Rebuilding my Fort


Jericho

 

Posted

Ok, haven't played my Fort much since I14... or something like it.

I've stripped him of his IOs over the issues since then, but I'm thinking I might build him up again.

I'm going for a ranged only build with solid sustainable ST and AoE damage, and of course double leadership.

I've got a tentative build here, I'd love to hear any comments and or suggestions

I will NOT be using a +3def PvP IO, I have 2 and I'm not spending one here. Other than that, just about anything's on the menu. I don't have that ranged PvP damage proc (If I can't get it at a decent price, I'll do something else) but the rest will be mostly off the shelf

I went with the mu pool because a chain of dom/subdue/lightning is pretty good dps, and I don't have to build for radical recharge to try and fit gloom into that, or contaminate my attacks with tkb which is lower dps... though if there's a clean way to build for higher dps I'd certainly entertain it.

Tkb is still slotted for lower level play. I figure I'll probably end up with cardiac for end reasons, but the range will help those cones too.

Still that's hypothetical, If others have better advice I'd love to hear it, it has, quite literally been years since I've played this guy as anything more than a market mule.

Yes CJ is in there as well as hover/fly Years ago cj did nice things to Fly's agility. I'm assuming it still does.

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: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Telekinetic Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(40), Dev'n-Dmg/Rchg(40), Dev'n-Acc/Dmg/Rchg(40)
Level 1: Combat Training: Defensive -- DefBuff-I(A)
Level 2: Subdue -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(21), TotHntr-Dam%(23), GJ-Dam%(23)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5), LkGmblr-Def/Rchg(21)
Level 6: Dart Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11)
Level 8: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(15), RechRdx-I(19), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37)
Level 10: Hover -- HO:Cyto(A), HO:Micro(11)
Level 12: Dominate -- Apoc-Dmg(A), UbrkCons-Dam%(13), UbrkCons-EndRdx/Hold(13), UbrkCons-Acc/Hold/Rchg(17), HO:Perox(17), Dev'n-Acc/Dmg/EndRdx/Rchg(19)
Level 14: Indomitable Will -- S'fstPrt-ResDam/Def+(A)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Fly -- Flight-I(A)
Level 20: Tactical Training: Leadership -- HO:Cyto(A)
Level 22: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(36), DefBuff-I(37)
Level 24: Mask Presence -- LkGmblr-Rchg+(A), HO:Cyto(25), LkGmblr-Def(34)
Level 26: Mind Link -- AdjTgt-Rchg(A), HO:Membr(27), GftotA-Def(27), AdjTgt-ToHit/Rchg(39), GftotA-Def/Rchg(39)
Level 28: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(34), CoPers-Conf%(34)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(33)
Level 35: Psychic Wail -- Armgdn-Dmg(A), Armgdn-Acc/Rchg(39), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Dmg/EndRdx(43), Armgdn-Dmg/Rchg(46)
Level 38: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(42), RechRdx-I(42)
Level 41: Mu Lightning -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 44: Static Discharge -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Range-I(48), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
Level 49: Assault -- EndRdx-I(A)
Level 50: Cardiac Core Paragon
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Heal/EndRdx(A), Mrcl-Rcvry+(25), Mrcl-Heal(36), Numna-Regen/Rcvry+(46), Numna-Heal(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15), P'Shift-EndMod/Acc(36), P'Shift-EndMod/Rchg(43)
------------



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The cake is a lie! The cake is a lie!

 

Posted

ER, I'm going to bet that this is far from perfect...

/em jumps up and down and whistles

but seriously, have forts like this gone way out of style for some reason, to the point where they're not really done any more?


The cake is a lie! The cake is a lie!

 

Posted

Just a few comments, I personally have a hard time putting purples into a build without getting a large benefit from them. For example your proposed slotting for Dominate, yes it does give good enhancements, but generally for my Forts, Dominate gets 4 Basilisk Gaze, and 2 50 Damage IOs. This gives pretty good slotting for recharge and hold, also gives good damage, and you get some ranged def, and +7.5% global recharge, for a fraction of the cost of the purples you put in there.

Another comment, I much prefer Ball lightning to Static discharge. I find targeted AoEs easier to use, and it animates much more quickly. I do admit on a Fort build with all the cones, fitting in another isn't hard, but the range on Static discharge is shorter then the other two you have so it will still cause some problems.

Some other ideas, Total Domination and Aura of confusion are long recharge, true, but when building for recharge like this they become fairly useful. Not sure exactly where to fit them in though, could drop aim for one of them, and pull slots from a couple places to get up to 5 or 6. If you go with Aura of confusion, then you could pull slots from confuse, and move the purple over from there, but that wouldn't gain you much. One idea was using the 3 slots in aim, plus a slot from Mu lightning and change Static discharge to ball lightning, or not, but take the range out of there, thats 5 slots, put total dom instead of aim and 5 slot the hold purple, that nets another 10%, or you could just 4 slot basilisk gaze and a and extra and get 7.5%.

Last note, getting a single lvl 50 Def IO into combat jumping, either normal or a LOTG one, gives about 0.7% extra def to all, really worth it for one slot. This is in addition to the LOTG +recharge on in there.


 

Posted

First off, thanks for the reply

With regards to the cone range issue, with cardiac and the range enhancement, static discharge should have a range similar, or maybe a bit better than the starting range on dart burst... I'll have to double check when I get home, but as I recall, that's actually pretty solid.

I'm not too worried about the cost of the purples in dom. I can only really play about 4 alts at once and I can (PvP IO's definitely notwithstanding) mostly IO out that many characters. I've just ditched an old PvP corruptor I haven't PvP'd with in 2 years or so and I'm going to tear appart an Ice/rad I haven't played in about two and a half years, so cost, while not "no object" is certainly of secondary concern. This said, recharge and ranged def are nice.

I guess it comes down to trade offs. I have enough recharge to perma mind link, and lock down my ST chain, and with mindlink up I'm more than softcapped already. More recharge WOULD help with cones which are a bit slower than I'd like, though at a significant cost in the damage Dominate does. Dominate is part of my core dps. Without my home computer I can't check for sure, but losing that PvP proc and a bit of slotting might cost nearly 30-40 dps on that attack... and some recovery, though with cardiac the recovery is probably moot.

I have a basilisk gaze on the shelf, might be worth seeing if the cones feel any better with a bit more recharge or not...

With regards to the AoE controls, I cannot imagine dropping aim for them, though dropping CJ is possible. I don't really feel that I can devote the slots to make both of them effective, and even if I could, even with substantial + recharge, that's still going to be 30-40 seconds between controls. Solo or teamed That's not going to be every spawn. My feeling is that If I have a control up for every spawn, great. If I can't is only a bit better than a panic button, and I have wail for that.

Now, if I took the damage out of wail, and slotted it for control, I could rotate through stun, confuse and hold on a very respectable timer, but I really like having wail as a nuke, and that's a lot of powers to find slots for.


The cake is a lie! The cake is a lie!

 

Posted

Please don't slot Psychic Wail for control D:

I wouldn't bother with either of the AoE mezzes, they've got terrible uptime and you've got Wail for a panic button.

I'd take Ball Lightning over Static Discharge, does more damage and has the advantage of not having to line it up.

Other than that, looks pretty solid


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

Thanks for the input

It's going to be either my fort or my dm/sd that gets rebuilt, and I'm really REALLY leaning towards to the fort.

Partly because he has all his accolades, partly because he doesn't require a +3 def PvP IO, but mostly because I need some more ranged/buffers...


The cake is a lie! The cake is a lie!

 

Posted

I couldn't open your build, so I am just posting mine to throw some ideas out to you. I still twiddle with her, but right now she has:

Soft cap Melee and Ranged Def, Aoe def at 43.5%

Perma Mind Link, and Hasten about a half second from perma, with only two purple sets

Three high damage single target ranged attacks

Five ranged aoe cones, one ranged radius aoe, and one PBaoe

A decent mix of Maneuvers, Assault and Tactics, as well as Total Domination and Aura of Confusion

I know this is not perfect but maybe it will give some ideas, I want the toon to be master of ranged aoe destruction lol

Rich

Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Lavender Widow: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Poison Dart -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg(7), Thundr-Dmg/Rchg(31)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), Ksmt-ToHit+(7)
Level 2: Subdue -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/Rchg(3), Thundr-Dmg/EndRdx(27), Thundr-Acc/Dmg(31), TotHntr-Dam%(36)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(31)
Level 6: Dart Burst -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rng(36), Posi-Acc/Dmg(36), Posi-Dam%(37), Range-I(46)
Level 8: Psychic Scream -- Posi-Dmg/Rng(A), Posi-Dmg/EndRdx(9), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/Rchg(11), Posi-Dam%(11), Ragnrk-Knock%(29)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A)
Level 12: Dominate -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(13), BasGaze-Acc/Hold(13), BasGaze-Rchg/Hold(21), Dmg-I(23), Dmg-I(23)
Level 14: Psionic Tornado -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Acc/Dmg(17), Posi-Dam%(17), ExStrk-Dam%(19)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 18: Aim -- Rec'dRet-Pcptn(A)
Level 20: Mask Presence -- LkGmblr-Rchg+(A), HO:Enzym(34)
Level 22: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(27)
Level 24: Mind Link -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(25), S'dpty-Def/Rchg(25), RedFtn-Def/Rchg(29)
Level 26: Total Domination -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Acc/Hold(37), BasGaze-EndRdx/Rchg/Hold(39), Lock-Acc/Hold(40), Lock-Acc/Rchg(40)
Level 28: Confuse -- Conf-I(A)
Level 30: Tactical Training: Assault -- EndRdx-I(A)
Level 32: Psychic Wail -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Rchg(33), Sciroc-Dmg/Rchg(33), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg(34)
Level 35: Assault -- EndRdx-I(A)
Level 38: Aura of Confusion -- CoPers-Conf/EndRdx(A), CoPers-Conf/Rchg(39), CoPers-Acc/Conf/Rchg(39), CoPers-Conf%(40), CoPers-Conf(43), CoPers-Acc/Rchg(50)
Level 41: School of Sharks -- Posi-Dmg/Rng(A), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), TotHntr-Dam%(43)
Level 44: Arctic Breath -- Posi-Dmg/Rng(A), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/EndRdx(45), Posi-Dam%(46), Achilles-ResDeb%(46)
Level 47: Bile Spray -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), Posi-Dam%(50)
Level 49: Tactical Training: Leadership -- HO:Cyto(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
------------


 

Posted

Quote:
Originally Posted by Vysires View Post
Just a few comments, I personally have a hard time putting purples into a build without getting a large benefit from them.
Personally I don't even put purples in my build until I hit 50 and until I actually like the toon A LOT...I mean a lot to the point that I want to get purples.

I normally don't look at builds because a lot of times the sets are a bit "unrealistic". People start planning for purple sets at lvl 20? I think people should think about purple sets until they hit 50 and then fine-tune the build.


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

Put Chance for Smashing in Dominate. It rocks. You don't need that much recharge or +hold duration because you are never going to perma hold an AV and you'll have enough survival to stack holds on a single boss anyway.

Basilisk Gaze is a great one for 7.5 recharge but it also costs a lot.


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.