Person34

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  1. Person34

    AV killer NW

    Quote:
    Originally Posted by Eislor View Post
    Reading comprehension FAIL!
    Ok... This settles it, I'm installing Mids at work now...
  2. Person34

    AV killer NW

    I can't view this build ATM, but curious why have perma mind link and then build to be capped without needing it? Also, the 6th set bonus I'm guessing is a 5% recharge?

    NW builds can be tricky to manage because there are just so many ways to build one. I have found that to be successful in the very upper game you have to find the right balance between +damage (easy to come by if you take FU, which you did), +hps, +recharge and figure out a way to keep the blue bar going ---> which I see you have taken cardiac so shouldn't be an issue there.

    The way you are describing your build, you have placed a focus on building defenses outside of mind link, which means you will probably be sacrificing in some other area to make up for it.

    As for soloing AVs, you will prob need either aid self or 25+ regen/sec to be successful, and even then there are a ton of them that will be problems. Anything that resists lethal will take forever to kill, and some like Nosferatu and Ms Liberty will pull off massive self heals on occasion. I wouldn't call soloing AVs a NW's strong point, it can be done but it isn't IMO what they are best suited for.

    Of course, I'm no expert on AVs so I might not be the one to be telling you this. The only one I've killed solo has been the clockwork king from Lady Grey (?), he pops near one of the mission entrances and I was there alone and figured "WTHell" and went for it. My advantage with him was I have 45.2% psi defense and 70% psi resistance... which was useful but against most other AVs doens't mean squat.
  3. Quote:
    Originally Posted by Jibikao View Post
    Oh ok. I am just curious if you've tried comparing Wolf Soldier against other branch. I figure with proc damage, the fast shooting Wolf may not be too bad.
    I bet a well-build wolf spider can do some serious AE damage if approached right. It would definetly be unique, I have yet to see a pure wolf around on Virtue. I might put one together later but note that I don't have play experience with them so not sure if it will come out the way you imagine (I think pummel is waaay too fun to skip!).

    Quote:
    Originally Posted by Linea_Alba View Post
    post a copy of the Fortunata, too. I'd be interested to see it.
    I'm currently tweaking the build as I have found that 85% psi resist isn't really all that useful. There aren't many mobs with "psy only" flagged attacks that I encounter (tarantula mistresses, npc forts, carnies, LB wardens and I think some boss lvl rikti mesmerists? sure I'm missing a few), and what hits me applies a -rech... which impacts my already iffy mind link recharge (I have about a 7 second window to click it, compared to about 18 seconds on my NW).

    I'm thinking about switching over to the superior dual mode approach my NW utilizes, who doesn't have capped psi resist but performs way better vs hordes of psionic-heavy groups. The NW has two sets of toggles on the same build, one for "infiltration" that includes using mask presence for stealth and opening crits for one-shotting pesty sappers etc, the other toggle for "heavy combat", which replaces MP with combat jumping and retains pure positional softcaps (since the two run the same defensive values) while allowing better endurance management and granting 45.2% psi defense.

    I'll post it when I'm finnished though.
  4. Quote:
    Originally Posted by Magentrix View Post
    Impressive. Just one question though:

    What percentage of Cloaking Device's defense is suppressed during combat? Is it just half?
    Yes, it's half. So while in combat the value is 5.78%, which puts melee and AoE at 46.38% and ranged at 54.98%.
  5. Quote:
    Originally Posted by BeornAgain View Post
    So, According to inflation, the 6 million dollar man would cost, today, around 24 million...

    So, welcome to the 24 BILLION dollar Bane... whoa!
    Hmmm... that's probably close. I'd guess 18-20 billion.

    But that's nothing compared to one of my widow builds (the blood widow with some fort powers mixed in), probably 25 billion + invested in her by the current market value. But it is the craziest build I've ever come up with. Currently she's only at 1440 hps, but is not only softcapped to all positionals, she's running base 26% resists to S/L (which is nice when coupled with sliding resists) and 85% to psionics <--- yes she's resist capped to psi. Also is permahasten and can hit +160 damage on her own. Powerful toon.

    Anyways, yeah hopefully that bane build is of some use to you all.
  6. Here you all go, my take on the ultimate bane build: 30 hp/sec regen, 119 sec rech on hasten, 244 sec rech on pets, 10 KB protection, 1784 hps, SCed to all postionals, and 40% S/L resists. Should be end sustainable. Expensive as hell though.

    Also Jibikao I don't play soldier and haven't tried a wolf spider at all, but I can try a build if you give me more details.

    Anyway, here's my bane attempt:

    Edit: Tried tweaking the build a bit, got hps up to 1824 and s/l resists to almost 47% but at the cost of about 15% recharge. I think the link I posted (found linked in the below post) is the best balance all around.
  7. I only play villains, it was villainside that brought me back to this game. I tried CoH when it was first released and I thought it was largely unfinnished: running around with no purpose other than to attack what seemed to be a mob of 100 hellions sitting on the side of the sreet for example.

    Villains was a huge improvement, I liked the ATs better and the game seems to have evolved at a good pace since then. I tried heroside a few times since, but one foot onto Freedom/Virtue's Atlas Park sends me running home like a frightened cat.
  8. Problem is Hyper, banes don't get energy mastery APP... wish mids would update that oversight.

    For a top end, well rounded bane I'd say you are looking at a number of things: high hps (close to 1800ish), perma-hasten, softcapped defenses, 30+ regen/sec and decent resists. And, if possible, mag 10 KB protection and perma-pets (why I don't really know, as they tend to melt soon after you summon them... but considering most banes tout this as their "dps" I threw it in as a challenge).

    Numbers to shoot for, as it's all completely doable except for the mag 10 KB I think (which is just 3 pieces of Glad Armor in two resists + a steadfast KB IO - I ran mag 4 only, which served me well until pylons or MI pets attacked me). It's the number my bane ran when I thought it was something I wanted to play.
  9. I went muscular core paragon on my widow and love it. I've slotted all my toggles and heavy attacks (spin, slash) for endurance and have the end accolades, both +end uniques and PS proc.

    I still have a bit of an end issue when going all out, but can maintain that pace for about 40 seconds. If I begin to run dry I have elude (now that I've figured out a way around the crash) or blues. Muscular is just simply too frickin awesome to have IMO.
  10. Quote:
    Originally Posted by Murdok View Post
    So I'm looking at respeccing my widow into a melee build and I was wondering which is better for DPA, burst damage, AOE, teaming, etc, a Fort or a NW?
    I've done some testing with my 3 widow builds, here's my view on it:

    - Teaming: it's really gonna depend on what leadership skills you take, across the board it's all the same really as all branches have access to all the same team powers. Only difference I can see is the fortunata path has a slower activating mind link, so you will need to ensure it is perma to best benefit both youself and your team.

    - AoE: Fort has an edge here with the addition of psy tornado (which is actually pretty decent, just long cast and costs a ton of end) and the phenomenal psy wail. They also have aura of confusion, which does some -serious- AE damage if used right. NWs get evicerate, a killer cone that not everyone is crazy about. NW's psy scream does better damage than the forts though, but not by much. Both get spin and dart burst, two very nice attacks.

    - Burst: vs. single targets it's NW, hands down. Forts have nothing in their pool that compares to slash, and a BU slash crit from hide with muscular core alpha and double assaults can hit for 850+ easy. Best burst attack forts get is either lunge from hide or shatter armor.

    Also, NWs have the better DPS, backing the blood widow attacks with mental training and slash. I can sustain 225 DPS on my NW, which translates into a 6:55 pylon defeat. I can't break 8 minutes with my melee fort. There are folks who say they have comparable melee dps, I've just never seen it first hand and this is with purposely testing it out across builds. But again, as mentioned earlier, forts have more AE options than NWs, which probably balances things out.

    My 3 builds are a pure NW, a pure fort and a blood widow that backs her standard attack chain chain of FU, swipe, lunge and spin with few select fort powers (aim, dominate, AoC and psy wail, with 2 procs is all melee atacks <--- prob the most fun of the 3 to play for me). All 3 are IOed to the gills w/ permahasten, 1500 minimum hps, etc. I'm only pointing this out because I want to show that the builds are comparable for the testing, that it isn't a 10 billion inf build up against a SOed build.

    To be completely honest though, even though the NW is a melee powerhouse and the fort has better AEs they all perform about the same in standard PvE. It was only through pylon testing that I was able to get a good idea of how much bette the NW is over the fort in single target damage. Outside of that I would have never known because they all feel "powerful" when shredding enemies on maps. If your are going to do something crazy like solo AVs, the NW has the edge. Against hordes of minions/lts, a fort's psy wail is unmatched. But in general gameplay I don't see a clear edge one has over the other.

    Edit: just did some testing on my fort, they are capable of decent burst if specced for melee: vs a 50 equinox archon I hit with lunge for 524 and shatter armor for 649. Kinda what makes widows rock, they can do well across the board regardless of how they are built.
  11. Quote:
    Originally Posted by Timeshadow View Post
    All of the VEATs suffer from a total lack of resistance to Defense debuffs. So, while its difficult to get hit in the first place, a single debuff can lead to cascading failure.
    Widows in general:

    •RES(Defense) +17.3% for 0.75s from Foresight, enhancable to 29.4%.

    Night widow specific:

    •RES(Defense) +34.6% for 180s [Ignores Enhancements & Buffs] from Elude.

    So it's possible for widows to get up to @ 64% DDR, even if it's only for 180 seconds at a time. Just pointing it out because noone seems to know this. And while the foresight value is small, it ends up at @ 24% with just 4 slotting LotGs. And it is noticable too: the DDR from foresight by itself is robust enough to keep my NW from failing vs x8 spawns of PPDs with just one small purple insp as a buffer.

    Edit: Will also point out that widows are the easiest melee toons in the game to softcap defenses with. A lvl 50 SR brute, with all 6 defensive powers slotted hits 30.9% melee, ranged and AE. Widows (both fortunatas and NWs) can hit 49.9% melee and 39.25% ranged and AE using -only- the defenses available to their classes. So, with just the addition of the two defense IO uniques they can be completely softcapped vs all positionals, without any additional assitance from IO set bonuses, weave/CJing, etc.

    And on top of this possess 60%+ resistance to psionics along with the best status protection toggle in the game. So they are as much of a defensive powerhouse as they are an offensive one. Very powerful class.
  12. Yeah claws is lacking at best for stalkers. When I look at a night widow I think to myself "that's what a claw stalker should perform like". Instead we get a low damage primary that is highly resisted to boot.

    The only good thing about stalker's claws is that build up recharges faster (75 seconds base rech vs 90 seconds on other primaries), so on a high rech build you can have it up 50% of the time. Doesn't quite make up for the high resists of the npcs though. Paragon protectors, warwolves, anything with a resist T9, malta... villain side is truely villainous!

    Sadly, it's even lackluster against carnies...
  13. Quote:
    Originally Posted by Daemodand View Post
    It's not always about DPS. Placate can be the difference between dropping a Minion, Lt or Boss and not dropping them. Also, it gives +20% ToHit.
    I saw this and thought "he's thinking about build up". Looked over at Red Tomax's description of bane placate and sure enough:

    ToHit +20% for 10s (after 0.25 second delay)
    Effect does not stack from same caster

    Stalkers and widows do not have the to hit bonus associated with their placates. Says something about the role that banes were intended for IMO. That's a cool find Daemodand!
  14. Venom grenade is just too nice to pass up IMO. Even if you hate using it while soloing, place it at lvl 49 with a default 50 acc IO and call it good for team steamrolling duties: an AE resist debuff is just plain nice to have lying around. As pointed out it also meshes well with poisonous ray.

    I'll agree that the redraw on VG is annoying, but its pros far outweighs its one con. If I can live with surveillance's redraw, I can with VG's.

    Have you ever been in the Fab area of north GV and have a NPC Bane Spider Executioner placate you, hit you with an exectioner's strike and finnish you off with the resulting toxic DoT? Reason right there to take placate!

    Placate is nice to have for a few reasons: it only requires one slot, if used defensively it can keep a particularly dangerous critter at bay for a bit (ring mistresses, tarantula queens, etc), and of course allows for a free crit. Plus, as pointed out above, it's a signature bane move. Not a "must have" by any means, but hella nice to have when the opportunity arises.

    edit: changing "vemon" to "venom"; venom kills things, vemons are what banes put in their iced tea...
  15. Like you I play a ton of stalkers (have seven lvl 50s on Virtue alone), so taking the muscular route on my VEATs was a no-brainer. Yeah, widows have big endurance woes but it can be mostly worked around. Muscular allows me to sustain 225 DPS indefinitely, and with just a change to my attack sequence I can up this to 255 DPS for about 45 seconds vs. a single target with no lethal resists (longer if I pop elude/ blue insps/ activate recovery serum). And lets face it, if I can't kill a single mob in less than 45 seconds I'm prob in way over my head to begin with lol (<--- not considering things like pylons of course, but does include EBs).

    Widows are a pure damage class in my mind's eye, which is why muscular was the only path for me to travel down. Life would be soooo much easier if I had taken cardiac instead, but widows are "easy mode" to begin with so I see endurance management as one of their few real challenges.

    Just my take on it.
  16. Quote:
    Originally Posted by firespray View Post
    Are you sure? That seems like a major oversight in mids then. I thought that VEATs that became heroes could access hero APPs.
    I know for a fact. I even asked about the availability of the APP for VEATs before GR was launched:

    http://boards.cityofheroes.com/showt...ncillary+Power

    It's just a mids oversight.
  17. I'm at work ATM so can't view your build, but the one thing I see off the bat you should change is your APP, since VEATs do not have access to the heroside pools. VEATs can only use the patron pools.
  18. I considered the Radial as well, but figured if my intent was to go over the ED cap I might as well go witht he 45% alpha over the 33%. I wanted as much damage as possible out of the deal, even if it meant a gain of only 4-5% from the core over the radial. I am probably in the minority with this idea because, as pointed out earlier, cardiac benefits widows on a much larger scale than muscular does. Muscular involves compromises that actually go against the problems that cardiac is suppost to solve. It really boils down to what can you live with: a slight edge in damage, or a considerable end discount?

    I'm running slightly less end recovery than you (2.85) with 5 toggles running: MP, TT:M, tough, and double assaults. I have the PF proc in stamina, which helps. The key will be to make sure you have sufficient end reduction in your toggles and attacks. Slash, spin and dark obliteration together are about 50 endurance to cast... that's only 3 attacks! One reason why cardiac is such a game changer for widows.

    BTW, just for comparison: slash's damage is 336 at 97% damage slotting. With Core muscular this becomes 391. If you add build up + double assaults it's 579.... before a crit (960ish I'll guess with crit vs a non resistant foe). As you can see, muscular does add some sting to your attacks. It's great to have and I love it, just remember tho that it is probably more of a "little icing on the cake" rather than the massive boon cardiac can become.
  19. Quote:
    Originally Posted by Stolid View Post
    Do any of you happen to use something other than a Cardiac Alpha? I know it's good at all, but it also seems like the Musculature alpha would be great (the very rare being equitable to running double assault, minus the end cost), and I was thinking of doing that
    I am using muscular core paragon (45% damage with 2/3 passing ED) and have no endurance issues, but I had none before alphas too. I -can- run out of end if I spam the wrong attacks (like shatter armor, which costs 18 end and I have no end reducers in it), but the chain I typically use I can solo pylons without end woes.

    If you chose this route, you need to build for it. I only employ two "heavy" endurance attacks in my chain, spin at 15.44 end and slash at 14.25. Both are 6 slotted, five slots for IO sets and that 6th for a lvl 50 end reducer, which puts them at 96%+ end reduction. Lunge, FU and tough are @ 78% end reduction, and MP/ TT:M @ 58%. The other two toggles I run are leadership:assault w/ two 50 end reducers and TT: assault with one.

    With the level shift and the 45% damage alpha I can shred most critters with just FU/strike/lunge/spin. I utilize slash primarily for taking down bosses or one-shoting pesky mobs out of hide (like malta sappers). Running an endurance friendly widow is completely possible, but you need to understand how to slot for it/ not to spam the end heavy hitters like psy scream+ eviscerate + spin + dark obliteration every chain/ account for variables like hasten's crash/ etc. Also, having the +end accolades, the +end uniques, the PS proc and the "ultimate" end recovery bonuses from the purples sets helps big time.

    Slotting Cardiac would of course solve most of your issues, and it makes good sense to go that route. I chose muscular because I know the limits of my build and can make it work. If I need more endurance (say to spam shatter armor on an AV battle) I have elude and the temp recovery serum on standby.

    EDIT: BTW ---> muscular is pretty nice to have. It helped drop my pylon time from 9 minutes to under 7 minutes by itself. Also it is the only thing that will affect the upcoming Judgement slot's damage output, something to consider if you want to really bring the hurt.
  20. Quote:
    Originally Posted by Jibikao View Post
    Can we control Lore pets? I know we can rename them.
    Yes, we will have the same control options that a mastermind has when using the lore pets.

    Quote:
    Originally Posted by Jibikao View Post
    and looks like I am going to try Interface, Reactive first. My Fort survives well enough. I just need more damage and Reactive seems like my cup of tea. :P -Resist + fire dot.
    Yeah, I'm looking at the Interface: Reacive Riadial Flawless (25% -res / 75% fire DoT on attacks) on my NW. I prefer the dot-heavy one over the -res-heavy one as I can't see the stacking -2.5% debuff making a huge difference when my widow already rips through mobs.

    But stacking the fire dot with my toxic dot looks promising. I believe the fire dot was listed as a 75% chance of a 14 damage DoT, but I'm unsure on its duration. This should allow me to hit a mob a few times and switch targets while the stacked toxic and fire dots finnish it off. I'll have to do some more research first and figure out which would be best... who knows, the res debuff interface may be insanely good.

    And Destiny's +hp buff looks like just wht the doctor ordered: a 500 hp buff that has a 120 sec duration and 120 sec recharge. That will bring my widow to 2102 hps and (if my math is correct) 37.07 hp regen/ sec. Good stuff =)
  21. What I think looks particularly interesting for the VEAT crowd is the Warworks Radial superior ally Lore branch. It summons on of the Victoria assassin droids + an orb that heals and adds defense. Dispari indicated that the Victoria was a damage powerhouse, essentially a NPC DB/SR stalker on steriods.

    It has an innate 15% defense to ALL attacks. The battle orb has a dispersion bubble adding another 16% to that, and then mind link + TT:M means it'll end up w/ about 54% defense. Sounds freaking crazy awesome to me.

    The seer w/ fortitude looks interestng as well.

    For judgement, will prob go for void as I prefer the PBAoE over pyronic's targeted AE. Also, I think void's graphic looks crazy cool and is more thematic to my build. Will have to wait and see if the superior dot on pyronic is enough to change my mind.

    Overall... my jaw's still hurting from when it innitially hit the ground. Awsome looking issue for sure.
  22. Good first attempt at a build. Some chages I'd consider:

    - I'd drop Darkest Night, for a few reasons. One is it is a slot hog, you have five slots dedicated to it that could go elsewhere IMO ---> throw those extra slots each into slash, follow up, lunge, spin and eviscerate and put lvl 50 end redux IOs in them. Trust me, it makes a difference, esp with the amount of recharge you're packing. Widows are many things, but "endurance friendly" is sadly not one of them.

    Leave the debuffing to the defenders, trollers and corruptors... your a killer NW man!

    - Then replace Darkest Night with combat jumping: as your build stands, you are only at 42.59 defense for AoE and ranged when mask presence surpresses. Combat jumping w/ one LotG global rech IO will fix this.

    - You might be a little AE heavy, just my personal opinion. If that's how you roll I won't criticize, it's not my place to tell folks how they should play but that build is making my crab spider jealous!

    Again that's a decent attempt for being unfamiliar with the AT, the defense and attack chain endurance issues would be the two things I'd look into.
  23. Quote:
    Originally Posted by Stolid View Post
    So most people also do double assault? I plan to take the widow assault power but not the pool assault as well. It also seems a bit crazy that you're only at 7 minutes for soloing a pylon--I expected much better from a NW....
    I run double assault only because it meshes so well with follow up. Also, I've gotten pylon runs down to 4:57, but to do so required running the recovery serum temp due to the spamming of shatter armor (which I only have one slotted with a Hecatomb 53% damage IO). At almost 18 end per usage I run out of juice quick if I spam it, so it's usually reserved for robot bosses or EB+ mobs. The 6:55 time is with maintianing the end to keep it going w/o outside help. Either way, it's 240-260 DPS between the two, which is DM/FM shield scrapper territory. Not too shabby.

    As for the "best" NW attacks, I think you have the bases covered. Strike, lunge and slash are all monsterous attacks. I took swipe over strike only because there was a slight gap in my FU/slash/lunge/strike/FU/ strike/lunge/slash routine, and it was due to strike having about a 1/2 sec too long recharge for the chain. I swapped it for swipe and now it works flawlessly. I think I have figured out a solution for strike's gap though, gonna have to head to test next weekend and find out. If it works out, Pylon #17 better be on its toes...
  24. Thanks for the link to the i20 info.
  25. I had both eviscerate and spin for a while on my build, and they work wonders paired together. However, I just recently dropped eviscerate from it for a few reasons: first being that since it's a cone it meant I'd have to do a lot of repositioning during combat (I'm lazy!), second being that spin + evis takes a good chunk of endurance and on my perma-hasten build it just cost too much to spam.

    Don't get me wrong, eviscerate is a killer attack and I am thinking about trying to reincorporate somehow w/o having to use the cardiac alpha (I went the muscular route). It hits so hard that it can be used as a single target attack (it is the second hardest hitting attack available to NWs, even before considering multiple targets). Luckily for me, spin is just bad*ss ennough where it can carry my build's AE requirements for the moment.

    Also, to support Jibikao's position, followup IMO is what makes a NW a NW. Double assault + double stacked FU = a contant + 90 damage in your chain. It makes for a killer dps combo (I just cracked a 6min 55 sec pylon time with it in my build, something I couldn't do using build up). It just takes a few seconds to work up to the damage is all. I leave the burst of build up to my banes and stalkers, and let the widow have the DPS bragging rights with follow up =D.