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Best of Both - Blood Widower Fortunado Build


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3 hours ago, Icono04 said:

You can spend the inf on a second build for your Widow. @KaizenSoze has a thread about making an extra-tanky Widow, which sounds pretty fun. And if you find yourself accumulating too much inf again later on, you can make a third build for a purely ranged Fortunata, or some other exotic subvariant of your main.

Just search for Night Tank in VEAT forum for the super tanky Night Widow. It's not the funnest to play, but it can finish an AE 801.3 at 4x8. A mission that will kill a lot of tanks often.

 

 

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  • 6 months later

I've been asked about this more recently, so here is the build I'm currently using:

 

 

More defence, more offence.

 

Is it the most optimal? Maybe not. Is it a ton of fun? Yes.

 

Main changes are my constant fiddling around with the ranged attacks. I could probably free up a slot from TT:Leadership.

Have fun!

Edited by Gulbasaur
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14 hours ago, Gulbasaur said:

I've been asked about this more recently, so here is the build I'm currently using:

 

  Reveal hidden contents

 

More defence, more offence.

 

Is it the most optimal? Maybe not. Is it a ton of fun? Yes.

 

Main changes are my constant fiddling around with the ranged attacks. I could probably free up a slot from TT:Leadership.

Have fun!

Gulb, you mind copy and pasting the build out for us mac people who can’t get Mids to work? So sorry dude.

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May 2023 version

With the power availability level changes, the redraw changees and a few little tweaks. Again, this is what I am using - please roll your own and play with it. It's a springboard, not a limit.

 

Comments and Changes

The significant differences here are swapping out Psychic Scream for Dart Burst - the lack of redraw just makes it more appealing and if I'm totally honest the sound effect was beginning to annoy me.

 

Does more damage in general. Cuts it a little finer with defence.

 

A few more putples in general.

 

Feel free to swap out TK blast for Total Domination with something like the Unbreakable Constraint set.

 

Spoiler

This Villain build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Swipe

  • (A) Crushing Impact - Accuracy/Damage
  • (3) Crushing Impact - Damage/Endurance
  • (3) Crushing Impact - Damage/Recharge
  • (5) Crushing Impact - Accuracy/Damage/Recharge
  • (5) Crushing Impact - Accuracy/Damage/Endurance
  • (7) Touch of Death - Chance of Damage(Negative)

Level 1: Combat Training: Defensive

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (7) Red Fortune - Defense
  • (9) Red Fortune - Defense/Endurance
  • (9) Red Fortune - Defense/Recharge

Level 2: Strike

  • (A) Touch of Death - Chance of Damage(Negative)
  • (11) Mako's Bite - Chance of Damage(Lethal)
  • (11) Mako's Bite - Accuracy/Damage
  • (13) Mako's Bite - Damage/Endurance
  • (13) Mako's Bite - Damage/Recharge
  • (15) Mako's Bite - Accuracy/Endurance/Recharge

Level 4: Tactical Training: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (15) Red Fortune - Defense
  • (17) Red Fortune - Defense/Endurance
  • (17) Red Fortune - Defense/Endurance/Recharge

Level 6: Dart Burst

  • (A) Ragnarok - Damage/Endurance
  • (19) Ragnarok - Damage
  • (19) Ragnarok - Damage/Recharge
  • (21) Ragnarok - Damage/Recharge/Accuracy
  • (21) Ragnarok - Recharge/Accuracy
  • (23) Superior Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize

Level 8: Follow Up

  • (A) Crushing Impact - Accuracy/Damage
  • (23) Crushing Impact - Damage/Endurance
  • (25) Crushing Impact - Accuracy/Damage/Endurance
  • (25) Crushing Impact - Damage/Recharge
  • (27) Crushing Impact - Accuracy/Damage/Recharge
  • (27) Touch of Death - Chance of Damage(Negative)

Level 10: Indomitable Will

  • (A) Unbreakable Guard - +Max HP

Level 12: Lunge

  • (A) Mako's Bite - Chance of Damage(Lethal)
  • (29) Hecatomb - Chance of Damage(Negative)
  • (29) Hecatomb - Damage
  • (31) Hecatomb - Damage/Recharge/Accuracy
  • (31) Hecatomb - Damage/Recharge
  • (31) Hecatomb - Recharge/Accuracy

Level 14: Dominate

  • (A) Superior Dominion of Arachnos - Accuracy/Damage
  • (33) Superior Dominion of Arachnos - Damage/Recharge
  • (33) Superior Dominion of Arachnos - Accuracy/Damage/Recharge
  • (33) Superior Dominion of Arachnos - Damage/Endurance/Recharge
  • (34) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge
  • (34) Ghost Widow's Embrace - Chance of Damage(Psionic)

Level 16: Psionic Tornado

  • (A) Positron's Blast - Chance of Damage(Energy)
  • (34) Positron's Blast - Accuracy/Damage
  • (36) Positron's Blast - Damage/Endurance
  • (36) Positron's Blast - Damage/Recharge
  • (36) Positron's Blast - Damage/Range
  • (37) Superior Spider's Bite - RechargeTime/Global Toxic

Level 18: Telekinetic Blast

  • (A) Apocalypse - Chance of Damage(Negative)
  • (37) Apocalypse - Damage/Recharge/Accuracy
  • (37) Apocalypse - Damage
  • (39) Apocalypse - Damage/Recharge
  • (39) Apocalypse - Recharge/Accuracy
  • (39) Explosive Strike - Chance for Smashing Damage

Level 20: Mask Presence

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 22: Foresight

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (40) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (40) Red Fortune - Defense
  • (40) Gladiator's Armor - TP Protection +3% Def (All)
  • (42) Steadfast Protection - Resistance/+Def 3%
  • (42) Gift of the Ancients - Defense

Level 24: Mind Link

  • (A) Reactive Defenses - Scaling Resist Damage
  • (42) Reactive Defenses - Defense/Endurance
  • (43) Reactive Defenses - Defense
  • (43) Reactive Defenses - Endurance/RechargeTime
  • (43) Reactive Defenses - Defense/RechargeTime
  • (45) Reactive Defenses - Defense/Endurance/RechargeTime

Level 26: Confuse

  • (A) Coercive Persuasion  - Contagious Confusion

Level 28: Psychic Wail

  • (A) Eradication - Chance for Energy Damage
  • (45) Armageddon - Chance for Fire Damage
  • (45) Armageddon - Damage
  • (46) Armageddon - Damage/Recharge
  • (46) Armageddon - Damage/Recharge/Accuracy
  • (46) Armageddon - Recharge/Accuracy

Level 30: Tactical Training: Leadership

  • (A) Adjusted Targeting - To Hit Buff
  • (48) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (48) Adjusted Targeting - To Hit Buff/Recharge
  • (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge

Level 32: Aura of Confusion

  • (A) Cacophany - Accuracy/Confused/Recharge

Level 35: Tactical Training: Assault

  • (A) Endurance Reduction IO

Level 38: Tactical Training: Vengeance

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 41: Mystic Flight

  • (A) Soaring - Endurance/FlySpeed

Level 44: Provoke

  • (A) Perfect Zinger - Chance for Psi Damage

Level 47: Teleport Target

  • (A) Endurance Reduction IO

Level 49: Combat Training: Offensive

  • (A) Accuracy IO

Level 1: Conditioning | Hidden


Level 1: Brawl

 

 

  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Swift
  • (A) Empty
Level 1: Hurdle
  • (A) Empty
Level 1: Health
  • (A) Preventive Medicine - Chance for +Absorb
  • (50) Panacea - +Hit Points/Endurance
  • (50) Numina's Convalesence - +Regeneration/+Recovery
Level 1: Stamina
  • (A) Performance Shifter - Chance for +End
  • (50) Performance Shifter - EndMod
------------

------------

 

Code in spoiler below.

 

 

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  • 11 months later
1 hour ago, Vargul said:

what about incarnates? wont show up in mids for some reason.

I usually just stack up the damage ones, to be honest. Musculature etc. Really pick what you think looks good.

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 
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22 hours ago, Gulbasaur said:

I usually just stack up the damage ones, to be honest. Musculature etc. Really pick what you think looks good.

can you please explain, why do you take provoke and teleport target? sorry if its stupid question, im kinda new and trying to figure out why use taunting if youre not plan lead tanking on mission for example

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10 hours ago, Vargul said:

can you please explain, why do you take provoke and teleport target? sorry if its stupid question, im kinda new and trying to figure out why use taunting if youre not plan lead tanking on mission for example

I take Provoke because I enjoy tanking and teleport target because it's handy for groups.

 

If you don't want them, pick something you do want. Everyone plays differently.

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 
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12 hours ago, Gulbasaur said:

I take Provoke because I enjoy tanking and teleport target because it's handy for groups.

 

If you don't want them, pick something you do want. Everyone plays differently.

i understand, thanks!

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  • 3 weeks later

I came back to this thread because I've started revisiting my multi-form Fortunata / Widow. I had not used a respec on them since before page 5, so they were overdue. I had been pleased with the performance, especially on the Fortunata. It had incredible defenses, even without a quite perma Mind Link. I took that half of the character into the control route, skipping the Widow Training and leveraging the Presence pool for more control + survivability. After page 5, when the late power choices could come earlier I don't find it as 'natural' to slot in the power pools as before.

 

I'll post the build eventually, I'm still experimenting with it. I also have to revisit the Widow half. The big changes to my build (aside from reordering when powers were picked) were:

 

Dropped: Subdue, Aim, Ball Lightning (Mu Patron)

Added: Fate Sealed, Psychic Tornado, Hasten

 

Changed some slotting: I am running with fewer set bonuses (taking positional defense hits) for some %damage. Fate Sealed doesn't have slots, and with one fewer attack I sprinkled the freed slots among other powers to improve some quality-of-life and boost some random bits of other powers I felt could use improvement.

 

I made another slight change in parallel with adding Fate Sealed to the build, relating to Dominate. As a single target Hold/Damage, it can take a lot of %damage pieces, but years of play have convinced me that it is better to either leverage Dominate as a single-target damage power (psychic meh) that also has a Hold, or as a single-target Hold that happens to do some damage. slotting it for mostly %damage feels to me like ignoring both of those aspects. Right now, I have it 3-slotted with Gladiator's Net (Acc/Hold, 4x, %Lethal) plus %damage from Unbreakable Constraint and Apocalypse. These are the %damage pieces that offer the highest proc rates and/or higher, not-psychic, damage.

 

I've not been a fan of Psychic Tornado, but previous use of Subdue was driven by available power choices and I had used it to hold ATO pieces. I moved those pieces to Psychic Scream, shuffling the previous franken-slotting of Psychic Scream into Psychic Tornado (better %damage chances, albeit not a cone). If this character was a hybrid, I would almost certainly be using Spin instead of Tornado.

 

I'd previously had three Mu Patron attacks (Mu Lightning, Static Discharge, Ball Lightning) primarily to get set bonuses and to do AoE in higher level content. I found these to be somewhat anemic, so I reconfigured Static Discharge to be a franken-slotted cone (it performs better now, IMO) and swapped the set on Mu Lightning.

 

Hasten was added to the build (quite late)... it doesn't help that much, but my reconfigured power choices meant that Aim was going to be super-late in the build and so I felt that the utility of being able to support teammates for end-game content (slightly more often) was better than a self-boost from Aim.

 

Choices!

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  • 2 weeks later
On 5/7/2023 at 4:35 AM, Gulbasaur said:

Comments and Changes

The significant differences here are swapping out Psychic Scream for Dart Burst - the lack of redraw just makes it more appealing and if I'm totally honest the sound effect was beginning to annoy me.

 

 

I rather like this idea. I've been wedded to Psychic Scream for so long, but I also get annoyed by the sound.

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I will get around to my Widow half soon, here is the (page 7) slotting for the Fortunata half of my character.

 

 

Spoiler

Primary Power Set: Fortunata Training

Secondary Power Set: Fortunata Teamwork

Power Pool: Flight

Power Pool: Presence

Power Pool: Leadership

Power Pool: Leaping

Ancillary Pool: Mu Mastery

 

------------

Level 1:                 Combat Training: Defensive       

 (A) Luck of the Gambler - Defense/Global Recharge Speed

 

Level 1:                 Telekinetic Blast              

 (A) Superior Dominion of Arachnos - Accuracy/Damage

 (*) Superior Dominion of Arachnos - Damage/Recharge

 (*) Superior Dominion of Arachnos - Accuracy/Damage/Recharge

 (*) Superior Dominion of Arachnos - Damage/Endurance/Recharge

 (*) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge

 

Level 2: Fate Sealed

 

Level 4:                 Tactical Training: Maneuvers      

 (A) Shield Wall - Defense/Endurance: Level 50+5

 (A) Shield Wall - Defense: Level 50+5

 (*) Shield Wall - +Res (Teleportation), +5% Res (All)

 

Level 6:                 Fly         

 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

 (*) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

 (*) Blessing of the Zephyr - Knockback Reduction (4 points)

 (*) Winter’s Gift - Slow Resistance

 

Level 8:                 Psychic Scream

 (A) Superior Spider's Bite - Accuracy/Damage:

 (*) Superior Spider's Bite - RechargeTime/Global Toxic

 (*) Superior Spider's Bite - Damage/RechargeTime

 (*) Superior Spider's Bite - Accuracy/Damage/RechargeTime

 (*) Superior Spider's Bite - Damage/Endurance/RechargeTime

 (*) Superior Spider's Bite - Accuracy/Damage/Endurance/RechargeTime

 

 

Level 10:              Indomitable Will              

 (A) Gladiator's Armor - TP Protection +3% Def (All)

 (*) Unbreakable Guard - +Max HP

 

 

Level 12:              Psionic Tornado               

 (A) Superior Frozen Blast - Accuracy/Damage/Endurance

 (*) Javelin Volley - Accuracy/ Endurance/Recharge: Level 50+5

 (*) Javelin Volley - Chance of Damage (Lethal)

 (*) Positron's Blast - Chance of Damage (Energy)

 (*) Bombardment - Chance of Damage (Fire)

 (*) Superior Dominion of Arachnos - Recharge/%Terrorize

 

 

Level 14:              Dominate           

 (A) Gladiator's Net - Accuracy/Hold: Level 50+5

 (*) Gladiator's Net - Accuracy/Endurance/Recharge/Hold: Level 50+5

 (*) Gladiator's Net - Chance of Damage (Lethal)

 (*) Unbreakable Constraint - Chance for Damage (Smashing): Level 50

 (*) Apocalypse - Chance for Damage (Negative): Level 50

 

 

 Level 16:             Pacify   

 (A) Accuracy IO: Level 50+5

 

 

Level 18:              Intimidate          

 (A) Hami-O Endoplasm Exposure (Accuracy/Mezz): Level 53

 

 

Level 20:              Mask Presence

 (A) Luck of the Gambler - Defense/Endurance: Level 50+5

 (*) Luck of the Gambler - Defense/Global Recharge Speed

 

 

Level 22:              Foresight            

 (A) Steadfast Protection - Resistance/+Def 3%:

 (*) Luck of the Gambler - Defense

 (*) Luck of the Gambler - Defense/Global Recharge Speed

 

 

Level 24:              Mind Link           

 (A) Reactive Defenses - Defense

 (*) Reactive Defenses - Defense/Endurance

 (*) Reactive Defenses - Endurance/RechargeTime

 (*) Reactive Defenses - Defense/RechargeTime

 (*) Reactive Defenses - Defense/Endurance/RechargeTime

 (*) Reactive Defenses - Scaling Resist Damage

 

 

Level 26:              Confuse              

 (A) Coercive Persuasion - Confused: Level 50+5

 (*) Coercive Persuasion - Confused/Recharge: Level 50

 (*) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50

 (*) Coercive Persuasion - Accuracy/Recharge: Level 50

 (*) Coercive Persuasion - Confused/Endurance: Level 50+5

 (*) Coercive Persuasion - Contagious Confusion: Level 50

 

 

Level 28:              Psychic Wail       

 (A) Armageddon - Damage/Endurance: Level 50+5

 (*) Armageddon - Damage/Recharge: Level 50+5

 (*) Armageddon - Accuracy/Recharge: Level 50+5

 (*) Armageddon - Accuracy/Damage/Recharge: Level 50+5

 (*) Armageddon - Chance for Damage (Fire): Level 50

 (*) Eradication - Chance for Damage (Energy)

 

 

Level 30:              Aura of Confusion          

 (A) Malaise's Illusions - Accuracy/Recharge

 (*) Malaise's Illusions - Chance of Damage (Psionic)

 (*) Cacophany - Chance of Damage (Energy)

 (*) Recharge Reduction IO: Level 50+5

 

 

Level 32:              Unrelenting       

 (A) Preventive Medicine - Heal

 (*) Preventive Medicine - Heal/Endurance

 (*) Preventive Medicine - Endurance/RechargeTime

 (*) Preventive Medicine - Heal/RechargeTime

 (*) Preventive Medicine - Heal/RechargeTime/Endurance

 (*) Preventive Medicine - Chance for +Absorb

 

 

Level 35:              Invoke Panic     

 (A) Glimpse of the Abyss - Accuracy/Recharge

 (*) Glimpse of the Abyss - Chance of Damage (Psionic)

 (*) Glimpse of the Abyss - Endurance/Fear

 (*) Glimpse of the Abyss - Fear/Range

 (*) Glimpse of the Abyss - Accuracy/Fear/Recharge

 

 

Level 38:              Mu Lightning     

 (A) Apocalypse - Damage: Level 50+5

 (*) Apocalypse - Damage/Endurance: Level 50+5

 (*) Apocalypse - Damage/Recharge: Level 50+5

 (*) Apocalypse - Accuracy/Damage/Recharge: Level 50+5

 (*) Apocalypse - Accuracy/Recharge: Level 50+5

 

 

Level 41:              Static Discharge               

 (A) Hami-O Centriole (Damage/Range): Level 53

 (*) D-Sync Guidance (Accuracy/Range): Level 53

 (*) Javelin Volley - Chance of Damage (Lethal)

 (*) Positron's Blast - Chance of Damage (Energy)

 (*) Bombardment - Chance of Damage (Fire)

 

 

Level 44:              Hasten

 (A) Recharge Reduction IO: Level 50+5

 (*) Recharge Reduction IO: Level 50+5

 

 

Level 47:              Maneuvers        

 (A) Luck of the Gambler - Defense/Global Recharge Speed

 (*)  Hami-O Cytoskeleton (+Defense/+ToHit/Endurance): Level 53

 

 

Level 49:              Hover   

 (A) Luck of the Gambler - Defense/Global Recharge Speed

 

 

Level 1: Sprint   

 (A) Endurance Reduction IO:  Level 50+5

 

 

Level 2: Rest      

 (A) Interrupt Reduction IO: Level 50

 

 

Level 2: Swift     

 (A) Run Speed IO: Level 50+5

 

 

Level 2: Hurdle 

 (A) Jumping IO: Level 50+5

 

 

Level 2: Health  

 (A) Panacea - +Hit Points/Endurance: Level 50

 

 

Level 2: Stamina               

 (A) Performance Shifter - EndMod

 (*) Performance Shifter - Chance for +End

 (*) Power Transfer %Heal

 

 

This build has some compromises/changes I didn't have previously.

 

I was somewhat disappointed by the (solo) damage output in terms of both type and magnitude. I'm clumsy with attack chains, yet even I could see I had one more attack that was almost never fitting into the cycle... so two big changes:

  1. Powers that had some excellent set bonuses became %damage attacks
  2. I added Hasten to the build to help slightly with the long recharges... if I had one fewer long-cycling power I would have skipped it.

The net result is that Defensively, I think this is slightly inferior to what I had been running previously... but the solo clear times have gotten faster.

 

There was another subtle change I made to improve zone-crossing times.

 

If I decide I can live without Hasten, I will replace it with Evasive Maneuvers, move the Winter's Gift piece to the new power and have two more slots to play with.

 

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Hasten is a fairly easy slot-in so I can see the appeal.

 

I have to admit that I almost never take it on principle; it's too powerful as a power and I'll always pick interesting over blunt force upgrades.

 

There's also the endurance issue - I've cut it as fine as I can get it without being an endurance hog and Hasten passively makes you burn through more endurance. I do use it on some characters (my storm/water defender is an experiment in how much I can abuse recharge buffs), but it's too much of a dirty choice for my fort.

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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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Quote

There's also the endurance issue


Ageless is a crutch, but it's a damn good one.

FWIW this is my current Hybrid Fortuna/Widow build. Perma Mind Link and near-perma-Hasten-plus-Ageless is what keeps everything trucking. Swipe/Strike/Lunge/Gloom obviously, and both Confuses plus Dominate. No Scream or Tornado but still very respectable AoE lawnmowering potential because 2x Assaults plus double-stacked Followup gives crazy buffage to Spin + Dark Obliteration + the odd Psychic Wail... and despite being built selfishly it's still somehow buffing allied defence by ~23.6%.

Arachnos Fortunata (Hybrid - Confuse).mbd  

image.png.882d790181dc925a6f3b8f6918560b4f.png
(above values don't include Ageless; nor the up to +10% additional damage resistance from the Reactive Defence Global at low HP)

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