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I patched beta when I got up this afternoon and the proc now works! Using an analyzer temp power with the superior proc I noticed the following:
- currently the terrorize fires with every attack it's associated with. It applies the same "skull" graphic on the target as touch of fear does. It also stacks and you can terrorize lts and bosses (it lists as mag 2 on the analyzer, but I routinely got to mag 4 with 2 attacks) <--- guessing this is a bug.
- more importantly: the superior proc is a -15% damage debuff, rather than the lesser's -7.5%. This is very nice!
I was skeptical about how this would perform, the -15% debuff of the superior proc has me sold on it now. -
I just xferred one of my lvl 50 stalkers to beta (DB/Nin), the out of hide AS is amazing - it is like having old energy transfer on every stalker primary. My only gripe is I spent way too much time fixated on the focus stacking and trying not to waste the big crit on lowly minions, it'll take some getting used to for me but I like the change.
My only real question now is how much DPS does the new AS add to a high rech stalker single attack chain? My night widow just hit 295 DPS (3 min 48 second pylon kill without pets or outside buffs) with t4 reactive and t4 muscular, I'd like to see what a similiarly built MA could achieve. -
I just tested the purple variant of the proc and in over a two hour period of fighting nothing but lvl 50 minions in the revamped DA I didn't see it activate even once. I have it slotted into followup on my NW, so the power was in use every 4 seconds or so.
The terrorize part I'm not too concerned with because minions that have my attention have a life expectancy of about one second, but the -dmg would absolute killer to use against EBs and AVs. Already reported it and am anxious to see how it works for us. -
Quote:If he takes VG (which he should IMO since it's a ranged attack) and invests in procs like you suggest I can see a potential for some serious damage for a few reasons: gladiator javlin's proc is a 20% chance for toxic (which would be augmented by VG's +40%) and he could put a +chance of BU in each attack as well. Also, poisonous ray accepts the achilles heel -res proc. Also take bile spray from mako's pool and he'd have an interesting combo.
Your goal is to get as many proc damage as possible because your DPA (damage per activation) will be low (due to 2s activation time). You can easily get Chance for Smashing from knock back set and the two aoe can take both knock back and positron's chance for energy.
Well, why don't you give it a try and let us know how it works? I mean you may just killer slow but SoA is strong enough that you shouldn't gimp yourself too much. Another thing with all-range Bane build is that you don't get critical damage from range attacks
If a melee crab can work I don't see how this couldn't. -
Here's the "end game" bane I was planning about a year ago (updated by leaving room in shatter armor for the dominion of arachnos superior set, and the numbers following this will reflect that set's bonuses).
With accolades it's 1800 hit points, 3.86/end sec recovery, 40% S/L resists and should be just shy of permahasten when complete. 19.5% damage bonus, softcapped to all positionals and almost softcapped to psi (43.2%) My night widow pulled me away from ever finnishing the build, but gives you an idea of what a bane can develope into. Pretty expensive, but completely doable.
I tweaked it a while back to push 1830 hps, but lost some recharge and settled on what I have here.
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I'd personally drop all of the +ranged def set bonuses and pick up CT Defensive, as it by itself (oneslotted) makes up the difference. I'd also drop the leadership tree for the fighting tree and grab boxing/tough/weave ---> this will make your bane considerably stronger.
As pointed out earlier, if you are going to take poisonous ray you should also consider venom grenade as this is a combo that will be the start of your seeing 500+ damage PR attacks. Plus it is always handy to have a tool that debuffs the entire group's resistance by 20%.
Also, maybe take wolf spider armor for the additional +2 status prot.
Shatter armor is nice to have, but I think VG + bile spray goes a lot farther. Hit BU first and you can watch all the minions melt into puddles.
IMO bane spiders have style but lack identity. They are a debuffing, pet using stealth melee class (sort of an oxymoron) whos role seems to have been predefined by the devs: you will sneak in, get in a decent crit with shatter and then debuff/placate/repeat. Compared to a lot of melee types they lack the tools to be "indestructable" even when IOed to the gills: they have shaky status protection, zero DDR, slow animating attacks and are designed to fight from range while being melee-heavy.
I think this toon can be highly successful but the approach needs to the revisited. Unless you are always going to use it to group with, which it should be fine. -
I wish they would have allowed players to custom tailor the alphas. Maybe have us create a series of alphas with the bonuses we want and then combine them all into one custom alpha with focuses that specifically benefit the build. I love muscular alpha on my melee toons, but usually have zero use for the immob and defense debuff bonuses. I would however -love- a 45% damage, 33% rech and end redux alpha.
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Quote:If you take wolf armor + crab armor + fortification you will have 14.3 vs hold/stun/sleep/immob and 6 vs confuse/fear. Knockback and repel will be zero, but KB can easily be worked around and if you are gonna be hovering all the time then I'm not sure any other status effects are worth worrying about. Assault grants mag 10 placate and taunt protection too... but I don't see any bane spider NPCs hovering up to you for an executioner's strike.They get full protection, but only like 8 points. Good in most situations, but they can be overpowered more easily than traditional mez protection
I think a claw/fire/soul hoverrangedbrute could work: get to 45% ranged defense and you will have focus + gloom for single target damage and shockwave + dark oblit + soul tentacles for AE. Fire can be squishy, but you will also have darkest night for an addidtional -15% tohit and -20% damage when slotted and for your burst damage there's both BU + FE. Burnout would be nice to have for this build as well I think. But can you live without spin and burn?
Question is will fury generation be an issue when you have limited attack options coupled with some mobs that have no ranged attacks? -
Quote:I'm squeezing into my next build and will run both, yes you are correct TT:M is a huge deal (prob one of a widow's most important powers).Why go Weave instead of TT:M? Both have the same base 5% defense, Weave costs .33 end/sec compared to TT:M's .21. On top of that TT:M also helps your team mates.
Also, like Jibikao, I am a huge believer in tough on widows - coupled with scaling resists your widow will go into "unstoppable mode" once it gets to the 200-300 hp mark. It ED caps at @ 24% S/L, but throw in the resist unique and a few sets of gladiator's strike and you're pushing 31%, or what your typical bane spider runs.
As a stress test I usually run a malta map on +4/x8 setting after a new build and it's a serious rush to watch my widow's health take a steep dive as a pair of gunslinger bosses, burn patches and turret pets push past your armor... only to have you finnish them off with a sliver of life left and your stat monitor indicating in a light blue font that you are sitting at the 85% S/L resist cap. It takes some getting used to because with some other characters you might either run or pop insps when the health dives, but on a NW using tough you end up at a point where you literally become indestructable vs. standard S/L content. -
- Hybrid ability will be similiar to swap ammo, where you can substitute a portion of your damage type for another. The damage type will also bestow an appropriate side effect depending on the damage selected.
- Genesis will be an ability that enhances an aspect of a specific power already in use - like allowing follow up to grant a +75% damage increase per application for a limited time rather than 37.5%, or eliminating a crash on a nuke or T9 armor use.
- Mind is control related.
- Vitae is a moderate passive that will boost regen, recovery, defense, resistance or grant some aspect of status protection or debuff resists, depending on the branch.
- Omega will be a "Super alpha slot", but customizable - the user picks the main and secondary focuses and creates the slot.
- Once all incarnates are unlocked at T4 and equipped you unlock the "purple triangles" aura for that toon... -
I'll look at your build once I get home, it looks similiar to mine except I swapped dart for gloom and skipped out TT:L, TT:M and swipe for boxing/tough/weave. I'm also running a second assault toggle instead of TT:O. The build is solid as it has crazy survivability + massive damage (I'm running 285 DPS currently with muscular alpha + reactive interface, and my new upcoming build should push it to 290ish+ - but we'll see).
My view on defense and recovery: get as much defense as possible and don't sweat the end woes as a NW will always have issues unless you go the cardiac or ageless routes. 55%+ ranged/AE defense and 65%+ melee coupled with the 6% smoke grenade debuff will mean that x8 spawns of PDD will no longer be a threat to you.
And as for endurance, you only need as much as it takes to kill off your opponents - I'm running 4.11/sec recovery with the IO bonuses, uniques, accolades and two +2.25 end bonuses and have a minumum of 80% end reduction in all toggles and attacks. I can attack for about two minutes nonstop, which is plenty of time to lay a spawn to waste. If I need more recovery than that (like when Back Alley Brawler arrives in AV form at the end of the PI bank mish) I attack until I'm almost dry, then pop elude and finnish.
Since I went the double assault route I took core muscular alpha - coupled with FU, global damage bonuses and the occasional guassian proc it makes for some great carnage. Which is why I pointed out the endurance issues on a NW - it won't go away unless you correct it with incarnate powers, but if you build your widow for sheer damage the endurance isn't as important. Again, as long as you have enough to kill your target without dropping toggles that's all you need. You can recover on the way to the next spawn =)
Just my 2 cents, there's a lot of ways to build and play a widow, this is how I play mine. -
Surveillance is -20%, shatter armor is another -20% and VG debuffs toxic for -40%. Of course you don't use mace mastery, but you are prob even in a better position as arctic breath accepts the achilles debuff so you could in theory hit -95% if it procs.
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Glad to see you took VG - one of a soldier's best powers IMO and well worth the redraw on a bane. I like watching bosses melt into nothingness after being hit by poisonous ray backed by 80% resistance debuffs + BU. Seeing ticks of 120x5 + apoc proc firing never gets old.
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Quote:Yeah, it's getting to 20 that's the problem for me. Guess I'll try it anyway. I always hated vil side because right off the bat you have to go on 2 mile hikes to get to every single mission...but I think they may have improved that at some point.
Just run 5-6 sewer trials and you're there.
EDIT: NM, seems that was covered. -
Quote:Like _EU suggested I'd go fortunata, esp if you want a thematic all-around "I'm a master of psionics" kind of toon. You'd have a good starting point for a ranged character with softcapped defenses to positionals and a killer status toggle, but in addition you can also have 45% psi defense and capped 85% psi resistance.I'm thinking of rolling up a ranged psi based ranged character and was wondering what the board's opinion is as to which AT would be the best choice.
So not only would you be a potent psionic wielder, you will be able to effectively laugh off any psionic NPC that happens to challenge your abilities. -
Quote:You're absolutely right, what the hell was I thinking. 3% is the superior with 2.25% just below it.According to both Mids and in-game, Apocalypse and Soulbound Allegiance have 3% hp set bonuses, not 4%. This is still larger than any non-purple hp bonuses, which are almost all below 2%.
Quote:Isn't that a good thing, so you can better avoid the rule of five?
+7% acc/health +1.88%/dmg 3%/+ 8.75% rech/ +toxic and psi resist +2.21%
and for a standard set those are some nice numbers. Bottom line is I think it's a win/win scenario: we get the opportunity for a new superior set and, if we already have 5 of them slotted, we can just choose to keep the lesser set and still have some great bonuses.
Now if we can just get that toxic dot... -
Just completed a 4:02 run against pylon #17 for 285 DPS. Chain used was the same posted by Luxun last year and I'm running 102 global rech + 3 slotted hasten. That's without the guassian BU proc too, but am missing a gladiator proc in strike and my final build still calls for another 5% recharge... so who knows I might be able to break into the 3 minute range with some luck one day.
This was with T4 muscular core and T4 Reactive radial flawless. Chain is as follows:
FU > Lunge > Slash > Strike > FU > Lunge > Strike > Slash > FU > Lunge > Strike > Swipe > repeat. -
Yeah the toxic dot would have been nice, but would maybe be too much to have a dot and -dam debuff in one proc... and I think I'd rather have the -dam than the dot if I had to choose between the two. What would really be nice is if the debuff stacked from the same user, but not counting on it. The mag 2 terrorize I'm not sure will be useful, will have to wait and see.
My only concern about the set is that the superior's set bonuses fall short on the hit points: it's listed at 3% where the other purple sets with hps (apocalypse, soulbound pet set) are at 4%. Not a -huge- deal but it isn't a superior stat. -
Microcosm has an excellent thread regarding this (http://boards.cityofheroes.com/showt...spiration+bind)
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Quote:I'm not sure what the best DPS for ranged and AoE would be, I'm not even sure that anyone has ever tested this because the melee chain would just simply crush it. Psi attacks have never been known for thier damage or activation times, and they have a travel time that is like molasses. Widow melee however is high damage and high activation time... and high endurance.What is the best DPS chain attack of a NW from Range,Melee and AoE?
My personal best melee attempt on a pylon is somewhere between 270-275 (RWZ on Virtue is always so laggy it's sometimes hard to get a good run). This is with T4 muscular alpha and t4 reactive. My build runs softcap without ML so I dont have to worry about it eating up time with its activation, but the attack chain is hard to maintain with the end woes. So what I do is a full burn for the first 90 seconds, activate elude and finnish.
As for chain it is basically "whatever is up a the time". Single target I employ FU, swipe, lunge and slash with 187% recharge. FU has the BU proc and is slotted for 99% rech, so if RWZ was quiet I could prob hit a triple stack FU more reliably and squeeze out a little more damage. All other attacks have the smashing dam proc and swipe has the additional heca proc since it is used most often.
Of course, none of this really matters anymore. If I encounter a hero/GM that is beyond my capabilities I just summon my warwork friends and about a minute later the problem is resolved. Synapse and Mynx were always a concern in the PI bank missions, nowadays they are pushovers. Lore + VEAT buffs makes for a formidable strike team =)
Edit: GMs are only soloable if I have the Vanguard EB pet on me, with lore pets I can still damage a GM but the lore pets expire before the GM is defeated. The vanguard pet solves this issue. -
Quote:Wasn't a troll attempt, just an honest question: lots of posts regarding how powerful khelds are here, just as many asking for them to be looked at. Just trying to understand is all.If you had known Two Headed Boy a bit better, and Dechs you might realize that their replies were JOKES. Obviously a -500% regen debuff is so ridiculous that it's not a serious answer.
If it was serious, they would have quoted my questions like everyone else
So please, if you want to troll, fine do it elsewhere. I'm only asking for something helpful by providing those questions. I can overlook THB's goofy reply because i know him and how he is (not that that's a bad thing)
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As for this agrument:
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Quote:So a WS can just waltz through the toughest factions in the game on the hardest settings w/o breaking a sweat? After reading this I fail to see how anyone can be serious about further buffs to WS's, esp regarding something ridiculous like a -500% regen debuff (what melee toon wouldn't want that?).You might want to redirect your cheers towards said Warshades (Plural) soloing high level Arch Villains, 54x8 Malta, Arachnos, and Carnies. Warshades are able to compete with any high end set at max investment- Just like Fiery Aura, the most overpowered Melee secondary at the same investment threshold. Are you gonna rag on FA too?
Uh. I hope you don't hurt yourself.
What did you just say? For your magic WS making they... I don't even think there's any point in quoting you anymore. I'm hoping you do better this time!
Good thing my Warshade stacks resistance debuffs... And Super Strength, in case you were wondering, is widely considered the most powerful melee set in the game. Spoiler: It also does one of the most commonly resisted damage types. So does Dual Blades, if I'm not mistaken, which is the current king of DPS. Warshade damage output is less resisted than both of these examples, which are obviously great ones... So I hardly feel that you can use potential NE resistance as something to negate a Warshades ST potential.
I have a FOTG -Res proc in my Damage aura and a 25% -Res from my t4 reactive. That means I'm capable of stacking resistance debuffs. I don't think that team mates are completely useless- For end game content they're obviously necessary. You originally quoted a post that I made to demonstrate the self sufficiency of my Warshade during soloable content set for teams and with teams.
What? Sure I did.
......HAHAHA. Your "big challenge" is Circle of Thorns? My Perma Sunless Mire buffs my toHit through the roof. I just... I can't even take you a little bit seriously anymore. I mean. Come on. Circle of Thorns?
Sure, Scrappers put out the best ST damage in the game. I never disputed that. I just said that my Warshade can compete with Scrappers- Not touching the highest sets numbers but surpassing many of the lower combinations, and keeping level with the moderate combinations.
ST oriented Scrappers though, would be hard pressed to accomplish the other things I've pulled off with my Warshade.
Uh.. rest? What the hell is wrong with you?
Of course I'm no expert on khelds... why do you guys feel these buffs would be justified? -
Quote:Banes have a better stealth and a bit more hit point potential (+250 with bane spider armor). The have significant -res capabilities as well, making them an excellent choice for a melee buff/debuff toon.I like stalkers but I like to team and found them not very useful on a team.
Having a crab, I find my buffs on a team are so good as an SoA that I barely need to do anything else to contribute.
So I figure I'll try an SoA with stealth and crits from stealth for the stalker style but more teaming effectiveness.
Night Widow seems to provide the stealth and crits plus melee aoe and survivability on top of the SoA team buffs. It seems perfect for what I want.
What does a Bane bring that a NW doesn't? Is it some better ranged attacks to mix in? From what I've read they both seem to be stealth, melee, crit roles.
NWs have crazy defensive numbers, where banes have adequate defensive numbers that they augment with reliable knockdowns in their main attacks.
Banes would make a better single target killer than NWs due to its pets. Those disruptors have great damage and control, but in large maps with lots of mobs they randomly engage whatever is in their way so don't always expect them to be up for their full duration.
As for crits, the edge here is on the bane. They appear more suited to use placate offensively due their play mechanics: banes seem to be made for stacking -res, placating and delivering a huge hit with shatter where NWs usually "wind up" and build damage with FU. Bane's placate also has an additional 20% ToHit buff attached, further supporting its offensive role.
Banes have a better ranged and AE I think: poisonous ray coupled with VG are great, and crowd control is a nice attack with guaranteed knockdown.
Personally, if you are going to min/max/invest massive inf into a one I would go with the NW myself. It's combination of offensive and defensive abilities set it apart from the bane:
- NWs are the easiest AT in the game to softcap, and you will have no problems running incarnate soft caps to all postionals and 45%+ to psi damage defense with the right investments.
- Also they have massive psi resists (you can cap at 85% if you wanted) and if your build includes tough then you can also hit the S/L resist cap... but you'll be close to dead.
-They have unbeatable status protection
- Have better buffs (where bane's have good buffs and -great- debuffs)
- Possess @ 27% DDR outside of elude, and @61% with elude running (banes have zero)
- can manage 260-270 single target DPS and respectable AE damage (banes can have great DPS but their pets need to be both focusing on its target)
- Has access to a few ranged psi attacks, which is great for bosses that like to use unstoppable
- Throw in a stealth IO and a NW is on par with a bane's stealth level
NW's aren't perfect though, they have low hit points (if you are pushing 1500 you're doing great), and they can have end issues if you don't slot it in attacks. I think really what it boils down to is the bane spider is a fine melee stealth toon with lots of tools at their disposal, where NWs are just simply a little bit overpowered (yes, I said it). -
Ice has some interesting tools (chilling embrace/ energy absorbtion), immunity to recharge debuffs and a potent T9. I think something also to consider is that it has hoarfrost, which unenhanced will add 400 hps to your cap... which ATM means squat but come I22 will be a big deal as the devs specifically mentioned a 400 hp bump for stalkers who use dull pain and hoarfrost ---> this will make the +900% regen from ice's T9 even more potent.
It's a good set.