Widows Compendium
THE GRAIL LEVEL OF 24: whew, you've finally made it. Now you finally get to become
your Nightwidow or Fortunata. Before we can compare and contrast the two branches we need to
go over the powers (beyond the core blood widow powers) that both branches have in common.
These will be discussed below and not in the sections on Night Widows and Fortunatas.
Night Widow/ Fortunata Training:
Mental Blast: available to both at level 1, a single target ranged attack
Damage:moderate psi
End cost: 5.46 Recharge: 4s Cast: 1.67 Debuff: - 30% for Rch. Range:80
This is good single target attack, it does psi damage which isnt a common resist type
for Mobs. Its a pretty balanced attack overall. For a Night Widow looking for an additional
ranged attack or a different source of damage beyond lethal and toxic this is agood choice.
For Fortunatas this is also a good choice as it could be one of your main single target attacks.
I've had this on both kinds and enjoyed it.
Psychic Scream: available to Fortunata at level 8, to Night Widow at level 32
Damage:Moderate psi, ranged cone
End Cost: 13.5 Recharge: 12s Cast: 2.67s Range:60 Arc:30 degrees
Debuff: -50% foe Rch
This cone attack has afairly high end cost and recharge speed making it more suited
to soften up or finish off a spawn than as a staple attack, though with proper enhancments it
could become one if you chose. A Night Widow looking for another Aoe power might consider
picking this one up as its performance is higher than Dart Burst or to be used in part of a combo
with dart burst for ranged aoe abilitly.A Fortunata will be well served by this power as their
control powers can set up a spawn for aoe attacks. Not every Fortunata has to have a ranged
mentality, nor every Night Widow a melee one, flexibility is one of the strengths of the Widows.
NIght Widow/Fortunata Teamwork:
Mask Presence: available to both at level 20
End cost: .21/s Base defense: 2.5 %
This is the widow toggle stealth power, it has the same effectivness as the stalkers in terms
of stealth though it lacks the stalker bonus to defense.Like the stalker any melee attack made
while masked will result in a critical strike doing double damage, Night Widows will most likely
use Slash while a fortunata will use Lunge or Strike. Mask Presence does not incur a movement
penalty and cannot be stacked with another form of stealth. Attacking,being attacked or interacting
with an object will suppress the stealth portion of Mask Presence.The "recharge" of stealth is
20 seconds. This power is incredible and I highly suggest bothbranches to take this.Even just
as a stealth power this will would be usefull. Giving both the option to crit for a better spike
damage makes it a clear choice.
Mindlink: available to both at level 24
End cost: 10.2 Recharge: 300s Cast:3.67s Duration: 90s Radius: 35
This buff power is the fourth layer in a widows defenses and the second that also grants bonus's to
their team. This adds 5% tohit buff, 30% resist to psi damage, and a 10% bonus to defense.
With 1 IO the bonus is 12.6 %, with 2 IOs: 15%, and with 3 IO's:15.8%
This is an excellent power and really deserves a spot in your build.This is one you'll want to slot
invention sets in to reduce the recharge.
Tactical Training: Vengeance: available to both at level 35
Recharge: 300 s Duration:120s Range: 60 Radius: 100
Should ateammate fall and this power is activated the entire team thats within the radius will
be granted,a 7.5% heal,25% defense to all,35 % to hit and to damage and resists status effects.
An excellent buff though very conditional, those running in full teams alot on ahigh setting or
those that do alot of Sf/Tf's will find this a good power to have. Soloist or casual groupers should
probably steer clear of it.
General observations that apply to both Night Widows and Fortunatas about their general capabililies.
1) have access to both single target and Aoe attacks across both ranges, melee and range.
2) have access to three damage types, lethal, toxic and psi
3) possess good defensive abilities when layered along with (in pve)complete status protection.
4) possess descent team buffs though Mindlink and Tactical Training.
5)capable of both sustained dps and spike damage
6) usefull for stealthing missions and scouting, and with the approriate power ( tp friend,assemble
the team) can allow their team to jump to the end of missions.
7) are both perfectly capable soloist as well as teammates.
Now lets get down to some specifics in comparing the two branches:
Defense: both Night Widows and Fortunatas have exactly the SAME defenses unless the Night
Widow is using Elude. If CTefensive, TT: Maneuver, Mask Presence,and Foresight are
all taken ( assumin all but Mask are 3 slotted) at level 50 base defense will be :
29% vs ranged and aoe and 41% vs melee.If Mindlink is active the defenses will shoot up
to 45% ranged,aoe and 57% vs melee. This is an excellent level of defense. For comparison
sake a Super Reflexes Scrapper with all passives and active defenses 3 slotted but without
elude weighs in around 40% to all. A ninjitsu stalker 29% ( with hide aoe is much higher-70ish%).
Teambuffs: both the Night Widow and the Fortunata have exactly the SAME team buffs.
Melee Combat: The Night Widow is clearly better at melee combat damage, they have two
nice additions to their arsenal-Slash ( extreme damage), and Eviscerate( superior damage,cone).
They also have access to placate which allows more critical strikes as well as build up.
Ranged Combat: Fortunata has access to more ranged attacks than the Night Widow, 1more single
target attacks, an additional aoe, and tier 9 blaster/corruptor nuke-Psychic Wail.
Control/ Debuff Powers: Fortunata has access to a single target hold,immob,disorient,confuse,
and an aoe hold and confuse. Nightwidow has the aoe smoke grenade.
To recap: considering all the powers they have in common:
Night Widows gain higher damaging melee attacks,placate, build up and the tier 9 defense
power of Elude.
Fortunatas gain a couple more ranged attacks, the tier 9 nuke psychic wail, and a host
of control powers.
I'd suggest upon hitting 24 and before training that you make a copy on test so you can build one
of each and give them a test drive.Then choose. Don't despair if you change your mind, upon a free
or earned respec a different branch can be chosen. I played Night Widow till the mid 40s then
switched to Fortunata.
THE NIGHT WIDOW:
You've risen past the ranks of the Blood Widow, handpicked by Ghostwidow herself as an
example of the deadliest assassins in her ranks. Your ruthless and have the cold heart
of an experienced killer. As a Blood Widow you were trained and formed into a weapon,
as a Night Widow you've been tempered and sharpened, polished until you shone.
Advanced training in martial arts and weaponcraft,meditation and grueling conditioning
to enhance your psychic abilities.Additional training in tactics and espionage.
The highest endeavors in any field is indistinguishable from art, and thats what you've
become. An Artist. One of the elite.
Night Widow at a glance:
# of powers available from primary and secondary: 27 ( two are mutually exclusive)
# of melee attacks: 7 ( 5 single target, 1 cone, 1 aoe)
# of ranged attacks: 4 ( 2 single target, 2 cones)
# of defensive powers: 7
# of team buffs: 5
# of passive powers: 4
Night Widow Training power selection list:
Level 1 : Poison Dart, Swipe, Mental Blast
Level 2: Strike
Level 6: Dart Burst
Level 8: Follow Up OR Build up ( these are mutually exclusive, you cannot take both)
Level 12: Spin, Lunge, Smoke Grenade
Level 18: Confront, Slash
Level 26: Eviscerate
Level 32: Psychic Scream
Night Widow Teamwork power selection list:
Level 1: Combat Trainingefensive ( still an automatic selection)
Level 2: Combat Training:Offensive
Level 4: Tactical Training:Maneuver
Level 10: Indomitable Will
Level 16: Tactical Training:Assault
Level 20: Tactical Training:Leadership, Mask Presence
Level 22: Foresight, Mental Training
Level 24: Mindlink
Level 28: Placate
Level 35: Tactical Training: Vengeance
Level 38: Elude
Night Widow Training:
Build Up: Level 8 click self buff
End Cost: 5.2 Recharge: 90s Duration: 10s Buff: 20% tohit 80% damage
An excellent spike enabling buff, Build up features the largest boost to damage of any power.
Those looking for the highest possible spike damage will love this power. I took this over
Follow Up upon respec because this combo was to good to ignore: while hidden-Build up,
Slash,Strike-switch target-placate,lunge,Eviscerate. Very nice.But this does bring us to
the showdown:
{{{ Build Up VS Follow Up:
Build Up: clickable, 10 second duration, 90 second recharge, 20% tohit, 80% damage
Pros: most significant damage boost for spikes,can be activated while hidden to greatly
increase a critical strike,can be used to boost a ranged volley at range,no chance of failure
Cons: long recharge ( though 3 lvl 50 IOs reduce the recharge to 45.2s), enhances but
remains outside of your attack chain
Follow Up: attack, moderate damage, 10 second duration, 12 second recharge, 10 % tohit,
30% damage buff
Pros: is in itself an attack- your boost is part of your chain,good for sustainable Dps,
With a touch of haste or a recharge enhancment it comes sustainable
Cons: can miss,doesnt lend it self to large spikes, cannot boost a ranged attack outside of
melee,cant prebuff you while hidden, but could buff a critical from using placate. }}}
Smoke Grenade: Level 12,ranged aoe -perception - tohit
End Cost: 7.8 Recharge: 15s Cast: 1.37s Range: 110 Radius: 35 Duration: 60s
This aoe debuff power envelopes everyone in its radius in smoke, reducing their perception
by 90% and imposing a -3.75% tohit debuff.Eh. As much as I hated having this used on me
I just can't bring myself to take it on live. Not that it isnt usefull but .....what you could take
in its place may be much better. Widow builds are tight as it is.It is good for when you hit large
spawns and your team has multiple ranged attackers. Can help keep them safe provided you
have someone to divert their attention. Even with Mask Presence there are anumber of NPCs
that see through it. Smoke could help you sneak past them. These npcs include Lt.Rippers,
Longbow agents with leadership,Raleruu eyes,rikti drones, behemoths.
Slash: Level 18, single target melee attack
Damage: Extreme Lethal with toxic dot
End cost: 14.2 Recharge: 16s Cast: 1.33s Debuff: -40% foe Rch Spd
Here it is the showcase melee attack, delicious damage, good fast animation, and afairly robust
debuff. You must take this at 18 on your respec,you'll love it, you'll use it aften as you can. Slash
will be your alpha attack from hide, a built up critical from slash gives a special warm fuzzy feeling
inside. Give Slash your best enhancments,it deserves them.
Eviscerate: Level 26, melee cone
Damage: Superior lethal with toxic dot
End Cost: 13.5 Recharge: 12s Cast: 2.33s Arc:90 degrees Debuff: -40% foe Rch and Spd
Your best melee aoe attack, far more damage than spin but in a 5 ft 90 arc cone instead of a
radius. Cost less endurance and has a faster animation than spin. The damage is good enough
that you will use Eviscerate on single targets.Though like all aoe attacks the damage endurance ratio
is more effective with a greater number of mobs attacked, If using build up make eviscerate the last
attack in your chain, as long as build up is active when you activate the power the damage buff will
still enhance the attack and with its lenghtly animation time you can fit a couple of your other
attacks in.
Night Widow Teamwork:
Mental Training: Level 22
This is quickness from Super Reflexes renamed. Its a passive power that grants a 20% haste
bonus, a resistance to slow effects, and increases speed.A descent power but not one thats crucial
for a build. If you have an extra selection open in your build and have no other form of recharge
( haste or set bonus's) thenthis may well be worth it. Of,course it will recharge haste faster,too.
A solid choice but again with atight build this may be one you can live without.
Elude: level 38, massive buff
End Cost:2.6 Recharge:1000s Duration:180s Cast:2s Buff: +60% defense(base)
+100% recovery rate(base)
This is your tier nine borrowedfrom Super Reflexes, its your socalled "god mode", or ultimate
panic button. This will cap your defenses, increase both your endurance recovery rate and your
speed and jumping height.It also grants resists to defense debuffs.The downside is the crash
that drains you of endurance and leaves you unable to recover it for brief time, and its very long
recharge time. I had it, used it in PvP, or against Malta and some Av'/hero. If using this to engage
powerful foes you must be aware of its duration, Widows dont get a self-rez power. Some players
swear by it, others swear at it. You decide.
Playing as a Night Widow:
Solo Widow: Every kind of spawn/opponent provides a different challenge depending on its
size,make up,and your build.As Night Widows have Mask Presence,
this gives them the luxury of critting on the greatest threat first.We will use a build I used as an
example. This Night Widow had the following attacks: Slash,strike,lunge,eviscerate,spin,poison
dart,psychic scream, nemesis staff,undead axe with mental training and Haste. I selected the
attacks based on this philosphy- flexible melee and range capabilitly, with strong single target
attacks and enough ae damage to severly weaken the minions while engaging the greatest threat,
to spread out the damage types that are inflicted and provide ameans to pull and damage flyers.
Haste and mental training to reduce the longer recharges. The examples below are just a few
suggestions.
Standard spawn with a boss that must die, like a CoT group with a Succubus. While hidden
get into position, hit build up, and use in order-slash,placate,lunge,strike,eviscerate,spin,
psychic scream,poison dart, of cousrse the boss most likely died during evicerate.No matter
use the aoe attacks to soften up the group and your single target attacks to finish them.
Have a care for overdamage, if your current foe only has a small amount of health left
dont waste the potential damage of,say, slash by using it to finish it off. Switch to another target
if your most damaging attacks are the only one available for use. That minion will be taken care of
on your next round of ae attacks or may very well die from your toxic dot. This kind of group is
most common sort, a sizable spawn with the boss being the most dangerous opponent.
Spawn where there is a boss but it is not the greatest threat.Like with the Malta Group.
You have a gunslinger boss but there is also a sapper present. That sapper MUST die.Even
the operations specialist isnt anything to laugh at, sure he may not bother you, but ask a
corruptor or a dominator if they think tasers are funny.In this scenario you would position yourself
while masked near the sapper, hopefully he is near most of the rest of the spawn.The problem with
this kind of situation is the weakness of placate, placate briefly puts you in hide. But, if you are hit
while hidden its suppressed and you may not be able to achieve another critical.If used rapidly
enough at the outset its not to hard to pull of, but we want to split our criticals between two
opponents.(for the sake of this example were not using popping some purples or using elude
as an option,even though they are both good ones).Do not use build up, use slash from hide, this
outright kill or leave the sapper with little health. Face the bulk of the group and use psychic wail,
target the boss, use eviscerate and spin.What we are attemting to do is place a sizable amount
of -rch on the minions,enough that after their initial attacks you will have time to, build up-placate
the boss and hit him with lunge and slash to knock of a descent amount of health.After this the
strategy is routine, aoe and single target your way through the group.
Spawn where taking a stealthed position is not possible.Like with a nemesis group with a
sniper in it. These guys will see you from far away.In this case, you cannot crit from hide, and
your at your weakest cause nemesis is aranged faction by default. You need to close fast and
eliminate them.Close fast and try to flank, bringing as many as possible into the 30 dgree arc of
psychic scream, hit build up, use scream,close and use eviscerate and spin.Start picking them off
your single target attacks,and use your aoe as they refresh. When only a couple are left you can
pull off a placate critical strike.Another situation like this would be rikti with drones, or in a cot
dungeon with crystal emanotors near them.
There are are strategies, of course, but that should give you a basic overview on what is
possible.Also learn to pull. Its becoming a lost art with the charge mentality of most players,
but there are times when its a handy skill.
The Widow in a group (assume PUG,friends and VG mates will often have tactics they have
learned together through experience and planning.) What you bring to agroup are the same
strengths you have solo (damage and defense) but with teammates you enhance their abilities
through your team buffs. ATs I like to group with are brutes, cold dominators ( ice shield are
sweet for def based sets), FF Masterminds ( same reason as cold dominators), and bane spiders
as surveillance is an awesome power.Every other At is good,too though I prefer no more than
2 masterminds on a team. Anyway damage is your primary role with team buffs being secondary.
What your not is a stalker,don't try to be one or play like one. Use your critical spike abilitly to
aid you in quickly removing threats to your team,don't get fixated on it. Your not a one trick pony.
Avoid the boss killer mentality, it may not pose the greatest threat and brutes,stalkers, and
corruptors tend to bee line for bosses. He's not gonna last long. Look for other targets with
potential to harm your teammates, especially dominators,masterminds and corruptors.
Foes like Storm shamans, malta sappers and specialists,snipers, engineers, tsoo blue inkmen
and sorcerors,rikti guardians or communication officers. Stay with the group, if you join for
a mission dont explore ahead while their fighting unless its requested.
Your a melee specialist but your not a brute. If you have one on your team let him tank and
soak the alpha strikes.Brutes gain fury from being attacked so let them. Avoid "scrapper lock"
more than one death has occured because a melee has run ahead of the group to engage a foe,
without bothering to take a second to evaluate the situation.
Pay attention to the area, evaluate the situation, be proactive in your actions not reactive.
Watch your support players and be prepared to intervene before they get in over their heads.
Be mindful of aggro,learn to gain it and loose it.
The Widow in a Sf/Tf: which is pretty much the same thing as a group with the following
addendums. Be aware of the objectives. Find out what,if any, strategies are being used.
Stay with the group, support the group. Follow the leader. Use mindlink at the right times,
run your buffs always. If you die, be patient, your groups rezzer is busy.Find out if anyone
has vengeance. Dont hospital unless there is no other option.
Most Sf/tfs ARE HARD for a reason, there made to be lengthly challenge. Be prepared
for one. Bring a couple of awakens.
I tend to play safety on tfs, that is, between the frontline fighters and the backround support.
Let any brutes,tanks or scrappers rush in, wait for the opening vollies from any blasters, or
corruptors and the holds from doms and controllers(yes,i'm talking about the co-operative
Tf here, which will become more common I think as issues are added). Then quickly
evaluate the situation, look for any dangerous enemies or boss's still standing,look for an
aggro rush towards the backline, decide where your damage will be the most usefull
and apply it quickly,surgically,and forcefully. Then pick the next target. The glory here is in
your teams success.
Follow your leader's orders if given them, he/she might be an idiot but a stupid coordinated
stratgey can work better than a chaotic free for all. If targets are called-kill them, if any specific
actions are required do them.If you need to be at a certain place, be there.
Nightwidow Builds:
Cold hard facts:
# of available powers to a Night Widow from primary and secondary: 27 ( again,2 are exclusive)
# of powers available to a level 50 character: 23
# of powers available if a travel power is taken: 21
# of powers available if a stamina build is chosen: 20
# of powers if both stamina and a travel power are selected:18
Note: that combat training:defensive is an automatic selection
As you can see there is no way to fit in every Widow power, it cant be done. So, its really
important that you decide on a specific build strategy, even if said strategy is a very basic general one.
Some hints: If you use a character Builder its very easy to overchoose powers, especially attacks.
You don't need every attack to be a descent damage dealer.Shoot for 3-4 core attacks and a couple
fillers, if you look at your build and you have 9-10 attacks, you could do some trimming. Lean and
mean is the order of the day.
THE FORTUNATA:
You excelled as a Blood Widow, your martial skills and command of tactics was exceptional,
but it was your higher than normal potential for advanced psychic abilities that brought you to
the attention of your superiors. Under the tutelage of the most powerful psychics in Arachnos,
you learned to harness the potential power within your mind.The basic psychic abilities you
once worked hard to attain paled in comparison to what you are now capable of.
Psychic and warrior, you excel at infilitration and intelligence activities. If your might at arms
fails you can always unleash the terrible force of your mind.Others who were once your
competition now step carefully when they are around you. You hear the whispers of their
thoughts..puppetmaster...mindwitch.. It doesn't bother you. You are beyond that now,
no longer simply...human.You are one of the elite.
Fortunata at a glance:
# of power choices available: 30
# of melee attacks: 5 ( 4 single target, 1 aoe)
# of ranged attacks: 8 ( 4 single target, 2 cones, 2 aoe)
# of control powers: 6 ( 1 Immobilization, 2 holds, 2 confuse,1 disorientate)
# of protective powers: 6
# of team based buffs: 5
# of passive powers: 3
Fortunata Training power selection list:
Level 1: Poison Dart, Swipe, Mental Blast, Telekinetic Blast
Level 2: Strike,Subdue
Level 6: Dart Burst, Aim
Level 8: Follow Up, Psychic Scream
Level 12: Spin, Lunge, Dominate, Psionic Tornado
Level 18: Confront, Scramble Thoughts
Level 26: Total Domination
Level 32: Psychic Wail
Fortunata Teamwork power selection list:
Level 1: Combat Training: Defensive ( still an automatic selection)
Level 2: Combat Training: Offensive
Level 4: Tactical Training:Maneuver
Level 10: Indomitable Will
Level 16: Tactical Training:Assault
Level 20: Tactical Training:Leadership, Mask Presence
Level 22: Foresight
Level 24: Mindlink
Level 28: Confuse
Level 35: Tactical Training:Vengeance
Level 38: Aura Of Confusion
Fortunata Training:
Telekinetic Blast : Level 1, single target ranged attack
Damage :Moderate smash/psi with knockback
End Cost: 5.46 Recharge:6s Cast: 1s Range: 80
A good fast activating attack power with a kb component, taking this comes down to your feelings
on Kb. Has a variety of uses, a "get-out-of-my-face" power, to strategically knock back into
a certain area,or off a building. Kb can be a boon in a tough fight as the time your foe spends on
its back is time it is not beating on you. Pair this with Air Superiority and/or Nemesis Staff
for some pretty serious knock back/down control over an opponent.
Subdue: Level:2 Single target Immobilization
Damage: moderate psi damage
End Cost: 9 Recharge: 8s Cast:1.67s Range: 80 Duration :8.05 s Magnitude: 3
Immobilization has its uses,sometimes. Decide what kind of control your going for.
If your leaning towards aoe you may be better served by picking up the aoe immobilization from
the patron pool.If your thinking in blaster and want to "root and nuke" remember that you
do have good defenses that didnt dissappear when you chose Fortunata.Stopping a runner
is handy as is rooting an opponent that is the anchor of a toggle power. Is it handy enough
to spend one of our prescous selections ? I didn't think so. Pick up Strike instead.
Aim: Level 6, click self buff
End cost: 5.2 Recharge: 90s Cast:1.17s Duration: 10s Buff: 50% boost to tohit and damage
Aim is used for many of the samethings and the same ways that Build up is,with 30% less
damage and more tohit buff. Pop this off before an aoe,like psychic wail, or before a melee
hit while being masked.Or just before using an aoe control like aura of confusion or Total
Domination. Fortunata can have aim and follow up in the same build if they so desire.Few
ways to use that is for a 1-2 combination from hide-like so while masked hit Aim, attack with
Lunge,use follow up, and attack with strike.Lunge will do critical damage with the boost from
aim and strike will also benifit from increased damage from follow-up as well.(note that
together they add up to the same damage boost as build up,80% but with 60% tohit ).A
personal favorite-Aim+total domination+follow up + psychic wail ( or skip total domination,
depends on what your facing)Or, even aim+follow up+psychic scream+ psionic tornado.May
even want to throw a mass immob at the start too, if you picked one from patron. Or,
Aim+ aura of confusion+ follow-up + join in the party with melee. Pretty much any combo
would benifit from increased tohit and damage, and as Fortunata are still,or can be, descent in
melee, follow up isnt such a bad idea.
Dominate: Level 12, single target hold
Damage:moderate psi damage
End Cost: 7.23 Recharge: 8s Cast: 1.1s Range: 80 Duration: 16.15s Magnitude: 3
Gotta love this one,this will be one of your main control powers, its fairly fast recharge coupled
with its mag 3 hold will let you lock down your opponents. one application will hold a minion
or a Lt., two will hold a boss. Its long base duration helps when stacking magnitudes.
If you need to lock down a boss quickly you'll need to combo this with total domination.
When it comes to control powers this one is a must have.
Psionic Tornado: Level 12, ranged attack aoe
Damage: moderate psi damage
End cost: 21.1 Recharge: 20s Cast: 2.37s Range: 80 Radius: 20 Debuff: -30%rch,knock up
Expensive with a fairly long recharge, this is the nonetheless an effective and fun power to use.
Those wishing to create an aoe build will jump on this one, those that dont can skip it.
Outside of its chaotic knock up effect the damage this does compared to its cost and recharge,
makes this more of a lone bolt than part of a chain.
Scramble Thoughts: Level 18, single target ranged attack disorient
Damage: minor psi
End Cost: 10.4 Recharge: 16s Cast: 3s Range: 80 Duration: 13.4 magnitude: 4
Punch drunk. In addition to dominate you'll more than likely want at least one other
form of single target control. Your options are this disorient and/or confuse.
Total Domination: Level:26, Aoe hold
End Cost: 15.6 Recharge: 240s Cast: 2.03s Range: 80 Radius: 20 Duration: 10.7s
Magnitude: 3
The aoe version of Dominate, this power applies a mag 3 hold over a good size area.
Unlike Dominate,however, this does no damage and has a lengthly recharge of 4 minutes.
Long enough that in a group it will not be available for every spawn.I juggle this with
Aura of Confusion to soften up large groups. Even with its long recharge you will find this
an excellent tool. Total Domination is nice to set up a spawn for,say, psychic wail or
aoes,or even melee combat. Afterall, one of the best forms of mitigation is a hold.
Psychic Wail: Level: 32,close aoe
Damage: extreme psi
End cost: 20.8 Recharge: 360s Cast: 1.97s Radius: 25
Extreme psi damage over a good size area which also applies a mag 3 stun. This is
a blaster/corruptor tier 9 nuke. While its not required of you to take this power, you should really
want it. Unless your crazy.
Fortunata Teamwork:
Confuse: Level 28, single target confuse
End Cost: 8.53 Recharge: 8s Range:80 Duration:26.8s Cast: 3.37s Magnitude 3
As another form of single target control this is an excellent power, with its long duration,
and fast recharge. For more on the joys of confusion see the section below .
Aura of Confusion: Level: 38, Aoe confuse
End Cost: 26 Recharge: 240s Duration: 26.8s Radius: 25 Cast: 1.67s
An aoe form of confuse, one of my favorite powers, wether you want to pick this up
depends on if you want another form of aoe control besides Total Domination.
The Joys of Confusion: I love confusion, few powers allow you to so completly mess
with your opponents. Making your enemies attack each other is not only an effective control,
but proves to be highly entertaining. Its not a hold,true, but the mitigational effects are similiar.
Either way the foes are not damaging you or your team, and the damage they do speeds up
rate of at which you clear spawns.The aoe Aura of confusion can easily turn the tide of a combat
gone badly. Solo Aura of Confusion is a godsend, allowing you take out spawns you otherwise
might not be able to tackle, without using Psychic Wail.
Attacking each other isn't the only thing confused enemies will do, depending on their powerset.
Rikti guardians will bubble you, Tsoo sorcerors will heal you,and so on. Just Icing on the cake.
The only downside, and in the grand scheme of things its a minor one, is the lessened xp. But
every once in awhile you'll get one of those people that just don't get confuse and they'll whine
about it. I've even had players complain on a team of level 50s.Confusion is a very powerful
tool, and in a sense Fortunatas gain two very strong tier 9 powers, Psychic Wail and Aura
of Confusion,which is pretty much Mass Confusion from the Mind control set.
Personal Thoughts on the Fortunata:
You're primary function is no longer melee damage but as you have access to the blood widow
powers thats still a viable option but shouldnt be your primary role. You have access to some good
ranged attacks but,again, your role isnt just that of a blaster. You can choose from a descent arsenal
of control powers but that doesn't mean that has to be your only role. More so than a Night Widow
you are hybrid of many different potential roles. Ranged attacker,controller, melee fighter.
Flexibilitly is the key strength of the fortunata, regardless of what they are doing, what they are
teamed with, or what they are facing the Fortunata has the tools to get the job done. This can also
be a weakness, this blend of powers, as you have to decide how and if your going to blend them
together. Do you specialize in control or damage? Do you ignore the team buffs? How the heck
could ever fit in all the powers you would want ?
A pleasant challenge and its this blend that caused me to respec into Fortunata. I had first
chosen Night Widow, and while I enjoyed it, team buffs not withstanding, It felt like every other
melee charcater Ive had. Maybe I was just burnt out on melee. Level 50 Tank, Level 50 scrapper,
Level 50 stalker,Level 50 Brute and servers full of melee alts from the teens to the 40s.I've always
been a melee centric player which is why I chose the Night Widow route.Don't get me wrong,
I had fun with her and it is an effective fighter, but I wanted something...I don't know..more?...
unique? And the fortunata was it. Until her Id never played any other type of character
besides melee past 40.
I have good defenses, sure I lost access to Elude but with the mitigation from controls my
survivabilitly was the same for the most part. I still had teambuffs which is a nice thing to bring to
the table. I still love melee and while I miss Slash alot, I do still have strike and lunge, and with
mask presence can still stealth and do crits. Alot of range power choices,which I didnt take too
many, I didnt want a blasterish character. And ,of course, some sweet control powers.
Not just a character with melee and ranged damage....thats everyone to some extent. Not
just a character with some defenses and minor buffs or the abilitly to control mobs. But..
all that plus status protection was the selling point for me.No one, and I mean no other
Archetype has all these things on a consistent basis. What a combo. It felt...like coming home.
It was when I started to do more and more Sf's and the co operative zones that I started to
think about shifting to a fortunata, especially the Cimmora Tf. I love those large battles.
The single target damage I excelled at,while useful and nice for the main bosses, and as I
was not a tanker type, the contibution i gave...scratch that...the contibution I felt was minimal.
Every been on that Tf being the only melee grouped with multiple corruptors,blasters,
masterminds and controllers ? Except for bosses, the minions and lts just..melt away.Alot
of times before you can even get to them much less start an attack chain.
I had a couple veteran respecs still unclaimed so I went ahead and did it,changed my colors
and went Fortunata. Then I did Cimmora again and..wow. Loved total domination,and Psychic
Wail,and Aura of Confusion, and going toe to toe with a Boss or one of the Minotour or Cyclops
Elite bosses and still holding my own ( granted I was bubbled and had an ice shield...but still).
Good times.
Then I went and flashbacked most of the missions in the game as a fortunata. Still had a blast.
Fortunata power combinations: Some are repeats from the preceding material.
Mask+ aim+ lunge+follow up+strike for spiking a boss
Mask+aim+ Aura of confusion for a safe way to throw out that confuse
Aim+ total domination+follow up+ psychic wail
follow up+aim+spin+psionic tornado
Mask+aim+ aura of confusion+follow up+ psionic tornado
Mask+aim+psychic wail
....and ,well you get the picture,most of the combos involve these powers:
Mask Presence, Aim, Lunge, Strike,Aura Of Confusion, Total Domination,Psychic Wail,
Follow Up, Psionic Tornado and patron aoe immobilization,Spin and Psychic scream.
The Solo Fortunata: The soloing fortunatas main problem is two fold, the first is the
build, with so many choices available its hard to pick just what to take, if you dont use
foresight (not the power but thinking ahead) you can be left with not enough damage or
too much of one kind,or too little control or so much your damage suffers or your
defense lacks and you take to much damage or...and so on.The second problem
is endurance, you must manage it. Controls are expensive as are your aoes, mixing these
in while running toggles and attacks can chew through a bar of endurance fast.
Our inherent Conditioning is only a touch better than none at all so staimina is highly
suggested.
You do have more options when approaching a spawn, you can opt to crit from stealth,
or start from range or lockdown any troublesome foes.At higher levels several powers
really shine for the soloist. Total Domination,Dominate, Confuse,Aura of Confusion,
and,of course,Psychic Wail. Minions are hardly ever a threat with control powers
available unless you don't notice them. The hardest time is if you are facing a large spawn
with a tough boss, a few lts and troublesome minions( bless you indomitable will !!,many
minions that would be troublesome aren't wiith you). At mid levels you have to exercise
carefull use of your powers, try targeting the boss,Aim+ Total Domination+ Dominate
to lock down the group. You now have to decide if you try to take the boss down fast and hard
before total domination wears off or if you try to take out the minions and lts before the boss
is free.Once you have Psychic wail slotted up thats an option in addition to or in place of
locking down the group. When you have aura of confusion thats also a good option, I use
all three of those combos and juggle them so i can burn through multiple spawns at a good
pace. If you dont have or dont have access to those powers you'll have to rely on
pulling and good uses of your controls plus attacks.
Fortunata in a group: Your role in a group, as your very flexibile, depends on your build
and the compostion of the group.If your group lacks control fill that role, same for
damage dealing.Hopefully you have at least maneuvers and mindlink to buff the team.
If you have a good blend of Ats just relax and have fun,applying powers as the situation
dictates.
Fortunata Builds:
Cold hard facts:
# of available powers to a Fortunata from primary and secondary: 30
# of powers available to a level 50 character: 23
# of powers available if a travel power is taken: 21
# of powers available if a stamina build is chosen: 20
# of powers if both stamina and a travel power are selected:18
Note: that combat training:defensive is an automatic selection
Ouch,lets assume that we want stamina (recommended) and travel power (for conveinance)
that leaves only 18 free choices. 18 out of 30 powers not including pool powers or
the patron pool.
If you want a complete defense consisting of TT: maneuvers,foresight,Indomitable will,and
Mindlink that only leaves 14.
If you want a full attack chain of 6-7 attacks,that only leaves 7-8 left.
These control powers are extremely valuable: dominate,total domination,confuse,and aura of
confusion. That leaves only 3-4 left. If you want mask presence, your down to only 2-3
choices. You can take one less attack so you have 3 full choices. Enough to get your
patron pet if you want, or a few more tactical training buffs, or some more attacks.
EDIT: NVM I see it in the combined powers list.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

[ QUOTE ]
Dart Burst: Level 6, ranged cone attack,30 degree arc
Damage: Light lethal with toxic dot
End cost: 8.53 Recharge: 8s Cast:2s Debuff: -25% regen Range: 50
Not a very effective power, semi usefull at lower levels as its the only ae attack available until
level 12. It's damage endurance ratio is to inefficient to be used against a single target, and
its narrow cone ( the same arc as breath of fire, for comparison sake) makes it more difficult
to use in melee range. Those used to side stepping to form the 3 target pyramid or the double
in the line in order to use shadowmaul,Jacob's ladder, or Headsplitter will have an easier time of
it. Might consider taking this early to aid in leveling faster but honestly its likely to take backseat
to other powers when it comes time to respec into a branch. I opted to take a pool attack power,
Air superiority in place of this.
[/ QUOTE ]
I recommend taking another look at Dart Burst. It is a phenomenal power.
Let's compare it to a melee counterpart with identical recharge, Strike, and to the two other damage AoEs with recharge under 30s that Fortunatas have access to.
<font class="small">Code:[/color]<hr /><pre>
Power Endurance Activation DPS*
Strike 7.47 1.17s 10.4
Dart Burst 8.53 2s 7.19
Psychic Scream 13.5 2.67s 3.6
Psionic Tornado 21.1 2.37s 2.53
* DPS figures are at level 50, according to Mids' Hero Designer
</pre><hr />
Dart Burst costs only 1.06 endurance more than Strike, takes only .83 seconds longer to activate, and does nearly 70% of the DPS as Strike, which you recommended unreservedly. What's more, it's considerably cheaper and more damaging than the other AoEs (about which you also had good things to say), and it recharges much faster than they do (12s for PS, 16 for PT).
Of course, these figures are only to a single target. Once you start hitting two targets, Dart Burst is much better than Strike in damage per endurance, damage per second, and damage per activation second. Of course, it still maintains its towering lead over PS and PT in damage per activation.
Really, it costs, recharges and damages much more like a single target attack than an AoE, but it hits multiple targets.
[ QUOTE ]
its narrow cone ( the same arc as breath of fire, for comparison sake) makes it more difficult
to use in melee range.
[/ QUOTE ]
Dart Burst is worlds better than Breath of Fire. Yes, they both have a 30 degree arc. But Breath of Fire's radius is only 15', while Dart Burst's is 50'. The way cones work, a longer radius means a wider base, and a larger area of effect. Breath of Fire with no range enhancements covers an area of 56.25 square feet. Dart Burst with no range enhancements covers 625 sq ft, 11 times the area of Breath of Fire.
This also means the base is wider. A 15', 30 degree cone is hard to get 3 mobs into. A 50', 30 degree cone is easy to get 3 mobs into, because the base (the far end) of the 50' cone is much wider than the base of the 15' cone.
By the way, Psychic Scream has the same 30 degree arc. Its only advantage over Dart Burst is that it has a 60' radius instead of 50'.
[ QUOTE ]
Might consider taking this early to aid in leveling faster but honestly its likely to take backseat
to other powers when it comes time to respec into a branch.
[/ QUOTE ]
Dart Burst is a staple in my 43 Fortunata's attack chain. I built her to focus on providing enormous AoE damage to teams. Her AoE attack chain is Dart Burst, Psychic Scream, Psionic Tornado, Dart Burst. What's more, I use Dart Burst as a single target attack chain filler, because it's so cheap and fast and still does respectable damage.
Scrap
Your an agent of the espionage arm of Arachnos. Your an assassin,a hot flash skirmisher. Your armed with razor sharp poisoned steel,limited psychic abilities and excellent tactical skills. Your the product of one of the worlds most dangerous militaries, the technocratic byzantine Arachnos.Your roles are many. From the frontlines to the shadows you watch,analyze and wait. When the time is right you strike with cold surgical precision. You are a Blood Widow.
efensive
efensive, this is the automatic selection at level 1, which is fine,
efensive.
efensive
You have fought them for years, learned to respect them as a force to be reckoned with.
Arachnos. Now, you have the chance to be one of their elite, the Widows.
In this guide I will detail in depth each power available to the Widows. Offer advice on selecting
powers and certain power combinations. I will discuss the Widows role in standard groups,
soloing, and as a member of a strike force. I will give advice on choosing which branch is
most suited to a particular playstyle.I will outline strategies that have worked for me.I will
list several build examples that I have used as well as a couple I plan to experiment with.
What this won't be is a how to guide. I'm not gonna tell you how to level, where to go,
what to do. One of the broad assumptions I'm making in this guide is that you have earned
this At by leveling to level 50 in a previous At. You already know how to level. I am also
not going to tell you how to slot a power, which is largely a matter of preference and
with Invention sets the milage can vary. You should already know about ED and the restraints
it places, know the value of accuracy, the importance of endurance managment.
One other assumption I am making is that you want to play a level 50 Widow, not just level
one. A great deal of the advice pertains to this philosphy, which doesn't invalidate it for
lower levels, but keep this in mind. Unless otherwise stated all numbers given as examples
are calculated using level 50 IOs.
The Widows,like all Soldiers of Arachnos, utilizes a branching level scheme. Every Widow
starts out as a Blood Widow which is the trunk or core of the Widow ATs.You play as
Blood Widow until level 24, where upon training you are granted an immediate, free,
mandatory respec. It is at this point where you choose which of two branches you wish to
pursue, The Night Widow or Fortunata.You build your character from level one and up,
rechoosing all your powers but this time the additional powers of whichever branch you
chose is also available.Note that the core powers of the Blood Widow are still available
to both of the branches. Do not ignore these core powers as they form the nucleus of
builds from both branches.
The Blood Widow is primarily a melee combatant with limited ranged capabilitly, very
modest defenses for most of their career, and descent team buffs.
The Widow power list:
Widow Training:
Level 1: Poison Dart, Swipe
Level 2: Strike
Level 6: Dart Burst
Level 8: Follow Up
Level 12: Spin, Lunge
Level 18: Confront
Teamwork:
Level 1: Combat Training
Level 2: Combat Training:Offensive
Level 4: Tactical Training:Maneuver
Level 10: Indomitable Will
Level 16: Tactical Training:Assault
Level 20: Tactical Training:Leadership
Level 22: Foresight
WIDOW TRAINING POWERS:
Poison Dart: Level 1, single target ranged attack
Damage: moderate lethal with toxic dot
End cost: 5.2 Recharge: 4s Cast: 1.5s Range: 80 Debuff: -regeneration 25%
I love this power and highly suggest you take this over swipe. It does more damage and has
more uses then swipe. You can pull with it. You can hit flying mobs with it. You can take out
a runner without having to chase it down.It has -regen to it, so if you ever plan on fighting an
elite boss, Archvillain, Hero,giant monster, or a regen/willpower power set, that debuff will come
in handy.It's also very cool.Now those that are planning on the Night widow path may be saying
that Night Widows are meleecentric and since their best defense is in melee range,its the melee
attacks that work best for them.Yes. But, and I'll let you in on a little secret, single target ranged
attacks work just as well pointblank as they do at maximum range.Shhhh. Don't tell anyone.
Swipe: Level 1, single target melee attack
Damage: light lethal with toxic dot
End cost: 4.16 Recharge: 4s Cast:.83s Debuff: - 20% foe Rch and spd
A fast recharging,fast activating, light lethal attack with a minor debuff. You get what you pay for.
It's fast so fills in an attack chain well but does weak damage. Shrug.Its very vanilla. Maybe take
it to get through the early levels and respec it out later at lvl 24.Once you have, say, 5-6 attacks,
maybe a couple veteran attacks, perhaps a pool attack power, and any kind of haste this one will
just sit on your bar gathering dust. Also one of two attacks that does not use the widows retractable
blade.Took it on test, passed it on live, never missed it.
{{ Comparison on the level one attack powers- Poison Dart vs Swipe. They both have the same
recharge at 4s, Swipe activates slightly faster ( .86s vs 1.5s), Poison Dart does more damage,
Swipe costs a little less endurance(4.16 vs 5.2), Poison Dart can also attack at range, the debuff
of swipe is minor and its debuff type is shared by every other melee attack except follow up,
the debuff of poison dart is only shared with dart burst so if you want a source of -regen....}}
Strike: Level 2, single target melee attack
Damage: High lethal with toxic dot
End cost: 7.47 Recharge: 8s Cast: 1.17s Debuff: -20% for Rch and Spd
An excellent power that will become the staple of your attack chain, get it right away at level 2,
keep it forever.Slot it up, you'll get a lot of milage from this one.
Dart Burst: Level 6, ranged cone attack,30 degree arc
Damage: Light lethal with toxic dot
End cost: 8.53 Recharge: 8s Cast:2s Debuff: -25% regen Range: 50
Not a very effective power, semi usefull at lower levels as its the only ae attack available until
level 12. It's damage endurance ratio is to inefficient to be used against a single target, and
its narrow cone ( the same arc as breath of fire, for comparison sake) makes it more difficult
to use in melee range. Those used to side stepping to form the 3 target pyramid or the double
in the line in order to use shadowmaul,Jacob's ladder, or Headsplitter will have an easier time of
it. Might consider taking this early to aid in leveling faster but honestly its likely to take backseat
to other powers when it comes time to respec into a branch. I opted to take a pool attack power,
Air superiority in place of this.
Follow Up: Level 8, single target melee attack and self buff
Damage: moderate lethal
End cost: 7.8 Recharge: 12s Cast: 1s Duration: 10s Buff:10% tohit, 30% damage
An attack as well as a damage buff, follow up is the only melee attack that does not have
a toxic dot and the only other attack besides swipe that uses the fist blades. Get it when
it becomes available, the buff helps out quite abit in taking down mobs. Effective with minimal
slotting. Later if you go down the Night Widow branch you may opt for build up instead, as
those two powers are mutually exclusive. See the Night Widow section for a more indepth
comparison. Fortunata's can take this and aim,however.
Spin: Level 12, pbaoe melee attack
Damage: moderate lethal with toxic dot
End cost: 15.4 Recharge:14s Cast: 2.5s Radius: 8 Debuff: -20% foe Rch and Spd
At level 12 two attacks become available, this and lunge. Lunge is a better choice so
you can hold of on a spin till later. Spin does the job its supposed to, doing descent
damage to a fairly large radius around you. Its downside is the high end cost( the most
expensive melee attack power in the entire SoA widow set), its animation time( the longest
animation of any melee attack in the entire SoA widow set), and its long recharge( the second
longest recharge in the entire set). Spins usefullness is both situational and positional.
That is to say, you need to be surronded by enemies, and lots of them to make spin usefull.
If your soloing on a low setting alot spin may not be a good power for you.Those that are facing
larger spawn sizes will find this power to be an excellent choice. Those opting for Night Widow
will most likely take this to be used in conjunction with eviscerate, those taking the Fortunata
route will probably opt for another choice.Though a good arguement can be made for Total
Domination plus Spin. But we'll go into more depth in the Fortunata section.
Lunge:Level 12, single target melee attack
Damage:High lethal with toxic dot
End cost: 9.48 Recharge: 12s Cast: .83s Debuff: -30% foe Rch and Spd
Get this at level 12, Lunge and Strike will be your core damaging melee powers for both
Nightwidows and Fortunata. Get it. Love it. Slot it. You'll depend on the damage from follow
up+strike+lunge for the next 12 levels.
Confront:Level 18, single target taunt
Hmmm, a single target taunt power. Well, I suppose it would have its uses, though
I do think that another power selection would serve you better. If I really want to grab
someones attention I'll stab them.Also at level 18,a widows defense is still fairly low
so choosing to tank a mob may not be prudent.If a taunt power is desired to, for example,
save your corruptor friend who just grabbed to much aggro, Id suggest the presence
pool, that way if you can scrounge another open power a fear power can be taken, which
the widows lack.More on pool/patron powers in the Widow Appendix.
TEAMWORK POWERS:
Combat Training
because you would choose it anyways.This power is a passive defense vs melee
attacks. Base defense: 7.5% With 1 IO: 9.24% with 2 IOs: 11.2% with 3 IOs: 11.9%
(Remember all numbers are assuming level 50 IO's). This power forms the first layer of
your defense.For those that are not familiar with how defense works I have included a very
basic primer on defense in the Widow Appendix.
Combat Training:Offensive: level 2
A passive power that grants a +10% bonus to accuracy ( note that the bonus is accuracy
NOT to hit buff) Usefull, accuracy is king, if you cant hit all the damage bonus's in the world
won't matter.That being said additional sources of to hit buffs are readily available via
Leadership and as bonus's from Invention sets. To hit isn't as good as raw accuracy but
you have to decide if one of your few power selections available is worth the benefit.
Tactical Training:Maneuver : level 4
End cost: .21/s Radius: 80 Buff: base defense 5%, with 1 IO: 6.16%, with 2 IO: 7.49%,
with 3 IOs: 7.92% ( Note: this is global defense)
Now this is one of the best ideas the development team that brought us this At had.
The defense buff is part of the widows layered defenses, especially at mid levels the
Widows need this buff to stay breathing.The cost to run is minimal and provides a real
bonus to teams that have SoAs. Ever been on an all SoA team with soft capped defenses
because everyone had this power? Very cool. Don't let the mere 5% disuade you, its
still very usefull. So,please take this at some point. I took it at level 4 and never turned it off.
The tactical training powers are one of the things that makes the SoA's unique. Sure,
other ATs can choose to take leadership powers but they dont have it as part of
their makeup. Its the blend of powers that makes the Widows unique. Afterall,every AT
brings damage to the table, quite a few of them have defenses, same goes for team buffs,
but how many of have them all as part of their normal power sets. The real benifits of
this AT is 1) we dont have inherent drawbacks or vulnerabilitlies( cough--voids--cough),
2) we're flexible in melee and ranged combat and have descent defenses and 3) add
to our own and the groups strength via our tactical training and mindlink buffs all the
while contributing to the overall Dps of our group.Ok, rant off.
Indomitable Will: level 10, status protection shield
End Cost: .21/s provides a base 10% resist to psi damage and mag 10.4 protection
vs. holds,sleep,immobilization,disorient,fear,and confusion and mag 10 to knockback
and repel.Very nice. You may not need this right away but its one you'll want eventually.
Tactical Training: Assault: level 16
End Cost: .21/s Radius: 80 Buff: +15% to damage, resists tants and placate.
Yummm.More damage. A tempting power. Which by the way stacks. Remember the all
SoA team example from maneuvers ? Now Imagine 8 assaults running ( actually it was
10, 2 of the crabs had double assaults).Do the math.This power is worth it even solo,
but stacked it becomes truly sick.
Tactical Training:Leadership: level 20
End cost: .21/s Radius: 80 Buff: +10% tohit buff base, resist fear and confuse.
Useful. But with so many choices is it useful enough to you ? In the end I wanted it
but couldn't fit in as I opted for maneuvers and assault.Do have a "captain" build
I want to try on test that takes 7 leadership powers. I'll post it later just for the fun of it.
Foresight: Level 22
Another must have for every Widow. This excellent power has three different bonus's
that it grants, and its a passive abilitly.
1)scaleable resists to all damage types based on their health. That is, the lower the health,
the higher the resist.Users of Super Reflexes will recognize this from their passives
Dodge, Agile, and Lucky.
2) adds a base 7.5% defense to all attacks, with 1 IO: 9.41%, with 2 IOs: 11.2%,
and with 3 IOs: 11.9%
3) adds resists to sleep, hold, immob, stun, fear and confuse.( Quick note about
status resists vs protection-protection has a magnitude threshold that prevents
the effect from taking place until its threshold has been exceeded. Indomitable Will
provides a mag 10 protection vs holds, most holds are rated at mag 3, so it would take
4 holds stacked to overcome the protection of IW.Resists do not actively protect the
user but reduces the amount of time that the effect lingers.
You will take this power at level 22, and its one you'll keep no matter which branch
or build you choose. You now only have 2 more painfully slow levels to go.
The Widow at a glance:
# of attacks: 7
# of melee attacks: 5 ( 4 single targets, 1 pbaoe)
# of ranged attacks: 2 ( 1 single target, 1 cone)
# of team buffs : 3
# of defensive powers : 4
base defense provided from Ct defensive,maneuvers and foresight: 12.5% to all attacks,
20% vs melee
highest damaging attacks:lunge and strike
lowest damaging attacks: swipe, dart burst
must have powers: CT: defensive( automatic selection),Maneuvers,Indomitable will,
Foresight,Strike, Lunge
most skippable powers: confront,swipe,dart burst, CT: Offensive
Pros: can front load on attacks, conceivably have all 7 attacks by level 14
the poisonous retractacle blades just ooze style
the pneumatic darts are cool
Cons: the mid levels ( 12-22) can be rough solo because without Foresight the widows base
defenses are 5% to all, and 12.5% to melee.(if the maneuvers is taken). A smart
Widow will group through this level range.
the wait, maybe its just the anticipation but 24 levels seems almost unbearable.
Soloing as a Blood Widow can be challenging and sometimes frustrating,while you have
have an excellent selection of attacks, staying alive long enough to deliver them is another.
Two factions in particular to watch out for is Circle of Thorns and the Goldbrickers.The Goldbrickers
I found especially annoying as they fly, prefer ranged attacks, and the sonic -dmg resists.
Snakes arent much of a problem and either are the Family, Hellions and Skulls.Vahzilok can be
tough but they have a weakness vs lethal damage so it balances out. Legacy Chain and Wyvern
can be challenging also, dont just charge in when facing those factions.
Effective pulling, wether LoS pulling or with a ranged attack, can make soloing easier. Choosing
defensive powers when they become available is also recommended. Levels 1-12ish are pretty easy,
but after that your relative lack of defense begins to be felt more. If you can afford Do's or even
better IOs go for it,the extra damage will help out quite abit, even more so once lunge is slotted up.
At 14 my attack chain consisted of-Follow Up,Strike,Lunge,Spin ( if facing 3 or more in melee),
Air Superiority,Poison Dart,Nemesis Staff by which time the first attacks would usually be recharged,
if it wasn't quite Id throw in a quick brawl or a throwing knife.If facing CoT Spectres Undead
Slaying axe would be used. Defenses were still just Maneuvers and Ct
At levels 12-14 I'd suggest grouping, your xp rate will be faster than when soloing, especially
if its a good group. Fellow SoA will often send you tells,looking for an all or a majority of SoA's
group, so getting into a group isn't to hard. Your job in a group at this range is simple, damage.
And then more damage, and keeping an eye out for too much aggro. If your in a standard group
that includes a brute,assist when possible. If your the only melee hope you have an FF MM or
a cold domination corruptor with his shields.If its an all SoA group just go nuts, if everyone
has maneuvers and later assault you will steamroll missions, deaths will be rare. Even 8 widows
would have +40% defense ( Wolf Spiders maneuvers is 10%) which helps considerably.Another
reason all SoA groups are nice is that 1) everyone has certain amount of experience playing,
so truly noobish mistakes are less frequent and everyone has the same goal-TO GET TO
LEVEL 24 ASAP.
Remember at 24 you get a free respec, so you can build your Blood Widow differently than
you might on a standard toon( say,skipping the fitness or travel powers, where normally
you would fit them in or at least get some of the prerequisite powers) SoAs inherent slightly
increases the health and endurance regeneration of the player. Four temp travel powers are
easily attainable in the first half of the game( Raptor pack from Atlas mayhem, zero-g pack
from Kings Row mayhem, goldbricker pack from Golden Roller in Cap au Diable, and skyraider
pack from the skyraider contact in sharkhead.)
Fill in the blank blood widow build sample:
Level 1: Poison Dart, Combat Training
Level 2: Strike
Level 4: Tactical Training:Maneuvers
Level 6:
Level 8: Follow Up
Level 10: Indomitable Will
Level 12 : Lunge
Level 14: Spin
Level 16: Tactical Training:Assault
Level 18:
Level 20:
Level 22: Foresight
Taking the above will ensure that you have the best possible defenses available to you,
the start of a strong attack chain and some extra buffage for any group your part of.
Which leaves 3 open power choices at 6,18,and 20. A few suggestions on filling in those
blanks- lvl 6 air superiority for an extra attack, both swipe and dart burst are kind of lame.
Or, maybe combat jumping for an extra 2.5% base defense. L18, perhaps one of the suggestions
from level 6 that you didnt take or maybe a selection from the leadership pool- the pool maneuvers
adds 3.5%, a higher base defense than cj, or another assault leadership power for an additional
+15% damage. Maybe, you'd like a travel power, if you chose a prerequisite power at 6 you could
get it now.Those without the veteran reward attack powers ( 12 and 33 months) may want to
pick up another attack power.For level 20- any of the above examples or maybe TT: leadership.
Don't sweat the choices too much, build to get yourself to level 24 as quickly and painlessly as
possible, then agonize over the choices.Now at this range would be a good oppurtunity to try out
any of the blood widow powers first hand.