Forte

Forte is a very weird stat. It gives its percentage to 3 of your other stats. In that regard, it transforms main ratings into percent bonuses that can help you boost your stats over 50%. But it is totally meaningless to give percentage bonuses to Forte when you can give the bonuses directly to the stats you are interested in. Except for Healers, because the main stat that is boosted by Forte for them is Divinity / Soulweave Regeneration, which cannot be boosted any other way.

The percentage of Forte is split : half of it goes to Power, Defense, or Divinity/Soulweave Regeneration, depending on your role (Damage Dealer, Tank, or Healer). A quarter of your Forte goes to an offensive stat, the last quarter goes to a defensive stat. The offensive and defensive stats boosted by Forte depend on your class.

50% of the Forte Percentage goes to a main stat which depends on ypur Role

RoleStat

Damage Dealer

Power

Tank

Defense

Healer

Divnity / Soulwave / Performance Regeneration

25% of the Forte Percentage goes to an Offensive and a Defensive stat which depends on your Class

ClassOffensive StatDefensive Stat

Barbarian

Critical Severity

Awareness

Bard

Critical Severity

Deflect Severity

Cleric

Critical Severity

Deflect

Fighter

Accuracy

Critical Avoidance

Paladin

Critical Strike

Deflect Severity

Ranger

Accuracy

Deflect

Rogue

Combat Advantage

Deflect Severity

Warlock

Critical Strike

Awareness

Wizard

Combat Advantage

Critical Avoidance

Because of the disparity, and the fact that stats are not equal, Forte gives an advantage to Warlocks, Barbarians (due to Awareness), Rogues and Wizards (due to Combat Advantage). Gearing can reduce the gap, and there may be bigger disparities between classes with their powers in the first place, but the difference being noticeable.

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