Sorry to ask, but What works with /Stone?


boomtime

 

Posted

I couldnt seem to find any hard facts, the comments i see are from people that dont have a /stone What primary works best with it?


 

Posted

Try energy melee ive teamed with a few nrg/stone tanks, very powerful


 

Posted

yeah, tho i was thinking Fire for the AOE goodness


 

Posted

Fire/stone works very very well in PvE.


 

Posted

I dont think i will PvP much with a /stone it must be unbearable...i suppose energy would be best for pvp tho wouldnt it?


 

Posted

Anything works, but I would be inclined to choose something fast recycling low endurancy. I.e. not stone melee.

Mine is SS/Stone.


I really should do something about this signature.

 

Posted

I agree with Everclear, Fire/Stone is probably the best set if you like to herd. Though SS/Stone is also very good for that. Rage does help with the -damage debuff from Granite. Also Footstomp is awesome aoe attack.


 

Posted

I would go for fire, simply because with stone armor you will eb able to take a beating from whole mobs which is where the fire primarys AOE powers really prove their worth.


 

Posted

I've seen a very good Fire/Stone, the AoEs make the slowness not seem quite so bad


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

PVPing stone brutes that aren't good at analysing their opponents tactics are what I call "targets".

Saying that, once you know what to do against who (IE against any /dark scrappers: run, don't kill them or they detoggle granite and you die, or elec/ blasters: just don't put granite up in the first place) and so forth, the fact you are an unmovable lump of rock at or near the damage resistance cap is helpful. Combine it with EM for the disorient and you have a potent PVP force.


 

Posted

Contrary to what others say, Stone Melee is very good in my estimation, just ignore fault and hurl boulder and of course taunt, as smashin into the enemies ranks works for that part, and you've got a real devastating attack chain by lvl 4, slow recharge, but most foes can't stomach your damage output for long. It's great for PvE, can't say much on PvP though.


 

Posted

[ QUOTE ]
Contrary to what others say, Stone Melee is very good in my estimation, just ignore fault and hurl boulder and of course taunt, as smashin into the enemies ranks works for that part, and you've got a real devastating attack chain by lvl 4, slow recharge, but most foes can't stomach your damage output for long. It's great for PvE, can't say much on PvP though.


[/ QUOTE ]

actually, I'd take fault and taunt, especially if you want to team alot. You are too slow to rely solely on mudpots for taunting and fault is a great extra surviving tool.


"god, how many devs did hami have to sleep with to get ED?"

Total Cat @Stagefright

 

Posted

Fault has a 100% chance to apply a disorient, I'd never skip it for PvP. Taunt also has it uses for keeping squishies safe (since brute is the only character to tank for a bit in PvP)


 

Posted

I Never take mudpots, waste of end in my opinion, and so is fault, it does no damage and yes a disoriented foe can't damage you, but then again he can't hit you to build up fury, it just seems a waste of time if they aren't helping me keep my fury at 85-90 all the time.

Mudpots is fine on a tank, but a brute is not a tank, he's a brute as many people point out, so taunt is not a requirement one little bit, you get enough aggro without it and if you play solo a lot even on the second highest difficulty setting you don't need either of them, as when you do end up in teams there's always someone who covers the mezzing bit, so your little fault won't go amiss, but that attack of yours doing 60-100 points of damage will.

At lvl 33 my attack chain consits of Brawl(yes still in there, and the ammount of times this is the attack that actually finish the enemy off is hilarious),Punch,Stone Fist, Stone Mallet, Heavy Mallet, Seismic Smash and for when I'm surrounded and need a bit of a breather Tremour, still find it funny that you can jump so high when rooted.

Defece wise, Rock Armour,Stone Skin, Earth Embrace, Rooted, Tough and Crystal Armour, getting Minerals at 35 and of course Granite at 38.

Utility powers, well I don't like TP, so got Combat Jumping early on, helped till I got rooted and Super Jump for movement, then the usual S/H/Stam from fitness, and Build Up to pop when rage is at the 85-90 point in boss fights, or whenever to add to the destruction and mayhem.

I always have an attack going off, you may notice no hasten in there, and solo on ruthless fine, and when I join teams I have had no complaints, in fact usually the opposite.

Finding a friendly /kin every now and again, and even if they've got energy blast it doesn't bother me, as I can run after the even rooted with an sb on

All in all, a team build is what you make it, the powers of fault, mud pots and taunt I would take on a Stone Tank, but on a brute, never in a million years, I much prefer to be dishing out direct damage and ensuring defences are up, and in my build I think I have that balance that works in both teams and solo, and apart from the movement power, which can be interchangable should I ever get my head round teleport, I wouldn't change it.

In the end, it's all down to individual playstyles and how you envisage your character, and more importantly, What works for YOU.

That's the end of this little message, and have fun.

Main Alts:

Defiant: Hammerok-Lvl 33 Brute, and to many to mention.

Union : British Battler-Lvl 29 Scrapper, and more besides.


 

Posted

Having played with Brutes for quite a while, I think I've got around 6 of them, the main reason I can see for getting Taunt is because the "Squishies" in both CoH and CoV don't seem to be able to get there heads round how to support a combat.

What do I mean you may ask, well after looking and playing several diferant alts I think that the problem lies in the Corruptor/Blaster divide, and Masterminds and Dominators can fall into this catagory to some extent, as they can all Shoot to some degree. Stalker/Scrapper divide has been discussed elsewhere, and done to death so I'll stay on track.

The most worrying thing, as a brute, I think I can see is when I can see a "Squishy" next to me in a melee firing off wily nillie, why, well for Blasters, I'm not so worried, they've got close combat powers, and I've seen some masterfull hit and runs off them, it's when thay start to go toe to toe with that boss I haven't got to yet that worries me, because playing a tank if his bamage output exceeds my taunt ability, he's gonna get hit if he's not careful, but in CoV corruptors and MM's dont have this Close Combat abilty, they have buffs, heals and utility powers, and a lot of these powers have a thing called range with them, and funnily enough there primary powers come with a thing called range in them as well And many of there attacks have secondary effects like -recharge and -def, which would be handy if they target the same thing the Brute/Staler was attacking. Don't forget to target the same thing the brute is attacking all you have to do is click on the character in the team menu. Then the "Squishies" don't need to, in most circumstances be saved, as long as they remember there role in the game, and do what their characters are supposed to do ie Shoot and Buff, keeping your enemy at range.

Masterminds on the other hand normally end up faceplanting if they shoot before there pets have got the aggro, they should remember to send pets in first, use the goto command for those tricky corners and only shoot when the enemy is engaged by there pets.

Dominators should, and indead as the progress, will be the masters of delivering pain and suffering on the battlefield, as not only do they get holds, immobs etc they have access to both melee and ranged attacks, but these take time to gain, and as they essentially have no direct damage mitigation they have to be a little more clued up on there powers than most, realising and remembering what they've held, immob'd just around the corner and such like, as when it runs out they have to put it back on, or have finished it off by then. A well run Dominator is a gorgeous site to behold, sums up villany to a tee, without the insane explanations you get in the films. the problem happens for them is when thay bit off more than they can chew, and we all know how that feels

That's enough for now, so Cya all in the game.


 

Posted

[ QUOTE ]
PVPing stone brutes that aren't good at analysing their opponents tactics are what I call "targets".

Saying that, once you know what to do against who (IE against any /dark scrappers: run, don't kill them or they detoggle granite and you die, or elec/ blasters: just don't put granite up in the first place) and so forth, the fact you are an unmovable lump of rock at or near the damage resistance cap is helpful. Combine it with EM for the disorient and you have a potent PVP force.

[/ QUOTE ]

I'm confused with your examples here, against a */dark scrapper run? Otherwise they'll detoggle granite, granite cannot be detoggled, against a elec/* blaster don't put granite up at all. Any reasoning behind this? Sorry don't understand what you mean

Brute's main use in PvP team is the key frontliner. Taunt-bot and damage dealer.


 

Posted

The /DA self Rez will detoggle everything, even granite. It's a mag 35.6 disorient

My taunt example was for PvP, when a blaster starts to pick of the squishies a brute should Taunt him and make sure he absorbs the damage.

Fault is better than Tremor in every single way besides the damage: it boost fury, helps the doms with mezzing, causes knockback/knockdown and is way faster than tremor. If you don't like it then you just haven't used it enough

A stone/ brute or /stone tank has 4 knockback/knockdown, 2 disorient powers and also the great mag 4 hold, which is stronger than most dom holds (mag 3). When you play granite your damage will be lower, but every melee set makes it up in one way or another.
Fire has alot of AoE damage, Energy has high SingleTarget damage. Dark will reduce their acc and can drain almost everything and elec will drain their end. SS has rage to make up for granite's -dam. And stone is the most control of all the melee sets.
So instead of keeping a decent attack chain (you have -rech anyway, plus stone melee is the slowest melee set out there) you'll have to use mudpots to keep mobs on you, KB/KD to keep them close while Fault disorients them.
A granite tank/brute will never be able to do great damage, just like all those MMs with their pistols, but it helps them doing other things better. That's my vision of the /Granite brutes and tanks.


 

Posted

AHHHH the self rez. Lol the scrapper has to be dead for that even when he rez's he doesn't have full hp. Just pop a break free then kill him again


 

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That's why he said don't kill the /Dark Scrapper
After you rez in PvP you should heal right after, since there aren't any toggles up you'll most likely hit and heal 1/3th or more. Then toggle mez, S/L, and acro and you can start over again


 

Posted

got a stone/stone brute myself, and the comments I made were actually based on experience of teamin with a fire/kin corrupter all the time.

Taunt and mudpots ARE handy on a brute, yet it has a slightly different function than taunt on a tank. Whereas a tank taunts mobs to keep the rest of team safe a brute can taunt so the mobs attack him and build up fury. Also I find the remark "with fault they cant hit you so you dont build fury" rather amusing. Mainly cause stone pre-granite is mainly a +def set, which means they hit you less.. so according to your logic, dont take any stone armors except granite otherwise you might not get hit enough!

The old "getting enough aggro anyway" in a team argument.. well, ever teamed with a few MMs? they scatter the aggro spread over their henchmen and a brute can have a hard time gettin hit for fury if he doesnt taunt em to attack him.

Other players can deal with the mezzing you say, sure thats true. However, how often did you see another player lock down an enemy YOU want him to lock down? Thats the prob of relying on others to mez in the thick of a fight, often you want specific enemies out of the way for a bit and FAST. Thats what I use fault for, extra breathing room, bout the same you use tremor for. If I start to get low on hp/end for instance, I just use fault around me to stun some enemies, once they get rid of the stun, follow it up with tremor to knock em down again. Rinse and repeat till you're ready to fight again.

Oh and mudpots deals some decent damage once you got fury runnin if you fight big spawns


"god, how many devs did hami have to sleep with to get ED?"

Total Cat @Stagefright

 

Posted

Strange about the Def armour sets argument, because it seems that every time some one tries to attack you you seem to build up fury, just an observation because deflected now shows above your head, so that means "Armour has worked" so maybe, where fury is concerned this counts as a hit, but no damage is inflicted. just an observation, as thats how armour works in the real world, getting hit but deflecting or absorbing the blow. Yes I know it's a game, but does this still count as a hit for fury purposes.

Anyway, as I said in the earlier post, it's really what works for you, My Stone/Stone brute is differant to yours, you enjoy playing yours your way, and I enjoy playing mine my way, thank heavens we were all made differant and given all these powersets to choose from.


 

Posted

any miss builds a brutes fury (otherwise EA would be pretty sucks)


 

Posted

Nice to know that my Fury Building tactics are still intact then


 

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teamed with a 34 elec/stone the other night.....mighty impressive....especially seeing lightning rod go off for the first time... he was going all the way to granite with only rock armour, stone skin, earths embrace and rooted......always stacked a few purple insps for big fights though

tp is benifical to stone though....i have a stone tank, and with a simple bind you'll love it


 

Posted

I know def builds your fury, otherwise I prolly wouldnt have picked stone (i aint one of those perma-GA builds.. kinda kills the brute aspect imo).

I brought it up because of this sentence:
[ QUOTE ]
but then again he can't hit you to build up fury

[/ QUOTE ]

which I interpreted as "you arent getting hit, thus you cant build up fury"

Anyway, I agree that each has its own playstyle, but once you start recommending "dont pick fault/mudpots/taunt", the other side of the coin has to be showed as well


"god, how many devs did hami have to sleep with to get ED?"

Total Cat @Stagefright