PvP Fort Idea....


Aumakua

 

Posted

If someone has tried this with out the alpha slot, please let me know. I like playing with my Fort and have been trying to think of an idea on how to make him better in PvP. From what I have been hearing from people is that the weaker damage from the fort is what hurts it in PvP. So I tried to bump up the damage. Listed below is my idea:

(TT: Assault) 15% DMG+ (Assault) 15% DMG+ (Set Bonus)24%DMG + (Musculature Radial Paragon) 45% = 99% Damage boost

Still trying to figure out how the incarnate works and dont know how the "2/3" not effected by ED will change these numbers. I also did not include the 50% DMG from aim since it will not be perma.

Villain Plan by Mids' Villain Designer 1.90
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New Idea: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Mental Blast

  • (A) Devastation - Accuracy/Damage/Endurance/Recharge
  • (3) Devastation - Accuracy/Damage
  • (3) Devastation - Damage/Endurance
  • (5) Devastation - Damage/Recharge
  • (5) Devastation - Accuracy/Damage/Recharge
Level 1: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed
  • (37) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Defense/Endurance
Level 2: Subdue
  • (A) Apocalypse - Chance of Damage(Negative)
  • (7) Apocalypse - Damage/Endurance
  • (9) Apocalypse - Accuracy/Recharge
  • (9) Apocalypse - Accuracy/Damage/Recharge
  • (11) Apocalypse - Damage/Recharge
  • (31) Gladiator's Javelin - Chance of Damage(Toxic)
Level 4: Tactical Training: Maneuvers
  • (A) Gift of the Ancients - Defense
  • (33) Gift of the Ancients - Defense/Endurance
  • (37) Gift of the Ancients - Defense/Endurance/Recharge
  • (40) Gift of the Ancients - Defense/Recharge
Level 6: Aim
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (11) Gaussian's Synchronized Fire-Control - Recharge/Endurance
Level 8: Hasten
  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO
  • (33) Recharge Reduction IO
Level 10: Indomitable Will
  • (A) Gladiator's Armor - Recharge/Resist
  • (43) Gladiator's Armor - Recharge/Endurance
  • (46) Gladiator's Armor - Resistance
  • (46) Gladiator's Armor - Resistance/Rech/End
Level 12: Dominate
  • (A) Gladiator's Javelin - Accuracy/Damage
  • (13) Gladiator's Javelin - Accuracy/Damage/End/Rech
  • (13) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (15) Unbreakable Constraint - Chance for Smashing Damage
  • (15) Gladiator's Net - Chance of Damage(Lethal)
  • (17) Gladiator's Javelin - Chance of Damage(Toxic)
Level 14: Super Speed
  • (A) Celerity - Endurance
  • (29) Celerity - +Stealth
  • (40) Celerity - RunSpeed
Level 16: Super Jump
  • (A) HamiO:Microfilament Exposure
Level 18: Telekinetic Blast
  • (A) Devastation - Accuracy/Damage/Endurance/Recharge
  • (19) Devastation - Accuracy/Damage
  • (19) Devastation - Damage/Endurance
  • (21) Devastation - Damage/Recharge
  • (21) Devastation - Accuracy/Damage/Recharge
Level 20: Tactical Training: Leadership
  • (A) Adjusted Targeting - To Hit Buff/Endurance
  • (23) Adjusted Targeting - To Hit Buff
  • (23) Adjusted Targeting - To Hit Buff/Recharge
  • (25) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (25) Adjusted Targeting - Endurance/Recharge
  • (27) Rectified Reticle - Increased Perception
Level 22: Foresight
  • (A) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Defense/Endurance
  • (29) Luck of the Gambler - Defense/Endurance/Recharge
  • (31) Steadfast Protection - Resistance/+Def 3%
Level 24: Mind Link
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense
  • (33) Luck of the Gambler - Defense/Endurance
Level 26: Stealth
  • (A) Luck of the Gambler - Recharge Speed
Level 28: Tactical Training: Assault
  • (A) Endurance Reduction IO
Level 30: Grant Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 32: Phase Shift
  • (A) Recharge Reduction IO
Level 35: Assault
  • (A) Endurance Reduction IO
Level 38: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 41: Web Envelope
  • (A) Gravitational Anchor - Accuracy/Recharge
  • (42) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (42) Gravitational Anchor - Immobilize/Endurance
  • (42) Gravitational Anchor - Immobilize
  • (43) Gravitational Anchor - Immobilize/Recharge
Level 44: Shatter Armor
  • (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (45) Mako's Bite - Accuracy/Damage
  • (45) Mako's Bite - Damage/Endurance
  • (45) Mako's Bite - Damage/Recharge
  • (46) Mako's Bite - Accuracy/Endurance/Recharge
  • (48) Mako's Bite - Chance of Damage(Lethal)
Level 47: Confuse
  • (A) Coercive Persuasion - Contagious Confusion
  • (48) Coercive Persuasion - Confused/Endurance
  • (48) Coercive Persuasion - Confused
  • (50) Coercive Persuasion - Confused/Recharge
  • (50) Coercive Persuasion - Accuracy/Confused/Recharge
  • (50) Coercive Persuasion - Accuracy/Recharge
Level 49: Combat Training: Offensive
  • (A) Accuracy IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (34) Miracle - +Recovery
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (34) Performance Shifter - EndMod/Recharge
  • (34) Performance Shifter - EndMod/Accuracy/Recharge
  • (36) Performance Shifter - Accuracy/Recharge
  • (36) Performance Shifter - EndMod/Accuracy
  • (36) Performance Shifter - Chance for +End
------------
------------
Set Bonus Totals:
  • 24% DamageBuff(Smashing)
  • 24% DamageBuff(Lethal)
  • 24% DamageBuff(Fire)
  • 24% DamageBuff(Cold)
  • 24% DamageBuff(Energy)
  • 24% DamageBuff(Negative)
  • 24% DamageBuff(Toxic)
  • 24% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 5.813% Defense(Fire)
  • 5.813% Defense(Cold)
  • 8.625% Defense(Energy)
  • 8.625% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 14.25% Defense(Ranged)
  • 8.625% Defense(AoE)
  • 1.8% Max End
  • 4% Enhancement(Confused)
  • 65% Enhancement(RechargeTime)
  • 24% Enhancement(Accuracy)
  • 15% FlySpeed
  • 228.9 HP (21.37%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Held) 9.9%
  • MezResist(Immobilize) 5.5%
  • 20% Perception
  • 20% (0.351 End/sec) Recovery
  • 70% (3.756 HP/sec) Regeneration
  • 5.02% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 1.575% Resistance(Toxic)
  • 1.575% Resistance(Psionic)
  • 15% RunSpeed

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P.S. I also did not slot heavy on the acc bonus since I will be running 2 leaderships.


lvl 50 - Elec/WP/Mu Mastery Stalker, lvl 50 - Dark/EA/Soul Mastery Stalker, lvl 50 - EM/Nin/Soul Mastery Stalker

New Toons
lvl 21 - StJ/WP Stalker

 

Posted

You also didn't take into account how much DR cuts into +damage bonuses.....


OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
RIP:Southern Comfort PvP,PE PvP,INTEGRITY PvP,After School Special PvP Test SG's,TPvPL Season1+2 Runner ups

 

Posted

Quote:
Originally Posted by Psyrene View Post
You also didn't take into account how much DR cuts into +damage bonuses.....
True.... So this idea is a flop?


lvl 50 - Elec/WP/Mu Mastery Stalker, lvl 50 - Dark/EA/Soul Mastery Stalker, lvl 50 - EM/Nin/Soul Mastery Stalker

New Toons
lvl 21 - StJ/WP Stalker

 

Posted

Should get Cardiac Core Paragon to help with the 7 toggles and 2 travel powers.


 

Posted

Quote:
Originally Posted by Psyrene View Post
You also didn't take into account how much DR cuts into +damage bonuses.....

Stop being afraid of the big bad DR monster.... and stop trying to make others feel your fear.

More.... is always more than more than less.


"Situational power? Sure. Although in a sense... all powers are situational. It's just that some situations occur more than others." Understand the situation needed in order for the power to be most effective... and make that situation happen.

 

Posted

Just keeping him from wasting his time attempting to build for a 99%damage boost when he will see nowhere near that.


OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
RIP:Southern Comfort PvP,PE PvP,INTEGRITY PvP,After School Special PvP Test SG's,TPvPL Season1+2 Runner ups

 

Posted

after 36 or so dr kick in pretty hard


 

Posted

I did a NW build that had a 56% dmg bonus in pvp a while back..... Then i respeced for more def... Cutting my dmg bonus to 20%.... I was only doing 9/10 less dmg in sirens.... So the moral of this story is.... Dont build veats for dmg bonuses.... I recently respeced into fort for the pvp league, and the ONLY thing that can save you, are procs.


 

Posted

I hate to be the bearer of bad news, but this won't work. The fort damage modifier is simply too low to try to make it into a toon that will kill something before it gets killed. Effectively you've made a weak blaster with less survivability than a blaster. You may be wondering why I said that.

1. The build will do sub-blaster damage.
2. You'll have less hit points than a blaster.
3. Your defenses are very low, and would offer less damage mitigation than a blaster with a res shield.

Regardless of what people are saying a Fort can be a good 1v1 toon and a contributing member in team pvp. The key is building for defenses, slot the procs to make up some damage, then build for hit points and acc falls at the bottom of the list. Instead of trying to build up damage bonuses to make up for the lack of it, build up the defenses so that your survivability makes up for your lack of damage. It does work. When I played my Fort I could defeat pretty much any (non-rad) blaster; the only time I lost was when matches allowed greater than t1 inspirations.

Even perfectly slotted Forts have some terrible weaknesses. Thermals will destroy you, there is no way around this. Even taking darkest night isn't enough to reliably avoid getting hit with heat exhaustion. Forts rely on too many toggles to survive end drains. The only even feasible idea is rolling Widow and taking Elude. Likewise, most takes will destroy you also. Forts just don't do enough damage to overcome their large amount of hit points in a reasonable amount of time. Additionally, most takes run /SS, rage will allow them to hit much more often, plus -def in Earth Mastery. A well played Mind dom will also beat a Fort easily. Dominate ignores defenses and IW's knockback protection is still suppressed while mezzed. If that ever gets fixed they'll be more easily beaten.

A few other things:

You can't substitute acc slotting even with double tactics. The DR curve on to-hit buffs is extremely steep. Against anything with sufficient defenses or a defensive t9, you're gonna be in a bad spot.

If you're going to be doing a lot of 1v1 stuff roll with the cardiac incarnate. Running all those toggles and attacking kills the blue bar. It'll free up your inspiration selection to take all/mostly greens.


 

Posted

I have a very effective Fort that I like to play in RV, I have rare def boost Alpha, and running about 91% Ranged def, so in Zone I get from 45 - 48 % depending on bonus from hide.

With Aidself and nade it's good fun, but buildup+aim hurts so you have to learn to nade blasters to the floor and allow +tohitt buffs to run out before re-engaging.


Consciousness: that annoying time between naps.

 

Posted

Quote:
Originally Posted by Psyrene View Post
You also didn't take into account how much DR cuts into +damage bonuses.....
That and the fact that with so many people with high global accuracy through PvP IOs or SS/ melee everywhere, you will get hit enough to faceplant you. You do not have much resists like some other squishies who can take their resists shiels or tough + game given resists.

The cut in elusivity and the cut in dmg Forts received makes them meh, to put it mildly.

Edit note: besides, for the amount of inf you spend on making a Fort better and better, you will get a lot more bang for the inf by just choosing another toon. That's IMO.


Repeat Offenders forever !

Make all IO's available in Paragon Market! NCSoft, the chinese are making BIG money selling influence and other stuff in the game. Best way to stop them = make the paragon market a place to buy all IO's and perhaps other things as well.

 

Posted

Quote:
Originally Posted by Commando View Post
That and the fact that with so many people with high global accuracy through PvP IOs or SS/ melee everywhere, you will get hit enough to faceplant you. You do not have much resists like some other squishies who can take their resists shiels or tough + game given resists.

The cut in elusivity and the cut in dmg Forts received makes them meh, to put it mildly.

Edit note: besides, for the amount of inf you spend on making a Fort better and better, you will get a lot more bang for the inf by just choosing another toon. That's IMO.
agreed, it really should've been one or the other, either cut elusivity or cut damage in pvp, as it stands now, defense doesn't really matter to forts in pvp, and nor they have the tools really to get enough damage in, the only way I could see their position being improved, is if
-their damage was restored to previous levels
-or to allow criticals from hide with their ranged attacks in pvp