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Testing a new "melee friendly" Fort build/ Couple IO Questions


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Hey everyone!

 

I've been doing some extensive research and testing (some of my fav aspects of the CoX universe actually), as well as using @Gulbasaur's excellent thread for a basis. Seriously, thanks for your dedication! Check that out here!

 

I've been trying to get the best Fort for my playstyle. My main was a Fire/Fire blapper on live. I enjoy being in the middle of things as well as having a healthy amount of AoE. I do not, however, enjoy long cast times (I'm looking at you Psinado). Basically, This is an end game build geared towards handling super tough content. I'm not as concerned with ex'ing down as of now and one day soon i'll create a 2nd build for the NW aspect of this toon (I simply LOVE VEATs).

 

Questions:

 

-When you EX down, assuming your IOs are attuned, but the power isn't available at that level, do you still receive the IO benefit/set bonus?

                   -What about if it's not attuned, does that matter?

 

- I'm deciding between Aura of Confusion or Total Domination. Shouldn't Confuse with the contagious confusion proc be enough for a pseudo sub for AoC?

 

-Are there any mobs you pro Forts avoid? Anything end-draining can potentially have me by the throat. 

 

-Is 55% Accuracy and 127.1% +To-Hit to not need CT: Offensive?

 

 

Overall Build critique:

 

I'm by no means loaded with inf. However, I won't mind working towards this build over time for these expensive IOs. This is the build I put together and tested (with the exception of switching swipe for subdue). I feel like I have too many attack powers and I'm trying to lock down 2 attack chains (one ST and one AoE). I switched out swipe for Subdue since it's ranged and more powerful. I put TK blast in its place but honestly, I'm not sold on either one. If someone has a better suggestion for this build, I'm all ears! 

 

 

TL;DR: AoE/ glass cannon junkie trying to get the most he can out of this amazing AT. I welcome all feedback. Thanks everyone!

 

Screenshot of build

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image.thumb.png.0f620633c9de54013a7b6d9f842c83f5.png

 

Data Link

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https://www.midsreborn.com/builds/download.php?uc=1582&c=739&a=1478&f=HEX&dc=78DA6594DB4F135110C6CF61B7564A81D21601B9B515289476DB7A7BF10288AD20544920F85817BAC086B28BDB126C7CF65D112CC6C4C40B89FE473EAB894F02EA934F75DC99234BBA84FC32DFCC99F9CED9B3CD3DBEED5D59C98E331E9C2CAAA5527EC25297D70CB3947FA017CC6DF73DB5BC65A945064FE7ADA269164239D3D02AA1AC6EA8C5D05465C9D20B6E4886EDF2FC82A5EA866EAC2A59D32A6F196A59FD2F752F68EAC6B669AD3B7324B1E639D32C2A597D75AD0CA55E3B9AD5D44D083C7630BFA96905D4E74D6B59B32AC1CCA6BEAC2C662616F2B9AD7C4E2D9541EC042B31F87FE665E2A949EC690363699935548001605CB263790439E981320E7F76713BC7641079C6470C20DF4267CEB1B38BAF335B3CAB111F223D2A7109E92D209FC36249D8925E63475F1AEDF95248BF82CC802D174D925D64CB4FB682642B48B6CEF991EF61829BF6E272E70151488E62C7CE287118797E881843666162234DE48D17F1747AFE2077A17393F0DEB481E37AE828FBE2D8A12F83F10E14378B4ECD9F30993C40BE80642B75925B5F5187EFC8D017E257E237E4012C6AA345AE36DA58780F93E15DE23EF2C24B621579133616203B2C4047390D623B8952FB0CADA0E4C021C6031D10F7CA6C0C8A3BC46BEFF84DC99FC8A163E2119116477F213F80F72EB1B8EB069E42F409DE8928C3A291EBA88F5C238EA13E0E93BB85F76E15935320F68AF3ED7D8362EC1D721FC6F58B37D5FF48C6A4412C22E334FE0E748A88F691308A7BD061501CCD207D3EF1081A8A5F4126AE22397CFFC3348E0DD7E0611248A362FDA882479A481263C86482AE2E142B622F0A9D7F52C2A1557092129D5274BBD274FBD2D3589456F125DD97ED0FD92EAEF5C8273F01FF62B035EBC83396C0BDCEC9420391DB753F3C27DF38E35477784A6C01C8123B72880D3C8CF6BC8B68AFE52EB76FE9B1A388F32A7A6ED9A197566F33552FA54F39B7A54BF55597EBA546DFC92F4EAD1A8091229871065D4108C4C97D76663E461CC15F4958F13F

 

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2 hours ago, Gammos said:

-When you EX down, assuming your IOs are attuned, but the power isn't available at that level, do you still receive the IO benefit/set bonus?

The rules are a bit complicated. 

 

If it's a one-off bonus (like the 3% defence enhancements), it'll work as long as you have access to that power. 

 

The set bonus level is also relevant. It's lowest level minus three, so if it's a level 20-50 enhancement, the set bonus kicks in from level 17. The power also has to be useable. 

 

Purple IOs break the rules and the bonuses scale all the way down to level 1. 

2 hours ago, Gammos said:

- I'm deciding between Aura of Confusion or Total Domination. Shouldn't Confuse with the contagious confusion proc be enough for a pseudo sub for AoC?

Personally, I like the confuse effect in general. Total Domination is good if you like holds. The CC proc in Confuse is pretty nice, though. Totally up to you. However not picking one of them earlier will severely impact your survivability if you do exemp; they're both panic-button powers that basically turn off all incoming damage from anything below a boss for your whole team. 

2 hours ago, Gammos said:

-Are there any mobs you pro Forts avoid? Anything end-draining can potentially have me by the throat. 

 

Nemesis have fairly high mez resistance and are generally annoying. Rularuu mobs are a pain in the bum. Generally, the Shadow Shard is bad news for forts. Toxic damage is a bit of a weak point because it's not covered by the scaling resists but that's only really relevant in the sewer bit in Apex (or Tin Mage?).  

 

Confuse the sappers!

2 hours ago, Gammos said:

-Is 55% Accuracy and 127.1% +To-Hit to not need CT: Offensive?

Personally, I don't take it. It's a one-slot wonder, so if you want to shove it in as a late power choice, I don't think you could go wrong with it.

2 hours ago, Gammos said:

I welcome all feedback!

Honestly, it looks solid. Your low level attack chain will be a bit chaotic if you do things like low level task forces, but that's not unusual. I wouldn't bother with the fighting pool - you're using up two power picks for S&L resistance. 

 

I like having a fully intact separate melee and ranged attack chain - redraw is something that you'll either hate or barely notice, but it's worth mentioning. 

 

Welcome to the dark side!

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Quote

If it's a one-off bonus (like the 3% defence enhancements), it'll work as long as you have access to that power. 

 

The set bonus level is also relevant. It's lowest level minus three, so if it's a level 20-50 enhancement, the set bonus kicks in from level 17. The power also has to be useable. 

 

Purple IOs break the rules and the bonuses scale all the way down to level 1. 

 

Ok thank you for the clarification. It's been a long long time lol

 

Quote

Personally, I like the confuse effect in general. Total Domination is good if you like holds. The CC proc in Confuse is pretty nice, though. Totally up to you. However not picking one of them earlier will severely impact your survivability if you do exemp; they're both panic-button powers that basically turn off all incoming damage from anything below a boss for your whole team. 

 

Noted, I'll see if I can pick one of them up earlier for when I ex down!

 

Quote

Confuse the sappers!

 

Mannn those guys...Yes that's what I gotta do be one drained me in like 2 hits haha

 

Quote

Personally, I don't take it. It's a one-slot wonder, so if you want to shove it in as a late power choice, I don't think you could go wrong with it.

 

Yes I'm on the same page, I think I should be ok without it on a premium build. 

 

 

Quote

Honestly, it looks solid. Your low level attack chain will be a bit chaotic if you do things like low level task forces, but that's not unusual. I wouldn't bother with the fighting pool - you're using up two power picks for S&L resistance. 

 

I like having a fully intact separate melee and ranged attack chain - redraw is something that you'll either hate or barely notice, but it's worth mentioning. 

 

 

You don't think it's worth it for the extra ~20%? I'll do some test without it toggled on in Beta and see if I can do without it. Maybe I'll be able to dip into other power or ancillary pools then haha. Thanks again for your feedback!

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10 hours ago, Gammos said:

You don't think it's worth it for the extra ~20%? I'll do some test without it toggled on in Beta and see if I can do without it. Maybe I'll be able to dip into other power or ancillary pools then haha. Thanks again for your feedback!

I think my build has higher base resists but slightly lower overall defence. 

 

I think it slightly depends on your playstyle - personally, I don't think it's a problem that needs solving. I can solo AVs on my fortunado, so they do survive quite well enough on just high defence. You'll be relying on inspirations for heals, but that's what they're for so that doesn't bother me overly. 

 

I'd be a bit concerned about the constant endurance drain of Tough; fortunatas haemorrhage endurance, even on a well made build. 

 

I've just noticed you don't have a travel power - the P2W vendors have a couple of flight powers, if you need one, although they do cause power lockout. 

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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5 hours ago, Gulbasaur said:

I think my build has higher base resists but slightly lower overall defence. 

 

I think it slightly depends on your playstyle - personally, I don't think it's a problem that needs solving. I can solo AVs on my fortunado, so they do survive quite well enough on just high defence. You'll be relying on inspirations for heals, but that's what they're for so that doesn't bother me overly. 

 

I'd be a bit concerned about the constant endurance drain of Tough; fortunatas haemorrhage endurance, even on a well made build. 

 

Ok perfect that makes sense! Yes they use endurance like a bottomless pit. I did some testing last night and I realized I don't need tough to survive. I'm going to swap out that power pool and test some other options out. First i'll see how AoC and aid self work in this build. Maybe try an APP next...or even Teleport pool... *starts tinkering*

 

Quote

I've just noticed you don't have a travel power - the P2W vendors have a couple of flight powers, if you need one, although they do cause power lockout. 

 

Yes that was intentional. I use Ninja run, sprint and movement bonuses to get places in a zippy manner. I also get jetpacks for vertical movement. I may not have added them to the build. I tested with SS at one point and I didn't feel it was necessary with all the new travel options available. These days almost everyone has a team TP option haha.

 

Thanks again for your expertise!

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Alright, so I tweaked the build a bit and settled on this build I'm bringing to live. I ended up taking both Total Dom and Aura of Confusion because they ended up being amazing panic buttons lol. My last two powers were kind of placed there since I didn't have anything else I really wanted. Mystic Flight because I needed some vertical movement and Vengeance to help the team in case of opportunity. I'm looking forward to bringing this to live! 

 

Spoiler

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Blood Money Final Hybrid: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Leaping
Power Pool: Sorcery

Hero Profile:
Level 1: Telekinetic Blast

  • (A) Force Feedback - Chance for +Recharge
  • (3) Explosive Strike - Chance for Smashing Damage
  • (3) Gladiator's Javelin - Chance of Damage(Toxic)
  • (5) Gladiator's Javelin - Accuracy/Damage

Level 1: Combat Training: Defensive

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

Level 2: Strike

  • (A) Crushing Impact - Accuracy/Damage/Endurance
  • (9) Crushing Impact - Damage/Endurance/Recharge
  • (9) Crushing Impact - Accuracy/Damage
  • (11) Crushing Impact - Damage/Endurance
  • (11) Crushing Impact - Damage/Recharge
  • (13) Mako's Bite - Chance of Damage(Lethal)

Level 4: Subdue

  • (A) Trap of the Hunter - Chance of Damage(Lethal)
  • (17) Apocalypse - Chance of Damage(Negative)
  • (17) Apocalypse - Damage/Endurance
  • (19) Apocalypse - Accuracy/Damage/Recharge

Level 6: Tactical Training: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (19) Luck of the Gambler - Defense
  • (21) Luck of the Gambler - Defense/Endurance
  • (21) Luck of the Gambler - Defense/Endurance/Recharge
  • (23) Luck of the Gambler - Endurance/Recharge

Level 8: Follow Up

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

Level 10: Indomitable Will

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (27) Unbreakable Guard - +Max HP

Level 12: Dominate

  • (A) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (29) Gladiator's Javelin - Chance of Damage(Toxic)
  • (29) Apocalypse - Damage
  • (31) Gladiator's Net - Chance of Damage(Lethal)

Level 14: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (31) Unbounded Leap - +Stealth

Level 16: Psychic Scream

  • (A) Superior Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize
  • (31) Annihilation - Chance for Res Debuff
  • (33) Annihilation - Accuracy/Damage
  • (33) Annihilation - Damage/RechargeTime
  • (33) Annihilation - Accuracy/Damage/RechargeTime

Level 18: Lunge

  • (A) Touch of Death - Chance of Damage(Negative)
  • (34) Superior Dominion of Arachnos - Damage/Recharge
  • (34) Superior Dominion of Arachnos - Accuracy/Damage
  • (34) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge
  • (36) Superior Dominion of Arachnos - Accuracy/Damage/Recharge
  • (36) Superior Dominion of Arachnos - Damage/Endurance/Recharge

Level 20: Mask Presence

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

Level 22: Foresight

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (36) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (37) Reactive Defenses - Defense
  • (37) Steadfast Protection - Resistance/+Def 3%

Level 24: Mind Link

  • (A) Reactive Defenses - Scaling Resist Damage
  • (37) Reactive Defenses - Defense/RechargeTime
  • (39) Reactive Defenses - Endurance/RechargeTime
  • (39) Reactive Defenses - Defense/Endurance
  • (39) Reactive Defenses - Defense
  • (40) Reactive Defenses - Defense/Endurance/RechargeTime

Level 26: Total Domination

  • (A) Gladiator's Net - Chance of Damage(Lethal)
  • (40) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (40) Unbreakable Constraint - Chance for Smashing Damage
  • (42) Neuronic Shutdown - Chance of Damage(Psionic)
  • (42) Unbreakable Constraint - Accuracy/Recharge

Level 28: Confuse

  • (A) Coercive Persuasion  - Contagious Confusion

Level 30: Tactical Training: Leadership

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

Level 32: Psychic Wail

  • (A) Superior Spider's Bite - RechargeTime/Global Toxic
  • (45) Superior Spider's Bite - Accuracy/Damage/RechargeTime
  • (45) Superior Spider's Bite - Accuracy/Damage
  • (46) Scirocco's Dervish - Chance of Damage(Lethal)

Level 35: Tactical Training: Assault

  • (A) Endurance Reduction IO

Level 38: Spin

  • (A) Armageddon - Chance for Fire Damage
  • (46) Fury of the Gladiator - Chance for Res Debuff
  • (46) Scirocco's Dervish - Chance of Damage(Lethal)
  • (48) Obliteration - Chance for Smashing Damage
  • (48) Armageddon - Accuracy/Recharge
  • (50) Armageddon - Damage/Endurance

Level 41: Psionic Tornado

  • (A) Force Feedback - Chance for +Recharge
  • (48) Annihilation - Chance for Res Debuff
  • (50) Annihilation - Accuracy/Damage
  • (50) Annihilation - Damage/RechargeTime

Level 44: Aura of Confusion

  • (A) Malaise's Illusions - Chance of Damage(Psionic)

Level 47: Mystic Flight

  • (A) Flight Speed IO

Level 49: Tactical Training: Vengeance

  • (A) Kismet - Accuracy +6%

Level 1: Conditioning | Hidden 


Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance
  • (13) Numina's Convalesence - +Regeneration/+Recovery
  • (15) Miracle - +Recovery
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (15) Performance Shifter - EndMod
Level 1: Prestige Power Dash
  • (A) Empty
Level 1: Prestige Power Slide
  • (A) Empty
Level 1: Prestige Power Quick
  • (A) Empty
Level 1: Prestige Power Rush
  • (A) Empty
Level 1: Prestige Power Surge
  • (A) Empty
Level 4: Ninja Run 

Level 50: Ageless Core Epiphany 
Level 50: Musculature Core Paragon 
Level 50: Ion Core Final Judgement 
Level 50: Reactive Radial Flawless Interface 
Level 50: Assault Core Embodiment 
------------
------------

 

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@Gammos Your final build looks pretty similar to mine. I use my Fort as something of a Stalker/Dom hybrid, a role it's very well suited for. My setup isn't as pricey as yours but that's just a personal choice thing. I don't like spending more than 10-20 million on any given build.

A couple of comments on what you've got:

  1. Quote

     

    • I'd skip Psychic Scream altogether. It's not a bad power but I found the damage to be underwhelming, especially for its animation time. Same thing with Psionic Tornado.

     

    • Spin is a great PBAoE and it comes up super early in a Widow's set. You might want to consider moving it to an earlier level so you'll have it when exemp'd further down.

     

    • Mind Link on a Fort can be kinda meh. The Recharge is much longer than the Night Widow version and you really don't need it to cap your defenses. It's a nice team utility but you could stand to put it off until a little later.

     

    • With some power shuffling, you can pick up Aid Self. If you're good just using insps that's cool but I prefer having an actual self-heal on Defense based characters. I went a little further and got Resuscitate in case somebody on the team goes down. After I use them for Vengeance bait, of course😎

     

     

Those are just my personal preferences. Hope you have fun with your setup!


 

You wanna play Peacebringer?😒  Fine, but at least check out this guide first: Peacebringers STILL SUCK!!! (v. 1.1)

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Thanks for your feedback! 

 

Quote
  • I'd skip Psychic Scream altogether. It's not a bad power but I found the damage to be underwhelming, especially for its animation time. Same thing with Psionic Tornado.

 

  • Spin is a great PBAoE and it comes up super early in a Widow's set. You might want to consider moving it to an earlier level so you'll have it when exemp'd further down.

 

So I kept those within the build for the soft control aspects (- recharge etc.). I may end up switching out one day however. Spin is awesome indeed. I can probably switch the places of Psychic Scream (16) and Spin (38). Good idea! 

 

Quote

 

With some power shuffling, you can pick up Aid Self. If you're good just using insps that's cool but I prefer having an actual self-heal on Defense based characters. 

 

I thought about getting Aid Self at some point. If I find myself on the ground too often, then i'll respec it in. Much appreciated! 

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On 7/29/2022 at 9:34 AM, Gammos said:

Questions:

 

 

- I'm deciding between Aura of Confusion or Total Domination. Shouldn't Confuse with the contagious confusion proc be enough for a pseudo sub for AoC?

 

 

Between the two, AoC. Its an offensive and defensive skill. It has longer duration than TD as well. Use AoC before engaging to avoid alpha strike, or during a rough spot to help survive.

 

 

Quote

-Are there any mobs you pro Forts avoid? Anything end-draining can potentially have me by the throat. 

 

 

Rularuu and longbow are tough. Arachnos, and any -Def mobs can be tough but very doable.

 

Quote

-Is 55% Accuracy and 127.1% +To-Hit to not need CT: Offensive?

 

I love CT: Offensive but all my Fort builds well off without it.

 

Quote

You don't think it's [Fighting Pool] worth it for the extra ~20%? I'll do some test without it toggled on in Beta and see if I can do without it. Maybe I'll be able to dip into other power or ancillary pools then haha. Thanks again for your feedback!

 

For -Def mobs, having Touch/Weave is great, in my experience.

 

I just came back to my Fort after some time away and changed his build back to a Max Defense - incarnate content, and -acc debuff build. And its got to be one of the safest builds I've played. It doesn't have to lean into confuse powers.

 

If you want to feel strong against -def debuffs build as much defense as possible. I'm not on my main comp at the moment, but my build is running around (I think...) 63% ranged/AoE, and ~66% melee defenses. Couples with dark epic pool for -acc in dark obliteration, and just for the hell of stacking -acc from darkest night + running the degen(?) interface applying further -acc. 

 

I'm loving the above set-up vs the little fluffier versions that laid more into controls.

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There are powers that are worth procs and powers that are not worth procs.

 

The starter attacks have low cool down so you are going to get very low proc chances off those. Those are better left for set bonuses and you can fit at least 1 if not two of the ATOs in those early picks that have low cooldowns.

 

There is that conventional wisdom that long cast time = bad. That's only half the story. Look at Psi scream vs Psi Nado. What's the cone size on scream and damage on it? What's the radius on Psi Nado?  What's the radius on Spin? The fact that Psi Nado can also slot a force feedback proc makes it an absolute no brainer for me if I had to choose between scream and nado.

 

While we are talking about force feedback procs and the recharge it gives you, your build needs mind link to achieve softcap defense vs all positions. The force feedback proc in Telek Blast gives you a false impression that mind link has an 89 second cool down. Turn the green dot off on Telek blast and you will see that mind link actually recharges in 127 seconds. You need a lot more recharge to get to perma mind link, if that's what you are going for.

 

But all that recharge is completely neutered the moment something applies -recharge debuff on you. Don't skimp on slow resist especially if you are not taking hasten to act as a -rech buffer. You may not encounter slows all the time but when you do you'll have a real bad day without any buffers/slow resist.

 

Finally you need to understand the fundamentals of proc builds. Those builds need a few things to function:

 

1 - Enough global Recharge to make up for the lack of recharge slotting in powers that you plan to proc

2 - Enough ACC or to hit bonuses to make up for the lack of ACC slotting in powers that you plan to proc

3 - Good enough endurance management to make up for the lack of endurance reduction in powers you plan to proc

 

You NEED set bonuses to hit some of those goals. To slot every power with procs without a way to compensate for the above 3 factors is a bad idea. There's a lot of synergy with a fortunata build that makes fitting in all those easier:

 

More global recharge means Mind link recharges faster. If made perma it gives you both survival and to hit. When you add the to hit bonuses from leadership and followup, and various +acc bonuses that you can pick up through slotting sets (most notably purple sets that offer 15% global acc), you can take care of both items 1 and 2.

 

End management is much tougher, especially if you choose to take the fighting pool and all the toggles and/or the actual leadership pool to double stack maneuvers/assault/tactics. Easy way out is to drop those toggles/power picks. Second tip is to be selective about what you proc and how many procs you fit in those powers.

 

You can also pick up medicine pool for the self heal and field medic. With the latter the self heal will also give you endurance back. This is not a pool that's used by a lot of people but for forts it hits a sweet spot.

 

Understanding what you build needs, having a build plan and then executing with cohesiveness and synergy is important to constructing good builds.

 

Here's my build, take a look at my slotting decisions/methods. I know you might not have the budget to get there now but it's for your reference. P.S. field medic is a dead last pick because this is a level 50 build and aid self doesn't care what level you got field medic, only that you have it. So the last time I checked, it will still give you endurance even if you are exemped.

 

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

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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
Power Pool: Medicine
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Poison Dart -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Dmg/Rchg(3), SprSpdBit-Acc/Dmg/Rchg(3)
Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(5)
Level 2: Strike -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprSpdBit-Dmg/EndRdx/Rchg(7), SprSpdBit-Acc/Dmg/EndRdx/Rchg(7), SprSpdBit-Rchg/Global Toxic(9)
Level 4: Mystic Flight -- WntGif-ResSlow(A)
Level 6: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(13), ShlWal-Def(15), ShlWal-ResDam/Re TP(15)
Level 8: Follow Up -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/Rchg(17), Hct-Dmg/EndRdx(17), Hct-Dam%(19), GldStr-%Dam(19), GssSynFr--Build%(21)
Level 10: Indomitable Will -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(21), UnbGrd-Max HP%(23), UnbGrd-ResDam/EndRdx(23)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 14: Spin -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Acc/Dmg/Rchg(25), SprDmnofA-Dmg/EndRdx/Rchg(25), SprDmnofA-Acc/Dmg/EndRdx/Rchg(27), SprDmnofA-Rchg/DmgFear%(27), FuroftheG-ResDeb%(29)
Level 16: Dominate -- SprEnt-Acc/Hold(A), SprEnt-Acc/Hold/End(29), SprEnt-Rchg/AbsorbProc(31), UnbCns-Dam%(31), Dmg-I(31), Dmg-I(48)
Level 18: Psionic Tornado -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), Bmbdmt-+FireDmg(33), Ann-ResDeb%(34), FrcFdb-Rechg%(34)
Level 20: Mask Presence -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34)
Level 22: Foresight -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36)
Level 24: Mind Link -- RedFrt-Def/Rchg(A), Rct-Def/Rchg(37), AdjTrg-ToHit/Rchg(37)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 28: Aid Other -- Prv-Absorb%(A)
Level 30: Aid Self -- IntRdx-I(A), Pnc-Heal/EndRedux(39), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(40)
Level 32: Psychic Wail -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(42), Arm-Dmg/EndRdx(42), Arm-Dam%(42)
Level 35: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(43), Apc-Dam%(45), Dcm-Build%(45)
Level 38: Aura of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(45), CrcPrs-Acc/Conf/Rchg(46), CrcPrs-Acc/Rchg(46), CrcPrs-Conf/EndRdx(46), CrcPrs-Conf%(47)
Level 41: Tactical Training: Leadership -- HO:Cyto(A)
Level 44: Dark Obliteration -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(47), Rgn-Acc/Rchg(47), Rgn-Dmg/EndRdx(48), Rgn-Knock%(48)
Level 47: Confuse -- HO:Endo(A)
Level 49: Field Medic -- RechRdx-I(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+(9), NmnCnv-Regen/Rcvry+(11)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(11), PwrTrns-+Heal(13)
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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Edited by Nemu

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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On 7/31/2022 at 3:46 PM, Harakh said:

 

Between the two, AoC. Its an offensive and defensive skill. It has longer duration than TD as well. Use AoC before engaging to avoid alpha strike, or during a rough spot to help survive.

 

 

 

 

Rularuu and longbow are tough. Arachnos, and any -Def mobs can be tough but very doable.

 

 

I love CT: Offensive but all my Fort builds well off without it.

 

 

For -Def mobs, having Touch/Weave is great, in my experience.

 

I just came back to my Fort after some time away and changed his build back to a Max Defense - incarnate content, and -acc debuff build. And its got to be one of the safest builds I've played. It doesn't have to lean into confuse powers.

 

If you want to feel strong against -def debuffs build as much defense as possible. I'm not on my main comp at the moment, but my build is running around (I think...) 63% ranged/AoE, and ~66% melee defenses. Couples with dark epic pool for -acc in dark obliteration, and just for the hell of stacking -acc from darkest night + running the degen(?) interface applying further -acc. 

 

I'm loving the above set-up vs the little fluffier versions that laid more into controls.

 

Solid points! Thanks for the feedback! Arachnos are definitely a pain!

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Quote

The starter attacks have low cool down so you are going to get very low proc chances off those. Those are better left for set bonuses and you can fit at least 1 if not two of the ATOs in those early picks that have low cooldowns.

 

Thats a point I forgot to really take into consideration. I was basing it off of the numbers I was seeing from Mids. 

 

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There is that conventional wisdom that long cast time = bad. That's only half the story. Look at Psi scream vs Psi Nado. What's the cone size on scream and damage on it? What's the radius on Psi Nado?  What's the radius on Spin? The fact that Psi Nado can also slot a force feedback proc makes it an absolute no brainer for me if I had to choose between scream and nado.

 

That's true, i'll be keeping it! 

 

 

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While we are talking about force feedback procs and the recharge it gives you, your build needs mind link to achieve softcap defense vs all positions. The force feedback proc in Telek Blast gives you a false impression that mind link has an 89 second cool down. Turn the green dot off on Telek blast and you will see that mind link actually recharges in 127 seconds. You need a lot more recharge to get to perma mind link, if that's what you are going for. 

 

But all that recharge is completely neutered the moment something applies -recharge debuff on you. Don't skimp on slow resist especially if you are not taking hasten to act as a -rech buffer. You may not encounter slows all the time but when you do you'll have a real bad day without any buffers/slow resist.

 

I'll look into it and adjust! 

 

 

Finally you need to understand the fundamentals of proc builds. Those builds need a few things to function:

Quote

 

1 - Enough global Recharge to make up for the lack of recharge slotting in powers that you plan to proc

2 - Enough ACC or to hit bonuses to make up for the lack of ACC slotting in powers that you plan to proc

3 - Good enough endurance management to make up for the lack of endurance reduction in powers you plan to proc

 

You NEED set bonuses to hit some of those goals. To slot every power with procs without a way to compensate for the above 3 factors is a bad idea. There's a lot of synergy with a fortunata build that makes fitting in all those easier:

 

More global recharge means Mind link recharges faster. If made perma it gives you both survival and to hit. When you add the to hit bonuses from leadership and followup, and various +acc bonuses that you can pick up through slotting sets (most notably purple sets that offer 15% global acc), you can take care of both items 1 and 2.

 

 

I'll need some real world experience with the build to be able to observe and fine tune things to fix holes. This is great thinking.

 

 

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End management is much tougher, especially if you choose to take the fighting pool and all the toggles and/or the actual leadership pool to double stack maneuvers/assault/tactics. Easy way out is to drop those toggles/power picks. Second tip is to be selective about what you proc and how many procs you fit in those powers.

 

I picked up Ageless as a way to help deal with Endurance and recharge speed. Which is where my thinking was for getting ML to perma status. I could be off however!

 

 

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You can also pick up medicine pool for the self heal and field medic. With the latter the self heal will also give you endurance back. This is not a pool that's used by a lot of people but for forts it hits a sweet spot.

 

Honestly I never even looked into Field Medic! I'm in shock because that's such an amazing power and I could definitely fit it into my build somehow.

 

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Here's my build, take a look at my slotting decisions/methods. I know you might not have the budget to get there now but it's for your reference. P.S. field medic is a dead last pick because this is a level 50 build and aid self doesn't care what level you got field medic, only that you have it. So the last time I checked, it will still give you endurance even if you are exemped.

 

 

Thank you for your feedback! I appreciate you taking the time to lay all those points out. I will look into your build and gain some playtime with my Fort so I can see where the room for improvement is, and what powers I've chosen that are kind of unecessary. Thanks again!

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Other people have covered the Endurance and Recharge points but I wanna give my recommendations.

 

Obviously, the +Recovery procs are a good idea. Being a budget builder, I usually don't invest the funds in Panacea. Instead, I just grab Miracle and a Numi. Combined with the SoA inherent and decent slotting in Stamina (Performance Shifter proc + 2 or 3 EndMod pieces of whatever set), my build only has to be careful about blue bar when I'm spamming AoEs. Also, don't neglect +Recovery set bonuses. I get mine from 2 slotting Gift of the Ancients in the various Defense toggles. I haven't messed around with Field Medic but having a power that restores End on demand isn't a bad look.

 

In regard to slows, I usually try to approach it in the most slot efficient way I can think of. If you can manage to get your hands on one, the Winter's Gift unique IO is a great way to easily jam an extra 20% slow resist into any build with a travel power. I stack that with 3 pieces of Synapse's Shock for another 10% resist. Keep in mind, having softcapped Defense means you're much less likely to get hit by slows in the first place (Unless you're dealing with mobs that have a lot of Psi-based powers) so it's usually not a huge concern.

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