Jump to content

anoiktos

Members
  • Posts

    4
  • Joined

  • Last visited

Posts posted by anoiktos

  1. Fascinating. It's really interesting to me how different goals can be met by different builds of this AT - the hybridesque nature of its base means that different power / IO slotting can get extremely different results. Your builds imply much deeper pockets than I have at the moment (I honestly wouldn't even consider purple IOs right now), but they're an excellent insight into what's possible in that context. Thank you for sharing!

  2. 49 minutes ago, tidge said:

    There are many ways to enjoy Fortunata builds; the only immediate issue I have with your particular build is taking Hasten at level 4 (and 3 slotting it; 2 50+5 should suffice). My experience with the Fortunata is there are essentially two reasons for a Fortunata to take Hasten:

    1. Hasten can provide the last push to make Mind Link 'perma'
    2. It can cut some time (~5 sec?) of the Recharge time of Psychic Wail (for various slotting choices and global recharge values)

    I personally don't worry so much about (1), and it appears that (2) is what you are after. I'd delay the selection of Hasten until much later in the build.

     

    Without criticizing your build/slotting choices:

     

    I have a different build than Gulbasaur's, and can offer you a couple of suggestions if you are chasing more damage:

     

    1) Take Aim, and minimally slot it with a Gaussian's %Build Up and a Recharge IO. (using 6-slots in Gaussian's is good for Fortunata as they typically have execellent positional defenses and the 6th piece gives an extra 2.5% to each). I'm pretty sure that because of the long inherent recharge time that the Gaussian's is an on-demand (90% chance) to be triggered. I can't recall if taking Aim means that you have to pass on Follow-Up or not.

     

    2) It isn't for everyone, but high-recharge builds can regularly use Unrelenting (3rd choice from the Presence pool) to also boost Damage. on Defense-based builds, I also like having Unrelenting as an HP recovery mechanism, YMMV.  When I want Unrelenting, I usually go Provoke -> Intimidate -> Unrelenting. Intimidate is a bit of a stinker, but Provoke and Unrelenting are both worthy of 6-slots (Mocking Beratement, Preventive Medicine) and Invoke Panic is also a good PBAoE control if you really want to go deep in that pool. I generally prefer Provoke (more targets but requires a hit check) over Confront (auto hit a single target in PvE). Unless you are routinely trying to taunt GMs/AVs Provoke is probably a better choice.

    Hi Tidge! Thank you for your thoughtful response. I checked, and I can take both aim and follow-up. I absolutely love the recommendation of unrelenting - I've wanted/needed a self-heal in this build the entire time, and the only regret I have now that you've brought it up and I've worked it in is that I've had to work it in so late. I'm curious about slotting the full preventive medicine in it - I quite like the chance to absorb in my health slot; do you think it's worth giving up the 6-slot to put it there, or will it work fine in unrelenting?

     

    47 minutes ago, Gulbasaur said:

    tenor.gif.f96fc45ab40542524d84925ca4ef74c2.gif

     

    Honestly, it looks solid and what works for me doesn't necessarily work for everyone. I found Gameboy1234's guide and Lobster's guide on the old forums really helpful when I was setting up. Tidge also tends to give very good advice and takes a fairly different approach to Fortunatas. 

    I've now moved away from that exact build a bit... the core is more or less the same but I tinker with things endlessly. I've just got a new computer and I cleverly don't have any of my old builds saved. One thing I definitely did was move some slots around to get more damage procs in - all my attacks have at least one. 

     

    Thought dump: 

    • You take Hasten very early - you might want another attack if you do and Ouro stuff, but if you don't then don't worry about it.
    • I dropped Total Domination, but I always wonder if I should bring it back in. 
    • Always slot for endurance reduction, never recharge apart from the mega long cooldown powers. You can sort out the endurance through IOs, set bonuses and slotting although widows will always be endurance-hungry. 
    • Provoke is a one-slot wonder, in my opinion, but you can absolutely leave it out. I quite often run "anyone, any level" missions so it's useful for grabbing aggro off brutes who are too low level.
    • Part of me thinks I should have taken Hasten, but I slightly refuse to take that power on principle. 
    • Recall Friend is another one-slot wonder, again because I often team with lowbies. 
    • Mask Presence loses two thirds of its defence value in combat, so I don't recommend slotting it too heavily. 
    • I like Spin - having the AoE is useful. 
    • Melee hybrid was a bit underwhelming. I hop between the doublehit one and the control one nowadays.

    Wow! Hi Gulbasaur! Thanks as well for your thoughtful recommendations! I've moved Hasten down the build to *immediately before I need it*, which is to say immediately before I take Psychic Wail. Total Domination is a weird one, in that I very frequently can't tell if it's doing anything, but I really like the feeling of having yet another AOE lockdown / oh crap button in case (for example) an extra group gets pulled I don't otherwise have time to deal with.

     

    I've gone through and changed some of the slotting from recharge to endurance, but I'm sure I've still missed some. I'll keep working on that. 

     

    I've added Provoke and Unrelenting per Tidge's recommendations. I've also moved a lot of my core damage sequences to lower level (preferring single over multi-target) as a consideration for exemplaring. Great idea. 

     

    Got it - dismissing the idea of slotting Mask Presence.

     

    Per your recommendation here, and to free up slots for the provoke/unrelenting set as well as hasten, I've removed all of the melee attacks - A fully ranged fort fits the concept better anyhow, and will give me a bit of leeway to 'tank' from range when things get dicey. As a consequence I've picked up TK blast again as well as Subdue to fill out the attack chain. I believe between TK blast, subdue, and dominate I should never have a moment single-target without something to cast, and I believe the same will be the case for AoE with scream and tornado. I'm a bit torn on my slotting for scream, but I figured I should put those ATOs somewhere for the set bonus. Might consider switching it to a proc-based frankenslotting paradigm instead and giving up on that ATO set. 

     

    I've also taken Aim, six-slotted it with gaussians, and moved it as high up as possible. Follow up and Total Domination have both been moved to the very end, as they're more "nice to haves" than core functionality for me with these changes (especially as Follow Up becomes my only remaining melee attack). 

     

    Here's the build with changes based on both of your recommendations; I'd love to know what more can be tweaked to improve it.

     

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Quis: Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Sorcery
    Power Pool: Presence
    Power Pool: Speed
    Power Pool: Leaping

    Hero Profile:
    Level 1: Telekinetic Blast -- Tmp-Acc/Dmg(A), Tmp-Dmg/EndRdx(5), Tmp-Dmg/Rchg(17), Tmp-EndDrn%(19), ExpStr-Dam%(21), Apc-Dam%(23)
    Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), RedFrt-Def(3), RedFrt-Def/EndRdx(3), RedFrt-Def/EndRdx/Rchg(5)
    Level 2: Subdue -- Tmp-EndDrn%(A), Tmp-Dmg/Rchg(13), Tmp-Dmg/EndRdx(17), Tmp-Acc/Dmg(15), TraoftheH-Dam%(15), GrvAnc-Hold%(13)
    Level 4: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(7), RedFrt-Def/EndRdx(7), RedFrt-Def/EndRdx/Rchg(9)
    Level 6: Mystic Flight -- EndRdx-I(A)
    Level 8: Psychic Scream -- DmnofArc-Acc/Dmg/Rchg(A), DmnofArc-Acc/Dmg(19), DmnofArc-Dmg/Rchg(36), DmnofArc-Dmg/EndRdx/Rchg(37), DmnofArc-Rchg/-DmgFear(40), DmnofArc-Acc/Dmg/EndRdx/Rchg(40)
    Level 10: Indomitable Will -- GldArm-3defTpProc(A), UnbGrd-Max HP%(11)
    Level 12: Dominate -- GhsWdwEmb-Dam%(A), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx(40), Thn-Acc/Dmg(42), NrnSht-Dam%(45)
    Level 14: Psionic Tornado -- ExpStr-Dam%(A), Ann-ResDeb%(29), Ann-Acc/Dmg(37), Ann-Acc/Dmg/EndRdx(42), PstBls-Dam%(43)
    Level 16: Provoke -- MckBrt-Taunt/Rng(A), MckBrt-Taunt(23), MckBrt-Taunt/Rchg(48)
    Level 18: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(34), GssSynFr--ToHit/Rchg/EndRdx(34), GssSynFr--ToHit/EndRdx(34), GssSynFr--Rchg/EndRdx(36), GssSynFr--Build%(36)
    Level 20: Mask Presence -- LucoftheG-Def/Rchg+(A)
    Level 22: Foresight -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(25), Rct-Def(25), StdPrt-ResDam/Def+(27), RedFrt-Def(46)
    Level 24: Mind Link -- Rct-ResDam%(A), Rct-Def/Rchg(27), Rct-EndRdx/Rchg(29), Rct-Def(31), Rct-Def/EndRdx/Rchg(39), Rct-Def/EndRdx(46)
    Level 26: Tactical Training: Leadership -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(31), AdjTrg-ToHit(31), AdjTrg-Rchg(43)
    Level 28: Confuse -- CrcPrs-Conf%(A)
    Level 30: Hasten -- RechRdx(A), RechRdx(37)
    Level 32: Psychic Wail -- SpdBit-Rchg/Global Toxic(A), SpdBit-Dmg/Rchg(33), SpdBit-Acc/Dmg(33), SpdBit-Acc/Dmg/EndRdx/Rchg(33), SpdBit-Acc/Dmg/Rchg(39), SpdBit-Dmg/EndRdx/Rchg(39)
    Level 35: Tactical Training: Assault -- EndRdx-I(A)
    Level 38: Intimidate -- GlmoftheA-Acc/Rchg(A)
    Level 41: Unrelenting -- Prv-Heal(A), Prv-Heal/EndRdx(42), Prv-EndRdx/Rchg(43), Prv-Heal/Rchg(45), Prv-Heal/Rchg/EndRdx(45), Prv-Absorb%(48)
    Level 44: Follow Up -- CrsImp-Acc/Dmg(A)
    Level 47: Total Domination -- NrnSht-Dam%(A), GldNet-Dam%(48)
    Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A), RedFrt-Def(50), RedFrt-Def/EndRdx(50), RedFrt-Def/Rchg(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A), Clr-EndRdx(46)
    Level 1: Conditioning 
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(11)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 50: Musculature Core Boost 
    Level 50: Melee Core Embodiment 
    Level 50: Reactive Total Radial Conversion 
    Level 50: Storm Elemental Total Core Improved Ally 
    Level 50: Vorpal Core Final Judgement 
    Level 50: Ageless Core Epiphany 
    ------------
    ------------

     

    Thanks again for all your help!

  3. Hi folks,

     

    I started building a Fortunata based almost entirely on Gulbasaur's excellent guide, hoping to end up with something a little hardier and a little more group-friendly than my stalker.  Unfortunately after reaching 50 and getting most of the build slotted, I found myself disliking some aspects of the build, and also finding it both not quite packing enough of a punch and not being quite durable enough.

     

    The durability I put down to not having a few of the critical defense enhancements, as from the mids it should get to capped defenses (it does not in game), however I figured given the joy that is clicking Psychic Wail, I could improve both by reducing its cooldown further, and preferably perma-ing mind link a little more thoroughly. 

     

    So I resorted to rank heresy, adding hasten to a build entirely designed around not having it, and I do hope Gulbasaur can see to forgiving me. I also removed telekinetic blast, as I found essentially every case in which I used it I'd have preferred to use dominate instead, and even without it I was never hurting for a button to press. With hasten, I assume, this will be even more the case. 

     

    The current build relies on a stalker-like approach to starting encounters, first confusing tough enemies if the situation warrants, then diving in with a lunge to the face, followed up with follow up, and escalating to psychic wail (if it's off cooldown) as soon as enemies are grouped, or dominating weaker enemies liberally (to reduce the number of targets attacking me) if not. The attack chain then continues quite simply in melee by clicking whatever's available between strike, swipe, dominate, and lunge. If there are fewer enemies I'll skip dominate to avoid the redraw animation.

     

    From range, I rely on AOE, alternating between psychic scream and psionic tornado. Even without hasten there's almost no wait time alternating between these two; with it, I hope there will be none.

     

    My problem is thus: I've literally been playing this game for a week, and have no real context for what makes a build good or bad, or if I'm missing something critical. With the removal of a few abilities I found myself not using overmuch / situationally, the build is a bit tighter, but I'm not sure where to go from here, or whether I'm missing something obvious.

     

    My incarnate slotting basically centers around:

    - Moar damage!

    - Thematic pets

    - Thematic judgement

    - Wait I can have a button to make my end issues disappear? AND it means I can hit the psychic wail button more?

     

    Things I'm considering: 

    - Add back Provoke to assist in tanking (I'm hesitant to do this currently because I don't feel tanky)

    - Add maneuvers / assault for more team buff fun (except I'm already having endurance issues)

    - Add recall friend so that I can help my team stealth missions (except so far the only time I've seen a team do this is with 

    - Add placate to help me escape sticky situations a bit easier (I don't know if this is actually useful)

    - Do something with patron power pools (Soul mastery fits thematically, as Quis is a spirit, but I don't particularly feel any of the abilities add to the build) 

    - Change slotting on mind link to frankenslot, reduce it to 3 slots, and move the reactive defenses set into mask presence (This would increase slot usage, though, and for what gain?)

    - Add Spin for some melee AOE (This is almost certainly unnecessary, given the cooldowns of psionic tornado / psychic scream)

     

    The current build (which you may note does not hugely diverge from Gulbasaur's) can be found below and attached.

     

    Thank you in advance for any advice or constructive criticism you may have.

     

    - Quis, unwitting banshee

     

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Quis: Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Speed
    Power Pool: Sorcery
    Power Pool: Leaping

    Hero Profile:
    Level 1: Swipe -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(13), TchofDth-Dam%(17), Mk'Bit-Dmg/Rchg(15), Mk'Bit-Dmg/EndRdx(15), Mk'Bit-Acc/EndRdx/Rchg(13)
    Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), RedFrt-Def(3), RedFrt-Def/EndRdx(3), RedFrt-Def/EndRdx/Rchg(5)
    Level 2: Strike -- CrsImp-Acc/Dmg/EndRdx(A), CrsImp-Dmg/EndRdx/Rchg(17), CrsImp-Acc/Dmg(19), CrsImp-Dmg/EndRdx(19), CrsImp-Dmg/Rchg(21), Mk'Bit-Dam%(23)
    Level 4: Hasten -- RechRdx(A), RechRdx(5), RechRdx(37)
    Level 6: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(7), RedFrt-Def/EndRdx(7), RedFrt-Def/EndRdx/Rchg(9)
    Level 8: Follow Up -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(23), CrsImp-Dmg/EndRdx/Rchg(31), CrsImp-Acc/Dmg/EndRdx(33), CrsImp-Acc/Dmg/Rchg(33), TchofDth-Dam%(39)
    Level 10: Indomitable Will -- GldArm-3defTpProc(A), UnbGrd-Max HP%(11)
    Level 12: Dominate -- GhsWdwEmb-Dam%(A), Thn-Dmg/EndRdx/Rchg(21), Thn-Acc/Dmg(42), Thn-Dmg/EndRdx(43)
    Level 14: Mystic Flight -- EndRdx-I(A)
    Level 16: Psychic Scream -- SprDmnofA-Rchg/DmgFear%(A), Dtn-Acc/Dmg(37), Dtn-Dmg/EndRdx(40), Dtn-Dmg/Rchg(40), Dtn-Dmg/Rng(40)
    Level 18: Lunge -- TchofDth-Dam%(A), SprDmnofA-Dmg/Rchg(34), SprDmnofA-Acc/Dmg(34), SprDmnofA-Acc/Dmg/EndRdx/Rchg(34), SprDmnofA-Acc/Dmg/Rchg(36), SprDmnofA-Dmg/EndRdx/Rchg(36)
    Level 20: Mask Presence -- LucoftheG-Def/Rchg+(A)
    Level 22: Foresight -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(25), Rct-Def(25), StdPrt-ResDam/Def+(27), RedFrt-Def(46)
    Level 24: Mind Link -- Rct-ResDam%(A), Rct-Def/Rchg(27), Rct-EndRdx/Rchg(29), Rct-Def/EndRdx(46), Rct-Def(50), Rct-Def/EndRdx/Rchg(50)
    Level 26: Total Domination -- NrnSht-Dam%(A), NrnSht-Acc/Rchg(29), GhsWdwEmb-Dam%(33), GldNet-Dam%(48)
    Level 28: Confuse -- CrcPrs-Conf%(A)
    Level 30: Tactical Training: Leadership -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(31), AdjTrg-ToHit(31), GssSynFr--Build%(43)
    Level 32: Psychic Wail -- SpdBit-Rchg/Global Toxic(A), SpdBit-Acc/Dmg/Rchg(39), SprSpdBit-Acc/Dmg(39), ScrDrv-Dam%(50)
    Level 35: Tactical Training: Assault -- EndRdx-I(A)
    Level 38: Aura of Confusion -- MlsIll-Acc/Conf/Rchg(A), MlsIll-Dam%(42)
    Level 41: Psionic Tornado -- Ann-ResDeb%(A), Ann-Acc/Dmg(42), PstBls-Dam%(43), Ann-Acc/Dmg/EndRdx(48), FrcFdb-Rechg%(48)
    Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A), RedFrt-Def(45), RedFrt-Def/EndRdx(45), RedFrt-EndRdx(45)
    Level 47: [Empty] 
    Level 49: [Empty] 
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A), Clr-EndRdx(46)
    Level 1: Conditioning 
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(9), Mrc-Rcvry+(11)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 50: Musculature Core Boost 
    Level 50: Melee Core Embodiment 
    Level 50: Reactive Total Radial Conversion 
    Level 50: Storm Elemental Total Core Improved Ally 
    Level 50: Vorpal Core Final Judgement 
    Level 50: Ageless Core Epiphany 
    ------------
    ------------

     

    quis.mxd

  4. Just wanted to thank you for this guide - hit the 100 million mark just now, after about 2 days worth of converting (maybe a total of ~3 hours actually spent doing the conversions and not just waiting for things to sell), with several million more still being sold, after having started fresh on the server ~a week ago. Just spent about an hour burning through 250 converters, so I'm hoping the results from that will leave me with enough to at least kit out my first character once she hits 50 (Probably *not* with full luck of the gambler, though...).

     

    One other thing I've found that helps is running Summer BlockBuster - the IO reward at the end reliably sells for ~10 million, which I assume won't be worth it for the time once I get good enough at converting, but is fantastic for getting started and/or as a way to constructively burn time ingame while waiting for things to sell. 

×
×
  • Create New...