Lobster's Fortunata Guide


Dante_rex

 

Posted

aka. Lobster's Guide to Good Fortune
v. 0.97

Q: You couldn't find a better pun for the tittle?
A: No. Not unless I delved into the realm of mashed fish products.

0.0 Introduction

This is my second attempt at a V(illain) E(pic) A(rche)T(ype) guide - you may already be familiar with my Guide to Crabbing - and it looks like my last as I see there are already some decent guides up for Widows & Banes (yay! Less work for me!). I'll try and make it useful. Keep in mind that Fortunata's are also less annoying that Khelds ;).

I'll be following the same basic outline as my previous guide, as it helps keep me focused on what to present.

0.1 Things to Like

Things to like about Fortunatas:

*Ranged damage: You are a ranged damage dealer. Sure, you can take some melee attacks from the Widow primary so you can crit out of Mask if you really want...but I'm not going to recommend that because it seems a sub-par use of your talents to me. Your ranged damage is also rarely resisted (psi & some lethal/toxic), but when it is resisted it is resisted pretty heavily. Par for the course for psi damage - having a level 50 already, you should be familiar with this in some fashion.
*Survivability: Wow. You're a blasta-dom with status protection and frequently capped defenses? Huh? The ladies like.
*Team buffs: In addition to the standard tasty VEAT snacks that are the lower end cost Leadership buffs, you also get an awesome team defense & psi resist buff in the form of Mind Link.
*Controls!: You have excellent single target controls in the way of an all around awesome single target hold, and the long-lasting single target confuse. You also have some sub-par to decent AOE controls, only lacking in that they can't hold bosses without help (compared to controller hold crits & domination), but you can stack them with your single target controls to effect a boss or two.

0.2 Things to Complain About [if you are so inclined]

*Like Crabs, your single target damage is slightly sub-par (but not nearly as much) when compared to your melee counterpart (Night Widow). Of course this makes perfect sense though, since you deal your damage from RANGE and have CONTROLS, so it's nothing I would complain about. But, if you're a big whiner, go for it!
*You cannot solo Lucsa (let alone even fight her)
*Your Mind Link is not as good as the Widow Mind Link: This I think is a valid complaint to some degree. Your Mind Link has a base recharge of 300s, compared to the Night Widow's 240s AND they have Mental Training, which puts it down to 200s before enhancements. It is much more difficult for a Fort to perma (I didn't even bother on mine; it's up enough).
*No butt capes: I know, I know.
*Why did we get Mass Dominate instead of Telekinesis? I don't know..but wouldn't that have been SWEET?

0.3 Anti-Melee Disclaimer & Discussion

This guide is going to suggest that you heavily favor the ranged attacks, and pretty much ignore the melee ones. Thus, I won't be discussing the specific melee attacks much at all. Why? I don't think they play to the Fort's strength, and taking them promotes an even more fractured build than you'll wind up with anyway (range + melee + control + defense + buffs = jack of all trades, but weakened strength in all).

I will discuss 2 cases where I think 2 melee attacks may be warranted, beyond that don't expect much.

0.4 My Fortunata

Some of you may remember my Fort - I ran many, many ITFs as Perchance on Pinnacle. I hope he provided some entertainment, and some good teams, as I certainly enjoyed the ride to 50. I'll post his build in the builds section for the curious.

1.0 Powers

I've omitted specific numbers in most cases, because you can just check in game or use a build planner to get those. I have provided a few numbers where I found them useful. For the most part, I'll just give you a general idea about the power and tell you what I think of it.

Powers with * are Night Widow powers that require the claws draw animation, none of the Fort powers have a draw animation
Powers in bold are the Fort's signature powers (in my opinion). These are the powers that define you, and that you really shouldn't skip unless you have a great reason (and even then I'd probably slap you!).

1.01a: *Poison Dart
1.01b: *Swipe
1.01c: Mental Blast
1.01d: Telekinetic Blast[/color]

Wow, that's a lot of choices for a first attack. I like.
Swipe is you basic fast, light melee attack and, like all other melee attacks, I'm going to advise skipping it.

The choice between MB & TK is tough, as they do almost exactly the same damage. Half of TK's damage is smashing, which can be useful. TK has 50% longer recharge (6s compared to 4s), but has a very reliable knock back effect (compared to MB's -30% recharge debuff). This choice is up to you, neither will gimp you, but I highly recommend TK for several reasions:

1) It looks much cooler.
2) Reliable ranged KB is very useful.
3) It looks very cool.

At low levels the extra 2s recharge may be annoying, but by later levels you've got so much going on it won't be much of an issue.

As for Dart, its a great attack, and it IS better than Mental Blast from the standpoint of: better damage, faster activation for the same recharge. It can also be useful for adding an extra damage type into the mix. However, it does have the redraw animation, which may annoy you. I'd definitely suggest taking it pre-respec, but post I think TK is a better option.

However, the 6s recharge may annoy you - in that case I'd say Dart over MB if you can deal with the weapon draw...

1.01e: Combat Training: Defensive (CT:D)

Passive defense versus melee. A little more than half the strength of a standard defense toggle - but it costs nothing! You have to take it anyway, so just roll in its awesomeness.

1.02a: *Strike
1.02b: Subdue


Strike is a slightly stronger single target melee attack, skip it.

Subdue is much stronger single target ranged psi attack than MB or TK, and has an 80% chance for a mag 3 immobilize. It's an integral part of your single target attack chain, and your heaviest hitter. I would strongly recommend against skipping it.

1.02c: Combat Training: Offensive (CT:O)

Passive accuracy boost and resist to tohit debuff. Not any kind of priority, but if you have room for it go for it. I recommend TT:L over CT:O, because it benefits your entire team BUT if you have room for both it can't hurt.

1.04: Tactical Training: Maneuvers (TT:M)

I know, I know: it's not as good as the crab version, and "barely" better than the pool version. But I'm still calling it a signature power. Why?
Because all VEATs get a flavor of this, and 7.7% defense (slotted) to ALL for the entire team is excellent. It will also help you come closer to soft-capping your melee defense (even though you're rarely in melee) and provide a good deal of your ranged & aoe defense.

1.06a: *Dart Burst

A solid ranged cone attack. Even though it's from the generic widow primary, it does more damage than either of your other aoes (Psychic Scream & Psionic Tornado), so keep that in mind. For builds that want any aoe, I highly suggest this. It's worth the claws draw animation. The extremely fast (8s) recharge and minor regen debuff (-25%) don't hurt either.

1.06b: Aim

It's Aim. Aim is always Aim. I report, you decide.

1.08a: *Follow Up

???CHECK???
Unlike Widows, Fort's can take both Follow Up AND Aim. So, if you have room you may want this just to maximize your Psychic Wail nuke damage, or for an interesting Wail+Spin+Tornado combo build. I stayed out of melee entirely, so had no use for this. Don't get me wrong, it is an -excellent- power, having to get a melee hit in every 10s just doesn't work with a ranged playstyle.

1.08b: Psychic Scream

Less damage and quicker recharge than the Night Widow version, it does about the same damage as Psionic Tornado but on an 8s faster recharge timer. Same recharge as the Dominator version (12s), but about 50% more base damage. An all-around decent, but not stellar, ranged aoe. It's one of your staple attacks if you're going for any kind of decent aoe, so I'd suggest taking it.

1.10: Indomitable Will

Near-complete status protection (all except End Drain & Slow I think), it even has Fear, Confuse, Repel & Knockback! You don't need to take it as soon as it becomes available, but you should definitely work it in as soon as you can. I usually get it by about 14.

It also has a small amount of psi resist (10%), which means you can slot it with the 3% global defense IO.

1.12a: *Spin

An excellent pbaoe melee attack. Except that Forts are primarily ranged damage dealers....
Like I suggested earlier, it can work in a few interesting combos when paired with Follow-Up, Psychic Wail or Psionic Tornado, and it can crit out of Mask/Hide. I would skip it unless I was specifically focusing on one of those things.

1.12b: *Lunge

A strong (the strongest you have access to) single target melee attack. It does about 30% more damage than your next heaviest damage dealers (Subdue & Strike), so may be worth taking just for the crit out of hide vs bosses, if you're into that kind of thing. I don't suggest it, but hey if you like flavor, try the coconut; it's superb!

1.12c: Dominate

Hands down one of the best powers in the set. A ranged single target hold that deals excellent (btw. TK & Subdue) psi damage. In fact, don't even think of it like a hold, think of it like a ranged attack with a bonus hold feature. IE I wouldn't suggest slotting it for any kind of hold effect until you are done maxing damage, and tweaking end/rech/acc to your liking. Even without hold slotting, you can lock down a single boss pretty handily.

With 0 recharge slotting & no other interfering factors, you should be able to exactly lock down an even con boss as soon as the second one hits. So, with good IO slotting you can do quite well.

Take this power.

1.12d: Psionic Tornado

A very nice (to watch) ranged aoe attack with random knock-up & -30% recharge debuff. The damage on this is rather low, IMHO, for the recharge (20s), and the special effects don't make up for this. Still, it IS pretty to watch, and you may want more than 2 cones for aoe, so if you've got room it's a decent pick. I put it off until the 40s and just took it insted of a patron immob cone.

School of Sharks & Soul Tentacles do about the same damage for the same recharge, and give you a guaranteed immobilize, so you may want to consider one of those instead for a heavy cone focus.

1.16: Tactical Training: Assault (TT:A)

Provides the same buff as the pool version (15%) for half the endurance. Lots of builds will find room for this.

1.18a: Confront

A single target taunt. If you're interested in this, I've got a school bus that runs on broken dreams you may want to take for a spin.

But seriously folks...if you are going for uber versatility, and want to take advantage of your capped defenses by taunting....one critter, then go for it, but I think you can find better things to spend your time banging your head against.

1.18b: *?Scramble Thoughts

A ranged, single target stun. Like Bean Bag, etc. but stronger.
I call this a signature power because it is quite powerful - very few classes get a power that will one shot hold a boss - and at an 80 range!
And yet, at the same time, there's not really much need. The animation time is quite long (3s), and in that time you could have blasted them twice and be ready to stack a second dominate in another few seconds.

I opted for confuse instead for the purple set bonuses, but for simple raw utility & power, this is a good pick. Just don't expect it to save your life - 3s can be a long time when you've got low hp & no resists.

1.20a: Tactical Training: Leadership (TT:L)

Provides the same buff as the pool version (10% to hit) for half the endurance. I'd suggest this for most builds, and take it over CT:O.

1:20b: Mask Presence

Better stealth (slightly) than the pool stealth, 60% less end, no movement penalty, slighly more suppressable defense, and the same (2.5%) unsupressed defense.
Also allows your melee attacks to crit out of stealth.

I wouldn't take it for the critting, but rather for the extra positioning flexibility it provides for controls & aoes. Also, the extra 2.5% (3.75% slotted) defense can mean the difference between capping defense and not.

1.22: Foresight

A passive 7.5% (11.8% slotted) defense to ALL with 20% psi resistance AND 25% stun/immob/fear/sleep/hold/confuse resist (not -mag, just resist, so it lowers the duration).

You would have to be clinically insane to pass this up or not slot it 2 slots for an extra 2.8% def vs. all is totally worth it in my book. Keep in mind that you can also use a slot here for the 3% global defense IO.

1.24: Mind Link

10% defense to ALL (15.7% slotted), 30% psi resist & 5% tohit for 90s for yourself and nearby teammates. 300s recharge. Yes this is 60s longer than the Night Widow version even though we lack Mental Training. Yes I think that is rather silly. I can see how maybe they are think you are not in melee as much so you don't need the extra def, or you have the controls to make up for it, etc. etc. So, I can *kinda* see where they are coming from.

But it's still annoying.

That being said, without hasten you can get it down to about 150s recharge fairly easily - so 90s up, 62 down. Not horrible for something that should put you at the melee def cap, and may cap the other 2 as well.

Remember!: You can't slot normal recharge enhancements here, but you CAN slot defense or tohit ios than have recharge components, so in general I'll use 4 def/rech and 1 def/end/rech, or maybe 1 ??/rech from a tohit set.

Take this!

Why do I even have to explicitly recommend this? I don't know, but I see many Forts & Widows, perhaps following the sadly standard "greedy" power choice theology of "If it helps someone other than me, I won't take it!", thereby neglecting a hug portion of their defenses. Dumb. Heck, you don't *have* to gather teammates every time you fire it off - just fire if off in their general vicinity and it's bound to hit at least a few, 35 radius is pretty large.

1.26: Total Domination

Range aoe hold. Underwhelming for me, like all aoe holds since the aoe control nerf/charge. A 240s recharge for a 10s control that won't get bosses just doesn't get me excited, sorry. Yes, you can stack it with Domination, and that's pretty much it's saving grace. If you are going for perma/heavy hasten slotting in an attempt to perma Mind Link, this may be a lot more useful, since you can potentially turn it into a 90s recharge for 20s hold, which isn't bad at all.

Still, I skipped this, and the choice is entirely up to you - do you have enough room to slot this heavily? Will it be worth it to you? Are minions/LTs much of an issue? The answer to those questions for me was "No."

1.28: Confuse

A very good single target control, as it doesn't draw any agg to cast it, so you can easily stack it twice on a boss and take them out of the fight. The long base duration (26s) also mean that this power is out-of-the-box good and you don't really have to do anything to it.

That being said, it's also a good place for a Malaise or purple set if you have the slots. I would say take either this or Scramble Thoughts, but not both. I went this route because I had most of a Malaise set at this point. Basically, I dumped 4-5 extra slots for the set bonuses - which was worth it to me because 3.13% ranged is pretty noticeable.

1.32: Psychic Wail]

Wow. This power is awesome. A crashless nuke? Sign me up!
Now, keep in mind it only does about as much damage as a defender nuke. Still, as a Fort you are more able to safely survive in nuke range than the vast majority of defenders. And it's crashless & comes with a Mag 3 stun & a -70% recharge debuff. It's awesomesauce in a bag (for the Canadians, eh!).

I'm not even a fan of nukes, but I love this one. A lot of that is because not having to worry about the end crash makes nuke usage a lot more practical - in teams I pretty much use this as soon as it's recharged.

If you do opt for Follow-Up, you can hit with that (possibly critting out of Hide) & Aim then unload this, Tornado (& possibly Spin), for a pretty nasty pbaoe mess.

1.35: Tactical Training: Vengeance (TT:V)

Vengeance is as Vengeance does. Your buddy (or someone you can't stand) died...make some use of it!
I didn't have room for this, but enjoyed benefiting from it the few times others had it and it someone died. Death wasn't exceptionally common on my teams, so I can't say that I missed it.

Still, it's a great power to just grab when you need something that you don't have to sink slots into. It can also be a life/team wipe saver, so keep that in mind if you're going for a babysitter/team focus type build.

1.38: Aura of Confusion

PBAOE confuse. It's the Mind Control power Mass Confusion as a pbaoe. Again, like Total Domination, it's only mag 3. But it's also easier to toss a few confuses out on multiple bosses (remember, Confuse draws no aggro) before unloading with this than it is to throw out sparse dominates.

A good spot for a purple or Malaise set, this is entirely a playstyle choice. I took it, but wouldn't miss it much if there was something else I rather have.


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

2.0 Flavors

I think the Fort has more options than a Bane, but less than the Widow as far as playstyle variance goes.

Here are what I think the major sub-archetypes are, keeping in mind that I think most players play a hybrid of 2 of these:

2.1: Ranged/Ranged Aoe

This what your custom Fort powers, at first glance, lend themselves best to. You grab the ranged psi attacks, Dart Burst and possibly Poison Dart (maybe subbing it for Mental Blast). You don't like touching enemies except to pick the loot from their corpses (Yes! We have loot now, live with it!), and even then you'd probably rather just lift their gear with TK.

Incidentally, you can lock down single targets very well just by way of Dominate being a mainstay of your attack chain. You frequently have attacks geared up and ready to go...probably because of the length of the Psi Tornado animation.

2.2: Control Focus

The second most obvious thing about your powers...controls! You've chosen the AOE hold & confuse over other, more interesting powers and probably took both Confuse & Scramble thoughts. Enemies don't get to do much on your watch, but large groups or multiple spawns will break through your controls and may eventually overpower you - hope you slotted your defenses well!

You may not solo very quickly.

2.3: Team Focus

An all around good ally to have: you've got a mix of controls & attacks to supplement your generous slotting in the team buffs. You can still solo decently, as you hopefully have a complete attack chain, possibly by way of mixing a cone with your single target attacks.

2.4: Aoe hybrid

This is the freaky stepchild that runs around with Spin and possibly Follow-Up and Lunge, to provide some additional damage dealing capabilities in addition to their numerous aoes and/or controls.

This style & build seem to strongly favor teams a) because aoes are most useful for larger spawns and b) because you may lack a decent single target or ranged attack chain until quite late game. You are best off in a team, exploiting each of your abilities (out of stealth decent crit, heavy pbaoe, ?random controls?) where they will do the most damage - as opposed to just trying to get through solo content, possibly not very quickly.

3.0 Playstyle

3.1: Roles

Forts fill a lot of roles, moreso than Banes (generally) and Widows I believe, and more than most Crabs do actively (while a Crab has the *potential* for multiple roles, many that I have seen do not play this way, and indeed it is not the most optimal playstyle imho).

Forts can blast at range, versus single targets and crowds, or blast in melee range where their superior melee defense protects them. They can even tank at times - especially with Mind Link up. I've been the lone survivor a few times. Vengeance works wonders here if you have room for it.

Forts can provide medium level aoe control (noticeably less than a dom or controller, competive with control oriented defenders (storm, dark) if specced well). The real strength of these controls lies in their existence IN ADDITION to the Forts decent damage dealing capabilities. Also, having a ranged, single target hold that does *excellent* damage (and in fact should be slotted for damage) is truly an awesome thing. Try it, you'll like it.

Forts can dish out decent melee damage to accompany their other strengths if you wish - but in most cases I advise against it (but see the the final build for some minor melee usage).

3.2: Movement is good

When I play my fort teamed, I move *a lot*. Leap into a spawn, fire off nuke, leap out to side, blast with cones, jump back towards team, fire off Mind link, jump/fly to another location for repositioning a boss with TK Blast, etc.

Even solo I'm moving a lot, especially to position things with TK Blast. Man I wish we had "real" TK....

You don't have to move that much, heck you can just sit back and blast if you go for certain focuses, but I enjoy the activity that comes along with all the options at our disposal.

3.3: Team leader material

I think this also helps Forts to be excellent team leaders. While any class can lead a team, I think it helps if that character can be in the thick of things when need be. Being able to fire off controls or aoes to steal aggro from a squishy certainly helps as well. Team buffs in the form of ML, the leadership toggles, and Vengeance also contribute greatly to a teams effectiveness.

Sure you can play a "lazier" style of fort, and let others run the teams, but this is, I think, definitely a class to consider when you're looking for the kind of character that can successfully hold together teams and run SFs/TFs, etc.

Sure a corruptor or defender brings a noticeable amount to the table, as does a brute/tank/anything else - but the sheer variety of skills that a Fort can bring give you the options to play a little of each role (like a Kheld, but not nearly as limiting! (IMHO! )).


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

4.0 Builds

I make no claims about any of these builds being the "best" or whatever, they are all just examples of my points, and you should feel free to make changes based on your own playstyle.

4.1 My current build

Let's just get the curiosity out of the way first shall we? My build is not particularly spectacular, nor expensive - I could afford neither. But it is very, very functional. With Mind Link up I'm capped on everything, and it's up about 75% of the time (20-35s in between uses, depending on hasten cycling).

I never had any problems soloing, nor doubts about the benefits I brought to my team. I led several ITFs with him, and I suspect that anyone on one of his ITFs (except that one jerk I kicked for leeching) will vouch for his effectiviness .

Yes, there is an empty slot in foresight - I'd planned on putting another 4x of Gift of Ancients in there, but hit 50 before I got around to it (yes, I pretty much retire my characters at 50).

Everything is in pink because its his favorite color.

Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/

Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Telekinetic Blast -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(3), Thundr-Dmg/Rchg:39(9), Thundr-Acc/Dmg/Rchg:39(25), Thundr-Acc/Dmg/EndRdx:39(34), Thundr-Dmg/EndRdx/Rchg:39(37)
Level 1: Combat Training: Defensive -- DefBuff-I:40(A), DefBuff-I:40(5), DefBuff-I:40(11)
Level 2: Subdue -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(3), Thundr-Dmg/Rchg:39(9), Thundr-Acc/Dmg/Rchg:39(25), Thundr-Acc/Dmg/EndRdx:39(31), Thundr-Dmg/EndRdx/Rchg:39(37)
Level 4: Tactical Training: Maneuvers -- GftotA-Def/EndRdx:39(A), GftotA-Def/Rchg:39(5), GftotA-Def/EndRdx/Rchg:39(11), GftotA-Run+:39(17)
Level 6: Dart Burst -- Det'tn-Acc/Dmg:39(A), Det'tn-Dmg/Rchg:39(7), Det'tn-Dmg/Rng:39(7), Det'tn-Acc/Dmg/EndRdx:39(19), Det'tn-Dmg/EndRdx/Rng:39(27), RechRdx-I:40(36)
Level 8: Hover -- Flight-I:40(A), Flight-I:40(48), Flight-I:40(48)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+:30(A)
Level 12: Dominate -- EoCur-Acc/Hold/Rchg:39(A), Para-Acc/Hold/Rchg:30(13), Mael'Fry-Dmg/EndRdx:35(13), Mael'Fry-Acc/Dmg:35(21), Mael'Fry-Dmg/Rchg:35(21), Dmg-I:40(34)
Level 14: Psychic Scream -- Det'tn-Acc/Dmg:39(A), Det'tn-Dmg/EndRdx:39(15), Det'tn-Dmg/Rchg:39(15), Det'tn-Acc/Dmg/EndRdx:39(19), Det'tn-Dmg/EndRdx/Rng:39(27), RechRdx-I:40(37)
Level 16: Fly -- Frbd-Fly:39(A), Flight-I:40(17)
Level 18: Swift -- Flight(A)
Level 20: Health -- Heal(A)
Level 22: Foresight -- DefBuff-I:40(A), DefBuff-I:40(23), DefBuff-I:40(23), Empty(36)
Level 24: Stamina -- EndMod-I:40(A)
Level 26: Mask Presence -- Krma-Def/EndRdx:30(A)
Level 28: Mind Link -- RedFtn-Def/Rchg:39(A), S'dpty-Def/Rchg:39(29), AdjTgt-EndRdx/Rchg:39(29), LkGmblr-Def/Rchg:39(31), S'dpty-Def/EndRdx/Rchg:39(31)
Level 30: Confuse -- Mlais-Acc/Rchg:39(A), Mlais-EndRdx/Conf:39(34), Mlais-Acc/EndRdx:39(36), Mlais-Conf/Rng:39(46), Mlais-Acc/Conf/Rchg:39(48), Mlais-Dam%:39(50)
Level 32: Psychic Wail -- C'ngBlow-Acc/Dmg:39(A), C'ngBlow-Dmg/Rchg:39(33), C'ngBlow-Acc/Rchg:39(33), M'Strk-Dmg/Rchg:39(33), M'Strk-Dmg/EndRdx/Rchg:39(40), Sciroc-Dmg/Rchg:39(43)
Level 35: Tactical Training: Assault -- EndRdx-I:40(A)
Level 38: Aura of Confusion -- Pplx-Acc/Rchg:39(A), Pplx-EndRdx/Conf:39(39), Pplx-Acc/Conf/Rchg:39(39), Pplx-Rchg/Conf:39(39), Mlais-Acc/Conf/Rchg:39(40), C'phny-Acc/Conf/Rchg:30(40)
Level 41: Gloom -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(42), Thundr-Dmg/Rchg:39(42), Thundr-Acc/Dmg/Rchg:39(42), Thundr-Acc/Dmg/EndRdx:39(43), Thundr-Dmg/EndRdx/Rchg:39(43)
Level 44: Psionic Tornado -- Det'tn-Acc/Dmg:39(A), Det'tn-Dmg/EndRdx:39(45), Det'tn-Dmg/Rchg:39(45), Det'tn-Acc/Dmg/EndRdx:39(45), Det'tn-Dmg/EndRdx/Rng:39(46), RechRdx-I:40(46)
Level 47: Hasten -- RechRdx-I:40(A), RechRdx-I:40(50), RechRdx-I:40(50)
Level 49: Aim -- RechRdx-I:40(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
------------



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|-------------------------------------------------------------------|</pre><hr />


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

4.2 Mad Recharge & perma Mind Link

People seemed to like this angle on the last guide, so here we go again!

Boy is this build expensive. I will never have this build. But, you know, if anyone wants to spot me several LoTGs that's cool....
It's so tough to get Mind Link perma, I figure'd we might as well go for the perma hasten build, which is only 3 or 4 LoTGs past it! Plus, with perma-hasten we are assured that the brief hasten downtime won't cause ML to misfire by a few seconds (since, you know, for the purpose of this build we are pretending we are obsessed with the difference a few seconds make). I'm not math obsessed, so I could be quite wrong and your ML would stay perma anyway, even with some hasten downtime. But hey, we are dreaming on this build anyway right?

This build also has capped melee &amp; range defense and about 35% aoe defense (don't forget that Mask is only 2.5% unsuppressed!). Capping melee &amp; ranged is kind of the point of perma-ML anyway...although it certainly doesn't hurt that your teammates will have an extra 14% defense. I could have gotten another 1 or 2% def on ML, but I believe those slots are better spent on stamina, since you will be burning through end like some excessively descriptive metaphor.

Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/

Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Telekinetic Blast -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(3), Thundr-Dmg/Rchg:39(9), Thundr-Acc/Dmg/Rchg:39(25), Thundr-Acc/Dmg/EndRdx:39(34), Thundr-Dmg/EndRdx/Rchg:39(37)
Level 1: Combat Training: Defensive -- DefBuff-I:40(A), DefBuff-I:40(5), DefBuff-I:40(11)
Level 2: Subdue -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(3), Thundr-Dmg/Rchg:39(9), Thundr-Acc/Dmg/Rchg:39(25), Thundr-Acc/Dmg/EndRdx:39(31), Thundr-Dmg/EndRdx/Rchg:39(37)
Level 4: Tactical Training: Maneuvers -- GftotA-Def/EndRdx:39(A), GftotA-Def/Rchg:39(5), GftotA-Def/EndRdx/Rchg:39(11), GftotA-Run+:39(17)
Level 6: Dart Burst -- Det'tn-Acc/Dmg:39(A), Det'tn-Dmg/Rchg:39(7), Det'tn-Dmg/Rng:39(7), Det'tn-Acc/Dmg/EndRdx:39(19), Det'tn-Dmg/EndRdx/Rng:39(27), RechRdx-I:40(36)
Level 8: Hover -- Flight-I:40(A), Flight-I:40(48), Flight-I:40(48)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+:30(A)
Level 12: Dominate -- EoCur-Acc/Hold/Rchg:39(A), Para-Acc/Hold/Rchg:30(13), Mael'Fry-Dmg/EndRdx:35(13), Mael'Fry-Acc/Dmg:35(21), Mael'Fry-Dmg/Rchg:35(21), Dmg-I:40(34)
Level 14: Psychic Scream -- Det'tn-Acc/Dmg:39(A), Det'tn-Dmg/EndRdx:39(15), Det'tn-Dmg/Rchg:39(15), Det'tn-Acc/Dmg/EndRdx:39(19), Det'tn-Dmg/EndRdx/Rng:39(27), RechRdx-I:40(37)
Level 16: Fly -- Frbd-Fly:39(A), Flight-I:40(17)
Level 18: Swift -- Flight(A)
Level 20: Health -- Heal(A)
Level 22: Foresight -- DefBuff-I:40(A), DefBuff-I:40(23), DefBuff-I:40(23), Empty(36)
Level 24: Stamina -- EndMod-I:40(A)
Level 26: Mask Presence -- Krma-Def/EndRdx:30(A)
Level 28: Mind Link -- RedFtn-Def/Rchg:39(A), S'dpty-Def/Rchg:39(29), AdjTgt-EndRdx/Rchg:39(29), LkGmblr-Def/Rchg:39(31), S'dpty-Def/EndRdx/Rchg:39(31)
Level 30: Confuse -- Mlais-Acc/Rchg:39(A), Mlais-EndRdx/Conf:39(34), Mlais-Acc/EndRdx:39(36), Mlais-Conf/Rng:39(46), Mlais-Acc/Conf/Rchg:39(48), Mlais-Dam%:39(50)
Level 32: Psychic Wail -- C'ngBlow-Acc/Dmg:39(A), C'ngBlow-Dmg/Rchg:39(33), C'ngBlow-Acc/Rchg:39(33), M'Strk-Dmg/Rchg:39(33), M'Strk-Dmg/EndRdx/Rchg:39(40), Sciroc-Dmg/Rchg:39(43)
Level 35: Tactical Training: Assault -- EndRdx-I:40(A)
Level 38: Aura of Confusion -- Pplx-Acc/Rchg:39(A), Pplx-EndRdx/Conf:39(39), Pplx-Acc/Conf/Rchg:39(39), Pplx-Rchg/Conf:39(39), Mlais-Acc/Conf/Rchg:39(40), C'phny-Acc/Conf/Rchg:30(40)
Level 41: Gloom -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(42), Thundr-Dmg/Rchg:39(42), Thundr-Acc/Dmg/Rchg:39(42), Thundr-Acc/Dmg/EndRdx:39(43), Thundr-Dmg/EndRdx/Rchg:39(43)
Level 44: Psionic Tornado -- Det'tn-Acc/Dmg:39(A), Det'tn-Dmg/EndRdx:39(45), Det'tn-Dmg/Rchg:39(45), Det'tn-Acc/Dmg/EndRdx:39(45), Det'tn-Dmg/EndRdx/Rng:39(46), RechRdx-I:40(46)
Level 47: Hasten -- RechRdx-I:40(A), RechRdx-I:40(50), RechRdx-I:40(50)
Level 49: Aim -- RechRdx-I:40(A)
------------

<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|</pre><hr />


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

4.3 Control Focus on a budget

Why on a budget? Because if you were going after uber control, and had the cash, you would have gone with a build similar to the Mad Recharge build! So this is a build "for the rest of us".

Personally, I wouldn't play this build, as I feel that control is best used as a supplement by forts, and not a focus, but that's just me.

In addition to fully slotting (althought not always fully maxing) the controls, this build is also heavy on ranged defense (capped without Mind Link) &amp; accuracy. Nothing makes an aoe control suck more than having it miss most of the targets. And, since you're going to be relying on either 1-2s of confuse-&gt;Aura-&gt;conf &amp; Dominate-&gt;Mass-&gt;Dominate to hold 1-2 bosses, you want to minimize the misses. Also, since you're going to be somewhat weaker solo, you're probably going this route for a group focused build, and should be fighting high cons most of the time.

We'll pick up an immob from the patron pools to grab another control option - it can help keep confused enemies locked down &amp; provide extra set bonuses if nothing else. Any of them is fine really, but I prefer tentacles for this build for the following reasons: Mako immob requires you &amp; targets to be on ground, Mu immob has a very small area &amp; the Scorpion immob requires a weapon draw animation.

Some of the sets here are quite pricey, but still much more affordable than purples &amp; LoTGs, etc.

Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/

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

Villain Profile:
Level 1: Telekinetic Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Dmg/EndRdx/Rchg:50(37)
Level 1: Combat Training: Defensive -- DefBuff-I:50(A), DefBuff-I:50(3), DefBuff-I:50(11)
Level 2: Subdue -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(11), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(5), RedFtn-EndRdx/Rchg:50(9), RedFtn-Def/EndRdx/Rchg:50(9), RedFtn-Def:50(21), RedFtn-EndRdx:50(48)
Level 6: Combat Jumping -- DefBuff-I:50(A)
Level 8: Combat Training: Offensive -- Acc-I:50(A)
Level 10: Indomitable Will -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(50)
Level 12: Dominate -- EoCur-Acc/Hold:50(A), EoCur-Acc/Hold/Rchg:50(13), Thundr-Dmg/Rchg:50(13), Ruin-Dmg/Rchg:40(15), Dmg-I:50(25), Hold-I:50(37)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Scramble Thoughts -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(19), Stpfy-Acc/EndRdx:50(19), Stpfy-Stun/Rng:50(21), Stpfy-Acc/Stun/Rchg:50(25), Stpfy-KB%:50(31)
Level 20: Health -- Heal-I:50(A)
Level 22: Foresight -- DefBuff-I:50(A), DefBuff-I:50(23), DefBuff-I:50(23)
Level 24: Stamina -- EndMod-I:50(A), EndMod-I:50(43), EndMod-I:50(43)
Level 26: Total Domination -- Para-Acc/Hold/Rchg:30(A), NrncSD-Acc/Hold/Rchg:30(27), EoCur-Acc/Rchg:50(27), EoCur-Acc/Hold/Rchg:50(31), G'Wdw-Acc/Hold/Rchg:50(31), G'Wdw-EndRdx/Hold:50(34)
Level 28: Confuse -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(29), Mlais-Acc/EndRdx:50(29), Mlais-Conf/Rng:50(34), Mlais-Acc/Conf/Rchg:50(37), Mlais-Dam%:50(43)
Level 30: Mask Presence -- S'dpty-Def/EndRdx:40(A)
Level 32: Psychic Wail -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/Stun/Rchg:50(33), M'Strk-Dmg/Rchg:50(33), M'Strk-Dmg/EndRdx/Rchg:50(33), M'Strk-Acc/Dmg:50(34), C'ngBlow-Dmg/Rchg:50(46)
Level 35: Mind Link -- GftotA-Def/Rchg:40(A), RedFtn-Def/Rchg:50(36), LkGmblr-Def/Rchg:50(36), S'dpty-Def/Rchg:40(36)
Level 38: Aura of Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(39), Bfdlng-Acc/Conf/Rchg:30(39), C'phny-Acc/Conf/Rchg:30(39), Mlais-Acc/Conf/Rchg:50(40), Pplx-Acc/Conf/Rchg:50(40)
Level 41: Tactical Training: Leadership -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(42), AdjTgt-ToHit/EndRdx:50(42), AdjTgt-ToHit/EndRdx/Rchg:50(42)
Level 44: Soul Tentacles -- TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(45), TotHntr-Acc/EndRdx:50(45), TotHntr-Immob/Rng:50(45), TotHntr-Acc/Immob/Rchg:50(46), TotHntr-Dam%:50(46)
Level 47: Hasten -- RechRdx(A), RechRdx(48), RechRdx(48)
Level 49: Aim -- RechRdx(A), RechRdx(50), RechRdx(50)
------------


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|</pre><hr />


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

4.4 AOE Focus

This is a build using the above mentioned the various Follow-Up/Spin/stealth combos.

The ideal opener would be go in masked, aim, spin, follow-up, nuke or psi tornado then ball lightning or tornado-&gt;ball lightning. With or without nuke, it's a whole mess of aoe.

I've left psi scream in the build for the psi scream/tornado/ball lightning ranged attack, but a valid option would be swapping it out for Lunge for a decent out of mask opener when/if soloing or vs. large single targets. In that case, take IW @ 10 and Lunge @ 14, shuffling slots around as needed.

If taking Lunge, I would slot it with Touch of Death to cap melee defense. Range will be at ~35%, aoe ~30%. This is with Mind Link down of course, all capped with it up. Sans Lunge &amp; ToD you are looking at ~42.5% melee def.

Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/

Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Telekinetic Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(34), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 1: Combat Training: Defensive -- DefBuff-I:50(A), DefBuff-I:50(3), DefBuff-I:50(7)
Level 2: Combat Training: Offensive -- Acc-I:50(A)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(5), RedFtn-EndRdx/Rchg:50(7), RedFtn-Def/EndRdx/Rchg:50(15), RedFtn-Def:50(42), RedFtn-EndRdx:50(42)
Level 6: Combat Jumping -- DefBuff-I:50(A)
Level 8: Follow Up -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/EndRdx:50(27), C'ngImp-Dmg/EndRdx/Rchg:50(34), F'dSmite-Acc/EndRdx/Rchg:40(39)
Level 10: Psychic Scream -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/Rchg:50(11), Det'tn-Dmg/Rng:50(11), Det'tn-Acc/Dmg/EndRdx:50(23), Det'tn-Dmg/EndRdx/Rng:50(34), RechRdx-I:50(40)
Level 12: Spin -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(13), M'Strk-Dmg/Rchg:50(13), M'Strk-Acc/EndRdx:50(21), M'Strk-Acc/Dmg/EndRdx:50(31), M'Strk-Dmg/EndRdx/Rchg:50(39)
Level 14: Indomitable Will -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(48)
Level 16: Dominate -- EoCur-Acc/Hold:50(A), EoCur-Acc/Hold/Rchg:50(17), Thundr-Dmg/Rchg:50(17), Ruin-Dmg/Rchg:40(23), Dmg-I:50(27), Thundr-Acc/Dmg/Rchg:50(29)
Level 18: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dmg/Rchg:50(19), Posi-Dmg/Rng:50(21), Posi-Acc/Dmg/EndRdx:50(31), RechRdx-I:50(37)
Level 20: Super Jump -- Jump-I:50(A)
Level 22: Hurdle -- Jump-I:50(A)
Level 24: Foresight -- DefBuff-I:50(A), DefBuff-I:50(25), DefBuff-I:50(25)
Level 26: Health -- Heal-I:50(A)
Level 28: Stamina -- EndMod-I:50(A), EndMod-I:50(29), EndMod-I:50(31)
Level 30: Mask Presence -- RedFtn-Def/EndRdx:50(A)
Level 32: Psychic Wail -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/Rchg:50(33), M'Strk-Dmg/EndRdx/Rchg:50(33), M'Strk-Acc/Dmg:50(33), C'ngBlow-Acc/Rchg:50(37), Rope-Acc/Stun/Rchg:50(37)
Level 35: Mind Link -- S'dpty-Def/Rchg:30(A), GftotA-Def/Rchg:40(36), RedFtn-Def/Rchg:50(36), LkGmblr-Def/Rchg:50(36), GftotA-Def/EndRdx/Rchg:40(48)
Level 38: Aim -- AdjTgt-EndRdx/Rchg:50(A), AdjTgt-ToHit/Rchg:50(39), AdjTgt-ToHit/EndRdx/Rchg:50(40), AdjTgt-Rchg:50(48)
Level 41: Mu Lightning -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(46), RechRdx-I:50(46)
Level 47: Tactical Training: Assault -- EndRdx-I:50(A)
Level 49: Tactical Training: Leadership -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(50), AdjTgt-ToHit/EndRdx:50(50), AdjTgt-ToHit/Rchg:50(50)
------------


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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4.5 Cone Focus

Don't forget Dart Burst! Dart Burst + Psi Scream + Bile Spray + School of Sharks is a pretty decent mass of cone damage, if you can deal with the restrictions on School.

I'm not going to build out this variation specifically, but I thought I'd point it out.

The late blooming nature of it (although you can probably make do with Psi Tornado for a while right?) makes it tough to get into, but I think it's a plausible late 40s respec build, if you're into that kind of thing.

5.0 In closing

While I managed to keep myself away from actually playing during our Maui vacation, I did just finish and post this guide from there .

I hope it proves useful to the community, and especially for new folks just now trying out, or thinking about trying out Forts. They are definitely a hard non-squidlike organism to get a handle on (and it's tough to get said handle to do anything once attached!).

Thanks to all the folks that made playing &amp; teaming with my Fort a blast - I hope everyone else enjoys theirs as much as I did!


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

very nice


 

Posted

Hey Lobster, thank you very much for this guide and all the work it entailed. I noticed on some of your builds you did not choose TTLeadership. Was that an oversight or is the added accuracy not really needed for this AT? Again, I tip my hat to you. Thanks. After reading this I too may make a Fortunata.


 

Posted

I think there was a copy/paste error, because looking at it, it seems as though your 4.1 Current Build, is the same as the 4.2 max Recharge build.

Nice guide though.


@Oathbound & @Oathbound Too

 

Posted

[ QUOTE ]
Hey Lobster, thank you very much for this guide and all the work it entailed. I noticed on some of your builds you did not choose TTLeadership. Was that an oversight or is the added accuracy not really needed for this AT? Again, I tip my hat to you. Thanks. After reading this I too may make a Fortunata.


[/ QUOTE ]

Tactics is almost never required for any build. I can't think of a single character I've made that "needed" tactics. It's just a very nice thing you can do for yourself and your team. Take it when you can, don't sweat it when you can't IMHO.

Thanks for the props, my fort was definitely fun to level up.

[ QUOTE ]
I think there was a copy/paste error, because looking at it, it seems as though your 4.1 Current Build, is the same as the 4.2 max Recharge build.

Nice guide though.

[/ QUOTE ]

Thanks and good call!! I must have messed it up when revising. Unfortunately I cannot edit it currently, I'll try to post the correct build from home this evening.

Here it is:

Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/

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

Villain Profile:
Level 1: Telekinetic Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(23)
Level 1: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(7), LkGmblr-Rchg+(48)
Level 2: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(21)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-Def(9), RedFtn-EndRdx(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(15)
Level 6: Aim -- RechRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(46)
Level 12: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(23)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), EndMod-I(43), P'Shift-End%(43)
Level 22: Super Jump -- Jump-I(A)
Level 24: Foresight -- DefBuff-I(A), DefBuff-I(25), DefBuff-I(25), LkGmblr-Rchg+(50)
Level 26: Mind Link -- AdjTgt-Rchg(A), LkGmblr-Def/Rchg(27), RedFtn-Def/Rchg(27), LkGmblr-Rchg+(48)
Level 28: Scramble Thoughts -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(31), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(46)
Level 30: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(37), UbrkCons-EndRdx/Hold(40)
Level 32: Psychic Wail -- M'Strk-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(33), Sciroc-Dmg/Rchg(33), M'Strk-Dmg/EndRdx/Rchg(33), M'Strk-Dmg/Rchg(34)
Level 35: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(36), Mlais-Acc/EndRdx(36), Mlais-Conf/Rng(36), Mlais-Acc/Conf/Rchg(37), Mlais-Dam%(37)
Level 38: Aura of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(39), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(40), CoPers-Conf%(40)
Level 41: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(42), AdjTgt-EndRdx/Rchg(43)
Level 44: Soul Tentacles -- GravAnch-Immob(A), GravAnch-Immob/Rchg(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(46)
Level 47: Mask Presence -- S'dpty-Def/EndRdx(A), LkGmblr-Rchg+(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
------------



<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

How well dose a none IO toon work against a AV or above?



Knowledge is power.
Power corrupts.
Study Hard. Be evil.

 

Posted

I wouldn't try to solo one without a very serious build, but you'll be plenty useful on a team. Defense, -rech &amp; -reg (if you took any of the darts), + any other leadership buffs are always good.


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

Can you cut corners by having tactics always on and not slotting anything for acc? I always get the Acc/To-Hit confused...It seems To-Hit is liek acc but better.



 

Posted

[ QUOTE ]
Can you cut corners by having tactics always on and not slotting anything for acc? I always get the Acc/To-Hit confused...It seems To-Hit is liek acc but better.

[/ QUOTE ]

I wouldn't. +16% tohit by itself won't get you far at all.
I would be less stressed about acc and potentially slot slightly less acc (40-50% instead of 60-80%) if I knew I were going to be running tactics all the time though.

The formula is (roughly):

chance to hit = (75 + tohit - enemy def -&lt;debuffs, lvl diff, etc.&gt * 1+ACC.

Not counting the bonus you get for being a lowbie these days, etc.

I'm sure that's partially wrong, but it's roughly right, should give you a general idea: tohit is applied before acc (and therefore multiplied by it) basically, iirc.


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

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!!!


 

Posted

The Probability Build

"Do not try to evade my crossbow bolt. Senator, I will sense your plans a heartbeat before you even formulate them, and fire where you are going to be."

This is a build which seeks to reduce the probability factors in the game (Accuracy and Defense) to a minimum. It is a concept loosely based off of Marvel's Destiny character and the fighting style of Alice from the Twilight series.

Without click powers or procs, it has:

  • +37.7% ToHit
  • +51.9% Accuracy
  • 55.87% Melee Def
  • 45.07% Ranged Def
  • 45.38% AoE Def
My main attack is Dominate on autofire and Poison Dart for ST ranged damage, with Dart Burst and Psychic Scream used as alternating ranged cones. I've found the mix of psychic, lethal and toxic DoT damage with elements of -regeneration, -recharge and an autofire hold every 4-6 seconds to be very effective. I casually play using only the two ST ranged and two ranged cones.

Another frequent tactic is to leap into the middle of a mob, pop Aim, Spin from Hidden (for critical), then Psychic Wail, jump out, and then use the cones and ST to finish off the group. I took Lunge as the highest ST melee attack to use with Mask Presence for criticals. You can use Psychic Wail+Boxing+Brawl to stack the Disorient effect, but I have not found a use for this tactic, though I built for it.

Incarnate choices:
  • Nerve augments Accuracy and Defense which are cornerstones of the build. More Hold duration is nice, since Dominate is slotted for damage.
  • Ion represents "knowing where lightning will strike" with a chance for hold stacking and additional debuffing with -end and -recovery.
  • Diamagnetic stacks -tohit (which augments defense) and the -regeneration stacks with other -regeneration powers chosen.
  • Seers can summon two allies that both have a Hold power that can stack with your own Dominate.
I was extremely pleased with performance on Incarnate trials prior to gaining any incarnate abilities. Having super-hyped Accuracy and +ToHit and already being nearly soft-capped vs. level 54s (with Mind Link) contributed to success and survivability.


Villain Plan by Mids' Villain Designer 1.942
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: Leadership
Power Pool: Fighting

Villain Profile:
Level 1: Poison Dart -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(11), Dev'n-Dmg/Rchg:50(11), Dev'n-Acc/Dmg/EndRdx/Rchg:50(17)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:10(3), DefBuff-I:50(5)
Level 2: Combat Training: Offensive -- Acc-I:50(A), Acc-I:50(3), Acc-I:50(15)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(5), GftotA-Def/EndRdx:40(15), GftotA-Def:40(34)
Level 6: Dart Burst -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rng:50(7), Posi-Acc/Dmg/EndRdx:50(34)
Level 8: Psychic Scream -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(9), Posi-Dmg/Rchg:50(9), Posi-Acc/Dmg/EndRdx:50(34)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+:30(A)
Level 12: Dominate -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(13), Thundr-Dmg/Rchg:50(13), Thundr-Dmg/EndRdx/Rchg:50(17)
Level 14: Aim -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-EndRdx/Rchg:50(48), AdjTgt-Rchg:50(48)
Level 16: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(19), LkGmblr-Rchg+:50(19), GftotA-Def/EndRdx:40(37), GftotA-Def:40(43)
Level 18: Tactics -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/EndRdx:50(36), GSFC-ToHit:50(36), GSFC-ToHit/EndRdx:50(36), HO:Cyto(43)
Level 20: Mask Presence -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(23), GftotA-Def/EndRdx:40(23), GftotA-Def:40(37)
Level 22: Foresight -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(25), DefBuff-I:50(25)
Level 24: Tactical Training: Leadership -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/EndRdx:50(27), GSFC-ToHit/EndRdx:50(27), GSFC-Build%:24(39)
Level 26: Mind Link -- LkGmblr-Def/Rchg:50(A), LkGmblr-Rchg+:50(29), RedFtn-Def/Rchg:50(29), AdjTgt-ToHit/Rchg:50(46), AdjTgt-EndRdx/Rchg:50(46), GSFC-ToHit/Rchg:50(48)
Level 28: Spin -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(31), M'Strk-Dmg/Rchg:50(31), M'Strk-Acc/Dmg/EndRdx:50(31)
Level 30: Lunge -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(50), C'ngImp-Acc/Dmg/EndRdx:50(50), C'ngImp-Dmg/EndRdx/Rchg:50(50)
Level 32: Psychic Wail -- Sciroc-Dmg/Rchg:50(A), M'Strk-Dmg/Rchg:50(33), M'Strk-Dmg/EndRdx/Rchg:50(33), C'ngBlow-Dmg/Rchg:50(33), C'ngBlow-Acc/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40)
Level 35: Boxing -- P'ngS'Fest-Stun%:30(A)
Level 38: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(42), Aegis-ResDam:50(42), ImpArm-ResDam/EndRdx:40(42), ImpArm-ResDam:40(43)
Level 41: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(45), GftotA-Def/EndRdx:40(45), GftotA-Def:40(45), HO:Cyto(46)
Level 44: Tactical Training: Assault -- EndRdx-I:50(A)
Level 47: Tactical Training: Vengeance -- LkGmblr-Rchg+:50(A)
Level 49: Assault -- EndRdx-I:50(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Nerve Core Paragon
Level 50: Ion Radial Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Seers Core Superior Ally
------------
Level 1: Brawl -- P'ngS'Fest-Stun%:15(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:30(A), Mrcl-Heal:40(39), Mrcl-Rcvry+:20(39), Panac-Heal/+End:10(40)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-EndMod:50(21), P'Shift-End%:21(37)
------------
------------
Set Bonus Totals:
  • 11% DamageBuff
  • 3% Defense(Melee, Smashing, Lethal, Psionic)
  • 6.13% Defense(Fire, Cold)
  • 5.5% Defense(Energy, Negative)
  • 4.25% Defense(Ranged)
  • 4.56% Defense(AoE)
  • 32% Enhancement(Accuracy)
  • 37.5% Enhancement(RechargeTime)
  • 15% FlySpeed
  • 48.2 HP (4.5%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • MezResist(Immobilize) 4.4%
  • MezResist(Sleep) 3.3%
  • MezResist(Stun) 1.65%
  • 21% (0.37 End/sec) Recovery
  • 62% (3.32 HP/sec) Regeneration
  • 4.1% Resistance(Fire, Cold)
  • 1.26% Resistance(Energy, Negative)
  • 20% RunSpeed

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|


@Cannonfodder
Victory: The Hall of Justice Virtue: The Hall of Doom
Slash Commands, Binds and Macros, Oh My!, CoV Stat Booster Accolade Cheat-Sheet, Don't Let Me Make Money Off Your Ignorance!!!, Day Job Acquisition Guide, "Tricky" TA