Fortunata build critique and advice for newbie!


Aerik

 

Posted

With my first lvl 50 villain finally in the house, I've thought of making a Widow, a Fortunata to be precise. Since I have other plans going on at the time being, I would like to have a solid build ready for when I'll create my fortunata. I have made a build already, but I know it needs some changes, at least I think so.
There are some basics about VEAT's that I'm unaware of, so I'd like some tips about them as well.

Much obliged

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@Global: Difficult One
Playing on European Servers (Union, Defiant)

If a person turns down an idea, he turns down an opportunity to evolve himself

 

Posted

I've leveled a couple of Forts and followed some good advice here on the boards, but I am no expert by any means, so take my advice with a grain of salt and remember that it is your character after all. Having said that:

1. Pick either Mental Blast or TK blast, but not both. Why? Because you want to pick up Subdue. It's the highest-damage single target attack you're going to get. It has almost twice the unenhanced damage of either Mental or TK blast. It's a staple in my attack chain. Plus, it immobilizes (that's just gravy as far as I'm concerned). TK blast is nice for the extra control and animates a touch faster, but Mental blast has a small -rech component and the power recharges faster. I've tried both as my tier 1 attack, and you can't go wrong with either.

2. You skipped Dominate. Your second-best single target attack. That also holds (even more gravy). I'd drop Total Domination and pick up Dominate. Why? You have a AoE hold that has a 20 second duration with a 100+ second downtime. Dominate (unslotted) holds for 16 seconds with an 8-second downtime. Yes, you can hold bosses reliably with it. But, slot it as an attack and call it a day. You'll thank yourself down the road.

3. I think Indomitable Will is overslotted. My builds have 1 (maybe 2) slots. I treat it as a mez-protection toggle, nothing more. Your slotting gives it an extra 5% Psi resistance. Whereas, when you have Mind Link up, you gain an extra 30%. Better to use those slots somewhere else to boost your defenses and/or get more global recharge to make Mind Link perma.

4. I'm not a huge fan of CT:O. I much prefer TT:L. Why? It's a team buff. You're more likely to get picked up on a team with the TT version. Plus, it's a great place to 6-slot Gaussian's for the 2.5% def bonus (a much better place to put it than Vengeance). The Gaussian's proc will have a chance to fire every 10 seconds. It's not going to turn you into a blaster god when it goes off, but every little bit helps.

5. I'm not going to decry travel power choices (everyone likes what they like), but on Forts, Hasten and Combat Jumping both have distinct advantages as travel power prereqs. Hasten helps with the recharge, and CJ adds more DEF. And, you can slot an additional LotG +rech in CJ. I happen to have both powers, which means you could use SS or SJ for your travel power and not lose out on any power picks.

As for the rest, it's mainly a personal choice on power picks. I stayed away from the Patron AoEs, as I felt I had more than enough damage from my powers and I like having the TT powers more. I'll post my build so you can compare the two. A few things to keep in mind on this build:

- Ignore the FF: Chance for Recharge proc in Psi Tornado for the purposes of calculating recharge. It doesn't go off all the time (like Mids thinks it does), so the rech numbers are bit off.

- Mask Presence only gives 2.5% DEF when suppressed (around 2.8% with the LotG slotted). I don't toggle it on when I'm testing my build so I don't accidentally take the unsupressed numbers into account when calculating my DEF.

Other than that, remember that playing your character is the only way to get a feel for it. Respecs are your friend. Don't be afraid to shelve my advice because you find something that works for you. Have fun.

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