A few basic questions about a Melee Fortunata
Another one:
Mids won't let me slot recharge in Mind Link but set IOs with recharge reduce its recharge. Is this how it behaves in game?
1 and 4: Yes
2: Can be nice to have, but nowhere near essential.
3: I'd say melee Fort builds are tight enough without Weave.
3: I wouldn't recommend it. I have a 50 melee fort myself, and the blood widow attacks suck alot of endurance, and you already a decent number of toggles if you take all your tactical training.
I only have the leaping and fitness pools, and everything else is taken up by fortunata toys. I don't have capped defense outside of mindlink, but it's high enough for standard play, and mindlink is up often enough (with Set IO recharge) to get me through the hard parts.
1) Mental attacks do cause redraw
2) Helpfull pre the lv 24 remake, after that not needed less your realy
worried about the to hit resistance (ie LOTS of CoT and pvp vs -to hiters)
3) Not likely needed youll nearly softcap with just Forsight, Mindlink and
maunvers add either stealth or mask (mask for you thats a melee one)
and you only be a few IOs from a soft cap def to all positions.
Add on) Membrain IOs or set IOs that are Def/Rech or To Hit/Rech are the
ways to go. with 3 Membrains being the "perfect" choice as it ED caps all
3 main areas of this power (def, to hit, and rech)
And yes in game you cant add a "recharge" IO unless its part of a set.
(you can add the strait Rech in the adjusted targeting set)
I've had this character concept for quite a while on a character I wanted to make but couldn't figure out which AT suited it. That was until I realized that a melee Fortunata would be perfect.
However, having never really built one beyond the early teens, I've got a few questions...
1) Does using mental attacks cause redraw on the Claws?
2) CT:O - Skipable?
3) Is Fighting Pool recommended? I take it on most of my melee types and was just wondering if it really helps with a Fort.
That's all I've got for now. As I think of more, I'll post them.