Nemeros

Apprentice
  • Posts

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  1. strike vs swipe, well the 2 power got nearly the same DPA but for single target you got a good chain that is : follow up, focus, slash, strike. => begin again.

    swift vs hurle, a mather of taste though with Super speed you will want those vertical bonus that give hurdle and CJ.

    Boxing vs kick, you don't care you won't use those 2 power. Just look at it if you want a particular set of invention.


    The last 4 power in the build proposed are somewhat not core ones.
    You can remove one of em to take shockwave.
    If you need more slot remove the slot that are in the passive resist power.
  2. On a defensive set, 2,9% def from 1 slotted power is more that good.

    It's by adding those small def bonus that you got a big bonus.
    Cloaking device + cj + steafast = 8.8%def.


    While i'm agree, for low lvl that CT:O will help you a lot, past SO it's really a waste of power / slot when you got acces to CT: L.

    Even CT: L could be easely skipped if got some set / frenkenslotting. (but till it's buffing your team and give some nice bonus, it's a good pick).
  3. i love spine, and for the secondary, i tried several but i really like invul too.

    So spine/invul !
  4. [ QUOTE ]
    Actually, with katana I am looking at closer to 70% lethal and soft-capped melee That's why i was considering forgoing weave and tough in the first place.

    [/ QUOTE ]

    the question that i would look forward is :
    what will protect you more ? soft cap S/L or softcap melee + lethal ?

    Hard question to answer. What i know is in high end, all big melee attack got a component of Smashing or letheal.

    As for ranged attack, some got lethal component and some got smashing (energi for exemple). Pure elementhal attack are pretty rare (except in AE).

    Did you ever planned a build without divine avalanche ?

    It might be not worth it though.
  5. Hello,

    For invul if you can take all but unstopable, i would consider to take unsto and remove the passive F/C.

    You will be able to put in it the same set, and it will be a great asset when you need it.
  6. [ QUOTE ]
    Aid Self will increase your survivability by more than Tough/Weave, but it will reduce your offense as well due to the very long activation time. The interruption isn't an issue in my opinion, my /Elec Brute had no problems firing it off and it barely had defense at all.

    If you want I could do the math and see the difference if you give me your current numbers (mid's build or just defense, resist and regen numbers).

    [/ QUOTE ]

    Hello,

    I would be really interested to see that aid self will increase really more your survivabillity than though/weave (=> soft cap S/L def with 1 foe, 35%+ def to E/N for exemple)

    Because Weave will bring your def where you couldn't go with aid self. And when you arn't hitted there's no need to heal yourself.

    Top of that whith though you will near cap your S/L resist. (that's a good asset since you already have 50% or so basic resistance to S/L, upping you survivabilty by a great %)

    The only time where it will be more usefull, will be when you get heavy def debuffed or vs psy attack (toxic too i guess).

    edit : i argumented with the idea of an IO build. If you still lvling and just put some SO, i'd say definitvly : aid self.
  7. Nemeros

    Fortunata farmer

    rech = base recharge / (1 +( sum %rech)/100)

    So let's say that you got a power that got 360sec base recharge.
    You ench it with 3 SO rech for 95% recharge.
    You got hasten 70%.
    You got enough global recharge for perma-hasten (something like 107% ?) : 107%

    sum %rech = 95+70+107 = 212
    so,
    rech = 360 / (1 + (212/100))
    rech = 115 sec.
  8. Nemeros

    melee fortunata

    hmm yes i try to make the build now with :
    spin
    psy tornado
    the 2 confuse
    poison dart, strike, lundge, dominate
    the nuke
    Medecine pool.


    I'm near to find the good combination, softcapping melee/ranged yet but i got a hole in aoe.

    I'll post an update when i got it done.
  9. Nemeros

    melee fortunata

    [ QUOTE ]
    You don't want to skip Foresight, Mind Link, Maneuver. If you are taking Mask, then take Aim. If you don't plan on having stealth, then I would try Follow Up.

    [/ QUOTE ]

    I through on fortuna you was able to take follow up AND aim ?
  10. Nemeros

    melee fortunata

    and for the ones that are making some melee fortuna (team / solo oriented), may you post your power selection at least ?
  11. Nemeros

    melee fortunata

    for the confuse yeah i can't decide myself...
    In fact the cast time of the single version make me freighten ...

    For psy tornado, yup could replace spin.
  12. Nemeros

    melee fortunata

    hello,

    I'm going soon to make a fortunata.

    I would like to make her melee till i don't really like ranged toon.


    My goal for the build is first to put some +deff, then regen and if i got enough time / money i'll add the lotg.

    Though i think i'll never put the lotg + rech.

    Anyway i never builded a fortunata, so any tips are welcome for the slot or the power.

    I just maked this build after reading forums, and with my experience of scrapper / troller.

    Though i really wanted to take subdue (root is handy) but i don't find slot / place to take it.


    To summ up :
    45% def melee / ranged
    40% aoe.
    280% regen.

    For the global rech it's 70% well like if hasten was up.
    But i think i'll have only 20-30% global.

    Anyway the build won't change much without the lotg +rech, till 2 lotg give 10% regen.

    Any comment appreciate

    [ QUOTE ]

    Villain Plan by Mids' Villain Designer 1,401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

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

    Villain Profile:
    Level 1: Poison Dart -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(9), Thundr-Dmg/Rchg:39(11), Thundr-Acc/Dmg/Rchg:39(11), Thundr-Acc/Dmg/EndRdx:39(13), Thundr-Dmg/EndRdx/Rchg:39(13)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(3), DefBuff-I:40(3)
    Level 2: Strike -- C'ngImp-Acc/Dmg:39(A), C'ngImp-Acc/Dmg/Rchg:39(17), C'ngImp-Acc/Dmg/EndRdx:39(17), C'ngImp-Dmg/EndRdx/Rchg:39(37), C'ngImp-Dmg/Rchg:39(40)
    Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+:40(A), LkGmblr-Def/EndRdx:40(5), S'dpty-Def/EndRdx:40(5), S'dpty-Def:40(7)
    Level 6: Combat Jumping -- Zephyr-Travel:39(A), Zephyr-Travel/EndRdx:39(7), Zephyr-ResKB:39(9), LkGmblr-Rchg+:39(50)
    Level 8: Follow Up -- C'ngImp-Acc/Dmg:39(A), C'ngImp-Dmg/Rchg:39(42), C'ngImp-Acc/Dmg/Rchg:39(43), C'ngImp-Acc/Dmg/EndRdx:39(43), C'ngImp-Dmg/EndRdx/Rchg:39(43)
    Level 10: Indomitable Will -- EndRdx-I:40(A)
    Level 12: Lunge -- C'ngImp-Acc/Dmg:39(A), C'ngImp-Dmg/EndRdx/Rchg:39(45), C'ngImp-Dmg/Rchg:39(45), C'ngImp-Acc/Dmg/Rchg:39(45), C'ngImp-Acc/Dmg/EndRdx:39(46)
    Level 14: Super Jump -- Zephyr-Travel:39(A), Zephyr-Travel/EndRdx:39(15), Zephyr-ResKB:39(15)
    Level 16: Hurdle -- Jump-I:40(A)
    Level 18: Health -- Numna-Regen/Rcvry+:39(A), RgnTis-Regen+:30(19), Numna-Heal:39(19)
    Level 20: Stamina -- P'Shift-EndMod:39(A), P'Shift-EndMod/Rchg:39(21), P'Shift-EndMod/Acc:39(21), P'Shift-End%:39(23)
    Level 22: Foresight -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(23), DefBuff-I:40(25), S'fstPrt-ResDam/Def+:30(25)
    Level 24: Dominate -- Decim-Acc/Dmg:39(A), Decim-Dmg/EndRdx:39(46), Decim-Dmg/Rchg:39(46), Decim-Acc/EndRdx/Rchg:39(48), Decim-Acc/Dmg/Rchg:39(48), Dev'n-Acc/Dmg/EndRdx/Rchg:39(50)
    Level 26: Mind Link -- LkGmblr-Def/Rchg:40(A), RedFtn-Def/Rchg:40(27), GftotA-Def/Rchg:40(27), S'dpty-Def/Rchg:39(50)
    Level 28: Spin -- Oblit-Dmg:39(A), Oblit-Acc/Rchg:39(29), Oblit-Dmg/Rchg:39(29), Oblit-Acc/Dmg/Rchg:39(31), Oblit-Acc/Dmg/EndRdx/Rchg:39(31), Oblit-%Dam:39(34)
    Level 30: Mask Presence -- LkGmblr-Rchg+:39(A), LkGmblr-Def/EndRdx:40(31)
    Level 32: Psychic Wail -- Sciroc-Acc/Dmg:39(A), Sciroc-Dmg/EndRdx:39(33), Sciroc-Dmg/Rchg:39(33), Sciroc-Acc/Rchg:39(33), Sciroc-Acc/Dmg/EndRdx:39(34), M'Strk-Dmg/Rchg:39(34)
    Level 35: Aim -- GSFC-ToHit:39(A), GSFC-ToHit/Rchg:39(36), GSFC-ToHit/Rchg/EndRdx:39(36), GSFC-Rchg/EndRdx:39(36), GSFC-ToHit/EndRdx:39(37), GSFC-Build%:39(37)
    Level 38: Aura of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(39), CoPers-Acc/Conf/Rchg:50(39), CoPers-Conf/EndRdx:50(39), CoPers-Acc/Rchg:50(40), CoPers-Conf%:50(40)
    Level 41: Hasten -- RechRdx-I:40(A), RechRdx-I:40(42), RechRdx-I:40(42)
    Level 44: Tactical Training: Assault -- EndRdx-I:40(A)
    Level 47: Assault -- EndRdx-I:40(A), EndRdx-I:40(48)
    Level 49: Tactical Training: Vengeance -- DefBuff-I:40(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    ------------



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    [/ QUOTE ]
  13. 3 slot. But you might consider a 4th slot to put the proc +end from performence swifter.

    Also check if you putted some end redux in your attack, till it's this that will drain the most of your end.
  14. yeah kinda obselete, a lot of power have been reworked.

    Through the "must have power" and slotting still ok.

    But now you really might consider taking passive power, specialy the ones that give +resist to defDebuff.
  15. hello,

    in the power selection you said that frostbite is junk and don't work well with ice slick.

    I'm agree with this but, btw 2 ice sleek what are you doing ?
    frostbite + AA cover this hole.

    frostbite is also really usefull vs flyer and root is the only really reliable control vs AV =&gt; here comes the usefullness of this single target root (yes frostbite cost a lot of end).


    Shiver or AA i would say like other peeps, take one but not the 2. If you like blapping =&gt; AA else shiver.


    For the rech cap, -75% AA + frostbite cover this.

    On the slottign part, procs ... proc in AA (up to 3 proc) and proc in frostbite .. i like this
  16. hello for the fire/dev build, wouldn't be interesting to repalce fire ball by flare ?

    It have the same animation time, a really shorter recharge, more defiance building and nearly the same dmg ?