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tidge

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Posts posted by tidge

  1. As the other half of the 'Rebo & Zooty' Fortunata whisperers, here are my comments.

     

    The core of my build is here:

     

    The build I linked to does not use either the Speed or Fighting Pools. In practice, I only found Hasten to be helping with Psychic Wail and Mind Link; there is room for Hasten in the build by dropping Weaken Resolve (at level 47), and stealing a slot from somewhere for extra recharge if you want it 'perma'.  Personally, I very rarely take Hasten so early in a build. At low levels I don't have powers that need to cycle quickly. If you want more 'constant attacks' use the P2W freebies.

     

    I love the Presence pool on Fortunatas, and I would recommend leaning into heavily if you actually want a 'controller' feel. Unrelenting should be your third pick as it is (if Recharge is low) it is a good panic button or as a damage boost (if recharge is ok). Unrelenting takes the Preventive Medicine Pool and can be used much more frequently than Tactical Training: Vengence. The build I linked doesn't multi-slot Provoke, but I like end-set bonuses from Mocking Beratement better than Perfect Zinger. Invoke Panic is a great PBAoE control power, as is Aura of Confusion.

     

    I think you have over-slotted Mind Link. YMMV, but my experience is that Mind Link really only needs 3 slots, focusing on Recharge.

    • Adjusted Targetting: Recharge
    • LotG: Defense/Recharge
    • LotG: Def/Global Recharge (assuming you use this power to hold one of five LotG Global recharge pieces)

    I accept that if you want even more Defense from it, you can add a 4th slot for even more Defense, but I think that puts you past the point of Enhancement Diversification.

     

    I would encourage you to look at the effects of your slots in Health.  You may not need the Numina proc. Once you have the accolades which boost Health and Endurance, you may find that extra Regeneration isn't helping you that much (especially for a Defensive build). IIRC the formulae for Health recovery is:

    • (Total HP) / 120 = How much HP you recover per 'tick'
    • 12 seconds / Regeneration Rate = Time between ticks

    A similar calculation can be done for Endurance/Recovery, but since we always spend Endurance I'm less fussy about pouring extras into Endurance Recovery.

     

    • Like 2
  2. 3 hours ago, Ukase said:

    Hmm...just taunted a -1 freak into the area...and no dice after clobbering him within that area. My dilemma I guess is that there are no level 40 Freaks in bricks. (even level)

    The 'event' freaks will always con as even level to you. You can't just drag any old freak into the area; it is necessary to find the ones originally spawned as part of the event.

     

    This is very noticeable if you take a level 50 to the zone.

    • Thanks 1
  3. 2 hours ago, Omega-202 said:

    See patch notes here. 

     

    It seems to act as a base damage increase, so you can't really "waste" damage cap by overdoing the to-hit buff.

    Thanks for the link. The notes make it sound like any ToHit buff above 22% is no longer contributing to increasing damage.

    • Like 1
  4. 6 minutes ago, Wavicle said:

    Only the fast snipe gets the to hit bonus damage.

    That's fine with me; my blaster uses the snipe as part of the regular attack chain. Do we know how the scaling works? I'm particularly curious if I'm 'wasting' ToHit buffs because I'm already at the Damage cap.

    • Like 1
  5. I'm trying to think over my builds... I can speak to a few points:

     

    Tactics: When I take Tactics, if I have a choice of powers I will only put the Gaussian's proc here if I have pets or if I'm a tanker. Otherwise I simply can't guarantee that for mission content I'm actually going to be buffing that many friendlies. I'm not referring to RWZ Mothership bowl squatting... even then Tanks shouldn't be sitting in the bowl. Tactics also tends to be a late addition to any build, so it isn't like I'm using it much in combat.

     

    Aim (for my characters that have it) often gets turned into another late-build addition, as I favor the 'Build Up' powers. Because I tend to take it very late, it doesn't get many slots and I don't put the Gaussian's proc there because I won't have the power (or the proc) for lower level content.

     

    My preference is to take the Build Up (or equivalent) ASAP. I would minimally slot it with the Guassian's proc and Recharge (at level) but typically I 6-slot the Gaussian's for the full suite of set bonuses as each one is better than the one before. IIRC I have a /Time Blaster where Chronos is ready every 21 seconds, and the proc is still at the 90% ceiling for firing. That toon keeps Chronos on auto-fire, which means neither the players who want the Gaussian's proc in Tactics think I'm dumb while the ones who want 'on demand' use of a Build Up think I'm wasting it.

     

    One thing I haven't seen discussed is the effect of ToHit on Snipes. While I don't know exactly how the scaling works (or what limits may be present), I believe that in Homecoming both the Fast and Slow Snipes have a Damage boost based upon the attacker's ToHit bonus. If Snipes are part of an attack chain, if there is a damage boost as described it is worthwhile to at least consider all sources of ToHit. Note that the Kismet +6% 'accuracy' (really ToHit) must be in an auto power or an active power to contribute its bonus.

    • Like 1
  6. Echoing much of what has been said:

     

    Invuln's T9 (Unstoppable) : I took it once to use as a mule, but after analyzing bonuses I respec-ed away from it. It is from another, very different game era. Even in the earliest days of the game it was skipped in order to get Stamina.

     

    Willpower's T9 (Strength of Will): I don't take this. The Resist Bonuses are nice, but not at all worth the crash. Recovery and status should be taken care of by the time you can take a T9.

     

    Bio's T9 (Parasitic Aura): I take this, but I don't have extra slots for it so it just gets Recharge. Aside from the initial END cost, it really has no downsides. The +Absorb barrier is very welcome. The boosts to Recovery/Regeneration are fine, but in my builds I'm often at the point where extra Regeneration is rarely doing that much, and my builds will shoot for a constant net Recovery so I don't fret about click powers.

     

    As was written above: If an Inspiration (blue, green, purple, orange) is as good or better than a T9 power, then why bother with the T9?

     

    • Like 4
  7. On 8/12/2020 at 2:13 PM, Neogumbercules said:

    I wonder how bots would do. They tend to be AOE heavy and can get the defense softcap pretty easy depending on the MMs secondary.

    I've run my Bots/Traps through comiccon. I can't recall the total time for 5 missions, but I have a sense that it was around 30 minutes to complete the arc. That toon has a lot of knockdown (2 rifle attacks, 1 mace attack, 2 of 3 bots), slows and holds... along with distinct enemy debuffs. I would also bring out the Lore Pets whenever possible: this was how I can recall that the full run was usually under 30 minutes.

     

    One major problem with Bots is that they are terrible on single target damage; while the map is loaded with enemies this is less noticeable.

     

    The new pet behavior helps on maps like this, as the bots used to run off and get themselves busted. AE missions like Comiccon farms are a place where I'll always drop a Triage Beacon, since I can usually draw opponents where I want them.

     

    EDIT: I should clarify, my comiccon farm runs were at even level as it was drops I was interested in, not XP or Inf.

    • Like 1
  8. I'll add my practices/thoughts on the issue of "buy converters or use merits to make converters?"

     

    TL;DR: As long as I'm not losing inf, I'm not stressed.

     

    I will typically buy converters, at low 70K each. On average, I spend far less than 10 converters (2 to get to rare, leaving 8-more to jump around) but I stop when I hit 2MInf piece. Hitting the higher value pieces improves profits. Only rarely will I convert within a set (3 converters): Usually this is because I ended up in a set with unbalanced values among pieces.

     

    Note that I'm not currently working specific niches such that specific sets are purchased to specifically get into a specific set, nor am I using packs (ATOs, Winters) as a source of income. My market activities are pretty much (better than steady state) to fund Alts. When I was building the fortune I started by converting merits to converters, as the Inf was used for purchasing recipes and paying fees (crafting, listing).

     

    I typically spend my Merits on Boosters (and sometimes Catalysts, if I'm being lazy or otherwise I'm in a hurry). There have been a few instances where I've made the (market) sin of buying recipes because the market was in an odd space (and I didn't have anything to play converter roulette with). I didn't even spend merits on anniversary badges!

  9. I don't add procs to toggles. I can't think of an example where the math would have worked in my favor. My builds will either opt for a set bonus or straight boost (possibly a HamiO) instead of hoping for a proc to fire.


    Often the slot itself can be better invested in an attack, if the desire is to see the proc at work. YMMV.

  10. I would take non-generic IO recipes out of consideration for 'farming inf'. I agree that crafting and converting (at least uncommons) will increase Inf, but as that relies on the market I feel that those players who see the Farm and the Market as non-intersecting are unlikely to factor any aspect of the Market into their Inf paychecks.

     

    The analysis does drive home the point about NOT turning off common recipes at lvl 50. If nothing else, vendoring those recipes will pay for crafting fees for uncommon recipes.

    • Thanks 1
  11. If you have a build that is specifically looking for a Winter IO set, and you have the Inf, buying Winter packs and playing converter roulette isn't a bad way to get a significant fraction of any given set. I don't often use Winter sets in my builds, but it has been more cost effective than placing near-BIN bids for entire sets.

     

    You do have to have a level of comfort with buying multiple packs, converting, and relisting extras to get the "full savings" of course.

     

    The same strategy applies to the ATO from the other packs, but my experience with Winter packs has been that they will (on average) yield more IOs.

     

    Also note that the IOs from packs will not be catalyzed, although packs occasionally contain catalysts.

  12. 5 hours ago, ForeverLaxx said:

    My toughest challenge for that badge was with my SoA because the clones get access to powers you couldn't even have yet. They were dropping Disruptorbot Spiders and spamming Surveillance debuffs the moment I came around the corner. He eventually won, but it took a long while.

    I think I saw my VEAT clone from Posi 1 summon spiders... very surprising.

  13. In the broad category of (perhaps) unintended consequences:

     

    Health (Fitness): The inherent boost (without slotting) to Regeneration is nice, but as far as I can tell it does help many character builds hit the point of diminishing returns quickly. Could this use a revisit? YMMV. I'm less concerned with Recovery from Unslotted Stamina, because many of us remember how bad Endurance burn was back-in-the-day.

     

    Some specific thoughts, with no real proposals:

     

    Conditioning (Soldiers of Arachnos): Seems underwhelming. I never really noticed it helping at low levels. At high levels I run a lot of toggles, which I suppose isn't different than many other characters... except that I feel like my VEATs have slightly more Endurance issues than other ATs, so I suppose those issues might be even worse without Conditioning? See my above comments on the Regeneration bonus from Health.

     

    Domination (Dominators): I'm in the camp that that this works great, as long as you build to Perma-Dom. I don't want to rehash any of those threads (or invite rehashing), but having read those many many threads, I never saw any of the several detailed proposals that I thought were an improvement over what we have now. No need to change.

     

    Kheldians (Particularly Peacebringers): Very underwhelming, especially since Cysts have been eliminated/restricted in Homecoming.

     

    Fury (Brutes): I have nothing to say about the performance, except that I 100% oppose porting a Fury-like mechanic to anything else (especially Domination).

     

    Scourge (Corruptors): With so many alpha-strikes in the game, it feels (to me) like this is in the category of 'may not be doing much' but I can't say for myself.

     

    Defiance (Blasters): I'd put this in the category of 'working absolutely fine'. This is a pretty good design as it provides a counterweight to a typical blaster weakness, and it stays useful in all content levels without ever becoming too weak or too powerful.

     

    Assassination/Critical Strikes: Too good to ever take away from us!

     

    Ninja/Beast Run: I understand why these will detoggle other powers, but I'm not crazy about this effect.

     

    • Like 1
  14. I can offer a little encouragement for folks frustrated by the Brickstown event. Every so often when I find it 'stuck' (because the Freaks have wandered off) it is possible to find the (even level) Freaks just outside the 'event area'. I usually draw them back into the area to defeat them; I'm not sure what would happen if they are defeated out of the area. I think the record number I was able to (eventually) track down this way was 3 missing Freaks. It does take some searching to track them down... I've found the fliers hovering between the towers to the south and 'jumpers' hopping around near the warehouses to the south and the prison yards to the north.

    • Thanks 1
  15. Can I ask why the focus on going so deep in "Luck of the Gambler" sets? My own preference is to avoid the diminishing returns on Defense powers and shift those slots elsewhere. Just as a suggestion (as in the original build) Psychic Wail really ought to have 6 slots, as it is very proc-friendly. I know it's a heavy hitter by itself, but extra %damage procs turn it into a bigger nuke, in addition to adding non-psychic damage types to a PBAoE.

     

    I personally like the 6-set bonus from Reactive Defenses, but I usually cap LoTG at 2 pieces (Global Recharge,Defense) ... occasionally 3 if I want a little extra something (End or Recharge). Mask Presence is also a good candidate for shedding slots, as the defensive bonus is reduced once engaged. (Full disclosure: this is usually where I 6-slot the Reactive Defenees, but my builds are often franken-slotting other powers)

     

    Foresight is an Auto power that grants +Def to all positional defenses. There is no reason to not invest at least 1 extra slot for Defense here (beyond what the LotG Global is providing); an unboosted lvl 50 Defense piece can get you almost 2% more positional defenses, with ED just kicking in. You can stretch a little more positional defenses by boosting Defense IOs to 50+5, although I do like the extra HP from having two pieces of LotG.

     

    I would also encourage you to consider this slotting for Mind Link: 1x Adjusted Targeting (Recharge), 2xLotG (Global Recharge, Defense/Recharge). I think any extra slotting (for x/Recharge) beyond this doesn't really help the recharge time of Mind Link. If you don't need to slot a LotG Global there, use Shield Wall pieces instead of LotG, which can be boosted to 50+5.

     

    A few words about power choices:

     

    I don't invest in the Fighting pool for Fortunata. Tough may be the most synergistic, but it's resistance (S/L only) isn't really that much (even considering potential set bonuses and Enhancements) and Fortunata have other powers that can slot the most useful Resistance Globals/Uniques.

     

    Other candidate non-attack powers that give excellent 6-slot bonuses are either Aim or TT:Leadership using 6-pieces of the Gaussian's set. I prefer to have Aim 6-slotted this way. One a high-recharge character, Aim will be ready about every 20 seconds. The %Build Up will be at 90%, so for the first 5 seconds after Aim, you will also have the Build Up... and Aim lasts another 5 seconds... and then it is ready 10 seconds later. The 6th piece adds 2.5% positional defenses, which are perfect for a Fortunata (because generally the positional defenses will be much better than typed defenses). If you don't care about the set bonuses (or can't fit them) 2-slotting Aim with the %BuildUp and a lvl 50+5 recharge IO in Aim is almost as good.

     

    TLDR: My own biases make me think too many slots are invested in (the wrong) Defense powers.

     

  16. Here is another Fortunata build that is more of a Hybrid of Melee and Range, using similar Power Pool choices, except that this build is using Hasten (IIRC, it is perma with two 50+5 IOs). This build is slightly more team friendly (with Provoke, TT:Leadership) but I'm not sure that teams care that much if they are getting Mind Link! It has less control, and doesn't use the %Terrorize ATO proc.

     

    This build is chasing (via set bonuses) Global Recharge and Positional Defenses, with a healthy dose of Endurance effects (MaxEnd, Endurance Discounts, Recovery). Another player's priorities could shift slots, obviously. Mind Link is available "perma" but you have to juggle Hasten and Mind Link.

     

    Specific to one element of @anoiktos thinking, this build has Spin VERY LATE. In my defense, I knew that it was going to have the full Obliteration set, so I didn't want it before level 28. (It could be swapped with Mask Presence at 28, but I wanted that extra Stealth ASAP for Weekly TF/SF runs.) If taken earlier, I think using the Winter Set (6xSuperior Avalanche) or Frankenslotting it with the Fury of the Gladiator %-Res can be valid choices for Spin.

     

    If I want to come up with one slot, I think I can can sacrifice the extra Melee defense from the 6th piece of Obliteration. Candidates to use this extra slot are Psychic Scream (for the ATO %Terrorize proc) or changing Fly to the Blessing of the Zephyr set for extra ranged defense.

     

    Text:

    Spoiler

    Villain Plan by Hero Villain Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    T2: Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Flight
    Power Pool: Presence
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Poison Dart -- SprDmnofA-Acc/Dmg:50(A), SprDmnofA-Dmg/Rchg:50(3), SprDmnofA-Acc/Dmg/Rchg:50(3), SprDmnofA-Dmg/EndRdx/Rchg:50(5), SprDmnofA-Acc/Dmg/EndRdx/Rchg:50(5)
    Level 1: Combat Training: Defensive -- ShlWal-ResDam/Re TP:50(A)
    Level 2: Strike -- SprSpdBit-Acc/Dmg:50(A), SprSpdBit-Dmg/Rchg:50(7), SprSpdBit-Acc/Dmg/Rchg:50(7), SprSpdBit-Dmg/EndRdx/Rchg:50(9), SprSpdBit-Acc/Dmg/EndRdx/Rchg:50(9), SprSpdBit-Rchg/Global Toxic:50(11)
    Level 4: Tactical Training: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(13)
    Level 6: Fly -- WntGif-ResSlow:50(A)
    Level 8: Psychic Scream -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(13), Rgn-Acc/Dmg/Rchg:50(15), Rgn-Acc/Rchg:50(15), Rgn-Dmg/EndRdx:50(17)
    Level 10: Indomitable Will -- GldArm-3defTpProc:50(A), StdPrt-ResDam/Def+:30(17)
    Level 12: Dominate -- UnbCns-Hold:50(A), UnbCns-Hold/Rchg:50(19), UnbCns-Acc/Hold/Rchg:50(19), UnbCns-EndRdx/Hold:50(21), UnbCns-Dam%:50(21), Apc-Dam%:50(23)
    Level 14: Provoke -- MckBrt-Taunt:50(A), MckBrt-Taunt/Rchg:50(23), MckBrt-Taunt/Rchg/Rng:50(25), MckBrt-Rchg:50(25), MckBrt-Acc/Rchg:50(27), MckBrt-Taunt/Rng:50(27)
    Level 16: Aim -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(29), GssSynFr--ToHit/Rchg/EndRdx:50(48), GssSynFr--Rchg/EndRdx:50(48), GssSynFr--ToHit/EndRdx:50(50), GssSynFr--Build%:50(50)
    Level 18: Lunge -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(29), Hct-Acc/Dmg/Rchg:50(31), Hct-Dmg/EndRdx:50(31), Hct-Dam%:50(31), TchofDth-Dam%:40(33)
    Level 20: Intimidate -- HO:Endo(A)
    Level 22: Foresight -- UnbGrd-Max HP%:30(A), LucoftheG-Rchg+:50(33), LucoftheG-Def:50(33)
    Level 24: Mind Link -- AdjTrg-Rchg:50(A), LucoftheG-Def/Rchg:50(34), LucoftheG-Rchg+:50(34)
    Level 26: Unrelenting -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(34), Prv-EndRdx/Rchg:50(36), Prv-Heal/Rchg:50(36), Prv-Heal/Rchg/EndRdx:50(36), Prv-Absorb%:50(37)
    Level 28: Mask Presence -- Rct-Def:50(A), Rct-Def/EndRdx:50(37), Rct-EndRdx/Rchg:50(37), Rct-Def/Rchg:50(39), Rct-Def/EndRdx/Rchg:50(39), Rct-ResDam%:50(39)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40)
    Level 32: Psychic Wail -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(40), Arm-Acc/Rchg:50(40), Arm-Dmg/EndRdx:50(42), Arm-Dam%:50(42), Erd-%Dam:30(42)
    Level 35: Spin -- Obl-Dmg:50(A), Obl-Acc/Rchg:50(43), Obl-Dmg/Rchg:50(43), Obl-Acc/Dmg/Rchg:50(43), Obl-Acc/Dmg/EndRdx/Rchg:50(45), Obl-%Dam:50(45)
    Level 38: Mu Lightning -- Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(45), Thn-Dmg/Rchg:50(46), Thn-Acc/Dmg/Rchg:50(46), Thn-Acc/Dmg/EndRdx:50(46), Thn-Dmg/EndRdx/Rchg:50(48)
    Level 41: Invoke Panic -- GlmoftheA-Dam%:50(A)
    Level 44: Tactical Training: Leadership -- HO:Cyto(A)
    Level 47: Maneuvers -- LucoftheG-Rchg+:50(A)
    Level 49: Hover -- LucoftheG-Rchg+:50(A)
    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 -- UnbLea-Stlth:50(A)
    Level 1: Conditioning
    Level 2: Rest -- IntRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:40(50)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(11)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    ------------

     

     

     

    Data:

     

  17. I'll post two of my Fortunata builds. Note that I tend to build for IO set bonuses. It is possible to get different performance by (more) franken-slotting.

     

    All IOs are attuned, with the regular, non-set IOs boosted to 50+5. It is possible that for powers with a single slot that I may have Hami-Os in them; like @Gulbasaur I do a lot of tweaking.

     

    This one is one-half of a DUO-build, this half concentrates on being non-stabby; the other half of the pair has the stabby attacks. The focus is on AoE, with a healthy dose of control. I play this character A LOT, at all levels. It can be a little slow against certain Boss+ targets, which is why I have a few options for -Res at higher levels.

     

    Text:

    Spoiler

    Villain Plan by Hero Villain Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    T1: Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Flight
    Power Pool: Presence
    Power Pool: Force of Will
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Telekinetic Blast -- SprDmnofA-Acc/Dmg:50(A), SprDmnofA-Dmg/Rchg:50(3), SprDmnofA-Acc/Dmg/Rchg:50(3), SprDmnofA-Dmg/EndRdx/Rchg:50(5), SprDmnofA-Acc/Dmg/EndRdx/Rchg:50(5)
    Level 1: Combat Training: Defensive -- LucoftheG-Rchg+:50(A)
    Level 2: Subdue -- SprSpdBit-Acc/Dmg:50(A), SprSpdBit-Rchg/Global Toxic:50(7), SprSpdBit-Dmg/Rchg:50(7), SprSpdBit-Acc/Dmg/Rchg:50(9), SprSpdBit-Dmg/EndRdx/Rchg:50(9), SprSpdBit-Acc/Dmg/EndRdx/Rchg:50(11)
    Level 4: Tactical Training: Maneuvers -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Rchg+:50(13)
    Level 6: Fly -- WntGif-ResSlow:50(A)
    Level 8: Psychic Scream -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(13), Rgn-Acc/Dmg/Rchg:50(15), Rgn-Acc/Rchg:50(15), Rgn-Dmg/EndRdx:50(17), SprDmnofA-Rchg/DmgFear%:50(17)
    Level 10: Indomitable Will -- GldArm-3defTpProc:50(A), UnbGrd-Max HP%:50(19)
    Level 12: Dominate -- BslGaz-Acc/Hold:30(A), BslGaz-Rchg/Hold:30(19), BslGaz-EndRdx/Rchg/Hold:30(21), BslGaz-Acc/EndRdx/Rchg/Hold:30(21), Apc-Dam%:50(23), UnbCns-Dam%:50(23)
    Level 14: Provoke -- Acc-I:50(A)
    Level 16: Intimidate -- Fear-I:50(A)
    Level 18: Invoke Panic -- GlmoftheA-Acc/Rchg:50(A), GlmoftheA-Dam%:50(25), GlmoftheA-EndRdx/Fear:50(25), GlmoftheA-Fear/Rng:50(27), GlmoftheA-Acc/Fear/Rchg:50(27)
    Level 20: Aim -- GssSynFr--Build%:50(A), RechRdx-I:50(50)
    Level 22: Foresight -- StdPrt-ResDam/Def+:30(A), LucoftheG-Def:50(29), LucoftheG-Rchg+:50(29)
    Level 24: Mind Link -- AdjTrg-Rchg:50(A), ShlWal-Def/Rchg:50(31), LucoftheG-Rchg+:50(31), ShlWal-ResDam/Re TP:50(31)
    Level 26: Unrelenting -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(33), Prv-EndRdx/Rchg:50(33), Prv-Heal/Rchg:50(33), Prv-Heal/Rchg/EndRdx:50(34), Prv-Absorb%:50(34)
    Level 28: Confuse -- CrcPrs-Conf:50(A), CrcPrs-Conf/Rchg:50(34), CrcPrs-Acc/Conf/Rchg:50(36), CrcPrs-Acc/Rchg:50(36), CrcPrs-Conf/EndRdx:50(36), CrcPrs-Conf%:50(37)
    Level 30: Mask Presence -- Rct-Def:50(A), Rct-Def/EndRdx:50(37), Rct-EndRdx/Rchg:50(37), Rct-Def/Rchg:50(39), Rct-Def/EndRdx/Rchg:50(39), Rct-ResDam%:50(39)
    Level 32: Psychic Wail -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(40), Arm-Acc/Rchg:50(40), Arm-Dmg/EndRdx:50(40), Arm-Dam%:50(42), Erd-%Dam:30(42)
    Level 35: Mu Lightning -- Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(42), Thn-Dmg/Rchg:50(43), Thn-Acc/Dmg/Rchg:50(43), Thn-Acc/Dmg/EndRdx:50(43), Thn-Dmg/EndRdx/Rchg:50(45)
    Level 38: Aura of Confusion -- MlsIll-Acc/Rchg:50(A), MlsIll-Dam%:50(45)
    Level 41: Ball Lightning -- Ann-Acc/Dmg:50(A), Ann-Dmg/Rchg:50(45), Ann-Acc/Dmg/Rchg:50(46), Ann-Acc/Dmg/EndRdx:50(46), Ann-Acc/Dmg/EndRdx/Rchg:50(46), Ann-ResDeb%:50(48)
    Level 44: Static Discharge -- PstBls-Acc/Dmg:50(A), PstBls-Dmg/EndRdx:50(48), PstBls-Dmg/Rchg:50(48), PstBls-Dmg/Rng:50(50), PstBls-Dam%:50(50)
    Level 47: Weaken Resolve -- AchHee-ResDeb%:20(A)
    Level 49: Combat Jumping -- LucoftheG-Rchg+:50(A)
    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 -- UnbLea-Stlth:50(A)
    Level 1: Conditioning
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Pnc-Heal/+End:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(11)
    ------------
    ------------

     

     

     

    Data:

     

  18. 4 minutes ago, Gulbasaur said:
    • Mask Presence loses two thirds of its defence value in combat, so I don't recommend slotting it too heavily. 

    Ah, the beautiful slotting trap that is Mask Presence! I usually burn 6-slots of Reactive Defenses here (Endurance Discount, Global Recharge and Scaling Damage Resistance) but I am in agreement that its effects on Defense are not as impressive while you are discovered.

    • Like 1
  19. 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.

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