Fellnairs Stone/Electric Brute Guide Version 2.0
For anyone with questions, you can post them here or send me a tell ingame. Global is in my signature.
Grounded's slotting suggestion is 1 End reduction. Thought it should be pointed out you.
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...
Akuma_Mishima said:
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Grounded's slotting suggestion is 1 End reduction. Thought it should be pointed out you.
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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:
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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...
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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:
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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.
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Thanks for the comments guys.
Well if you want some constructive criticism...
I think your guide is lacking on info.
You didn't say what are the Charged Armor, Static Shield and Cond. Shield resists are against, you didn't mention Grounded protects against End Drain and is your Immob protection if you don't use Combat Jumping, that Power Sink is autohit, Fault can knock down multiple foes, Seismic Smash has a mag 4 hold component, or even what the bonus to Buildup is.
Sorry to point out so many things, but in your guide, it seems like powers like Grounded has nothing good going for it since you don't comment about all its effects just because you personally don't pick it.
I have updated a lot of things and reposted the guide. Lots more info.
Version 2.1
Fellnairs 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 isnt 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 dont 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. Ive 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 doesnt 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. Im 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 isnt a bad thing. Its 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 isnt 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 arent 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. Its only one more power.
Teleportation
Im not very fond of this travel power. Hard to use. Only for concept builds.
Flight
Flight isnt 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 Mids on it.