Tough choice... Need a little help...


Cynic

 

Posted

Ok here's how it is;
I'm trying to decide wether to take Super Strength or Stone Melee for my up-coming Willpower Brute...

These are the two final builds I'm trying to choose amongst...
Super Strength:
Picture Clicky

Stone Melee:
Picture Clicky

The reasons why I have trouble decide:
1) Stone Melee does more base damage than Super Strength, but Super Strength have Rage, which make Knockout Blow and Footstomp do more damage than Stone Melee's counterparts. Rage gives additional Accuracy to all powers too...

2) SM looks awesome, and some of the animation times are shorter, except for Tremor, that not only takes ages to execute, but also does around 25% less damage than Footstomp. SS on the other hand looks terrible and clumsy, except for Footstomp.

3) I've never really tried SS before, and have no clue to, how well Rage does, compared to Build Up. But on a Willpower Brute, I could imagine that the -Def in the downtime, could be a real pain in the butt...?

I'm making a troll concept toon, and both primaries fit that concept, but can someone who have a SM or SS Brute give a little info on playability? I mean like recharge, secondary effects, endurance drain and how the powerset work in general...

Hope someone can help me a bit here...

Thanks in advance


 

Posted

SM i found was good. Only bad thing was recharge, though I didnt have the first attack! Great damage but the control kicks butt! ST Mag 4 hold and an AoE stun! What more can you want? And the stun doesn't knockBACK either!

Tremor I find is a bit pathetic though.


 

Posted

I'd go for SS - that's what I'm doing

Whether I make it a Tanker or a Brute, I've still not decided...


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Posted

Rage crash is going to hurt WP, since it both debuffs def and stops RttC from working. Also, stone melee has fault, which is a really nice survivability booster.

Personally, I'm going Stone/WP.


 

Posted

I argue for Super Strength because Rage is excellent and the crash is manageable with good timing. I recommend taking Haymaker and Knockout Blow as early as possible - KOB in particular is *excellent*, perhaps dropping Jab to make room.

In terms of appearance Super Strength chains quite nicely with the hook on Punch, the knuckle crowning Haymaker and the sheer meatiness of Knockout blow. Get some fury behind it and start taking heads off.

Footstomp could synergise nicely with Rise to the Challenge since it can keep a good amount of minions on their behinds whilst they buff your regen, not to mention the similar meatiness as KOB. Tasty!


 

Posted

Thanks for your thoughts guys... I've chosen to go Stone Melee/Willpower for my troll toon...

For those that are curious about what I've come up with, read the following...

This is what my plan looks like:
From level 1 to 25 I'll be using the following build, solo-stealthing papers, as it's a fast way to get to 25...
Picture Clicky

Then at 25 I use one of my Vetspecs on this build, as it's better for survival and the occasional teaming...
Picture Clicky

Then I'll use my last Vetspec into my final build at 42. This is mostly to rearrange some powers and slots for any kind of Malefactor, and over-all performance. But also to get rid of Resurgence (as I don't think I'll die very often at this point), and get Hasten into the build again.
Picture Clicky

Any ideas/comments on the builds is appreciated, although I won't change the following things:
Fitness (I really, really hate running out of end, and it gives a better Recovery against end drainers)
Fighting (Unless you can come up with something really good to replace it)


 

Posted

[ QUOTE ]

Then I'll use my last Vetspec into my final build at 42. This is mostly to rearrange some powers and slots for any kind of Malefactor, and over-all performance. But also to get rid of Resurgence (as I don't think I'll die very often at this point), and get Hasten into the build again.
Picture Clicky


[/ QUOTE ]I'd drop res slots from HPT, drop something else from somewhere, and 6-slot fault.


 

Posted

I think you're right MaX...
Only just noticed that duration was around 10 seconds, so removed 1 Resistance from High Pain Tolerance and made the other into a Heal. Removed two from Health, and then took all three slots into Fault for Disorient Duration, kicking it up to around 19 seconds instead...

I think the improved duration will give me a better advantage, than the extra regen from Health did...


 

Posted

[ QUOTE ]
SM i found was good. Only bad thing was recharge, though I didnt have the first attack! Great damage but the control kicks butt! ST Mag 4 hold and an AoE stun! What more can you want? And the stun doesn't knockBACK either!

Tremor I find is a bit pathetic though.

[/ QUOTE ]

Odd I found Tremor lovely when I ran it on test. Sure it was no big AoE killer but between that and Fault I was 100% safe from going into the red


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