Fort Order?
Still blasters first. Then stalkers, because they're relatively squishy but will benefit a lot from the +damage. Then Dominators; I'm sure they'd get something out of the +damage. Then more blasters.
Where to now?
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The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Just don't keep it solely on the already-softcapped Tank like half the empaths I team with and I'm happy.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
With villain ATs now on the team, I'm not sure who gets priority for Fortitude. So, who gets Fort now? What is your Fort order?
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Why? Because if the bubblers are on their feet, the need for anyone else on the team to have either defense buffs or mez protection are VASTLY diminished.
I would put in a word for you kinetic teammates, too, since all their heals, buff, debuffs are siphons and have accuracy checks.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
Umm I always put it and CM on my emp/defender partner..and no for other reasons besides shes my wife and her father owns more firearms than a milita group
"...well I have wrestled with reality for thirty-five years, Doctor and I am happy to state I finally won out over it." Elwood P Dowd (from the movie Harvey)
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
Depends on the overall level of your team, and how you got it slotted. Most times, I go with the guys throwing out the damage (blasters, brutes, corruptors, and scappers). If I have a Kheldian on the team, they usually get it as well. If we have a fender with dark/sonic/etc, they get it at times.
Really it depends on how the team is doing, more then any hard list to look at during play. But please don't cast it on a upper level tank (lvl 38+) cus that was what you did when all you guys where 12th level. There are better folks to cast it on in higher level teams.
/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen
Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper
No hard and fast rules for me. Unless I'm teaming with my SGmates (in which case I know exactly who it's going on first) I'm pretty much winging it.
Some things I'm likely thinking about:
Are there one or more using anchor debuffs? Do those debuffs need to hit or not? Do we have team 'bubbles'/bubblers?
Who are the damage dealers and what are their defenses? How much are they getting smacked? Who am I having to watch and heal most frequently? Who's eating the alphas or doing the pulls?
What is the team fighting? Combined with the above is it an sk'd lvl 36 */Elec on SO's fighting lvl 52 Cimerorans or a lvl 50 IO'd to the gills */SR for example?
Are my leadership toggles the only ones or are there multiple such, particularly Tactics vs swarms of Nerva Spectrals, Drones, masses of Cimerorans, or Nemesis with stacked Vengeance (to name a few foes with +defense or nasty to hit debuffs) where Forts +To Hit may be as important or more important than usual for its +defense or +damage?
Hmmm what else ... ?
With villain ATs now on the team, I'm not sure who gets priority for Fortitude. So, who gets Fort now? What is your Fort order?
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If the team has no controls, then I would put on whoever takes Alpha and in many cases, it's probably Brute.
After Dom/Brute, I would then put on Stalker. Stalker is not THAT fragile. Stalker is only fragile if the person focuses too much on taking AS, BU and Placate too early and has no defensive shields. But don't forget to buff Stalker. :P Many Corrs forget about Stalker's existence.
You can also put it on SoA. Fort's defense can put them in "god-mode" easily.
Basically:
1. Whoever takes Alpha first (usually Brute). This can even be a Tanker-mind Mastermind.
2. Dominator/Corruptor
3. Brute
4. Stalker/SoA
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I would put on Dominator first (but only if that Dom melees too). Dominator can dish out very good damage.
If the team has no controls, then I would put on whoever takes Alpha and in many cases, it's probably Brute. After Dom/Brute, I would then put on Stalker. Stalker is not THAT fragile. Stalker is only fragile if the person focuses too much on taking AS, BU and Placate too early and has no defensive shields. But don't forget to buff Stalker. :P Many Corrs forget about Stalker's existence. You can also put it on SoA. Fort's defense can put them in "god-mode" easily. Basically: 1. Whoever takes Alpha first (usually Brute). This can even be a Tanker-mind Mastermind. 2. Dominator/Corruptor 3. Brute 4. Stalker/SoA |
Domis, Blasters, buffing defenders, Kheldians, scrappers, corrupters would be my rough order, but folks with more AOE tend to attract it more than those without usually.
Everyone here probably has a different buffing order. Its just how the game goes. You really have to monitor how your team is doing to tell who really needs it. Example, if I have a Scrapper who I have to keep heal bombing to keep up because they can't handle the mission as well as the blaster who is hovering in the corner with a large mob and laughing then Im going to Fort the scrapper.
Now, when I am not sure how the team is going I do have a small list of how I do buff.
1. Defenders / Corruptors - Instead of using fort Offensively, I use is Defensively so that instead of having to be as reactive with heals I can be proactive with damage That and I have a tendency to buff the buffers first
2. Controllers / Dominators / Masterminds - These guys will help make your job easier too. Namely the Controllers and Dominators IMO because if they are controlling the baddies then they aren't hurting others. I also listed MMs here because they can be quite sturdy and squishy but untimely the pets help to divert aggro from you and your team as well as the MMs buffing ability.
3. Scrapper / Blaster / Stalker / Brute
People are surprised to see them so low on my list. I play mostly high level content and by that time the blasters I know seem to already have all the tools they need to keep themselves up. However, in lower level content this isn't always the case. Even still, I find that by keeping the first 2 lists forted helps them to keep me and the rest of the team in good health. Defending is about good teamwork and allowing them to do there thing will allow these guys to safely blow stuff up.
4. Tanks / Villian ATs
Now, I list tanks at the bottom because for the most part they get the least benefit from fort on average. However, there are times when you still want to have fort on them. Tanks are the meaty wall that help keep me and you standing from the baddies but they like to do more damage too and now with busing they can assist the team more with that -20% res but they still need to hit. So, if you find your tank is taking a little more damage than needed or everyone else is good and you just want to make him tougher then toss it on him. Heck, there are some tanks that I toss it on because I know that they can be offensive giants. (I know, snicker and point but its true) As for the villain ATs, I don't get to team with them often but most of the ones I've met have been rather sturdy.
Now, in the case of Kelds they can jump from 3 - 4 in my book, again it really depends on how they are playing.
I hope explaining my reasoning helps but again you will develop your own style. Some use Fort offensively, some use Fort Defensively, some use it as a mixture and some are so busy being blast happy they forget that they have it (points at self ~guilty as charged~). Again as always, YMMV.
Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata
I'd like to revise my initial answer to the following:
Adaptability is the signature of a skilled player.
That said, my initial answer still stands as a general rule. Give it to the teammates with the largest damage output:survivability ratio first.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
I use no rule as rule. I am read peoples builds, look at enemies powers, see how people play, determine who is going to get aggro and who isn't, seperate who actually doesn't need it from the list and apply it to those remaining.
Often a tankmaging defender, pre emptive controller, blasters and some suicidal maniac gets the power on them and the order runs from the top of the team list to the bottom eventually. As long as I rarely have to heal I am happy.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
My tendency on my empath is to stay quite and not hand out fort for the first two groups see who gets hurt the most and therefore who I need to heal the most and they get it followed by the runner ups. I don't like to spend all my time healing since I have my attacks slotted.
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Alpha Sponges and Damage dealers typically get it. Nothing annoys me more than a Emp who puts Fort on only one character when you can easily keep it on half the team.
Whichever character seems to be getting beat up the fastest, and then the next and then the next, and so forth.
I usually go with primary damage dealers. I also took [Power Build Up] from the APPs, and fire that off before fort on either the squishies who keep ending up in the middle of things (namely blasters), or on tanks/brutes with a non-defense based set (electricity, fire, dark [depending on build]).
"He who does not punish evil, commands it to be done." -Leonardo DaVinci
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Another voice to the "whoever is getting beat up the most." That said, when starting with a team I don't know I'll buff those that I think are going to be our heavy AoE hitters (favoring blasters) to start off with until I get a feel for who needs the defenses most. If we seem to be doing just fine with me hitting them, I'll keep giving it to those people so they can benefit from the +tohit and +dam to boost their damage.
With villain ATs now on the team, I'm not sure who gets priority for Fortitude. So, who gets Fort now? What is your Fort order?
I pulled the trigger. That's right, I did it, in Warburg, with the pistol. - Mista Chains
Everyone know the Tank Archetype get the most drops of all the types. This is because of their "Death Dealing" powers. I call it the front line bonus...but you'll never read this in the wiki - "Rx10"