Fellnairs Stone/Electric Brute Guide Version 2.1


cookj71

 

Posted

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.


 

Posted

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]


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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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


 

Posted

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:




| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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|-----------------------------------------------------------------------------|


 

Posted

I have EM/ELA Brute. In some other guide it recommends GROUNDED, lists all the resists, but it recommended it over ACRO with a 4 out of 5.

But thanks to THIS guide I'm going to respec Grounded out and work on taking Acro. THANKS!

In Dread Tomax to date:
GROUNDED:
9.375% Resistance(Energy) to Self for 10.25 seconds
7.5% Resistance(negative_Energy) to Self for 10.25 seconds
69.2% Resistance(Endurance) to Self for 10.25 seconds [Ignores Enhancements &amp; Buffs]
-15.578 Knockback to Self for 10.25 seconds
-15.578 Knockup to Self for 10.25 seconds
-6 Immobilize to Self for 10.25 seconds

and ACRO:
-100 Knockback to Self for 1.25 seconds
-100 Knockup to Self for 1.25 seconds
-2 Held to Self for 1.25 seconds
60.55% Resistance(Held) to Self for 1.25 seconds

Excellent Guide! THANKS AGAIN!


Much like a spider traps a bug, wraps it up, then starts chewing on it when it's completely unable to escape or defend itself.
Re: What are dominators... Orignally posted by: Mid_Boss, 06/28/09 11:08 PM

 

Posted

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.


 

Posted

My suggestion would be since you're taking combat jumping anyhow would be to slot CJ and grounded with KB resistance IO's. That way you have coverage for while airborne and don't have to take acrobatics. I would also note that the endurance cost of CJ is .06 which is hardly worth an endurance reduction enhancement.


 

Posted

On the other hand I think I'll keep Grounded. I'm new-ish to Brutes. But over &amp; over everyone tells me, "Brute = need Acro." She's still in the early 20s. Thanks guys!


Much like a spider traps a bug, wraps it up, then starts chewing on it when it's completely unable to escape or defend itself.
Re: What are dominators... Orignally posted by: Mid_Boss, 06/28/09 11:08 PM

 

Posted

[ 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.


 

Posted

Not to build up another Tank vs. Brute arguement, but i just want to address something. Taunt happens to be a Brute, Tank, and Scrapper power. The Devs left it in, due to its well deserved praise. Now some classes have no need for it. Take a scrapper, honestly they kill everything in sight(taunty enough). Of course you must realize that Brutes are City of Villains's, Tank. They go in first, Achieve higher levels of agro, and have tons of HP.

I know they have been called "advanced scrappers" in the past but that doesnt stop them from being a reason to get some agro and kill first. the problem with COV, is that every Arch does extreme dmg. So agro will be dispersed very unevenly. Taunt helps keep things in frame. Im not saying you HAVE to take it. Just dont trash it as if many havent taken it and made it useful.


"If you can make a girl laugh, you can make her do anything"

"You're like Giraffe's, the way you look down on me, with your vegetarian scorn."

 

Posted

Does anyone suggest taking Aid Self? Electric doesn't have a heal. With Stone's Mitigation, I'd think you'd often have time to use it.


 

Posted

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.


 

Posted

[ QUOTE ]
Of course you must realize that Brutes are City of Villains's, Tank.

[/ QUOTE ]

Actually.. you got this wrong.. brutes not CoV equal to a tank... MMs are...


 

Posted

[ QUOTE ]
On the other hand I think I'll keep Grounded. I'm new-ish to Brutes. But over &amp; over everyone tells me, "Brute = need Acro." She's still in the early 20s. Thanks guys!

[/ QUOTE ]

Just a tip. In my opinion the only brute who really NEEDS acro is Fire armor. All other brutes have mez resist in their pool so Acro is not needed.

I have a 50 stone/elec brute wich I totaly love. But guys. You NEED aid self. And the interrupt is not a problem. Just keymap it to a mousebutton and you are fine. Use Numina +regen +rec and you have that bonus perma too. Work great! I have never used though and weave but are testing it out on testserver now. Pretty good buidl i have at the moment but want to see if I can improve it even more. I am using Efficacy Adaptor in Stamina x4, power sink x6 Lightning Field x4 and in Power surge x3.+6%recovery and +30% regen. 3x2 Impervium armor gives 3x2,5% rec also. The guide was ok, but I for one. NEED Aid self.


 

Posted

Via Nemo Utopias' Guide an Update to this guide:

Other Elec Armor guides are lacking the following info about Power Surge; Nemo's guide has it. The most important being that EndMod sloting helps recovery when this power is up only. There is nothing to avoid the crash to Zero End.
Crash = Almost no health, NO END. All toggles will be off so almost any attack that hits after the crash will kill you.
Blues seem to work immediately after crash and greens do for sure. If you have self heal via med pool; pop a blue, heal, pop all toggles back on, likely you can pop heal again.
With toggles slotted to 40% ressist turning this on at lvl 38 gives you 92% res to almost everything. I don't know if the cap is before 92%? The reson to slot Resist is for Toxic, which you don't have except via this set.

Info below repeated from Nemo_Utopia guide.

9) Power Surge (level 38)
-Self +Res(Disorient, Sleep, Hold, Immob, KB, End Drain, Recovery DeBuff, TP, Dmg [not Psi]) +Recovery
-Base: 52.5% (Smash/Lethal, Fire, Cold, Tox), 60% (Eng), 45% (Neg)
-Lasts 180s / -Rch: 1000s / -End: 2.6 / -Act: 1.96s
-Enhancements taken: +Acc, -End, -Rch, +Hold, +Dmg, End Mod
-Special: When this power ends, you drop to 10% HP and 0 End, a special EMP Pulse activates (holds even Lts./minions for 10s). The Acc and Hold affect the EMP Pulse

-Do you wish you could look like a Gremlin? Do you love the cackle of electricity? Do you just love taking only half damage from any non-psychic? Well, this is a power you’ll want, and is your “god mode” button. Unslotted, this thing lasts for three minutes out of just under every 20. Slotted (and with Hasten and Lightning Reflexes), the recharge means it can be up far more often, and resistance slotting means that 52.5%/60%/45% can go to ~84%/96%/72%. When running this and your toggles, you can EASILY cap resistances and have ~42 % to Psychic! That’s a darn good deal. The fact that this completes your status protection and has +Recovery means you’ll love every second of Gremliny goodness. Your slotting will depend on your other powers, however. The EMP Pulse at crash is also a “safety feature” that other builds don’t have. Just don’t go touching any water. Remember, however, that even with this up, Confuse and Fear will still leave you discharging at thin air.
-Slotting: 3 Res, 3 Rch. You want to get the most benefit, the most often, and that's the way to do it. If you find you want to run your other shields, you can sack a few Res slots in this for an Acc, Hold, and/or End Mod. Acc and Hold help the safety button, but are likely a waste, whereas End Mod increases your recovery while Power Surge is up…which can let you run your other shields (and Lightning Field) while attacking like a mad-beast. I'd stick to 3 Res, 3 Rch, and consider 2 Res, 1 End Mod, 3 Rch.


 

Posted

I try to not critique guides too harshly, especially given that I've been to lazy to put up one of my own, but I have some major issues with some of the things recommended here.

First, though, I want to admit that I don't have a Stone/Elec. I do, however, have both a high-lvl Stone/ and a high-lvl /Elec.

1) Lack of Fault in the build. Fault is one of the staples of Stone/. It gives you, and your team some great damage mitigation. I'd grab it as soon as possible and 4-6 slot it asap.

2) Lack of Aid-Self: Coupled with Fault especially, this will make you nearly unkillable

3) Just 1 Dam in Seismic Smash: Should have 2... especially with no Build-up

4) Static Shield comes too late in the build

5) Accro vs Grounded: Grounded, while it doesn't protect you if you're off the ground (and occasionally fails on inclines), costs no end and provides addn'l protection/benefits. With the reduction to accro's KB protection, there is almost no reason to go accro over grounded unless you spend a lot of time in the air. Also, slot a res, not -end enhancer

6) Lightning Reflexes 3/5?!? No. Uh uh. Nyet. Nein. Ochi. Non and other things that mean no. Lets ignore the +run/fly for a sec (which is nice). +20% recharge bonus to all powers! Always. At no end cost. It's a reason to play /Elec (though by no means the only one). 5/5

7) Both Conserve Power and Power Sink: This is probably overkill, especially with stamina, unless you choose to just remove most end reducers from all your powers.

I'm curious... have you actually taken this build to higher levels (32+), or if this is just a conceptual build for the most part? If you have taken the build to higher levels, what difficulty do you run your mishs at?

There just seem to be some serious flaws here based on my experiences with the sets individually.


 

Posted

[ QUOTE ]
[ QUOTE ]
On the other hand I think I'll keep Grounded. I'm new-ish to Brutes. But over &amp; over everyone tells me, "Brute = need Acro." She's still in the early 20s. Thanks guys!

[/ QUOTE ]

Just a tip. In my opinion the only brute who really NEEDS acro is Fire armor. All other brutes have mez resist in their pool so Acro is not needed.

[/ QUOTE ]

You forgot /Dark Armor


 

Posted

[ QUOTE ]
[ QUOTE ]
Of course you must realize that Brutes are City of Villains's, Tank.

[/ QUOTE ]

Actually.. you got this wrong.. brutes not CoV equal to a tank... MMs are...

[/ QUOTE ]

Pets die= Dead MM... A single pet cannot keep agro like a Brute can, hence why they are given taunt. Oh and one can slot attacks and AoE's with taunt. Brute=Tank. I know, the name confuses you, just think of it like this, High Health + shields + Taunt = Tank.


"If you can make a girl laugh, you can make her do anything"

"You're like Giraffe's, the way you look down on me, with your vegetarian scorn."

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Of course you must realize that Brutes are City of Villains's, Tank.

[/ QUOTE ]

Actually.. you got this wrong.. brutes not CoV equal to a tank... MMs are...

[/ QUOTE ]

Pets die= Dead MM... A single pet cannot keep agro like a Brute can, hence why they are given taunt. Oh and one can slot attacks and AoE's with taunt. Brute=Tank. I know, the name confuses you, just think of it like this, High Health + shields + Taunt = Tank.

[/ QUOTE ]
Incorrect. "Tank" is meant in the "grab the alpha safely" sense - bodyguard mode ensures you (and your pets) survive alphas fairly safely, and Masterminds have a higher base threat level than most other villain AT's as well. It's true that Brutes get taunt, but in the grand scheme of things, it is MM's that are the parallel to CoH's Tankers.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

If you can't safely take the alpha with a Stone/ElA you're doing it wrong. Sorry, that's the truth. Hop in with fault queued = a few seconds before the alpha hits you. During those seconds, lighting field (slotted endmod) and power sink drain everybody's endurance to 0. Now we have no alpha.

The only place this doesn't work is against something you can't drain; AVs, GMs, etc.

This isn't to say that MMs can't tank as well. Or, heck, even some properly built corr or dom's. Stalkers, well, not so much.


 

Posted

I would never tell an MM to take an alpha strike in a big group. More attacks follow you know. MM's have neither the health or shielding ability to take damage like a Brute can. I don't care what you do for soloing tactics but on big teams this gets MM's wiped. Again a Brute equipped with taunt holds more aggro than an MM. Even more so if you slot taunt on attacks and aoe aura's. "grabbing the alpha safely" is one fourth the job of a tank.

Again your tactic is cute for small groups of whites and yellows but its only feasible on SMALL groups. 6+ teams are generally out of your defense capability. I would have to see evidence via fraps or any other game recording program to see this in all its "glory". If not, im calling shenanigans.


"If you can make a girl laugh, you can make her do anything"

"You're like Giraffe's, the way you look down on me, with your vegetarian scorn."

 

Posted

[ QUOTE ]
I would never tell an MM to take an alpha strike in a big group. More attacks follow you know. MM's have neither the health or shielding ability to take damage like a Brute can.

[/ QUOTE ]

Even before BG mode was added, MMs could still send in their pets and then follow afterward (resummoning any pets that had fallen). With BG mode, MMs can pretty easily wade into large team spawns first with help from their secondary.

Also, the first attack volley is what people refer to as "Alpha", the following attacks would be referred to as "post-alpha".


 

Posted

[ QUOTE ]
I would never tell an MM to take an alpha strike in a big group. More attacks follow you know. MM's have neither the health or shielding ability to take damage like a Brute can. I don't care what you do for soloing tactics but on big teams this gets MM's wiped. Again a Brute equipped with taunt holds more aggro than an MM. Even more so if you slot taunt on attacks and aoe aura's. "grabbing the alpha safely" is one fourth the job of a tank.

[/ QUOTE ]
My MM routinely wanders off on his own during the second and third respecs in order to get the map cleared faster. That's one MM taking alpha from an 8-man spawn of DE or Malta, often spawned on a higher difficulty level. Without team buffs. Bodyguard mode effectively gives you the resistances and HP of a Tanker, which is something a Brute can't do without either a very expensive IO build or external buffs.

[ QUOTE ]
Again your tactic is cute for small groups of whites and yellows but its only feasible on SMALL groups. 6+ teams are generally out of your defense capability. I would have to see evidence via fraps or any other game recording program to see this in all its "glory". If not, im calling shenanigans.

[/ QUOTE ]
I'm not sure you've played Masterminds at all, to be making a comment like that. However, next time I run a respec, I'll be sure to remember to grab a recording of it.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Everyone always likes to debate, but no one ever really provides evidence.


"If you can make a girl laugh, you can make her do anything"

"You're like Giraffe's, the way you look down on me, with your vegetarian scorn."

 

Posted

[ QUOTE ]
Everyone always likes to debate, but no one ever really provides evidence.

[/ QUOTE ]
This works both ways, you know. Also necroposting is bad, mmk?

This reminds me of EvilRyu, who routinely calls into question the ability of players who actually know what they are doing.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

I saw one problem with your guide... under the build up power you said you should slot 2x damage, IIRC, you cannot do this.






" I don't let me kids play on the Freedom Server" -Oya