Stone melee attack chain


Carnifax

 

Posted

Hey all,
I'm half way through with a side project of mine (sm\wp) and I'm one bubble away from 32 and i decided that I wanted to repec him a little at 32. My current attack chain, which has served me relatively well from lvl 1 has been stone mallet\brawl\heavy mallet\brawl\air sup and then toss in seismic smash where necessary. I've done some searching and I've seen a number of people recommend doing away with stone mallet and use stone fist instead.

So, for a lvl 32 stone melee\willpower brute, is there a better attack chain for ST damage\fury building (obviously endurance is less of a problem for this toon...as I have both stamina and qr).

Thanks for any suggestions!


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Meat Juice - DarkDarkSoul Brute
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Posted

I normally use Stone Mallet, Heavy Mallet, Seismic Smash, Boxing, and Brawl with Fault thrown in when it is up. I don't generally have a set attack chain and just use whatever is ready at the time. I also tend to go for some +recharge so I can use heavy hitters as much as possible.


 

Posted

From a DPA perspective, the powers to drop from that chain are Brawl and Air Sup. Stone Fist does 1 DS in .83 seconds, while Brawl does 0.36 DS in .83 seconds and Air Sup does 1 DS in 1.5 seconds. Air Sup has good KD mitigation - but you have Fault.

You do have Fault, right?

Also, what Gruumch said about boosting your recharge, via frankenslotting, Hasten, and/or set bonuses.


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Posted

Quote:
Originally Posted by SpittingTrashcan View Post
You do have Fault, right?
Hell yeah. I'm on the fence about tremor, I'll probably pass on it, but definitely not fault as I know it'll help keep me alive and allow my regen to kick in a little.

Quote:
Originally Posted by SpittingTrashcan View Post
Also, what Gruumch said about boosting your recharge, via frankenslotting, Hasten, and/or set bonuses.
The thing is, right now, I'm dirt poor (I have ~1mil to my name..I really am at a loss as to how people can buy stuff and spend billions on a toon when I struggle to get 1 mil), anyways...so I'm stuck with using SO's and a few of the regular IO's as I can afford them.

So with just regular SO's and IO's, would it be better to rotate between stone fist and maybe boxing (since I'll be picking up tough) and mix in the mallets and seismic smash when fury is up there?


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Posted

With regular SOs and IOs, pick up Hasten if you can, and slot attacks for accuracy, endurance, and recharge rather than damage. Boxing and Stone Fist are decent Fury builders due to their quick activations, but I'd recommend using all your attacks all the time rather than saving the stronger ones for high Fury.

As for your inf situation, money becomes less of an issue at higher levels - and if you're keen on it, you can play the market game to get more money earlier. Look to the market forum for how to do that - I've never bothered, myself, as just playing my 50s keeps the coffers full enough for my needs, and SOs are entirely sufficient for my leveling characters.


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Posted

My main is a tanker with SM / WP. Hasten does indeed help. My chain runs something like this,

Start of fight if grouped:
Fault-->Taunt ( take out taunt if solo )
SS-->HM--> * Usually this takes out anything but a boss *
SM-->SF-->Taunt ( if grouped )
_Fault_
SF-->SM-->HM-->SS--> rinse repeat.

@44 I'm never without an attack up, and with Stamina and Quick Recovery I'm never without end. Pretty painless build really

Tremor, IMO is disruptive to the flow of this build. I tried it, hated it, dropped it. It DOES have it's uses, but with all the KD .. having KB slows the speed of your teams progress and worse, it makes your taunting tougher to pull off if they're spread all over the place and wandering away while disoriented. That makes Stone / WPs main weakness even more glaring.


 

Posted

Quote:
Originally Posted by Nintova View Post
Tremor, IMO is disruptive to the flow of this build. I tried it, hated it, dropped it. It DOES have it's uses, but with all the KD .. having KB slows the speed of your teams progress and worse, it makes your taunting tougher to pull off if they're spread all over the place and wandering away while disoriented. That makes Stone / WPs main weakness even more glaring.
That's the one thing I don't like about fault. All the stunned mobs wander away, which is really the only reason I even consider picking up tremor...but I know I'll regret it. I suppose when I get to patrons it'll be better.

Thanks for the feedback everyone... definitely gives me something to SMASH on.


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Posted

Quote:
Originally Posted by Nintova View Post
Tremor, IMO is disruptive to the flow of this build. I tried it, hated it, dropped it. It DOES have it's uses, but with all the KD .. having KB slows the speed of your teams progress and worse, it makes your taunting tougher to pull off if they're spread all over the place and wandering away while disoriented. That makes Stone / WPs main weakness even more glaring.
I haven't played SM on a brute, but I have played it to 50 on a tank twice, and I'm confused. According to real numbers available at character creation, Tremor does 0.67 knockback, which is better known as knockdown. This should only be doing knockback against enemies vulnerable to it or sufficiently lower level.

In that case, I would think Tremor is a useful addition to Fault in terms of gathering aggro. It is also AoE damage, and while not a particularly great one compared to powers from other sets, it will still drastically outperform ST attacks in terms of DPA and DPE when used against sizeable spawns.


Dark Armor/Stone Melee Tank Guide [I12]

 

Posted

Tremor does roughly 20% less damage than Footstomp with a recharge time 30% faster. Your AOE potential will balance closer to footstomp over time than you might think, though of course footstomp will probably stay ahead due to rage. The faster recharge also means you are applying the knockdown more often, benefiting from the mitigation. Tremor shares the same enormous PBAOE range as footstomp.

Unless you plan on always fighting fewer than three enemies, or just think it's the ugliest most nonthematic power in the world, I would really think six times before skipping your most substantial AOE.


 

Posted

I have Fault and Tremor on my stone/stone brute and really couldn't imagine dropping either one. If the no damage in fault bothers you look into procs, there are 2 you can slot into it.


 

Posted

Quote:
Originally Posted by Gruumch View Post
I have Fault and Tremor on my stone/stone brute and really couldn't imagine dropping either one. If the no damage in fault bothers you look into procs, there are 2 you can slot into it.
Doesn't really bother me...just trying to build a non-stop attack chain with sm\wp without spending a billion inf and it seemed to me that tremor with it's relatively low damage and long animation time would really hurt my buzz saw playstyle. That being said...I do like the thought of combining fault+tremor to neuter a spawn....ill have to give that a whirl on my 2nd build to see how it works.


The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?

 

Posted

I dont know what it is, but on my 2nd build where I have both fault and tremor, it actually does seem to flow much better, to my surprise. Will have to see how it can be tweaked...thanks for nudging me towards taking it and trying it out.


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Meat Juice - DarkDarkSoul Brute
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Posted

My SM/WP brute is about halfway IO'd. I dropped fault, kept tremor and slotted it for damage. The damage isn't great, but I also have Dark Oblit, so it evens out a bit.

If you are going to attempt to softcap defense on your SM/WP, mitigation becomes a luxury that you can live without.

Fault is great for giving yourself a second to regen back an alpha, but so is tremor. I really don't understand why so many consider fault a must have power, when the zero damage/aoe mitigation powers available in just about every other set are usually skipped.

Like I said tho, until you get softcapped with IOs(if you go that route) it is definitely nice to have fault/tremor.

Personally, if you are working around a buzzsaw playstyle, softcapping Def with IOs and dropping tremor and/or fault are not bad choices. At the very least it can open up your build a bit.

I really find it kind of disturbing that whenever anyone makes a suggestion that goes against the norm, or what is considered "mandatory", everyone acts like they have committed a cardinal sin.


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Posted

Isn't part of the advantage of fault + will power the disorient that applies to minions? So that if you are surrounded by a lot of minions you would buy yourself more time then just the time it takes them to get up from the KD to regen via Rttc. My thought with having both was to open with fault, kd and disorient...fire off some single target attacks and when they are back up and wobbly...hit tremor to knock them down again and then rinse and repeat. This would seem to buy a lot of regen time. When patron powers come into play, combining a fully slotted fault with a patron immob make this even easier to accomplish and keep them in rttc range. I'm still new to will power, but that is what i had envisioned and it seems to be working so far (although only lvl 33 right now).


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Posted

If you're IOing, you can get fault to apply to more than minions. It stacks with itself, so you can Fault bosses into submission.

That's how I use it, anyway.


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Posted

Quote:
Originally Posted by _Krom_ View Post
Isn't part of the advantage of fault + will power the disorient that applies to minions? So that if you are surrounded by a lot of minions you would buy yourself more time then just the time it takes them to get up from the KD to regen via Rttc. My thought with having both was to open with fault, kd and disorient...fire off some single target attacks and when they are back up and wobbly...hit tremor to knock them down again and then rinse and repeat. This would seem to buy a lot of regen time. When patron powers come into play, combining a fully slotted fault with a patron immob make this even easier to accomplish and keep them in rttc range. I'm still new to will power, but that is what i had envisioned and it seems to be working so far (although only lvl 33 right now).
yeah, while leveling and before IOing, that is a major advantage. Once you get deeper into an IO'd build, depending on how you are building it, the advantage becomes more or a parlor trick. By the time my SM/WP is done, my defense will be softcapped, which means, they really aren't hitting me enough to even worry about disorienting or kd anyway. I still have tremor in my chain for aoe damage, the FF proc and incase of annoying def debuffers.


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Posted

Quote:
Originally Posted by _Deth_ View Post
Fault is great for giving yourself a second to regen back an alpha, but so is tremor. I really don't understand why so many consider fault a must have power, when the zero damage/aoe mitigation powers available in just about every other set are usually skipped.
If you're talking about things like Handclap & Lightning Clap isn't it because they does knockback rather than knockdown rather than because it's a zero damage AOE mitigation? It's the type of mitigation they provide rather than the fact they do zero damage. Other than those 3 I don't think there are other non-damaging AOE Mezzes in the sets, are there?

Personally I use both Fault and Tremor on my Stone/Fire. But I find both can interfere with my Fury Building if overused. So I tend to fire them off after a while rather than trying to keep things perma-fallen over & mezzed from the off. But I do have Healing Flames as a Spike Heal rather than lots of Regen so it suits him to allow his HPs to go low before starting to Control (and burn) the spawn.

Of course the end goal with both the AOE knockdowns for me is to get a pair of Forced Feedbacks into them, which is the other good advantage of them. 2 quickly recharging, wide AOE powers to PROC with. Yum.


 

Posted

Quote:
Originally Posted by UberGuy View Post
If you're IOing, you can get fault to apply to more than minions. It stacks with itself, so you can Fault bosses into submission.

That's how I use it, anyway.
Yeah I will be IO'ing...right now I'm slowing putting in standard IO's (lvl35's) and eventually ill get to the non-standard ones...when I've figured out how to afford it.


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Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?

 

Posted

Quote:
Originally Posted by Carnifax View Post
If you're talking about things like Handclap & Lightning Clap isn't it because they does knockback rather than knockdown rather than because it's a zero damage AOE mitigation? It's the type of mitigation they provide rather than the fact they do zero damage. Other than those 3 I don't think there are other non-damaging AOE Mezzes in the sets, are there?

Personally I use both Fault and Tremor on my Stone/Fire. But I find both can interfere with my Fury Building if overused. So I tend to fire them off after a while rather than trying to keep things perma-fallen over & mezzed from the off. But I do have Healing Flames as a Spike Heal rather than lots of Regen so it suits him to allow his HPs to go low before starting to Control (and burn) the spawn.

Of course the end goal with both the AOE knockdowns for me is to get a pair of Forced Feedbacks into them, which is the other good advantage of them. 2 quickly recharging, wide AOE powers to PROC with. Yum.
Stun in EM would be the other one. So that makes 4 sets with zero damage AoE mitigation powers. The only one that is considered "must take" is fault.

HC and LC doing kb is a bad reason not to take them, if mitigation is such a big concern, knocking the mobs away from you is better mitigation than just knocking them down. It's not like the mobs are gonna change their minds and take off if you knock them back instead of down.

Stun disorients, which some would say is better than kd and kb. How many people actually take stun on EM. Not many. Altho, I would make a case for taking it with DA, at least until IO'd.

And seriously, this is the heart of my argument. I just don't get why people always get all bent that someone builds without taking the "must have" powers, that really aren't necessary depending on the build. As soon as I mention not taking fault, or that I hate tremor, all these people come screaming out of the woodwork that it is a bad decision, and you just "HAVE" to take those powers or you are a noob and you suck.

I am not telling anyone not to take them, I just put out an alternative, and a very viable alternative if you IO your build a specific way.

oh, and the FF proc, seriously, putting in both tremor and fault is bad, at least if you use them too close together, as that proc will suppress itself if it goes off too often.

http://wiki.cohtitan.com/wiki/Force_...or_%2BRecharge


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

Posted

Quote:
Originally Posted by _Deth_ View Post
Stun in EM would be the other one. So that makes 4 sets with zero damage AoE mitigation powers. The only one that is considered "must take" is fault.

HC and LC doing kb is a bad reason not to take them, if mitigation is such a big concern, knocking the mobs away from you is better mitigation than just knocking them down. It's not like the mobs are gonna change their minds and take off if you knock them back instead of down.
No, but often all you end up doing is knocking them out of formation around you, which is terrible for any Debuff/Buff or Damage auras you might have going as well as for any follow up PBAOEs you might have. For me that's a reason to avoid em.

Quote:
Stun disorients, which some would say is better than kd and kb. How many people actually take stun on EM. Not many. Altho, I would make a case for taking it with DA, at least until IO'd.
I've no experience with Stun at all, never played an EM. But if I was a squishy type Brute (say Fire, Elec or Shields) I'd probably get it. I do love my AOE mezzes though, I'll freely admit that :grin:

Quote:
And seriously, this is the heart of my argument. I just don't get why people always get all bent that someone builds without taking the "must have" powers, that really aren't necessary depending on the build. As soon as I mention not taking fault, or that I hate tremor, all these people come screaming out of the woodwork that it is a bad decision, and you just "HAVE" to take those powers or you are a noob and you suck.
I don't think I called you a noob . But your point does highlight a counterpoint / pet peeve of my own, the over reliance and tendency of posters to fix everything with massively expensive IO builds whenever someone asks for some advice on the boards.

Not an attack on you by any means, I think we're both just answering the questions from different standpoints. I don't tend to have the time (and too many alts) to concentrate on pure set bonus based IO builds. I tend instead to pick based on powers with SO sort of levels with a few cherry-picked IOs, which I've a chance of getting.

Quote:
oh, and the FF proc, seriously, putting in both tremor and fault is bad, at least if you use them too close together, as that proc will suppress itself if it goes off too often.
Yep, I knew there was dimishing returns in terms of slotting it in both but they're both fairly light to slot (Tremor because the Animation Time means I don't really slot it for Recharge and Fault only really needs 3 or 4 slots to be effective without being overkill in terms of mezzing everything and ending up with no Fury). But I'll be slotting as I go so one will be slotted as a "must have" and the second as a "nice to get".


 

Posted

My Stone/Elec's modus operandi usually consists of running into the mob, hitting Fault to mez/KD stuff, hitting Power Sink as they get back up, hitting Tremor to KD them again, and after that I'll usually alternate Stone Mallet and Heavy Mallet on single targets, throwing in Seismic Smash as it recharges or as target health warrants.


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Posted

Quote:
Originally Posted by Carnifax View Post
I don't think I called you a noob . But your point does highlight a counterpoint / pet peeve of my own, the over reliance and tendency of posters to fix everything with massively expensive IO builds whenever someone asks for some advice on the boards.

Not an attack on you by any means, I think we're both just answering the questions from different standpoints. I don't tend to have the time (and too many alts) to concentrate on pure set bonus based IO builds. I tend instead to pick based on powers with SO sort of levels with a few cherry-picked IOs, which I've a chance of getting.
I never said you in particular called me a noob, I was just stating the general atmosphere when anyone suggests something that is against the norm. Also, I didn't suggest a build of any kind. More importantly, most of the time when I post a build, it is actually rather affordable. If I recall correctly the OP was wondering if he could live without fault and tremor as part of his attack chain. I do believe, I stated that when he was able to move into IOs, it was more than feasible to leave both of them out.

Quote:
Originally Posted by SpittingTrashcan View Post
A point of note: Stun is very much not an AoE stun. It is a ST mag 3 stun with minimal damage.

Carry on.
Yeah, my mistake, I was thinking of something else at the time, I should have double checked.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

Posted

Quote:
Originally Posted by _Deth_ View Post
I really don't understand why so many consider fault a must have power, when the zero damage/aoe mitigation powers available in just about every other set are usually skipped.
I'm having a hard time thinking of another AoE mitigation power in a melee set (heck, throw in a lot of control sets too) that is as good as Fault. The combination of duration:recharge ratio, knockdown, and range make it tremendously effective. While I've little doubt an IO'd build can mow through regular content without it, I have equally little doubt an IO'd build is capable of some truly amazing things with it.


Dark Armor/Stone Melee Tank Guide [I12]

 

Posted

Quote:
Originally Posted by Pyromantic View Post
I'm having a hard time thinking of another AoE mitigation power in a melee set (heck, throw in a lot of control sets too) that is as good as Fault. The combination of duration:recharge ratio, knockdown, and range make it tremendously effective. While I've little doubt an IO'd build can mow through regular content without it, I have equally little doubt an IO'd build is capable of some truly amazing things with it.
Again, not arguing that it is not useful, not saying it is a trash power, I was just stating that people seem to put it up on a pedestal. Whenever anyone suggests dropping it, and I have noticed this on both this thread and a DA/SM thread, people act like you can't live without it and that it would be blasphemy not to take it.

My SM/WP doesn't have fault, and to be honest, I don't miss it. I made that toon for one purpose, to beat the hell out of things. If it doesn't make the red bar go in a downwards direction, it doesn't belong in my attack chain. Now, currently my toon is sitting about halfway IO'd, when it was full SO'd, I liked fault, and with tremor it was very nice. Now that I am well over the 25% def mark, I can live without it. The closer to softcap I get, the less I miss it. I traded it for Dark Oblit, which mitigates by making them less likely to hit me, and makes the red bar go down. A good upgrade in my eyes.

Seriously, my point is, there are different ways to go about things, when someone suggests something off the norm, why does everyone have to come out and act like they are an idiot. If it is something that kills the effectiveness of the toon, I could understand it.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.