Novella

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  1. I do not typically ask for people to look over a build, but I have zero experience with Huntsmen/Bane and just suddenly decided to make one for story reasons. The build I have in this data chunk is capped to melee and ranged and well as smashing, lethal, energy, and negative. I didn't slot for +recharge but ended up getting an additional +65% as well as +51% damage from two toggles and IO bonuses. The build has some powers from the Huntsman line because I like those particular powers (although I could not fit Heavy Burst in as much as I wanted it).

    Melee is the emphasis on this character and it will be in melee range 95% of the time since it is basically going to be played like a Stalker. I know Stalker and love them, so I am more or less concerned with how this character can play or come close to playing like a Stalker.

    All of the IO sets in the build have already been bought and created just have to guy a hero and move them over once I get the character to level 37.

    Any feedback would be much appreciated.


    Villain Plan by Mids' Villain Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Operative Williams: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(13)
    Level 1: Bane Spider Armor Upgrade -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam(11)
    Level 2: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(13)
    Level 4: Wolf Spider Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam(11), S'fstPrt-ResDam/Def+(39)
    Level 6: Combat Training: Defensive -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(42)
    Level 8: Build Up -- RechRdx-I(A)
    Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50), RedFtn-EndRdx(50)
    Level 12: Swift -- Run-I(A)
    Level 14: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(31)
    Level 16: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(29)
    Level 18: Health -- Heal-I(A), Heal-I(39), Heal-I(40)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(23), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(29)
    Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(37), RedFtn-EndRdx(39)
    Level 26: Mental Training -- Run-I(A)
    Level 28: Tactical Training: Assault -- EndRdx-I(A)
    Level 30: Placate -- RechRdx-I(A)
    Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Sciroc-Acc/Rchg(34)
    Level 35: Bayonet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(36), T'Death-Dmg/Rchg(36), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(37)
    Level 38: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(45), RedFtn-EndRdx(45)
    Level 41: Web Envelope -- Empty(A)
    Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(46), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(48)
    Level 47: Call Reinforcements -- RechRdx-I(A)
    Level 49: Summon Blaster -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 6: Ninja Run
    ------------
    ------------
    Set Bonus Totals:
    • 23.5% DamageBuff(Smashing)
    • 23.5% DamageBuff(Lethal)
    • 23.5% DamageBuff(Fire)
    • 23.5% DamageBuff(Cold)
    • 23.5% DamageBuff(Energy)
    • 23.5% DamageBuff(Negative)
    • 23.5% DamageBuff(Toxic)
    • 23.5% DamageBuff(Psionic)
    • 12.4% Defense(Smashing)
    • 12.4% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 10.5% Defense(Energy)
    • 10.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 21.8% Defense(Melee)
    • 14.3% Defense(Ranged)
    • 3% Defense(AoE)
    • 4.5% Max End
    • 9% Enhancement(Accuracy)
    • 37.5% Enhancement(RechargeTime)
    • 104.4 HP (9.75%) HitPoints
    • MezResist(Held) 13.8%
    • MezResist(Immobilize) 24.8%
    • MezResist(Stun) 2.2%
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
  2. Quote:
    Originally Posted by FourSpeed View Post
    Yep, that too is true, but they cost more end and they're slower... I typically
    don't use them much at all, except for runners or guys that are whittled down
    enough to kill with one shot.

    Keep in mind, the entire time we're talking about is ~6-8 secs (at which point,
    I can usually cast rage again). So, we're only talking about 2-3 attacks with
    the quick hitters (Punch, Boxing, Haymaker).


    Regards,
    4

    PS> In the previous post, I fibbed just a little bit...
    Now that I'm home, I logged him in and checked - the 46 HP/sec is
    @L35 with 1 mob in range (in St. Martial)...
    It's ~28 /sec just standing around twiddling his thumbs...
    The L50 regen number from the Mid's plan is 764% with ~2630 HP.
    Very nice. Right now my planned build in Mid's has 696% regeneration at level 40 (RttC using 1 enemy) which comes out to 67 hp/sec and 2,304 total hit points. With RttC turned off she regenerates 42 hp/sec.

    Smashing/lethal damage resistance is low because I did not bother taking fighting. Once she is converted to being a hero I hope Brutes are given the Tanker epics so that I can get Laser Beams (for concept reasons) and that should give me another 10% regen from the same slotting that I use in Hurl.
  3. I am curious to ask you FourSpeed how you are getting 80 regen/sec on RttC with only 1 enemy in Mid's. On my mach build using the default 1 enemy I am only getting 63.6 regen/sec.
  4. You can never go wrong with Invulnerability or Willpower. I don't mention Stone because I do not like the debuff of Granite, but Stone does give you the power of immortality, aka Granite Armor.
  5. Quote:
    Originally Posted by Reflexx View Post
    Cyber hit most the points, I was going to say about the combo. The rage crash is the only downfall. but willpower midigates it better then most. One thing that no one hit on is with rage crash you also get a -20 to your Def and vs some NPC's that can be a killer for you even with all your regen. I still carry a few purples to pop if they are making my health go down bad after rage crashes. I sloted heavy on end and HP so dont suffer to bad with my blue bar. Recharge took a hit but I live with it.
    I couldn't help by laugh when I was playing her earlier. I was fighting some Longbow with +272% damage from Rage and Fury when suddenly I went from hitting them in the 150-400 range to 2. I look at my damage numbers and I am -9929.76% which just had me cracking up. I knew Rage has a crash from talking to friends and whatnot, but I didn't know it was that bad.

    The -20% defense doesn't really worry because because I always carry half a tray of purples and greens because those are the most useful insps for how I play.
  6. Thanks for your information. I kind of figured it would not be like my Spines/Willpower, but I figured it would have more regen since its closer to Tanker Willpower than Scrapper Willpower.

    You pretty much addressed the question I wanted to know so thank you again.
  7. Hello. I am a complete newb when it comes to playing Brutes so I have some questions.

    I have a lot of experience playing Willpower with Scrappers and Tankers, but how is Willpower performance-wise for a Brute when combined with Super Strength?

    I am still not 100% sold on Super Strength, but I have wanted to give it a try and my newest creation "Maiden Power" was made using these two sets. I have a build created in Mid's and it comes out pretty close to how my Spines/Willpower Scrapper performs (number-wise) albeit a little lower in some aspects because of some IOs not being present.

    Anyway, some feedback on the power combo would be nice just so I do not waste my time on a character that I would never play.
  8. It is too hard for me to choose a favorite character. Love playing them all a lot and each of them are excellent for just about any situation.
  9. The best way to solo a Dark/DP Defender would be to cap your ranged defense and use the excellent power that is Darkest Night and Tar Patch to keep enemies at distance while you attack from range. It is super easy and very cheap to cap the ranged defense on a Dark/DP Defender so that would be my advice to you.

    Additionally that build will work solo or in teams just as effectively.
  10. Novella

    Mentor Project

    This is an awesome idea.

    Kudos to all that participate
  11. Novella

    Fortunata Build

    Quote:
    Originally Posted by Blitzkrieg88 View Post
    On my lvl 50 widow, i have several sets that give really high def, like Malaise's Illusions, Mako's Bite, Lockdown, Devastation, Kinetic Combat, etc. Am I going in the right direction with this? It's not quite done but I want to be able to run master sfs successfully.
    The best way to cap out a Fortunata is to go for the Thunderstrike sets in your ranged attacks because you will double dip in the ranged defense category in that IO set.

    When it comes to getting melee defense you should look into the Obliteration set for the 3.75% melee defense which you can use in Psi Wail. You should also look at adding recharge so that you can use Mind Link very often and have that provide a large chunk of your positional defense.

    On my Fortunata I got her to 70% global recharge and add Hasten which is another 70% and she has 140% recharge which is good for Mind Link. My Hasten and Mind Link are not perma, but they overlap so the downtime for Mind Link is less than a second or two and that is not bad considering she has 43% melee and 46% range without Mind Link or Mask Presence being turned on.

    If you have specific questions feel free to ask and I will help you any way that I can.
  12. Quote:
    Originally Posted by Star_Fire View Post
    And the simple fact of the matter is that - right or wrong - it *is* one of those powers that people are going to expect you to have and use when they team with you.
    I guess that must be a server to server thing because on Justice I don't think I have every had a single person ask me to use Mind Link, nor have I every asked another to use Mind Link
  13. Quote:
    Originally Posted by Silas View Post
    So you agree that everything can be improved, but that your way of playing your NW is optimal? Your way of playing your Widow where you regularly skimp on your best self and team buff?
    That things that could be improved on my character are not related to Mind Link. For the way I play Mind Link being used or not being used it's really a big deal with you consider the kinds of teams I create.

    Quote:
    I'm sure your Widow is able to clear missions solo or teamed just fine. That doesn't mean ML isn't a fantastic buff whose conditions of use are so minimal that it boggles me how obstinate you're being about not using it.
    I'm not being obstinate about using it. I am just not worried about Mind Link like you seem to be. I don't play solo because its boring and in my teams we move so fast and seamless that adding another 15% defense would mean stopping for a moment to use it. You might understand better if you teamed with me because typing the words on this forum doesn't really do justice to what I am talking about.

    Quote:
    Unless your entire team is already at 50% defense to all positions, it's still a huge buff to their defense.
    Dead enemies can't hit you or your teammates so adding defense doesn't really matter at this point.

    Quote:
    What I'm saying is ML is a fantastic power and there is almost no reason to not use it. If you're solo, softcapped to all positions and your chance to hit is capped and not fighting psy damage dealing foes, fine, don't use it. You're still depriving yourself of valuable debuff wiggle room, since NWs don't have a lot of defense debuff resistance, but otherwise its of limited benefit.
    Again you're wasting your time repeating how good of a power it is because I already know this. Mind Link is one of my favorite powers, but my build makes it completely optional because I am already capped to melee and range and AoE defense isn't really needed against the vast majority of enemy groups.

    I know which enemies are psi and they are few and far between and not every group has defense debuff so again that isn't much of a concern either. In all my years playing this game the way I play and lead my teams works wonderfully and doesn't require the use of Mind Link repeatedly so just accept that not everyone needs to use the power to be effective as a Night Widow.

    I didn't bother replying to the rest of your post because it was more repeated information that is basically irrelevant at this point in my opinion.
  14. Quote:
    Originally Posted by Silas View Post
    Something not being broken doesn't mean it cannot be improved.

    Using Mind Link (especially if you've got enough recharge for it to be perma) would be a big improvement.
    Of course everything can be improved, but the way I play and the performance I get from my Night Widow without needing to use Mind Link all the time is optimal. There is no need for me to stop every now and then to use Mind Link when I can just keep going non-stop and defeat enemies without being defeated and progress missions with my teammates.

    Sure using Mind Link all the time would be nice since it would add more defense, but when you are already above 50% the only thing it is really doing is giving to-hit which doesn't really help me since I have load of to-hit and accuracy already and add some psi resistance when I am not fighting many psi enemies.

    I do use Mind Link, but there are many times where I just honestly forget to click it because it doesn't hinder my build or my teams to forget to use it. All I am saying is that people need to stop thinking that Night Widows NEED to use Mind Link as if it will be the end of the world if they don't. I am proof that you can have an elite build and not depend on Mind Link for survival.
  15. Quote:
    Originally Posted by Siolfir View Post
    Nitpick: Stalkers have the same base hp and same hp cap as Blasters. They also share the same resistance cap (75%), +damage cap (+400%), and same melee damage modifier.
    Pointless nitpick.

    Anyways, regardless they still have the lowest HP among ALL melee classes.

    I wasn't thinking of another AT I was thinking Blasters and typed Blasters. Same caps or not I typically see Blasters with more HP due to IO building that Blasters, hence why I made my comment. My Stalker has lower HP than any of my Blasters.
  16. Quote:
    Originally Posted by Dante View Post
    So I guess what I’m wondering is: Are Stalkers capable of the same kind of insane feats such as these? Or are they the exclusive domain of insane Scrappers? Can I hang around and take on a few mobs or are Stalkers still limited to taking a few hard targets down and then fleeing before being swamped?

    For information, the Stalker I have in mind will be MA/Nin. Thanks for your time.
    Stalkers are very capable of scrapping despite having low health, etc. A little while back I had a team going where everyone died and while fighting the multiple groups of Longbow one of the people said "I've never been power-leveled by a Stalker before."

    My EM/Nin is a nightmare in stilettos. She is capped to melee and range defense and has a nice recharge and damage bonus.

    If you plan on going the route of IOs you will be able to do some really nice things with /Nin. If you are planning on going with DM/Nin that is a nice combo, but I am partial to EM for Stalkers and DM for Scrappers personally.

    Stalkers do take a little getting used to because they are basically Blasters with melee powers and lower health, but once you get the hang of them they are monstrous and super fun.
  17. Quote:
    Originally Posted by Silas View Post
    I'd put Hasten on auto and bind Mind Link to a key that's easily accessible and/or put it somewhere easily accessible on your tray.

    For example, my Fort has it bound to q so its right next to my movement keys and its kept right above my attacks so I can see when it recharges.

    As an aside, don't skip ML even if you don't need it to softcap melee/ranged defense. It's still a fantastic team buff, will give you def defbuff wiggle room as well as the +tohit and psy res.
    I don't think anyone actually skips Mind Link, there are just plenty that don't use it on a consistent basis.
  18. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The other option used for similar situations is to place one power on auto and re-bind W to both move you forward and attempt to fire the other power.
    That's actually a very good idea.
  19. Quote:
    Originally Posted by Deus_Otiosus View Post



    You rarely use it because you probably don't realize it's the superior power.

    If you have enough recharge slotted + global recharge to where ML is perma - it grants more Defense to both you and your team, precious PSI resistance and +5% to hit (unslotted).

    It does all that, for less endurance cost overall than TT: Maneuvers.


    So you might want to reconsider before telling other people they are making a mistake.

    Well you would be very wrong on your assumption. I am very well aware of the awesomeness of Mind Link, but as I said before it is not a power that one HAS to use. MY Night Widow has 85% global recharge from IOs and Mind Link is perma, but I am too busy mowing down enemies to be worried about constantly buffing my teammates who are also mowing down things.

    The psi resistance is a nice benefit, but not needed if you aren't fighting things that use psi attacks. Even when fighting Arachnos and their psi damage the Dominators take them out of the fight and I kill them or teammates kill them before they even become a factor. Additionally the added 5% to-hit is useless to be since I am already loaded with mucho accuracy and other buffs from teammates.

    I stand by my initial post. I have nothing that needs to be reconsidered because the way I play has worked perfectly for myself and my teammates all this time and if it isn't broke then I see not point in fixing anything.
  20. Quote:
    Originally Posted by Sam_Sneed View Post
    So over the last two weeks, I'd say roughly 90% of the Widows I have invited have not had Tactical Maneuvers or Mind Link. WTH? Is this a new fad or something. I just don't get it. It's not like it only buffs your team. As a widow those two powers provide you with most of your defense also. I just don't get it.
    Okay I will offer my opinion.

    First off, Night Widows DON'T NEED Mind Link. That is your first mistake. Yes Mind Link gives a super good buff to the player and their teammates, but you can build the character to not require the use of Mind Link.

    On my Night Widow I have Mind Link, but I rarely use it because I am already soft capped from just my normal powers. A Night Widow not taking Tactical Maneuvers is just weird, but not taking Mink Link isn't that odd.

    I never skip it, but I could understand someone that did skip it if they built their character right.


    Quote:
    When I invite a Kin, I expect SB. When I invite a Mastermind, I expect pets. When I invite a VEAT, I expect team defense buffs. If your going to make some jacked up build, you have every right to, but atleast put it in your search comments that you have skipped your most essential powers. I'm tired of being labeled the jerk because I kick these people from my team, but unless you have a good team with all good players, a Widow with no defense buffs is a liability.
    A Night Widow without defense buffs is not a liability unless your team sucks overall. As I pointed out above, a Night Widow doesn't need to use Mind Link to be capped and some people are less worried about buffing you than they are about just charging in and defeating X enemy and moving onto the next group.

    When I form my teams I do not go for a mix, I basically tell people to bring what they want and then I proceed to lay waste to whatever is in my Night Widows path. From time to time I will remember to call out Mind Link to buff people, but 95% of the time we are moving along so fast that it really doesn't matter if they have it or not.

    Personally I would label you a jerk for kicking someone because you do not approve of their build, and it is also very petty. Rather than kick them because they can't give you the buffs you want, why not just build you character better to make up the gap. I understand that buffs help, but think about the days before VEAT came around. There were plenty of teams where no one had Leadership etc and things still progressed just fine.
  21. Quote:
    Originally Posted by Toxic_Chill View Post
    to achieve max availablity of mindlink should Hasten be auto fire or should mind link. Currently i have ML but i miss hitting hatsen in combat alot.
    Personally I find Hasten to be a waste on a Night Widow. If you are using a Night Widow then just set Mind Link for auto, but one point of merit is that if it is on auto when you log on, it will fire off, but you won't get the bonus.

    If you are a Fort then Hasten is worth taking so you can get Mind Link Perma.

    To be truthfully honest though, you don't need Mind Link to be perma because you can soft cap melee and range without even using Mind Link. On my Night Widow and Fortunata I just rely on the toggles and my IO bonuses to get me capped.

    You should explore that option that way you do not need to worry about perma or setting anything to auto.
  22. No, it won't matter. Things will die before you reach the slow cap so using CE and AR for that purpose really is a waste of time. Ice/Ice is a nice combo, but focusing on the slows is the wrong way to go in my opinion.
  23. Despite what people say, I am still partial to Energy Melee paired with Ninjitsu. My Stalker is an absoulte monster with that pairing. Once you get capped melee and ranged defense you are pretty much good to go against anything.
  24. There are numerous guides and information related to the question you are asking. Just search the thread and you will find answers to your questions. You can't really tell someone how they should play a character because there is no standard way of playing a particular character and that goes double for Night Widow/Fortunata characters.
  25. Night Widow Psychose and Fortunata Amira.

    I keep mine very close to the actual lore of the NPC, but with my own unique backstories. I tried to keep power selection limited to only NW or Fort powers also.