NW Solo/Team Build
Just some thoughts. Personal opinions, so take them as you wish:
1. Swipe is slotted with Kinetic Combat, which gives typed defense. Not optimal for a NW, since all your defense is positional. Plus, that set is horribly expensive redside. Better to slot something else, or maybe find some additional slots to give it positional defense from Touch of Death or Mako's Bite (more on that later).
2. Slotting the Mako's proc in Strike, Slash and Follow Up, to me, might not be the best use of the powers. Slotting the additional piece of Crushing impact will put you over the redline for damage, but it will also give you better accuracy and give you 7.5% more Psi resist, which when coupled with Mind Link, will put you over 80% Psi resist, which makes some the few attacks that bypass positional defense laughable at best.
3. CT:O isn't that great a power. Especially if you are going to take TT:L. Drop it and pick up something that will contribute your damage output or survivability.
4. Foresight is better slotted for Defense. The best part of the resists in Foresight come from the scaling numbers you get as your health drops, which are unenhanceable. Otherwise you are just slotting Psi resists, which will mostly be mitigated by your defense in the first place. Better to slot it with Defense or a Defense-based set to get that extra 3% to keep you from getting hit in the first place.
5. I'm not a fan of Smoke Grenade, seeing as how you already have a stealth power in the first place in Mask Presence. Those four slots would be better used somewhere else. I'd have probably taken Lunge instead, as it's a very good attack and gives a nice crit coming out of Mask Presence.
6. Speaking of Mask Presence, I always make sure to turn it off when I'm doing a build to be sure I'm not taking into account it's whacky defense numbers. When suppressed, it only gives 2.5% defense, so I always turn it off and make sure I add in the additional 2.5% later.
7. Vengeance is a great set mule, but I'd drop a slot and use it as a mule for the LotG recharge. You aren't set-capped with those yet, and a little more recharge for Mind Link would give you more survivability than 20 more HP.
8. Again, personal opinion, but if you're already soft-capped, Elude is pretty much worthless. If it can hit you with 45% defense, it can hit you 100% defense.
9. Stamina is overslotted. Drop a couple of slots out of there and put them in other spots to get some extra bonuses. Let Mink Link take care of soft-capping your AoE defense.
That being said, here's a sample build I came up with that I came up with when I was leveling my Night Widow. I went with the 'cost is not an option' setup, as it looked like that was what you had in your build that was posted. I kept Fly as the travel power and kept your slotting for Health, even though that's not how I usually do it for my toons. Strike and Follow Up are slotted with Crushing Impact to give you Perma Mind Link without Hasten. You'll have just-over-the-softcap defenses with the 2.5% defense from Mask Presence, but Mind Link is there if you want it. Alternatively, I included slotting for those two powers that uses ToD and Mako's to give you softcapped Melee/Ranged at the cost of having Mind Link down for about 5 seconds. Keep in mind that this build will set you back a very pretty penny unless you've got the sets just laying around doing nothing. Hope you keep enjoying that Widow, as I found mine to be a blast. And, when you get bored with it, use that second build to make a Fortunata. Then the real fun begins...
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Villain Profile:
Level 1: Swipe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(40)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
Level 2: Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(39), RedFtn-EndRdx(39)
Level 6: Swift -- Flight-I(A)
Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(37), LkGmblr-Rchg+(50)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(42)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(17), Mrcl-Heal(45), RgnTis-Regen+(46)
Level 18: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(36)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(36)
Level 22: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(46), S'fstPrt-ResDam/Def+(46)
Level 24: Mind Link -- HO:Membr(A), HO:Membr(25), HO:Membr(25)
Level 26: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(45), T'Death-Dam%(45)
Level 28: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 30: Mental Training -- Flight-I(A)
Level 32: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Empty(34)
Level 35: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36)
Level 38: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42)
Level 41: Tactical Training: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 44: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
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I suggest using Super Speed as your travel power. Super Speed has a stealth component when combined with Mask Presence will give you full invisibility. Normal mobs can still see you with only Mask Presence.
Best regards,
Tommy Truestar
Not a big fan of Superspeed tbh, just not comfortable with it as a TP.
Just out of interest, is it worth slotting for Aid Self for soloing... as is something like this setup:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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http://www.scene-and-heard.com/cov/covsig.jpg
I've taken Aid Self on other characters, but not on my Widow/Fort. With high-defense toons, it either sits in your tray totally unused, or you REALLY need it RIGHT NOW! Having said that, I'd probably drop the plain recharge enhancement from Doctored Wounds and add in in a level 50 Interrupt reduction. With that, you can fire it off even with some incoming damage. Couple that with your defense and you'll be fine.
I've just got into playing my Widow (after leaving her at lvl 15 farming day jobs), and have just got her to lvl 20, and starting to enjoy it. After quite a few lengthy hours of fiddling with Mids for a decent build, I came up with something like this:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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was wondering if any1 had any ideas of how to improve on this, what I should change etc etc
http://www.scene-and-heard.com/cov/covsig.jpg