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Best of Both - Blood Widower Fortunado Build


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See below for alternates builds with more damage and less resistance and defence as well as a Flashback mission review - it scales down very well and performs well at high levels.

 

Version 1: Most survivability.

Version 2: More damage (lots of procs), lower overall defence (but still more than enough).

Version 3: Similar to V2, but with more AoE focus.

Machariel has an alternative build below with Hasten for perma Mind Link and a different approach. 

Version 4: Good all-rounder.

May 2023 version found here. It's just the version I'm currently using after the redraw changes.

 

I'm working on a third and final version using more damage procs, but the core of it is the same.

 

The Build - Version 4

All IOs are attuned. Travel power can be changed freely. I've taken Recall Friend and Provoke as pool powers - you can change those without any impact.

 

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

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

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

 

 

 

Click to Download, Open Spoiler for Code:

Spoiler
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The Plan

Create a build that combines the best of both worlds: strong melee chain for DPS and decent ranged control, without compromising survivability. Maximising what damage resistance is available and generally being amazing. It must both scale down well in Flashback missions and task forces and feel stupendous at higher levels.

 

What's it Like to Play?

Really, really fun. Open with a confuse and watch your enemies start attacking each other. Sneak attack the boss with lunge then boost your damage with follow-up and alternate between your four melee attacks with no down time or much overlap. Hold a lieutenant or two, nuke from stealth with no crash, save your team with Mind Link and use Aura of Confusion to turn a risky situation into one you've already won. Runners get pdonked with TK thrust and then immobilised with Subdue, if they survive. Throw Psychic Tornado for some disruptive DoTs and follow it up with Psychic Scream to thin out a crowd. Surprise teammates by healing them, and then yourself, in the middle of battle like nothing is happening. Go pewewewew a lot.

 

Feedback from Other Players

"Steamrolls everything" - some brute this morning.

"Whoa" - some tanker yesterday after we pulled two groups of longbow and I removed one of them.

"Stay with the tank" - some blaster as I accidentally ran off in a +4x8 mission and didn't notice that no one else was fighting the same group as me.

 

What's Good?

  • Single target damage, both stabby-stabby and pewewewew.
  • Solid attack chain in either, so you can avoid redraw animation.
  • Solid AoE/multi-target ranged options.
  • Single-target knockback and multi-target "knockback" that actually knocks enemies up
  • Hold as part of normal ranged attack chain.
  • Confuse your enemies for fun and profit buffs.
  • Good DoTs with the ATO proc and interface incarnate at 50.
  • The same team buffs you know and love. Mind Link has a short cooldown.
  • Defence gets very good very early. Melee over cap most of the time. 
  • Resistance is respectable (~50-60% typically), with the caveat that it doesn't really kick in until you hit about 50% health, which creates a strange "if I heal, I might die" playstyle.
  • Endurance-friendly, thanks to bonuses and IOs.
  • Enough stealth that you can run through a pack of enemies bumping into half of them, thanks to the proc in Sprint.
  • Good recharge speeds without Hasten, which always feels like a wasted power to me.
  • The build is quite cheap. I do have purple ATOs and one purple proc, but if I can afford them without farming then you can too, and in any case they are optional.
  • 22.5% Defence Debuff Resist - better than nothing, but Mind Link sends you so far over the cap it doesn't matter (AoE is lowest at 59%).
  • Can confuse Elite Bosses for a bit, which is just a nice little bonus.
  • The ordering of the powers is planned so that is scales down well - Certified Flashback Friendly.

 

What's Bad?

  • Reliance on Medicine  incarnate heal for healing once you're out of inspirations. I mean, it's not bad bad, but it's inconvenient. The plus side is you almost never need to use it and you can convert all your defence inspirations into healing ones if you feel so inclined.
  • Pewewewew all the time. The sound will haunt you.
  • Limited power customisation, but you know that already.
  • Damage resistance only really becomes noticeable when you've already been beaten up a bit. Detailed examples below.
  • Combat jumping changes how responsive flight is so I crash into things a lot.
  • Lethal, toxic and smashing are all slighly more resisted as damage types, and when things resist psi they tend to resist it hard. In reality, you won't find much that resists all four so it's less of a "bad" and more a "just think about what attack you use with which enemy".
  • Everything else... kind of feels like a let down afterwards. Even peacebringers, which are probably the most mechanically similar as melee/ranged tankmage nuke machines feel a bit sad now.

 

Any Weird Choices?

  • No Hasten - no need for it.
  • No perma Mind Link - honestly, you don't need it. People with "soft cap or why bother?" attitudes to builds just don't understand mathematics. I don't need it up 100% of the time and that includes tanking AVs.
  • No Leadership pool - enough other players take it that I ended up not using it half the time to conserve endurance. Most people use IOs to build up defence, meaning that adding even more defence is of limited use when you have Mind Link up every two minutes or so. 
  • No Widow Training ranged or multi-target melee attacks - no need for them as it has plenty from the Fortunata Training. If you're in a tight spot, either one of your nukes or psychic tornado will get you out of it.
  • No Total Domination - between Psychic Wail and Aura of Confusion there is no need for it as your enemies are either on the floor, staggering around or attacking each other. Picked up in V3.
  • Flight - I'm lazy so I go up high and just let autorun take me places. Yes, I know it's slow.
  • No Combat Training: Offensive - it is a 10% accuracy buff, enhanceable up to about 14%. Take it up to 50 then respec out. I've got a 52% accuracy bonus from IOs, so it's not really needed. Picked up at L50 in V2.
  • Scaling damage resist proc and absorb proc - you're strongest when you've been beaten up a bit, so you might as well make the most of the mechanic and abuse it with procs - absorb synergises well with resists.
  • Contagious Confusion - I took this on an expensive whim after a trading post windfall. I think it's worth it, but you can leave it out quite happily. When it procs, it hits 2-4 extra enemies and is a nice little bonus.

 

The Build

All IOs are attuned - I'm a numpty and forgot to set it up in the Hero Planner - thanks Redlynne for pointing it out.

 

SEE BELOW FOR VERSION 2 OF THE BUILD: More Damage, less absurd survivability.

 

Archived V1 Build:

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5

https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Fortunado: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Flight <- change this is you want to
Power Pool: Leaping
Power Pool: Medicine

Level 1: Swipe -- Mk'Bit-Dam%:50(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(13), Mk'Bit-Acc/Dmg:50(13), Mk'Bit-Dmg/Rchg:50(15), Mk'Bit-Dmg/EndRdx:50(15), Mk'Bit-Acc/EndRdx/Rchg:50(17)
Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+:50(A), RedFrt-Def:50(3), RedFrt-Def/EndRdx:50(3), RedFrt-Def/EndRdx/Rchg:50(5)
Level 2: Strike -- CrsImp-Acc/Dmg/EndRdx:50(A), CrsImp-Dmg/EndRdx/Rchg:50(17), CrsImp-Acc/Dmg:50(19), CrsImp-Dmg/EndRdx:50(19), CrsImp-Dmg/Rchg:50(21), CrsImp-Acc/Dmg/Rchg:50(23)
Level 4: Telekinetic Blast -- Tmp-EndDrn%:30(A), Tmp-Dmg/Rchg:30(36), Tmp-Dmg/EndRdx:30(37), Tmp-Acc/Dmg:30(37)
Level 6: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+:50(A), RedFrt-Def:50(7), RedFrt-Def/EndRdx:50(7), RedFrt-Def/EndRdx/Rchg:50(9)
Level 8: Follow Up -- CrsImp-Acc/Dmg:50(A), CrsImp-Dmg/EndRdx:50(23), CrsImp-Dmg/EndRdx/Rchg:50(31), CrsImp-Acc/Dmg/EndRdx:50(33), CrsImp-Acc/Dmg/Rchg:50(33)
Level 10: Indomitable Will -- GldArm-3defTpProc:50(A), UnbGrd-Max HP%:50(11)
Level 12: Dominate -- Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(21), Thn-Acc/Dmg/Rchg:50(42), Thn-Acc/Dmg/EndRdx:50(43), Thn-Dmg/EndRdx/Rchg:50(43), Thn-Dmg/Rchg:50(43)
Level 14: Fly -- Frb-EndRdx:50(A)
Level 16: Tactical Training: Assault -- EndRdx-I:50(A)
Level 18: Lunge -- SprDmnofA-Rchg/DmgFear%:50(A), SprDmnofA-Dmg/Rchg:50(34), SprDmnofA-Acc/Dmg:50(34), SprDmnofA-Acc/Dmg/EndRdx/Rchg:50(34), SprDmnofA-Acc/Dmg/Rchg:50(36), SprDmnofA-Dmg/EndRdx/Rchg:50(36)
Level 20: Mask Presence -- LucoftheG-Def/Rchg+:50(A)
Level 22: Subdue -- Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(29), Thn-Acc/Dmg/EndRdx:50(33), Thn-Dmg/EndRdx/Rchg:50(48)
Level 24: Foresight -- ShlWal-ResDam/Re TP:50(A), Rct-ResDam%:50(25), Rct-Def:50(25), StdPrt-ResDam/Def+:30(27), RedFrt-Def:30(46)
Level 26: Tactical Training: Leadership -- AdjTrg-ToHit/EndRdx/Rchg:50(A), AdjTrg-ToHit/EndRdx:50(27), AdjTrg-ToHit:50(29), GssSynFr--Build%:50(39)
Level 28: Confuse -- CrcPrs-Conf%:50(A)
Level 30: Mind Link -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(31), LucoftheG-EndRdx/Rchg:50(31), LucoftheG-Def/Rchg:50(46), LucoftheG-Def/EndRdx/Rchg:50(50), LucoftheG-Def:50(50)
Level 32: Psychic Wail -- SprSpdBit-Rchg/Global Toxic:50(A), SprSpdBit-Acc/Dmg/Rchg:50(39), SprSpdBit-Acc/Dmg:50(39), SprSpdBit-Dmg/Rchg:50(50)
Level 35: Psychic Scream -- Dtn-Acc/Dmg:50(A), Dtn-Acc/Dmg/EndRdx:50(37), Dtn-Dmg/EndRdx/Rng:50(40), Dtn-Dmg/Rng:50(40), Dtn-Dmg/EndRdx:50(40)
Level 38: Aura of Confusion -- MlsIll-Acc/Conf/Rchg:50(A), MlsIll-Dam%:50(42)
Level 41: Psionic Tornado -- Ann-ResDeb%:50(A), Ann-Acc/Dmg:50(42), Ann-Acc/Dmg/EndRdx:50(48)
Level 44: Combat Jumping -- LucoftheG-Def/Rchg+:50(A), RedFrt-Def:50(45), RedFrt-Def/EndRdx:50(45), RedFrt-EndRdx:50(45)
Level 47: Aid Other -- NmnCnv-Regen/Rcvry+:50(A)

Level 49: Aid Self -- Prv-Heal:50(A), Prv-Heal/Rchg:50(48)

Level 1: Sprint -- Clr-Stlth:50(A), Clr-EndRdx:50(46)
Level 1: Conditioning
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run(A)
Level 2: Health -- Pnc-Heal/+End:50(A), Prv-Absorb%:50(9), Prv-Heal:50(11)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(5)



Hero Planner code:

Spoiler
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		|-------------------------------------------------------------------|

 

Image of the build with stats.

 

Why the Name?

Blood Widow refers to pre-24 widow builds. A widower is a male widow, and Doctor Fortune is a man so he gets the man words (applied inconsistently and without judgment). Fortunado because he's a fortunata tornado that steamrolls everything.

 

Blood Fortunata is valid and more technically correct, but I like wordplay and puns.

 

Credits

Super mega thanks to Gameboy1234 and Lobster for their guides on the old forums. They were instrumental in some "is it just me or is this terrible?" decisions.

Edited by Gulbasaur
  • Like 7
  • Thanks 1
Doctor Fortune  Soulwright Mother Blight Brightwarden Storm Lantern King Solar Corona Borealis
Blood Fortunado Dark/Dark Corruptor Rad/Rad Brute Gravity/Time Controller Storm/Water Defender Peacebringer Dark/Dark Tanker
The Good Missions Guide: A Heroic Levelling Journey through Story Arcs Blueside Guide Easy IO Cheat Sheet 
The Mean Missions Guide: A Villainous Levelling Journey through Story Arcs Redside Guide Fortunatas are the Bestunatas
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15 minutes ago, Gulbasaur said:

Level 14: Fly -- Frb-EndRdx:50(A)

To be honest, with Minimal FX Mystic Flight in the game, I seriously have to wonder why people who reach for the Flight pool just for Fly (and nothing else) aren't instead reaching for the Sorcery pool so as to pick up Mystic Flight.  The reason that I say that is because Mystic Flight is Fly PLUS a Teleport.  You can enhance the Fly side of the power but you can't enhance the Teleport side of it (and honestly, you don't need to enhance the Teleport side of it).  So Mystic Flight works just like Fly but has a lower endurance cost to use (go figure, eh?) and the Teleport built into it gives you access to some really tricky maneuvering that wouldn't otherwise be available to you (such as teleporting around corners while autorun moving forwards just by using camera look instead of mouse look).

 

Also, you don't need to use a Freebird's set IO if all you're reaching for is endurance reduction, since you can get that out of a Common IO.  You'd want to be using a Freebird's set IO if you were reaching for the End/Fly IO instead ... although, honestly, at the flight speeds you can get up to without enhancement but no Afterburner, you might as well just use a common endurance reduction IO and have done with it.  The alternative, of course, would be to use a +3 HO that gives you End/Fly/Jump/Run instead.

25 minutes ago, Gulbasaur said:
  • No Combat Training: Offensive - it is a 10% accuracy buff. Take it up to 50 then respec out. I've got a 52% accuracy bonus from IOs, so it's not really needed.

Given the fact that you've slotted everything as a Level 50 enhancement, if those enhancements are not attuned then the first time you Exemplar below Level 47 you're going to get a VERY RUDE awakening when pretty much ALL of your set bonuses "stop working" for you.  However, if your sets are attuned then the set bonuses will Exemplar down to the minimum Level of the respective sets and go -3 Levels beyond that (so a 30-50 set will still have its set bonuses active at Exemplar Levels 27-50, for example).

 

My point being that even if you don't "need" Combat Training: Offensive at Level 50, it's still a decidedly handy thing to have when you Exemplar, particularly when you Exemplar into the lower levels of play, either via Ouroboros or through team play involving supersidekicking.

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9 minutes ago, Redlynne said:

To be honest, with Minimal FX Mystic Flight in the game, I seriously have to wonder why people who reach for the Flight pool just for Fly (and nothing else) aren't instead reaching for the Sorcery pool so as to pick up Mystic Flight

Oh, totally. I have mystic flight on my stalker and I just never really use the teleport so I went for the old skool version. I didn't know about the lower endurance... thanks!

9 minutes ago, Redlynne said:

However, if your sets are attuned then the set bonuses will Exemplar down to the minimum Level of the respective sets and go -3 Levels beyond that (so a 30-50 set will still have its set bonuses active at Exemplar Levels 27-50, for example).

They are attuned, sorry. Forgot to set it in the Hero Planner. This is a build I've been using for a bit - not a hypothetical one - and it doesn't do too badly in flashbacks, although I tend to run them at +1 because I'm just there for the story. In Task/Strike Forces, it exemps down well enough for it not to feel underpowered. What I'm saying is that it holds up well enough.

 

That's a very valid concern and one I forgot to mention. Thanks

9 minutes ago, Redlynne said:

you don't need to use a Freebird's set IO if all you're reaching for is endurance reduction

True. I think it was sat around from another character.

Edited by Gulbasaur
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I run a FortNight multi build hero that has 3 fully built builds. One as a Night Widow focusing on Melee, one as a Fortunata focusing on Ranged, and the last as a Blood Widow focusing on maximizing support via pools.

 

The thing is a beast, I just wish there wasn't a 1 minute CD on swapping builds.

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2 hours ago, Kazander said:

I have a question,  how useful is the numinas proc in aid other?  Would that only fire when you use the power? Should it be put in health instead?

If you put it in a Click power, the proc has a duration of 120s.

If you put it in Aid Other, you will need to be teamed to get the benefit of this proc "full time" and you'll have to keep using Aid Other at least once every 2 minutes.

 

Unless you need the 6-slot set bonus, put Numina's Convalescence proc in Health and have done with it.

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16 minutes ago, Redlynne said:

If you put it in a Click power, the proc has a duration of 120s.

If you put it in Aid Other, you will need to be teamed to get the benefit of this proc "full time" and you'll have to keep using Aid Other at least once every 2 minutes.

 

Unless you need the 6-slot set bonus, put Numina's Convalescence proc in Health and have done with it.

Thank you Redlynne.  That answered my question. 

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I've taken on board your feedback and made some changes - the knockback recharge procs are nice (thanks KaizenSoze), swapped out a full set of LoTG and put in Reactive Defences for the recharge boost, lowered melee defence (it's still absurdly high but changing too much drops S&L resistance too much), picked up Arcane Flight (thanks Redlynne) and, after some deliberation, ditched Medicine in lieu of Recall Friend as I used it so rarely. I've picked up the Rebirth destiny incarnate as it's only when I'm really pushing it that I ever need healing. 

 

Observations:

  • Arcane Flight and its teleport is handy if you set up a macro to teleport in the camera direction - you can just click it every few seconds and skip ahead.
  • The 5-second 100% recharge procs trigger often enough to not feel a waste, but not so much that they're a game-changer. I was hoping they'd trigger more often in the AoE, but that's not the case.
  • The Chance for Build Up proc in TT:L, which I hearby dub the Pauper's Crit, gives a slight and occasional DPS increase. Nothing spectacular but nice when you're teaming with masterminds.
  • Mind Link has a 36?-second downtime but is still a team-support power more than a keeping-me-upright power.
  • I didn't realise how much I missed Recall Friend in redside zones, even with ATT and the mission transporter. Sometimes you gotta move a lowbie across a zone.
  • The incarnate power more than makes up for the loss of Medicine, especially as I took it so late.
  • Melee hybrid incarnate is a bit crap, but none of them are life-changing. I might go down the taunt aura route, even though there's wasted defence in it.

 

I tried soloing the Terra Volta task force last night, not realising you could buy respecs off the AH. I almost did it and I think it would have been possible if I had the Rogue confuse power to allow me to stack confuse on groups of bosses as they ended up accumulating over the course of the fight and making a beeline for the reactor and eventually it reached critical mass (so to speak) and I couldn't keep up with the reactor healing and fight the bosses at the same time, but alas I went Vigilante to get some accolades at the weekend, so I'm less confusing than I really want to be, but that'll resolve itself in a few days.

 

I'll post Mark II of the build later. It's still a powerhouse, but apparently "can't take down 15 bosses at once" is a weakness of the build.

Edited by Gulbasaur
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5 hours ago, Gulbasaur said:

Observations:

  • Arcane Flight and its teleport is handy if you set up a macro to teleport in the camera direction - you can just click it every few seconds and skip ahead.
lshift+lbutton "powexecname Translocation"

This keybind will allow you to Teleport to wherever you click on the screen while holding down the LShift button.  FAR more useful for getting into hard to reach places and doing tricks like teleporting around corners into a gap up by the ceiling in the next room where you won't be aggroed upon arrival.

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16 minutes ago, Redlynne said:

lshift+lbutton "powexecname Translocation"

This keybind will allow you to Teleport to wherever you click on the screen while holding down the LShift button.  FAR more useful for getting into hard to reach places and doing tricks like teleporting around corners into a gap up by the ceiling in the next room where you won't be aggroed upon arrival.

As always, that's solid advice (I see you everywhere on the forums and it's all useful, so thank you for your contributions to the community and tiny dancing woman), although I do stand by "powexec_location camera:max Translocation" as a travel power - point yourself where you want to go and bash away at it and you travel wherever you're looking. It works well with autorun/autofly because you're pointed at it anyway. 

 

I sort of got put off strategic teleporting after levelling as a peacebringer as the tank suddenly vanishing tends to sent people into panic and you'd be surprised how rude people can get when you do something other than stand in one spot and bash things, even if it's to consolidate enemy groups. It does have its uses, though. 

 

Also, I have seriously thought about running the melee hybrid taunt aura... who wouldn't want all the aggro all the time? (Note that much of my current gameplay is mother-henning lowbies through story arcs on +3x5s so it would probably help with that, although I gather the  melee hybrid aura might not work properly.) 

Edited by Gulbasaur
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4 minutes ago, Gulbasaur said:

As always, that's solid advice (I see you everywhere on the forums and it's all useful, so thank you for your contributions to the community and tiny dancing woman)

We make every pretense of competency around here ...

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Version 2: Such proc. Many stab.

 

As before, all IOs are attuned unless stated otherwise. I've soloed even-level Positron at AV-tier with this build, but I was using envenomed daggers. I've also been 2-shotted by other AVs, so the low HP and scaling resistances can be problematic. If you're min-maxing single-target damage, I imagine you're not playing fortunata, though. I still shines brightest in groups with the controls and strong AoE ranged damage.

 

Note: Mystic Flight has the same endurance cost as Fly now. Nonetheless, free teleport is handy.

 

Changes:

  • Overall defence without Mind Link lowered by 5-8% to make room for procs, and lost some psi resistance (have lots anyway) and tox (can't poison me if they can't hit me). For the doubters: remember that all defence has value and even if you're not at the soft cap at every second, you're still very well protected. AoE defence is the only weak link, but in high level teams you're normally drowning in defence buffs and I'd hazard that that's only really the stage when you'd really crank the difficulty up enough that it'd make a difference. In +4 missions, it never felt like I was in danger. 
    • Two +recharge procs.
      • Nice, but not mandatory. I throw around psychic tornado a lot, so it procs often enough. I use TK thrust less, but it's still solid. 
    • Absorb proc in Hold - around 15% of total HP, procs often enough to feel like inf well spent. 
      • Nice, but not mandatory. I wasn't sure what to put here and +absorb is something of a rarity so I went for that. 
    • Damage procs in all other attacks except Follow Up. I've got for whatever is cheap, but I'm happy with my choices. Use whatever is available.
      • This makes a colossal difference to DPS. I've had the proc and spider's bite and sneak attack damage all go off at once, which is pretty glorious. The melee attacks come round so quickly, there's always a steady stream. 
    • Moved the -dmg +fear proc to Psychic Scream as it's a cone and I can sacrifice some tox and psi resistance.
      • Reliably hits 2-4 enemies and the fear effect is a good short-term control power. 
  • Swapped a full LOTG set for Reacive Defences and moved LOTG recharge proc. Overall higher recharge (ML now 31-second downtime without recharge procs).
  • Dropped Medicine. May be needed if you want to solo AVs, but that ain't the way I roll. Recall Friend 4 eva. 
    • That said, I duo'd the Assault Siren's Call and held my own. The enemies are Hero-tier, although I'm not sure if they're scaled down as they attack in high numbers. I suspect they're fancied up Elite Bosses, but I'm not sure. Maybe I will try an AV...
  • Melee hybrid incarnate adds 7-10 global resistance at tier 3, which is better than nothing.
    • At T4, it goes up to 16-20% - very worthwhile.
  • Picked Arachnos lore for thematic reasons. They are very squishy and you need to drop Mind Link after you summon them, but not right away because they seem to be intangible for a few seconds. The invincible ally arachnos widow is completely useless so go full DPS with them. With Mind Link and TT:Maneuvers, they're passably useful.
  • Musculature is a boring but functional alpha that covers a multitude of sins in terms of slotting. 

For some reason, my ATO bonus on spider's bite wasn't proccing properly before and now is proccing all over the place. As it's about the only proc I haven't moved, this remains a mystery. 

 

Stats! (psi resistance is wrong for bottom two as I turned off a toggle: it's still very high) - The widow damage resistance is often overlooked. The top box is effectively all IO bonuses, apart from the psi resistance. By half-health, all your resistances have effectively doubled. The Preventative Medicine absorb proc works well with this mechanic because the damage resistance applies to the +absorb barrier as well. Melee Hybrid Incarnate not in use. 

Spoiler

Fort.png.07cb17d501d854519b243e24266e9b70.png

Power Bar Setup (because no-one asked):Capture.thumb.PNG.06b96a0887994909c5b015c23a6e5c79.PNG

 

Build in box.

Spoiler

http://www.cohplanner.com/mids/download.php?uc=1524&c=724&a=1448&f=HEX&dc=78DA6594CB4F135114C6EF74064AA1B43C0BC8B340811628545D8B08051FA02434BAACD7760223B553A725685CB9405D6204C11809625C6AD49571EFC27FC3C4B8E2A1261A577898EFD836E9A4CD6FEEB9F77CF73BA7F776F6CEA4FBEDF4FD31A1344CA464361B1FB76462316D66E3D78CA4B9E2BC2C73CB964CA94208D79469E596D332693A69E4B7E7E3314B1A6923BD10E6C99CCC875A63BABCB5625A4BC5731C12EE39D34C85E74D2BA15B773198D16586D2EAEC414C4FE9194A9339C34C7BFFCF27752BBB68647CD18C91085F8D8EC7E2F3E6722A3E2BB3399269265B41FAEEB8053F4765628910D184FB26334EECD784671163CF02586380139544C5CE5545A362C71C1E6625A855832FDDBC94F65192ACA38375D799126CB801FAD8CF1AE5AAC8D5D4478476D25D057B1E82BD0F98AB0E9B51F256861CB58CBD95B3B772F656C1DE5E91BE93BD39D98B8FBD74B0C72EF6DC9500FBB83753B48F0B3D505C27557BAEF22FB84EBA5598D3AA3E6BA86D17F9C117606887B90D3E0908510D2FA2DA8FD834EDE1858EF072EC3569D7B2E75AF6E2DFC0BEFE75E616D8F394B9099E21BD7AD6ABE7DE3C26BD46EE57E373C4DAB8C75DDCDB11EEF505CA6FE2BA9A2E41B399759AF7313E71BC80D60E7BC0F394D3821C47CB8E036B76C1B66DF02CAD69E5DA5B256263146BE73ADB7F41BBE307F3101C3E0023BC77E427B8453575724D9DB7D1FFBE34330546EE71DF696D379FB1EE3788F5BE07FB3F30DF319F41FF1C790B204709FC46FDC13FE006E90D708F06BE637DF02B18FA089D916F188FACA2561F1DC241BE4F83DCCF213EB3437C6687BC6080D686B957E110F426C9CF28FFAEA3C7D054D1A6E5EF377DE811A192C8684924A2E56F36474E95AC395D1299294414E1424DC34EF04A41F1684ECBFF1708C5CE74D5E46FF8D11E55A128C5B307858843F1A367157B7CD72E2AF6D9DF2FCEF2A0F6C3E2D8267C7CA14B13611FD1A6C2FB5A3DBDB3834FDD85F77FECCEF681

 

 

Edited by Gulbasaur
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Once More, With Flashbacks

Testing the build in the flashback system. Will be updated over time.

 

All missions are done at +0x1, for reference purposes. Stats and powers in spoiler box.

 

Generally, the build performs pretty well at lower levels with no endurance issues. The only time things got a little hairy was when I accidentally pulled two +1 groups (so six minions) in the Snake Uprising arc, but my health got to about 50% at the lowest.

 

Snake Uprising L8

Spoiler

image.png.ad093ec58fa31d245dd0774f3245e203.png

Remarks:

  • Immediately picked up Ninja Run then restarted.
  • Stealth proc works fine, so does the absorb proc on hold power and the spider's bite and health/endurance proc.
  • Accuracy a bit low, but comparable to a lowbie character.
  • Attack chain is fine. Having a hold that low is really useful.
  • Slow recharge on powers.
  • Performs like a low-level character, but a really good one.

The Hit List L14

Spoiler

image.png.9bff0268c086972b32b7b2d61897f05b.png

Remarks:

  • Flight ❤️
  • Full melee attack chain, but slightly slow with low recharge. Supplement with hold and TK fdonk.
  • Damage procs working on melee attacks.
  • Still no endurance issues.

There's a Sucker Born Every Minute L19

Spoiler

image.png.d5d5b0fcc21158d2c98b279ce6562785.png

Remarks:

  • Mask presence ❤️
  • Recharge time bonus is back.
  • Can 2-shot minions with 1+4 or 2+3. Toxic DoTs finish them off.
  • Defence is pretty high for the level.
  • Not sure why the END recovery is so high there - maybe someone nearby fired off a buff.
Edited by Gulbasaur
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15 hours ago, Seigmoraig said:

@Gulbasaur
Thanks for the write up, looks real fun ! As a first time Widow about to roll his first Widow, which of the 2 builds would you recommend ?

Thanks! I enjoy writing tutorials and testing stuff out, so I'm glad you liked it.

 

For levelling, I'd probably go for the second one. You have fairly high amounts of defence all the way to the end. Just to note that 1-24, you're basically a scrapper with leadership, so remember that the widow builds don't really start until you hit level 24.

 

They're not too different, to be honest. It's just slots and utility powers. I think my power choices are the backbone of the build as they have solid melee, ranged and AoE damage and reasonably high levels of control.

Edited by Gulbasaur
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This is a great build and a great writeup! I've been tweaking the build for almost 2 hours now it feels like and I came up with this - it was largely inspired by yours and I think I adopted a lot of your build goals.  I went a slightly different direction in my utility powers and power selection (might be nice to have an AoE early so I took Dart Burst) and built for a LOT more recharge (5 seconds off perma hasten), because. . .  well I'm just used to having hasten, haha.  I made a bunch of other changes and wound up with a little bit improved resists, pretty much a wash on defense, and a different set of utility powers.  Based on your early level testing I tried to find room for a well slotted dart burst as it's a nice AoE at lower levels (I prefer it to Psychic Scream because it casts faster).


A few questions:

1) Do you have to actually use Dominate to get the Absorb proc or does it just go off on its own when you're at low health? I'd love to be able to toss the Entomb proc into Total Domination and forget about it.

2) Would it be worth dumping the Unbreakable Constraint proc from Dominate in exchange for the last piece of Apocalypse, which would give me 0,2% off of softcapped Psi defense?

 

Here's what I'm looking at for my newly minted Fortunata:

Spoiler

 

Edited by Machariel
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2 hours ago, Machariel said:

This is a great build and a great writeup! I've been tweaking the build for almost 2 hours now it feels like and I came up with this - it was largely inspired by yours and I think I adopted a lot of your build goals.  I went a slightly different direction in my utility powers and power selection (might be nice to have an AoE early so I took Dart Burst) and built for a LOT more recharge (5 seconds off perma hasten), because. . .  well I'm just used to having hasten, haha.  I made a bunch of other changes and wound up with a little bit improved resists, pretty much a wash on defense, and a different set of utility powers.  Based on your early level testing I tried to find room for a well slotted dart burst as it's a nice AoE at lower levels (I prefer it to Psychic Scream because it casts faster).


A few questions:

1) Do you have to actually use Dominate to get the Absorb proc or does it just go off on its own when you're at low health? I'd love to be able to toss the Entomb proc into Total Domination and forget about it.

2) Would it be worth dumping the Unbreakable Constraint proc from Dominate in exchange for the last piece of Apocalypse, which would give me 0,2% off of softcapped Psi defense?

 

Thank you! Writing tutorials is something I really enjoy doing. The build is fairly flexible (and borderline overpowered) - the only time I've really had problems was trying to solo in the Shadow Shard because the defence debuffs are obscene (went into minus numbers!) and even then I held my own until I went up against multiple bosses. I also have a strange dislike for Hasten... I feel like it's cheating or something. It's the least balanced power in the game.

 

1) The absorb proc I have in Dominate goes off when I use Dominate. Dominate is probably my most used ranged attack (it's a hold that hits like a sledgehammer) so it's there often enough for me to think it's not a wasted slot. Any low-health build that relies of defence has the problem that when you get hit, you get hit hard.

 

I've tanked Romulus in ITF with this fella - he could have two-shot me, but he didn't. The absorb procs are part of the layered defence and I'd be hesitant to lose either of them. It's nice to have, but it's not like it'd break the whole build if you lost it. However, if one goes off when you're into "oh shit" territory, either one of them will allow you to shrug off another 350 damage or so (absorb and resistance synergise well), which with the high defence should keep you going for a while.

 

2) You already have very high psi resistance - do you need more psi defence? It's still below all your positional defences, so what would you actually gain? Defence works off the highest relevant number, so this would only protects you from non-positional psi attacks, which are something that I think exists, but how likely are you to actually meet it if you don't seek it out? Is that worth losing some DPS for?

 

Edited by Gulbasaur
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It's actually kind of a funny tradeoff:

I'm looking at Dominate slotted with a lvl 50+5 acc/dam IO and 5 damage procs, including the Apocalypse damage proc.  Meanwhile, the other 5 pieces of Apocalyspe are in Subdue.

I can put the Absorb proc into Dominate in place of the Apocalypse proc and then 6 slot Subdue with Apocalypse.  If I did this I'd get access to the absorb proc basically on demand (since Dominate is such a good attack as you've noted) AND I get to softcap my psionic defense.  But then Dominate does a lot less damage, which is a big deal since it's part of both the melee and ranged ST attack chain, and the purple set is kind of going to waste because it's stuck in Subdue.

It's a shame that the absorb proc comes stapled to a 53% recharge enhancement because I feel like that has to be tanking my proc chances :s and going from a 3 sec CD to a 2.5 sec is kind of whatever.

I guess I'll try it both ways. 

 

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I mean, my build works but it's not the only build that works. Give it a try and report back. 

 

I do wonder what you're trying to do with psi defence specifically - positionals should trump it on every occasion. 

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7 hours ago, Gulbasaur said:

I mean, my build works but it's not the only build that works. Give it a try and report back. 

 

I do wonder what you're trying to do with psi defence specifically - positionals should trump it on every occasion. 

I thought I remembered that there were some psionic attacks that didn't have a positional damage type, in which case it would have some utility, albeit marginal since the psionic resist is so high.  But if I'm mistaken then you're absolutely correct and there's no point to it whatsoever 🙂

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1 hour ago, Machariel said:

I thought I remembered that there were some psionic attacks that didn't have a positional damage type, in which case it would have some utility, albeit marginal since the psionic resist is so high.  But if I'm mistaken then you're absolutely correct and there's no point to it whatsoever 🙂

If I remember correctly, it's mainly the Carnies who do that and it's the mind control-like and illusions related stuff... but it's such a niche thing that I really, really wouldn't worry about it.

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20 minutes ago, DarknessEternal said:

7 single target attacks seems highly unnecessary.

Fair. I want all four melee because of the redraw and the 3 range are useful in flashbacks, which I'm mostly running solo. They're separate attack chains, if that makes sense, and I'm not sure what I'd replace it with. I'm a peacebringer at heart, so maybe I just like the versatility when exemplared down...

 

What would you swap out? I'm always open to suggestions. I suppose Scream or Tornado could come forwards and TT:Assault could be put back...

 

I have toyed with the idea of swapping one out for total domination, but I've never felt like I needed it and the levels don't match up, and psychic scream could probably come forwards a bit.

Edited by Gulbasaur
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I recently got my Fortunata / Fortunado up to 50+1 (literally her only Incarnate power is Tier 3 Musculature) and I too had a bunch of attacks:

ST Melee: Follow Up, Lunge, Strike, Swipe

ST Ranged: Dominate, Subdue

AoE Melee: Spin, Psychic Wail

AoE Ranged: Psychic Tornado

 

I found I didn't like having only Psychic Tornado for ranged AoE and I wasn't using Swipe or Subdue very much.  Meanwhile, I was using the heck out of Dominate because mine is slotted with a +5 acc/dam IO and the rest of it is damage procs.  In that case, it deals nearly as much damage as Strike, but from range and with a free hold attached to it.  On the AoE side, Psychic Wail is of course amazing but I felt like I was leaning on it really hard for AoE and if enemies weren't bunched up, whittling them down with Psionic Tornado was a real pain.  I guess Spin is OP but I found myself wanting another ranged option.

 

I'd like to just swap out Strike for Psychic Scream, but I can't due to level requirements.  So I figured I'd swap Swipe for TK blast (or Mental Blast if I want more pure /psi damage) and Subdue (sadly) for Dart Burst.  This way I keep the same strong ST attack chain and gain stronger AoE clearing ability, and hopefully I won't miss Subdue very much.  Subdue deals about 300 whereas Mental Blast and TK do about 200, but I used it so rarely that it probably won't matter.  I also do lose a 3.75% ranged defense bonus but whatever.  Meanwhile my two ranged AoEs are both 30 degree, 60 yard range cones, and I prefer cones to targeted AoE anyway.

 

So now I have:

ST Melee: Follow Up, Lunge, Strike

ST Ranged: Dominate, Mental Blast

AoE Melee: Spin, Psychic Wail

AoE Ranged: Dart Burst, Psychic Scream

 

Here's the build.  I just wish I had room to fit a travel power, but I don't feel too bad getting around with ninja run.  I might swap back into it if I find I don't need the Medicine pool.  Total Domination is definitely skippable too but it's a nice utility power (stack it with Dominate to hold bosses instantly!) and the set bonuses for Basilisk's Gaze are really good.

 

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Talavera: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leaping

Villain Profile:
Level 1: Mental Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Rchg(3), Apc-Acc/Dmg/Rchg(5), Apc-Dmg/EndRdx(5)
Level 1: Combat Training: Defensive -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(7)
Level 2: Strike -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(9), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11), Mk'Bit-Dam%(11)
Level 4: Tactical Training: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(15), Rct-EndRdx/Rchg(17), Rct-Def/Rchg(17), Rct-Def/EndRdx/Rchg(19), Rct-ResDam%(19)
Level 6: Dart Burst -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(21), PstBls-Dmg/Rng(21), PstBls-Acc/Dmg/EndRdx(23), PstBls-Dam%(23)
Level 8: Follow Up -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(25), CrsImp-Acc/Dmg/Rchg(25), CrsImp-Acc/Dmg/EndRdx(27), CrsImp-Dmg/EndRdx/Rchg(27), GssSynFr--Build%(29)
Level 10: Indomitable Will -- GldArm-3defTpProc(A), UnbGrd-Max HP%(29), StdPrt-ResDam/Def+(31)
Level 12: Dominate -- Thn-Acc/Dmg(A), GhsWdwEmb-Dam%(31), Apc-Dam%(31), UnbCns-Dam%(33), GldNet-Dam%(33), GldJvl-Dam%(33)
Level 14: Spin -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(34), SprDmnofA-Acc/Dmg/Rchg(34), SprDmnofA-Dmg/EndRdx/Rchg(34), SprDmnofA-Acc/Dmg/EndRdx/Rchg(36), SprDmnofA-Rchg/DmgFear%(36)
Level 16: Lunge -- Hct-Dmg(A), Hct-Dam%(36), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(37), Hct-Dmg/EndRdx(37), TchofDth-Dam%(39)
Level 18: Recall Friend -- WntGif-ResSlow(A)
Level 20: Mask Presence -- LucoftheG-Def/Rchg+(A)
Level 22: Foresight -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 24: Mind Link -- LucoftheG-Def/Rchg+(A), RedFrt-Def/Rchg(39), RedFrt-Def/EndRdx/Rchg(40), RedFrt-EndRdx/Rchg(40)
Level 26: Tactical Training: Leadership -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit(40), AdjTrg-ToHit/EndRdx/Rchg(42)
Level 28: Total Domination -- BslGaz-Acc/Hold(A), BslGaz-EndRdx/Rchg/Hold(42), BslGaz-Acc/Rchg(42), BslGaz-Rchg/Hold(43), BslGaz-Acc/EndRdx/Rchg/Hold(43)
Level 30: Psychic Scream -- Ann-ResDeb%(A), Ann-Acc/Dmg(43), Ann-Acc/Dmg/EndRdx(45), Ann-Acc/Dmg/Rchg(45)
Level 32: Psychic Wail -- SprSpdBit-Rchg/Global Toxic(A), SprSpdBit-Dmg/EndRdx/Rchg(45), SprSpdBit-Acc/Dmg/EndRdx/Rchg(46), SprSpdBit-Acc/Dmg/Rchg(46)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 38: Aid Other -- Prv-Absorb%(A)
Level 41: Aura of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(48), CrcPrs-Acc/Conf/Rchg(48), CrcPrs-Acc/Rchg(48), CrcPrs-Conf/EndRdx(50), CrcPrs-Conf%(50)
Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 47: Aid Self -- Heal-I(A)
Level 49: Aim -- RechRdx-I(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 -- Clr-Stlth(A), Clr-RunSpd(50)
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+(13), Mrc-Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 50: Musculature Core Boost
Level 50: Degenerative Total Radial Conversion
Level 50: Ageless Invocation
Level 50: Melee Core Embodiment
------------
------------
------------
Set Bonus Totals:

  • 53.54 Toxic Damage (12% chance, CancelOnMiss)
  • 21% DamageBuff(Smashing)
  • 21% DamageBuff(Lethal)
  • 21% DamageBuff(Fire)
  • 21% DamageBuff(Cold)
  • 21% DamageBuff(Energy)
  • 21% DamageBuff(Negative)
  • 21% DamageBuff(Toxic)
  • 21% DamageBuff(Psionic)
  • 11% Defense(Melee)
  • 8.5% Defense(Smashing)
  • 8.5% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 12.88% Defense(Energy)
  • 12.88% Defense(Negative)
  • 6% Defense(Psionic)
  • 16% Defense(Ranged)
  • 6% Defense(AoE)
  • 1.35% Max End
  • 4% Enhancement(Confused)
  • 105% Enhancement(RechargeTime)
  • 46% Enhancement(Accuracy)
  • 3.75% Enhancement(Max EnduranceDiscount)
  • 7.5% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 224.9 HP (21%) HitPoints
  • 7.5% JumpHeight
  • 7.5% SpeedJumping
  • MezResist(Confused) 66.25%
  • MezResist(Held) 66.25%
  • MezResist(Immobilized) 66.25%
  • MezResist(Sleep) 66.25%
  • MezResist(Stunned) 66.25%
  • MezResist(Terrorized) 66.25%
  • MezResist(Teleport) 100% (20% chance)
  • 12.5% (0.22 End/sec) Recovery
  • 36% (1.93 HP/sec) Regeneration
  • 20% ResEffect(SpeedFlying)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(SpeedRunning)
  • 18.5% Resistance(Smashing)
  • 20.75% Resistance(Fire)
  • 20.75% Resistance(Cold)
  • 17% Resistance(Energy)
  • 17% Resistance(Negative)
  • 15.5% Resistance(Toxic)
  • 15.5% Resistance(Psionic)
  • 18.5% Resistance(Lethal)
  • 7.5% SpeedRunning

 


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Edited by Machariel
  • Thanks 1
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