Mixed melee/ranged Fortu build?
I don't like Spin and haven't it so won't post my build, but I have a mixed melee/ranged fortunata (and to give credit where it's due, got the idea from LuxunS who talked about this here) and it works very well. With inherent fitness you don't have to make significant sacrifices, and with so many different powers you can slot a bunch of different sets and get to really high recharge.
It's extremely nice to be able to switch from full melee to full ranged at will... Albeit the ease of use with ranged attacks make it so I end up being ranged more often than not, despite the melee DPS being theorically higher (not so much for me when moving from mob to mob).
The only problem I have with it, and it's a minor one, is there's so many click powers, and I have only so many fingers. Tough to find a balance for hotkeys and such.
Would you please post your build? Would like to see it anyways.
The idea is to keep the heavy hitters in melee and some ranged AoE goodness too.
I have to sacrifice Slash, Eviscerate and Mental training but I can have Dominate, Aim, Psychic wail and Aura of confusion.
To be fair, Spin doesnt look that good to me, and Im using it double assault, after follow up and with 5 Obliterations.
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Quite a bit different than what you're looking for, obviously. I was going for a ST "specialist", mostly using the character to TF with friends, situations in which there's always enough AOE damage.
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Maneuvers would mean you can softcap without the Glad Armor proc and brings even more defense buffing to the team. Assault would stack with TT:A for even more +damage for you and the team. I personally wouldn't bother with TT:L, the tohit isn't really worth the end cost so the biggest draw for me is the perception which isn't a big deal.
I do actually have a question though, why the Hecatombs in FU? CIs would give you a little less recharge but isn't the high damage enhancement value better in one of your other melee attacks that do more damage? That's what I'd have thought, but I've never looked into claws/Fort melee stuff that much.
The Melee Teaming Guide for Melee Mans
Would you please post the build here?
I know is weird, but I dont use mids.
I am actually softcapped without the Glad IO - I have Mask Presence turned off in Mids because it shows the unsuppressed defense rather than the combat one... Or at least I thought it did, now I see that you can change that in the options. Nice! Back to the IO, it's just there because. Probably stupid, widows are the kind of character that need it less than anyone. I put it there a while ago and never took it out.
Personally I'm a Tactics junkie (and TT:L too, by extension). I like hitting, hate missing, and I find the buff really adds up against high defense foes. One thing I like about Widows is just how much tohit you can stack, to the point that AVs popping defense T9s are barely more than a blip on the radar, if at all. I can agree that Maneuvers+Assault would probably be a smarter choice overall, I just like what I have for my niche uses.
Hecatombs in FU are there mostly for the proc, and to a lesser extent for the slightly better bonuses than a CI set. FU being typically the first attack I'll use, I like having the proc there because I end up using that power more than anything else.
I think you raise very valid and important points in regards to my build, that is one could get nearly the same efficiency for a lot cheaper. I'd definitely advise to remove the glad IO, slot a CI set instead of Hecatomb, and generally downgrade the purple sets to the equivalent normal +recharge set (apoc => decimation, arma => obliteration, unbreakable constraint => 4 basilisk gaze + 1 dam/mez HO).
Villain Plan by Mids' Villain Designer 1,92
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: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Swipe
- (A) Crushing Impact - Accuracy/Damage
- (7) Crushing Impact - Accuracy/Damage/Endurance
- (7) Crushing Impact - Damage/Endurance
- (9) Crushing Impact - Damage/Endurance/Recharge
- (9) Crushing Impact - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense
- (50) Kismet - Accuracy +6%
- (A) Crushing Impact - Accuracy/Damage
- (11) Crushing Impact - Accuracy/Damage/Endurance
- (11) Crushing Impact - Damage/Endurance/Recharge
- (13) Crushing Impact - Damage/Endurance
- (13) Crushing Impact - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
- (5) HamiO:Enzyme Exposure
- (A) Decimation - Accuracy/Damage
- (15) Decimation - Damage/Endurance
- (15) Decimation - Damage/Recharge
- (17) Decimation - Accuracy/Endurance/Recharge
- (17) Decimation - Accuracy/Damage/Recharge
- (A) Hecatomb - Chance of Damage(Negative)
- (19) Hecatomb - Damage/Endurance
- (19) Hecatomb - Damage/Recharge
- (21) Hecatomb - Accuracy/Damage/Recharge
- (21) Hecatomb - Accuracy/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Crushing Impact - Damage/Endurance
- (29) Crushing Impact - Accuracy/Damage/Endurance
- (29) Crushing Impact - Damage/Recharge
- (31) Crushing Impact - Damage/Endurance/Recharge
- (31) Crushing Impact - Accuracy/Damage/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (33) Basilisk's Gaze - Recharge/Hold
- (33) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (33) Basilisk's Gaze - Endurance/Recharge/Hold
- (34) HamiO:Peroxisome Exposure
- (46) Damage Increase IO
- (A) Luck of the Gambler - Recharge Speed
- (50) Winter's Gift - Slow Resistance (20%)
- (A) Endurance Reduction IO
- (A) HamiO:Cytoskeleton Exposure
- (46) HamiO:Cytoskeleton Exposure
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (23) Defense Buff IO
- (A) HamiO:Membrane Exposure
- (25) HamiO:Membrane Exposure
- (25) HamiO:Membrane Exposure
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (27) HamiO:Enzyme Exposure
- (A) Coercive Persuasion - Confused/Endurance
- (34) Coercive Persuasion - Confused
- (34) Coercive Persuasion - Contagious Confusion
- (36) Coercive Persuasion - Accuracy/Confused/Recharge
- (36) Coercive Persuasion - Accuracy/Recharge
- (50) Coercive Persuasion - Confused/Recharge
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Armageddon - Chance for Fire Damage
- (36) Armageddon - Damage/Endurance
- (37) Armageddon - Damage/Recharge
- (37) Armageddon - Accuracy/Damage/Recharge
- (37) Armageddon - Accuracy/Recharge
- (A) Decimation - Accuracy/Damage
- (39) Decimation - Damage/Endurance
- (39) Decimation - Damage/Recharge
- (39) Decimation - Accuracy/Endurance/Recharge
- (40) Decimation - Accuracy/Damage/Recharge
- (A) Malaise's Illusions - Accuracy/Recharge
- (40) Malaise's Illusions - Endurance/Confused
- (40) Malaise's Illusions - Confused/Range
- (42) Malaise's Illusions - Accuracy/Endurance
- (42) Malaise's Illusions - Accuracy/Confused/Recharge
- (A) Apocalypse - Chance of Damage(Negative)
- (42) Apocalypse - Damage/Endurance
- (43) Apocalypse - Damage
- (43) Apocalypse - Accuracy/Damage/Recharge
- (43) Apocalypse - Accuracy/Recharge
- (A) Interrupt Reduction IO
- (A) Interrupt Reduction IO
- (48) Numina's Convalescence - Heal
- (48) Numina's Convalescence - Heal/Endurance
- (48) Numina's Convalescence - Heal/Recharge
- (A) Recharge Reduction IO
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
------------
Level 1: Brawl
- (A) Empty
- (A) Unbounded Leap - +Stealth
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (45) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - EndMod/Accuracy
- (3) Performance Shifter - EndMod
- (3) Performance Shifter - Chance for +End
- (45) Performance Shifter - EndMod/Recharge
------------
Set Bonus Totals:
- 10,5% DamageBuff(Smashing)
- 10,5% DamageBuff(Lethal)
- 10,5% DamageBuff(Fire)
- 10,5% DamageBuff(Cold)
- 10,5% DamageBuff(Energy)
- 10,5% DamageBuff(Negative)
- 10,5% DamageBuff(Toxic)
- 10,5% DamageBuff(Psionic)
- 6% Defense(Melee)
- 6% Defense(Smashing)
- 6% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 11% Defense(Energy)
- 11% Defense(Negative)
- 6% Defense(Psionic)
- 12,25% Defense(Ranged)
- 6% Defense(AoE)
- 4,5% Max End
- 6,5% Enhancement(Confused)
- 118,75% Enhancement(RechargeTime)
- 51% Enhancement(Accuracy)
- 5% FlySpeed
- 132,52 HP (12,37%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 12,1%
- 19% (0,333 End/sec) Recovery
- 68% (3,649 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5,04% Resistance(Fire)
- 5,04% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:
Crushing Impact
(Swipe)
- MezResist(Immobilize) 2,2%
- 12,05 HP (1,125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Combat Training: Defensive)
- 10% (0,537 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
(Strike)
- MezResist(Immobilize) 2,2%
- 12,05 HP (1,125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Tactical Training: Maneuvers)
- 10% (0,537 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
(Subdue)
- MezResist(Immobilize) 2,75%
- 12,05 HP (1,125%) HitPoints
- 2,25% Max End
- 6,25% Enhancement(RechargeTime)
(Follow Up)
- 4% (0,07 End/sec) Recovery
- 2,52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Indomitable Will)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Indomitable Will)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Lunge)
- MezResist(Immobilize) 2,2%
- 12,05 HP (1,125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Dominate)
- 2,5% Defense(Energy,Negative), 1,25% Defense(Ranged)
- 2% (0,035 End/sec) Recovery
- 7,5% Enhancement(RechargeTime)
(Combat Jumping)
- 7,5% Enhancement(RechargeTime)
(Combat Jumping)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Foresight)
- 10% (0,537 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
(Mask Presence)
- 10% (0,537 HP/sec) Regeneration
- 7,5% Enhancement(RechargeTime)
(Confuse)
- 4% (0,07 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 5% Defense(Ranged), 2,5% Defense(Energy), 2,5% Defense(Negative)
(Psychic Wail)
- 4% (0,07 End/sec) Recovery
- 2,52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Telekinetic Blast)
- MezResist(Immobilize) 2,75%
- 12,05 HP (1,125%) HitPoints
- 2,25% Max End
- 6,25% Enhancement(RechargeTime)
(Aura of Confusion)
- 2,5% (0,044 End/sec) Recovery
- 2,5% Enhancement(Confused)
- 2,5% DamageBuff(All)
- 6,25% Enhancement(RechargeTime)
(Gloom)
- 16% (0,859 HP/sec) Regeneration
- 32,13 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Aid Self)
- 12% (0,644 HP/sec) Regeneration
- 20,08 HP (1,875%) HitPoints
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 20,08 HP (1,875%) HitPoints
- 2,5% (0,044 End/sec) Recovery
Ah right. Yeah, Mids is dumb about stealth power defense. My understanding is that it shows you the suppressed number in the Info tab, but the full amount under totals. Which is misleading and kindof backwards, but *shrug*. As you say though, you can change your Mids settings to display the suppressed amount.
That makes sense about FU. I did wonder because the Heca set gives more recharge than a CI set and FU is arguably an attack you want to hit as much as is humanly possible So the proc makes sense there too.
Have you actually checked the numbers for your tohit chance against +4s? While Aim has a longish recharge and FU actually needs to hit, are you sure you need TT:L to cap your hit chance against +4s? It would still of course help a lot against AVs popping Tier9s.
My personal preference is to have the +def and +damage which is always good rather than +tohit which might be superfluous a fair amount of the time, but that's suited to my playstyle. I suppose if you do a lot of soloing (including AVs) then TT:L is more valuable.
The Melee Teaming Guide for Melee Mans
Desactivating all tohit buffs, I'm at ~110% accuracy against +4s on my powers. It's really just to fight defense buffs / tohit debuffs that I do that, I simply refuse to see a Deflected on this character.
That, and all I use this character for is to run a lot of half-PUG TFs with a rule of thumb of "whoever replies yes first gets in the team". Sometimes all that tohit is the difference between everyone hitting Posi/Citadel through their T9s or nobody hitting them and a team wipe.
I can't say I notice it while I play the character, because, well, I hit! It's when I do the same tasks on other characters that I see how big of a difference it sometimes make (in these admittedly very few specific situations).
That's what I'd have thought, since I don't have any trouble hitting +4s on my Fort, whose only constant +tohit is Mind Link. Aim is there for when I need it.
Fair enough though if you sorta-PuG a lot, the extra +tohit is really nice for those few situations.
When I was redoing my Forts build for i19 I had 2 power selections at the end and it was tricky to decide what I wanted to pick up. Since I already had all the attacks/core powers I wanted, whatever I took would be a situational kind of thing. I was looking at stuff like Aid Self, Recall Friend, Darkest Night but more on topic, I was also looking at TT:L. More overall team buffing, +tohit is nice for those few situations.
Been playing my Fortunata again recently, verdict: Fortunatas still kick huge amounts of ***. Never actually tried a melee Fort though, have often thought about doing a NW build alt build though. Already got her an expensive Fort build though, could only really justify the time/effort/expense if she was my 'main' or whatever. I don't have a main though, so my Fort is SoL
The Melee Teaming Guide for Melee Mans
I'm new to the class, I haven't even gotten to my second build, however I see no reason to take the power strike. The melee attacks I want are Follow up, Lunge, and Spin. That gives me two 12 sec attacks, and a 14 PBAOE. Thats a little slow, however I can always use a ranged attack in melee, I can't use melee at range. For ranged, I want mental blast and subdue. (I might go with dart over mb, I don't want kb, so TB is out) I will also have dominate with dmg/hold slotted, and I plan to grab phsycic scream and scramble thoughts as well. (and phsycic wail)
The reasoning behind the melee I have chosen, why do I want them? Follow up is my dmg buff, spin is a fast pbaoe, so those two are no brainers. Lunge is my backstab, thats why I want my highest dmg attack there. The other melee attacks do not bring anything to the table.
Heres what I would propose for an opener chain Lunge(crit/slow/bleed) Follow up (+dmg), dominate(stunlock), MB(slow) Subdue(root/killing blow?) By that time I expect lunge to be up again, and probably fu, mb, and dom as well. (and the battle to just about be finished)
I got all melee Night Widow build, with Psychic scream, Gloom, Dark obliteration for some ranged and AoE goodness.
She is pretty powerful, using cardiac, lvl shifted and stuff...
Thing is I dont have time for dual builds, and I love melee claw attacks, but I also love the psy attacks, so I want to mix things up a bit.
Anyone got a nice melee/ranged Fortu build?
I know the Fortunata powers, and I want the heavy hitters like: Strike, Lunge, Follow up, Spin, Aim, Subdue, Dominate, Psychic wail, Gloom...
Double maneuvers and assault for sure.
Will this work? Mixing the best of melee and best of psi damage?
I know everybody says better pure melee NW and pure ranged Fortu but I want to give it a try.
Thanks in advance!