Silas

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  1. Daaaaamn, very nice.

    Here's an awful iPhone picture. Blurry enough so that you can't see how dusty my desk is. Feels good man.



    I'll post a proper picture once, (or if >.>), I find my camera charger cable.
  2. Quote:
    Originally Posted by Naloc View Post
    And I only asked for heals twice!
    I find your lack of faith...disturbing.
  3. 100m says you're a mediocre Kin at most.
  4. Silas

    Looking for VG

    Yeah, while Champion is my home server and I love it, if you want to RP you might be better off looking on Virtue. It's the unofficial RP server and as the second most populated server you may have more luck finding an active VG.

    Champion is great but redside is fairly quiet and while I've seen some RPers, they really are the exception rather than the rule.
  5. Make it so.

    Also quick poll: Do you guys think I should include my builds or some example builds with the guides? So people can see how it all comes together? Also then people can laugh at my terribad builds with Brawl slotted etc :3
  6. Besides, a thread wherein it was systematically demonstrated how Shield Charge is way overperforming is hardly the same as someone saying "x AT or powerset can mitigate alpha strikes".

    For the lulz, it should be noted that Shield Charge can mitigate alphas, 20' AoE KD and damage every 30 seconds on an IOd build :3
  7. Hey everyone, just thought I'd do a quick shamless plug for my Fortunata guide I wrote. Link is in sig as part of my series of support guides.

    All feedback welcome
  8. I would go with a Fort or a Mind/Energy Dominator.

    Fort for the reasons stated above, fantastic survivability, good damage, mez protection and team buffs. Great if you want to team a lot.

    Mind/Energy Dom because well, /Psy is a lot more balanced since the changes but it's still an awkward set. You can recolour the Energy stuff to look more psy like and it does great damage now. Mind/Energy would a beast at soloing from very early on.

    A Psy Blaster would be good if you like the playstyle. Problem is, while it's got damage in boatloads, that's basically all it's got. A Dom or Fort would bring enough damage to the table while being much safer to solo/team with.

    Edit: in response to villside depressing you, GR is coming soon so you can always side-switch your character to heroside.
  9. All issues with the Mo badges, be it have or have not, stem from taking them too seriously.
  10. Silas

    Tanker or Brute?

    Quote:
    Originally Posted by Fire_Minded View Post
    You first and biggest Problem with what you just said.

    That your poor and cant afford many Decent IOs...Sorry, but if you need IOs to play, a Brute isnt for you.
    I agree, you don't need IOs to play a Brute. They're nice and can be of fantastic benefit, as with all characters, but they're not a requirement.
  11. Well look if it isn't little Miss Heal Plz

    Protip: I could start it, I've got Usurper on all my characters. You never asked

    Although Fiery does /fail for his going afk for a 30minute wank between every mission, haha.
  12. Well aren't you just delightful.
  13. What you could do is put together a teaming and a solo setup for your second tray.

    So for example, for soloing: Put PBU, Sleet, Heatloss and Benumb in the first 4 slots, right above your first 4 attacks (Ice Bolt, Blast, BiB and Freeze Ray I guess?)

    For teaming, switch your second bar to bar 4 (or whatever number, really) and put PBU in the first slot again so you can easily see it. Put Ice Shield, Glacial Shield and Sleet/Heat Loss in the next slots.

    That way when soloing as you click your attacks you can easily see when PBU/Sleet/Heatloss/Benumb are back up. They're in the rough order of how much you'll be using them while soloing. PBU/Sleet/Heat Loss as often as possible, Benumb for bosses.

    For teaming the second bar lets you keep an eye on PBU as well as reminding you the shields are there

    Ice/Cold does have a lot of options, but you can also really boil it down to the core components.

    Soloing a small spawn: PBU if it's up, Freeze Ray one, drop Sleet (Heat Loss too if it's up), blast away.

    Soloing a boss spawn: Benumb and Freeze Ray the boss (refreshing Freeze Ray when it's recharged), drop Sleet and blast away.

    Soloing a large spawn: Freeze Ray the nastiest thing in it, drop Sleet (Heat Loss too if it's up), drop Ice Storm, blast away.

    Teamed against a small spawn: If shields are up -> PBU (if it's up), drop Sleet/Heatloss, if there's something nasty like a Sapper Freeze Ray it, if there's a boss Benumb it, otherwise blast away.

    If shields are down -> refresh them, then do the above

    Teamed against a big spawn: If shields are up -> PBU (if it's up), Sleet/Heatloss, Benumb the boss if there is one, drop Ice Storm, blast the boss.

    If shields are down -> refresh them then do as above

    The core of it is: Drop debuffs, blast. The only stuff you need to keep an eye on is conditional stuff.

    If PBU is up, use it.
    If Heat Loss is up, use it.
    If there's a boss, Benumb it.

    Profit
  14. Silas

    Tanker or Brute?

    Look at it this way, on a team where you could be looked to to 'tank', a Brute can get the support they need to reach Tanker survivability. There is nothing that can get a Tanker to Brute levels of damage.
  15. Quote:
    Originally Posted by ForumSniper View Post
    His post didn't really imply that, but it might as well have, since it's true.

    I don't imply it. I state it flat out. You don't have to look any further than Siggy's posts in this topic for proof.
    So all pro-SB posters are irrational because Siggy is?

    Right.
  16. Peterbilt, Yeah, oranges are pretty bs compared to purple inspirations for the most part. But for something like a Fortunata who is already at the softcap for all positions, oranges and greens are the only things that'll help your survivability. Don't really need reds with double Assault and Aim, accuracy is high as is, don't need blues if you build well, don't need awakens because with good green/orange use you'll pretty much never die and don't need BFs because you've already got mez protection.

    CL, Ahaha,daaaaamn that would be awesome. Unfortunately while I do have a Crab, I never play him. I liked all the pets and AoE but god the pets are so sloowwwww. I've toyed with the idea of respeccing him into a Bane build though, since then he'd be lolmelee but not really, with lots of -res, team buffing and good ST damage.

    Neuronia, Yeah, Forts really are awesome. Great package deal. Only downside is they can be pricey to kit out well enough to do them justice.

    Trev, I've tried out an AoE heavy build myself for my Fort because it is appealing, I just found it wasn't to my liking. It's perfectly viable and is still monstrous teamed or solo, I just think this way is a more effective way to build one. Crabs are the AoE VEATs . Honestly, I'm sure you could build a Fort that does everything I recommend while also having Psy Scream and/or Tornado, I personally find Dark Oblit and Wail to be enough AoE for my Fort.

    Demobot, I shall expect to see a fully pimped out Fortbot around the Isles presently.

    Amy, pretty and witty and gaaaaaaay
  17. It was a Masters run You can see she got the badge in the screenshot.
  18. Fortunatas, doods. They’re great. And given you can now make VEATs at level 20, you should.

    You may wonder why I would write a Fortunata guide when Forts isn’t Corrs but they totally are! In spirit, at least >.> They’ve got buffs and they kill stuff with blasts. And if that’s not good enough for you well, I hate you and wish misfortune upon you and those you love.

    Keeses :3

    You may also wonder, “I mostly play melee, Silas says mean things about me and buffing people is boring, what do I care?“

    You are in luck, my friend. Just this once, Silas will cater to your needs. Except for that one. I will not wear the mask. We have been over this, honey. It’s degrading.

    Why Fortunatas Totally Rock and You Want One:

    • High damage, fast animating, rarely resisted ranged blasty goodness. While everyone else on the team is complaining about the AV going Unstoppable, cackle and keep blasting away for full damage.

    • Lots of +def for you to softcap yourself and grant significant defense to a team.

    • All of your team buffs require zero effort beyond toggling them on when you log in. The one that requires maintenance buffs you too.

    • Mez protection. It’s awesome.

    • One of your best blasts is also a hold. A good hold too, not like a Petrifying Gaze hold!

    But, more crucially, Fortunatas are awesome for people who don’t normally play support. If you’re (ugh) someone who usually plays melee, Fortunatas are a great character to play.

    If you mostly play Scrappers or Brutes because you like being tough and killing stuff real good: You’ll be very sturdy because of the SR-level defenses, you’l have mez protection and all your team buffs require only that you be there. No clicking on allies, no buffing down the list, nothing. Fortunatas have all the tools to be both ferociously independent but an invaluable asset to a team.

    If you mostly play Tankers because you like being stupidly tough and holding aggro: YOU ARE A LOST CAUSE PLEASE LEAVE AND DO NOT TOUCH ANYTHING ON YOUR WAY OUT

    GO ON

    GET OUT, I’M SERIOUS

    PUT DOMINATE DOWN, YOU CAN’T HAVE IT

    SHOO

    Much better.

    For the purposes of this guide, I’ll be writing it for the way I built my Fortunata. That is to say, for ranged mostly ST damage, team/self buffing with leadership stuff and defense. While you can make a melee Fort, you can make an AoE Fort, you can make a controller Fort, I don’t think it’s the most effective way to build one.

    I will be saying why I skipped the powers that I did, but only briefly. I won’t be discussing Night Widow stuff and me making a Night Widow guide is unlikely because I don’t play one. While Night Widows have the advantages of higher ST DPS and a more easily perma-able Mind Link, I prefer Fortunatas for the ranged damage, the crashless nuke and less resisted damage. As a general rule, Night Widows are better for soloing, Fortunatas are better for teaming.

    Onwards to the power stuff:

    Widow Training:

    Honestly, I skipped everything here. It’s almost all melee attacks which are better suited to a Night Widow build. The only thing which is even vaguely tempting is Poison Dart or Dart Burst, for the -regen. I still wouldn’t though, because the -regen is really tiny (half of Twilight Grasps debuff) and it causes redraw. Follow Up would be nice for the damage and tohit buff, but requires you to be in melee and again, redraw. Move on.

    Fortunata Training:

    Mental Blast: ranged moderate psy damage, -recharge

    You’ve gotta take either this or Telekinetic Blast at level 1. They’re both pretty lousy and you’ve got much better ST attacks later on. These powers are basically only for when you malefactor down or a set mule.

    Slotting Recommendation: An acc/dam from a set or acc/dam HO. I wouldn’t bother giving it anything else.

    How to Use: To shoot things with mind bullets when you’re malefactored down to an obnoxiously low level. If you’re not at an obnoxiously low level, take it off your bar and bask in Subdue, Dominate and Gloom.

    Telekinetic Blast: ranged moderate smashing/psy, knockback

    Slotting Recommendation: I stuck 6 Kinetic Crashes in this for the set bonuses. If you don’t have 5 slots to give this for the bonuses, go with Mental Blast instead.

    How to Use: Same as Mental Blast.

    Subdue: ranged high damage, foe immobilize.

    Slotting Recommendation: This is more like it. Subdue is one of your bread and butter attacks. Slot it as a key attack, ignore the immobilize. I went with 5 Apocalypses and an end rdx (Forts is end heavy, yo), a cheaper option would be Thunderstrikes or Decimations.

    How to Use: For killing dudes. The immobilize is a nice bonus, but Dominate does a better job of stopping stuff moving.

    Aim: self +damage +tohit

    Slotting Recommendation: Get high recharge on this. This stacked with your Leadership Assaults can give you a sizeable damage buff. The tohit will help to punch through defense. Get it, love it.

    How to Use: Starting a fight? Hit Aim. About to nuke? Hit Aim. Fighting an AV/GM? Hit Aim. In the middle of a fight? Hit Aim. It recharges fast, especially with global recharge. Basically the only time you don’t want to hit Aim is if the fight is almost done, so the buff will be wasted.

    Psychic Scream: cone moderate psy damage, -recharge

    Slotting Recommendation: Skip it. If you really want it because you enjoy being rooted for mediocre damage, I guess go with 5 Posi Blasts so you’re at least getting good bonuses.

    How to Use: Seriously, skip it. Sloooow animation, less damage than TK or Mental Blast and you’ve got better AoE options elsewhere.

    Dominate: ranged high psy damage, foe hold

    Slotting Recommendation: While it has the same name as the Mind Control ST hold, you shouldn’t think of it as a hold that also has some damage, think of it as a blast that has a hold. The hold is an awesome bonus, but the main attraction is the damage. I went with 5 Decimations and an end rdx. Anything worth holding will either be held by the first or second application of this, and since it’s one of your main attacks you’ll be spamming it.

    How to Use: Like Subdue. For killing faces until they are dead. Unlike Subdue, however, the secondary effect is more useful, so if you see something running rampant that isn’t your main target, do throw out a quick Dominate to stop it in its tracks. Another awesome fact is that Dominate is typed only as Psy damage. Ranged defense does nothing against it. AV Elude, Nemesis Vengeance, anything not explicitly psionic defense Dominate will cut right through.

    Psionic Tornado: ranged AoE moderate psionic DoT, foe knockup

    Slotting Recommendation: Don’t, see below.

    How to Use: Don’t. Skip it. While this and Scream aren’t neccessarily awful powers per se, they’re just slow enough to not be worth it. A key strength of a Fortunata is how fast and agile they are. Your main blasts are all about a second, this and Scream are almost three seconds. Not worth it.

    Scramble Thoughts: foe disorient, minor psy damage

    Slotting Recommendation: I skipped it and recommend you do the same. Since it’s a stun, there are some very good set bonuses available (Stupefys, Absolute Amazements) but I’d still not bother.

    How to Use: Don’t, skip it. Looking at it, it looks pretty good. It’s mag 4, so it’ll instantly hold a boss. At base values, its got a 13 sec duration and 16 second recharge which is pretty phenomenal. However, it falls down on two facts: firstly, the animation time. I know I keep dumping on the longer animation powers but compared to your other powers, this is really slow. Not a big deal if it was a really useful power, but it’s not. That brings us to the second fact. Utility. It’s a mez power. You’ve already got Dominate which recharges faster, activates faster, does great damage, has a more desireable mez effect AND is part of your attack chain. Sorry Scramble Thoughts, better luck next time.

    Total Domination: AoE foe hold

    Slotting Recommendation: Don’t. Leave the AoE mezzing to Dominators and Controllers, you’ve got faces to meld using your freakin’ mind, man. It can come in handy but I didn’t have room for it. If you do take it, I’d recommend Basilisks or Unbreakables.

    How to Use: It’s an AoE mez, which you would normally use for dealing with a big crowd. But you’ve got a much better option for that later on. Which brings us to the glorious…

    Psychic Wail: PBAoE extreme psy damage, foe disorient, -recharge

    Slotting Recommendation: 5 Obliterations or 5 Armageddons. This baby is awesome and you want to maximise its awesome. Max out the damage and recharge.

    How to Use: As soon as it recharges and there’s a decently sized spawn to use it on. It’s a ******* crashless nuke. The only penalty for using it is that you can’t again until it’s recharged. It’s a phenomenal power. Anything that survives is going to be stunned for a bit, so you can finish them off at your leisure.

    Teamwork:

    Combat Training: Defensive: auto +defense (melee)

    Slotting Recommendation: Good place to put Kismet accuracy proc or LotG +recharge. You should be way over softcap for melee with this, Foresight, double Maneuvers and Mind Link. Don’t worry too much about enhancing the defense on this.

    How to Use: Um, take at level 1 because you have to then…nothing. It’s an auto power. You just have to like, be, man.

    Combat Training: Offensive: auto +acc

    Slotting Recommendation: Don’t. It’s not worth a power selection, let alone slots. You’ll have plenty of accuracy from set bonuses, enhancements and +tohit to boot from Mind Link and Aim. Skip it.

    How to Use: See above

    Tactical Training: Maneuvers: team +def (all)

    Slotting Recommendation: Max out the defense, get high endurance reduction. I went with 5 Red Fortunes and a LotG 7.5

    How to Use: Toggle on, profit. It’s a fantastic power and in conjunction with Maneuvers from the Leadership pool and Mind Link you’re granting yourself and the team a significant chunk of defense.

    Indomitable Will: self +protection (disorient, hold, immobilize, sleep, fear, confuse, repel, KB) +res (psy)

    Slotting Recommendation: 2 end rdx and a Steadfast +3% def IO.

    How to Use: toggle on, forget that mezzes exist. It’s fantastic. The psy resist is nice too, especially in conjunction with Foresight and Mind Link (comes in at about 50% unenhanced iirc).

    Tactical Training: Assault: team +damage

    Slotting Recommendation: 2 end rdx

    How to Use: Same as TT:M, toggle on, profit. Running the double-Assaults is not as amazing as double-Maneuvers, but it will add a lot to your damage. The fact that your team benefits is gravy :3

    Tactical Training: Leadership: team +tohit, res (confuse, fear) +perception

    Slotting Recommendation: Ehm, I skipped it but if you do take it, get good endurance reduction.

    How to Use: Same as the stuff above, but I skipped it. The +tohit isn’t worth it given set bonuses, enhancement values and Aim. The confuse/fear res is nice but you’ve got that in Foresight and occurs rarely enough that it’s not a big deal.

    Foresight: auto +protection (hold, immobilize, sleep, fear, confuse, special*) +def (all)

    *This is scaling damage resistance as your health drops.

    Slotting Recommendation: Enhance the defense. The psy res isn’t worth enhancing and the scaling resists cannot be enhanced.

    How to Use: Pick it up, go about your business. It’ll help you get to the softcap as well as provide even more mez protection.

    Fortunata Teamwork:

    Mask Presence: toggle self +stealth, +def (melee, ranged, AoE)

    Slotting Recommendation: I just used this as a LotG mule. The defense is nice but will partially suppress in combat. You’ve also got plenty of other, better ways to reach the softcap.

    How to Use: For stealth. Running Superspeed + Mask = full invis. I personally have a Celerity stealth proc in Sprint so running Spring+SS I have full invis, making the stealth from this more or less meaningless outside of pvp. If you don’t want to run Superspeed, this becomes a lot more useful. Stick a stealth proc in your travel power of choice and run this for full invis. If you’re fighting heavy defense debuffing stuff you might want to toggle it on for a little more breathing room, otherwise I wouldn’t bother.

    Mind Link: PBAoE team +def (all) +res (psy) +tohit

    Slotting Recommendation: You want to max out the defense and recharge on this. While you can’t put generic recharge IOs or SOs in it, any recharge from multi-aspect set IOs or HOs will enhance it’s recharge. Depending on your budget, you can go several ways with this. Cheapest option is frankenslotting def/recharges and def/end/recharges. A great option is Membrane Exposure Hamis, which are basically perfect for ML, buffing the defense, recharge and tohit. I went with 5 Red Fortunes and a LotG 7.5

    You want this to be perma. It’s trickier for a Fort than for a Night Widow because the recharge is longer and you don’t get Mental Training, but it’s still very doable.

    How to Use: Hit when it recharges. Try and catch as many people with it as possible. It’s got a huge radius and is a fantastic buff, so do make the tiny bit of extra effort to buff people with it. One thing to note is that the defense is applied late in the animation and it doesn’t stack with itself, (outside of zoning), so if you’re not softcapped without it your defences will drop for a split second when casting it. It’s a very small window, small enough to not be an issue, but worth noting.

    Confuse: foe confuse

    Slotting Recommendation: Set mule, yay! I went with 6 Coercive Confusions, excellent bonuses, cheap set, great enhancement values.

    How to Use: To confuse something, interestingly enough :3 srsly though, I get very little use out of this. It really is mostly a set mule. That said, the rare times when it is useful it’s great. It doesn’t aggro enemies unless you’re an idiot and put a damage proc in it, so it’s a good way to take care of something you can’t either hold or kill fast. Plus confuses are fun.

    Tactical Training: Vengeance: AoE team +WIN (+dmg, +tohit, +def (all) +res (taunt, placate, fear, stun, sleep, immobilise, hold, confuse) +protection (repel, KB, fear) +heal)

    Slotting Recommendation: I used it as a LotG 7.5 mule. The defense and tohit it gives are godly at base and you can’t enhance it directly for recharge. People generally won’t be dying enough to warrant more recharge with your team buffs anyway. If memory serves, my TT:Veng is pretty much perma anyhoo from set bonuses and stuff.

    How to Use: With LIGHTNING FAST REFLEXES. As soon as you see someone die, POW, Vengeance. Don’t give them time to hit an awaken or get rezzed :3 This is a stupidly powerful buff, don’t get it go to waste.

    Aura of Confusion: click PBAoE foe confuse

    Slotting Recommendation: Don’t. It’s a crowd control button but Wail is much better. It’s a set mule at most, but you’ve got Confuse which is much more useful. And Confuse is not all that useful, so look where that leaves this.

    How to Use: In the middle of a spawn you want to confuse, if you take it. Which you shouldn’t, because it’s bad. You are granted turds like this in sets so that you may skip them and take more awesome things in their place. Do not squander this gift, my son. Do not squander this turd, bequeathed unto you by the devs. This turd is an oppertunity.

    Now, this is where I’d normally drop some How to Not be Awful knowledge bombs, but building them can be tricky so I thought I’d provide some build general information before I get into the specific stuff.

    Build Goals:

    You want high global recharge. Enough recharge to make Mind Link perma is the baseline goal, then ADD MOAR RECH just to bring Wail and your other attacks up faster. You want Hasten. I don’t know if it’s even possible to have perma Mind Link without it, and I don’t want to know. Hasten is great. Get it.

    Softcapped defenses. Very easily obtainable running double Maneuvers and Mind Link. Softcapping your defenses makes you a team buffing psy/SR Blaster with full mez protection. You Want This™. Melee is laughably easy with CT: D, ranged and AoE are the ones you want to look for bonuses for. A full set of Coercives in Confuse is a big help, giving you 5% ranged defense.

    You want a lot of endurance reduction. Fortunatas are very end heavy and stacking +recovery can only do so much. It’s important to get good end rdx in your toggles, but the attacks are the main culprits. Not much good to get your end/sec consumption way down and your recovery way up if your attacks are biting big chunks out every time. Even with boatloads of +recovery from sets and Conditioning you can very easily find yourself bottoming out running your attack chain and toggles. You attack very fast on a Fort, which is great, but it also means you burn through end very fast. Avoid it.

    Power pools. Fitness for Stamina and mobility, Speed for Superspeed and Hasten, Leaping for Combat Jumping for more more mobility and defense, Leadership for Assault and Maneuvers to stack with your Secondary ones. For PPPs, I recommend Soul Mastery. Gloom is fan-frigging-tastic and Dark Obliteration is a much better AoE than Scream or Tornado.

    How to Not Be Awful:

    • Try and position yourself so you’re buffing as much as the team as possible. Your attacks are all ranged so it’s not like you’ve gotta be right in the mobs faces and the team gets buffed from you just being there. Quite literally, the only thing you have to do is stand vaguely central to the team. A Fort running off and playing Scrapper while the team gets their heads punched in is a Failfort. Plus if you’re by the team and someone dies, ker-Vengeance :3

    • Psychic Wail kiting. While being softcapped generally means you don’t have too much to fear in melee range, don’t forget that Forts are still on the squishy side. No non-psy resists to speak of unless you’re already half dead and low hp (hp cap is delightfully high, but base hp is the same as a Corr). Wail checks for targets at its activation. Run in, click Wail at the same time as you hop back. You’ll hit the whole spawn and out of melee-retaliation range, plus back with the team.

    • Vengeance stacking. Yes, normally Vengeance cannot stack, either with another Widows Veng or power pool Veng but there is a tiny window wherein you can stack it. While I did say hit it as soon as someone dies, if you’re on a team with someone else who has Veng and you’re both on voicechat it’s worth calling it so you both fire it off at the same time. Not really for the defense part, as the team will be softcapped with just Veng and your normal defense stuff, but more for the +tohit and +damage. +70% tohit and +damage for a whole team (minus the dead guy, haha, sucks to be you) is naaaasty.

    • When engaging a spawn, you generally want to be targetting the nastiest thing in there. Your high ST damage and the hold from Dominate means it won’t be a threat for long because it’ll either die or be held.

    • Stay mobile. One of the greatest strengths of a Fort is that everything they do, they do quickly, so they’re never rooted for long. Subdue, Dominate, Gloom all animate fast. Mind Link animates fast and your toggles once turned on provide animation-free benefit all the time. Dark Obliteration and Psychic Wail animate fast. Being able to move fast means you can react fast to the flow of combat. This is why you want to avoid Psychic Scream and Tornado.

    • While Dominate is a cornerstone in your ST damage chain, it lasts a while and you can still kill something plenty fast with Subdue and Gloom. So if you see a team mate about to get cut in half by something, toss out Dominate and hold it.

    • Which brings me to: Be aggressive. While you are a squishy, you’re softcapped to all positions which puts you in a much better position (har!) than most squishies who will be softcapped to one position or type at most. Open fights with Dark Obliteration. Get a bunch of aggro. You’re much more able to handle it with your defenses and how laughably easy it is to kite with a Fort thanks to the fast animations.

    • So: kite kite kite. It’s a good habit to get into anyway for squishies. Stay mobile. Enemies usually have much weaker ranged attacks than melee. This is especially true for stuff like the Freedom Phalanx in the RSF. Aggro them all, stand still. See how long you last. If you kite even a little, it dramatically lengthens how long you can stay alive. Attack, jump, attack, jump. Attack while jumping if you’re good at jump cancelling. AVs like them can kill you more than quickly enough without you helping, keep moving

    • Inspiration use. Since you’ve got mez protection, softcapped defenses, high damage and should very rarely die, you basically only need to carry orange and green inspirations. I generally go with 3 lines of greens and 2 of oranges. While orange inspirations do totally suck compared to purples, once you’re at the softcap only oranges provide any benefit.

    • I’ve never really noticed the scaling resistances that much myself, but I’ll eat greens as soon as my health drops significantly. I’d recommend you do the same. If your health is low it doesn’t matter that much if you’ve got high resists, because a high damage hit won’t have to hit that hard to defeat you.

    • When Confuse is worth using: on mobs that buff or summon stuff (Rikti Guardians, Comm Officers, Sky Raider Engineers, Cimeroran Surgeons, several Longbow Wardens). Confuse them, aggro the spawn, enjoy the buffs/summoned help. For normal stuff, it’s rarely worth it since you can just kill/hold the threat.

    How Silas Be Doin’ It:

    My Setup

    Notes:

    • Accolades. Get them. Both for +hp because Forts have low hp and because the +end helps a lot combined with Conditioning and +recovery. Demonic unfortunately doesn’t grant positional defences but is still worth getting for the resists so you can bumrush the Freedom Phalanx.

    • Looking at my bars you can see how straightforward a Fort is to play. I log in, toggle up the stuff on bar 3 and then off I go, then just using the attacks on bar 1, maintaining ML and then Aim/Wail whenever I can.

    • Stuff I monitor: current hp, regen and recovery as standard, my positional defences and tohit so I know if/when I get debuffed.

    Acknowledgements:

    Kahlan. For making me want to respec and l2p my Fort, helping me to do so and continuing to inspire through excellence. Cheers to you, amigo.
  19. XI: Fortunata

    Fortunatas, doods. They’re great. And given you can now make VEATs at level 20, you should.

    You may wonder why I would write a Fortunata guide when Forts isn’t Corrs but they totally are! In spirit, at least >.> They’ve got buffs and they kill stuff with blasts. And if that’s not good enough for you well, I hate you and wish misfortune upon you and those you love.

    Keeses :3

    You may also wonder, “I mostly play melee, Silas says mean things about me and buffing people is boring, what do I care?“

    You are in luck, my friend. Just this once, Silas will cater to your needs. Except for that one. I will not wear the mask. We have been over this, honey. It’s degrading.

    Why Fortunatas Totally Rock and You Want One:

    • High damage, fast animating, rarely resisted ranged blasty goodness. While everyone else on the team is complaining about the AV going Unstoppable, cackle and keep blasting away for full damage.

    • Lots of +def for you to softcap yourself and grant significant defense to a team.

    • All of your team buffs require zero effort beyond toggling them on when you log in. The one that requires maintenance buffs you too.

    • Mez protection. It’s awesome.

    • One of your best blasts is also a hold. A good hold too, not like a Petrifying Gaze hold!

    But, more crucially, Fortunatas are awesome for people who don’t normally play support. If you’re (ugh) someone who usually plays melee, Fortunatas are a great character to play.

    If you mostly play Scrappers or Brutes because you like being tough and killing stuff real good: You’ll be very sturdy because of the SR-level defenses, you’l have mez protection and all your team buffs require only that you be there. No clicking on allies, no buffing down the list, nothing. Fortunatas have all the tools to be both ferociously independent but an invaluable asset to a team.

    If you mostly play Tankers because you like being stupidly tough and holding aggro: YOU ARE A LOST CAUSE PLEASE LEAVE AND DO NOT TOUCH ANYTHING ON YOUR WAY OUT

    GO ON

    GET OUT, I’M SERIOUS

    PUT DOMINATE DOWN, YOU CAN’T HAVE IT

    SHOO

    Much better.

    For the purposes of this guide, I’ll be writing it for the way I built my Fortunata. That is to say, for ranged mostly ST damage, team/self buffing with leadership stuff and defense. While you can make a melee Fort, you can make an AoE Fort, you can make a controller Fort, I don’t think it’s the most effective way to build one.

    I will be saying why I skipped the powers that I did, but only briefly. I won’t be discussing Night Widow stuff and me making a Night Widow guide is unlikely because I don’t play one. While Night Widows have the advantages of higher ST DPS and a more easily perma-able Mind Link, I prefer Fortunatas for the ranged damage, the crashless nuke and less resisted damage. As a general rule, Night Widows are better for soloing, Fortunatas are better for teaming.

    Onwards to the power stuff:

    Widow Training:

    Honestly, I skipped everything here. It’s almost all melee attacks which are better suited to a Night Widow build. The only thing which is even vaguely tempting is Poison Dart or Dart Burst, for the -regen. I still wouldn’t though, because the -regen is really tiny (half of Twilight Grasps debuff) and it causes redraw. Follow Up would be nice for the damage and tohit buff, but requires you to be in melee and again, redraw. Move on.

    Fortunata Training:

    Quote:
    Mental Blast: ranged moderate psy damage, -recharge

    You’ve gotta take either this or Telekinetic Blast at level 1. They’re both pretty lousy and you’ve got much better ST attacks later on. These powers are basically only for when you malefactor down or a set mule.

    Slotting Recommendation: An acc/dam from a set or acc/dam HO. I wouldn’t bother giving it anything else.

    How to Use: To shoot things with mind bullets when you’re malefactored down to an obnoxiously low level. If you’re not at an obnoxiously low level, take it off your bar and bask in Subdue, Dominate and Gloom.
    Quote:
    Telekinetic Blast: ranged moderate smashing/psy, knockback

    Slotting Recommendation: I stuck 6 Kinetic Crashes in this for the set bonuses. If you don’t have 5 slots to give this for the bonuses, go with Mental Blast instead.

    How to Use: Same as Mental Blast.
    Quote:
    Subdue: ranged high damage, foe immobilize.

    Slotting Recommendation: This is more like it. Subdue is one of your bread and butter attacks. Slot it as a key attack, ignore the immobilize. I went with 5 Apocalypses and an end rdx (Forts is end heavy, yo), a cheaper option would be Thunderstrikes or Decimations.

    How to Use: For killing dudes. The immobilize is a nice bonus, but Dominate does a better job of stopping stuff moving.
    Quote:
    [b]Aim: self +damage +tohit

    Slotting Recommendation: Get high recharge on this. This stacked with your Leadership Assaults can give you a sizeable damage buff. The tohit will help to punch through defense. Get it, love it.

    How to Use: Starting a fight? Hit Aim. About to nuke? Hit Aim. Fighting an AV/GM? Hit Aim. In the middle of a fight? Hit Aim. It recharges fast, especially with global recharge. Basically the only time you don’t want to hit Aim is if the fight is almost done, so the buff will be wasted.
    Quote:
    Psychic Scream: cone moderate psy damage, -recharge

    Slotting Recommendation: Skip it. If you really want it because you enjoy being rooted for mediocre damage, I guess go with 5 Posi Blasts so you’re at least getting good bonuses.

    How to Use: Seriously, skip it. Sloooow animation, less damage than TK or Mental Blast and you’ve got better AoE options elsewhere.
    Quote:
    Dominate: ranged high psy damage, foe hold

    Slotting Recommendation: While it has the same name as the Mind Control ST hold, you shouldn’t think of it as a hold that also has some damage, think of it as a blast that has a hold. The hold is an awesome bonus, but the main attraction is the damage. I went with 5 Decimations and an end rdx. Anything worth holding will either be held by the first or second application of this, and since it’s one of your main attacks you’ll be spamming it.

    How to Use: Like Subdue. For killing faces until they are dead. Unlike Subdue, however, the secondary effect is more useful, so if you see something running rampant that isn’t your main target, do throw out a quick Dominate to stop it in its tracks. Another awesome fact is that Dominate is typed only as Psy damage. Ranged defense does nothing against it. AV Elude, Nemesis Vengeance, anything not explicitly psionic defense Dominate will cut right through.
    Quote:
    Psionic Tornado: ranged AoE moderate psionic DoT, foe knockup

    Slotting Recommendation: Don’t, see below.

    How to Use: Don’t. Skip it. While this and Scream aren’t neccessarily awful powers per se, they’re just slow enough to not be worth it. A key strength of a Fortunata is how fast and agile they are. Your main blasts are all about a second, this and Scream are almost three seconds. Not worth it.

    Update: With Inherent Fitness I have sinced picked this up for a little more AoE damage. My gripes about it remain the same, but I've gained a little more AoE damage. If you're looking for more AoE, I'd pick this up over Scream since they're both slow but Scream is a cone and thus requires positioning. The advantage of Psi Nado is that you can throw it from wherever you are.
    Quote:
    Scramble Thoughts: foe disorient, minor psy damage

    Slotting Recommendation: I skipped it and recommend you do the same. Since it’s a stun, there are some very good set bonuses available (Stupefys, Absolute Amazements) but I’d still not bother.

    How to Use: Don’t, skip it. Looking at it, it looks pretty good. It’s mag 4, so it’ll instantly hold a boss. At base values, its got a 13 sec duration and 16 second recharge which is pretty phenomenal. However, it falls down on two facts: firstly, the animation time. I know I keep dumping on the longer animation powers but compared to your other powers, this is really slow. Not a big deal if it was a really useful power, but it’s not. That brings us to the second fact. Utility. It’s a mez power. You’ve already got Dominate which recharges faster, activates faster, does great damage, has a more desireable mez effect AND is part of your attack chain. Sorry Scramble Thoughts, better luck next time.
    Quote:
    Total Domination: AoE foe hold

    Slotting Recommendation: Don’t. Leave the AoE mezzing to Dominators and Controllers, you’ve got faces to meld using your freakin’ mind, man. It can come in handy but I didn’t have room for it. If you do take it, I’d recommend Basilisks or Unbreakables.

    How to Use: It’s an AoE mez, which you would normally use for dealing with a big crowd. But you’ve got a much better option for that later on. Which brings us to the glorious…
    Quote:
    Psychic Wail: PBAoE extreme psy damage, foe disorient, -recharge

    Slotting Recommendation: 5 Obliterations or 5 Armageddons. This baby is awesome and you want to maximise its awesome. Max out the damage and recharge.

    How to Use: As soon as it recharges and there’s a decently sized spawn to use it on. It’s a ******* crashless nuke. The only penalty for using it is that you can’t again until it’s recharged. It’s a phenomenal power. Anything that survives is going to be stunned for a bit, so you can finish them off at your leisure.
    Teamwork:

    Quote:
    Combat Training: Defensive: auto +defense (melee)

    Slotting Recommendation: Good place to put Kismet accuracy proc or LotG +recharge. You should be way over softcap for melee with this, Foresight, double Maneuvers and Mind Link. Don’t worry too much about enhancing the defense on this.

    How to Use: Um, take at level 1 because you have to then…nothing. It’s an auto power. You just have to like, be, man.
    Quote:
    Combat Training: Offensive: auto +acc

    Slotting Recommendation: Don’t. It’s not worth a power selection, let alone slots. You’ll have plenty of accuracy from set bonuses, enhancements and +tohit to boot from Mind Link and Aim. Skip it.

    How to Use: See above
    Quote:
    Tactical Training: Maneuvers: team +def (all)

    Slotting Recommendation: Max out the defense, get high endurance reduction. I went with 5 Red Fortunes and a LotG 7.5

    How to Use: Toggle on, profit. It’s a fantastic power and in conjunction with Maneuvers from the Leadership pool and Mind Link you’re granting yourself and the team a significant chunk of defense.
    Quote:
    Indomitable Will: self +protection (disorient, hold, immobilize, sleep, fear, confuse, repel, KB) +res (psy)

    Slotting Recommendation: 2 end rdx and a Steadfast +3% def IO.

    How to Use: toggle on, forget that mezzes exist. It’s fantastic. The psy resist is nice too, especially in conjunction with Foresight and Mind Link (comes in at about 50% unenhanced iirc).
    Quote:
    Tactical Training: Assault: team +damage

    Slotting Recommendation: 2 end rdx

    How to Use: Same as TT:M, toggle on, profit. Running the double-Assaults is not as amazing as double-Maneuvers, but it will add a lot to your damage. The fact that your team benefits is gravy :3
    Quote:
    Tactical Training: Leadership: team +tohit, res (confuse, fear) +perception

    Slotting Recommendation: Ehm, I skipped it but if you do take it, get good endurance reduction.

    How to Use: Same as the stuff above, but I skipped it. The +tohit isn’t worth it given set bonuses, enhancement values and Aim. The confuse/fear res is nice but you’ve got that in Foresight and occurs rarely enough that it’s not a big deal.
    Quote:
    Foresight: auto +protection (hold, immobilize, sleep, fear, confuse, special*) +def (all)

    *This is scaling damage resistance as your health drops.

    Slotting Recommendation: Enhance the defense. The psy res isn’t worth enhancing and the scaling resists cannot be enhanced.

    How to Use: Pick it up, go about your business. It’ll help you get to the softcap as well as provide even more mez protection.
    Fortunata Teamwork:

    Quote:
    Mask Presence: toggle self +stealth, +def (melee, ranged, AoE)

    Slotting Recommendation: I just used this as a LotG mule. The defense is nice but will partially suppress in combat. You’ve also got plenty of other, better ways to reach the softcap.

    How to Use: For stealth. Running Superspeed + Mask = full invis. I personally have a Celerity stealth proc in Sprint so running Spring+SS I have full invis, making the stealth from this more or less meaningless outside of pvp. If you don’t want to run Superspeed, this becomes a lot more useful. Stick a stealth proc in your travel power of choice and run this for full invis. If you’re fighting heavy defense debuffing stuff you might want to toggle it on for a little more breathing room, otherwise I wouldn’t bother.
    Quote:
    Mind Link: PBAoE team +def (all) +res (psy) +tohit

    Slotting Recommendation: You want to max out the defense and recharge on this. While you can’t put generic recharge IOs or SOs in it, any recharge from multi-aspect set IOs or HOs will enhance it’s recharge. Depending on your budget, you can go several ways with this. Cheapest option is frankenslotting def/recharges and def/end/recharges. A great option is Membrane Exposure Hamis, which are basically perfect for ML, buffing the defense, recharge and tohit. I went with 5 Red Fortunes and a LotG 7.5

    You want this to be perma. It’s trickier for a Fort than for a Night Widow because the recharge is longer and you don’t get Mental Training, but it’s still very doable.

    How to Use: Hit when it recharges. Try and catch as many people with it as possible. It’s got a huge radius and is a fantastic buff, so do make the tiny bit of extra effort to buff people with it. One thing to note is that the defense is applied late in the animation and it doesn’t stack with itself, (outside of zoning), so if you’re not softcapped without it your defences will drop for a split second when casting it. It’s a very small window, small enough to not be an issue, but worth noting.
    Quote:
    Confuse: foe confuse

    Slotting Recommendation: Set mule, yay! I went with 6 Coercive Confusions, excellent bonuses, cheap set, great enhancement values.

    How to Use: To confuse something, interestingly enough :3 srsly though, I get very little use out of this. It really is mostly a set mule. That said, the rare times when it is useful it’s great. It doesn’t aggro enemies unless you’re an idiot and put a damage proc in it, so it’s a good way to take care of something you can’t either hold or kill fast. Plus confuses are fun.
    Quote:
    Tactical Training: Vengeance: AoE team +WIN (+dmg, +tohit, +def (all) +res (taunt, placate, fear, stun, sleep, immobilise, hold, confuse) +protection (repel, KB, fear) +heal)

    Slotting Recommendation: I used it as a LotG 7.5 mule. The defense and tohit it gives are godly at base and you can’t enhance it directly for recharge. People generally won’t be dying enough to warrant more recharge with your team buffs anyway. If memory serves, my TT:Veng is pretty much perma anyhoo from set bonuses and stuff.

    How to Use: With LIGHTNING FAST REFLEXES. As soon as you see someone die, POW, Vengeance. Don’t give them time to hit an awaken or get rezzed :3 This is a stupidly powerful buff, don’t get it go to waste.
    Quote:
    Aura of Confusion: click PBAoE foe confuse

    Slotting Recommendation: Don’t. It’s a crowd control button but Wail is much better. It’s a set mule at most, but you’ve got Confuse which is much more useful. And Confuse is not all that useful, so look where that leaves this.

    How to Use: In the middle of a spawn you want to confuse, if you take it. Which you shouldn’t, because it’s bad. You are granted turds like this in sets so that you may skip them and take more awesome things in their place. Do not squander this gift, my son. Do not squander this turd, bequeathed unto you by the devs. This turd is an oppertunity.

    Now, this is where I’d normally drop some How to Not be Awful knowledge bombs, but building them can be tricky so I thought I’d provide some build general information before I get into the specific stuff.
    Quote:
    Build Goals:

    You want high global recharge. Enough recharge to make Mind Link perma is the baseline goal, then ADD MOAR RECH just to bring Wail and your other attacks up faster. You want Hasten. I don’t know if it’s even possible to have perma Mind Link without it, and I don’t want to know. Hasten is great. Get it.

    Softcapped defenses. Very easily obtainable running double Maneuvers and Mind Link. Softcapping your defenses makes you a team buffing psy/SR Blaster with full mez protection. You Want This™. Melee is laughably easy with CT: D, ranged and AoE are the ones you want to look for bonuses for. A full set of Coercives in Confuse is a big help, giving you 5% ranged defense.

    You want a lot of endurance reduction. Fortunatas are very end heavy and stacking +recovery can only do so much. It’s important to get good end rdx in your toggles, but the attacks are the main culprits. Not much good to get your end/sec consumption way down and your recovery way up if your attacks are biting big chunks out every time. Even with boatloads of +recovery from sets and Conditioning you can very easily find yourself bottoming out running your attack chain and toggles. You attack very fast on a Fort, which is great, but it also means you burn through end very fast. Avoid it.

    Power pools. Fitness for Stamina and mobility, Speed for Superspeed and Hasten, Leaping for Combat Jumping for more more mobility and defense, Leadership for Assault and Maneuvers to stack with your Secondary ones. For PPPs, I recommend Soul Mastery. Gloom is fan-frigging-tastic and Dark Obliteration is a much better AoE than Scream or Tornado.
    Quote:
    How to Not Be Awful:

    • Try and position yourself so you’re buffing as much as the team as possible. Your attacks are all ranged so it’s not like you’ve gotta be right in the mobs faces and the team gets buffed from you just being there. Quite literally, the only thing you have to do is stand vaguely central to the team. A Fort running off and playing Scrapper while the team gets their heads punched in is a Failfort. Plus if you’re by the team and someone dies, ker-Vengeance :3

    • Psychic Wail kiting. While being softcapped generally means you don’t have too much to fear in melee range, don’t forget that Forts are still on the squishy side. No non-psy resists to speak of unless you’re already half dead and low hp (hp cap is delightfully high, but base hp is the same as a Corr). Wail checks for targets at its activation. Run in, click Wail at the same time as you hop back. You’ll hit the whole spawn and out of melee-retaliation range, plus back with the team.

    • Vengeance stacking. Yes, normally Vengeance cannot stack, either with another Widows Veng or power pool Veng but there is a tiny window wherein you can stack it. While I did say hit it as soon as someone dies, if you’re on a team with someone else who has Veng and you’re both on voicechat it’s worth calling it so you both fire it off at the same time. Not really for the defense part, as the team will be softcapped with just Veng and your normal defense stuff, but more for the +tohit and +damage. +70% tohit and +damage for a whole team (minus the dead guy, haha, sucks to be you) is naaaasty.

    • When engaging a spawn, you generally want to be targetting the nastiest thing in there. Your high ST damage and the hold from Dominate means it won’t be a threat for long because it’ll either die or be held.

    • Stay mobile. One of the greatest strengths of a Fort is that everything they do, they do quickly, so they’re never rooted for long. Subdue, Dominate, Gloom all animate fast. Mind Link animates fast and your toggles once turned on provide animation-free benefit all the time. Dark Obliteration and Psychic Wail animate fast. Being able to move fast means you can react fast to the flow of combat. This is why you want to avoid Psychic Scream and Tornado.

    • While Dominate is a cornerstone in your ST damage chain, it lasts a while and you can still kill something plenty fast with Subdue and Gloom. So if you see a team mate about to get cut in half by something, toss out Dominate and hold it.

    • Which brings me to: Be aggressive. While you are a squishy, you’re softcapped to all positions which puts you in a much better position (har!) than most squishies who will be softcapped to one position or type at most. Open fights with Dark Obliteration. Get a bunch of aggro. You’re much more able to handle it with your defenses and how laughably easy it is to kite with a Fort thanks to the fast animations.

    • So: kite kite kite. It’s a good habit to get into anyway for squishies. Stay mobile. Enemies usually have much weaker ranged attacks than melee. This is especially true for stuff like the Freedom Phalanx in the RSF. Aggro them all, stand still. See how long you last. If you kite even a little, it dramatically lengthens how long you can stay alive. Attack, jump, attack, jump. Attack while jumping if you’re good at jump cancelling. AVs like them can kill you more than quickly enough without you helping, keep moving

    • Inspiration use. Since you’ve got mez protection, softcapped defenses, high damage and should very rarely die, you basically only need to carry orange and green inspirations. I generally go with 3 lines of greens and 2 of oranges. While orange inspirations do totally suck compared to purples, once you’re at the softcap only oranges provide any benefit.

    • I’ve never really noticed the scaling resistances that much myself, but I’ll eat greens as soon as my health drops significantly. I’d recommend you do the same. If your health is low it doesn’t matter that much if you’ve got high resists, because a high damage hit won’t have to hit that hard to defeat you.

    • When Confuse is worth using: on mobs that buff or summon stuff (Rikti Guardians, Comm Officers, Sky Raider Engineers, Cimeroran Surgeons, several Longbow Wardens). Confuse them, aggro the spawn, enjoy the buffs/summoned help. For normal stuff, it’s rarely worth it since you can just kill/hold the threat.
    How Silas Be Doin’ It:

    My Setup

    Quote:
    Notes:

    • Accolades. Get them. Both for +hp because Forts have low hp and because the +end helps a lot combined with Conditioning and +recovery. Demonic unfortunately doesn’t grant positional defences but is still worth getting for the resists so you can bumrush the Freedom Phalanx.

    • Looking at my bars you can see how straightforward a Fort is to play. I log in, toggle up the stuff on bar 3 and then off I go, then just using the attacks on bar 1, maintaining ML and then Aim/Wail whenever I can.

    • Stuff I monitor: current hp, regen and recovery as standard, my positional defences and tohit so I know if/when I get debuffed.

    Update for i19:

    I've revamped my Fort for Inherent Fitness and the Alpha slot. I picked up Psychic Tornado (see updated power section) Darkest Night and Soul Tentacles. Soul Tentacles I basically never use, its a slot mule for more recovery. Darkest Night has some use for toggle pulling and more defensive leeway. Honestly, it was tough to decide on my last couple powers. I was looking at several options and they would all provide relatively little benefit. The other things I looked at were going the Aid Self route, picking up the Tactics powers or some of the AoE mezzes. I decided to go with DN because it has more utility, my tohit was fine and I could get more recharge and recovery.

    I also went ahead and upgraded some of the sets from my old build for even more recharge. Posi Blasts -> Ragnaroks, Obliterations-> Armageddons.

    Anyway, here's the updated build. I went with the Musculature Alpha slot.

    Build Chunk:

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    Acknowledgements:

    Kahlan. For making me want to respec and l2p my Fort, helping me to do so and continuing to inspire through excellence. Cheers to you, my droog
  20. X: Traps

    Traps. Like Trick Arrow, a high damage/debuff support set, with the only buffing of teammates in a placed +regen beacon and a dispersion bubble. Traps is much-maligned as being gimp and bad and sucky and that it causes impotence (Spoiler: NOT ACTUALLY TRUE! I tested it and now I have to pay child support :C )

    So.

    Why Trapping Is Awesome and You Want To Do It:

    I’m going to divide this bit into two sections, one dealing with the merits of Traps in and of itself and the second for Traps with IOs for shenanigans.

    By itself:

    • Mez protection on a squishy is great and defense stacks with all kinds of stuff for getting punched in the face with less frequency. Which, if you ask me, is a pretty desirable outcome. I don’t know about you, but I get a lot of use out of my face for eating and it’s where I talk from (mostly) so I like it to be relatively punch-free.

    • Several very effective ways to mitigate alpha attacks via mez, debuffs or diverted aggro.

    • Powerful -regen debuff and AoE hold (plus puke animation is hilarious)

    • -res -def debuff pet that can be aggroed

    • Trip mines. They go boom. Hard.

    • An absolute beast against AVs and GMs because PGT is by far the most powerful –regen debuff in the game.

    With IOs:

    • Easily softcapped defense with the FFG
    o Which means you can get much more use out of the otherwise easily interrupted Trip Mines

    • High recharge means you can have several of the Mortars out for huge debuffing

    • Lots of awesome proc oppertunities (more on this in individual power sections)

    • Due to the summoned/placed nature of the set (vs toggles) the set benefits immensely from high recharge bonuses because a single trapper with good recharge can essentially be 2-3 trappers.

    • An absolute beast at soloing AVs and GMs because of aforementioned softcapped defense, high debuffs and flatlining their regen. Short of Hami, there is almost nothing in the game that is more than a speedbump to a well built trapper.

    And so:

    Quote:
    Web Grenade: foe immobilize -fly -recharge

    Slotting Recommendation: In my build I didn’t have any slots for this. Fortunately its pretty potent at what it does right out of the box. In my old build, I largely ignored this in favour of the AoE immob from the Mace pool. I’ve since respecced into a more AV/GM soloing friendly build, so I slotted this instead.

    How to Use: anything you want to stay put, chuck this at it. Simple, effective power. For all of the complexity and nuance in Traps, this is a nice straightforward power. Also nice to keep melee-happy bosses out of your face which they might otherwise cleave in twain.
    Quote:
    Caltrops: location AoE minor DoT (lethal) -speed

    Slotting Recommendation: I didn’t take this because I didn’t have the power slot, but its still a handy power. I’d say it depends how you want to use it. The damage is decentish over time and the slow and recharge stats are decent at base. If you want it for a damage power (more on this below), slot a set of Posis. If you want it as a slow power, one or two recharges and an end/slow would do the trick.

    Proc Shenanigans: While it doesn’t take as many sets as the MM version (don’t ask me why) you can still put several procs in it which can be quite effective.

    How to Use: As a slow: Area denial. Anything that is on top of the caltrops or runs onto them will immediately want to run off. They will do so sloooooowly. This means for the duration of them slooooowly running off, they’re not trying to impregnate your face with bullets. This is Yay.

    As a damage power: well, caveat first, it does its damage over the entirety of its duration. So if you slot damages in it, see that it does more damage than Rain of Fire, don’t get too excited. Rain of Fires damage is done in 1/3 the time and over a much larger area, not to mention the SuperScourge. But, unlike RoF you can easily have 2-3 Caltropseseseses out at once. So for AV/GM fights, it can add a surprising amount of damage. It’s uh, of very limited damage use for anything short of AVs/GMs though.
    Quote:
    Triage Beacon: placed PBAoE +regen buff

    Slotting Recommendation:

    Old Build: I went with 5 Doctored Wounds for the set bonuses and to max out the healing/recharge. The regen buff from this isn’t incredible and is definitely hindered by the fact that the Beacon doesn’t move so its only good while you’re fighting by it, but it’s a nice bonus during AV/GM fights.

    New Build: Much tighter on slots, had to go with just 2 heal/recharges for this. Still decent heal and recharge values, with my global recharge I can have two of them out reliably. Suits my purposes just fine.

    How to Use: Since a)its +regen not a heal and b)its not a huge regen buff if you only drop it when you’re low on health you’re probably still going to get smooshed. If you/the team is moving fast generally don’t bother, but if you’re about to go into a tough/likely to be longer than 20-30 seconds fight drop it down before you engage. It’s by no means dramatic but is definitely nice, especially if you’ve got high defense so not a lot of damage is coming through to begin with. Even more if you’ve got 2 of them out.
    Quote:
    Acid Mortar: placed pet ranged AoE -def -res (all) minor DoT (toxic)

    Slotting Recommendation: This is one of the gems in Traps, even moreso with IOs. What’s important is to max out the recharge as well as to get decent values for accuracy and defense debuff. Once it hits it’ll easily keep hitting, but it has to hit in the first place so for higher level stuff and AVs with +def godmodes make sure you’ve got good accuracy in there.

    Proc Shenanigans: This badboy takes a whole slew of procs. If I could, I’d 12 slot it. Unfortunately, you’ve got to strike a balance between delicious, delicious procs and getting good enhancement values on it. Because the shots the Mortar fires are AoEs, the Achilles -res proc is very effective in it. The most cheatyface option however, is a Devastation proc. For some reason, despite being AoE the Mortar takes ranged damage sets. The Mortar (especially with 2 or more out) can hold a lot of a spawn as it just poots out its rounds. Its awesome. Try it. The negative damage proc from the Lady Grey set is also quite nice, but I didn’t have room for it sadly.

    How to Use: Drop at the start of every fight. These will debuff the mobs significantly, so dooo eeeet. The thing to note is, they’re summoned pets. This is awesome because you can get several of them out at once and they draw aggro to themselves giving you more room to breathe. This is not awesome because: they can be dumb. They may choose to shoot at that single dude shooting at it rather than the rampant Chief Soldier or the clustered minions waiting to be debuffed for obliteration. This is unfortunate. I’ve not noticed much difference in their targeting preference based on being dropped in the middle vs. outside of a spawn, so don’t worry too much about it. As long as they’re in range its fine.
    Quote:
    Force Field Generator: summoned pet +def +protection (hold, immobilize, stun)

    Slotting Recommendation: Max out the defense value. This thing provides a huge chunk of defense, downside being it can be destroyed and is a tad on the slow side so the protection it provides can be spotty if you move fast. It recharges very fast at base (15 seconds) so you can always resummon it if its way behind you. It does cost 13 end which is a tad on the costly side if you need to resummon it a lot so if you’re going for sets get some end reduction in there.

    Proc Shenanigans: None. Don’t be fatuous, Jeffrey.

    How to Use: Just keep it around, really. Resummon when needed or when you've got a spare second or two and its lagging behind.
    Quote:
    Poison Gas Trap: PBAoE foe hold, vomit, -regen -recharge

    Slotting Recommendation: This is another gem. While not as awesome as it was (and oh my god it was so awesome, so, so awesome. And by awesome, I mean fanfuckingtastically broken-awesome). You want to max out the recharge on this because it makes up a significant portion of your damage mitigation so you want to be able to drop these as often as possible. I went with 5 Unbreakable Constraints because extravagance turns me on and the set bonuses/enh values are boss. Also a Lockdown proc.

    Proc Shenanigans: Not quite as uh, effective as before the fix. (And I say fix, not nerf because if you saw any trapper with a clue use it it was very, very evident how broken it was. Delightfully so, but still). Its not really worth it to put damage procs in anymore, but the Lockdown chance for +2 Mag hold in it is really, really great.

    How to Use: Run in, drop at feet of mobs, proceed to bring the noise. This and/or Seeker Drones are great for absorbing alphas. It also has stupidly huge -regen so be sure to drop it at the feet of any AV/GM you fight.
    Quote:
    Seeker Drones: summoned pets, disorient, -dmg, -tohit, -perc, low damage (energy)

    Slotting Recommendation: These puppies are quite nice. While they do all kinds of spiffy debuff stuff and stun, imo the real benefit of the Seekers is for aggro. Summon them in the middle of or in front of a spawn and they will lazily float into stuff allowing the mob to waste their alpha on them before going poom and debuffing stuff. At which point you have laid down the Mortar and go pew pew. So uh, to that end, you want to max out the recharge on them. (Seeing a pattern here?) The -tohit is reasonable but nothing huge. I myself went for 4 Dark Watchers Despairs for the bonuses. While you can put a Devastation hold proc in there to stack with Mortar and PGT, its much less reliable and while I did like it, I couldn’t justify it in my final build. If you’ve got a slot I would though.

    Proc Shenanigans: As mentioned above. The damage procs aren’t really worth it.

    How to Use: As above, in front of or in the middle of a spawn to draw aggro and go poom for debuffings make benefit glorious trapper. This is really the only way to use them, since if you summon them next to you and then run in half the time they won’t get there in time. When I said they float lazily, I mean they float laaaazily. Slower than a Tanker but at least they do some damage, zing!
    Quote:
    Trip Mine: placed PBAoE high damage (fire/lethal) knockback

    Slotting Recommendation: These do pretty good damage but are slowish to recharge so like, enhance the damage and recharge. If you could enhance to reduce the interruptible portion that’d be great, but you can’t because well, you just can’t.

    Proc Shenanigans: Ehm, damage procs in them will have a chance to go off on every foe hit by the blast when it goes boom. Standard proccage affair.

    How to Use: If you’ve not got a lot of AoE in your primary, Trip Mines are great. You’ve got Seekers, PGT and FFG to help you drop them without getting interrupted every second, so drop em and enjoy. Toemine away.

    If you do have decent AoE in your primary, (everyone but Sonic/, really), you’ve got better AoE options.

    You can stack a whole bunch down and make an awesome EB-instagibbing Trap of Doom, but it’s largely a party trick.
    Quote:
    Time Bomb: location crappy power, teasingly high fire/smashing damage and probably knockback, who cares

    Slotting Recommendation: DO NOT

    …because…

    How to Use: DO NOT

    Seriously, it’s awful. 8 second interruptible bomb placement, goes off after 15 seconds. Maybe 20? I don’t know, nor do I care. Neither should you. The damage is tonnes bozillions but it’s not worth how stupid and fiddly the power is. You’re better off using Trip Mine or your primary when you want to blow legs off.

    In making Time Bomb such total pure ***, the devs have given you a gift. You may take any other power from your primary or secondary at 38 instead. Go on, you can even take something from a pool. I won’t tell.
    Quote:
    How to Not Be Time Bomb-wait I mean Awful

    Yeah so okay:

    • Since the core powers of /Traps all take a few seconds to animate, it can seem like you’re gonna be the guy who spends a fight dilligently laying Triage Beacon and looks up to see the rest of the team already balls-deep in the next spawn. Gauge the speed of the team and which power will be the most useful. Acid Mortar is almost always useful, unless the team is moving so fast it won’t get more than a shot or two off. Second on the priority list is Seekers and PGT. With decent recharge, you can easily alternate these two to absorb alphas and win the hearts of ladies. Or men? Whatever works for you, dood.

    • Be fast. Being one of the fastest people in your team helps a lot in dropping your traps for a fight. If you consistently arrive last to a spawn and faff about a bit ineffectually while the team rushes on to the next spawn you might as well make a Granite tank and be done with it. So run run run. If you’re outpacing your FFG and need to resummon it fairly often, you’re doing it right.

    • Positioning your traps in long fights. If you’ve got a sack of hp big enough that you have the luxury time so you can to litter your screen with all kinds of neat trappy gadgets, you have a second problem. You actually have to like, think about where to put them! Scary, I know. Here, breathe slowly and deeply while I stroke your hair. Shhhh, it’s okay.

    • …what?

    • Whatever, man, let’s move past it.

    • Fine. So in that kind of fight (AVs, GMs, etc) put a little thought into where you’re dropping your traps. If it’s a big footstompy GM, dropping the Mortar at its feet is dumb because it’s going to get 2 shots off before the big angry thing steps on your toy and breaks it. For Triage Beacons, if the team has to kite a lot, try and place them centrally to where the team is to make the most of the radius. If the team can just sit there and mash buttons, drop them all in the same spot for great justice.

    • Try and position yourself in the middle of the mid-backline of a team so as many people get the defense buff from FFG. It’s all well and good to give yourself a great big chunk of defense and get to cackle as you blast away but if all your teammates are getting mezzed and facepunched, you’re bad. Since FFG moves slowly, for the most part you’ve got to position yourself proactively, not reactively.

    • Yes, snipe-pulling stuff into your minefield is totally awesome. But asking a team to sit around and wait as you do it each spawn because oh my god you guys check it out it is the coolest thing sucks. Compromise. What’s really important in this relationship is that badguys get blown to bits, right? Right. Pulling to a minefield is very, very rarely appropriate for teams. Toemining is win for teams.

    • Speaking of which, on teams there will generally be a lot of damage flying around. So, you might not need to use Trip Mine. In which case, focus on Seekers/PGT for mitigating alphas and Mortar for speeding up the dying of the stuff. And y’know, blowing stuff to bits with your primary.

    • When you’re kiting yourself if you go too far you can easily get out of the FFG drones range. Instantly cutting a huge chunk out of your defenses and losing mez protection = HAHA STATESMAN IS GOING TO EAT YOU. The range on the FFG bubble is big enough that you can kite around inside it, or just about at its limit. If you’re just about on the outside edge of the bubble but still have a mini bubble on you, you’re fine. The FFG moving along with you also helps, just bear in mind you don’t need to hurl yourself into orbit to stay out of melee. Not moving too far away also means your teammates can get the benefit of FFG.

    • Teleport Foe. Seems really cool, isn’t that useful in practice. Anything strong enough to warrant TPing instead of pulling with a blast isn’t going to get shifted by TP Foe so it’s a party trick at most.

    Quote:
    AV and/or GM Soloing Stuff:

    Traps is the best AV/GM soloing buff/debuff set by a significant margin. This is due to several factors, most notably PGT being twice as powerful as any other regen debuff out there.

    While I personally feel soloing AVs and GMs is boring as sin, I still built my Trapper to be able to since it required very little sacrifice for normal PvE performance.

    If you do want to solo AVs and/or GMs, there are a few factors to note.

    • Web Grenade is much more useful. On my old PvE build, I neglected it in favour of Web Envelope because the AoE immob was more useful for keeping whole spawns in RoF. For soloing AVs, Grenade is much better because it’s more spammable and it’ll keep them from running all over the ******* place (which they will want to do). The –speed/-recharge won’t matter, it’s more for the fast activating immobilize. You’re never going to stack close to enough MAG to immob a GM, so don’t bother trying. Just kite, hop around them if you want to stay out of melee.

    • Build for softcapped defences. Smashing/lethal is good, smashing/lethal/energy/ranged is better. Scorpion Shield is win. If you’re a Defender, you can now also enjoy the love of Scorpion Shield. Corruptors are still way better. Seek solace in Sonic Blasts –res values.

    • You don’t really need it for AVs, but if you want to solo GMs, get Provoke. You may be all, lol wat Provoke is bad why would you want it on a squishy. You need Provoke to solo GMs realistically because otherwise they’ll run away and/or Stomp your pets into the dirt.

    • The advantage of PGT being such an incredible regen debuff is that it gives you a lot of freedom to learn how to best fight a GM. It’s easily made permanent and will flatline the regen of pretty much anything in the game. This means as long as you can damage it, killing it is just a question of time.

    • If you’re soloing anything with significant AoE (i.e most AVs or GMs) don’t stand right next to your Mortars. Said this above, bears repeating.

    • GMs can hit really, really hard. Drop Seekers as much as you can. –damage is made more effective by –res which your Mortars deal in spades. Less damage taken from GM = less damage needed to regen back with Triage.

    • Speaking of...while Aid Self is stupid awesome combined with high levels of defences, I prefer Triage, both for normal PvE and big game hunting. With Provoke you control where the fight is. With dropping Traps you’ve got a significant amount of animation dead time, (as in, time not spent doing damage), so while Aid Self isn’t the DPS killer that it is for non-debuffy ATs, I vastly prefer Triage. 1-2 Triage Beacons always out is more than enough regen to keep you on your feet during a GM fight, barring an unlucky series of hits. Plus, it also helps with whatever accidental damage your Mortars and FFG take, which is a nice plus.

    How Silas Be Doin’ It:

    Silas does it thusly

    Quote:
    Notes:

    Bars look a little cluttered because of how I play this character. I’ll move stuff around depending. Right now it’s set up for general PvE. If I’m fighting an AV or GM, I’ll swap the positions of Flares -> Fireball and Fire Breath -> Provoke.

    Seekers and FFG might look awfully despondent up there with the toggles but I’ve got FFG bound to Q and Seekers bound to E. That way I can easily drop them whenever I need to.
    Mein Build Updated for i19:

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    I went ahead and dropped Provoke. While soloing GMs is neat, its more a gimmick than anything else and I wanted other powers. Could still drop Maneuvers and pick it up, if I was so inclined. Got permaHasten level recharge and softcapped s/l defense without the FFG. Still have the FFG, of course, but for speed TFs and stuff its nice to be softcapped without being reliant on it.

    Stuff that Could be Improved:

    Honestly, I'm not entirely sure. That isn't to say the build is perfect, far from it, just the stuff that I'd conceivably change is mostly personal preference stuff. As I said above, dropping Maneuvers for Provoke to solo GMs for example. As it stands, Maneuvers is just a LotG mule which I'll only run on big teams.
  21. Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    some dang old ice cold ****: Level 50 Magic Corruptor
    Primary Power Set: Ice Blast
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Ice Bolt
    • (A) Decimation - Accuracy/Endurance/Recharge
    • (3) Decimation - Damage/Recharge
    • (3) Decimation - Damage/Endurance
    • (5) Decimation - Accuracy/Damage
    • (5) Decimation - Accuracy/Damage/Recharge
    Level 1: Infrigidate
    • (A) Curtail Speed - Accuracy/Slow
    • (7) Curtail Speed - Accuracy/Endurance
    • (7) Curtail Speed - Endurance/Recharge/Slow
    • (9) Curtail Speed - Range/Slow
    Level 2: Ice Blast
    • (A) Decimation - Damage/Recharge
    • (9) Decimation - Accuracy/Endurance/Recharge
    • (11) Decimation - Damage/Endurance
    • (11) Decimation - Accuracy/Damage
    • (13) Decimation - Accuracy/Damage/Recharge
    Level 4: Ice Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (13) Luck of the Gambler - Defense/Endurance
    • (15) Luck of the Gambler - Defense/Endurance/Recharge
    • (15) Red Fortune - Defense/Endurance
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 8: Boxing
    • (A) Kinetic Combat - Damage/Endurance
    • (19) Kinetic Combat - Damage/Recharge
    • (19) Kinetic Combat - Accuracy/Damage
    • (21) Kinetic Combat - Damage/Endurance/Recharge
    Level 10: Hurdle
    • (A) Empty
    Level 12: Ice Storm
    • (A) Ragnarok - Accuracy/Recharge
    • (25) Ragnarok - Accuracy/Damage/Recharge
    • (25) Ragnarok - Damage/Recharge
    • (27) Ragnarok - Chance for Knockdown
    • (27) Ragnarok - Damage/Endurance
    • (29) Endurance Reduction IO
    Level 14: Super Speed
    • (A) HamiO:Microfilament Exposure
    Level 16: Health
    • (A) Miracle - +Recovery
    Level 18: Bitter Ice Blast
    • (A) Apocalypse - Chance of Damage(Negative)
    • (36) Apocalypse - Damage/Endurance
    • (37) Apocalypse - Accuracy/Damage/Recharge
    • (37) Apocalypse - Damage/Recharge
    • (37) Apocalypse - Accuracy/Recharge
    • (39) Endurance Reduction IO
    Level 20: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (36) Efficacy Adaptor - EndMod/Accuracy
    • (36) Efficacy Adaptor - EndMod/Recharge
    Level 22: Glacial Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense/Endurance
    • (34) Luck of the Gambler - Defense/Endurance/Recharge
    • (34) Red Fortune - Defense/Endurance
    Level 24: Arctic Fog
    • (A) Luck of the Gambler - Defense/Endurance
    • (33) Red Fortune - Defense/Endurance
    • (33) Gift of the Ancients - Defense/Endurance
    • (33) Gift of the Ancients - Defense/Endurance/Recharge
    Level 26: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (31) Steadfast Protection - Knockback Protection
    Level 28: Benumb
    • (A) Accuracy IO
    • (29) Accuracy IO
    • (31) Recharge Reduction IO
    • (31) Recharge Reduction IO
    Level 30: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense/Endurance
    • (50) Gift of the Ancients - Defense/Endurance
    • (50) Gift of the Ancients - Defense
    Level 32: Blizzard
    • (A) Positron's Blast - Damage/Recharge
    • (43) Positron's Blast - Chance of Damage(Energy)
    • (46) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Accuracy/Damage/Endurance
    • (48) Recharge Reduction IO
    Level 35: Sleet
    • (A) Achilles' Heel - Chance for Res Debuff
    • (39) Undermined Defenses - Recharge/Endurance
    • (39) Touch of Lady Grey - Recharge/Endurance
    • (40) Recharge Reduction IO
    Level 38: Heat Loss
    • (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (40) Efficacy Adaptor - EndMod/Recharge
    • (40) Efficacy Adaptor - EndMod
    • (42) Efficacy Adaptor - EndMod/Endurance
    • (42) Efficacy Adaptor - EndMod/Accuracy
    • (42) Efficacy Adaptor - Accuracy/Recharge
    Level 41: Scorpion Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (43) Luck of the Gambler - Defense/Endurance
    • (43) Gift of the Ancients - Defense/Endurance
    • (45) Gift of the Ancients - Defense
    Level 44: Freeze Ray
    • (A) Unbreakable Constraint - Hold/Recharge
    • (45) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (45) Unbreakable Constraint - Accuracy/Recharge
    • (46) Unbreakable Constraint - Chance for Smashing Damage
    • (46) Unbreakable Constraint - Endurance/Hold
    Level 47: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 49: Frostwork
    • (A) Doctored Wounds - Heal/Recharge
    ------------
    Level 1: Brawl
    • (A) Kinetic Combat - Damage/Endurance
    • (21) Kinetic Combat - Accuracy/Damage
    • (23) Kinetic Combat - Damage/Recharge
    • (23) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Scourge
    Level 6: Ninja Run

    Edit: doesn't include my set bonuses but whatever. Hope that helps
  22. Quote:
    Originally Posted by Cyber_naut View Post
    So how do you 'balance' a power like shield charge? It's a very unique situation. No other secondary has a power like it. What do you balance it against? Realize that any answer you give will be your opinion, including any mathematic equation you might devise to deal with the question.

    Some people might hold the opinion that a power like SC shouldn't even be available in scrapper secondaries. And they'd be neither right nor wrong, because that would be their opinion. Others feel it's overpowered because it's like a blaster nuke, so it needs to be nerfed down. Again, niether right nor wrong, it's their opinion.

    In terms of what sc is doing now compared to its original design, I believe many of the changes were made intentionally because I recall many sd testers complaining about how weak sc was using the original design.

    Ultimately, whatever the devs decide to do, will be their opinion on what is best for the game. This is not a 2 + 2 = 4 question.
    Yeah, well, that's just like, your opinion, man.
  23. Don't skip Ice Blast. Take Freeze Ray, BFR is bad. You want Ice Bolt, Ice Blast and BiB. From Ice Blast I took Bolt, Blast, BiB, Freeze Ray, Storm, Aim and Blizzard. Frost Breath is slooooow, BFR is slooooow.

    You can skip Infrig in your attack chain if you've got decent accuracy slotted and global accuracy, especially with Sleet. It's handy at lower levels, but at 50 I only use it for debuffing fire damage dealing enemies. The slow is nice, but you've got boatloads of slow and -rech in the rest of your Ice/Cold stuff. The defense debuff is great at lower levels, but it pales at higher levels with Sleet and better accuracy. Anything worth debuffing defense on (AVs with Elude, Drones, bubbled stuff, whatever) it won't make much difference to, you'd be better off dropping Sleet on them. For AVs with +def godmodes, hit them with Benumb before they pop it and it'll neuter it.

    If I'm soloing I'll always drop Sleet and/or Heatloss, Freeze Ray one guy, then BiB-Blast-Bolt on another, cycling in FR as it recharges to hold as many as possible. For largeish groups I'll drop Ice Storm on them and cycle my blasts through the spawn to get them into Scourge range to maximise the Storm DoT.

    Edit: I speak only lies, I didn't take Aim. I would have if I could have, but didn't have room for it.

    Edit again: Here's my data chunk. Softcapped smashing/lethal defense once the devs fix Fog, high recharge, good times. All the pricey stuff can be swapped out for cheaper alternatives or frankenslotting. This is more to give you an idea of what powers to take, what to take them for, etc.
    As you can see I've just used Infrig for a set mule for s/l defense.
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