Fortunata Team Range/Mez


dazedandconfused

 

Posted

I have a couple of Fortunata builds I've been thinking about. I really like my Night Widow build, but I want to have a nice, mez/aoe Fortunata (I stopped my fortunata around 35 and want to revive her in a 2nd build).

I'm looking for feedback on build design for a Mezzing ranged fortunata. Extra damage is nice, but I think in a TF/8 team setting, my damage isn't going to impress or matter much, then again neither will controls, but I'd like to at least feel like I'm adding some diversity to the team toolbox.

I didn't want to threadjack the other post that seemed pretty close to my request, basically because I don't really care much about Single Target damage.

Both builds are using Nerve VR, but I also intend to have all the VRs, and probably sometimes Cardiac will be used more depending on my End Hogging. On my Widow, I really like the Cardiac, so my Def might be reduced if I don't go with Nerve like my builds suggest.

[Edit: Deleted Earth Mastery build since it's only available in Mids, not in game.]

Fortunata/Mu gives me:
Single Immobilize + AOE Immobilize, Single Hold + AOE Hold, Single Confuse + AOE Confuse,
4 consistent AOE/Cone attacks
63-73% A/R/M Defense; 86% Psi Res, 22% S/L Res


 

Posted

For team.

TT: Maneuvers, TT assault, Assault, and maneuvers.

Don't get tactics, I don't care what other people say, on a team...it's hardly noticeable.

In dominate, if you want to maximize the holding power while maintaining damage(which I'm assuming you want since...it's probably going to be your most used power.)

slot it for 6, 4 basilisk gazes, and 2 damage IO's, or if you have the money, two hamidon Origin +acc/+dmg thingies.

I recommend 6 slotting total domination with 5 unbreakable constraints and the Lockdown chance to hold proc, if you can't afford the purple set, a 6 slot of lockdown will be good.

TT: Maneuvers, er...well, the way I have it slotted is 4 slots, with an LoTG recharge proc in it, and then 3 other LoTG things.

Confuse aura 5 of the purple set, preferably with the contagious confusion proc being one of them, and then another set's Acc/Recharge or Confuse/Recharge would be good.


to optimize....controls on it, If you go mu, I guess electric fences is ok, but it's got a very small radius, so soul mastery is better in that situation.

Soul tentacles should be slotted for damage, not immobilize, because it can be hit on a recharge large enough to become permanent. It's best to try to maximize it's range *** he cone is larger, too, and possibly stick a gravitational anchor chance to hold proc in that as well.

Darkest night 4 slotted with some dark watchers in it would be fairly useful.

That's about all I can suggest ^^


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

 

Posted

Fortunatas don't get Earth Mastery.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

-Don't just rebel, build a better world, comrade!

 

Posted

I'll look over those suggestions. One of the builds didn't use tactics, if the other has it, I'll check why.

Does the Fortunata have the option of any hero ancillaries? I saw Earth in Mids, assumed they all were available, I'll try to cehck tonight.


 

Posted

Mids had the issue of when they tried to take OFF the APPs, it would make mids crash if you tried to load up a build.

but nope, Hero powers are unavailable for VEATS, this apparently was to balance out that HEATS cannot access any epic power pools.

if you're adamant about your two builds, go for Mu mastery.


I use Mu, and although I lack a group immobilize, I do hella AoE damage and can drop minions and leuts with a string of 3 attacks, and hold/confuse entire mobs/up to 2-3 mobs depending on if the procs hit.

oh....also, since fortunata need lots of recharge....in your single target ranged attacks, most people will say go for decimations, because of the 6.5% recharge at 5 of them...

but a little thing I've found out. entropic chaos gives the same 6.5% recharge bonus, and has a proc that allows you a tiny mini heal on yourself occasionally, costs about 1/3rd of decimation sets...and yields only 2 less damage at endgame

:'D


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

 

Posted

Weird, I thought Entropic's Self Heal was Unique, good to know , maybe for a couple other characters I play more than this one.

I think without Earth, I will look a little more at Soul. Wonder why Leviathan doesn't get much mention, 3 similar cones, it makes getting consistent attacks out easier I think and they track Psychic Scream fairly well and provide a M/L immob to keep them lined up.

I think I was considering Mu earlier because I was looking at an end drain alpha bonus, but I don't think I'm going that route.

This build really was trying to avoid single target damage. I'll play my widow when I need that more. It is intended to be more support and aoe. Let others track the remaining mobs. I did a lil fooling around and added 3 ECs and Leviathan, gonna look at it tomorrow, see whether it's decent.


 

Posted

oh leviathan....it's because its breath attacks are great, but the shark attacks are very slow animations, don't have very good damage, and are also Lethal damage :3

and yup. entropics aren't unique :3 I have 3 full sets in some of my powers


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

 

Posted

OK, so I made some changes.
I sacrificed a couple slots in Health and several in Confuse
I took Mu Mastery
I added Recall Friend
I still have 63-72% A/R/M and 85+ Psi Res, 25% S/L, and perma hasten
5 consistent AOE/Cones
I like the Entropic Chaos in the single targets, maybe I'll actually use them sometimes
I skipped the double assault. My night widow has it, but this build won't be using Cardiac most of the time, and I'd prefer to have Tough, so I didn't include them.

http://www.cohplanner.com/mids/downl...95E52F736EE6A4


 

Posted

Fortunta focusing on mezzing is the only build I don't have experience with and mostly because Fort doesn't get Domination. I believe I either hold everything or don't bother with it at all. My current does have hold but I mostly focus on buffs and damage.

However, Fort can uses several chance to hold procs to hold bosses with one application occassionally. It's definitely doable but just not my cup of tea.


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.

 

Posted

You mean the Dominator "Domination" effect? Yeah I'm not too concerned about being the primary mezzer.

I wanted a Fortunata build to switch to sometimes as opposed to my Night Widow (which does great on TFs and teams, I just prefer range when possible). In large teams, it should complement doms/trollers, adding to holds/immobs/confuses and the occasional disorient as well as giving decent aoe dmg to complement blasters/corruptors.

I might switch my Night Widow to having Tough and keep this build with double Assault instead. That makes it more of an overall contribution (mez, dmg, +def +dmg, recall) character. I doubt the added S/L will make as much of a difference on the Fortunata as it could for the Widow, who takes a lot more aggro than my Fort probably will on a large team.


 

Posted

Quote:
Originally Posted by makerian View Post
You mean the Dominator "Domination" effect? Yeah I'm not too concerned about being the primary mezzer.

I wanted a Fortunata build to switch to sometimes as opposed to my Night Widow (which does great on TFs and teams, I just prefer range when possible). In large teams, it should complement doms/trollers, adding to holds/immobs/confuses and the occasional disorient as well as giving decent aoe dmg to complement blasters/corruptors.

I might switch my Night Widow to having Tough and keep this build with double Assault instead. That makes it more of an overall contribution (mez, dmg, +def +dmg, recall) character. I doubt the added S/L will make as much of a difference on the Fortunata as it could for the Widow, who takes a lot more aggro than my Fort probably will on a large team.
Yeah, without Domination, I can't hold bosses in one hit (unless with procs). If I can't hold boss(es) with one hit, I might as well focus on team buffs and blasts and my Dominate recharges fast enough to the point that I can hold a boss in several seconds.

If I am fighting against AVs, I won't be able to perma hold him anyway.


I am curious to find out how well Fortunata controls. There is a mag 4 stun (takes a bit too long for my liking) and confuse. You can put chance for knockdown in Scream to provide more soft controls. Tornado also has knock up.


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.

 

Posted

If you hunt deep purple, or sk down, tactics can be invaluable. Sure you only need a couple of tactics on a team at any given time, but there's no guarantee any tactics will be there if you don't bring it yourself. Also, accuracy only goes so far, +to-hit goes farther, tactics and/or Kismet are also invaluable when hunting +4 and above solo and on small teams.


 

Posted

Linea, I think you got sidetracked on a minor issue there. I'm sure there are good reasons for Tactics, but this really isn't that thread, your comment will probably be mostly lost. Another use for Tactics, though, is the GSFC: Chance for Build Up (although I've never tried it, seems like a good choice).

All, I did make my Fortunata last night. Still got a couple purple sets (only got the Confusion set) and a couple special Uniques to get later, but I'm gonna run her around for a week or two to see how she feels before investing more. Solo, she seems to be an end hog, so I might stick with Cardiac, but in a team, should be manageable, particularly if I'm munching inspirations. Thanks for the advice on the build.

Here's the build I went with:
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Apophenia: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Telekinetic Blast

  • (A) Decimation - Chance of Build Up
  • (3) Decimation - Accuracy/Damage/Recharge
  • (3) Decimation - Accuracy/Endurance/Recharge
  • (5) Decimation - Damage/Recharge
  • (5) Decimation - Damage/Endurance
  • (13) Force Feedback - Chance for +Recharge
Level 1: Combat Training: Defensive
  • (A) Shield Wall - +Res (Teleportation), +3% Res (All)
Level 2: Subdue
  • (A) Entropic Chaos - Accuracy/Damage
  • (7) Entropic Chaos - Damage/Endurance
  • (7) Entropic Chaos - Damage/Recharge
  • (9) Entropic Chaos - Damage/Endurance/Recharge
  • (9) Entropic Chaos - Chance of Heal Self
  • (11) Devastation - Chance of Hold
Level 4: Tactical Training: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (13) Luck of the Gambler - Defense/Endurance
  • (15) Defense Buff IO
Level 6: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (15) Luck of the Gambler - Defense/Endurance
  • (17) Defense Buff IO
Level 8: Psychic Scream
  • (A) Positron's Blast - Accuracy/Damage
  • (11) Positron's Blast - Damage/Range
  • (17) Positron's Blast - Chance of Damage(Energy)
  • (19) Positron's Blast - Accuracy/Damage/Endurance
  • (19) Positron's Blast - Damage/Recharge
Level 10: Indomitable Will
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (21) Steadfast Protection - Resistance/+Def 3%
  • (23) Resist Damage IO
  • (23) Impervium Armor - Psionic Resistance
  • (25) Aegis - Psionic/Status Resistance
Level 12: Dominate
  • (A) Entropic Chaos - Chance of Heal Self
  • (25) Entropic Chaos - Accuracy/Damage
  • (27) Entropic Chaos - Damage/Endurance
  • (27) Entropic Chaos - Damage/Recharge
  • (29) Entropic Chaos - Damage/Endurance/Recharge
  • (29) Lockdown - Chance for +2 Mag Hold
Level 14: Psionic Tornado
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (21) Positron's Blast - Accuracy/Damage/Endurance
  • (31) Positron's Blast - Damage/Recharge
  • (31) Positron's Blast - Damage/Endurance
  • (31) Positron's Blast - Accuracy/Damage
  • (33) Force Feedback - Chance for +Recharge
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO
Level 18: Hasten
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
  • (33) Recharge Reduction IO
Level 20: Mask Presence
  • (A) Luck of the Gambler - Recharge Speed
  • (34) Luck of the Gambler - Defense/Endurance
  • (34) Defense Buff IO
Level 22: Foresight
  • (A) Luck of the Gambler - Recharge Speed
  • (34) Luck of the Gambler - Defense/Endurance
  • (36) Defense Buff IO
  • (36) Resist Damage IO
  • (36) Resist Damage IO
  • (37) Resist Damage IO
Level 24: Mind Link
  • (A) Luck of the Gambler - Defense/Recharge
  • (37) Red Fortune - Defense/Recharge
  • (37) Gift of the Ancients - Defense/Recharge
Level 26: Total Domination
  • (A) Lockdown - Chance for +2 Mag Hold
  • (39) Lockdown - Accuracy/Hold
  • (39) Lockdown - Endurance/Recharge/Hold
  • (39) Lockdown - Recharge/Hold
  • (40) Lockdown - Accuracy/Endurance/Recharge/Hold
Level 28: Confuse
  • (A) Malaise's Illusions - Accuracy/Confused/Recharge
Level 30: Assault
  • (A) Endurance Reduction IO
Level 32: Psychic Wail
  • (A) Obliteration - Chance for Smashing Damage
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (40) Obliteration - Accuracy/Damage/Recharge
  • (42) Obliteration - Damage/Recharge
  • (42) Obliteration - Accuracy/Recharge
Level 35: Tactical Training: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
Level 38: Aura of Confusion
  • (A) Coercive Persuasion - Confused
  • (42) Coercive Persuasion - Contagious Confusion
  • (43) Coercive Persuasion - Confused/Recharge
  • (43) Coercive Persuasion - Accuracy/Confused/Recharge
  • (43) Coercive Persuasion - Accuracy/Recharge
Level 41: Electrifying Fences
  • (A) Detonation - Damage/Recharge
  • (45) Detonation - Accuracy/Damage/Endurance
  • (45) Positron's Blast - Chance of Damage(Energy)
  • (45) Gravitational Anchor - Chance for Hold
  • (46) Energy Manipulator - Chance to Stun
Level 44: Ball Lightning
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (46) Positron's Blast - Damage/Endurance
  • (46) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Accuracy/Damage/Endurance
  • (48) Positron's Blast - Damage/Recharge
Level 47: Static Discharge
  • (A) Detonation - Accuracy/Damage
  • (48) Detonation - Damage/Endurance/Range
  • (50) Detonation - Accuracy/Damage/Endurance
  • (50) Positron's Blast - Chance of Damage(Energy)
  • (50) Energy Manipulator - Chance to Stun
Level 49: Recall Friend
  • (A) Range IO
Level 50: Cardiac Core Boost
------------
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) Flight Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Healing IO
Level 2: Stamina
  • (A) Endurance Modification IO
------------
------------
Set Bonus Totals:
  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 6% Defense(Melee)
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 7.25% Defense(Fire)
  • 7.25% Defense(Cold)
  • 6% Defense(Energy)
  • 6% Defense(Negative)
  • 6% Defense(Psionic)
  • 6% Defense(Ranged)
  • 8.5% Defense(AoE)
  • 6.75% Max End
  • 83.75% Enhancement(RechargeTime)
  • 2.5% Enhancement(Held)
  • 36% Enhancement(Accuracy)
  • 4% Enhancement(Confused)
  • 12.05 HP (1.125%) HitPoints
  • MezResist(Confused) 5.5%
  • MezResist(Held) 2.2%
  • MezResist(Immobilize) 2.75%
  • MezResist(Sleep) 3.3%
  • MezResist(Stun) 2.2%
  • 11.5% (0.202 End/sec) Recovery
  • 50% (2.683 HP/sec) Regeneration
  • 3% Resistance(Smashing)
  • 7.725% Resistance(Fire)
  • 7.725% Resistance(Cold)
  • 4.875% Resistance(Energy)
  • 3% Resistance(Negative)
  • 3% Resistance(Toxic)
  • 9% Resistance(Psionic)
  • 3% Resistance(Lethal)




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Posted

Tactics is a VERY good power to have. It will help you kill Drones, Roman Soldiers and Night Widow so much easier. NW has high defense and if your setting is +2 or higher, you'll have a hard time killing NW especially when her Smoke Grenade keeps hiding her. Your teammates will love you too.

Training: Tactics's endurance cost is much lower than power tool's. I highly recommend you take it. You don't have to run it every time if you can't afford the endurance.


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.

 

Posted

It's a little late for me, as I probably won't redo this build unless I really messed something up. I will have a few weeks to test it against the ITF, Apex, and Tin Mage TFs, so I will see how I handle the Acc/THB issues. I agree, it's great to have on a large team, but I guess in my case, I'm hoping a few other support toons will have it instead of me

I like Tactics, too, and generally on my Controller/Defenders I get the trifecta of Leadership, so I'm sympathetic to the arguments in favor of Tactics.

This build hopefully does enough to help teams as it is. I could've dropped Vengeance, but when the going gets really tough (as in, it's not just a Widow or Drone giving a team of 8 problems), I'll go for Vengeance instead .


 

Posted

Quote:
Originally Posted by makerian View Post
It's a little late for me, as I probably won't redo this build unless I really messed something up. I will have a few weeks to test it against the ITF, Apex, and Tin Mage TFs, so I will see how I handle the Acc/THB issues. I agree, it's great to have on a large team, but I guess in my case, I'm hoping a few other support toons will have it instead of me

I like Tactics, too, and generally on my Controller/Defenders I get the trifecta of Leadership, so I'm sympathetic to the arguments in favor of Tactics.

This build hopefully does enough to help teams as it is. I could've dropped Vengeance, but when the going gets really tough (as in, it's not just a Widow or Drone giving a team of 8 problems), I'll go for Vengeance instead .
I would keep Vengeance as well. It's a good "oh ****" power to have when somebody dies. VEATs don't have defense debuff resistance so when you get hit by attacks with -defense debuff (Longbows and PPD for example), the higher the defense, the better.

I don't see Hover in your build but it is great on a toon that uses all range attacks. Hover is extremely good in Apex because those Swords can't fly. You can avoid so much damage.

I think it's always good to try something first. You can always respec later.


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.

 

Posted

I don't have Hover, but I use Raptor Pack. It uses more End but it's also faster. In my 7 years, I've almost never tried hover blasting. I'll try it out a little this weekend, see how I like it


 

Posted

Quote:
Originally Posted by makerian View Post
I don't have Hover, but I use Raptor Pack. It uses more End but it's also faster. In my 7 years, I've almost never tried hover blasting. I'll try it out a little this weekend, see how I like it
They've made Hover a lot faster than before. It's not "fast" but it's good enough for combat purpose.

I rely on raptor pack for traveling too. We sometimes do Master TFs and Hover becomes useful for me to reach certain area that I can't jump up to. Hover also offers defense that stacks with others. You really only need one slot.


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.

 

Posted

I was talking about this topic earlier, and so I will go over it again. I don't really know fortunata, never even played one, I do know control. I have played with both confuse/dom and aoe holds. never with an aoe confuse, however I have the others to draw my conclusions upon.

Dominate, 6 slot for dmg and hold, about a 50/50 mix, max acc/hold and then dmg, and last rch. This is your bread and butter.

Confuse, 1 slot, that is why this power is so awesome. Its rarely resisted, and it has a good duration.

AOE hold. six slot it, purple it

AOE confuse, six slot it, purple it

PBAOE nuke, six slot it, purple it

Don't look at these powers in isolation. Any one of them is a game changer. You only need one of them in any given battle. With all 3 of them, one of them is going to be up, which means one way or another, you've got the edge. And with a little rest, you can drop your nuke, confuse the hell out of whats left, and then stun them. If thats not enough, well then you never stood a chance anyways.

(And yeah, to end this silly argument, you are not going to chain stun a boss with an aoe mezz. Thats what dominate is for, and you're gonna have to hit him 3 times before it sticks.)


 

Posted

Actually dominate will hold a boss on it's second application


and with the judgement slots coming out you get another crashless nuke :'D so you can launch judgement, boom boom, and alternate between using that and wail.


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