The glory of Fault!


Amir

 

Posted

I gotta admit - when I decided on /Stone for my /Elec Tanker, Fault was near the bottom of my priority list. The reason I decided on /Stone was that wanted something different from /SS, and Elec/ could help /Stone's liabilities.

In fact, my first build didn't even have Fault in it. But with others crowing about Fault, I fit it in - delayed - and got to 50 while using it occassionally. I slotted it for Taunt, not Stun, using it as a way to keep aggro better and get Perfect Zinger's set bonuses. But in the late 40s, and as I cranked up my difficulty at 50, I began to see Fault's usefulness. When I needed to respec for some other changes, I put Fault at level 20.

At this point, before Incarnates but with S/L Def +42.2%, I could reliably do +0/x8/bosses/EBs against all level 50 tip missions available to heroes except Arachnos, Carnies with Ring Mistresses, and Devouring Earth.

I got most of my desired Accolades, Incarnate Alpha. Then, during more MIDs tinkering, I discovered Razzle Dazzle, and respecced again for these in Fault, this time with 6 Perfect Zingers in Taunt. I don't have any Incarenate abilities beyond Alpha.

Now, with the exact build below, I CAN reliably solo at +1/x8/bosses/EBs all level 50 tip missions. Why? Fault. Yeah, the build is extremely tough by most measures, but Fault adds that magic mitigation level to keep it alive.

I don't have to run from Longbow Sonic Grenades. I can concentrate on the Ring Mistresses while the Carnie minions leave me alone. I can last through all the crap Arachnos can dish out. I still have to sometimes manage positioning of Devouring Earth spawns, depending upon how many Cairns/Quartzes and Devoured there are, but the build can survive them.

How?

1. Evaluate the spawn. Locate primary targets. Bosses to down quickly are: Ring Mistresses, and Longbow bosses which use Fear (per Paragon Wiki's Longbow list, these are Longbow bosses #3 and #9).
2. Open with Fault.
Note: sometimes I have to switch #1 and #2 if I can't first evaluate the spawn due to the map.
3. If I need to thin the spawn, use attack chain Fault->Tremor->Stone Fist->Seismic Smash; pepper with Power Sink. If I need to down a boss quickly, use attack chain Stone Fist->Seismic Smash->Stone Fist->Stone Mallet->Stone Fist->Heavy Mallet->Stone Fist->Stone Mallet; pepper with Fault and Power Sink when available. Swap attack chains when boss/spawn mix changes.
..A: for Devouring Earth, if even after repositioning away from Cairns/Quartzes more are spawned, locate and destroy Cairns first, then return to destroying targets. There are times when I have to concentrate on some minions singly to defeat them in order to thin the spawn.
4. Panic buttons are Energize, Eye of the Magus and inspirations.

What synergies make it work?
1. Damage Resistance (look at build)
2. Near S/L Def softcap.
3. Regen/heal of Energize.
4. Fault's Stun and KB.
5. ST attacks Stun and KB.
6. Offensive use of Power Sink (usually twice is all that's needed), and Lightning Field draining enemy End, thereby reducing their number of attacks.
7. Force Feedbacks in both Fault and Tremor, along with enough other +Rech, along with Slow resistances, keeping Hasted power chains readily available.
8. Having sufficient panic buttons in Eye of the Magus, Energize, and inspirations (I keep 2 Orange, 1 Yellow, 4 Purple, 4 Green, 4 Blue, 3 Breakfree, and 1 Rez, with one slot free to use as received).

BTW - don't use Fault with Rikti - that just means chasing the buggers around the map during the spawn cleanup.

But what about Nemesis under Vengeance? I haven't found this to be a problem yet. Normally when that starts, most of the non-Lieutenant spawn is gone. In one of the most fun battles, NPC Miss Thystle aggroed 3 additional spawns, and the Vegeance was flying almost as fast as their bullets. I did hit Eye of the Magus then, and Power Sinked every time it was up, but was surprised at how quickly the battle was over - of course, I let Miss Thystle fall to her overconfident ways and didn't focus on aggro control for her squishyness. ;-)

Question to other Elec/ players: I am not claiming that Elec/Stone is the shiznet by any means, but I am interested in comparing secondaries here. Do you find /SS's Footstomp makes up for Fault in [effectively +0]/x8/bosses/EBs tip missions? What from your secondary allows you to survive equivalent challenges?

Here's the current buid:
I am going for the +3 PvP IO and +3 Def PvP IO, 5-slotted Armageddon in Tremor, Task Force Commander, and likely Cardiac Core Paragon, so this build isn't "complete" yet. I'll also continue to BAF/Lambda as time and interest allows.

Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

The Amber Fist: Level 50 Mutation Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(40)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 6: Static Shield -- S'fstPrt-ResDam/Def+(A), ResDam-I(40)
Level 8: Grounded -- ResDam-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(40)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Fault -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(21), RzDz-Acc/EndRdx(21), RzDz-Stun/Rng(25), RzDz-Acc/Stun/Rchg(25), FrcFbk-Rechg%(29)
Level 22: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 24: Build Up -- RechRdx-I(A)
Level 26: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(27), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(29)
Level 28: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(46), Zinger-Taunt/Rchg/Rng(46), Zinger-Acc/Rchg(50), Zinger-Taunt/Rng(50), Zinger-Dam%(50)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33)
Level 35: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), FrcFbk-Rechg%(37)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42), LkGmblr-Rchg+(42), Ksmt-ToHit+(43), Empty(43)
Level 44: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(45)
Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(48)
Level 49: Tactics -- Rec'dRet-Pcptn(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Cardiac Total Core Revamp
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19), Numna-Regen/Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(15), P'Shift-EndMod/Rchg(15), P'Shift-End%(46)
Level 4: Ninja Run



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Current primary characters, all on Guardian:
The Amber Fist (Elec/Stone Tanker) | Pixelbeater (Fire/Kin Corr) | The Sequencer (Bots/Traps MM)
Blakkat (Claws/Dark Brute) | Mhogus'thra (Ill/Dark Cont) | Wyldhunt (Beast/Dark MM)

 

Posted

Footstomps recharge can be super low and so some people think its a fantastic PBAoE. To be honest just like Stonetanks are penalized prior to granite I think Superstrengh is too and so footstomp needs to be good. Often neglected is the fact that Knockout Blow is a Hold. I remember sometime in early 2005 when I just entered the 40s I was told that to do Malta missions I need an /SR in the team to drop the sapper, balls to that, often they were unreliable and as they say if you want something doing.. Do it yaself. It is good that you are thinking about active defense (not the power). Sometimes the shields aren't enough which is why for defense sets Clobber is recommended no later than 30 and so on.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

<<<<<< swears by fault!!!! It is what makes my SM/DA brute able to thrive!


 

Posted

So here's the 'tooled up' version, if I got it right.

I hafta wonder....will the Force Feedback +recharge proc stack with itself?

I honestly don't know.....

I've been saying for months that Electric is a real sleeper on a tank, it's nice to see monster builds coming out for it like this one. What a BEAST.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

The Amber Fist: Level 50 Mutation Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(40)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 6: Static Shield -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(40)
Level 8: Grounded -- ResDam-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(40)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Fault -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(21), RzDz-Acc/EndRdx(21), RzDz-Stun/Rng(25), RzDz-Acc/Stun/Rchg(25), FrcFbk-Rechg%(29)
Level 22: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 24: Build Up -- RechRdx-I(A)
Level 26: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(27), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(29)
Level 28: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(46), Zinger-Taunt/Rchg/Rng(46), Zinger-Acc/Rchg(50), Zinger-Taunt/Rng(50), Zinger-Dam%(50)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33)
Level 35: Tremor -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(36), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(37), FrcFbk-Rechg%(37)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42), LkGmblr-Rchg+(42), Ksmt-ToHit+(43), SW-ResDam/Re TP(43)
Level 44: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(45)
Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(48)
Level 49: Tactics -- AdjTgt-ToHit/EndRdx(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Cardiac Core Boost
Level 0: Task Force Commander
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19), Numna-Regen/Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(15), P'Shift-EndMod/Rchg(15), P'Shift-End%(46)
Level 4: Ninja Run



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Posted

Quote:
Originally Posted by mauk2 View Post
I hafta wonder....will the Force Feedback +recharge proc stack with itself?
I tested this pretty thoroughly last night with my Combat Attributes monitor running. I never saw FF:+Rech stack, even in situations where I knew it fired from both Tremor and Fault. However, due to having 2x FF:+Rech, my boost from the proc is more consistently up, and it's enough of a bonus (100%) over a short enough time (5 secomds) that the additional uptime is useful.


Current primary characters, all on Guardian:
The Amber Fist (Elec/Stone Tanker) | Pixelbeater (Fire/Kin Corr) | The Sequencer (Bots/Traps MM)
Blakkat (Claws/Dark Brute) | Mhogus'thra (Ill/Dark Cont) | Wyldhunt (Beast/Dark MM)