Stone/Shield - Should I get Spring Attack?


Kioshi

 

Posted

Howdy folks,

I've recently come back to the game and noticed that Shield Charge and Spring Attack are both AoE knockdown attacks (as is Tremor). I had this idea of stringing these together for a massive AoE alpha move. (There's something to be said for 3 AoE knockdowns and 2 AoE stuns. I wish my old Dominator could do that!! o.0 )

What do you think, would it work?

Any other obvious problems with the build? If Spring Attack is a no-go, my plan was to drop it and Combat Jump and replace them with Taunt and Hurl Boulder.


Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

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Alien Stone: Level 50 Natural Brute
Primary Power Set: Stone Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Stone Fist -- Acc-I(A)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(15), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 2: Stone Mallet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(42)
Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(23)
Level 8: Heavy Mallet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(42)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(15)
Level 12: Fault -- Acc-I(A), Acc-I(13), Acc-I(13), Dsrnt-I(23)
Level 14: Super Jump -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Seismic Smash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(40)
Level 20: Phalanx Fighting -- DefBuff-I(A)
Level 22: True Grit -- Heal-I(A), Heal-I(31), Heal-I(34), ResDam-I(40), ResDam-I(40), S'fstPrt-ResDam/Def+(46)
Level 24: Combat Jumping -- DefBuff-I(A)
Level 26: Spring Attack -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(37)
Level 28: Grant Cover -- DefBuff-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Tremor -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: One with the Shield -- ResDam-I(A), ResDam-I(39), Heal-I(39), Heal-I(39)
Level 41: Salt Crystals -- Acc-I(A), Acc-I(42), EndRdx-I(43)
Level 44: Quick Sand -- RechRdx-I(A), Slow-I(45)
Level 47: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
Level 49: Taunt -- Taunt-I(A), Taunt-I(50)
Level 50: Nerve Radial Boost
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run


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Posted

Minor nitpicks without going into slotting and/or details:

Stone Fist is better DPA than Stone Mallet, making it a better filler for your attack chain. If you prefer taking both mallets, by all means do so, but I'd move the slots to Stone Fist and drop Stone Mallet entirely, shifting some powers around and letting you take Spring Attack earlier and you can still pick up Hurl Boulder if you want the extra ranged attack (you have Taunt late anyway). If you want both Mallets, skip Stone Fist and do the same thing, but as a Brute there's no reason at all to take both powers and not slot one of them.

As for Spring Attack itself... the recharge is very long, and with Shield Charge you may find it a complete waste. I personally like it as a boost to AoE damage in primaries that have little or none (primarily on Stalkers, actually, but EM, SM, and MA certainly count), but I almost always take at least Combat Jumping and Hasten so unlocking it for me only means taking Super Jump instead of Super Speed for travel.

Getting into the slotting just a little, yank the third recharge slot out of Build Up, put it in Fault, and throw in Absolute Amazements for 10% global recharge and 15% global accuracy - that'll fix the well-past-ED-capped Accuracy you've got in Fault, increase the stun duration so you can double-stack it with itself for boss control, and help everything hit better.


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Posted

I love the FF +Rech proc in Fault (I have 5 stupefys for cheap great bonuses and good accuracy since Fault has an acc penalty). You can put it in tremor too if you want.

I'd skip Spring attack, I find it weak even at full fury (took it for lulz once in a claws/fire AE farmer). Also I'd remove the second slot from taunt and put a taunt/range io.