dazedandconfused

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  1. I'm in this debate in another thread. In short, while procs are unreliable, they are more effecient over time than straight %. Thats Why I have pancea on top of my list. That is also why performance shifter is on the list, of course nobody argues with that, because they are cheap. Now if you need accuracy, kismet is a great choice, I'm a bit queesy to toss it in a def power tho, esp over a lotg. Gnaussians is not for every build, none of these enh are, they are just foundational pts to build upon.

    Now I hadn't thought about kismet. It makes a solid argument. I'd like to see what else arises.

    At any rate, in one of the great comedies of all time, i have to play a show in front of some 200 cops for an award banquet, in about 7 hours. I guess I've only drank about 14 beers after work, 4 hours to sleep, I am so going to jail.
  2. kismet is good, it makes a solid argument for the top 10. I put gussians over it for the damage, however, its all relative. I agree shield wall is not as important due to cost. It is very nice to add tho. Thats why I rated seadfast over gladiators armor, its the same thing, steadfast is only about 30 or so reward merits. Pancea is going to cost you an arm and a leg, and then your other arm. Its the last thing you should grab, well that and those other 2 pvp Io's.
  3. I've been field testing it. So evil, you say its about 10 seconds a tick, I gauged it at a second, which is really overpowered. In my field tests, I would say its about every 5 seconds a tick, which would be about 50 pts every 15-20 seconds and 11 end every 15-20 seconds. That is about 30 regen/rec, Tho its been ten years, the math is mostly right, i don't know the exact curve. The important thing here is I'm explaining how this curve works. I'm just saying at 20% you would think 1/5 ticks, I'm saying its 1/3.5 And I've shown you why.
  4. Here is an example i made with a blaster.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 49 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Darkness Manipulation
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Concealment

    Hero Profile:
    Level 1: [Empty]
    Level 1: Penumbral Grasp -- Empty(A)
    Level 2: [Empty]
    Level 4: Boxing -- Empty(A)
    Level 6: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(7), SW-ResDam/Re TP(11)
    Level 8: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(9)
    Level 10: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
    Level 12: [Empty]
    Level 14: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(15)
    Level 16: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(17)
    Level 18: Tactics -- GSFC-Build%(A)
    Level 20: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(21)
    Level 22: [Empty]
    Level 24: [Empty]
    Level 26: [Empty]
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Panac-Heal/+End(7), Mrcl-Rcvry+(9)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(5)
    ------------
  5. 10 Celerity, stealth, toss it in sprint

    9 Performance Shifter +end, stamina, grab the end for the speed boost

    8 Miracle toss it in health for 15% recovery

    7 Numias + regen/recovery, toss it in health (toss in heal for the 12% bonus regen)

    6 Gaussinans Chance for build up. toss in tactics or other to hit toggle

    5 Shield wall +3 global resist, toss in something w/ defense

    4 Gladiators armor +3 global def, toss into something with resist

    3 Steadfast protection +3 global def, toss into something with resist

    2 Luck of the gambler 7.5 global recharge you'll want 5 of these and 5 of the def for 50% regen

    1 Pancea I've been field testing this, its about 30% regen/rec, toss it in health.
  6. I probably would only put two Io's in stamina and 3 in health. Two perf shifters and then 2 numias and a miracle. I also prefer to stack def with either 2 or 4 lotg. If you could make room for hover and stealth, that would be an extra 15% haste. And they are both very useful powers. If you 2 slot them with lotg, that would probably give you more regen than health 6 slotted. An extra lotg in combat jump would tack on another 10% regen

    Actually, I'm rethinking this. You showed me something. Pancea, thats very nice, so 4 in health would be optimal. I can drop one in haste for that. Thx for the pointer. I'm thinking that would be about an extra 600 hp and 90 end a minute. Its actually probably higher than that. There is a cumalitive effect. It was explained to me in a statistics class. If you put 20 people in a room, there is over a 100% chance that two people will share the same birthdate. If you put two people in a room, there is a 1/365 chance they will have the same birthdate. If you put 4 people in a room, there is a 1/182.5 chance, with 6 people a 1/92 chance etc. To put this another way, knaussians has a 5% Chance for a buildup. After 2 seconds, thats 10%, after 3 seconds thats 20%, after 4 thats 40%, 5 thats 80%, 6, thats 160% chance. Then it restarts. So statisically speaking, thats about 1000 hp per minute, and 150 end. Well at the very least, considering you struck out every time, based on my toons hp, 750 hp and 117.5 end. Thats why those procs rule.
  7. I actually do understand, and it is a very valid point. When it is to purples the real value is in the first 5 abilities, because it is the 5th that gives the ever critical recharge boost. The 6th is of questionable value.

    I'm not grabbing those proc damages for the enh boost. I've stated many times over I question my single target damage. So anything I can do to raise that helps the build.

    Those single target proc neg damage enh, well thats 4 chances every 10 seconds, so 24 every minute, 140 a shot, thats about 8 crits a minute, or 1160 dmg, thats 16.8 dps, there is no 2 enh that will top that.

    And yes, i can see why the neh on lockdown, however I love the def, and holds run on magnitude. A standard hold will not stop a boss. The plus 2 will. I'm more controller than melee, yeah that extra 2 magnitude hold matters. I need about a 5 mag to hold a boss, my hold is 3 mag, now mags stack, so with +2 it holds, there is no other way

    I want to give you credit tho pine. Of course i'm showing off with this build., I mean, lets see, an average dmg purple is 500 miil., I have 24, I mean really, I don't need a heal self because I carry at min 8 super heals in stock, and ive got another 100 in base. I've got another 85 super insp on stock as well.

    That said, your trying, and you actually care, hey, that rulz, I think your kewl. I play with the numbers a lot myself, and i was told this would never work, well then what are you saying now?
  8. The defense isn't as high as it seems. I lose about 5 pts when I drop stealth, then mindlink has to be recast every 90 seconds, so that drops my melee def to 46, and the rest below soft cap. As for the dmg procs, I consider that a free crit. I value the ability to add an extra 140 pts of dmg every 3 shots.
  9. I took Resist Melee for my hybrid. That gives me about 21 hp a second regen. My build is kind of screwed up in that regard, because it gives me credit for rebirth at full. The hybrid is a Godsend. The Chimera solo incarnate has about 40 bosses lined up, that was a dicey battle. Even with 70 melee, 3 hits, I was dead, and there is always a 5% chance they will hit. With the melee hybrid 10 bosses can't even scratch me.

    Attack chain
    I generally chain lunge, follow up and subdue. The redraw isn't really a problem. I can usually doublestack, sometimes even triple follow up. And the fear factor rules. Its like a free soft control.

    Cons
    Lack of resistance, Hybrid really helps. The redraw is sort of annoying. Single Target Damage. I do Ok, however I won't keep up with a real damge class.


    Pro's
    Aoe's, nobody can touch me. I've got 2 nukes (counting judgement) and no penalties. Toss in Spin and Psi tornado, and then an aoe hold and a pbao confuse.

    Overall
    I've got a lot of time and money in this toon. I can do anything any class can do, not really a master of anything. Its the total jack of trades. Its perfect for me.

    (My actual build is a bit different on the lvls I chose my powers. I have a hover board and ninja run, so I frontloaded my abilities to run lower lvl arcs. I now have haste at lvl 6, and mind link at 14, or asap. I think I also have aoe confuse at 35, and then total dominate at 38, the slots are all the same.)
  10. Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Villain Profile:
    Level 1: Mental Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Devastation - Damage/Endurance
    • (3) Devastation - Damage/Recharge
    • (9) Devastation - Accuracy/Damage/Recharge
    • (21) Devastation - Accuracy/Damage/Endurance/Recharge
    • (50) Thunderstrike - Damage/Recharge
    Level 1: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense
    Level 2: Subdue
    • (A) Apocalypse - Damage
    • (5) Apocalypse - Damage/Recharge
    • (5) Apocalypse - Accuracy/Damage/Recharge
    • (7) Apocalypse - Accuracy/Recharge
    • (7) Apocalypse - Damage/Endurance
    • (9) Apocalypse - Chance of Damage(Negative)
    Level 4: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (11) Luck of the Gambler - Defense/Endurance
    • (13) Luck of the Gambler - Defense/Endurance/Recharge
    • (15) Luck of the Gambler - Defense
    Level 6: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense
    Level 8: Follow Up
    • (A) Superior Dominion of Arachnos - Accuracy/Damage
    • (11) Superior Dominion of Arachnos - Damage/Recharge
    • (13) Superior Dominion of Arachnos - Accuracy/Damage/Recharge
    • (15) Superior Dominion of Arachnos - Damage/Endurance/Recharge
    • (17) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge
    • (19) Superior Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize
    Level 10: Indomitable Will
    • (A) Aegis - Psionic/Status Resistance
    Level 12: Lunge
    • (A) Hecatomb - Damage
    • (17) Hecatomb - Damage/Recharge
    • (27) Hecatomb - Accuracy/Damage/Recharge
    • (40) Hecatomb - Accuracy/Recharge
    • (48) Hecatomb - Damage/Endurance
    • (50) Hecatomb - Chance of Damage(Negative)
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    Level 16: Dominate
    • (A) Lockdown - Chance for +2 Mag Hold
    • (23) Lockdown - Endurance/Recharge/Hold
    • (23) Lockdown - Recharge/Hold
    • (39) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (40) Lockdown - Accuracy/Recharge
    • (48) Lockdown - Accuracy/Hold
    Level 18: Spin
    • (A) Obliteration - Damage
    • (19) Obliteration - Accuracy/Recharge
    • (21) Obliteration - Damage/Recharge
    • (25) Obliteration - Accuracy/Damage/Recharge
    • (29) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (40) Obliteration - Chance for Smashing Damage
    Level 20: Mask Presence
    • (A) Shield Wall - +Res (Teleportation), +3% Res (All)
    Level 22: Foresight
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (25) Luck of the Gambler - Defense
    • (27) Luck of the Gambler - Recharge Speed
    • (42) Gladiator's Armor - TP Protection +3% Def (All)
    Level 24: Mind Link
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Luck of the Gambler - Defense/Recharge
    • (31) Luck of the Gambler - Endurance/Recharge
    • (31) Luck of the Gambler - Defense/Endurance/Recharge
    • (31) Adjusted Targeting - To Hit Buff/Recharge
    • (33) Adjusted Targeting - To Hit Buff/Endurance
    Level 26: Psionic Tornado
    • (A) Ragnarok - Damage
    • (36) Ragnarok - Damage/Recharge
    • (36) Ragnarok - Accuracy/Damage/Recharge
    • (36) Ragnarok - Accuracy/Recharge
    • (37) Ragnarok - Damage/Endurance
    • (37) Positron's Blast - Chance of Damage(Energy)
    Level 28: Confuse
    • (A) Coercive Persuasion - Accuracy/Confused/Recharge
    • (46) Coercive Persuasion - Contagious Confusion
    Level 30: Hasten
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    • (39) Recharge Reduction IO
    Level 32: Psychic Wail
    • (A) Armageddon - Damage
    • (33) Armageddon - Damage/Recharge
    • (33) Armageddon - Accuracy/Damage/Recharge
    • (34) Armageddon - Accuracy/Recharge
    • (34) Armageddon - Damage/Endurance
    • (34) Armageddon - Chance for Fire Damage
    Level 35: Tactical Training: Leadership
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 38: Total Domination
    • (A) Lockdown - Accuracy/Hold
    • (43) Lockdown - Accuracy/Recharge
    • (43) Lockdown - Recharge/Hold
    • (43) Lockdown - Endurance/Recharge/Hold
    • (45) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (48) Lockdown - Chance for +2 Mag Hold
    Level 41: Aura of Confusion
    • (A) Coercive Persuasion - Confused
    • (45) Coercive Persuasion - Confused/Recharge
    • (46) Coercive Persuasion - Accuracy/Recharge
    • (46) Coercive Persuasion - Confused/Endurance
    Level 44: Tactical Training: Assault
    • (A) Endurance Reduction IO
    Level 47: Hover
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 49: Combat Training: Offensive
    • (A) Accuracy IO
    Level 2: Swift
    • (A) Flight Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (37) Numina's Convalescence - Heal
    • (42) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (42) Performance Shifter - EndMod
    Level 1: Brawl
    • (A) Empty
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Empty
    Level 1: Prestige Power Surge
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 1: Conditioning
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 4: Ninja Run
    Level 50: Reactive Radial Flawless Interface
    Level 50: Pyronic Radial Final Judgement
    Level 50: Phantom Radial Superior Ally
    Level 50: Agility Core Paragon
    Level 0: Marshal
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 50: Rebirth Radial Epiphany
    ------------
    ------------
  11. I want to thank you for your work on this project, you have provided all of us with a valuable tool (and nc should pay you for this)

    That said, I caught some weird super virus the other day. I can't say it was from your planner, however it was coh related. I think I was looking up some badges on wiki. For the most part I fixed my computer, however I get some strange message about a folder when I open coh, I can still get into game. At the same time My planner isn't able to store any info, I'm locked into one build. Fortunately it is my current build, and I can tinker with it, I just can't save anything.

    The upshoot, is that I'm eagerly awaiting your updates and corrections, I'm also wondering if you will give us a way to update, reinstall and correct issues with our programs that are bug related? It would be helpful.
  12. dazedandconfused

    Illusion/Time

    I don't really know time, however i have several criticisms of your illision build. for starters, why ice mastery? Psionic mastery gives you a clicky staus resist, there is no other choice. second, for holds, Lockdown has incredible defenses, as for fight, thats alot of pts, and barrier is way better, and it doesn't take that long to get a t4 sheild. 1 slot spectral fear, its a great soft control, no reason to slot it, grab confuse, I have it 2 slotted with purple, conatagiouse confusion for aoe and some other purple, probably confuse/recharge/acc or something for the extra end boost. 6 slot flash, you don't even have it, lockdown adds alot to def. 6 slot both your pet lines, and use purples here, they are cheap. I would suggest 4 purps in phantasm and 2 in pa, then go with ex pets, all with recharge, you can get 3 however with enough recharge and spiritual that will perma pa. The extra, i would use for acc/dmg.
  13. so are you from Memphis bill? Just wondering, been out here for 5 years, (on halloween). I live out in Graceland.

    I haven't really found a dom build I like. Now I love the fort, it gives me stealth, a backstab, good melee, good range, good crowd control, and a nuke, with max defense. I haven't incarnated it out yet, I've been away for years, and i'm pimping out my conroller atm, probably another month or two before i have all the purples I want, 32 of them.

    At any rate, with the incarnate slots, I'm almost the ultimate in control/buff/debuf

    Control
    Holds. that was easy, Blind/flash
    Confuse, I 2 slotted for contagious confusion for the aoe effect
    Fear: Spectral terror is one of the best soft controls in game, 1 slot
    KB: Psi tornado is great soft control, I don't even use pets in groups
    Disorient: Pyro, w/ spirit 33% bonus, I stun bosses every time

    Buff/debuf

    Haste/slow: speedboost, slow movement
    Resist/dmg: siphon power/fulcrum shift
    Def: paralytic, 75% chance to lower def w/ every hit/ 2 minute barrier
    End: Transference/speedboost
    Heal: Transfusion
  14. While I would like more dps, I would never trade in my controller for a dominater. I have two major reasons for this. The first, Illusion is not an option for dominater. I play illusion for superior invisibility. The only other subsets that give me this option are stalker (which doesn't really impress me) or the arachnos spider, which as a fortunata, I really do enjoy. That is a topic for another day though.

    The second reason, is that none of the blaster secondaries are superior to kinetics. I have ways to do damage. maybe not as much, however with retribution, I do have a nuke every minute and a half. If thats down, I can run into the center of an 8 person mob set, total invis like, cast flash, my aoe hold, now all my damage is doubled, fulcrums shift, and the my psi tornado, thats 24x2 dmg every tick for ten seconds, about a 480 pt dot over ten seconds, with soft control. Meanwhile my perma phantom armies and my phantasms go to work, after ten seconds all the minions are dead, and I start chaining blind/spectral wounds/darkwood wand, all for times two damage. And here is the kicker, i start running low on endurance, cast a transference. Thats unlimited endurance.

    So riddle me this? Someone said, the best debuffed mob is a dead mob, ok so what is a blaster without a heal, and no endurance? A self debuffed mob? Dead?

    And in groups, I'll put a tank in god mode. A 500 pts heal every 5 seconds, 100 pts end every 15 seconds, fulcrums shift every 15 seconds. Toss in an aoe speedboost. Now what exactly is that dominater throwing on the table?

    For that matter, I can solo av's behind my pets without using a single inspiration. My armies don't take damage, I've got a big heal, and unlimited endurance. Yeah, I guess your right tho, controllers suck...

    Should add, I have a 48 kin defender. I didn't like it. The weakness of kinetics is that it has no damage mitigation. The end result is that the blaster/kin combo is very weak in solo play. It also lacks any status resist. A controller has status resist with iw, and they are very good at damage mitigation, so the two classes really compliment one another.
  15. It's a temp power? That actually seems really cool. Does it apply to incarnate pets? Whats the recharge on it? I thought that it only applied to when my pets are up. It's not really a big concern, cause my PA is almost perma, perma at times, and my phantasm only takes damage when its being stupid. Being a kin, it would be nice to have a stupid button. (I doubt it would make much difference tho)
  16. I'm looking to purple out my build in the next few months. And i was looking for ways to maximize the effect. I was planning to frankenslot PA with 4 xr, and then 2 soulbound allegiance. And then toss the other 4 soulbound into my phantasm. That gives me the 4% dmg bonus, and X2 on the regen bonus and the extra 6.25 global recharge. That seems like the best all around package.

    However, that leaves me without a /recharge in 6th slot. I would really like to toss in The resist bonus aura, however pa is wierd. They don't take damage, they can't be healed or recieve buffs. So can they transfer the resist bonus to other pets? It would seem like they should, since they are the only pet I can think of on a timer, so the set was really designed for them, however I was wondering if anyone knew for sure?

    I know I could also toss the resist aura into my phantasm, and in many ways that makes more sense, however then I lose 1.5% stamina regen, and trade that for 2.5 status resist, which I really don't need between aegis and I Will. I just haven't decided what is best. I guess its not that big a deal, I could easily buy about 20 xr for the price of a purple. Just wondering if anyone had any experience with this.
  17. I guess I really answered all my questions.
  18. No worries flux. I don't take you personally. We are just looking at things from different views. You are a pylon tester. When it is to the numbers, I have no reason to doubt your expertise. In contrast, I am a controller, that wants to amp up dps and defense. I also depend on stealth. As such the fort is very good for my playstyle.

    Now that said, I also have no reason to doubt your xp on trial content as well. I'm lucky to play enough to finish 5 tips missions in a week.

    Where I do disagree is the statement that it requires a lot of inf to get a solid fort build. In fact, I would argue that purps are not that good an investment for a fort build. They give no def bonuses. You are better off getting yellows and oranges, and they are very cheap if you run tips missions. Its 50 merits, or two days to get a yellow.

    So all that withstanding, here are possibly the two most important questions. Do I expect to solo av's? No. Do I think the fort will be as powerful as my ill/kin controller? I'm going to find out, however, that really depends. With kin I can hover above a battle and chain transfusion, transference, and fulcrums shift, and my group is in God-Mode. Of course, if I get to close, I will die. Now solo wise, I've got IWill/Phantom army close to perma cast, unlimited end w/ transference, a really big heal, fs, and I can drop 2-3 spectral terrors to just about lock everything down.

    Thats really tough to beat, but you know, A NW is not really gonna beat that either. When it is a battle of raw power, in a group, the only equal to a kin is a tank. And a kin def is nowhere near a controller/kin, I've played both. And ill is so powerful, they banned the class for dom. (the only more powerful support class combo I can imagine would be an Ill/dark, which to is banned. And really, it would be a great solo/combo, however, you just can't beat transference/ fulcrums, and transfusion is a better heal in group situations.) That said, I'm tired of playing healer, and hiding behind my pets.

    So the next question. Could I keep my fort alive, and could they contribute to the group? Yes. Good aoe dmg, good buff/debuff, max def, decent CC, decent burst dmg. Overall, a very surviable toon, with decent dmg. No complaints.

    Of other note. I mentioned earlier, that I used crit dmg to defeat an elite. You responded, that standing toe to toe does more damage than stealth crit. This is very true, however this is an intangible. You see, I had fought the elite down to half damage, and in the process, I burned all my inspirations. I ran away and rested. At that point, I realized I couldn't take him in a head on assault, nor could I nuke him to death. However, I could outburst him, and outregen him. So I changed my tactics, and won the battle. Thats something that no amount of empirical testing can gauge. This is the realm of radical empiricism, in which there is no truth. Emperical testing would only tell me it was an unwinnable battle.
  19. You seem to be missing the point that I am making Flux, because you are talking about dps, and I am talking about control. Yes, if you want to be a scrapper, then by all means, you should play a NW, or maybe a scrapper, or a brute, or a tank. Now if you want to play a controller without pets or heals, instead with an invis and high dps and good defense, then only the fort will achieve this package.

    Now as a result, it is tough to compare, because you can measure dps. The NW has better dps. How do you measure dominate and confuse? Thats what we call an intangible.

    Now if you don't rely on crowd control, if you don't care about clean pulls, then these skills probably aren't going to be important. If however, you have been playing cc since the days of eq, then you might use these skills to deadly effect.

    Now I can hear you say, yeah, but the redraw is killing my dps. So what? The room is pacified. Nothing is hitting me. If something does, it wont be in 3 seconds. If I need more dps, I can sit around for a few seconds, re-stealth, and then get my crit-shot. I've actually taken out some elites like that.

    The problem is, there no way to quantify the reaction time of 30 years worth of pianist finger training.
  20. There is certainly a good argument for going with a dual build. I started with 2, I lost interst in NW though. Quite simply, I want to play a thief illusionist. The fortunata is the first toon I've found in any mmo that has given me that option. (I wish I could pickpockets and such, however this is close, esp as rogue)

    What I want in a class, is stealth, backstab, charm, stunlock, ranged attacks, aoe's and good defenses, so that I can go toe to toe with my opponents, and have a bunch of tricks to throw in. No other game, or class has answered these questions in the way the fort has.

    Is it an elite class? Depends on how you play it. Its not like a fort is really good at anything. They are not as good at control as a dom or controller, they can't out dps a scrapper/blaster/stlk/ect, they don't have the protection skills of a defender, or the defenses of a tank. However, they will certainly out control a stalker, out protect a scrapper, out tank a defender, and out damage a controller.

    A NW is much more straight forward. That doesn't make it better, just easier to muscle through things. A Fort is more of a situational finesse class. Knowing how, and when to use an ability will directly impact the overall capability of the toon, far more than most other melee classes.
  21. Nobody is giving a fort any awards for dps, however a stalker with confuse and dominate? Three mobs, np. Confuse the first, backstab the second, follow up (since confuse doesn't break stealth) dominate third. Spin, subdue, theres two down, the third is down life, and still confused, since it has such a great duration, dominate, and finish it off.
  22. I can't really agree with you flux. It's easy to just about perma mindlink with a fort, and have def in ranged and melee soft-capped without even using ML, and without the use of any purps. Not to mention superior aoe dmg and Crowd control and ranged attack chain.

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Villain Profile:
    Level 1: Mental Blast -- Dev'n-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/EndRdx(37)
    Level 1: Combat Training: Defensive -- LkGmblr-Def(A)
    Level 2: Subdue -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(27)
    Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(15)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(11), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(17), Mako-Dam%(40)
    Level 10: Indomitable Will -- Aegis-ResDam/EndRdx(A)
    Level 12: Lunge -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(27)
    Level 14: Super Jump -- Winter-RunSpd/Jump/Fly/Rng(A)
    Level 16: Spin -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-Acc/Dmg/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Rchg(31), Oblit-Dmg(31)
    Level 18: Dominate -- Lock-Acc/Hold(A), Lock-Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(33), Lock-Acc/Rchg(34), Lock-EndRdx/Rchg/Hold(34), Lock-%Hold(34)
    Level 20: Mask Presence -- LkGmblr-Rchg+(A)
    Level 22: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(29), S'fstPrt-ResDam/Def+(43)
    Level 24: Mind Link -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36), LkGmblr-Def/Rchg(37), AdjTgt-ToHit/Rchg(37), AdjTgt-Rchg(50)
    Level 26: Hover -- Winter-RunSpd/Jump/Fly/Rng(A)
    Level 28: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(39), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40)
    Level 30: Confuse -- Pplx-Acc/Conf/Rchg(A)
    Level 32: Psychic Wail -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/Rchg(42), Oblit-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Dmg/Rchg(43)
    Level 35: Tactical Training: Leadership -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(43), AdjTgt-ToHit(45), AdjTgt-EndRdx/Rchg(45)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(45)
    Level 41: Aura of Confusion -- Pplx-Rchg/Conf(A), Pplx-Acc/Conf/Rchg(46), Pplx-Acc/Rchg(46), Mlais-Acc/Conf/Rchg(48), Mlais-Acc/Rchg(50)
    Level 44: Total Domination -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-Acc/Hold(46), Lock-EndRdx/Rchg/Hold(48), Lock-Rchg/Hold(48), Lock-Acc/Rchg(50)
    Level 47: Tactical Training: Assault -- EndRdx-I(A)
    Level 49: Combat Training: Offensive -- Acc-I(A)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Heal-I(21)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
    ------------
  23. I'm new to the class, I haven't even gotten to my second build, however I see no reason to take the power strike. The melee attacks I want are Follow up, Lunge, and Spin. That gives me two 12 sec attacks, and a 14 PBAOE. Thats a little slow, however I can always use a ranged attack in melee, I can't use melee at range. For ranged, I want mental blast and subdue. (I might go with dart over mb, I don't want kb, so TB is out) I will also have dominate with dmg/hold slotted, and I plan to grab phsycic scream and scramble thoughts as well. (and phsycic wail)

    The reasoning behind the melee I have chosen, why do I want them? Follow up is my dmg buff, spin is a fast pbaoe, so those two are no brainers. Lunge is my backstab, thats why I want my highest dmg attack there. The other melee attacks do not bring anything to the table.

    Heres what I would propose for an opener chain Lunge(crit/slow/bleed) Follow up (+dmg), dominate(stunlock), MB(slow) Subdue(root/killing blow?) By that time I expect lunge to be up again, and probably fu, mb, and dom as well. (and the battle to just about be finished)
  24. I was talking about this topic earlier, and so I will go over it again. I don't really know fortunata, never even played one, I do know control. I have played with both confuse/dom and aoe holds. never with an aoe confuse, however I have the others to draw my conclusions upon.

    Dominate, 6 slot for dmg and hold, about a 50/50 mix, max acc/hold and then dmg, and last rch. This is your bread and butter.

    Confuse, 1 slot, that is why this power is so awesome. Its rarely resisted, and it has a good duration.

    AOE hold. six slot it, purple it

    AOE confuse, six slot it, purple it

    PBAOE nuke, six slot it, purple it

    Don't look at these powers in isolation. Any one of them is a game changer. You only need one of them in any given battle. With all 3 of them, one of them is going to be up, which means one way or another, you've got the edge. And with a little rest, you can drop your nuke, confuse the hell out of whats left, and then stun them. If thats not enough, well then you never stood a chance anyways.

    (And yeah, to end this silly argument, you are not going to chain stun a boss with an aoe mezz. Thats what dominate is for, and you're gonna have to hit him 3 times before it sticks.)
  25. I haven't played a fortunata, in fact, I don't even have the archtype unlocked. I mostly play hero side, however I think the class is what I'm looking for. Now my prime is a 50 Illusion/kin, so I do have a few thoughts in regards to the forts control powers.

    Lets start with single target. First dominate. I'll slot that half and half, dmg and control, up acc, dmg, hold, rchrg

    Lets move to confuse. The beauty of this power, is it doesn't need to be slotted. Toss in a yellow acc/rchrg/confuse, good to go. It has a good duration all on its own, and its rarely resisted. In fact, for cc, I'll go with 1 slot confuse over a 6 slot dominate everytime. (Dominate is more for the lockdown stun, which is more of a killing combo as opposed to cc)

    That covers the single shots, lets move to the aoes. Now as an Ill, I have an aoe stun on a 4 minute timer. With all my haste i can use it about once a battle. So thats about 2 minutes. (I'm assuming about 8 mobs 2 lts and a boss, for the solo player) So with an Aoe confuse, that gives me 2 aoe holds a battle. My general thought is to purple them both with 6 slots.

    You add that all together, I have old faithful, dominate on a few second timer, adding in dmg, confuse on the fly for some extra control and about a 15 second aoe hold on a 60 second timer. (or 2 on a 2 minute timer) Overall, thats some pretty good cc, its not up there with my Ill, what can you say though, spectral illusion 1 slotted is the best control in the game. (We are talking about a 45 second unresistable target location aoe fear on a 20 second timer. Its so devastating as soft control, there is no reason to slot it.)

    Of course, lest we forget, for some extra cc, forts do have an aoe nuke that can be taken down to about a 3 minute timer. (I'm assuming that a fort will want to go with haste for inc slot.)

    The pt being, any one of those 3 aoe powers is a game changer. You six slot them all, one of them will always be up. You purple them, yeouch!!!