Fortunata - uber?


Downside

 

Posted

Here's my final current Fortunata respec. I made this to run ITFs back in the day when they were all the rage, and having a 4-attack chain (3 with hasten up) helped take down the big bosses (vuln to psi).

I kept AOE hold and AOE confuse for bigger spawns, along with the nuke. Def is soft-capped with ML up and pretty close w/o it. I suppose I could rebuild using Zephyrs for closer-to-soft-cap.

Anyway, dusted this off today for some AE mish etc. And the toon feels sort of meh. Not the speed or aoe dmg of scrappers or brutes. What am I missing?

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

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

Villain Profile:
Level 1: Telekinetic Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(11), Thundr-Dmg/EndRdx(11), Apoc-Dam%(37), ExStrk-Dam%(42)
Level 1: Combat Training: Defensive -- GftotA-Def(A), GftotA-Def/EndRdx(27)
Level 2: Subdue -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Dmg/EndRdx(7), Dev'n-Acc/Dmg/EndRdx/Rchg(9), TotHntr-Dam%(9)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(5), RedFtn-Def/EndRdx/Rchg(5), RedFtn-EndRdx/Rchg(7), RedFtn-Def/Rchg(48), RedFtn-EndRdx(48)
Level 6: Swift -- Flight-I(A)
Level 8: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(17)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A), EndRdx-I(50)
Level 12: Dominate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Dmg/EndRdx(13), Thundr-Acc/Dmg/Rchg(15), NrncSD-Dam%(15), G'Wdw-Dam%(17)
Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(48)
Level 16: Fly -- Frbd-Stlth(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(21), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(42), P'Shift-End%(43)
Level 22: Tactical Training: Leadership -- GSFC-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx(23), AdjTgt-ToHit/EndRdx/Rchg(23)
Level 24: Mind Link -- HO:Membr(A), HO:Membr(25), HO:Membr(25)
Level 26: Foresight -- GftotA-Def(A), GftotA-Def/Rchg(27)
Level 28: Total Domination -- EoCur-Acc/Hold/Rchg(A), G'Wdw-Acc/Hold/Rchg(29), G'Wdw-Acc/Rchg(29), EoCur-Acc/Rchg(40)
Level 30: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/EndRdx(31), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(42), GSFC-Build%(43)
Level 32: Psychic Wail -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), RechRdx-I(34)
Level 35: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(36), CoPers-Conf%(37), CoPers-Conf/EndRdx(37)
Level 38: Aura of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(39), Mlais-Acc/EndRdx(39), Mlais-Conf/Rng(39), Mlais-Acc/Conf/Rchg(40), Mlais-Dam%(40)
Level 41: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), RechRdx-I(50)
Level 44: Tactical Training: Vengeance -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46)
Level 47: Tactical Training: Assault -- EndRdx-I(A)
Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
------------



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"Sometimes you have to roll the Hard Six." -- Adama
Teabagging Ms. Liberty - http://kk-comics.com/allmmproject/rsf21.jpg

 

Posted

I'm no expert, but I'd say you're missing your two AOE damage attacks with psi scream and psi tornado. I'd personally take those over the nuke or AoE hold. But that's just my opinion. If you're running on a lot of teams, those AoE's make a big difference.


 

Posted

My Fort is an AoE build, and I'm soft capped in Melee and Range Def without ML, then soft capped in AoE Def with ML.

Major differences is I don't use Confuse/Total Domination/Assualt(pool version)/Vengance

I do have Dark Obliteration/Psi Tornado/Mask Presence/Spin

Dark Obliteration is nice, I love targeted AoE's and one that debuffs to-hit is even better.

Psi Tornado is solid targeted AoE Damage with nice mitigation in its knockup.

Mask Presence allows me to get crits off Spin as my opener.

I hit aim jump in the middle of a mob spin + Dark Obliteration + Psi Tornado then go to work with ST attacks on LTs and Bosses.