SM/SR build thoughts
The build has two areas I'd be working to improve.
1) Net Recovery - Definitely lower than I'd feel comfortable. So yes I'd be looking for more +recovery and lower endurance consumption overall.
2) Low overall accuracy. Several attacks have under 95% chance to hit vs +2's outside of BU. Against +3's all but Seismic Smash fall short of 95% and I wouldn't want to face +4's as the whiffing would drive me nuts outside of popping yellows and BU. A change as simple as adding a Kismet +6% somewhere would have a huge impact in this regard. If all you expect from the build is solid chance to hit +2's then a Kismet would be enough. But if you want or expect to fight and hit +4's you will need to add a fair amount of global accuracy and the Kismet.
Alright, this is way more expensive than yours but this is how I would build it. To save endurance you probably skip fighting entirely and still softcap. I took out fault as I really don't like it. More recharge and more accuracy:
Villain Plan by Mids' Villain Designer 1,704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Stone Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Stone Fist -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(33)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(5), RedFtn-Def(7), RedFtn-Def/EndRdx/Rchg(17), RedFtn-EndRdx(40), RedFtn-Def/Rchg(50)
Level 2: Stone Mallet -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11)
Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def(37)
Level 6: Agile -- LkGmblr-Rchg+(A)
Level 8: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 10: Hurdle -- Jump-I(A)
Level 12: Practiced Brawler -- RechRdx-I(A), RechRdx-I(39)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(33)
Level 16: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt(17), Mocking-Taunt/Rchg/Rng(19), Mocking-Acc/Rchg(19), Mocking-Taunt/Rng(23), Mocking-Rchg(29)
Level 18: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Dmg/EndRdx/Rchg(27)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(43)
Level 22: Dodge -- DefBuff-I(A)
Level 24: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def(39)
Level 26: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(48)
Level 28: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-KB%(39)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(40), Aegis-EndRdx/Rchg(40), S'fstPrt-ResDam/Def+(43), Aegis-ResDam(46), Aegis-ResDam/EndRdx/Rchg(46)
Level 32: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 35: Lucky -- DefBuff-I(A)
Level 38: Quickness -- Run-I(A)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
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Playing around some in Mids and this is what I came up with. More health, passive regen and recovery. The option to run either or both Assault and Tactics if team buffs or situation allows or requires it (running only Tactics and it will still net 2.58 end/sec). The option, if you really want to splurge, to add 3 purple sets, to the build without affecting defense values. It doesn't have Fault or Hasten and while I have played a lot of /SR, both brute and scrapper, I've yet to play Stone Melee so any comments regarding Fault would be welcome. I figured a bunch of minions really aren't a concern to you. They'll get dropped in the general carnage, stunned or otherwise, glued to you by Taunt while you SMASH Lieutenants, Bosses, AV, whatever, face.
Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
SS-SR: Level 50 Natural Brute
Primary Power Set: Stone Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Stone Fist -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(5), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Rchg+(17), Ksmt-ToHit+(31)
Level 2: Heavy Mallet -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(5), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 4: Focused Senses -- GftotA-Def(A), GftotA-Def/EndRdx(7), GftotA-Def/EndRdx/Rchg(17), GftotA-Run+(31)
Level 6: Hurdle -- Jump-I(A)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Agile -- GftotA-Def(A), GftotA-Run+(15), LkGmblr-Rchg+(45)
Level 14: Boxing -- Empty(A)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(27), Mrcl-Rcvry+(37), Numna-Heal(46), Numna-Heal/EndRdx(46), Numna-Regen/Rcvry+(46)
Level 18: Seismic Smash -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Dmg/EndRdx(23), Lock-%Hold(40)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(34)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(25), S'fstPrt-ResDam/Def+(33)
Level 24: Dodge -- GftotA-Def(A), GftotA-Run+(25), LkGmblr-Rchg+(45)
Level 26: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx(27), GftotA-Def/EndRdx/Rchg(29), GftotA-Run+(31)
Level 28: Lucky -- GftotA-Def(A), GftotA-Run+(29), LkGmblr-Rchg+(45)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-EndRdx/Rchg(36), LkGmblr-Def/EndRdx/Rchg(37)
Level 32: Tremor -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-%Dam(36), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(40)
Level 35: Quickness -- Run-I(A)
Level 38: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(43), Mocking-Taunt/Rng(43), Mocking-Taunt/Rchg(50)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Assault -- EndRdx-I(A)
Level 47: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50)
Level 49: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
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Some questions:
1) Is dropping stone mallet really an acceptable power choice? I feel like a ST attack chain would already be hard enough, unless you are thinking of boxing as an alternative (but which isn't slotted)?
2) Both of you dropped fault. I really can't see building the set without it. I would be missing out on too much fun! I have considered slotting it with a taunt set and using it instead of taunt (higher target limit, albeit pbao). Also, it looks like a great form of team mitigation.
Sermon
@sermon
One of Six, Cannibal 6
Some questions:
1) Is dropping stone mallet really an acceptable power choice? I feel like a ST attack chain would already be hard enough, unless you are thinking of boxing as an alternative (but which isn't slotted)? 2) Both of you dropped fault. I really can't see building the set without it. I would be missing out on too much fun! I have considered slotting it with a taunt set and using it instead of taunt (higher target limit, albeit pbao). Also, it looks like a great form of team mitigation. |
... It doesn't have Fault or Hasten and while I have played a lot of /SR, both brute and scrapper, I've yet to play Stone Melee so any comments regarding Fault would be welcome. I figured a bunch of minions really aren't a concern to you. They'll get dropped in the general carnage, stunned or otherwise, glued to you by Taunt while you SMASH Lieutenants, Bosses, AV, whatever, face. |
As to Fault it's not that I think Fault is a poor choice merely only so many powers fit. You could directly swap the powers in the build if you wished. The problem is Taunt is auto hitting and requires no accuracy in PvE. Fault does, and worse its accuracy is lower than normal. Taunt sets have poor accuracy enhancement in them (if they have any at all) so any direct swap of Taunt (the power) for Fault is going to end up with fairly awful accuracy even with the global accuracy and Tactics present to help. Coming up with one or more slots to add more Accuracy to Fault looks to be not so easy either unless you are willing to drop below the soft cap as you need all 4 of Mocking Beratement to gain the +def (melee).
Stone melee recently has looked like an attractive set to me. I paired it with SR because of the survivability and recharge boost. What are people's thoughts on the attached build. I designed with Def softcaps and recharge bonuses in mind.
Will this build have a reasonable ST attack chain (not counting boxing, perhaps counting gloom)?
Will this build have consistent endurance troubles. I haven't slotted it with a miracle or numinas, but I don't object to doing so.
Sermon
@sermon
One of Six, Cannibal 6