Linea_Alba

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  1. I see a difference of
    Recharge / HP / HPS / END
    143 / Capped / 171+ / 4.1
    123 / Capped / 176+ / 4.24

    So 8% Endurance and 50% regen. Yeah, better to take the recharge over the small difference in regen and endurence. I hadn't noticed they were both capped. The resulting build is about 6% better in defense than the build I had before.
  2. I'd like to see a build like the above ones from Iggy, John, and Werner, but without the plethora of PvP IOS. I'll buy *ONE* PvP +3 defense with A-Merits, but I'm not likely to buy all those Panacea Sets. I'd do the Hectatomb and Hami's, but I just can't imagine being able to afford any of The Panacea Sets.

    I just don't see any way to replace both the Recovery/Regen/HP and the Recharge. Mixed Numina/Miracle will cover Recovery/Regen/HP, but not Recharge. Doctored Wounds would cover recharge, but not Recovery/Regen/HP. Obviously Panacea IS the set you want, IF you can afford it. I can't.

    I tend to rate them either equal or 60 Melee/SLE , 30 Ranged/FCP, 15 AoE/ENT (Yes, I Know that's 105.). That's one reason I'm fond of the SLE Mu Shield on Def/Con.
  3. Linea_Alba

    Huntsman/Crab?

    I did something similar, but sacrificed more on the offensive side to cap out all three vectored defenses.
    I also ended up trading in Aid Self in order to fit in all the powers and slots. I have Rebirth +Regeneration T4.
    I Kept both sets of pets, but did drop one slot in the Reinforcements.
    I'm still deciding between Frag or Suppression in that power pick. If Frag doesn't annoy me too much, it has the better activation time, otherwise I'll deal with suppression and redraw.

    I have another version that's more offensive once I pick up the PVP defense IO.
    I could also pick back up Aid Self once I get the PvP defense IO, but for now I think Rebirth +Regeneration T4 will have to do. It is a debate, resist or healing or both.

    Personally, I currently prefer the bane version with more offense, with aid self, and no resist; but I'm keeping this one on the back burner in the alternate build slot to try the different variations for comparison.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Hover Tank: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping

    Villain Profile:
    Level 1: Single Shot -- Ruin-Acc/Dmg:33(A), Ruin-Dmg/EndRdx:33(3), Ruin-Dmg/Rchg:33(3), Ruin-Acc/EndRdx/Rchg:33(5), Ruin-Acc/Dmg/Rchg:33(5), Achilles-ResDeb%:20(7)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResKB:30(A)
    Level 2: Burst -- Ruin-Acc/Dmg:40(A), Ruin-Dmg/EndRdx:40(7), Ruin-Dmg/Rchg:40(9), Ruin-Acc/EndRdx/Rchg:40(9), Ruin-Acc/Dmg/Rchg:40(11), Achilles-ResDeb%:20(11)
    Level 4: Combat Training: Defensive -- Ksmt-ToHit+:30(A)
    Level 6: Hasten -- RechRdx-I:35(A), RechRdx-I:35(17), RechRdx-I:35(17)
    Level 8: Heavy Burst -- Posi-Acc/Dmg:33(A), Posi-Dmg/EndRdx:33(19), Posi-Dmg/Rchg:33(19), Posi-Dmg/Rng:33(21), Posi-Acc/Dmg/EndRdx:33(21), LdyGrey-%Dam:21(23)
    Level 10: Tactical Training: Maneuvers -- HO:Enzym(A), LkGmblr-Def/EndRdx:50(23), LkGmblr-Rchg+:35(25)
    Level 12: Venom Grenade -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(25), Ragnrk-Acc/Dmg/Rchg:50(27), Ragnrk-Acc/Rchg:50(27), Ragnrk-Dmg/EndRdx:50(29), Posi-Dam%:50(29)
    Level 14: Bayonet -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(31), T'Death-Dmg/Rchg:40(31), T'Death-Acc/Dmg/EndRdx:40(31), T'Death-Dmg/EndRdx/Rchg:40(33), T'Death-Dam%:40(33)
    Level 16: Boxing -- Empty(A)
    Level 18: Frag Grenade -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(34), Posi-Acc/Dmg/EndRdx:50(34), Posi-Dam%:50(34), ExStrk-Dam%:20(36)
    Level 20: Tough -- HO:Ribo(A), HO:Ribo(36), S'fstPrt-ResDam/Def+:30(36)
    Level 22: Weave -- HO:Enzym(A), LkGmblr-Def/EndRdx:50(37), LkGmblr-Rchg+:35(37)
    Level 24: Fortification -- Aegis-ResDam/EndRdx/Rchg:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(39), Aegis-ResDam:50(39), Aegis-EndRdx/Rchg:50(39)
    Level 26: Maneuvers -- HO:Enzym(A), LkGmblr-Def/EndRdx:50(40), LkGmblr-Rchg+:35(40)
    Level 28: Serum -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal/EndRdx:50(40), Numna-Heal/Rchg:50(42), Dct'dW-Heal/EndRdx/Rchg:50(42)
    Level 30: Combat Jumping -- HO:Enzym(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Rchg+:35(43)
    Level 32: Tactical Training: Leadership -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(43), GSFC-ToHit/EndRdx:50(43), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Rchg/EndRdx:50(45), GSFC-Build%:50(45)
    Level 35: Summon Spiderlings -- SvgnRt-Acc/Dmg:50(A), SvgnRt-Acc:50(46), SvgnRt-Dmg/EndRdx:50(46), SvgnRt-Acc/EndRdx:50(46), SvgnRt-PetResDam:50(48), SvgnRt-Acc/Dmg/EndRdx:50(48)
    Level 38: Call Reinforcements -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(48), S'bndAl-Acc/Rchg:50(50), S'bndAl-Dmg/EndRdx:50(50), S'bndAl-Acc/Dmg/Rchg:50(50)
    Level 41: Mental Training -- Run-I:50(A)
    Level 44: Tactical Training: Assault -- EndRdx-I:50(A)
    Level 47: Assault -- EndRdx-I:50(A)
    Level 49: Vengeance -- LkGmblr-Rchg+:35(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 -- Run-I:35(A)
    Level 2: Rest -- Heal-I:50(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I:40(A)
    Level 2: Hurdle -- Jump-I:40(A)
    Level 2: Health -- Numna-Regen/Rcvry+:40(A), Mrcl-Rcvry+:40(13)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(13), P'Shift-EndMod/Acc:50(15), P'Shift-End%:50(15)
    ------------



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  4. I've never had that many slots to spare. I think I have ONE, in a pet on one of my huntsman builds, but never all of them.
    I have a pair on a Thugs/Dark that I no longer play, but I've never done any testing to confirm just how much they help or not.
  5. PVE only:
    Now that I have Rebirth T4 +regeneration, I use Aid-Self much less. However, I still use it, as well as inspirations and everything else at my disposal. But it is also arguable that I dive in way over my head frequently; the other side of that argument is that if you aren't in danger of dieing, you aren't fighting hard enough nor leveraging all of your resources to the utmost.

    There is no perfect answer to your question, other than take all of the above, for the simple reason that each solves a different problem.

    Resist brings the spikes down, you're much less likely to die from a spike. However, you still have to recover your HP quickly after resist saves your hide. You can also only carry so many greens. The spike hits you, and it will eventually get lucky and hit you, you're not dead (and you would have been dead without resist), but you have 100 hp, now what do you do to keep yourself alive in your very weakened state, where even a very minor lucky scratch can finish you off.

    I have Aid-Self, I DO die to spikes. Spikes nail me. On the other hand, unless you can spike me in less than 10 seconds, It's near impossible to bring me down.

    Aid Self makes it trivial to replace hp between battles, and even during battles to some extent, if one is maneuverable enough, and/or puts an interrupt in Aid Self. Rebirth does this better, but is available much less often. Prior to rebirth I'd use aid-self every battle and/or between every battle to keep myself topped off. With rebirth, and the lingering +regeneration from rebirth, I use Aid Self infrequently, but do still use it to stay alive. The times I'm finding I'm still using Aid-Self tend to be in the last 30 seconds or so before the Rebirth +Regeneration T4 recharges. Greens or a Little more caution may well be sufficient to bridge that gap. If you do go the resist route, I'd almost certainly say take Rebirth +regeneration T4, and then you should be very sturdy.

    Myself, I took Aid Other, Aid Self, and Vengeance, and I don't want to give up Vengeance, nor do I feel like I have the Endurance to spare for two additional toggles; although the Resist + Rebirth combination is overall likely a more stable and balanced defensive platform.

    In a Lambda, I can't typically solo all 10 crates/containers of a sabotage phase. Why ? Because inevitably someone gets lucky and spikes me. I have all the other defensive bases covered, they really have no chance at all to defeat me. Yet, everytime, sooner or later, out of the blue with no warning, I go from full health to very very dead instantly. Resist would fix that. However, if I chose Resist over Aid Self, while I wouldn't die, I would then have to pause between each container/crate/Battle to give regeneration enough time to top of my health before I risked the next battle that's capable of taking 90% of my health.

    Which is better, charging full speed ahead rolling the dice knowing you'll win 9 out of 10 times, or slowing down, taking your time and pausing between battles and never having any chance of losing ?
  6. Slotted with Hami-Os, you can also cage LR himself, after you take down the yellow. This can give you another way to make tankless STF runs much easier, in addition to perma-PA, kiting, and other strategies I've seen. Cage the blue so defense works, eat purples, take down the yellow, then Perma-Cage LR and call it done.
  7. The build above does open for me.

    1.94 breaks all my older huntsmans builds: Link, Data Chunk, and Saved File, all broken. If you're having trouble with any particular build, I suggest saving to file, then manually opening it with 1.93.

    Of course, all 1.94 format builds break 1.93, as well.
  8. Fortunata does not have better ST DPS than NW. The numbers on a high recharge build are close, but NW wins by at least a small margin. On anything other than high recharge, the advantage goes further into the NW's side of the court.

    NW (220-260) dps > Melee Fortunata (190 - 230) dps > Ranged Fortunata (130-180) dps for ST DPS

    My Fortunata is running 205 to 260 in-game. The average NW I've seen is running 10% to 15% higher. I gladly give up that 10% for the additional utility, but I also understand that is my choice, and not everyones.

    The four power cyclic all melee chain and four power+gap all melee chain and five power melee+dominate chain worked out essentially identical dps for me.

    Dominate giving the advantage of not letting my current victim run.

    Dominate the advantage that if it does run, I don't have to chase it down to finish it off.

    E-fences also worked out well with Spin. E-Fences the advantage of keeping the pack in spin range and not letting them run.

    I will not say adamantly to stick to either ranged or melee, and never mix them. However, I do agree you should stick to predominatly one or the other. If you mix, mix carefully and with due consideration to what you wish to accomplish. I've tried many combinations of Fortunata attacks, each has it's advantages, and disadvantages. I started with a hybrid chain, changed to ranged/control, and now I'm back to a mostly melee. The Primarily melee fits me best, and gives good (but not the best) pure damage when I want pure damage.

    I found I was losing 20% damage to runners. I still do lose that with AV runners that dominate can't hold. Subdue would have been the better choice for AVs, however, non-av targets happen much more often, and I prefer the hold to the immobilize for all those targets, and do not wish to give up another power slot in order to have both Dominate and Subdue. The Melee+Dominate+Subdue chain bit too far into my DPS for me to be happy, so then I'd only be using Subdue on runners that required two shots, or AVs. That just didn't calculate out well enough for me to give up another power, like say e-fences. E-fences, while cutting into my dps too much for me to want to use it in the AV chain, works great on the larger packs. So, I chose and kept e-fences over subdue. In hindsight, I should have made and kept that choice from the beginning.
  9. Linea_Alba

    NW Build?

    Single stack follow up gives more damage over time than build up, double stacked it blows build up out of the water. Buildup is better burst, but even at high recharge that's only 10 of 30 seconds. We're hunting big game, things that you can't kill in 10 seconds, or even 100 seconds.
  10. 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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  11. Veat builds can be tight, there are simply too many good things to choose from.

    Warning: Mids 1.94 crashes with almost all my soldier, crab, huntsman builds, as a result I'm still using 1.93.

    Heres my crab tank. I'm not running this build, yet. It's my reserve build for when I decide I need more survivability via Resists and HP, while sacrificing in quite a few other areas. Yes, it's a gun build, more huntsman than crab.

    You can pull out The Hamis and Purples, then substitute the nearest IO Equivalent. You'll likely drop to 44 Melee, probably lose some global recharge, and lose some recharge on the one pet. In the process you'll save a boatload of influence.

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

    Click this DataLink to open the build!

    Hover Tank: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping

    Villain Profile:
    Level 1: Single Shot -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(3), Ruin-Dmg/Rchg(3), Ruin-Acc/EndRdx/Rchg(5), Ruin-Acc/Dmg/Rchg(5), Achilles-ResDeb%(7)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResKB(A)
    Level 2: Burst -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(7), Ruin-Dmg/Rchg(9), Ruin-Acc/EndRdx/Rchg(9), Ruin-Acc/Dmg/Rchg(11), Achilles-ResDeb%(11)
    Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21), LdyGrey-%Dam(23)
    Level 10: Tactical Training: Maneuvers -- HO:Enzym(A), LkGmblr-Def/EndRdx(23), LkGmblr-Rchg+(25)
    Level 12: Venom Grenade -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(25), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(29), Posi-Dam%(29)
    Level 14: Bayonet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
    Level 16: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34), LdyGrey-%Dam(36)
    Level 18: Boxing -- Empty(A)
    Level 20: Tough -- HO:Ribo(A), HO:Ribo(36), S'fstPrt-ResDam/Def+(36)
    Level 22: Weave -- HO:Enzym(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37)
    Level 24: Fortification -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(39), Aegis-ResDam(39), Aegis-EndRdx/Rchg(39)
    Level 26: Maneuvers -- HO:Enzym(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(40)
    Level 28: Serum -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42)
    Level 30: Combat Jumping -- HO:Enzym(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(43)
    Level 32: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/EndRdx(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-Build%(45)
    Level 35: Summon Spiderlings -- SvgnRt-Acc/Dmg(A), SvgnRt-Acc(46), SvgnRt-Dmg/EndRdx(46), SvgnRt-Acc/EndRdx(46), SvgnRt-PetResDam(48), SvgnRt-Acc/Dmg/EndRdx(48)
    Level 38: Call Reinforcements -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(48), S'bndAl-Acc/Rchg(50), S'bndAl-Dmg/EndRdx(50), S'bndAl-Acc/Dmg/Rchg(50)
    Level 41: Mental Training -- Run-I(A)
    Level 44: Tactical Training: Assault -- EndRdx-I(A)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Vengeance -- DefBuff-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 -- Run-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc(15), P'Shift-End%(15)
    ------------



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  12. Assuming the Mids and City of Data numbers are correct.
    Once upon a time they were not correct.
    I have NOT double checked them for scrapper claws, recently.
    I adjusted Eviscerate Based on City of Data. The City of Data number was lower for PVE than the Mids Number.

    My simulator says ClawsandEffect's build would run in the 212 range, 270+ with Reactive.
    My spread sheet says 245. However, Experience Tells me to adjust the spread sheet by 85% on average. So that's 208 dps adjusted, 268 with Reactive.
  13. Linea_Alba

    NW Build?

    Did some testing tonight. I can't tell that it's working, nor if it's not working. That leads me to believe it's likely still bugged. I sent a /bug and a pm asking about it.
  14. Just as a note: Reactive T3 Total Radial 75% chance for fire was adding 60 dps when fully saturated for me. I'd bet on the 50% fire 25% -res to be close to that if not better considering how fast the attack chain is, but I've not tested it yet.
  15. Linea_Alba

    NW Build?

    Quote:
    Originally Posted by MajorDecoy View Post
    From what I understand, slotting Performance Shifter: Chance for +End in a power that targets an enemy will give the enemy endurance when it procs.
    That's what I haven't tested yet. I have it in the power, but I have not run through the logs to check. If it's still bugged, it's easy enough to swap to a damage proc.
  16. Linea_Alba

    NW Build?

    You can easily un-purple my builds, with little loss.
    You may want to change the end procs in the AoEs, if those are still bugged. I've not double checked that yet on my live build.

    Standard Softcap Version (Purples Removed):

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

    Click this DataLink to open the build!

    Code:
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    59% Defense All Version (Purples Removed):

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

    Click this DataLink to open the build!


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  17. DPS : 230 to 300 NW with Reactive vs 200 to 300 Claws with Achilles -res, Fury -res, and Reactive.

    59% Defense : Easy for a NW vs Definitely appears more difficult to me for Claws. However, I'm not a Claws/SR expert.

    DDR: 30 to 60 for NW vs 95 to Capped? for SR. (I honestly didn't realize widows got any DDR.)

    Scaling Resists: None vs SR's gets scaling resists.

    Hit-Points: 1450 for a Widow vs 1900 for an SR.

    SL Resists: 24% for Widow Tough vs 21% for SR Tough.

    Regen: 15 hp/s for Widow vs 25 hp/s for SR. (based on builds I've seen)

    Team Defense: 28.5 for Widow vs 3.5 for SR.

    Team Assault: 30 for Widow vs 10 for the SR.

    I can see arguments for both. It's what you want. I went Melee-Fort and I've still not been pulled back in by NW nor Claws/SR. I will say, I'm most jealous of the HP and DDR. There are so many times I wish I had either or both.

    PS: 180 sounds low to me. If you don't already have achilles and fury -res procs, add one or both and that should put you right in the sweet spot.
  18. Linea_Alba

    Patron powers?

    I'm running the Fortunata Variant of this build: Night Widow Build Link.
    I'm happy with it, redraw and all. For me, the circular AoE letting me fight in the center of the pack without regard to cone placement, and fast activation times, endurance free AoEs, makes up for any redraw issues. I'm very happy with the results, even if it's not perfect.

    I'm using Cardiac Core T3, Rebirth Radial T4, Void Radial T3, Reactive Radial T3, Clockwork/Warworks Core T3
  19. Linea_Alba

    Patron powers?

    Night Widow - There are a lot of options, one of which is Guassians to add more defense. However, I simply dropped in more AoE. I've not tested if NW non-claw attacks cause redraw issues.
  20. Linea_Alba

    Patron powers?

    Better with, yes.
    Require, no.

    If you can specify which you want: Bane, Huntsman, Crab, Melee Fort, Ranged Fort, or Nightwidow I could probably drop a build link or two here without patrons.

    Examples would be:
    Huntsman: take WaWG and Frag over the Patron Web (which has slightly better stats) and Shatter Armor
    Fortunata: Take another of the Fort based AoEs, rather than the Mu ones.
    Nightwidow: Same as Fort, take one of the NW based AoEs, instead of the pair of Mu AoEs.
    Crab: Take one of the PBAOEs, or WaWG instead of Patrons.

    All the builds I'm thinking of are a little bit better with the patrons, but the non-patron version would not be bad.
  21. The standard defensive answer is Spiritual.
    The standard offensive answer is Musculature.
    If you can't decide between thost two, do both.

    I see no advantage to Cardiac or Nerve on a well built WP.
  22. I set them +0x3. The x3 makes it just right so that as you finish one mission you get another tip to drop. You can burn thru 5 in less than an hour easy. 4 days to switch sides, 1 to get your patrons, respec. Then 2 days to Rogue and access to both sides; or 4 days to switch back completely. 10 hours total, 1 hour at a time over 9 to 10 days.
  23. Veats are very flexible, there are no hard and fast rules, However, various builds tend to run along similar lines. Just be aware there are always exceptions, these things are incredibly flexible, considerably more-so than most other ATs.

    Google Docs Build Archive A Google Docs/Gmail login may be required.

    Veats/Huntsman: Typically Bane Armor based, Wolf Spider Attack Based Dual Ranged/Melee Builds
    Veats/Crab: Typically Crab Armor based, Crab Attack Based Ranged AoE Builds.
    Veats/Bane: Typically Bane Armor Based, Bane Attack Melee Builds.

    Note: These are just builds I archive and keep for references for myself. It's not really intended for general consumption. That means There's no indication of the quality of any build, no discusssion of they why of any build, it's just the builds themselves, good, bad, ugly, or great.
  24. Quote:
    Originally Posted by Madadh View Post
    ...then probably spend a week agonizing over what to do with a single power and no slots.. lol
    I have three half sets of purples from drops, I'm just trying to decide which set to use in which character, which to sell, and which to buy.

    As for powers that are cheap ...
    - Double Assault, but you probably already have that.
    - Web Cocoon or Web Envelope or Wide Area Web Grenade with a Hami for the -Fly
    - Combat Jumping, if you don't have it, for defense and mobility.
    - Hover, for defense and convenience. Many people are fond of combined (CJ+Hover), I'm not one of them, yet.
    - Build Up if you don't have it. It can cause redraw, and would be low on recharge, but burst damage is burst damage.
    - Placate for control as well as to combine with placate+crowd control. Many people like this option. I'm not overly fond of it, I'd rather just bash whatever it is upside the head again and move along.
    - Double Wolf Spider + Bane Spider Armor for extra status protection. It can also save you a slot you can put elsewhere if you're using more than one slot in your bane armor for things like steadfast.
    - A Travel Power.
  25. Linea_Alba

    alpha and wp

    My standard vote would be Spiritual. However, that will depend on the build, and perhaps even which other Incarnate powers you take.