Shatter Armor, (Total Domination + Assault), (Psy Tornado + Assault), or (Mu Fences + Assault)


babyscid

 

Posted

Which power would you pick ?

Someone else mentioned patron redraw still hurts widows, specifically with gloom. I decided to do some testing, and that testing confirmed that redraw does effect at least some of those powers. If anyone knows more specifics, I'd love to hear them. Is it patron powers, or is it any non-claw power ? Is it just the Patrons, or is it Dominate, Psy Tornado, and Psy Scream too ?

My In-game testing shows that due to redraw Shatter Armor only increases my damage by 5% to 7%. Double Assault vs Single Assault increases by damage by 6.5%. Shatter armor only helps the team on very hard targets, but by a larger margin. Assault helps the team on all targets including AoE, but by a smaller margin per target. That makes the two powers a wash both personally and for the team for my purposes.

With that in mind, Shatter Armor is no longer a requirement in my build. Dropping it lets me pick up Assault and one other power. So the question is:

Shatter Armor: Great for AVs, no real help on softer targets.

Total Domination + Assault: Another spawn breaker and/or panic button as well as fair additional damage vs all targets including AoE. I did like having this in the build when I was running a control variant.

Psy Tornado + Assault: 50% KD which could help with using Aid Self in combat, with a frequent recharge. It's also additional personal AoE damage where AoE is one of my weaknesses. Lastly Assault adds fair damage to all attacks including AoEs.

Mu Fences + Assault: The same as above, but faster activating for better DPA, but slightly less damage per burst, and no KD at all. However, Immobilze is nice, and this one does damage. It's also additional personal AoE damage where AoE is one of my weaknesses.. Lastly Assault adds fair damage to all attacks including AoEs. I haven't tested it, but I'm assuming I'll have redraw on Mu Fences and Psy Tornado Both. If however Nado doesn't cause redraw and Fences does cause redraw, then the DPA point is moot. At that point it's only a question of Immobilize vs 50% KD.

If shatter armor didn't cause redraw problems, I'd keep it. But the testing shows conclusively it only adds about 6%, not the 20% it should be adding. That just isn't enough for what I was wanting it to do. I'm really seriously looking at dropping Shatter Armor for one of the above combos, I'm simply equally torn between all three.

Fortunata - Isabella - Confuse 4b [i19]

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Posted

Total Domination, no question. Yes, all your claw-based powers have redraw, but TD won't come up but once every minute or so, even with the huge amounts of recharge you're standing on.


 

Posted

Hi Linea,

I apologize for sorta hijacking your thread but I have leveled my melee Fort to 35 and am absolutely in love with it. Thank you for your build in this thread. I am hoping to ask a question.....I cannot afford Hami's or Purples(except coercive) Is what I did with your build ok....or is there more you would have done in my situation?


Thank you for whatever help you can offer,

Villain Plan by Mids' Villain Designer 1.94
http://www.cohplanner.com/

Click this DataLink to open the build!

Fortunata - Isabella - Confuse - Rev 4b [i19]: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Speed
Power Pool: Leadership
Power Pool: Medicine

Villain Profile:
Level 1: Swipe -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/EndRdx:50(5), Mako-Dam%:50(7)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(7)
Level 2: Strike -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(11), Mako-Dam%:50(13)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx:50(A), RedFtn-Def/EndRdx:50(17), LkGmblr-Rchg+:50(17)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
Level 8: Follow Up -- Hectmb-Acc/Dmg/Rchg:50(A), GSFC-Build%:50(21), Mako-Acc/Dmg/EndRdx/Rchg:50(21), C'ngImp-Dmg/EndRdx/Rchg:50(23), C'ngImp-Acc/Dmg/EndRdx:50(23), C'ngImp-Dmg/Rchg:50(25)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+:30(A)
Level 12: Dominate -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(25), Thundr-Acc/Dmg/Rchg:50(27), Lock-EndRdx/Rchg/Hold:50(27), Lock-Acc/EndRdx/Rchg/Hold:50(29), Dmg-I:50(29)
Level 14: Lunge -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(31), C'ngImp-Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(33), Mako-Acc/EndRdx/Rchg:50(33)
Level 16: Spin -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(36)
Level 18: Maneuvers -- LkGmblr-Def/EndRdx:50(A), RedFtn-Def/EndRdx:50(36), LkGmblr-Rchg+:50(36)
Level 20: Mask Presence -- LkGmblr-Def/EndRdx:50(A), RedFtn-Def/EndRdx:50(37), LkGmblr-Rchg+:50(37)
Level 22: Foresight -- DefBuff-I:50(A), DefBuff-I:50(37), LkGmblr-Rchg+:50(39)
Level 24: Mind Link -- LkGmblr-Def/Rchg:50(A), RedFtn-Def/Rchg:50(39), DefBuff-I:50(39)
Level 26: Aid Other -- Heal-I:50(A)
Level 28: Aid Self -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(40), Numna-Heal/EndRdx/Rchg:50(40), Dct'dW-Heal/EndRdx/Rchg:50(40)
Level 30: Confuse -- Mlais-Acc/Conf/Rchg:50(A), Mlais-EndRdx/Conf:50(42), Mlais-Acc/Rchg:50(42), Mlais-Acc/EndRdx:50(42), Mlais-Dam%:50(43)
Level 32: Psychic Wail -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(43), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(45), Oblit-Acc/Dmg/EndRdx/Rchg:50(45), Oblit-%Dam:50(50)
Level 35: Tactical Training: Leadership -- ToHit-I:50(A)
Level 38: Aura of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(46), CoPers-Acc/Conf/Rchg:50(46), CoPers-Acc/Rchg:50(46), CoPers-Conf/EndRdx:50(48)
Level 41: Total Domination -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(45), BasGaze-Rchg/Hold:30(48), BasGaze-EndRdx/Rchg/Hold:30(48), RechRdx-I:50(50)
Level 44: Tactical Training: Assault -- EndRdx-I:50(A)
Level 47: Assault -- EndRdx-I:50(A)
Level 49: Tactical Training: Vengeance -- DefBuff-I:50(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Heal-I:50(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(13)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(15), P'Shift-EndMod/Rchg:50(15), P'Shift-EndMod/Acc:50(50)
------------



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Posted

The one purple set is to help cover accuracy at low levels of exemping. It's not required, but it's nice to have capped to-hit vs +4s all the way down that much farther.

Your build is very similar to what my build looks like if you flip to the alternate slotting.

The main thing I would change would be another slot in mind link to get the recharge down. Take the LoTG Slot out of CTD, use that slot in ML. Then put the LOTG in Vengeance in-place of the generic-defense. Not ideal, in that you lose that global quickly as you exemp, But I'd rather have kismet to-hit over recharge.

You can also swap one set of Obliteration for Eradication for a more even defensive spread at the cost of some recharge. 62/47/46 vs 57/49/49 vs 53/50/53. I like all three options, but I think the one I have in-game right now is the orginal with both Obliteration 62/47/46.

I no longer use damage procs in confuse. They break stealth, and I like to use it from stealth pre-fight. In a really hard spawn, or tight spot, I'll hit each boss once each pre-fight, then Aura of Confusion to start the fight from stealth. The Aura+St Confuse confuses the bosses, while aura alone confuses the rest. Also why I wanted the confuse durations as similar, and long, as possible.

I took Mu Fences, and I'm very happy. It keeps my victims close for spin, reducing the number of stragglers I have to chase down.

The Proc in Fences does not appear to be working correctly. I'll likely either change it to a damage proc, or the slot back to CTD so that the 5th LotG is earlier in the build. In your case, lacking a membrane, I'd move it to ML.

I like the Fences, but Total Dom is probably my next choice after trying a few of the options myself. Shatter Armor just didn't bring enough to the build compared to assault, and Psynado didn't bring enough either defensively nor offensively. That leaves fences for offense, and Total Dom for defense. I took Total Radial Void to fill that Defensive hole.

This is what I get, if I absolutely can't get my hands on at least one Membrane.

Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

Fortunata - Isabella - Confuse - Rev 4b [i19]: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Speed
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Swipe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), Mako-Dam%(7)
Level 1: Combat Training: Defensive -- Ksmt-ToHit+(A)
Level 2: Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), Mako-Dam%(11)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(17), LkGmblr-Rchg+(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 8: Follow Up -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), GSFC-Build%(25)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A)
Level 12: Dominate -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/EndRdx/Rchg(25), Thundr-Acc/Dmg/EndRdx(27), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(29), Dmg-I(29)
Level 14: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(33), Mako-Dam%(33)
Level 16: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 18: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(36), LkGmblr-Rchg+(36)
Level 20: Mask Presence -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(37), LkGmblr-Rchg+(37)
Level 22: Foresight -- DefBuff-I(A), DefBuff-I(37), LkGmblr-Rchg+(39)
Level 24: Mind Link -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(39), GftotA-Def/Rchg(39), S'dpty-Def/Rchg(50)
Level 26: Aid Other -- Heal-I(A)
Level 28: Aid Self -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40)
Level 30: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(42), Mlais-Acc/EndRdx(42), Mlais-Conf/Rng(42), Mlais-Acc/Conf/Rchg(43)
Level 32: Psychic Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 35: Tactical Training: Leadership -- GSFC-ToHit/EndRdx(A)
Level 38: Aura of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(46), CoPers-Acc/Conf/Rchg(46), CoPers-Acc/Rchg(46), CoPers-Conf/EndRdx(48)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 44: Tactical Training: Vengeance -- LkGmblr-Rchg+(A)
Level 47: Tactical Training: Assault -- EndRdx-I(A)
Level 49: Assault -- EndRdx-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Heal-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+(13)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(15)
------------



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Posted

Thanks for the quick reply. Unfortunately I went heroside and am too lazy to take him back. so will go with total don and take your other points into account. Again, Thank you.


 

Posted

Quote:
Originally Posted by Linea_Alba View Post
Shatter Armor: Great for AVs, no real help on softer targets
My view on shatter armor: it's a nice tool to have for a widow. It not only hits hard (harder than anything a fort will get outside of psy wail), it also debuffs and - best of all - adds a non-lethal/non-psy attack option. How many times have you been fighting one of those malta boss robots that is heavily lethal and psy resistant and thought "man, a nice smashing attack would be handy to have about right now"...

I guess it depends on how often you plan to use it and if you can afford its high end cost if it's spammed. I reserve it for robots and "hard" mobs myself (paragon protectors, warwolves, AVs, etc), nice to have lying around IMO.