Fortunata questions.
Unless you've got a kin on your team that manages to damage cap everybody (rarely the case in practice) then TT:Assault is providing a very real benefit to you and everyone on your team. 15% damage in one slot is a good bargain, especially when you get another VEAT on the team with the same power, then add a Corruptor with the pool Leadership Assault. Before you know it the entire team has a sort of perma-buildup effect. Then you can take Leadership: Assault (like I did) and that's a total 30% dmg buff. Not too shabby. Placate resistance is an added bonus.
TT:Leadership (Tactics-esque) on the other hand, is probably more beneficial to you individually moreso than a team, at least a team full of people with the power. With new end-game TFs having mobs at lvl 54, To-Hit buffs go a long way to have you (and your team) hitting at a 95% rate.
I put my money where my mouth is on this, all of my VEATs have all 3 TT: Leadership powers, they're good for me (and pets, if applicable), good for the team.
Global = Hedgefund (or some derivation thereof)
1. TT: Assault is a 15% damage buff to your whole team for a minor endurance cost that requires no extra slotting. There's not really any reason to skip it. Even better take it and regular Assault and your whole team gets an extra-SO's worth of damage. Not too shabby. I wouldn't but a whole lot of priority in regards to "must have it now", but I'd definitely grab it.
TT: Leadership is nice in the early parts of the game before Accuracy SOs, and then again in the late game where you start seeing bigger level discrepancies and enemies that can either buff their defense or debuff your perception. It'll make a big difference there. So again, I'd recommend it, but if you're already in your 20s or so, you can put it off a bit.
2. Mind Link is pretty danged hard to make permanent on a Fortunata due to its longer recharge time (not impossible mind you, but difficult). I found it much easier, and cheaper for that matter, to focus on defense, since with that, there's no need to worry about downtime.
Hi All,
I'm currently levelliing up a Fortunata and having great fun with it but have a couple of queries. 1. Most of the info on SoA imply that you need to take all of the TT Leadership toggles. I've got Maneuvers for the +defense which I can see as being very usefull due to the higher numbers and ability to stack with Mind Link. I've not got TT Tactics or Assault and can't really see the benefit; apart from the lower Emd cost it's a replica of the the standard leadership toggles. With SO's teams should have good accuracy and Assault I generally see as a nice to have if some ones got it but not a necessity. Any thing I'm missing on this? 2. Late game what should I be going for in regards to set values. I'm assuming recharge to perma Mind Link, is that right or should it be capping positional defense outside of Mind Link? |
1. Fortunata's damage is on the "low end" without Assault leaderships. It depends if you are using follow up or not (I don't) but I will highly take at least one Assault from secondary. I would also take Tactics because it is very helpful when you fight against Night Widow who throws smoke grenade and the extra +tohit is great against Ritki drones and things that have natural high defense. You don't have to run it all the time though if you can't afford the endurance cost.
I also take Maneuver and Assault from power tools because they stack nicely. Yes, the endurance cost will be very high and that's why you want set bonuses and unique.
Another thing that I just noticed recently is that Training: Leaderships have a much bigger radius than power tool leaderships. I don't know the radius number but it's at least 25% larger radius if not more.
2. As for sets, you want a mix of +positional defense and +recovery and some +recharge. I honestly don't think perma mind link is that big of a deal. Mine isn't perma but I also carry 9 other toggles (double maneuver, double assault, tough, mez shield, hover, tactic and darkest night against AVs).
Set bonuses make Fortunata very very good. I will also take Cardiac so you have almost no endurance problem in long fights.
3. Fortunata is my #1 most favorite character and while I don't dare to call myself an "expert", I've made a lot of builds to test things out. I will highly suggest you take Tough. There's only so much defense you can have but one heavy hit (for example from Battle Maiden), you are dead. After I made a new build for alpha, between Tough and 20% health from accolades, I can withstand decent lethal/smashing damage for me to get away (from her crossbow and all the swords and shots from Human ambushes). And you'll survive much better against Longbows, one of the harder enemy groups. Their rifle attacks can reduce a lot of your defense and Tough makes you survive so much better. And against Malta too.
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.
Thanks for the feedback guys, a couple of other questions I've just thought of if you don't mind.
1. Mids shows that you can take heroside Epics but I seem to remember seeing that VEATS are restricted to Villain Epics only, which is true?
2. In Soul Mastery I was going to take Dark Obliteration but looking at the numbers Soul Tentacles does more damage, comes up more often and has the advantage of being a group immob - any reason to take Dark Obliteration?
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Thanks for the feedback guys, a couple of other questions I've just thought of if you don't mind.
1. Mids shows that you can take heroside Epics but I seem to remember seeing that VEATS are restricted to Villain Epics only, which is true? 2. In Soul Mastery I was going to take Dark Obliteration but looking at the numbers Soul Tentacles does more damage, comes up more often and has the advantage of being a group immob - any reason to take Dark Obliteration? |
2. dark obliteration is a target aoe and soul tentacles is a very narrow cone, if you fight in melee a lot, soul tentacles wont hit more than maybe 1-2 enemies if your in the middle of a mob, but dark obliteration will hit everything around your target and does -tohit (which i do not think soul tentacles has)
1. There aren't any Ancillary pools available to VEATs. Patron pools are available, but must be unlocked like any other AT. Not sure what Mids is saying on that, but I can tell you from personal experience that only Patrons are possible.
2. Well, I took both on my Fortunata, as they're both fairly useful. Dark Obliteration is an AoE rather than a cone, which makes it a little easier to hit with. It's also front-loaded damage, whereas Soul Tentacles is a fairly slow DoT. It's a nice followup after you've done a Psychic Wail to finish off any stragglers for both those reasons as well.
Thanks for the feedback guys, a couple of other questions I've just thought of if you don't mind.
1. Mids shows that you can take heroside Epics but I seem to remember seeing that VEATS are restricted to Villain Epics only, which is true? 2. In Soul Mastery I was going to take Dark Obliteration but looking at the numbers Soul Tentacles does more damage, comes up more often and has the advantage of being a group immob - any reason to take Dark Obliteration? |
Others have answered question 1. VEAT only have access to Patron which is already good enough because HEAT doesn't even have access to Epic.
As for question 2, Dark Obliteration should do more "efficient" damage. When I say efficient, I mean that all the damage hits at once. Tentacle is DoT and it takes like 9-10s to complete all the damage, which of course means that a lot of times the targets are already dead before all the DoT kicks in. What Tenticle is good for is immb.
My first two builds had Psionic Tornado because I feel it's very "Fortunata" like but after a while, I realize that I don't have any ways to stop mobs from running towards after I aoe them. I use my Fortunata to farm a lot and in the end, having AoE Immb is better because I can immb several mobs and safely blast at long range. Without immb, I had to keep running "backward" so my cone attacks can cover more mobs. I basically only use Scream for aoe damage.
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.
you're going to want to take both the TT:Maneuvers and the leadership pool maneuvers, as well as both assaults.
your main purpose on a team, is that you give them incredible team buffs, AND can hold your own.
Set bonuses....yes recharge is important, however it's a very simple possibility to go well over softcap on your defenses, AND still have enough recharge for perma-mind link.
My fort has perma mind link without hasten(I hate...HATE hasten.)
and alot of teams like me, because coupled with my mindlink, and both maneuvers fully specc'd out, I can raise an entire team's defenses to softcap. (yay for squishies )
as for dark oblit vs. soul tentacles.....I personally like dark oblit, because it deals ALL the damage at once, and in high level teams, low DoT doesn't really do much....
HOWEVER. I believe...that, if like me, you fight at range, Soul tentacles can actually be useful, although the rest of the AOE's you have access to are a little gimped, I have dark obliteration and Psi tornado. With psi tornado having the FF: chance to recharge proc in it. adds 100% recharge on use sometimes, which is fun.
but a group immobilize is useful, IF you actually manage to immobilize the group.
Magisterum- 50+3 Fortunata--Virtue
Lukerion- 33 Emp/Rad Defender--Virtue
Noah Heartily- 34 SS/SD brute- Virtue
Mika Heartily- 50+1 Fire/MM blaster-Virtue
Hi All,
I'm currently levelliing up a Fortunata and having great fun with it but have a couple of queries.
1. Most of the info on SoA imply that you need to take all of the TT Leadership toggles. I've got Maneuvers for the +defense which I can see as being very usefull due to the higher numbers and ability to stack with Mind Link. I've not got TT Tactics or Assault and can't really see the benefit; apart from the lower Emd cost it's a replica of the the standard leadership toggles. With SO's teams should have good accuracy and Assault I generally see as a nice to have if some ones got it but not a necessity.
Any thing I'm missing on this?
2. Late game what should I be going for in regards to set values. I'm assuming recharge to perma Mind Link, is that right or should it be capping positional defense outside of Mind Link?
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller