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Fortunata Build Critique


BrandX

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Not sure why I can't get the whole build posted. 😕  But here's the data chunk.  No Fighting Pool.  Think I can make do without it. *hoping*  If someone can see where I may be able to get a bit more recharge would be nice.

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Okay.  Already made a couple of changes.  Removed a Proc from an AOE to put a 3rd RCH IO into Hasten, to shave off 2+ seconds to make it perma.  Then replaced a regular DMG Proc in Lunge for the ATO RCH/TOXIC Proc.  It lowers the DPS of the attack, but shaving off the .36 seconds seems to increase DPS by 10.

 

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  • 3 weeks later

I use import/export- short forum export -no codes - export data chunk as well as data link.

 

So many ways to go its such a versatile toon. Hasten is slotted with 3 level 50+++++ io's. 1 of those isn't doing anything for you i'm certain if the first 2 are giving you 106% rech in the power regardless of what mids tells us......  . Tk blast and psi nado without at least 1 ff+rech (although i see you didn't slot tk ) Other than that it looks like fun.

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This Villain build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Technology Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Telekinetic Blast -- SprSpdBit-Rchg/Global Toxic(A)
Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A)
Level 2: Combat Training: Offensive -- Acc-I(A)
Level 4: Tactical Training: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def(11), LucoftheG-Def/Rchg+(11)
Level 6: Fly -- WntGif-ResSlow(A)
Level 8: Follow Up -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(13), Hct-Dam%(15), Mk'Bit-Dam%(15)
Level 10: Indomitable Will -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36)
Level 12: Spin -- SprDmnofA-Dmg/Rchg(A), SprDmnofA-Acc/Dmg/Rchg(17), SprDmnofA-Dmg/EndRdx/Rchg(19), SprDmnofA-Acc/Dmg/EndRdx/Rchg(21), SprDmnofA-Rchg/DmgFear%(21)
Level 14: Psionic Tornado -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(23), PstBls-Dmg/Rchg(23), PstBls-Acc/Dmg/EndRdx(25), PstBls-Dam%(25), Ann-ResDeb%(46)
Level 16: Dominate -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(17), SprWntBit-Acc/Dmg/EndRdx(19), UnbCns-Dam%(27), NrnSht-Dam%(27), GhsWdwEmb-Dam%(29)
Level 18: Lunge -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/EndRdx(31), TchofDth-Dam%(31), Mk'Bit-Dam%(33), GldStr-%Dam(33)
Level 20: Mask Presence -- RedFrt-Def/EndRdx(A), RedFrt-Def(34), LucoftheG-Def/Rchg+(34)
Level 22: Foresight -- LucoftheG-Def/Rchg+(A)
Level 24: Mind Link -- Rct-Def(A), Rct-Def/EndRdx(36), Rct-EndRdx/Rchg(36), Rct-Def/Rchg(37), Rct-Def/EndRdx/Rchg(43), Rct-ResDam%(43)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(46)
Level 28: Combat Jumping -- ShlWal-ResDam/Re TP(A)
Level 30: Tactical Training: Leadership -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(33), GssSynFr--ToHit/Rchg/EndRdx(34), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(42), GssSynFr--Build%(46)
Level 32: Psychic Wail -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(40), Arm-Dam%(40)
Level 35: Gloom -- GldJvl-Acc/Dmg(A), GldJvl-Acc/Dmg/End/Rech(37), Apc-Dmg/Rchg(37), Apc-Dam%(39), GldJvl-Dam%(42), CldSns-%Dam(42)
Level 38: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def(48), LucoftheG-Def/Rchg+(48)
Level 41: Dark Obliteration -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(43), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(45), Rgn-Knock%(45)
Level 44: Aim -- GssSynFr--Rchg/EndRdx(A)
Level 47: Aura of Confusion -- CrcPrs-Conf/Rchg(A), CrcPrs-Acc/Conf/Rchg(48), CrcPrs-Acc/Rchg(50), CrcPrs-Conf/EndRdx(50), CrcPrs-Conf%(50)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
Level 1: Conditioning | Hidden 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-EndRdx(A), Clr-Stlth(7)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(5), Pnc-Heal/+End(7), Prv-Absorb%(9)
Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3), PwrTrns-EndMod(3), PwrTrns-+Heal(5)
Level 6: Afterburner 
Level 50: Musculature Radial Paragon 
Level 50: Assault Radial Embodiment 
Level 50: Born In Battle 
Level 50: High Pain Threshold 
Level 50: Invader 
Level 50: Marshal 
------------
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30 minutes ago, BrandX said:

I put the 3rd in there to knock down Hasten to just under 120 seconds.  Is Mids wrong on it?

It's just inefficient to do such a thing. I always two slot it and +5 the enhancements. 


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12 hours ago, BrandX said:

I put the 3rd in there to knock down Hasten to just under 120 seconds.  Is Mids wrong on it?

 

11 hours ago, Bopper said:

It's just inefficient to do such a thing. I always two slot it and +5 the enhancements. 

 

Inefficient is accurate.

 

I am a fan of Reactive Defenses (I actually try to 6-slot it somewhere) so using the 3rd slot from Hasten to bring it to six so may help... but...

 

With Mind Link, I think the 'optimal' slotting (for a large swath of content) is 3 slots with: Adjusted Targeting (Recharge), Luck of the Gambler (Def/Global Recharge) and a 50+5 Shield Wall (Def/Recharge). This assumes that you don't already have 5 LotG. You can eek out slightly more Defense and Recharge, and more ToHit (base it +5% IIRC) but the real value is in the Team Defense and Psi Resist boost IMO. IIRC, any more investment in Recharge (which must come from a Defense or ToHit set, no HO, no IO) is in the enhancement diversification limit. Widows are typically on the limit of getting perma-Mind Link, so YMMV on this advice.

 

You could put six slots in Combat Jumping or Mask Presence (for Reactive Defenses, which would help endurance costs as well) and have four slots in Mind Link (put the Global Shield Wall piece in there as well). I can sort of see what you are trying to do with the two Red Fortune pieces, but the little extra S/L you get is probably not as important as what you give up. There may be a slot or two where they are.

 

 

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Instead of 6 reactive defenses isn't it more efficient to do 1 lotg +5 red fortunes if you are shooting for recharge? assuming that you haven't consumed all 5 lotg slots already.

 

If you are shooting for perma-mind link then you don't need Maneuvers. 

 

Foresight has more base defense value than Mask Presence, it pays to slot that rather than mask presence if you want to squeeze in more defense values from enhancements.

 

Perma hasten is not the end all be all. 3 slot is inefficient, 2 +5 rech IO is more than enough. I'd put a force feedback proc in psionic tornado. It'll proc enough times to get you to perma hasten. 

 

If you are going to depend on mind link for defense then slows will be one of your bigger weaknesses. You have 50%, slow resist which is a good start, but there's room to fit more slow resist in.

 

6 slotting leadership is also inefficient, you are already over the softcap with mindlink, another 2.5% to all positional doesn't really add any more value. You still have enough defense to soak in one -def debuff.

 

I debate the usefulness of combat training: offensive. The to hit debuff resist is nice, especially early game against CoT ruin mages and spectral lords, but you also have access to kismet, leadership, aim, and followup which can help you counter that debuff. You don't really need the +acc, most high end fort builds will invest in purple sets for recharge and you can most likely get 20-30% acc bonus from those purple sets.

 

If you are just getting fly why not mystic flight? 

 

This is my build for reference

 

This Villain build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Fortune Weaver Proc: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Sorcery
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Poison Dart -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Dmg/Rchg(3), SprSpdBit-Acc/Dmg/Rchg(3), SprSpdBit-Dmg/EndRdx/Rchg(5), SprSpdBit-Acc/Dmg/EndRdx/Rchg(5), SprSpdBit-Rchg/Global Toxic(7)
Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7)
Level 2: Strike -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), CrsImp-Dmg/EndRdx(9), CrsImp-Acc/Dmg/EndRdx(11), CrsImp-Dmg/EndRdx/Rchg(11)
Level 4: Mystic Flight -- WntGif-ResSlow(A)
Level 6: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(13), ShlWal-Def(13), ShlWal-ResDam/Re TP(31)
Level 8: Follow Up -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(31), Hct-Dmg/EndRdx(31), Hct-Dam%(33), GldStr-%Dam(33), GssSynFr--Build%(33)
Level 10: Indomitable Will -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 14: Spin -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Acc/Dmg/Rchg(15), SprDmnofA-Dmg/EndRdx/Rchg(15), SprDmnofA-Acc/Dmg/EndRdx/Rchg(17), SprDmnofA-Rchg/DmgFear%(29), FuroftheG-ResDeb%(29)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 18: Psionic Tornado -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/EndRdx(19), Bmbdmt-+FireDmg(21), Ann-ResDeb%(21), FrcFdb-Rechg%(27)
Level 20: Mask Presence -- LucoftheG-Def/Rchg+(A)
Level 22: Foresight -- LucoftheG-Def/Rchg+(A), Rct-Def(23), Rct-Def/EndRdx(23), Rct-ResDam%(27)
Level 24: Mind Link -- RedFrt-Def/Rchg(A), Rct-Def/Rchg(25), AdjTrg-ToHit/Rchg(25)
Level 26: Tactical Training: Leadership -- HO:Cyto(A)
Level 28: Spirit Ward -- Prv-Absorb%(A)
Level 30: Rune of Protection -- UnbGrd-ResDam(A), UnbGrd-Max HP%(46)
Level 32: Psychic Wail -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(34), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(40), Arm-Dam%(43)
Level 35: Dominate -- SprEnt-Acc/Hold(A), SprEnt-Acc/Hold/End(36), SprEnt-Rchg/AbsorbProc(36), UnbCns-Dam%(36), Dmg-I(37), Dmg-I(37)
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: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43), Dcm-Build%(43)
Level 44: Dark Obliteration -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(45), Rgn-Knock%(46)
Level 47: Lunge -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Rchg/HoldProc(48), Mk'Bit-Acc/Dmg(48), Mk'Bit-Acc/Dmg/EndRdx/Rchg(48), Mk'Bit-Dmg/EndRdx(50), Mk'Bit-Dam%(50)
Level 49: Confuse -- HO:Endo(A)
Level 1: Conditioning | Hidden 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- UnbLea-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(50)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(34), PwrTrns-+Heal(46)
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 4: Ninja Run 
Level 50: Musculature Radial Paragon 
Level 50: Born In Battle 
Level 50: Invader 
Level 50: High Pain Threshold 
Level 50: Marshal 
------------
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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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2 hours ago, Nemu said:

Instead of 6 reactive defenses isn't it more efficient to do 1 lotg +5 red fortunes if you are shooting for recharge? assuming that you haven't consumed all 5 lotg slots already.

 

Full disclosure, when I quickly referenced my 'favorite' Widow build, I have LotG Def/Global Recharge in Combat Training: Defensive (lvl 1), Tactical Training: Maneuvers (lvl 4), Foresight (lvl22), Mind Link (lvl 24) and Combat Jumping (lvl 49). That particular build doesn't even include Hasten, and

 

That build happens to have Mask Presence 6-slotted (with Reactive Defenses)... I agree that this looks like an inferior choice (because once engaged with an enemy or glowie it provides less defense than Foresight (3 slots on my build, including Steadfast Protection Global... which could go somewhere else), but I stuck with with this slotting since Foresight is an Auto power and Mask Presence is a toggle and I wanted to cut the endurance usage on Mask Presence by half.

 

I won't pretend that there are a lot different options for Widows with all of their available different Defensive powers. I checked my notes and I have a proposed respec (to test) that shifts 6-slots in Mind Link (Reactive Defenses) and 4-slots to Mask Presence (1xLotG, 3xShield Wall) which should improve both positional defenses and recharge time on Mind Link. (with no other changes to the rest of the build). I'm a big fan of the 5 and 6-piece bonuses from Reactive Defenses!

 

 

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