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I got the Fortunata blues


luxlorica

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So I have some questions about forts.

 

1 – Tough?

 

I have heard a few account now about how strong this archetype is defensively such that they are taking on entire groups and soloing group content. How does this work? When does this happen?

 

My fort is around lvl 40 and about as sustainable as a lace doily in a blast furnace. They fall apart if a mob looks at them sideways.

 

Is this a thing one only sees after 50 with multiple incarnates powers running? Right now I feel like a crappy blaster with just enough control to be unhelpful.

 

2 – Link Link Link Link Minds

 

Someone mentioned perma-link minds. Is that a thing? How does that work? I tried to build for it in mids but got no where close.

 

If you know how to get perma link minds I would love to know how you did it? Feel free to share that build.

 

 

 

Here is the build I am working towards. At the moment I have exactly no sets and I am just trying to keep from getting consumed by endurance loss. (incarnate powers are just thoughts, I don't know what incarnate direction to go in)

 

I can see that the defenses are sky high, but those are only going to be available long, long after 50. By then everyone is awesome in spades.

 

I’m just not seeing the surprising strength of the archetype.

 

Maybe I’m just doing it wrong

 

Edit: It strikes me that I do not have the medicine pool for a self heal... maybe I should restructure for that. Its not like I can't afford to lose a point of two of defense.

Edit: Also this is a no claw build, maybe having the claw attacks makes a difference in power and sustain?

 

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!

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

Villain Profile:
Level 1: Mental Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(7), Apc-Dmg/EndRdx(13), Apc-Dam%(15)
Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A)
Level 2: Subdue -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg(40)
Level 4: Telekinetic Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(5), Dcm-Acc/Dmg/Rchg(15), Dcm-Build%(17)
Level 6: Mystic Flight -- WntGif-ResSlow(A)
Level 8: Psychic Scream -- Rgn-Dmg(A), Rgn-Dmg/Rchg(9), Rgn-Acc/Dmg/Rchg(9), Rgn-Acc/Rchg(11), Rgn-Dmg/EndRdx(11), Rgn-Knock%(13)
Level 10: Hover -- ShlWal-ResDam/Re TP(A), BlsoftheZ-ResKB(43), BlsoftheZ-Travel/EndRdx(48), BlsoftheZ-Travel(48)
Level 12: Dominate -- Dcm-Dmg/EndRdx(A), Dcm-Dmg/Rchg(21), Dcm-Acc/Dmg(21), Dcm-Acc/EndRdx/Rchg(23), Dcm-Acc/Dmg/Rchg(37)
Level 14: Psionic Tornado -- PstBls-Dam%(A), PstBls-Acc/Dmg(42), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rchg(42), PstBls-Dmg/Rng(43)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Mask Presence -- LucoftheG-Def/Rchg+(A), RedFrt-Def(25), RedFrt-Def/EndRdx(25), RedFrt-Def/EndRdx/Rchg(31), RedFrt-EndRdx(31), RedFrt-Def/Rchg(34)
Level 22: Foresight -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(23)
Level 24: Mind Link -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(27), Rct-Def/Rchg(27), Rct-EndRdx/Rchg(29), Rct-Def/EndRdx(29), Rct-Def(31)
Level 26: Total Domination -- GldNet-Acc/Hold(A), GldNet-Dam%(36), GldNet-Acc/EndRdx/Rchg/Hold(36), GldNet-Rchg/Hold(36), GldNet-Acc/Rchg(37)
Level 28: Confuse -- MlsIll-Dam%(A), MlsIll-Acc/Conf/Rchg(46), MlsIll-Conf/Rng(46), MlsIll-Acc/EndRdx(50), MlsIll-EndRdx/Conf(50), MlsIll-Acc/Rchg(50)
Level 30: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43)
Level 32: Psychic Wail -- Arm-Dmg(A), Arm-Dam%(33), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(34)
Level 35: Combat Training: Offensive -- Acc-I(A)
Level 38: Aura of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(39), CrcPrs-Acc/Conf/Rchg(39), CrcPrs-Acc/Rchg(39), CrcPrs-Conf/EndRdx(40), CrcPrs-Conf%(40)
Level 41: Indomitable Will -- GldArm-3defTpProc(A), TtnCtn-ResDam(45), TtnCtn-ResDam/EndRdx(45), TtnCtn-ResDam/EndRdx/Rchg(45), TtnCtn-ResDam/Rchg(46)
Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 47: Tactical Training: Leadership -- RctRtc-Pcptn(A), GssSynFr--Build%(48)
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)
Level 1: Conditioning
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(17), Pnc-Heal/+End(19)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7)
Level 50: Musculature Radial Paragon
Level 50: Ageless Core Epiphany
------------
------------

 

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Edited by luxlorica
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My opinion as someone who mains fortunata and has a build up that people have reviewed favourably: 

6 hours ago, luxlorica said:

1 – Tough?

 

I have heard a few account now about how strong this archetype is defensively such that they are taking on entire groups and soloing group content. How does this work? When does this happen?

 

My fort is around lvl 40 and about as sustainable as a lace doily in a blast furnace. They fall apart if a mob looks at them sideways.

 

Is this a thing one only sees after 50 with multiple incarnates powers running? Right now I feel like a crappy blaster with just enough control to be unhelpful.

 

The tanker and brute meta for survivability is defence and resistance (and healing and absorb). Everyone else has a much wider array of tools to help survive and you need to use them.. Hold, fear, -recharge, knockback... use it all. Scream and Tornado both do pretty good recharge debuffs, which in turn delays enemy attacks. Dominate is one of the most powerful tools you have, so whack that on every lieutenant you see. Confuse early and often (support enemies, then lieutenants, then anyone else, bosses if they're annoying ones). Defence has synergy with -recharge as fewer attacks mean fewer opportunities to even try to hit you. 

 

Despite the high defence, don't think of a fortunata as a melee archetype or a sentinel - think of it like a dominator with some extra tricks. A lot of survival is based on aggressive, relentless use of control and AOE and then hacking your enemies apart in melee when they're more manageable. The Dominion of Arachnos fear proc is great in an AoE, because it effectively delays half the mobs for 10 seconds, which gives you plenty of times to mow down their friends. It's like in Austen Powers where the goons all wait their turn before attacking one by one - you can make them do that. You're not a mighty glacier, you're a hornets' nest after a bottle of Jack Daniels. 

 

I didn't take Tough. I tend not to take Tough, Weave or Hasten on principle as I think they're a bit broken, but not everyone has the same martyr complex as me. Nonetheless, my fortunata is the only build I've had to get unsolicited compliments in game so I'm fairly confident in the build I use. 

 

I made up the damage resistance difference with IOs where I can. I highly recommend getting the Shield Wall and Reactive Defences damage resistance boosts. I wrote a little guide to basic IOs here but it's very much for beginners so you can ignore it if you're more experienced. Set bonuses can build up a bit, but I'm probably only at about 30% DamRes and I tank AVs with my plucky little fortunado. There's also a +7.5% hit points one, which is worth getting. Also, unlock the four accolade bonuses, as those combined with the IO give you an extra 22.5 hit points. They take maybe an hour each to do and are worth it. 

6 hours ago, luxlorica said:

– Link Link Link Link Minds

 

Someone mentioned perma-link minds. Is that a thing? How does that work? I tried to build for it in mids but got no where close.

 

If you know how to get perma link minds I would love to know how you did it? Feel free to share that build.

 

I believe you have to get to about 110% global recharge and frankenslot Mind Link with defence/recharge enhancements. LOTG, purple sets, ATOs... you just need to keep hammering away at it with a large sum of influence. I don't take Hasten and mine is up over 75% of the time and I think that's fine for most content as I mostly team. I wouldn't quite go trying to solo +4x8 incarnate content, but it's certainly doable. At +3 I notice that enemies start taking a bit too long to take down to be worth the time. 

 

Also, I notice you have no melee attacks - they're all very powerful so I recommend you make a second build and try out with about half melee and half range and just chucking in some cheap enhancements and seeing how it goes. I tend to start of fights at range with control then close in and finish them in melee range due to the higher damage. The four ST melee attacks can form a very powerful attack chain with no down time, so it's worth trying it out at least. 

Edited by Gulbasaur
Doctor Fortune  Soulwright Mother Blight Brightwarden Storm Lantern Shadow Self Corona Borealis
Blood Fortunado Dark/Dark Corruptor Rad/Rad Brute Gravity/Time Controller Storm/Water Defender Warshade 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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Okay, so what I am hearing is that survival is based not so much in what you are but rather what you do.

 

Also

 

Melee attacks increase survival by just making the fights shorter and dispatching foes sooner.

 

Would you care to share your build? I ask that but looking at you character names I suspect it is already on here.

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1 hour ago, luxlorica said:

Okay, so what I am hearing is that survival is based not so much in what you are but rather what you do.

Well, a mixture of both really. The very high baseline defence and better-than-nothing scaling resistances definitely help, but their ability to dispatch groups of mobs safely is helped a lot by control and debuff powers. An enemy who is Held is an enemy who isn't going to touch you, and neither is the one flip-flopping on the ground because of Tornado, or the three hit by the fear proc. 

1 hour ago, luxlorica said:

Melee attacks increase survival by just making the fights shorter and dispatching foes sooner.

Put it like this: they're a hybrid archetype, so hybridise. Use all the tools you have available to you, including melee. You're half-scrapper, half-dominator and you happen to leak some of your buffs onto your allies. People who call the VEATs support archetypes are a bit wrong, in my opinion. 

 

My build is here, and the whole thread is pretty good as others have given their builds and there's some discussion of playstyle and procs. Definitely use it as a template to build into rather than copying it completely - it's very good, but I make no claims to be the best there is. I'm actually trying a slightly different build at the moment, so definitely use it as a suggestion rather than gospel. 

Doctor Fortune  Soulwright Mother Blight Brightwarden Storm Lantern Shadow Self Corona Borealis
Blood Fortunado Dark/Dark Corruptor Rad/Rad Brute Gravity/Time Controller Storm/Water Defender Warshade 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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1 hour ago, Gulbasaur said:

Put it like this: they're a hybrid archetype, so hybridise. Use all the tools you have available to you, including melee. You're half-scrapper, half-dominator and you happen to leak some of your buffs onto your allies. People who call the VEATs support archetypes are a bit wrong, in my opinion.

Or to put it another way ... hyper-specialization into being a One Trick Pony™ is a mistake.

Specialization is for insects ... because ... You can be MORE ...

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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1 hour ago, Redlynne said:

Specialization is for insects ... because ... You can be MORE ...

Farscape still stirs feelings up inside me. ❤️

Doctor Fortune  Soulwright Mother Blight Brightwarden Storm Lantern Shadow Self Corona Borealis
Blood Fortunado Dark/Dark Corruptor Rad/Rad Brute Gravity/Time Controller Storm/Water Defender Warshade 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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If I understand what you said correctly & you have no set bonuses right now, that's probably gonna be why you're squishy. Def-based sets are obviously a lot stronger when you can get soft capped. Perhaps I'm underestimating Fort base #s, but when I was building my Widow I don't think I could soft cap without some of the set bonuses or uniques. Getting either or both of the 2 3% def bonus uniques could shoot your survivability up quite a bit if you aren't already capped. The following may be an info dump that you already know, but if not: If you buy the attuned version of IOs of the market the enhancement values will scale up as you level (up to the set's maximum level) but the set & unique bonuses will function down to their minimum level (technically the minimum level of the set -3). Due to the quirks of the market on Homecoming, Attuned IOs cost exactly the same as un-atunned ones, and as such buying attuned IOs off of the market usually costs less than the cost of crafting an IO + the value of a Catalyst (really, most attuned IOs cost less than a Catalyst by itself). Combine these 2 aspects & there's no real reason not to slot attuned IO sets basically as soon as you can slot them. Of course one of the +def uniques costs ~7M & the other 10M+, so it depends if you have those funds obviously.

 

Anyway, IOs feel like the answer to most of your troubles. +recovery & +def bonuses are some of the most prevalent bonuses & should help a lot. Something else I noticed in passing while scrolling past your posted build is that Indomitable Will is taken pretty late. I'd take that as soon as it's available since it's got good mez resistance & it's an easy place to stick one or both of those 3% def IOs. If you can afford to give it 2 slots, slotting  Steadfast protection's res/def unique & res/end IO will get you 3% defense to all & a 1.5% bonus to recovery.

Edited by Seroster01
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I also have found that the Fighting pool is wasted for both Widow paths. The AT has enough powers to slot what you need (from IOs) and the extra SL resistance isn't worthwhile. Try instead to maximize positional Defenses.

 

Slotting Mind Link: with Global Recharge,  I only 3-slot this with Recharge (from the ToHit buff set) and 2 LotG (Global and Def/Recharge). Any other x/Recharge were not really helping. I don't have this perma except on a Night Widow because I also pass on Hasten.

 

Self-heal: my builds use Unrelenting (from the Presence pool) as the self-heal. It also provides a large Damage boost. If you 6-slot this (Preventative Medicine) on a high Recharge build it should be up every 3 minutes or so. Widows don't really need more control, but I love the PBAoE Invoke Panic.

 

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I don't normally bother to post my builds, because I don't consider most of to be anything special. Here's my Fortunata - who I made as primarily melee - that I run currently.

 

Spoiler

 

Villain Plan by Mids' Villain Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Miss Behavior: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership

Villain Profile:
Level 1: Telekinetic Blast -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(7), Apc-Dmg/EndRdx(17), Apc-Dam%(27), OvrFrc-Dam/KB(46)
Level 1: Combat Training: Defensive -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(48)
Level 2: Strike -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(17), Mk'Bit-Acc/Dmg/EndRdx/Rchg(21), Mk'Bit-Dam%(29)
Level 4: Tactical Training: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(5), Rct-EndRdx/Rchg(5), Rct-Def/Rchg(37), Rct-Def/EndRdx/Rchg(37), Rct-ResDam%(37)
Level 6: Combat Jumping -- LucoftheG-Rchg+(A)
Level 8: Follow Up -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Dmg/Rchg(9), SprSpdBit-Acc/Dmg/Rchg(9), SprSpdBit-Dmg/EndRdx/Rchg(15), SprSpdBit-Acc/Dmg/EndRdx/Rchg(21), SprSpdBit-Rchg/Global Toxic(31)
Level 10: Indomitable Will -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(43), GldArm-3defTpProc(45), GldArm-End/Res(45)
Level 12: Dominate -- HO:Nucle(A), SprWntBit-Acc/Dmg/EndRdx(13), GldJvl-Dam%(13), NrnSht-Dam%(15), GhsWdwEmb-Dam%(29), UnbCns-Dam%(46)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Spin -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(19), SprDmnofA-Acc/Dmg/Rchg(19), SprDmnofA-Dmg/EndRdx/Rchg(25), SprDmnofA-Acc/Dmg/EndRdx/Rchg(31), SprDmnofA-Rchg/DmgFear%(34)
Level 20: Mask Presence -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def(39)
Level 22: Foresight -- LucoftheG-Rchg+(A), LucoftheG-Def(23), DefBuff-I(23)
Level 24: Mind Link -- RedFrt-Def/Rchg(A), RedFrt-Def/EndRdx/Rchg(25), LucoftheG-Def/Rchg(34), LucoftheG-Def/EndRdx/Rchg(42)
Level 26: Lunge -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(40), Hct-Acc/Rchg(42), Hct-Dmg/EndRdx(43), Hct-Dam%(43)
Level 28: Tactical Training: Leadership -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(46)
Level 30: Aim -- GssSynFr--Build%(A)
Level 32: Psychic Wail -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(33), ScrDrv-Dmg/Rchg(33), ScrDrv-Acc/Rchg(33), ScrDrv-Acc/Dmg/EndRdx(34)
Level 35: Psionic Tornado -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(36), SprFrzBls-Acc/Dmg/EndRdx(36), SprFrzBls-Acc/Dmg/Rchg(36), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40)
Level 38: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(39), LucoftheG-Rchg+(39)
Level 41: Assault -- EndRdx-I(A)
Level 44: Confront -- PrfZng-Dam%(A)
Level 47: Aura of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(48), CrcPrs-Acc/Conf/Rchg(48), CrcPrs-Acc/Rchg(50), CrcPrs-Conf/EndRdx(50), CrcPrs-Conf%(50)
Level 49: Combat Training: Offensive -- Acc-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 -- UnbLea-Stlth(A)
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+(40), Mrc-Rcvry+(42), Prv-Absorb%(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(11), PrfShf-End%(11)
Level 0: Born In Battle 
Level 0: Marshal 
Level 0: High Pain Threshold 
Level 0: Invader 
------------
------------

 

 

There are some questionable picks - yes, I'm the idiot who took and occasionally uses Confront - but without even using the Confuse I rarely get into trouble: I'll get hit a few times and my hp will drop, but once the scaling resistances kick in, the regen and panacea proc is enough to counter the incoming damage long enough to clear them out, and in extended situations I have inspirations to help. And if you want them to stop attacking you, the Contagious Confusion proc in an AoE confuse is an almost guaranteed mag 4 for the duration of the proc. I typically target the boss in a spawn, hit Aim (which usually triggers the Gaussian's proc), Lunge for the crit on the boss, hit Follow Up for the +dam before Psychic Wail to kill or stun everything that's not a boss or psi-resistant, Spin to clean up straggler Lts, then Dominate/Follow Up/Lunge on whatever's left. On hard targets, I just cycle through the claw attacks and Dominate.

 

The file didn't include my incarnate picks, but I went Musculature Radial, Ageless Core, Degenerative Radial, Banished Pantheon Core Lore (because double Assault), and Melee Core Hybrid. I'm also working on a Rebirth Radial Destiny to replace inspiration usage - it should be recharged between the times I need it, since I'm rarely using greens and even a single orange is often enough.

 

Side note - I ended up just using a Thunderstrike Acc/Dam/End at +5 instead of wasting a Superior Winter's Bite in Dominate, but never updated the build.

Edited by siolfir
more details on play, mentioning rebirth radial
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On 12/18/2019 at 2:04 AM, siolfir said:

There are some questionable picks - yes, I'm the idiot who took and occasionally uses Confront

I have Provoke on my fortunata. Not an idiot - a tank!

Doctor Fortune  Soulwright Mother Blight Brightwarden Storm Lantern Shadow Self Corona Borealis
Blood Fortunado Dark/Dark Corruptor Rad/Rad Brute Gravity/Time Controller Storm/Water Defender Warshade 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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3 hours ago, Gulbasaur said:

I have Provoke on my fortunata. Not an idiot - a tank!

  1. Provoke is an AoE, Confront is single target.
  2. I had an available pool to take and could have had the AoE taunt.
  3. I could have used Victory Rush instead as a one-slot wonder.

The idea in taking it was that I could pull one mob off of someone if they needed saving, but in reality it's so much easier to just use Dominate and in practice I'm not pulling anything off of a Brute or Tanker anyway.

 

So how do I use it? Because it's not an AoE, I've used it to single pull AVs when a team didn't want to rush mobs for some reason (most recently to get the Army of Neu badge without drawing everyone else in, and used it again to keep Bobcat off of the Blaster who switched to the wrong mob when we were trying to get said badge while Neuron was off on his own). At least it's autohit; it could use the -range that the Scrapper versions get, though. :(

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1 hour ago, siolfir said:

So how do I use it? Because it's not an AoE, I've used it to single pull AVs when a team didn't want to rush mobs for some reason (most recently to get the Army of Neu badge without drawing everyone else in, and used it again to keep Bobcat off of the Blaster who switched to the wrong mob when we were trying to get said badge while Neuron was off on his own). At least it's autohit; it could use the -range that the Scrapper versions get, though. 😞

Oh, that's pretty clever actually. I took Provoke basically for down time Tips missions in Atlas Park as it's useful for keeping newbies alive. Using it to break up a group is a great idea. 

 

Incidentally, Enflame from the Sorcery pool is an excellent group-breaker as it creates a ground patch that follows the affected mob, which the AI freaks out about. It's sort of the the opposite of Confront as it causes enemies to just run away as they try to avoid a patch that repeatedly spawns underneath them. I've got it on my stalker as a kind of "go away" button. If you ever need an enemy to just be somewhere else for 30 seconds, Enflame is very reliable.

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