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Hey folks.  Looking for advice on both how to post my awful build, and any advice about making it a little more DPS savvy without sacrificing too much.  Forts are hands down my favorite AT, and this is a proposal for my main (who still has total domination, yeah I know, terrible, terrible choice).  Any criticism you folks have would be welcome.

 

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!

 

Fortunata Tentative: Level 50 Natural Arachnos Widow

Primary Power Set: Fortunata Training

Secondary Power Set: Fortunata Teamwork

Power Pool: Speed

Power Pool: Sorcery

Power Pool: Fighting

Ancillary Pool: Soul Mastery

 

Villain Profile:

Level 1: Swipe -- SprBlsCol-Rchg/HoldProc:50(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(7), SprBlsCol-Acc/Dmg/Rchg:50(9), SprBlsCol-Acc/Dmg/EndRdx:50(9), SprBlsCol-Dmg/EndRdx:50(11), SprBlsCol-Acc/Dmg:50(11)

Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+:50(A), ShlWal-ResDam/Re TP:50(3), LucoftheG-Def:50(13), Rct-ResDam%:50(15)

Level 2: Combat Training: Offensive -- Acc-I:50(A)

Level 4: Tactical Training: Maneuvers -- RedFrt-Def:50(A), RedFrt-Def/EndRdx/Rchg:50(5), RedFrt-EndRdx/Rchg:50(13), RedFrt-Def/EndRdx:50(17), RedFrt-Def/Rchg:50(17), RedFrt-EndRdx:50(23)

Level 6: Subdue -- Apc-Dam%:50(A), Apc-Dmg/EndRdx:50(19), Apc-Acc/Rchg:50(19), Apc-Acc/Dmg/Rchg:50(21), Apc-Dmg/Rchg:50(21)

Level 8: Psychic Scream -- PstBls-Acc/Dmg/EndRdx:50(A), PstBls-Dmg/Rng:50(23), PstBls-Dam%:50(25), PstBls-Dmg/Rchg:50(25), PstBls-Dmg/EndRdx:50(27)

Level 10: Indomitable Will -- GldArm-3defTpProc:50(A), StdPrt-ResDam/Def+:30(27)

Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(29)

Level 14: Mystic Flight -- EndRdx-I:50(A)

Level 16: Tactical Training: Assault -- EndRdx-I:50(A)

Level 18: Spin -- ClvBlo-Acc/Rchg:50(A), ClvBlo-Dmg/Rchg:50(31), ClvBlo-Acc/Dmg:50(31), Erd-Acc/Dmg/Rchg:30(31), Erd-Acc/Dmg/EndRdx/Rchg:30(33), Erd-%Dam:30(42)

Level 20: Lunge -- Hct-Dam%:50(A), Hct-Dmg/EndRdx:50(33), Hct-Acc/Rchg:50(33), Hct-Acc/Dmg/Rchg:50(34), Hct-Dmg/Rchg:50(34)

Level 22: Tactical Training: Leadership -- GssSynFr--ToHit/EndRdx:50(A)

Level 24: Foresight -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(36), LucoftheG-Def/EndRdx:50(36)

Level 26: Dominate -- BslGaz-Rchg/Hold:30(A), BslGaz-EndRdx/Rchg/Hold:30(37), BslGaz-Acc/Hold:30(37), BslGaz-Acc/EndRdx/Rchg/Hold:30(37)

Level 28: Psionic Tornado -- Rgn-Knock%:50(A), Rgn-Dmg/EndRdx:50(29), Rgn-Acc/Rchg:50(36), Rgn-Acc/Dmg/Rchg:50(39), Rgn-Dmg/Rchg:50(39)

Level 30: Mask Presence -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(40)

Level 32: Confuse -- CrcPrs-Conf%:50(A), CrcPrs-Conf:50(34), CrcPrs-Conf/EndRdx:50(40), CrcPrs-Acc/Rchg:50(40), CrcPrs-Acc/Conf/Rchg:50(42), CrcPrs-Conf/Rchg:50(42)

Level 35: Kick -- Empty(A)

Level 38: Tough -- Ags-Psi/Status:40(A), Ags-ResDam/EndRdx:50(39), Ags-ResDam:40(43), Ags-ResDam/EndRdx/Rchg:40(43), Ags-ResDam/Rchg:50(45)

Level 41: Weave -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(43), LucoftheG-Def:50(46)

Level 44: Psychic Wail -- Arm-Dam%:50(A), Arm-Dmg/EndRdx:50(45), Arm-Acc/Rchg:50(45), Arm-Acc/Dmg/Rchg:50(46), Arm-Dmg/Rchg:50(46)

Level 47: Soul Tentacles -- SprFrzBls-Rchg/ImmobProc:50(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(48), SprFrzBls-Acc/Dmg/Rchg:50(48), SprFrzBls-Acc/Dmg/EndRdx:50(48), SprFrzBls-Dmg/EndRdx:50(50), SprFrzBls-Acc/Dmg:50(50)

Level 49: Mind Link -- LucoftheG-Def/Rchg:50(A), LucoftheG-Def/Rchg+:50(50)

Level 1: Brawl -- Empty(A)

Level 1: Prestige Power Dash -- Empty(A)

Level 1: Prestige Power Slide -- Empty(A)

Level 1: Prestige Power Quick -- Empty(A)

Level 1: Prestige Power Rush -- Empty(A)

Level 1: Prestige Power Surge -- Empty(A)

Level 1: Sprint -- Empty(A)

Level 1: Conditioning

Level 2: Rest -- Empty(A)

Level 4: Ninja Run

Level 2: Swift -- Empty(A)

Level 2: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(5), NmnCnv-Regen/Rcvry+:50(7)

Level 2: Hurdle -- Empty(A)

Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(3)

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

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

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

Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 11% Defense(Smashing)
  • 11% Defense(Lethal)
  • 23.19% Defense(Fire)
  • 23.19% Defense(Cold)
  • 16.63% Defense(Energy)
  • 16.63% Defense(Negative)
  • 6% Defense(Psionic)
  • 8.5% Defense(Melee)
  • 16.94% Defense(Ranged)
  • 20.69% Defense(AoE)
  • 1.8% Max End
  • 54% Enhancement(Accuracy)
  • 4% Enhancement(Confused)
  • 106.3% Enhancement(RechargeTime)
  • 15% SpeedFlying
  • 56.22 HP (5.25%) HitPoints
  • 15% JumpHeight
  • 15% SpeedJumping
  • MezResist(Confused) 63.75%
  • MezResist(Held) 63.75%
  • MezResist(Immobilized) 63.75%
  • MezResist(Sleep) 63.75%
  • MezResist(Stunned) 63.75%
  • MezResist(Terrorized) 63.75%
  • MezResist(Teleport) 100% (20% chance)
  • 25.5% (0.45 End/sec) Recovery
  • 66% (3.53 HP/sec) Regeneration
  • 30% ResEffect(SpeedFlying)
  • 30% ResEffect(RechargeTime)
  • 30% ResEffect(SpeedRunning)
  • 12.5% Resistance(Smashing)
  • 41.75% Resistance(Fire)
  • 41.75% Resistance(Cold)
  • 8% Resistance(Energy)
  • 8% Resistance(Negative)
  • 8% Resistance(Toxic)
  • 13% Resistance(Psionic)
  • 12.5% Resistance(Lethal)
  • 15% SpeedRunning

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

Set Bonuses:

Superior Blistering Cold

(Swipe)

  • 15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying)
  • 4% (0.07 End/sec) Recovery
  • 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  • 5% Defense(Smashing,Lethal), 2.5% Defense(Melee)
  • 5% Defense(Fire,Cold), 2.5% Defense(AoE)

Luck of the Gambler

(Combat Training: Defensive)

  • 10% (0.54 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)

Shield Wall

(Combat Training: Defensive)

  • 5% Resistance(Lethal), 5% Resistance(Smashing), 5% Resistance(Fire), 5% Resistance(Cold), 5% Resistance(Energy), 5% Resistance(Negative), 5% Resistance(Psionic), 5% Resistance(Toxic)

Reactive Defenses

(Combat Training: Defensive)

  • 3% Resistance(All)

Red Fortune

(Tactical Training: Maneuvers)

  • 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  • 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)

Apocalypse

(Subdue)

  • 16% (0.86 HP/sec) Regeneration
  • 32.13 HP (3%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)

Positron's Blast

(Psychic Scream)

  • 2.5% (0.04 End/sec) Recovery
  • 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)

Gladiator's Armor

(Indomitable Will)

  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic), MezResist(Teleport) 100% (20% chance)

Steadfast Protection

(Indomitable Will)

  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)

Cleaving Blow

(Spin)

  • 1% (0.02 End/sec) Recovery
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)

Eradication

(Spin)

  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)

Hecatomb

(Lunge)

  • 4% (0.07 End/sec) Recovery
  • 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)

Luck of the Gambler

(Foresight)

  • 10% (0.54 HP/sec) Regeneration
  • 12.05 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)

Basilisk's Gaze

(Dominate)

  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.04 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)

Ragnarok

(Psionic Tornado)

  • 4% (0.07 End/sec) Recovery
  • 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)

Luck of the Gambler

(Mask Presence)

  • 10% (0.54 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)

Coercive Persuasion

(Confuse)

  • 4% (0.07 End/sec) Recovery
  • 4% Enhancement(Confused)
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
  • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)

Aegis

(Tough)

  • 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 3% Resistance(Smashing,Lethal), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • 5% Resistance(Psionic)

Luck of the Gambler

(Weave)

  • 10% (0.54 HP/sec) Regeneration
  • 12.05 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)

Armageddon

(Psychic Wail)

  • 4% (0.07 End/sec) Recovery
  • 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)

Superior Frozen Blast

(Soul Tentacles)

  • 15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying)
  • 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  • 4% (0.07 End/sec) Recovery (Exceeded 5 Bonus Cap)
  • 5% Defense(AoE), 2.5% Defense(Fire), 2.5% Defense(Cold)
  • 5% Defense(Fire,Cold), 2.5% Defense(AoE)

Luck of the Gambler

(Mind Link)

  • 10% (0.54 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)

Performance Shifter

(Stamina)

  • 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning

 

 

 

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Edited by Killfever
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Have a look at my build here. It's tried and tested and a few other people have chipped in with their views, as well as a discussion on playstyle. My fortunata is the only character I've had unsolicited messages in-game about asking how I'm so powerful, so I feel like it's a pretty good build - have a look at the comments and see what you think. Don't think you have to copy it or anything, but It might help. 

 

One thing about fortunatas is that to make the most of them you have to be hyperagressive with them. Fire every control effect you've got out all the time and mow down enemies in between. 

3 hours ago, Killfever said:

a little more DPS savvy without sacrificing too much. 

I got a lot of mileage out of damage procs in pretty much every attack I have - they don't always hit, but when they do they hit harder than adding in another +dmg enhancement. Apologies if I've missed it, but I can't see the ATO toxic damage proc in there - it's worth getting, as is the +fear one (put it in an AoE). All my attacks are pretty much 4- or 5-slotted for set bonuses and then have a damage proc as the 6th. 

 

I'd swap out a couple of your less damage-y ranged attacks for melee equivalents they're slightly more damaging. 

 

One thing I've noticed is that you leave MInd Link until very late - this might cause issues if you exemplar for task forces or whatever as it's a core part of the fortunata defence strategy! This would probably allow you to drop Weave as well... Defence isn't something Fortunatas generally have a problem with. I don't have any of the Fighting pool and I don't think I need it as use of fear, knockback, holds and confuse take a lot of threat out of enemies. 

 

I leave Assault until much later as it's less impactful than most people realise, being a fairly small boost overall. I'd also grab Psychic Wail earlier because it hits like a hammer.

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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Wow, that's a pretty interesting build.  On paper it looks like something I'd pass over, but I think I've always underestimated the value of the damage procs.  I'm going to make a few modifications to it and then give it a whirl.  Survivability is one of my primary requirements for my characters (I hate dying), so your build leaves me curious on how it would play.  Thanks for the advice about Mindlink, I'm def going to have to move that in the power selection order.

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I also dropped the Fighting pool from my Widow builds. The choices went into Presence pool (to get Unrelenting and Provoke) as the secondary can be used to slot resists and defense IOs.

 

I need my PC to really investigate your build, but it looks like you delayed some very good attacks in order to take many mediocre (IMO, YMMV) attacks. For example, I used Subdue for a bit while levelling, but Dominate is actually a damaging ranged attack with a hold that is a good part of a DPS chain. I agree with G that you should take the nuke at 32.

 

I usually don't take Mind Link immediately when it is available (usually a 3rd Pool choice is wanted before then) but I would never delay it until the 40s. Even when I don't use it for my own Defenses, it will take teams to another level for mid-level content. If you intend to only 2-slot it, rather than Def/Recharge slot the Adjusted Targetting Recharge instead. You lose a slight amount of Regeneration but the Recharge bonus is much higher.

 

I'm curious about the feelings around Total Domination versus Psinado. I have avoided Psinado but opted for Total Domination instead. The AoE targetting of TD is not great, but I like having the chance to follow one Hold with another. Dominate cycles so quickly that I wonder if I really even need this. On my build I could pick another My attack instead... Any advice on this front?

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15 hours ago, Killfever said:

Survivability is one of my primary requirements for my characters (I hate dying), so your build leaves me curious on how it would play. 

I can solo +3x8 Dark Astoria content quite comfortably and solo +4 AVs, if that's any indication... (+4x8 is doable but the DPS makes it a chore when you have to fight too many bosses). I have out-tanked a brute on more than one occasion. The only enemy that reliably catches me off guard is Silver Mantis because she hits like a freight train and uses Build Up, which pretty much wrecks defence builds.

 

I do have sizeable resists from sets and the melee hybrid and well as melee defence that's at can and other defences that usually are at cap. You can stack up scaling resistances pretty decently - I've hit cap once or twice, but that's only really when I need it, and there's a good synergy with the +absorb proc. I'm pretty happy with the build, which is why I put it up - I genuinely think it's a very good build.

 

That said, everyone's different and what I like isn't what you'd like. Survivability isn't an issue, though!

 

15 hours ago, tidge said:

I'm curious about the feelings around Total Domination versus Psinado. I have avoided Psinado but opted for Total Domination instead.

I took TD out in the end - the recharge time makes it less worthwhile. Psychic Tornado does knockdown (which is surprisingly helpful) and works as a proc-bearer - I put the -res proc and a couple of damage procs in it and it performs well.

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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14 hours ago, Gulbasaur said:

I took TD out in the end - the recharge time makes it less worthwhile. Psychic Tornado does knockdown (which is surprisingly helpful) and works as a proc-bearer - I put the -res proc and a couple of damage procs in it and it performs well.

 

I'm playing around with my Fortunata build right now, removing Total Domination. I had put TD in the build quite late (lvl 38), so the following build moved up Aura of Confusion to lvl 38 and added Mu: Static Discharge at lvl 44. This added more AoE DPS 🙂 , but at the cost of Global Recharge 😛 (I had 5 slots in TD, including 7.5% Recharge from Basilisks Gaze)

 

I tend to solo quite a bit, so I ran 3 types of (blue side) missions that I'm very familiar with:

 

"Who Will Die?" SSA1 at 0x1 (lvl 20) <- This is a test of my attach chain and End usage while at a lower level to make sure I didn't mess anything up.

 

Time: 7.5m , which is pretty standard for some extra fights and getting stuck on torches. The Mental Blast/Dominate/Psy Scream/TK Blast worked fine, with the Presence Pool as extra boss delay action.

 

Heather Townshend's Dark Astoria 1 arc at 0x8 (lvl 50+3) <- This is usually my farming mission for Purple drops and Incarnate components but I ran this relatively quickly (minimal extra farming)

 

Time: 15m, which is a pretty common time for this kind of run. I thought I was seeing more End usage than I expected, but after completing the final (stealthed) mission I farmed the map and didn't see any problems. The Knives of Vengeance tend to scatter, but I was generally satisfied with the extra cone AoE.

 

Unai Kemen random defeat all (Hydra) at 0x8 (lvl 50+1) <- Really just to test the extra attack

 

I didn't time this, but the Hydra map is relatively nice compared to some of his other maps. It took me about 4 extra minutes to find one of the patrols who went up into the trees! I like the extra cone AoE here, and I didn't see any weird Endurance usage.

 

My general impressions comparing Static Discharge (with 5xOverwhelming Force) to Total Domination (4xBasilisk's Gaze and a Psi Proc):

 

Static Discharge felt like it was hitting more targets than TD. My experience with this Fortunata is that on x8 missions, she gets good groupings of villains for cones and PBAoE. The AoE Hold wouldn't hit as many once the fight is engaged.

 

I disliked losing the recharge time bonus from Basilisk's Gaze. I happened to have the Overwhelming Force set on hand, I can swap it for 5xPositron's Blast to get most of the recharge back. The build could use more AoE defense, but I didn't feel like turning extra Frozen Blasts into Superiors just for Live testing. Losing the recharge affected my core powers roughly like this (at lvl 50):

 

Psychic Wail 45s -> 49 s

Mind Link: 1m38s -> 1m47s

Aura of Confusion 1m31s -> 1m41s

Invoke Panic 20s -> 23 s

Unrelenting ~3m -> 3m18s

 

This isn't too bad on the attacks, but for Mind Link and Unrelenting it is a big deal! I usually run solo without Mind Link, but Unrelenting is a 25% boost to damage on top of the Healing/Recovery.

 

If the Positron's Blast doesn't get me back to comfort levels of Recharge, I will do some testing replacing Static Discharge with Electrifying Fences, and slot EF with 5xGravitational Anchor (another set I have lying around!).  As Gulbasaur has pointed out, Fortunata's excel because of their control.. but this build already has a lot of control! The question is if I want more at high levels rather than a better AoE.

 

Here is the rough current build. I'm not showing boosted IOs here; generally I've boosted Superior/generic IOs to improve Endurance costs. I usually have Ninja Run on constantly at all levels except against AVs when I will switch it off (to conserve Endurance) or switch to Combat Jumping (for extra Defense). Ninja Run gives the Fortunata the mobility to use cone attacks effectively.

 

Spoiler

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

Click this DataLink to open the build!

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

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

 

 

 

Some comments on my choices:

 

I don't worry about damage resistances. Against some AVs this is a costly strategy, but with what I've picked up from IO sets and the single Scaling Damage resistance, it is pretty much only AVs and GMs that take her out. The Preventative Medicine proc, Unrelenting and Rebirth Core have been more than enough healing when needed. I am usually running Hybrid Assault Radial, but I can switch to Hybrid Melee Core if necessary.

 

I evangelize the Presence Pool for Widows. Unrelenting has been a better choice for me than using the Medicine pool, and I tend to convert green insps into red anyway. The PBAOE Invoke Panic (5-slotted with Glimpse of the Abyss) is not just a great control, but it also procs damage. Intimidate would be a wasted choice, but it is good for slowing down (Elite) Bosses. When teaming with Illusion Controllers, it is an extra stack of fear that helps! I have recently switched out Placate on this build to Provoke. Placate was used to let this toon run larger spawns at low levels, and can buy time against certain EB/AV (ehem, Valkyrie) when soloing for those times when you need a break. I've been on some teams recently that needed a Taunt, so I switched over to Provoke for now.

 

This build is obviously a lvl 50 build. While leveling, I had some other choices (and IOs, obviously) that were more focused on control and hiding (if you can believe it),

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