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My First VEAT! BlastDomTank Fortunata


VV

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So, I just made my first VEAT ever and I would love some feedback! I have to admit, it rocks even more than I was led to believe. I went mostly ranged, with a bit of control and a whole heckuva lot of defense. She is crazy versatile. Can't hit her. Can't hit her teammates. Soul Tentacles + Psionic Tornado makes a mini-hold, alpha-defuser. Not that she cares about an Alpha since they can't hit her. Full ranged AOE cycle with Soul Tent, Psi Torn, Psy Scream, Dark Oblit. Enough of a ST rotation to satisfy me. Dominate for any opponent smart enough to try to run. If they get too close, Follow Up, TK Blast, Dominate. Got a Widow buddy. Super sneaky with the Assemble the Team device. 

The thing for me is, I'm not really a "Defense" player. I much more like Resistance based Armors. Defense just makes me nervous because you never know when they are going to get in a lucky shot. I know a lot of people prefer defense armors over resistance, but it just drives up my anxiety. So, I went for as much bonus Resistance as I could on IO set bonuses, while still maximizing recharge. I don't know if I missed anything, though.

Now, the real deal is, and all you veteran VEAT players know, she is a MONSTER on End. OMG. With all those toggles running? And then her attacks are pretty expensive, too. I spend half the fight converting Inspirations to blues. I just got her Cardiac Alpha up to T3, so I haven't done much testing with that, but hopefully it will help a lot, and I'll get it up to T4 soon.

So, any recommendations are greatly appreciated!

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!

Valkyre Tank2: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Telekinetic Blast -- FrcFdb-Rechg%:50(A), FrcFdb-Rchg/KB:50(13), FrcFdb-Dmg/KB:50(13), FrcFdb-Dmg/EndRdx/KB:50(15), KntCrs-Dmg/KB:50(15)
Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+:50(A)
Level 2: Subdue -- Apc-Dam%:50(A), Apc-Dmg/EndRdx:50(3), Apc-Acc/Rchg:50(3), Apc-Acc/Dmg/Rchg:50(9), Apc-Dmg/Rchg:50(11)
Level 4: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(5), LucoftheG-Def:50(5), Rct-ResDam%:50(7), ShlWal-ResDam/Re TP:50(7)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9)
Level 8: Psychic Scream -- Rgn-Knock%:50(A), Rgn-Dmg/EndRdx:50(17), Rgn-Acc/Rchg:50(17), Rgn-Acc/Dmg/Rchg:50(19), Rgn-Dmg/Rchg:50(19)
Level 10: Indomitable Will -- UnbGrd-Max HP%:50(A), GldArm-3defTpProc:50(11)
Level 12: Psionic Tornado -- SprDmnofA-Rchg/DmgFear%:50(A), SprDmnofA-Acc/Dmg/EndRdx/Rchg:50(37), SprDmnofA-Dmg/EndRdx/Rchg:50(37), SprDmnofA-Acc/Dmg/Rchg:50(37), SprDmnofA-Dmg/Rchg:50(39), SuddAcc--KB/+KD:50(40)
Level 14: Dominate -- SprSpdBit-Rchg/Global Toxic:50(A), SprWntBit-Rchg/SlowProc:50(21), SprWntBit-Dmg/Rchg:50(40), UnbCns-Dam%:50(40), GhsWdwEmb-Dam%:50(42)
Level 16: Tactical Training: Assault -- EndRdx-I:50(A)
Level 18: Super Speed -- EndRdx-I:50(A)
Level 20: Mask Presence -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(21)
Level 22: Tactical Training: Leadership -- AdjTrg-ToHit/EndRdx/Rchg:50(A), AdjTrg-ToHit:50(23), AdjTrg-ToHit/EndRdx:50(23)
Level 24: Foresight -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(25), LucoftheG-Def:50(25), LucoftheG-Def/EndRdx/Rchg:50(27), LucoftheG-Def/Rchg:50(27)
Level 26: Mind Link -- GifoftheA-Def/EndRdx/Rchg:40(A), GifoftheA-Run+:40(29), GifoftheA-Def:40(29), GifoftheA-Def/Rchg:40(31), GifoftheA-EndRdx/Rchg:40(31), GssSynFr--ToHit/Rchg:50(50)
Level 28: Follow Up -- Hct-Dam%:50(A), Hct-Dmg/EndRdx:50(34), Hct-Acc/Rchg:50(36), Hct-Acc/Dmg/Rchg:50(36), Hct-Dmg/Rchg:50(36)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(31), UnbLea-Jump:50(33)
Level 32: Psychic Wail -- Arm-Dam%:50(A), Arm-Dmg/EndRdx:50(33), Arm-Acc/Rchg:50(33), Arm-Acc/Dmg/Rchg:50(34), Arm-Dmg/Rchg:50(34)
Level 35: Soul Tentacles -- PstBls-Dam%:50(A), PstBls-Acc/Dmg/EndRdx:50(42), PstBls-Dmg/Rng:50(42), PstBls-Dmg/Rchg:50(43), PstBls-Acc/Dmg:50(43), GrvAnc-Hold%:50(43)
Level 38: Maneuvers -- GifoftheA-Def:40(A), GifoftheA-Def/EndRdx:40(39), GifoftheA-Run+:40(39)
Level 41: Dark Obliteration -- PstBls-Dam%:50(A), PstBls-Acc/Dmg/EndRdx:50(46), PstBls-Dmg/Rng:50(46), PstBls-Acc/Dmg:50(48), PstBls-Dmg/Rchg:50(48)
Level 44: Summon Widow -- ExpRnf-EndRdx/Dmg/Rchg:50(A), ExpRnf-Acc/Dmg/Rchg:50(45), ExpRnf-Acc/Dmg:50(45), ExpRnf-Acc/Rchg:50(45), SlbAll-Dmg/Rchg:50(46)
Level 47: Assault -- EndRdx-I:50(A)
Level 49: Aim -- AdjTrg-ToHit/EndRdx/Rchg:50(A), AdjTrg-ToHit/Rchg:50(50), AdjTrg-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 -- UnbLea-Stlth:50(A)
Level 1: Conditioning 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+:50(A), Mrc-Rcvry+:40(48)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-End%:50(A)
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1 hour ago, VV said:

I know a lot of people prefer defense armors over resistance, but it just drives up my anxiety.

Grab the Preventative Medicine proc and the Reactive Defences scaling resist proc. Together, they give you an absorb shield and another 10% or so resists when you hit about 50% health. Fortunatas have inherently scaling resists, so this all works together really well for me.

1 hour ago, VV said:

Now, the real deal is, and all you veteran VEAT players know, she is a MONSTER on End. OMG. With all those toggles running?

I dealt with this by dropping the pool Leadership powers - defence in high level teams is rarely a problem and assault is such a tepid power I don't think it's worth the endurance cost (plus, you're already providing bonuses). Beyond that, using IOs to reduce endurance costs. The struggle is real.

 

Other than that, I think your build looks pretty decent! Welcome to the dark side.

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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17 hours ago, Gulbasaur said:

Grab the Preventative Medicine proc and the Reactive Defences scaling resist proc. Together, they give you an absorb shield and another 10% or so resists when you hit about 50% health. Fortunatas have inherently scaling resists, so this all works together really well for me.

Good looking out. I thought I had those in there. I will do that, thanks!

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17 hours ago, Gulbasaur said:

Fortunatas have inherently scaling resists, so this all works together really well for me.

Hadn't realized that.  It is attached to Combat Training: Defensive according to the in game text.

 

I know the values for that on Super Reflexes.  Do you know the values and where it starts?

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6 hours ago, Caulderone said:

Hadn't realized that.  It is attached to Combat Training: Defensive according to the in game text.

 

I know the values for that on Super Reflexes.  Do you know the values and where it starts?

From City of Data, both CT: Defensive and Foresight do : minmax(75 - source.kHitPoints%, 0, 100) / 60 * 0.25 Res(Smashing, Lethal, Fire, Cold, Energy, Negative) for 0.75s

 

Which means from 75% health, each power provides 0.4% resists to SLFCE&N per hit point percentage below 75%, meaning 0.8% from both together. At 50% health, you'll have an extra 20% resistance, for example. This scales up to 59.2% at 1% health. With the 3-13% Reactive Defence enhancement and the one that gives a flat 5%, this'll be nearer 30% before IO set bonuses at 50%. It's not stupendous, but it's not nothing. I find that if I'm not healing, my health drops to about 50%, then about 30%, then maybe 10% with long gaps in between due to the high positional defences. The Preventative Medicine proc is pretty useful as it fires off fairly reliably, giving you an extra 15% (?) in your health bar. 

 

Lots of powers add a bit of psi resistance and you should be at 70% when you get Mind Link. Tox resistance is the only thing that fortunatas really lack out of the box. Toxic attacks are an oddity as there's no toxic defence in the game, but your very high positionals should cover almost everything. 

 

6 hours ago, VV said:

Only UP? That is good to know. The descriptions are contradictory.

The tooltip says knockback but it's actually knockup in the right-click information panel. Either way, it doesn't need the KB2KD converter. 

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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Since Fortunatas start with a little more than 100 end, the +endurance accolades stack even more powerfully on them

I see you have both Miracle & Numina recovery procs, but apparently the Panacea +endurance proc ends up yielding more endurance hard numbers wise than either.

 

I wouldn't personally put the Gaussian Proc into Mind Link. First to be clear, it can only affect you so it's not like your team benefits. Secondly the build up only lasts like 5 seconds so if there's a chance you'll fire Mind Link and then the team will run in to fight and you won't be shooting something off already, it's going to waste.  If you're normally dropping mind link in the middle of the frey right as you start using heavy hitters, well that's sensible then; but I don't think that's typical. If you put it in one of your leadership toggles, it will check to fire off each teammate affected by it and then confer that buff to you, albeit at random times. But apparently it will be firing very frequently so you'll just randomly get power ups from it; an appreciable net gain, but not controlled. Finally, if you put it in Aim it will, like Mind Link, fire off almost every time. Since you normally only use Aim before unleashing some hideous deathblast like Psychic Wail, that's where my personal choice is.

 

PS: if you're combining inspirations to make blues that often, you should probably make some macros and have those buttons floating by the insp window in a spare tray. I don't know the command offhand but I know it's hella simple.

Edited by Erydanus

See me on Excelsior as Eridanus - Whisperkill - Kid Physics - Ranger Wilde - The Hometown Scrapper - Firewatch - and more!

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