Blood Widow: Level 1 - 23 Guide


EvilRyu

 

Posted

Anyone want to critique this before I unleash it on an unsuspecting and innocent world? Add comments if you wish...


Blood Widow, Blood Roses


Blood roses
Blood roses
Back on the street now
-- Tori Amos



The Blood Widow is an excellent melee combat archetype. Blood Widows can solo well and are even better on teams. Their damage output is very strong and they have good defenses. Various boost powers from both their secondary and primary raise their damage even more. Their Combat Training gives both them and their teammates a benefit.

So why build a pure melee Blood Widow? Well foregoing ranged attacks is a little controversial. The lower level ranged attacks are unique, and give the class it's signature ranged-plus-melee primary. However, the melee attacks are hard hitting, and a Blood Widow has more melee defense than ranged. Staying in close combat is therefore a benefit, and as long as your foes are close, why not use the fast activating melee attacks?

This is a guide for builds from levels 1 through 23. At level 24, you will respec. You can of course rebuild your character exactly the same way, but many players will choose to add abilities from their new primary and secondary. Therefore, you should consult a guide for either the Night Widow or the Fortunata for your post-level 24 build.


* Level 1 : Swipe
(Take at level 1)
Average Damage @ 50: 57.83
Recharge Time: 4.00 s
Endurance Cost: 3.21
Activation Time: 0.67 s

Overall Score: 4

Slotting : Three slot for damage ASAP

Swipe is a hard hitting attack. It has a longer recharge time and endurance cost than I would prefer, but its damage makes it a good investment for both damage-per-second (DPS) and damage-per-endurance (DPE). Three slot for damage first to gain the most advantage for DPS and DPE. Then consider adding one EndRedux and one Recharge enhancement.


Level 1: Poison Dart
Average Damage @ 50: 72.29
Recharge Time: 4.00 s
Endurance Cost: 5.20
Activation Time: 1.50 s

Overall Score: 4

Slotting : I skipped this power, but I'd three slot for damage ASAP

Poison Dart is a bit higher damage than Swipe – 13.0 vs 10.4 at level 1 – but also has a longer activation time. Since I'm going for as many attacks as I can cram into an attack chain after Follow Up, I went with Swipe instead. Still Poison Dart is nothing to sneeze at and would make an excellent first power. It's a ranged attack so it's also convenient to pull with if you need that. I do think that getting into a range battle as a Widow is a poorer proposition than sticking to melee.


* Level 1: Combat Training: Defense
(Take at level 1)
Defense: +7.5% melee defense
Resistance: 0.4 Resistance to all for each % of health below 75%

Overall Score: 3

Slotting : Leave as one slotted for lower levels.


Combat Training: Defense gives you +7.5% melee defense and sliding resists. This is where the disparity for defense for a Blood Widow comes from. Well, CT: Defense is required since it's your level one secondary, so we're going to make good use of it by sticking to melee combat as much as possible. The sliding resists are 0.4 percent of resistance to all for each percent health below 75 percent. So if you are at 50% health, your resists are (75 – 50) x 0.4 = 10% across the board. That helps make up for the Widow's relatively low hit point. Since Foresight gives exactly the same sliding resists, your resistances will double at level 20 if you take Foresigh (which I recommend you do).


* Level 2 : Lunge
(Take at level 2)
Average Damage @ 50: 111.66
Recharge Time: 8.00 s
Endurance Cost: 4.49
Activation Time: 1.67 s

Overall Score: 4

Slotting : 5 or 6 slot asap. Three damage first, then EndRedux and Recharge.

Lunge is a big heavy hitting power that's truly awesome at low levels. Its only real problem is its long recharge, which is a bit of a pain. You'll need to fill in your attack chain with Brawl and Throwing Knife at low levels (by low levels, I mean up to level 12 ). If you have any veteran reward powers, by all means add those to your attack chain also. Sands of Mu is an excellent filler for new Widows.

Those four powers – Swipe, Lunge, Brawl and Throwing Knife – are your attack chain below level 8, so try to like them. At some point, many of you will get bored at such a short attack chain and want to take Poison Dart. Well, I don't blame you, but try to hold out, because help is on the way. Help is on the way though, because Follow Up is available at level 8.


* Level 2 : Combat Training: Offense
(Take at level 4.)
Accuracy: +10% to self
Debuff Resistance: 33% resistance to Accuracy Debuffs

Overall Score: 4

Slotting: Only one for now. Slot for Accuracy. You may have to add one slot here depending if you feel at level 7 you have nothing better to slot.


CT: Offense is a big part of what makes this build work. It adds 10% accuracy to all attacks. That's like having your attacks slotted for accuracy right away at level four. Since you don't need to slot for Accuracy (as much) you can forgo Accuracy enhancements and slot for damage to improve your DPS and DPE. Since the bonus to CT:O is large, it will be worth slotting in the future. And the best part: it's a passive power. No endurance cost!


Level 4: Tactical Training: Maneuvers
Endurance: 0.05 per second
Defense: +5 Defense to all in an 80 ft. radius.

Overall Score: 3

Slotting: I skipped this power until level 18. One slot for Defense, add more slots slowly as you have extra slots. DO NOT slot for EndRedux.

This is a fantastic power that costs far far less to run than the Leadership pool version. Why did I skip it? As I explain in my Good Fortunata, Bad Fortunata guide, Widows need offense at first to be effective. Once you get all or most of your offensive powers, then start adding in Defense. If you don't, you'll level like a Issue 1 Super Strength Tanker. Who's been slept. Ie., all defense, no offense. Trus me, I tried it and it didn't work. Go for offense, you have just enough defense in this build to let you kill stuff. That was far more fun for me.


* Level 6 : Combat Jumping
(Take at level 6)
Jumping: 200% on Jump height
Defense: +2.50% to all Defense
Endurance: 0.06 endurance per second
Jump Speed: +10% to jump speed
Protection @ level 50: 10.38 Immobilize Protection

Overall Score: 2

Slotting : Only one. Slot for whatever – I slotted one defense.

A nice utility power, immobilize protection, opens the way for travel powers later and adds a bit of defense, which stacks with other Widow defense. Nice!

This is a part of the build that you may want to modify however. Many folks like to use the temporary travel powers and focus on other powers. Since all Soldiers of Arachnos are experienced players who have a level 50 villain, most of you will modify this guide to suit your own playstyle. If you are going to skip your travel powers, you can also delay Combat Jumping. Take Poison Dart or Combat Training: Maneuvers in its place.


Level 6: Dart Burst
Average Damage @ 50: 60.6 Cone, 50 ft x 30 degree arc
Recharge Time: 8.00 s
Endurance Cost: 8.53
Activation Time: 2.00 s

Overall Score: 2

Slotting : I didn't take it but probably 3 Damage like everything else, then add one EndRedux.

Dart Burst gives you an AoE attack at level 6. Unfortunately, the damage is not that high, and to aim the cone effectively you have to jump out of melee. This usually results in you taking a big Ranged attack from all enemies, which the Widow's defense is ill-suited for. I prefer to stay in melee range and use my better melee defense. That and the lack luster damage meant I skipped this power.


* Level 8 : Follow Up
(Take at level 8)
Average Damage @ 50: 50.72
Recharge Time: 12.00 s
Endurance Cost: 10.19
Activation Time: 0.67 s
To Hit: +10% to To-Hit on self
Damage Buff: +30% to Damage on self

Overall Score: 4

Slotting : Only three slots for now. One To-Hit, two Recharge.

Follow Up gives very modest damage, and has a long recharge. What it does do is give you is +10% To-Hit and +33% Damage for 20 seconds. That's enough for your entire attack chain, and Swipe twice. Nice! Put this power in tray slot number 1, lead off every attack chain with it, you won't regret it.

Between Follow Up and Widow's natural higher To-Hit (80%) I can nearly cap my To-Hit at 93%. This is so sweet. Widows are arguably a bit weaker than a Dual Blade/Will Power Scrapper, until you figure in these To-Hit bonuses and the Accuracy bonus from CT: Offense. My DB/WP Scrapper burns a lot of Endurance at level 16 on misses. Widows don't.


You gave him your blood
And your warm little diamond
He likes killing you after you're dead
-- Tori Amos



The build so far: At level 10, you should have:

Level 1 : Swipe (DDD), Combat Training: Defense (d)
Level 2 : Lunge (DDDE)
Level 4: CT: Offense (AA)
Level 6: Combat Jumping (d)
Level 8: Follow Up (RRH)
Level 10: Indomitable Will (E)

On these mini builds, I put the Enhancements in parenthesis: (D) Damage, (E) EndRedux, (d) Defense, (H) To-Hit, (R) Recharge.


* Level 10: Indomitable Will
(Take at level 10)
Endurance: 0.21 endurance per second
Protection @ level 50: 10.38 Stun, Sleep, Hold, Confuse, Terrorize, and Immobilize. 10 protection to Knockup, Knockback and Repel at all levels, I think.
Defense: +10% to Psionic

Overall Score: 5

Slotting: Only one for now. Slot EndRedux immediately. Cosider two EndRedux when you have extra slots.

Indomitable Will, don't leave home without it. I love this power.

EndRedux does not work the way most other enhancements work, so I've changed my recommendations here. Slotting a 30% EndRedux enhancement does not give a 30% reduction is endurance cost. It's more like 23%. And more EndRedux enhancements will give even less benefit. (EndRedux has a sliding scale that reduces it more than just standard Enhancement Diversification caps. I'll talk about this later.)


Level 12: Strike
(Take at level 12)
Average Damage @ 50: 123.68
Recharge Time: 12.00 s
Endurance Cost: 9.49
Activation Time: 0.83 s

Overall Score: 4

Slotting: Three slot for Damage, then one EndRedux and one Recharge.

I recommend Strike over Spin at level 12. (Yes, it appears this is not a bug. Widows get two primary power slot choices at 12.) Strike does more damage, so it's better suited to being boosted by Follow Up. However, if you are teamed a lot, then Spin does impressive damage to a relatively large number of enemies. I'd consider taking Spin instead of Strike if I was in a large VG with lots of active members to team with.


Level 12: Spin
(Take at level 16)
Average Damage @ 50: 95.68, 8 ft. radius PBAoE
Recharge Time: 14.00 s
Endurance Cost: 16.85
Activation Time: 2.50 s

Overall Score: 4

Slotting : Three slot for Damage when you take it. Slot for EndRedux and Recharge when you can.

Spin is a nice opener after a Follow Up or Build Up on large spawns. I haven't tried it while hidden yet, I'm sure it's very impressive. I took this at level 16, before TT: Assault, so I would have something to slot during my build. TT: Assault doesn't really take anything, so it's good to have a couple of attack powers around to put slots into.


* Level 14: Super Jump
(Take at level 14)
Endurance Cost: 0.45 endurance / s
Protection: +3800% Jump height and +340% to Jump Speed

I've put this travel power here at 14 because it's what you “should” do. If you want to use temp travel powers and take Spin or Maneuvers here, by all means go ahead.


For those of you playing along at home, the build at this point should look something like this:

Level 1 : Swipe (DDD), Combat Training: Defense (d)
Level 2 : Lunge (DDDE)
Level 4: CT: Offense (AA)
Level 6: Combat Jumping (d)
Level 8: Follow Up (RRHAR)
Level 10: Indomitable Will (E)
Level 12: Strike (DDDER)
Level 14: Super Jump (J)
Level 16: Spin (D)


* Level 16: Tactical Training: Assault
(Take at level 18)
Endurance Cost: 0.05 endurance / s
Protection: +5 to Placate and Taunt protection
Damage Buff: +15% to all damage, 80 ft. PBAoE

Overall Score: 3

Slotting : None!

Yes, it's Assault, from the Leadership pool. Except it costs almost nothing to run. Don't slot this for EndRedux, it doesn't need it. Actually don't slot this at all, it doesn't take anything useful. The +15% is worth it however, even solo.


* Level 18: Take Tactical Training: Manuevers

Slotting : One Defense enhancement, add up to three total as you have extra slots.

It's finally time to take this power. (See level 4 for its description.) Mostly because we have everything else we need. One slot it for Defense, then add up to three slots total as you have extra slots.


* Level 20: Tactical Training: Leadership
(Take at level 20)
Endurance Cost: 0.05 endurance / s
To-Hit Buff: +10% To-Hit, 80 ft. PBAoE
Perception: +70 feet to Perception radius
Protection: +5 to Confuse and Terrorize protection
Status Resistance: +60% to Confuse and Terrorize resistance
Perception Resistance: +50% to Perception resistance

Overall Score: 4

Slotting : Slot one To-Hit buff, add up to three total when you have slots.

Yes, more To-Hit buffing. Are we over 100% To-Hit? I think we are. Slot this for To-Hit buffs, don't bother with EndRedux, it's only 0.05 end / s.


* Level 22: Foresight
(Take at level 22)
Defense: +7.5% Defense to Melee, Ranged and AoE on self
Resistance: +20% Psionic Resistance on self
Resistance: Sliding resists, +0.4% resistance to all (except Psi and Toxic) for each 1% HP less than 75%
Status Resistance: +25% resistance to Stun, Sleep, Immobilize, Hold, Terrorize and Confuse on self.
Debuff Resistance: +17.30% Defense Debuff resistance.

Overall Score: 5

Slotting : Three slot for defense ASAP. I'm not sure slotting for resistance is worth it however.

Did I miss anything from that list above? Don't miss taking this power. It's crucial to all Widow builds. The combination of Defense, Psi resistance, Status Resists, sliding resistance buff and defense debuff resistance make this power a must. And it's a passive.


Here's the final build at level 23:

Level 1 : Swipe (DDDE), Combat Training: Defense (d)
Level 2 : Lunge (DDDER)
Level 4: CT: Offense (AA)
Level 6: Combat Jumping (d)
Level 8: Follow Up (RRHAR)
Level 10: Indomitable Will (E)
Level 12: Strike (DDDER)
Level 14: Super Jump (J)
Level 16: Spin (DDDER)
Level 18: TT: Assault ( )
Level 20: TT: Leadership (H)
Level 22: Foresight (ddd)


Next up: Night Widow or Fortunata – too gosh danged many powers to choose.


The belle of new orleans tried to show me
Once how to tango
Wrapped around your feet
Wrapped around like good little roses
-- Tori Amos


 

Posted

Nice explaination of the powers. I did find one error, you got combat training assault listed twice when I think it is the combat training tactics power.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Good catch! Thank you and fixed.


 

Posted

Nice write up gameboy. This is very helpful especially since I enjoy playing the Blood Widow alot.


 

Posted

Yeah, yeah, I'll get right on that.

I want to add a Fortunata guide but I like to play them to try to understand the AT. I'll try a couple of respecs and see if I can come up with something.

Thanks for the nice comments all.


 

Posted

you may want to point out that both Poison Dart and Dart Burst have -regen as a secondary effect (which I've heard comes in handy for high regen badarses)


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
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Posted

Lunge is not available until level 12.


 

Posted

a few mistakes.. you have lunge and strike backwards. just the names though.. and also you have

[ QUOTE ]
Level 16: Tactical Training: Assault
(Take at level 18)
Endurance Cost: 0.05 endurance / s
Protection: +5 to Placate and Taunt protection
Damage Buff: +15% to all damage, 80 ft. PBAoE

Overall Score: 3

Slotting : None!

Yes, it's Assault, from the Leadership pool. Except it costs almost nothing to run. Don't slot this for EndRedux, it doesn't need it. Actually don't slot this at all, it doesn't take anything useful. The +15% is worth it however, even solo.


* Level 18: Take Tactical Training: Manuevers

Slotting : One Defense enhancement, add up to three total as you have extra slots.

It's finally time to take this power. (See level 4 for its description.) Mostly because we have everything else we need. One slot it for Defense, then add up to three slots total as you have extra slots.


[/ QUOTE ]

two powers as take at lvl 18, looks like you meant to say TT: Assualt at lvl 16. but then you already said take Spin at 16. so, no place for TT: Manuevers in that build at all really.. otherwise, great build!


 

Posted

[ QUOTE ]
Level 16: Tactical Training: Assault
(Take at level 18)
Endurance Cost: 0.05 endurance / s
(snip)
Except it costs almost nothing to run. Don't slot this for EndRedux, it doesn't need it. Actually don't slot this at all, it doesn't take anything useful. The +15% is worth it however, even solo.


[/ QUOTE ]

In game info Shows this as 0.21/s. Are you wrong? Is in game info wrong? Or is this one of those complex "math" things that I just don't see? I havent taken this power yet to see what the combat attributes window says about it.

And thanks for the guide.


 

Posted

[ QUOTE ]
[ QUOTE ]
Level 1: Poison Dart
Slotting : I skipped this power

[/ QUOTE ]

And that would be the point I stopped reading D:

[/ QUOTE ]


You might have stopped reading earlier at this point too:

[ QUOTE ]
So why build a pure melee Blood Widow?

[/ QUOTE ]
Although the rest of the paragraph does explain the goal and design.


"When heroes fail, the Angels will save you."

MASTERMIND NUMERIC KEYPAD PET CONTROLS
HAMIDON NUKE RAID GUIDE

 

Posted

I really like the concept of this build, and the focus on melee attacks as a way of playing to the AT's affinity for melee defense over ranged & AoE attacks. With a little tinkering, I came up with this:

Villain Plan by Mids' Villain Designer 1.40
http://www.cohplanner.com/

Level 23 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Leaping
Power Pool: Fitness

Villain Profile:
Level 1: Swipe <ul type="square">[*] (A) Damage Increase IO: Level 20[*] (3) Damage Increase IO: Level 20[*] (5) Damage Increase IO: Level 20[*] (7) Accuracy IO: Level 20[/list]Level 1: Combat Training: Defensive <ul type="square">[*] (A) Defense Buff IO: Level 20[/list]Level 2: Strike <ul type="square">[*] (A) Damage Increase IO: Level 20[*] (3) Damage Increase IO: Level 20[*] (11) Damage Increase IO: Level 20[*] (11) Accuracy IO: Level 20[/list]Level 4: Combat Training: Offensive <ul type="square">[*] (A) Accuracy IO: Level 20[*] (5) Accuracy IO: Level 20[/list]Level 6: Tactical Training: Maneuvers <ul type="square">[*] (A) Defense Buff IO: Level 20[*] (7) Defense Buff IO: Level 20[*] (21) Defense Buff IO: Level 20[/list]Level 8: Follow Up <ul type="square">[*] (A) Recharge Reduction IO: Level 20[*] (9) Recharge Reduction IO: Level 20[*] (9) To Hit Buff IO: Level 20[*] (21) Recharge Reduction IO: Level 20[/list]Level 10: Indomitable Will <ul type="square">[*] (A) Endurance Reduction IO: Level 20[/list]Level 12: Lunge <ul type="square">[*] (A) Damage Increase IO: Level 20[*] (13) Damage Increase IO: Level 20[*] (13) Damage Increase IO: Level 20[*] (15) Endurance Reduction IO: Level 20[*] (15) Accuracy IO: Level 20[/list]Level 14: Combat Jumping <ul type="square">[*] (A) Defense Buff IO: Level 20[/list]Level 16: Spin <ul type="square">[*] (A) Damage Increase IO: Level 20[*] (17) Damage Increase IO: Level 20[*] (17) Damage Increase IO: Level 20[*] (19) Endurance Reduction IO: Level 20[*] (19) Accuracy IO: Level 20[/list]Level 18: Super Jump <ul type="square">[*] (A) Jumping IO: Level 20[/list]Level 20: Swift <ul type="square">[*] (A) Run Speed IO: Level 20[/list]Level 22: Foresight <ul type="square">[*] (A) Defense Buff IO: Level 20[*] (23) Defense Buff IO: Level 20[*] (23) Defense Buff IO: Level 20[/list]Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Conditioning
------------



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This build has some trade-off's from the one Gameboy posted. Overall...damage is lower, and the attacks will go off slower due to less recharge. The benefit is higher defenses across the board.

A case could be made to drop superjump completely until after 24, which allows you to take TT: Leadership instead. Likewise, you could drop out Swift (it's only in there for QoL reasons anyway), to pick up Assault. If you do that...you end up with something like this:

Villain Plan by Mids' Villain Designer 1.40
http://www.cohplanner.com/

Level 23 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Leaping

Villain Profile:
Level 1: Swipe -- Dmg-I:20(A), Dmg-I:20(3), Dmg-I:20(5), RechRdx-I:20(7)
Level 1: Combat Training: Defensive -- DefBuff-I:20(A)
Level 2: Strike -- Dmg-I:20(A), Dmg-I:20(3), Dmg-I:20(11), RechRdx-I:20(11)
Level 4: Combat Training: Offensive -- Acc-I:20(A), Acc-I:20(5)
Level 6: Tactical Training: Maneuvers -- DefBuff-I:20(A), DefBuff-I:20(7), DefBuff-I:20(21)
Level 8: Follow Up -- RechRdx-I:20(A), RechRdx-I:20(9), ToHit-I:20(9), RechRdx-I:20(21)
Level 10: Indomitable Will -- EndRdx-I:20(A)
Level 12: Lunge -- Dmg-I:20(A), Dmg-I:20(13), Dmg-I:20(13), EndRdx-I:20(15), RechRdx-I:20(15)
Level 14: Combat Jumping -- DefBuff-I:20(A)
Level 16: Spin -- Dmg-I:20(A), Dmg-I:20(17), Dmg-I:20(17), EndRdx-I:20(19), RechRdx-I:20(19)
Level 18: Tactical Training: Assault -- EndRdx-I:20(A)
Level 20: Tactical Training: Leadership -- ToHit-I:20(A)
Level 22: Foresight -- DefBuff-I:20(A), DefBuff-I:20(23), DefBuff-I:20(23)
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Dmg-I:20(A)
Level 1: Sprint -- Run-I:20(A)
Level 2: Rest -- RechRdx-I:20(A)
Level 1: Conditioning
------------



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|AE]AM;8"#:T"U@#K@"=(4F"&lt;:8`*R`"R``TP!B@`2H`RX!DP_` 8?8NEJ|
|-------------------------------------------------------------------|</pre><hr />

Knowing that you're going to respec anyway, you can probably suffer through level 24 with only Combat Jumping &amp; Temp travel powers (I know some VEATs are skipping them altogether). With that in mind, you end up with an accuracy of about 99.6% to all your attacks (which is just about right for PvE, since anything about 95% is wasted), with the same damage buff &amp; recharge as Gameboy's plan, plus the higher defense bonus from TT: Maneuvers.

There really is no way to fit everything in...but here you get the best of both offense &amp; defense, sacrificing the Fitness pool &amp; travel powers to the Pagan Gods of min/max'ing.


Why do I do do do things I do
Nobody was ever there for me to talk to
Once I was youngster, pure and true
Now I'm running with a sick, sick crew.

 

Posted

Wow, this is an old guide, guys. The Lunge/Strike swap occured in beta, before release. And the toggle endurance costs got boosted too from 0.05 to 0.21 in beta too. Let me try to find a newer version and post that, I think someone may have linked to this older guide by mistake.