High end Night Widow build guide


Aggelakis

 

Posted

I finally settled on a build for my Widow, and I thought I'd share it. This is a PvE build designed for max Defense and Damage. It's kind of like a Claws/SR Scrapper, only better. This is a VERY expensive build, designed for doing silly hard things. But if you have the Inf and enjoy doing silly hard things, read on.

This is a Night Widow build, but it doesn't actually use any powers from the Night Widow primary. It does use Mental Training from the Night Widow secondary in order to get enough Recharge, but you could drop that and just use more LotGs if you really wanted to go Fortunata to take a couple different powers, or perhaps grab Vengeance. Hasten is perma.

Widows have a slightly lower melee damage base than Scrappers, but the attack chain loaded with high DPSA attacks and double stacked Follow Up makes up for it. The attack chain is: Follow Up, Lunge, Strike, Swipe, Repeat. (I had to use the Database editor in Mid's to get Follow Up to double stack.) That's 962.5 damage (taking into account average proc damage and DoTs) in 4.62 seconds, or just over 208 Damage Per Second (DPS). The only Scrapper that might beat this is a highly purpled Fire/Fire Scrapper, who can get 191 DPS before taking Fiery Embrace into account.

I wanted to use Slash in my chain, but that 16 second recharge is a killer. I'd have to replace Swipe with alternating Slash and something else, like Poison Dart. Those powers are both longer than Swipe, and I'd lose the double stacking of Follow Up right before using Follow Up. It would increase my DPS by 2.5%, but it would cost 9.6% more END and make the chain more difficult. It wasn't worth the effort.

For AoEs I've got Spin on a fairly fast recharge, and Dart Burst that's even faster. In fact Dart Burst recharges in the time it takes to use Spin. I can spam Poison Dart and Dart Burst to stack up a nice Regen debuff. Ball Lightning would be nice as it's fast to animate and has a nice area, but that long Recharge is a killer. Psychic Scream isn't really worth it for the nice Recharge debuff. Eviscerate is a decent melee cone, but I couldn't fit it in.

For Defense, this build has effectively capped (45%+) Melee and Ranged Defense, with AoE Defense at 44.5%. No need for Elude for extra Defense. Mind Link is perma with plenty of overlap. Any team she is on gets 23.5% Defense all the time, so she's VERY team friendly. The only drawback is you have to "Gather for Mind Link" every 80 seconds or so. Even against Psi attacks with no positional typing, she's got 34.4% Defense and 62.6% Resistance.

She's pretty well off for END. Her toggles excluding Super Speed and Tactical Training: Leadership cost 0.42 EPS, but she recovers 3.72 EPS. Her attack chain costs 3.85 EPS. She can fight non-stop for over 2 minutes before running out of END, or she can slow down a little bit and fight forever.

Like any good SR Scrapper, she's got Aid Self for the damage that gets through. Her Defense should allow her to get it off when needed. She's also got decent HP (at least for a Widow) and Regen as well.

She's got Super Speed as her main travel power. Hurdle with Combat Jumping will let her get over the bumps, and I've done just fine with those on other villains. But she's got the GvE Jump Pack and temp Mayhem travel powers if needed.

While it's important to list why I took certain powers, I think it's also good to list why I skipped others. So here's the list...

Widow Training/Confront: Taunts are for Brutes and Tankers.
Night Widow Training/Mental Blast: Lower DPSA than Poison Dart.
Night Widow Training/Build Up: Can't take with Follow Up, and Follow Up gives a 60% bonus all the time.
Night Widow Training/Smoke Grenade: I already have full PvE Invisibility and capped Defense, so the debuffs aren't needed.
Night Widow Training/Slash: It just doesn't fit into the chain.
Night Widow Training/Eviscerate: Just not enough room in the build.
Night Widow Training/Psychic Scream: Lower DPSA than Dart Burst, at twice the END and Recharge.
Teamwork/Combat Training Offensive: No need for +10% Accuracy with all the ToHit and Accuracy bonuses I already have.
Teamwork/Combat Training Assault: Just not enough room in the build.
Widow Teamwork/Placate: The bonus Hidden damage doesn't make up for the time I lose by using Placate, and I don't need the Placate effect.
Widow Teamwork/Tactical Training Vengeance: People on her team shouldn't die with the 23.5% Defense she provides.
Widow Teamwork/Elude: Doesn't need it for Defense or the other buffs it provides.

With this build, I've solo'd a Rikti pylon using only blue Inspirations (because I don't have the Miracle unique slotted yet). I also took out a level 53 spawn of Rikti which included 3 bosses, without using any Inspirations (the Scrapper RWZ Challenge). A similar level 54 spawn defeated me when 2 Chief Soldiers both hit around the same time. I haven't gone back for a rematch, yet. So yes, it's overpowered and fun. I have yet to try soloing AVs, but I certainly think it's possible.

Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/

Little Widow PvE: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Swipe -- Hectmb-Dmg:50(A), Hectmb-Acc/Dmg/Rchg:50(29), Hectmb-Acc/Rchg:50(37), Hectmb-Dmg/EndRdx:50(37), Hectmb-Dam%:50(37), Mako-Dam%:50(43)
Level 1: Combat Training: Defensive -- DefBuff-I:50(A), LkGmblr-Rchg+:50(3)
Level 2: Strike -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(13), C'ngImp-Dmg/EndRdx/Rchg:50(13), Mako-Dam%:50(15)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(5), RedFtn-EndRdx/Rchg:50(5), RedFtn-Def/EndRdx/Rchg:50(9), RedFtn-Def:50(36), RedFtn-EndRdx:50(40)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Follow Up -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Dmg/EndRdx/Rchg:50(19), Mako-Dam%:50(45)
Level 10: Indomitable Will -- EndRdx-I:50(A)
Level 12: Lunge -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/EndRdx:50(17), C'ngImp-Dmg/EndRdx/Rchg:50(40), Mako-Dam%:50(46)
Level 14: Super Speed -- HO:Micro(A), HO:Micro(43)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- RgnTis-Regen+:30(A), Mrcl-Heal:40(23), Mrcl-Rcvry+:40(27), Numna-Heal:50(45), Numna-Regen/Rcvry+:50(45)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-End%:50(50)
Level 22: Foresight -- DefBuff-I:50(A), DefBuff-I:50(23), S'fstPrt-ResDam/Def+:30(27)
Level 24: Mind Link -- HO:Membr(A), HO:Membr(25), HO:Membr(25)
Level 26: Poison Dart -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(34), Apoc-Acc/Dmg/Rchg:50(36), Apoc-Acc/Rchg:50(39), Apoc-Dmg/EndRdx:50(39), Apoc-Dam%:50(40)
Level 28: Spin -- Armgdn-Dmg:50(A), Armgdn-Acc/Dmg/Rchg:50(29), Armgdn-Acc/Rchg:50(31), Armgdn-Dmg/EndRdx:50(31), Armgdn-Dam%:50(31), EndRdx-I:50(46)
Level 30: Mask Presence -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(33), RedFtn-EndRdx/Rchg:50(33), RedFtn-Def/EndRdx/Rchg:50(33), RedFtn-Def:50(34), RedFtn-EndRdx:50(34)
Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 35: Tactical Training: Leadership -- HO:Cyto(A), HO:Cyto(36), ToHit-I:50(39)
Level 38: Aid Other -- Heal-I:50(A)
Level 41: Electrifying Fences -- GravAnch-Immob:50(A), GravAnch-Acc/Immob/Rchg:50(42), GravAnch-Acc/Rchg:50(42), GravAnch-Immob/EndRdx:50(42), GravAnch-Hold%:50(43)
Level 44: Dart Burst -- Ragnrk-Dmg:50(A), Ragnrk-Acc/Dmg/Rchg:50(46), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(48), Ragnrk-Knock%:50(48)
Level 47: Aid Self -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(50), Numna-Heal/Rchg:50(50)
Level 49: Mental Training -- Run-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Conditioning
------------
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]8% DamageBuff(Smashing)[*]8% DamageBuff(Lethal)[*]8% DamageBuff(Fire)[*]8% DamageBuff(Cold)[*]8% DamageBuff(Energy)[*]8% DamageBuff(Negative)[*]8% DamageBuff(Toxic)[*]8% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]8% Defense(Psionic)[*]3% Defense(Melee)[*]8% Defense(Ranged)[*]3% Defense(AoE)[*]90% Enhancement(RechargeTime)[*]81% Enhancement(Accuracy)[*]5% FlySpeed[*]108.4 HP (10.1%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Immobilize) 11%[*]18.5% (0.32 End/sec) Recovery[*]40% (2.15 HP/sec) Regeneration[*]12.6% Resistance(Fire)[*]12.6% Resistance(Cold)[*]5% RunSpeed[/list]


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Shouldn't you put the 4th Performance Shifter into Stamina instead of the standard IO? I'm getting 3.74/s EndRec from Mids versus 3.72/s from the set bonus. Just a minor quibble.

Also shouldn't combat training have a LotG defense vs the regular IO for the extra regen bonus?


 

Posted

[ QUOTE ]
Shouldn't you put the 4th Performance Shifter into Stamina instead of the standard IO? I'm getting 3.74/s EndRec from Mids versus 3.72/s from the set bonus. Just a minor quibble.

Also shouldn't combat training have a LotG defense vs the regular IO for the extra regen bonus?

[/ QUOTE ]

I'm TopDoc, and I approve this message.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

I understand why you picked everything but why aid othere and aid self?



Knowledge is power.
Power corrupts.
Study Hard. Be evil.

 

Posted

[ QUOTE ]
Like any good SR Scrapper, she's got Aid Self for the damage that gets through.

[/ QUOTE ]
Specifically, she needs it for soloing Rikti pylons and probably AVs. They do hit once in a while, and you can't just ignore it. Either you use some of your Inspiration slots for heals or take Aid Self and use the Insp slots for something else.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

I use a slightly different build with higher recharge in order to utilize Slash. I have 192.5% recharge buff and both TT: Assault and regular assault. When I turn both assaults off, I have slightly less time before my end drops than you. I can slow down a little bit and keep it up though. In order to compensate, I have two basic modes. One is without Elude on or the two assaults on, the other has Elude and the two assaults going. Also, I used the 1 LoTG, 5 Red Fortune slotting for my defenses, allowing my to use more procs for my attacks.

Overall, I have a build with more +dam than yours, and less recovery. When I am in slow mode, I can keep my chain going roughly 1 minutes 30ish seconds when I'm Slashing, probably 15 seconds longer without Slash. On my burst dps mode, I believe I outdamage even a Fire/Fire scrapper.

Mine chain is either FU + Slash + Lunge + Swipe + Strike or FU + Lunge + Swipe + Strike. All powers have at least one proc, Swipe has 3 and the purple, and Lunge and Strike both have 2.


TW/Elec Optimization

 

Posted

Care to post the build? I'd love to see it.

I should also go and see if there are any Update 13 changes for this build.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

[ QUOTE ]
[ QUOTE ]
Like any good SR Scrapper, she's got Aid Self for the damage that gets through.

[/ QUOTE ]
Specifically, she needs it for soloing Rikti pylons and probably AVs. They do hit once in a while, and you can't just ignore it. Either you use some of your Inspiration slots for heals or take Aid Self and use the Insp slots for something else.

[/ QUOTE ]



You can do avs without aid self. And really if you figure out how you can fit slash in your build you will probably be happier. Still nice build though. Wish dual builds had come into play sooner, due to pvp I played mine as a fort until this issue. Now my widow is easily my fav pve toon hands down. Never would have figured me enjoying playing claws.





Edit: my builds are posted on the Justice boards somewhere, not my insane nw +rech build but I will get around to it at some point.


Duel me.
I will work on my sig pic more when I have time.

 

Posted

[ QUOTE ]
Now my widow is easily my fav pve toon hands down. Never would have figured me enjoying playing claws.

[/ QUOTE ]
I suspect you like it for the same reason I do. Purpled Night Widows really are super powered, compared to the other heroes and villains in the game.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Updated build, geared for soloing RWZ pylons, AVs, etc. I can have soft capped Def while running very few toggles. And I made sure to squeeze in all of the Tactical Training powers. Once BABs fixes the animation time for Follow Up, it'll be great.


Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Little Widow PvE: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Swipe -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/EndRdx:50(37), C'ngImp-Dmg/EndRdx/Rchg:50(39), Mako-Dam%:50(48)
Level 1: Combat Training: Defensive -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(3)
Level 2: Strike -- Hectmb-Dmg:50(A), Hectmb-Acc/Dmg/Rchg:50(3), Hectmb-Acc/Rchg:50(11), Hectmb-Dmg/EndRdx:50(13), Hectmb-Dam%:50(13), EndRdx-I:50(15)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(5), RedFtn-Def/EndRdx/Rchg:50(5), RedFtn-Def:50(9), RedFtn-EndRdx:50(33), LkGmblr-Rchg+:50(40)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Follow Up -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Dmg/EndRdx/Rchg:50(19), Mako-Dam%:50(39)
Level 10: Indomitable Will -- EndRdx-I:50(A)
Level 12: Lunge -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/EndRdx:50(17), C'ngImp-Dmg/EndRdx/Rchg:50(40), Mako-Dam%:50(46)
Level 14: Super Speed -- Winter-ResSlow:50(A), Zephyr-Travel:23(34), Zephyr-Travel/EndRdx:23(34), Zephyr-ResKB:10(39)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- RgnTis-Regen+:30(A), Mrcl-Heal:40(23), Mrcl-Rcvry+:40(27), Numna-Heal:50(34), Numna-Regen/Rcvry+:50(50)
Level 20: Stamina -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-End%:21(50)
Level 22: Foresight -- DefBuff-I:50(A), LkGmblr-Def:50(23), S'fstPrt-ResDam/Def+:10(27), LkGmblr-Rchg+:50(46)
Level 24: Mind Link -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(25), RedFtn-Def/EndRdx/Rchg:50(25), RedFtn-Def:50(29), RedFtn-EndRdx:50(33), LkGmblr-Rchg+:50(40)
Level 26: Mask Presence -- HO:Cyto(A), HO:Cyto(48)
Level 28: Aid Other -- Heal-I:50(A)
Level 30: Aid Self -- Mrcl-Heal/EndRdx:33(A), Mrcl-Heal/Rchg:33(31), Mrcl-Heal/EndRdx/Rchg:33(31), Mrcl-Heal:33(31)
Level 32: Combat Jumping -- Zephyr-Travel:23(A), Zephyr-Travel/EndRdx:23(33), Zephyr-ResKB:10(43)
Level 35: Spin -- Armgdn-Dmg:50(A), Armgdn-Acc/Dmg/Rchg:50(36), Armgdn-Acc/Rchg:50(36), Armgdn-Dmg/EndRdx:50(36), Armgdn-Dam%:50(37)
Level 38: Mental Training -- Run-I:25(A)
Level 41: Gloom -- Apoc-Dmg:50(A), Apoc-Acc/Dmg/Rchg:50(42), Apoc-Acc/Rchg:50(42), Apoc-Dmg/EndRdx:50(42), Apoc-Dam%:50(43), EndRdx-I:50(43)
Level 44: Dart Burst -- Ragnrk-Dmg:50(A), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(45), Ragnrk-Knock%:50(46)
Level 47: Tactical Training: Leadership -- HO:Cyto(A), HO:Cyto(48)
Level 49: Tactical Training: Assault -- EndRdx-I:25(A), EndRdx-I:25(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Conditioning
------------
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]8% DamageBuff(Smashing)[*]8% DamageBuff(Lethal)[*]8% DamageBuff(Fire)[*]8% DamageBuff(Cold)[*]8% DamageBuff(Energy)[*]8% DamageBuff(Negative)[*]8% DamageBuff(Toxic)[*]8% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]6.13% Defense(Fire)[*]6.13% Defense(Cold)[*]6.13% Defense(Energy)[*]6.13% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]9.25% Defense(Ranged)[*]9.25% Defense(AoE)[*]95% Enhancement(RechargeTime)[*]5% Enhancement(Heal)[*]66% Enhancement(Accuracy)[*]5% FlySpeed[*]108.4 HP (10.1%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Immobilize) 11%[*]19.5% (0.34 End/sec) Recovery[*]48% (2.58 HP/sec) Regeneration[*]20% ResEffect(FlySpeed)[*]20% ResEffect(RechargeTime)[*]20% ResEffect(RunSpeed)[*]10.1% Resistance(Fire)[*]10.1% Resistance(Cold)[*]5% RunSpeed[/list]


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Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Topdoc, I've enjoyed the original build in this thread. I took out the travel power and put in tactical training: assault, but otherwise left it alone. As you mentioned earlier in the thread, I can slowly defeat a rikti pylon and tear thru the PVE stuff like crap through a goose.

I'm intrigued by this newer build. In having played the two, what do you see as the major differences between them? Does this newer build "feel" more powerful?


 

Posted

I replaced Poison Dart with Gloom, as Gloom is a much better single target attack. Poison Dart has a Regen debuff, but it's very small and significantly resisted by the only mobs you would really want to use it on (AVs and GMs). Gloom is a power I want to use (due to its better damage), rather than a power just to hold a purple set. I try and use it instead of Swipe most of the time, except when soloing hard targets as Gloom costs just a bit too much END for that.

I replaced Electrifying Fences with TT: Assault. Electrifying Fences does OK damage, but I was slotting it with the purple Immob set. TT: Assault increases the damage of everyone in the team. Most big teams mow through minions and even Lieutenants fast enough that I didn't really see a need for a little more personal AoE damage, plus TT: Assault acting on the rest of the team may make up for me not using Electrifying Fences. Even solo I don't need an Immob, as Minions and Lts die fast while Bosses get massively slowed. But TT: Assault is good all the time, including AV and GM fights. And it increases my personal damage by about 6% overall.

I lost a purple set when I dropped Electrifying Fences, and I had to make it up with 2 LotGs. The second build is more expensive, but has slightly better Recharge.

I added the Winter's Gift: Slow Resistance IO. That stacks with Mental Training to make me very resistant to Recharge and Movement debuffs. I barely notice one set of Caltrops, and I can still get through 2 fairly quickly.

Finally, I slotted some Blessing of the Zephyr sets to add more Ranged and AoE Defense. This caps defense without needing to run Mask Presence. I can turn off Mask Presence when fighting hard targets in order to save a little END (every bit helps). Though I usually leave it on, and it help when facing Def debuffing mobs (like Cimerorans) by providing a little buffer.

Both builds are pretty similar, but I consider the second one a step up in power. It does slightly more damage, it has a better ranged attack, and better resistance to debuffs. When it comes to "feel", both builds are overpowered. Significantly. The second one is just more overpowered than the first.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

How does this second build handle flashbacking/malefactoring?


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

[ QUOTE ]
How does this second build handle flashbacking/malefactoring?

[/ QUOTE ]The original build would be OK: it has tons of purples, meaning the set bonuses would stick around. It requires tons of influence, mind.

The build posted a couple posts up from here wouldn't work well at all. Virtually no set bonuses to supplement the build.


Paragon Wiki: http://www.paragonwiki.com
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Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

Hmm, I was thinking just think the opposite considering how late in some of the powers come in the first one, but that's a good point.

Have you tried any flashbacking or lower Strike forces?


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

[ QUOTE ]
How does this second build handle flashbacking/malefactoring?

[/ QUOTE ]

I'd say it's average. I always get key powers at the earliest level possible, including things like travel power, status protection, and basic attacks. It's got the purple set bonuses, so you'll have solid Accuracy and Recharge bonuses. You won't be able to use the same attack chain, but that's not a surprise. But I don't think there are any major flaws with the build that exemping will uncover.

This build is meant for playing at level 50. I never put any thought into using it in Siren's Call for example. But plenty of sets could be lower to keep the bonuses. The Blessing sets in particular would be nice to have at lower levels. You could lower the Red Fortunes to 33 or maybe a little lower and still have ED capped Defense. Below that, you'd really have to design it for a specific level range if you wanted it to remain overpowered.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

I forgot to add...

This is the char I use for Respecathons. That's where I do all 3 redside respecs in a small team, one after another. Usually it takes around an hour. It's still sufficiently overpowered that I can defeat the EBs in the lowest respec second mission with no help and little risk.

I checked, and the Blessings I have are actually fairly low level. Next time I respec this char, I'll probably pull out a couple of 50 sets and replace them with 36s. That way I'll still get the bonuses when I exemp down to 33 for the Respec.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Thanks! That's a very helpful answer.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Does gloom fit into the attack chain, completely replace one of the melee attacks, or do you just throw it in occasionally?


 

Posted

Gloom should replace Swipe in the attack chain most of the time. In fact I think I'm gonna shuffle the powers in my tray to do just that. Gloom has a higher DPSA than Swipe, in fact it's about equal to Strike. And it's got a purple proc. The only real problem with it is the somewhat high END cost. Gloom has about a 50% lower DPE (Damage Per End) than Swipe. In a long AV battle, that can be a big difference. And purple IO sets have little END Reduction (33%), which makes it worse. That's why the last slot in Gloom is for END Reduction. In regular battles (with pauses to switch targets and move around), this build has enough Recovery that it can support Gloom.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

thank you TopDoc. I'll give the second build a try. Hard to beat the 'tight as a drum' attack chain and high dpe of that first build... Can't wait to see for myself.


 

Posted

Hey Top i was wondering if you could make a PVP build of ur NW with some of the new pvp sets to see how that works??

Thanks!

Great build tho so far i love it!


 

Posted

I'm not big on PvP, so I'm not really sure what makes a good PvP build. Mids doesn't even have the PvP IOs in it yet, so that would make things significantly more difficult. And given that Defense and Recharge Reduction are significantly limited by Diminishing Returns, I don't think you'll be very happy with the results. A PvP Widow is not nearly as fun as a PvE Widow. But perhaps someone else watching this thread who has PvP build experience can make some suggestions.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Why don't you either replace the lvl 50 To hit IO in TT:Leadership with a Gaussians Chance for build up so that you have that small chance to do even more dmg, or take TT:Assault for a permanent +15% boost? on the first build that is, you wouldn't be loosing much and you will gain more dps


"I brought you into this world and I can take you out and make another one just like you" -Father
"If I bother you so much why would you want another one just like me?!" -Son

 

Posted

The first build is so 2008. Even the second build is out of date. I've got a respec planned for tonight that includes PvP IOs and a few other minor tweaks. But this build has reached the points where it would take billions of Infamy under current market prices, so it no longer qualifies as "high end". It's reached ludicrous.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304