Fortunata advice


gameboy1234

 

Posted

Alright, my Widow is rapidly approaching the level 24 respec. Now, I've already decided to go Fortunata- I've got a seperate toon that's going Night Widow- but my question is, is it better to focus on Fortunata abilities at first, or should I keep some Blood Widow attacks for the melee ability? Are there any powers I absolutely, positively Should Not Miss?

Appreciate the feedback.


Ice/Ice Blaster. Dedication to concept is an ugly thing.
Claws/WP Brute. Sex without the angst.
Every CoX character lies somewhere on this spectrum.

 

Posted

The melee powers are actually incredibly useful for a Fortunata. What you choose depends on what you want to do, exactly: melee or ranged. Melee generally does more damage, but you expose yourself to more opponents as a result, while ranged can just Hoverblast to your heart's content. Your ranged chain will be something like: Mental Blast -> Telekinetic Blast -> Subdue -> Domination. Your melee chain will be something like: Follow Up -> Lunge -> Swipe -> Strike -> Domination. (These are probably extremely suboptimal because I am a total clown when it comes to actual DPS chain calculations but they give you a general idea of what to shoot for.)

As far as general no miss powers:

-Confuse, because it makes soloing a breeze (especially when you start doing Rikti missions and can confuse Guardians for 2x AM and shields).

-Dominate, for similar reasons.

-Indomintable Will/Foresight, as both protect you from status effects and Foresight gives you very solid defense (and your only DDR).

-Mind Link, since it can help a lot with softcapping and goes well with your team-oriented role.

-Psychic Wail, since it's a pretty good-quality nuke and an AoE CC.

-Aura of Confusion, since it owns for taking care of huge spawns effortlessly.

-Mask Presence, for hot out-of-stealth critical Lunges.

-TT: Vengeance, since it's a gigantic Defense boots (35% or so!!) and is fantastic for keeping teams held together.

The others are mostly optional and up to taste. As far as pool powers go, all of the Leadership ones combo well with your own TT abilities, and Aid Self is pretty good.


 

Posted

I'll agree with most of the above. It's nice to take a couple of high damage melee powers on a Fort at 24. You will run into stuff that's resistant to Psi, so a bit of lethal in the mix is a good thing.

I don't think trying to build a full attack chain for melee is needed. Just have Lunge or Strike so you can poke an eye out every now and then.

Powers to not miss: Indomitable Will, Foresight, Mind Link. Dominate and Subdue. I also like Mask Presence and Super Speed, as the two basically make you totally invisible, and Hasten is a nice pool power on a Fort. Tactical Training: Maneuvers doesn't look great on paper, but with all the +Def buffs out there, I think it's mandatory because you'll miss it greatly on teams if you don't have it.

I don't care for the PBAoE's on a Fort until you have enough recharge to reduce their down time to a minute or so.


 

Posted

Quote:
Originally Posted by Tramontane View Post
Alright, my Widow is rapidly approaching the level 24 respec. Now, I've already decided to go Fortunata- I've got a seperate toon that's going Night Widow- but my question is, is it better to focus on Fortunata abilities at first, or should I keep some Blood Widow attacks for the melee ability? Are there any powers I absolutely, positively Should Not Miss?

Appreciate the feedback.
When Fort first came out, there were complaints about how low Fort's damage was. I, too, thought the same way when I first branched out at 24. I only had TK Blast, Subdue and Dominate. The damage was lower than Blood Widow's and I didn't have double Assault leaderships and my recharge was bad (obviously). But things really change once you have set bonuses and Gloom in the attack chain. When you are fully slotted, you really only need attack chain of Dominate, Gloom and Subdue. And don't slot Dominate for too much +hold. You can't need it. Slot for damage and eventually chance for smashing purple proc. Why you don't need +hold duration? 1. Even with lots of +hold, you still can't hold a boss in one hit. 2. With enough recharge, you can easily stack another hold if you want to. 3. You have enough defense/mez protection to the point that even if you don't hold a boss, you can still kill him.

I did take Scramble Thought at first. It was useful for a while until I have enough defense and get tired of the activation time.

So my advice to you is keep some blood widow attacks until lvl 41. Lunge is probably one of the most efficient melee attacks in the game in terms of activation time and damage.

Personally, I prefer choosing either all ranged or all melee. I really dislike weapon draws but it's just me.


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.