Story Archer Posted May 26 Posted May 26 Straight up. Assume they will be slotted with an Accuracy and procs, mainly FF and damage.
mcdoogss Posted May 26 Posted May 26 (edited) You mean stone melee i'm sure. Fault takes ranged aoe and stun sets and is available earlier while tremor does more base damage and takes melee aoe sets. I'm not aware of a huge performance delta between the two though especially when procced out. por que no los dos? If I had to choose one probably Tremor for me for the damage and I slightly prefer the melee aoe winter set to the ranged aoe winters for a tank Edited May 26 by mcdoogss
Uun Posted May 26 Posted May 26 I also recommend taking both. The one thing to keep in mind with Fault is that the stun/kb is a circle, while the damage is a cone. 1 Uuniverse
Sovera Posted June 2 Posted June 2 Tremor. Fault is terrible at what it does. At least it alleviates problems when needing room for power picks though I don't agree making powers terrible so that they can be insta skipped. - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Meknomancer Posted June 6 Posted June 6 Tremor, Fault is a joint least accurate attack in the game, if your proccing chances are all you'll see from Fault is a never ending series of misses. Its so bad i've seen it knock stuff back with the kb component while doing 0 damage from the damage component and 0 Stun from the stun component. Its almost as if your rolling 3 times for 1 attack and with a miserable chance of it hitting with any of its effects and the damage was added last when stone melee got a bump. Fault was the bump and if anything its faulty. Anything with a base accuracy of 60% is going to need some serious accuracy to hit enemies and by the time your up against +4's/incarnates there's no slots left for anything useful. 1
Uun Posted June 6 Posted June 6 1 hour ago, Meknomancer said: Tremor, Fault is a joint least accurate attack in the game, if your proccing chances are all you'll see from Fault is a never ending series of misses. Its so bad i've seen it knock stuff back with the kb component while doing 0 damage from the damage component and 0 Stun from the stun component. Its almost as if your rolling 3 times for 1 attack and with a miserable chance of it hitting with any of its effects and the damage was added last when stone melee got a bump. Fault was the bump and if anything its faulty. Anything with a base accuracy of 60% is going to need some serious accuracy to hit enemies and by the time your up against +4's/incarnates there's no slots left for anything useful. Fault has 0.8 accuracy for the stun/kb AoE and 1.0 accuracy for the damage cone. On a successful hit the kb has a 100% chance to occur, but the stun has a 100% chance of mag 2 and a 50% chance of an additional mag 1, meaning you have a 100% chance to stun a minion but a 50% chance to stun a lieutenant. On my brute I slot it with Absolute Amazement and find it provides solid mitigation. 1 Uuniverse
Meknomancer Posted June 8 Posted June 8 (edited) On 6/6/2024 at 4:30 PM, Uun said: Fault has 0.8 accuracy for the stun/kb AoE and 1.0 accuracy for the damage cone. On a successful hit the kb has a 100% chance to occur, but the stun has a 100% chance of mag 2 and a 50% chance of an additional mag 1, meaning you have a 100% chance to stun a minion but a 50% chance to stun a lieutenant. On my brute I slot it with Absolute Amazement and find it provides solid mitigation. The problem with it for me is the bump it got was supposed to help turn it into a minor aoe attack. A damage attack. It rarely if ever does that. And when it does it seems to be only hitting a single target. And i'm guessing from the original question they don't want to waste all those slots just to toss in a stun set if they plan to proc out 1 of the 2 for dps. Fault is nowhere near being classed as a dps attack. Although i can see the benefit of it for damage mitigation. If it hits. Stacking it with something like stone fist would be very useful. Edited June 8 by Meknomancer
Uun Posted June 8 Posted June 8 (edited) 6 hours ago, Meknomancer said: The problem with it for me is the bump it got was supposed to help turn it into a minor aoe attack. A damage attack. It rarely if ever does that. And when it does it seems to be only hitting a single target. Not my experience. I regularly hit the 5 target max with the damage component* and the 10 target max with the stun/kb component. The thing to remember is that the damage component is a 55 degree, 20 ft radius cone. It's long and narrow and you have to line it up. The stun/kb component is 15 ft radius targeted AoE with a 20 ft range. It requires far less targeting and will hit everything around you. That said, I don't use Fault as a dps attack, I use it to put everything around me on their butts. * Brute damage component has a 5 target max. Tanks have a 10 target max. Edited June 8 by Uun Clarification 1 Uuniverse
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