brute I came to the (seemingly rare) conclusion that Stone/Stone doesn’t need damage enhancements. I eventually slotted some damage in after I hit 40, but leveling up I never purchased a single damage enhancement, and never once felt my damage was lacking, even slightly. I strongly recommend anyone leveling up a Stone Brute to at least try this. IMO, being able to attack nonstop while running some of your high-end toggles will make you far more effective than slotting for damage. Any suggested slotting takes this mindset into account. YMMV. Please keep in mind ANY suggestions and slotting recommendations I make are for PvE purposes only. I personally don’t think a solid PvP build for Stone/Stone = a solid PvE build, and vice-versa)

Stone Fist – 5.2 End, .57 Activation, 4.0 Recharge, BI 2.77
A staple. In the early levels this will probably (along with Brawl) be your main fury builder. You could probably slot 1 acc, 1 rech, 1 end redux and leave it at that. Remember, to build fury you want fast, low-end attacks. This is as good as it gets in Stone Melee. Has a stun/disorient that is not very much to write home about.

Stone Mallet – 8.3 End, 1.17 Activation, 8.0 Recharge, BI 4.56
A “tweener”. At the end of the day, this is the misfit of the single-target Stone attacks. It’s got some decent punch, but as it’s the second “smallest” attack you get, it often finds its way into your fury building chains. This is not all that endurance efficient though, which is why (as you’ll see later) I recommend adding a pool attack. The real upside to Stone Mallet is the knockdown. It (along with Heavy Mallet) have a good chance at knocking your opponent on its rear. I’d slot it 2 acc, 1 rech. 1 end redux.

Heavy Mallet – 11.86 End, 1.17 Activation, 12 Recharge, BI 6.33

Oh baby. This is your heavy hitter until you pick up Seismic Smash. Keep the reigns on this though until your fury is high. Otherwise you’re just wasting endurance. Remember, an attack has the same endurance cost whether your fury bar is at 5% or 95%. The difference in damage though is extreme. This is what I mean about optimizing. Opening up a fight with Heavy Mallet is just wasting precious endurance. This attack has a small knock-up that is about as reliable as the knockdown of Stone Mallet. I’d slot this just like Stone Mallet. If you want, you could throw a damage or two in here but realistically I think Stone/Stone builds are tight enough that I wouldn’t do this until you’re absolutely certain you won’t need the slot elsewhere.

Build Up – 5.2 End, .73 Activation, 90 Recharge, 10 Duration

Build Up basically provides a severe, short-term boost to Damage and Accuracy. I never took BU, but I can see the benefit of taking it. In retrospect, it might have been a better pick than Stone Skin, but I never felt like I wished I had it. In a PvE build, I don’t think it’s critical, but if you like big numbers it is certainly a viable choice. I just felt like I would have been gimping myself if I didn’t slot enough accuracy for when BU would be down, so it really came down to damage. I’d say grab it in your 20’s if you feel gimp, grab something else if you feel like you’re doing enough damage. I’d slot 3 rech, 1 to-hit.

Fault – 10.19 End, 2.1 Activation, 20 Recharge

This is an AoE (pretty decent range) knockdown. No damage. People's opinions on this power are polarized - to say the least. Personally, for PvE, I think it’s a great power to take at least early on. Stone/Stone is going to eventually blossom into the most durable beast known to mankind – but the sad reality is that until you pick up granite, you’re a bit squishier than you might think. This is a great way to stagger an alpha, and to basically do some crowd control. The real downside is spending 1/10th of your end bar for no damage. I think you can live with that though, especially at the lower levels where it WILL boost your survivability. I’d slot 1 acc, 1 end redux.

Taunt – 1.67 Activation, 10 Recharge

I don’t see a need for Taunt in a PvE build. I’ve played with it a bit on test – and can see the PvP benefits – but for leveling up and PvE I’d recommend skipping this.

Seismic Smash – 18.52 End, 1.5 Activation, 20 Recharge, BI 9.89

Here’s where it just gets silly. Like HM, this is a high-fury attack. It does ridiculous damage (you’ll one-shot stuff with high-fury) – but at the cost of 1/5th of your end bar. Some people like to open with this attack – because in addition to its nice damage, it has a stun/hold (Listen, I don’t know which one it is, but it seems like a stun) but I don’t advise this. Between your mallets and (hopefully) your pool attack you oughta be able to keep even a boss flopping around to some degree. As far as slotting, this should be six-slotted. It’s by far your best single target attack, and should be optimized. I slotted it 2 acc, 2 rech, 2 end at first, then later on switched one of the rech’s to a 3rd end. If you want to go with damages on this I cant blame you, but by all means – six slot this and optimize it to your playstyle. You’re selling yourself short if you do not. Note* - I do NOT think slotting for hold duration is a good use of a slot for PvE. You have enough knockdown/ups to make this redundant. It’s not like you’re going to SS, then wait for the stun to wear off.

Hurl Boulder – 9.36 End, 3.83 Activation, 8 Recharge, BI 4.56

Your ranged attack. It comes down to taste – I never personally felt the need (or wished I had it). However it is a nice amount of damage, and most of the time (as you’re going to learn) you can’t jump – so it has its uses. It’s a nice utility power, but for me, the deciding factor was simply there were better powers to take, and I could barely fit all of them into my build. Situational powers didn’t make the cut.

Tremor – 13.52 End, 3.3 Activation, 14 Recharge, BI 2.778

Your final power – at first glance might seem a little… bit of a letdown…. “Woot an AoE that does some damage! Wait – it’s… Stone Fist damage??!??!” At least that’s how I felt. But, after playing with it a bit on test, I ended up 6 slotting it 2 acc, 2 rech, 2 end – and I love it. I use it more as an opener when I’m doing 8-man relentless missions. It’s like Fault – it has an AoE knockdown – only better, since it recharges faster plus has at least SOME damage. Plus, since nothing builds fury faster than suddenly finding yourself in the middle of 20 mobs, the damage adds up. Couple this with Fault and you can basically handle spawns that you most certainly could not without it.



Stone Armor

Stone Armor is defined by its final power – Granite. Without compare, Granite is as tough as you can get in CoV (at least in a toggle). However, it’s one thing to choose a powerset for its level 38 power – it’s quite another to level up to that point without it. In truth, Stone Armor is probably a bit on the weaker side from 1-37. It’s primarily a defense-based set so you’ll take your lumps. However, all in all, I feel when combined with the single target & AoE knocks from the Stone Melee set, Stone Armor is certainly strong enough – and based on observation, combined they are more survivable than most combinations. But, being as this is CoX – everything has a price. Stone has (charmingly enough) some heavy penalties – the most noticeable is speed.

Rock Armor – (Toggle) .24 End/Sec

This is your first and most used armor. It’s the well known “poo suit” you see often enough, and it provides defense vs. smashing/lethal damage. As this is the most common type of damage you’ll face, it makes sense to have this up at all times. Rock Armor will stack with the other armors (Crystal, Brimstone, Minerals) as well as your other toggles (Rooted, Mudpots) – but does NOT stack with Granite. As far as slotting goes, I’d definitely put 3 defbuffs in it, and I personally had an end redux in it.

Stone Skin – (Passive)

Again, this provides protection to smashing/lethal – but this is resist, not defense. It’s only about 5.5% or so, so don’t trip over yourself to grab it early, but it IS useful since its effect will stack with Granite’s resistance – plus if you grab Tough down the road it will stack with that. I think I ended up throwing a second resist slot in it but all in all it’s not going to make or break you. If you plan on taking this, you can certainly hold off until later on.

Earth’s Embrace – 10.4 End, 2.0 Activation, 360 Recharge, 120 Duration

This is the Stoner version of Dull Pain, and a staple of the Stone Armor set. Get this as soon as you can, and if possible, 6-slot it 3 rech, 3 heal. Essentially it will raise your max HP for a time, and (if needed) heal you. It can be used as a pre-fight buff, but honestly I tend to wait until I take a bit of damage before I use it, unless I’m fighting a Hero or AV or something and I don’t want to get one-shotted. The real nice thing about EE is that when your HP are boosted, your regen is more powerful (since regen is based on a % of your max HP). But more about that later.

Mudpots – (Toggle) .98 End/Sec, BI .42

This is a PBAoE Taunt/Slow/Damage field. Not a ton of damage, nor is the slow particularly impressive unslotted. And the endurance cost is VERY high. Nevertheless, I think this is a great power. First of all, you need at least 2 SO end redux enhancements in it to be able to operate even remotely effectively while this is running. Personally, I used 3. A single slow enhancement will make a noticeable difference as well. While AoE damage doesn’t count towards fury building, the mobs this attracts will obviously be beating on you, which does build fury. And once your fury is up the damage will actually start to add up after a while, especially on big spawns. Taking this power will (as if you weren’t going to already) essentially force you into taking Stamina.

Rooted – (Toggle) .19 End/Sec

Finally, status resist. This protects you from everything except Fear/Confuse, plus doubles your base regen – and protects against Endurance draining mobs (Eat this, Mu Guardian!). Slotted for heal, combined with Earth’s Embrace’s HP boost – you’ll actually be able to notice the regen. This helps your pre-granite levels immensely. I’d slot this 1 (or two) end redux and 3 heals if possible. Here, though, is where the first sign of Stone Armors uberness having a price occurs – when you’re rooted you’re literally… rooted. Your run speed takes a major hit – and you can’t jump (you will find tiny curbs or 6-inch ledges to be the bane of your existence) or fly – and you can’t even use sprint. Rooted’s (and eventually Granite’s) slow penalty are what prompt many Stoners to opt for the Teleport power pool.

Brimstone Armor – (Toggle) .24 End/Sec

Protection vs. fire and cold damage. I admit this is actually a pretty good power because it’s resistance, not defense. That is – pretty good for when you need protection against fire and cold. If I took this power I’d probably 3 slot it for resist and maybe even slap in an end redux – but in practical situations, I haven’t really ever seemed to find too many situations where this would have been worth the power choice. Like Rock Armor, this can be used with all toggles except Granite. Never took it, never missed it. This is IMO one of those powers where the adage “I’m a brute, not a tank” really seems to hold.

Crystal Armor – (Toggle) .24 End/Sec

Protection vs. energy (and negative energy). Unlike Brimstone, this is defense, not resist. So (at least pre I7), not as effective on +2/3 mobs. Unlike Brimstone – I can say for sure that there have been a number of situations where this does make some sense as a power selection (Wailers, CoT etc). I eventually decided not to take it – and based my decision on a couple factors. First, I knew I was getting Tremor 4 levels later which would help my survivability. Secondly, I knew once I got Granite I would have absolutely no need for this power. Now, I admit that the grind from 28-38 isn’t exactly the same as the grind from 1-11. It was a pretty significant amount of time. But I made that decision, and I never really regretted it. I might have saved myself three or four faceplants over the course of those 10 levels if I’d had it – not enough of a reason for me. YMMV. I can certainly see the upside. The choice is yours. Slot it like all the other armors – 3 Defbuf and 1 end redux.

Minerals – (Toggle) .24 End/Sec

Psionics protection - defense, not resist. While I admit I haven’t seen enough Psi damage to really give me pause (nor felt like Minerals helped all that much when I did) – I did grab this power. It has two nice benefits aside from the Psi protection that were, for me, enough to make it worth the choice. The first is that with just one extra slot in it, Succubi don’t seem to ever land Confusion on me. Admittedly, hitting my corruptor teammate with a rock-on-a-stick can be fun, I didn’t want to take the chance of pissing off one of the 5 */kins on my server that actually took Speed Boost. Plus, it has a nice +Perception bonus that is real helpful vs. Arachnos. Besides, you’re not going to find Psi protection anyplace else in Stone Armor. Definitely not a critical power, and one could easily argue that crystal is the more beneficial power. Up to you.

Granite Armor – (Toggle) .46 End/Sec

OK power, might want to get it. YMMV.

Uh, hello?!? This, my friends, is where the magic happens. First of all – nothing in the world can prepare you for the first time you click Granite. Even if the power sucked, it would still be worth getting just for the graphic. My brute was a sub-4 foot girl in a hot pink bikini + go-go boots – but in Granite she’s about 7 feet tall. Fricking awe-some. Plus – nothing sounds SMASHier than running down a hall in granite. BOOM BOOM BOOM. Just… wow.

But… it is an armor – and a damn good one. First of all – in a lot of cases, you can fight without Rooted since Granite offers protection against all of the same status effect. You will however, want to stay in rooted while fighting stuff like Longbow SpecOps (or other endurance-draining mobs). Or if you want the Regen from Rooted for especially tough mobs, or mobs that do Psi.

That’s right, No Psi defense/resistance from Granite. But you do get defense/resistance to everything else. Yep, that’s right, anything that Rock/Brimstone/Crystal can do (plus most of Rooted) – but better. Because it’s both defense and resist, it means you’re taking less hits, and when you do – you’re taking less damage. You’ll see your ability to withstand waves and waves of mobs increase exponentially with Granite up.

But Granite has its price. Aside from having a slowing effect on par (though IMO not quite as bad) as Rooted, combine the two and you literally can’t move enough to make it worth trying. You’re not fixed, but the run speed is so reduced (even with 3 slots in swift) that you either need to drop rooted and move slow as a snail (but at least move) or Teleport. Even if you’re trying to get only 5-10 feet away. I cannot overemphasize how slow you are with both Rooted/Granite up. Granite also has the same restrictions as Rooted with respect to fly, jump and sprint. Plus, your attack speed takes a fairly significant hit. Because of this, many Stoners opt for Hasten (and pine for the old Pre-ED days). Lastly, (though of the penalties, this seems the least annoying) your damage is decreased.

Granite is probably used by most as a situational power – once the alpha has been withstood and it’s safe to do so, most stoners will drop out of Granite and finish up a fight with Rock/Rooted. Slotted the way I’ve suggested, it is possible to fight in Granite full time, though I honestly don’t unless I have Speed Boost.

Get Granite, slot it 3 Resist/3 Defbuf, and go rock out.

Pool Powers

Concealment – No need in PvE

Fighting – This is probably a popular pool for many Stone/Stoners. Boxing is a decent fury-building attack that will work well with Stone Fist/Brawl keeping your endurance costs under control until you can start one and two-shotting things with HM & SS. The real bonus here is that Boxing paves the way for Tough, which would help Stone Armor quite a bit, especially stacked with Stone Skin. I’d recommend this for someone who wanted a bit more survivability.

Fitness – You need this pool. Just don’t take Hurdle. Get swift and try to get it 3 slotted – life will be so much easier while in Rooted or Granite. Get Health and try to three slot it, as it will combine with the regen you’re already getting from Rooted/EE. And Stamina is your biggest issue from 1-40. I don’t even need to tell you to three slot this.

Flight – Personally, I didn’t go with Boxing/Tough and instead opted for Air Superiority. It has a very reliable knockdown, and it meshes real well with Stone Melee. It was more quality of life than anything, but with the build I wanted for PvE I knew I wouldn’t have been able to fit in Tough and Stone Skin. So I went with Stone Skin and AS, sacrificing some resistance for a slightly better (due to its secondary effect) attack. Either way you opt to go, I would go one route or the other, as a second fury building attack to compliment Stone Fist is, IMO, a huge help.

Leadership – Meh

Leaping – Sadly, there’s no way I can see to take the best of the best travel powers on a Stoner.

Medicine – I’ve heard people suggest getting Aid Self. Maybe for PvP or something, but the reality is that for PvE, not only am I not willing to give up a second fast attack but also the fact that you have to take either Aid Other or Stimulant made this a complete no-brainer to me. No thank you. The heal from EE + the regen if you slot right make this unnecessary IMO.

Presence – Meh

Speed – Hasten is useful while in Granite. Other than that, I don’t see the need (as slotted) in my attack chains for more speed. I’d grab it by 30, but, if taken earlier, and used only to speed up the recharge on Earth’s Embrace, it could be helpful.

Teleportation – A long time ago I vowed never to take this pool again as my sole travel power. The reality is that it makes a Stoner’s life a LOT easier, and it’s pretty easy to get used to, and certainly bearable as a travel power. You’ll hate it once you start getting CoT missions in the northern part of Nerva (Where’s the f-ing door?!?! All I see are trees!!!) but like I’ve been saying … Everything has a price. You’ll use TP a lot to move around while in Granite/Rooted. I’d probably suggest TP Foe over TP Friend – but that’s your choice.

Combat

Generally, What I tended to do (even pre-granite) was to throw up my appropriate armor, mudpots & rooted, target the boss, zoom out, hit TP, get the reticule as close to the boss as possible, reset camera, begin teleporting and queue up Fault. Slotted with only one ACC, Fault would only flop about half the mobs, but enough to stagger the alpha enough for me to have time to pop Earths Embrace if needed, but if not needed I’d just open with AS on the boss and start my fury-building chain. Once I got Tremor I’d open with that instead, as it eliminated the (annoying) situation that arises when I was a few feet off on my teleport and was out of range from my target. (When that happened I’d just hit escape to lose a target and spam fault to hit it off the closest mob – one is always in range when you teleport in). Tremor was nice on that front as it doesn’t need a target to fire. With Fault/Tremor, on average you have an AoE knockdown available once every 5-7 seconds. By the time the first mob was down fury would be so high that between mudpots & tremor I’m doing substantial damage to the minions and with my hammers and Seismic Smash I’m 2-shotting anything I see. Moving fast from spawn to spawn opens up the possibility of Teleporting into the next group of mobs and opening up with a Seismic Smash at high fury. Rarr.

Build

Stone/Stone Builds are tight. As I mentioned at the beginning, my preference has been to slot for Acc/Rech/End Redux. I leveled 90% from 1-40 in PuGs, and this worked best for me. Now, at level 40, I find myself teamed up with a */kin corruptor most of the time. Even with Speed Boost, I like being slotted as such. We rip through stuff so damn fast it’s honestly just scary sometimes.

So, here’s my suggestion for two builds, one with and one without Tough. With both of these, the slotting will really come down to preference – If you feel something needs to be faster, less end-costly, tougher, whatever…. Keep in mind this is just a suggestion.

Build 1 (Tough)
---------------------------------------------
Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level: 41
Archetype: Brute
Primary: Stone Melee
Secondary: Stone Armor
---------------------------------------------
01) --> Stone Fist==> Acc(1)Rechg(3)EndRdx(5)
01) --> Rock Armor==> EndRdx(1)DefBuf(13)DefBuf(13)DefBuf(34)
02) --> Stone Mallet==> Acc(2)Rechg(3)EndRdx(5)Acc(7)
04) --> Earth's Embrace==> Rechg(4)Rechg(11)Rechg(11)Heal(15)Heal(33)Heal(36)
06) --> Boxing==> Acc(6)EndRdx(7)
08) --> Heavy Mallet==> Acc(8)Rechg(9)EndRdx(9)Acc(15)
10) --> Teleport Foe==> Acc(10)
12) --> Swift==> Run(12)
14) --> Teleport==> EndRdx(14)
16) --> Rooted==> EndRdx(16)EndRdx(17)Heal(17)Heal(34)Heal(34)
18) --> Health==> Heal(18)Heal(19)Heal(19)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Seismic Smash==> Acc(22)Rechg(23)EndRdx(23)Acc(25)EndRdx(31)EndRdx(36)
24) --> Fault==> Acc(24)EndRdx(25)Rechg(29)
26) --> Mud Pots==> EndRdx(26)EndRdx(27)EndRdx(27)
28) --> Tough==> EndRdx(28)EndRdx(29)DmgRes(31)DmgRes(31)
30) --> Hasten==> Rechg(30)Rechg(37)Rechg(37)
32) --> Tremor==> Acc(32)EndRdx(33)Rechg(33)Rechg(37)Acc(40)
35) --> Minerals==> EndRdx(35)DefBuf(36)
38) --> Granite Armor==> DmgRes(38)DmgRes(39)DmgRes(39)DefBuf(39)DefBuf(40)DefBuf(40)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Fury==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------


Build 2 (No Tough)
---------------------------------------------
Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: SMSAnotough
Level: 41
Archetype: Brute
Primary: Stone Melee
Secondary: Stone Armor
---------------------------------------------
01) --> Stone Fist==> Acc(1)Rechg(3)EndRdx(5)
01) --> Rock Armor==> EndRdx(1)DefBuf(15)DefBuf(15)DefBuf(31)
02) --> Stone Mallet==> Acc(2)Rechg(3)EndRdx(5)Acc(7)
04) --> Earth's Embrace==> Rechg(4)Rechg(11)Rechg(13)Heal(13)Heal(31)Heal(37)
06) --> Air Superiority==> Acc(6)Rechg(7)
08) --> Heavy Mallet==> Acc(8)Acc(9)EndRdx(9)Rechg(11)Rechg(37)
10) --> Teleport Foe==> Acc(10)
12) --> Swift==> Run(12)
14) --> Teleport==> EndRdx(14)
16) --> Rooted==> EndRdx(16)EndRdx(17)Heal(17)Heal(31)Heal(37)
18) --> Health==> Heal(18)Heal(19)Heal(19)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Seismic Smash==> Acc(22)Acc(23)EndRdx(23)EndRdx(25)Rechg(29)EndRdx(29)
24) --> Fault==> Acc(24)EndRdx(25)Rechg(36)
26) --> Mud Pots==> EndRdx(26)EndRdx(27)EndRdx(27)Slow(40)
28) --> Stone Skin==> DmgRes(28)
30) --> Hasten==> Rechg(30)Rechg(34)Rechg(36)
32) --> Tremor==> Acc(32)EndRdx(33)Rechg(33)Rechg(33)Acc(34)EndRdx(34)
35) --> Minerals==> EndRdx(35)DefBuf(36)
38) --> Granite Armor==> DmgRes(38)DmgRes(39)DmgRes(39)DefBuf(39)DefBuf(40)DefBuf(40)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Fury==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------


Conclusion

Well, that’s about it – my first guide. I hope if you’re looking for a Brute power set combo, you try Stone/Stone – It’s been a blast for me to play and hopefully my suggestions make it a bit more fun for you as well. Feel free to ask me anything or rag on my guide @ripparubberlips or come say hi on Pinnacle Server.


 

Posted

Thanks for this guide. It confirmed what I suspected and gave me some tips I didn't guess at. Very useful!


 

Posted

I rather enjoyed this guide too, good job. I've been thinking about making yet another toon. I have around 25 heros and 3 villains. Was thinking about an Ice/Stone or Stone/Ice tanker. However, after reading this, I decided to give Stone/Stone Brute a try. So far it's really quite fun!

Thanks for taking the time to make a guide.


 

Posted

[ QUOTE ]
Seismic Smash – 18.52 End, 1.5 Activation, 20 Recharge, BI 9.89

Here’s where it just gets silly. Like HM, this is a high-fury attack. It does ridiculous damage (you’ll one-shot stuff with high-fury) – but at the cost of 1/5th of your end bar. Some people like to open with this attack – because in addition to its nice damage, it has a stun/hold (Listen, I don’t know which one it is, but it seems like a stun)


[/ QUOTE ]
For the record, it is a hold (mag 4), that uses the disorient/stun animation on the target. Why, I don't know, but it's a hold.

Good guide


 

Posted

Thank you for this, i have a lvl 7 and had no idea whatto do =)


 

Posted

Ok but why not have Super Jump for travel?? I am coming back to CoH after a long absence and way back it used to be god awful trying to get around without a good travel power. IE Jump or Fly.


 

Posted

[ QUOTE ]
Ok but why not have Super Jump for travel?? I am coming back to CoH after a long absence and way back it used to be god awful trying to get around without a good travel power. IE Jump or Fly.

[/ QUOTE ]

Beacuse you can't jump or fly with Rooted or Granite Armor on. Teleport is the way to go on a Stone Armor Brute or Tanker.


 

Posted

Great Guide! Now I need to use that free respec!


Just because I am a fanboy doesn't mean I have to settle for crap or lower my expectations.

 

Posted

[ QUOTE ]
[ QUOTE ]
Ok but why not have Super Jump for travel?? I am coming back to CoH after a long absence and way back it used to be god awful trying to get around without a good travel power. IE Jump or Fly.

[/ QUOTE ]

Why are you traveling with Rooted or Granite Armor on?

Beacuse you can't jump or fly with Rooted or Granite Armor on. Teleport is the way to go on a Stone Armor Brute or Tanker.

[/ QUOTE ]


 

Posted

Granite Armor+Demonic Aura=Awesomeness
Nice thread BTW


 

Posted

My name is Fruppy and i agree......


 

Posted

Thanks for the Stone/Stone guide, because i dont play villains often and u really dont like tanks so i have no idea how to make a Stone Armor Guy. Thanks Again


 

Posted

are these builds outdated or are they still useable?