Trouble deciding last 3 powers (Fortunata)
I'm a little surprised you don't have Tactical Training Assault, and Tactical Training Leadership yet. Those are both rather handy to have.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
I'm making a Fortunata and having trouble picking the last 3 powers (44, 47, and 49). Can anyone advise as to which is best? I will always team with others so the build is a little team-oriented and also AoE-oriented. These are the options:
Maneuvers, Aim, Tactical Training: Assault, Tactical Training: Leadership, and a PPP AoE Immob (likely Mako's Immob) Note: Only reason why I would get Maneuvers is to increase Ranged/AoE defense from 33% to 38% (goal isn't necessarily to soft-cap everything, yet) and to increase teammates defense. I was considering Aim, PPP AoE Immob, and one of the tactical trainings/maneuvers, but I'm not sure if that's the best. Thoughts? What's better: +to hit or +dam in terms of the tactical trainings? Thanks |
I'd personally go TT Assault, PPP AOE Immob (Mako) and Arctic Breath from the Vet rewards. Arctic Breath has a 15% resistance debuff in it and can take Achilles Heel PROCs I think, and with 3 recharge in there becomes almost perma. That's basically like adding another TT Assault.
That's my plan anyway, a Cone chain of AA, Immob, Darts and Psi Scream (and maybe Psi Tornado with a Forced Feedback PROC in it, maybe).
Maneuvers, Aim and TT:Assault.
Increased defense for you and team, increased tohit and damage for you, increased damage for you and team.
If you don't have a Patron though, I'd recommend you go Ghost Widow and pick up Gloom. It's a phenomenally good attack.
In which case I'd recommend you get Gloom, Maneuvers and TT: Assault.
The Melee Teaming Guide for Melee Mans
Maneuvers, Aim and TT:Assault.
Increased defense for you and team, increased tohit and damage for you, increased damage for you and team. If you don't have a Patron though, I'd recommend you go Ghost Widow and pick up Gloom. It's a phenomenally good attack. In which case I'd recommend you get Gloom, Maneuvers and TT: Assault. |
If you're getting Gloom why not get Darkest Night rather than Maneuvers?
If you're getting Gloom why not get Darkest Night rather than Maneuvers?
|
DN is much better for Brutes who will have stuff bunched up on them anyway and can pull with it.
The Melee Teaming Guide for Melee Mans
Because while +def and -tohit are pretty much functionally identical, DN has a much smaller area it'll cover, will aggro stuff and has a slowish animation time.
DN is much better for Brutes who will have stuff bunched up on them anyway and can pull with it. |
I'd be the the DN > Maneuvers camp for Forts personally, the debuff values are huge on it, but I pull with anchors on Defenders and Controllers so I'm a bit of a fan of doing it (and DN in general).
Because it's rarely worth pulling with it on a Fort. I love DN for pulling on my Fire/Dark because he can utilise the mobs being all herded in together much better.
I pull with DN on my Fire/DM because I can pull them to a corner, drop Tar Patch, RoF, Fireball and Fire Breath. I pull with DN on my Fire/Dark because he has good AoEs.
Fort AoE, aside from Wail which can only be used every so often, is crap. Psychic Tornado is slow, DoT and bad. Psychic Scream is slow and bad. Dark Obliteration is the best non-nuke AoE available to a Fortunata. If you want to be a VEAT AoE monster, roll a Crab Spider.
It is far easier to leverage the +def of Maneuvers than the -tohit of DN.
DN is a fantastic power but it only debuffs everything in its range. The range drawback sortof applies to Maneuvers too, except Maneuvers' radius is much, much bigger. You'll easily be covering an entire team with Maneuvers, you'll hardly be covering an entire spawn with DN.
Especially since you've got TT:Maneuvers and Mind Link to stack it with. Double Maneuvers and Mind Link = massive team defense buffing. I would only take DN in addition to Maneuvers, for AVs or whatever, never instead of.
The greatest strength of a Fortunata on a team is that they grant huge team buffs entirely passively. No team mate clicking, no telling people to gather, you just being there buffs the team. DN requires animation time every time you use it and only helps if whatever is attacking you is within its radius.
Maneuvers will help anyone within range, regardless of what they're being attacked by and where.
The Melee Teaming Guide for Melee Mans
Thanks guys for helping out
I'm a little surprised you don't have Tactical Training Assault, and Tactical Training Leadership yet. Those are both rather handy to have.
|
Maneuvers, Aim and TT:Assault.
Increased defense for you and team, increased tohit and damage for you, increased damage for you and team. If you don't have a Patron though, I'd recommend you go Ghost Widow and pick up Gloom. It's a phenomenally good attack. In which case I'd recommend you get Gloom, Maneuvers and TT: Assault. |
Below is my build if anyone wants to take a look at it. It's only using SO though (I'll probably eventually IO it out, if I like it enough. I know I have Acc overslotted, but I *hate* missing and I like to fight +2 enemies or higher so unless anyone can convince me why it's not a good idea, I'll keep it that way. I'm not really sure on the order of power-choices though. My goal was basically a Fortunata who could do stuff at range and melee.
Villain Plan by Mids' Villain Designer 1.621
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: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Poison Dart -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(15)
Level 1: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(3)
Level 2: Subdue -- Acc-I(A), Acc-I(5), Dmg-I(7), Dmg-I(13), RechRdx-I(23)
Level 4: Tactical Training: Maneuvers -- DefBuff-I(A), DefBuff-I(7), EndRdx-I(37), EndRdx-I(45)
Level 6: Dart Burst -- Acc-I(A), Acc-I(9), Dmg-I(9), Dmg-I(17), RechRdx-I(27)
Level 8: Psychic Scream -- Acc-I(A), Acc-I(11), Dmg-I(11), Dmg-I(17), RechRdx-I(25)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 12: Dominate -- Acc-I(A), RechRdx-I(13), Hold-I(15), Dmg-I(19), Dmg-I(19)
Level 14: Indomitable Will -- EndRdx-I(A), S'fstPrt-ResDam/Def+(40), EndRdx-I(45)
Level 16: Swift -- Empty(A)
Level 18: Hurdle -- Empty(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(40)
Level 22: Super Speed -- EndRdx-I(A)
Level 24: Foresight -- DefBuff-I(A), DefBuff-I(25)
Level 26: Mask Presence -- DefBuff-I(A), DefBuff-I(27), EndRdx-I(40)
Level 28: Lunge -- Acc-I(A), Acc-I(29), Dmg-I(29), Dmg-I(31), Dmg-I(31), RechRdx-I(34)
Level 30: Mind Link -- HO:Membr(A), HO:Membr(31), HO:Membr(43)
Level 32: Psychic Wail -- Acc-I(A), Acc-I(33), RechRdx-I(33), RechRdx-I(33), Dmg-I(34), Dmg-I(34)
Level 35: Psionic Tornado -- Acc-I(A), Acc-I(36), Dmg-I(36), Dmg-I(36), RechRdx-I(37), EndRdx-I(37)
Level 38: Aura of Confusion -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), EndRdx-I(46), CoPers-Conf%(46)
Level 41: Total Domination -- Acc-I(A), Acc-I(42), RechRdx-I(42), RechRdx-I(42), Hold-I(43), Hold-I(43)
Level 44: Gloom -- Acc-I(A), Acc-I(45), RechRdx-I(46), Dmg-I(48), Dmg-I(50)
Level 47: Maneuvers -- DefBuff-I(A), DefBuff-I(48), EndRdx-I(48), EndRdx-I(50)
Level 49: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
------------
I'm making a Fortunata and having trouble picking the last 3 powers (44, 47, and 49). Can anyone advise as to which is best? I will always team with others so the build is a little team-oriented and also AoE-oriented. These are the options:
Maneuvers, Aim, Tactical Training: Assault, Tactical Training: Leadership, and a PPP AoE Immob (likely Mako's Immob)
Note: Only reason why I would get Maneuvers is to increase Ranged/AoE defense from 33% to 38% (goal isn't necessarily to soft-cap everything, yet) and to increase teammates defense.
I was considering Aim, PPP AoE Immob, and one of the tactical trainings/maneuvers, but I'm not sure if that's the best. Thoughts? What's better: +to hit or +dam in terms of the tactical trainings? Thanks