Stone melee attack chain
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.
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.
@SPTrashcan
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Also, what Gruumch said about boosting your recharge, via frankenslotting, Hasten, and/or set bonuses.
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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?
The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?
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.
@SPTrashcan
Avatar by Toxic_Shia
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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.
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.
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Thanks for the feedback everyone... definitely gives me something to SMASH on.
The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?
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.
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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]
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.
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.
The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?
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.
The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?
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.
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.
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).
The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?
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.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
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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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.
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.
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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.
The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?
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. |
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.
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. |
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.
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. |
A point of note: Stun is very much not an AoE stun. It is a ST mag 3 stun with minimal damage.
Carry on.
@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
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.
"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."
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. |
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.
Dark Armor/Stone Melee Tank Guide [I12]
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.
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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.
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!
The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?