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Posts
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Joined
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A /Kin without Speed Boost is ridiculous, but then again it is your character. I don't think anyone expects to be boosted every second of every mission, but it is nice to have it when its needed.
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I sure hope not. I like having Illusion be Controller only.
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See that is where we differ because I absolutely LOVE Psychic Scream and Psychic Tornado. Those two powers combined pretty much wipe out spawns and even if they root you for a brief moment, the end result is worth it.
I don't really care much about Scramble Thoughts, but that power can one-shot stun bosses, but it still isn't a power I care to take for a permanent build.
As for AVs I have yet to come across one that caps their resistance and is difficult to kill. Perfect example is Miss Liberty in the Recluse SF. We consistently kill her without even using the temp power and Stateman drops extremely quick even with Unstoppable running. No matter if their resistances are capped, most AVs do not have capped debuff resistance so again I do not feel that Forts have any advantage when it comes to mobs that use powers like Unstoppable. I do agree with you that being able to do psi damage to enemies that use Unstoppable is a plus, but not something I would give a Fort the benefit over NWs.
I would say it comes down to style of play more than anything else because from the sound of it I would say you and I have had vastly different play experiences with our Night Widows and Fortunatas. -
Again I said I agree that Fortunata's have the edge when nuking, but I still disagree that they bring more to a team than a Night Widow. My Night Widow brings every buff to the team that a Fortunata does. I take Assault on both my NW and F so the team damage buff is static. The other Leadership toggles are the same for each character so the only benefit that Forts have over Widow is the psi damage which really isn't that big a deal.
I personally don't mind hopping out of melee range to use Psychic Scream and Dark Burst. I also don't think Psi Scream is slow, but then again I am not one of those people that complain about activation times or care about DPS. In my book dead is dead regardless of how long the power takes to activate. A person that uses the NW cones properly can pump out just as much area of effect damage as a Fort can and in some case more depending on what you are fighting. In most cases a Fort does win, but its only a handful of times.
You can EASILY avoid fighting things that use Unstoppable and even if you do encounter them, it will be an Archvillain or Hero and they will be so debuffed that it won't really matter anyway. A Fort really isn't making up for a team doing crap damage except against a handful of enemies on the game and even then the team isn't really doing crap damage because powers like Tar Patch, Melt Armor, etc pretty much negate powers like Unstoppable.
If you feel that Forts bring more to teams than Night Widows that is fine, to each their own, but I can't agree with you. I think they are equal. -
I didn't say it wouldn't be good enough, I just said it could be better. If it works for you that is all that matters.
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Quote:True if you factor in Mind Link they are easier to cap, but I have my Night Widow and Fortunata's capped to melee and ranged without the use of Mind Link. Mind Link is overlapping on my Night Widow and only down for 5 seconds on my Fortunata, but that is only in cases when I want to actually use Mind Link, e.g. teaming.Yeah, NWs are easier to softcap given the recharge on their Mind Link.
While it is a very close call and for the most part they both bring the same stuff to the table, I give Forts the nod for teaming for several reasons:
Psy damage is rarely resisted. This makes Forts better for teams on all kinds of content, but most notably against any hard target with Unstoppable, (Cimeroran EBs, Statesman, BaBs, the Honoree).
Being able to nuke spawns.
The control that a Fortunata brings, even when just doing ST DPS.
The advantage of ranged damage.
NWs are better for solo because that stuff matters less, it's easier to softcap and you basically play more like a Scrapper because you just go wild and cut face. Solo you can play on your terms.
Edit: goddamnit, it's breaking the quote and refuses to fix for some reason. Ugh, whatever.
Being able to nuke spawns is a good thing, but not something I would put the Fortunata's ahead based on. A Night Widow can dish out just as much area of effect damage using Dart Burst, Psychic Scream, and opening with Spin while hidden for numerous criticals.
Psy damage is less resisted, but utterly useless against some enemy groups. While it is handy against enemies like Statesman, Honoree, Back Alley Brawler, etc, there are just as many cases when psionic damage is less effect, e.g. Rikti Drones, Freakshow, all robots, etc. -
No need for an apology, you were just being helpful and that is always a good thing.
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Quote:I wouldn't say it is easier to soft cap a Night Widow than it is a Fortunata. They are both equally easy to soft cap. If you are referring to using Mind Link only as the way of soft capping then you would be correct due to the +rech they get. Otherwise they are on equal ground when it comes to soft capping their defense.I'd say they're close to even on both accounts. NWs bring that 30% group Defense and great damage, while Fortunatas bring great damage and excellent single-target controls. (Scramble Thoughts can one-shot daze bosses, and Dominate is one of your best attacks in addition to being great control.) NWs have an advantage solo when they're soft capped, which is admittedly easier to do than on a Fortunata.
I also don't think one is better than the other in solo or team play. I can't speak much on solo play because I refuse to solo, but as far as teaming is concerned, both my NW and F bring the same benefits to the table with I team so there is no difference. -
Quote:What would you like to know about my build? I generally do not post my personal builds because they are created based on how I play my characters and performance would be different for someone that doesn't play their Night Widow like I do. For example I do not take travel powers on Night Widows or Fortunata's because the NPC versions don't have them so why should my character. That alone would turn many people off of my build, but I love it. She has capped melee and ranged defense without the use of Mind Link, but also has Mind Link perma and overlapping by 4 seconds.I'm curious on two counts: 1 can you post your build? And 2 Can you explain your dislike of Dark Obliteration?
Thanks!
Dark Obliteration just isn't a power that I like. I don't really have a deep reason for my dislike of the power. I like that it is negative energy based, but that is where the likes end. I think it recharges too slow and there are better powers available. I like Psychic Tornado because does more damage than Dark Obliteration. Some may argue that psionic damage is more resisted than negative energy, but I do not buy that because it depends on the enemy groups you fight.
Anyway, if you have questions you want answered feel free to ask, I would be more than happy to help you in your build or answer any questions you may have. -
I am not asking for an explanation of how the power works, I know how it works. I'm not worried about getting knocked out of my 'hidden' status because my Night Widow is completely hidden due to a +stealth IO stacked with MP. I understand the mechanics of the power and have plenty of experience playing with Stalkers, Night Widows, Energy/Devices, etc. Thank you for your input, but an explanation isn't needed.
I just thought that Smoke Grenade at one point was changed, but obviously I was mistaken. -
Without loading the build into Mid's I would suggest dropping the Leadership power and taking either Maneuvers or Assault from the Leadership pool so you can add more +damage or +defense if you need it.
If your positional defenses are capped then your next focus should be on damage rather than adding to-hit through TT:L. -
Quote:I always thought that Night Widow's got a chance for a crit when enemies couldn't see them which would be what the -perception part is for in Smoke Grenade?Smoke grenade has no bearing on critical hits. Only mask presence and the hidden status from placate will grant a crit for a widow.
If I'm wrong, then my mistake, but I always thought that's how it worked. For example, hit group with Smoke Grenade, even out of hidden status by MP, any +Stealth power would combine with the -perception to grant the "hidden" effect. -
I would love to see Longbow added to heroes as a selectable character type with fully selectable power ranges like the NPC Longbow. I wouldn't mind seeing Paragon Protector's added as an epic archtype either. Energy Blast + Energy Melee + Regen = super fun.
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I'm not physics genius but with super speed toggled on you are only running about 70-100 mph and that is not fast enough to run on water or up walls.
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I think you were just having an unlucky night. I was on my 35 Night Widow earlier and ran into a mob during the "Defeat Burning Daemon" mission from Allen Deslock and I basically died faster than I have ever seen anyone drop on this game. It was the one time where I think every enemy actually hit me rather than miss like they normally do.
Prior to this happening I have noticed that defense has been working as it always has. -
The blindness (-perception) is what effects whether or not you land a critical hit though correct?
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Up until a week ago I had been gone from the game for quite a while, but prior to me stopping I recall them mentioning something about making Smoke Grenade auto-hit or something to that effect. Has the power been changed at all or does it require a to-hit check like its Blaster equivalent?
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Even with that being your area of effect chain you're still lacking damage. Regardless of your feelings for Psychic Tornado, it DOES damage and recharges a lot faster than Psychic Wail. I personally only use Wail when there is a huge (18) spawn that I can use Aim and then PT and PW for entire spawn killing damage. With PT you can hit mobs with 140 damage to each enemy every 10 seconds and that is more damage than what PW can put in out because you will get to use PT 10 times in the time it takes for PW to recharge.
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Quote:It isn't really needed, but there is no justifiable reason for skipping it. I did not build my Fortunata or Night Widow with having perma-Mind Link as the main goal. Each of my characters has capped melee and ranged defense without Mind Link being used and with suppression included in Mask Presence. As Mac stated, you can make Mind Link perma on a Night Widow very easy and only slight less easy on a Fortunata, but very close.I notice everyone builds for reacharge with mindlink as a goal. If you can soft cap def without it, is it really needed?
To give you an idea of how easy it is on a Night Widow, I did not take Hasten on my NW and Mind Link overlaps by 3 seconds meaning I have it stacked for a moment when I do use it. -
In all honesty it is impossible to use other peoples opinions on helping you decide which path to go. The Night Widow and Fortunata characters are so much fun and so awesome that it really doesn't matter which route you go, you will be equally effective.
I made a Fortunata and a Night Widow and I love them both the same. A lot of people use the dual build function since you can have one of each, but I did not want to do that, I wanted to experience each character the entire game as either a Night Widow or a Fortunata. I ended up getting my Fortunata to 50 before my Night Widow, but only because I stopped playing my Night Widow once she made 34 in anticipation of Going Rogue.
Night Widow's are more like Scrappers in my opinion than Stalkers and Fortunata's are more like Blaster's damage-wise mixed with the controls of a Controller rather than Dominator.
I do not think one is more survivable than the other because there are highs and lows to each character. You can make Mind Link perma a lot easier on a Night Widow than a Fortunata, but you have controls on a Fortunata that you do not have on a Night Widow. My advice to you would be to go with one and play it until you think you have the hang of it, then use your 2nd build and play the other and then make a choice on which one you like more.
Or you could do like me and just make one of each and play them both. -
I do not think population has to do with it because I was in Steel Canyon last night and there was maybe two other people in the auction house with me.
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I am not a soloer, but based on teaming experience I can tell that the below listed combos could solo with no problem.
Dark Miasma/Dark Blast and Dark Miasma/Dual Pistols -
Quote:I'm not arguing anything and I never questioned the level of survivability of comparing either.lol@DP doing damage
that aside, you're basically arguing play style. you can easily build a fire/dark and a dark/dark to have the same level of survivability.
Not sure why you are laughing at Dual Pistols damage output, I have found the damage to be exceptional. -
Quote:You still get a little bit of the death poke in the new animation. Personally I think the current animation is a better reflection on the power of the attack. Building up power and then thrusting at the enemy for loads of damage is excellent in my book.I don't mind the mechanics changes of Energy Transfer, but I miss the DETHPOKE animation
As for the OP, I think the damage that the attack inflicts on the character is perfectly fine considering you can just about drop any Boss, or Lieutenant with a BU+TF and the ET to finish them up combo.
The only thing I miss is the stacking effect that TF used to have back in the day. There was nothing more rewarding that using ET to destroy 10 enemies and then you die in the process. That was fun.