My Fortunata build, critique please


Gallifrey

 

Posted

This is what I intend to run on my Fortunata to break my melee addiction habit.

Please note that one of my build goals was to have 45%+ M/R/A defense out of stealth and w/o Mind Link and use Mind Link to hit 59%+ M/R/A for trials/new DA.
This is because I tend to "forget" to use abilities such as ML or Aim when I solo

Other goals were having decent +recharge, perma Mind Link and not taking any melee attacks (Brawl doesn't count )

If she continues to provide as much fun as she does now (level 40 so far), I will try to obtain a set of Coercive Persuasion for Aura of Confusion, but right now, a second purple set is outside my budget.

Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Eve: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Telekinetic Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 2: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 6: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17)
Level 8: Combat Jumping -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(19)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(19)
Level 12: Dominate -- SDoArach-Acc/Dmg(A), SDoArach-Dmg/Rchg(21), SDoArach-Acc/Dmg/Rchg(21), SDoArach-Dmg/EndRdx/Rchg(23), SDoArach-Acc/Dmg/EndRdx/Rchg(23)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 16: Psionic Tornado -- SDoArach-Rchg/DmgFear%(A), Posi-Acc/Dmg(27), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(31)
Level 18: Tactical Training: Assault -- EndRdx-I(A)
Level 20: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 22: Foresight -- GftotA-Def(A), GftotA-Def/EndRdx(33), DefBuff-I(33)
Level 24: Mind Link -- S'dpty-Def/Rchg(A), GftotA-Def/Rchg(33), RedFtn-Def/Rchg(34), LkGmblr-Def/Rchg(34)
Level 26: Total Domination -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 28: Confuse -- Mlais-Acc/Conf/Rchg(A), CoPers-Conf%(36)
Level 30: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
Level 32: Psychic Wail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 35: Tactical Training: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
Level 41: Aura of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(43), Mlais-Acc/EndRdx(43), Mlais-Acc/Conf/Rchg(45), Mlais-Dam%(45)
Level 44: Dark Obliteration -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(45), Cloud-Acc/Rchg(46), Cloud-ToHitDeb/EndRdx/Rchg(46), Cloud-Acc/EndRdx/Rchg(46), Cloud-%Dam(48)
Level 47: Darkest Night -- DarkWD-Slow%(A), DarkWD-ToHitDeb/EndRdx(48), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-ToHitDeb(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 50: Cardiac Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(11)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc(13)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Conditioning
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------



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Posted

Obviously money is very little object, so I've made some changes. I find it best to slot Dominate and Subdue like control powers, with 1-2 damage IOs. A fortuna has a very good active defence, and by slotting them for control you can easily stack up enough mez to hold a spawn.

http://www.cohplanner.com/mids/downl...30F22FDB8CF329

For a fortuna, I do think hovering is the best stratergy. You can better postion yourself to rain down damage, hover in for wail and mind link and hover back out of range, while still being on the front line for damage dealing. If that is the case, you need to worry about softcapping incarnate wise, range only.


 

Posted

I agree that dominate really benefits from some hold slotting, but conversely to Trilby I feel that five slots of damage slotting, as you have done already, plus one slot of hold is perfect for it. I'd salvage that slot from stamina: endmod/acc is some pretty thin gruel in a passive and the recovery bonus you get from four slotting performance shifter is deceptively tiny. Really your best bet is one or two common 50 endmods and the PS proc if you want it.

For the most part the build looks great! One thing I would consider is coercive persuasion in aura of confusion rather than malaise's illusions, but of course that requires taking the slot out of confuse and putting it there. I suppose that's down to how you use those powers, in general I found myself with plenty of leeway to confuse things with a simple acc/rech/confuse in confuse itself and the full coercive set in aura when I wanted it to hit the fan. The extra recharge is nice but the extra ranged defense was really nice. One thing to consider is that the coercive proc only lasts for ten seconds or possibly less, so it does let you "critical control" a boss but for super short durations. Aura is already shorter duration and since it hits so many targets it is virtually guaranteed to proc on an entire spawn, confusing all of the bosses for that initial burst.

Oh, one more thing, I'd go eradication in psychic wail: you get a defense bonus for less than six slots, the other bonuses are nice, and the enhancement values are a lot better for a long recharge power than scirocco's.


 

Posted

Some may disagree with me but if you are lvl 50, I would slot Dominate with Apocalypse and Unbreakable purple proc damage and then go with a mix of 4 Thunderstrike to get some defense and push your damage % to 99%. I used Thunderstrike because it's what I can afford right now. You can get even better +damage and even some damage with purple sets.

Two purple procs, acc/dam, dam/end, dam/recharge and acc/dam/recharge. Your accuracy % is only about 45% range but don't forget you are running Tactics already.

And also, I would take Gloom as soon as possible at lvl 35. Gloom really makes a huge difference on an all-range Fort.

With set bonuses and double Assault, your damage number should be about Dominate (252), Subdue (233) and Gloom (236). Range Fort will need all the extra damage she can get because survival is the least of her problem. :P I have not tried putting more damage procs in Subdue (lethal proc) and Gloom (negative proc). I am comfortable with full thunderstrike sets atm. I know people want to perma Mind Link but to me, Mind Link takes 3s to cast. I'll use it when I feel I need it.

PS: If you are a melee-hybrid, adding some +hold in Dominate is good 'cause you can hold one, attack another easier.


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

Thanks for the input so far. Here are my thoughts so far :

* I can remove one slot from Mind Link. 3 Def/Rec set IOs are enough to get to 59%+ M/R/A while maintaining perma Mind Link.

* Slotting Subdue as an Immobilize - nope, not going to happen.

* On the other hand, a little bit of Hold might provide some leeway for easier controlling, so I'd put a Ghost Widow's Hold/End IO in there. Saving endurance is never bad

* Reducing Stamina from 4 pieces of PS to 2 PS + 1 EndMod IO will lose 0.09 end/s and the 20hp bonus from PS, but makes one slot available.

* With that slot, I can bolster Subdue with a Damage/Recharge from Thunderstrike, because for one of my three main single target attacks, Subdue was woefully underslotted.

* Regarding Hover, let me quote Mordecai from Borderlands : "We're going too slow." The lack of air control makes Fly unsuitable for me as a travel power. I'll stick to hopping around like a bunny.

* Erads in Wail won't do it for me. To keep the 3.13% AoE defense from the 5 pieces of Scirocco, Wail would have to be six slotted with Erads. That sixth slot is a slot I don't have. Even if I could afford a sixth slot in Wail, I then could just put a recharge IO there to reduce recharge even more.

* The Coercive Persuasion proc definitely stays in Confuse. A spammable "almost AoE" confuse ? yes please !

* I don't see the benefit to six slot Aura of Confusion with six pieces of CP because the 6 slot bonus - 5% ranged def - isn't so useful for this build. I was hard pressed to get AoE defense to the level I wanted, not ranged defense. And while having the other five pieces of CP in Aura would be nice, as I mentioned in my original post, that's outside my current budget but something I might aim for in the future.

With this in mind, I arrived at this build :

Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Eve Revised: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Telekinetic Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 2: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9), Thundr-Dmg/Rchg(13)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 6: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17)
Level 8: Combat Jumping -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(19)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(19)
Level 12: Dominate -- SDoArach-Acc/Dmg(A), SDoArach-Dmg/Rchg(21), SDoArach-Acc/Dmg/Rchg(21), SDoArach-Dmg/EndRdx/Rchg(23), SDoArach-Acc/Dmg/EndRdx/Rchg(23), G'Wdw-EndRdx/Hold(34)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 16: Psionic Tornado -- SDoArach-Rchg/DmgFear%(A), Posi-Acc/Dmg(27), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(31)
Level 18: Tactical Training: Assault -- EndRdx-I(A)
Level 20: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 22: Foresight -- GftotA-Def(A), GftotA-Def/Rchg(33), DefBuff-I(33)
Level 24: Mind Link -- S'dpty-Def/Rchg(A), LkGmblr-Def/Rchg(33), RedFtn-Def/Rchg(34)
Level 26: Total Domination -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 28: Confuse -- Mlais-Acc/Conf/Rchg(A), CoPers-Conf%(36)
Level 30: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
Level 32: Psychic Wail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 35: Tactical Training: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
Level 41: Aura of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(43), Mlais-Acc/EndRdx(43), Mlais-Acc/Conf/Rchg(45), Mlais-Dam%(45)
Level 44: Dark Obliteration -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(45), Cloud-Acc/Rchg(46), Cloud-ToHitDeb/EndRdx/Rchg(46), Cloud-Acc/EndRdx/Rchg(46), Cloud-%Dam(48)
Level 47: Darkest Night -- DarkWD-Slow%(A), DarkWD-ToHitDeb/EndRdx(48), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-ToHitDeb(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 50: Cardiac Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(11)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Conditioning
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------

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Edit : fixed the bad data chunk.