Stone armor?
stone armor is 37 levels of suck with lvl 38 making you insta tough out of the box, without the ability to jump, fly, or run faster than a turtle.
With investment, you can take an invul, IO it up a good bit, and make it just as tough as stone armor with the ability to jump, run, position, fly, whatever. You wont be relying on a kin for movement speed.
No doubt Stone armor is tough, once you get there and get granite at 38. Then if you can deal with all the -speed, -recharge and -dam it causes just so you can BE that tough, then more power to ya.
Wow, that sounds horrible, i think i'll just try Inv instead, thanks for the response.
I don't agree that everything other than Granite is suck, but I can't say I've done much with it as a Brute. Personally, I would probably make sure to keep the non-Granite armors so I could fight without the -rech and -dmg when things weren't as mean. Also, I'm a big fan of fighting psychic stuff with Minerals. As for dealing with Granite's nasty side effects, a decent amount of Fury should easily overcome the -dmg. Some slotting for +rech bonuses and Hasten could take some of the edge off the -rech as well. Granite really is a toggle godmode you can keep on as much as you want, aside from its debuffs.
Whether the tradeoffs are worth it to you is up to you. Then again, I am absolutely not a min/maxer and mostly play 'suboptimal' builds because I like variety.
Edit: Also, I think it's quite possible to play Stone Armor without having a pocket kin for your entire existence. I played my Stone Tanker to 50 without even having Teleport.
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I'm not a huge fan. It has great survability, but the slooooow speed of it makes me cringe.
I second going Inv. No, it's not as tough, but its tough enough for most of the game, and doesn't have the massive sideeffects of stone.
Stone is the king of THIS SPOT RIGHT HERE.
Unfortunately, fights aren't usually at the top of a hill, so it's not a very notworthy title.
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Fight my brute
The movement enalty gets even funnier when you have rooted on. If you go with this invest in teleport and it works like a champ. There is even the perk that in granite for with or without rooted you do not have the split second hover on arrival with teleport. You are on the ground and able to attack instantly.
Stone armor tends to get a bad wrap prior to granite because it is based upon stamina conversationa and efficient use of toggles. Brimstone, mineral and crystals all govern certain types of damage. If you dont need them do not turn them on. Generally this drives people off as you would expect the defense throughout 1-50 be as straight forward as granite. (No one thinks of stone as adaptable ... its just there .. you punch it .. you hurt your hand .. the end)
If you are in a full group you will be in granite all lot of the time but I will tank with my others powers just fine. This actually gives you a great enemy rush defense. You get a runner and he brings back a group or 3 ... pop granite, fault, taunt with mud pots burning ( Scirocco's Dervish for the chance of lethal damage spike) and you can soak up and hold many groups easily.
Stone Armor is one of those skill sets where it can be as dynamic as you wish to play it.
stone armor has no place in a Brute.
With investment, you can take an invul, IO it up a good bit, and make it just as tough as stone armor with the ability to jump, run, position, fly, whatever. You wont be relying on a kin for movement speed.
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I disagree. My stone armor brute is easily more survivable than many tankers.
If you want to feel invincible but don't want to give up the extra damage brute offers over tankers, stone armor is the only way to go. Invulnerability will allow you to do more damage, but survivability will be lacking against non-smashing/lethal damage.
To give you an idea of some numbers stone armor can reach versus invulnerability, I will pull some numbers from my brute's stone armor build (not quite finished) while in granite armor and a theoretical (not slotted correctly, i.e. resist powers only have 3 resist IOs) invulnerability build.
Defenses
Stone____Invul
44.7%____~40% smashing/lethal defense (45% should be possible for invul)
43.4%____~35% fire/cold defense (you would have to give something up to reach 45% on invul)
37.8%____~37% energy/negative defense (same as above for invul)
33.4%____~9% psionic defense (again, you would have to give something up to reach what stone can do in granite armor)
Resistances
Stone____Invul
88.3%____71.3% smashing/lethal resist (won't go much higher for invul. this also means invul takes almost TRIPLE the damage stone does)
~65%____~25% everything else except psionic (again, invul takes a lot more damage)
The invul build was only a theoretical build that I whipped up without fully slotting it. I estimated what it could achieve with better slotting and included that in my numbers.
To summarize, if you want ultimate survivability on a brute, stone armor is worth the (barely) extra time it takes to level. If you want damage and pretty good survivability, invulnerability works fine.
Actually - since fury gets rid of the damage penalty (in spades) and you still end up with an 86% smash/lethal resistance if you take the passive and tough I would say stone armor does have a place on a brute. I would (and have) taken stone armor on a brute over stone armor on a tanker any day of the week. Yes, the tanker is tougher by a LOT (especially against everything not smash/lethal) but the damage penalty and even recharge penalty are are a lot less noticable on a brute because of fury (if your attacks do more damage you don't need to chain as many together to defeat an enemy so recharge is less needed).
You won't be soloing pylons or anything crazy, but there is a joy to pulling two spawns of Cimerorans on the wall and knowing that you'll win every time. With no money invested save the price of SOs and no inspirations remotely required.
Also, stone is King of Resistance (elec comes close, but not close enough except against energy). Defense can be taken away by most mobs in the game - millions of investment gone with a single lucky longbow burst (unless you have a lot of defense debuff resistance). Not so with resistances. Hell, since they made longbow nullifier grenades resistable a stone armor running granite can take a shower in the damned things. No random number generator can take away your awesome. It's not much, but it does have an appeal sometimes.
edit: Syntax has faster fingers and actual math. What he said.
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Well, if you do ever think of going stone armor (which I recommend you do, cause it's awesome ) here's an idea of what they are capable of. Keep in mind that I'm sure that this build can be improved in some places (like finding a way to not go over the rule of 5 with the +5% speed). There is also an alternate IO set for the 2 purp sets.
Another note worth mentioning, in i19 I'll be taking Teleport foe, Teleport, and a slot mule CJ/stealth with a GotA: 7.5 and/or a LotG 7.5.
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PlanetKiller: Level 50 Science Brute
Primary Power Set: Stone Melee
Secondary Power Set: Stone Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Stone Fist -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Acc/Dmg(33)
Level 1: Rock Armor -- GftotA-Run+(A), LkGmblr-Rchg+(46)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Knock%(7)
Level 4: Stone Skin -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), S'fstPrt-ResDam/Def+(17), Aegis-ResDam/Rchg(43)
Level 6: Earth's Embrace -- RgnTis-Heal/Rchg(A), RgnTis-EndRdx/Rchg(9), RgnTis-Heal/EndRdx(13), RgnTis-Heal/EndRdx/Rchg(15), RgnTis-Regen+(31)
Level 8: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Knock%(13)
Level 10: Build Up -- GSFC-Build%(A), GSFC-ToHit/Rchg(17), GSFC-ToHit(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42)
Level 12: Mud Pots -- Oblit-%Dam(A), Oblit-Dmg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Acc/Rchg(25), Oblit-Acc/Dmg/Rchg(34)
Level 14: Fault -- FrcFbk-Rechg%(A), FrcFbk-Rchg/EndRdx(21)
Level 16: Taunt -- Zinger-Dam%(A)
Level 18: Seismic Smash -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/EndRdx(19), F'dSmite-Dmg/Rchg(33), F'dSmite-Acc/EndRdx/Rchg(42), F'dSmite-Acc/Dmg/Rchg(43)
Level 20: Rooted -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/EndRdx/Rchg(37)
Level 22: Swift -- Run-I(A), Run-I(23), Run-I(23)
Level 24: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(42)
Level 26: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31)
Level 28: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Rchg(43)
Level 30: Boxing -- Stgr-EndRdx/Stun(A), Stgr-Acc/Stun/Rchg(31)
Level 32: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34)
Level 35: Weave -- GftotA-Run+(A), LkGmblr-Rchg+(36), DefBuff-I(36), SW-ResDam/Re TP(36)
Level 38: Granite Armor -- GftotA-Run+(A), Aegis-ResDam(39), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39), LkGmblr-Rchg+(40), DefBuff-I(40)
Level 41: Electrifying Fences -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(46)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(46)
Level 47: Tremor -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(48), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Dmg/EndRdx(48), Armgdn-Dam%(50), FrcFbk-Rechg%(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 0: Ninja Run
------------
Set Bonus Totals:
- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 17.4% Defense(Smashing)
- 17.4% Defense(Lethal)
- 13.6% Defense(Fire)
- 13.6% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 14.9% Defense(Melee)
- 6.75% Defense(Ranged)
- 10.2% Defense(AoE)
- 4% Enhancement(Heal)
- 52.5% Enhancement(RechargeTime)
- 46% Enhancement(Accuracy)
- 42% FlySpeed
- 146.2 HP (9.75%) HitPoints
- 42% JumpHeight
- 42% JumpSpeed
- MezResist(Confused) 1.65%
- MezResist(Immobilize) 9.9%
- MezResist(Stun) 2.2%
- 12.5% (0.21 End/sec) Recovery
- 3% Resistance(Smashing)
- 3% Resistance(Lethal)
- 8.04% Resistance(Fire)
- 8.04% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 84.5% RunSpeed
- 1.5% XPDebtProtection
Set Bonuses:
Kinetic Combat
(Stone Fist)
- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
(Rock Armor)
- 7.5% RunSpeed
(Rock Armor)
- 7.5% Enhancement(RechargeTime)
(Stone Mallet)
- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
(Stone Skin)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Stone Skin)
- 3% Defense(All)
(Earth's Embrace)
- 4% RunSpeed
- 22.5 HP (1.5%) HitPoints
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Heavy Mallet)
- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
(Build Up)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Mud Pots)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Fault)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Seismic Smash)
- MezResist(Immobilize) 1.65%
- MezResist(Confused) 1.65%
- 1.5% XPDebtProtection
- 3% RunSpeed, 3% FlySpeed, 3% JumpSpeed, 3% JumpHeight
(Rooted)
- 4% RunSpeed
(Hurl Boulder)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
(Boxing)
- 2% RunSpeed
(Tough)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Weave)
- 7.5% RunSpeed
(Weave)
- 7.5% Enhancement(RechargeTime)
(Weave)
- 3% Resistance(All)
(Granite Armor)
- 7.5% RunSpeed
(Granite Armor)
- 5% RunSpeed (Exceeded 5 Bonus Cap)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Granite Armor)
- 7.5% Enhancement(RechargeTime)
(Electrifying Fences)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Ball Lightning)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Tremor)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Hiya folks,
How is Stone Armor as a secondary? Is it any good or should I go for something else? I was thinking of pairing it with Super Strength.
Thanks!