PvP NW advice


ConFlict

 

Posted

I've started to PvP now, and now I want to see how I can make my NW better in PvP as I have a PvM build. I know I can do better with a PvP one.

Judging by what I've seen NW's aren't "hot" in PvP, as I have been the only night widow I've seen in four days of RV (Which is how long I've been PvP'ing. I do zone PvP most as I find it more fun.), and the forum posts, the ones I can find, seem to be generally negative to NW's in PvP.

I am staying NW, I am sure someone is going to post about just being a stalker. It's probably WAY better(Is that the only class villains ever play in PvP...? It's the only VAT I've ever really seen....), but I don't want to be. I like my NW =P

I want to play generally stalker-ish, but I want to help a team as I prefer to PvP in a team than to solo. It also seems in-line with what the NPC's tell you when you first arrive in RV: "Work together and in a team." When I solo though, I generally go after the weakest target.

I havn't made a build yet, because I am assuming that PvP builds from what I've read, seem like a way different concept than PvM ones, though I am probably wrong, and I'll post my curret PvM build in case it can be kind of adapted for PvP? It'll be at the bottom of the post. Here are some of the questions about NW's:

1. Is the core concept of NW defense/status resist the same? I have over cap psitional defense with ML in PvM, but in PvP I have only 38% defense for my highest one, melee. I know this is due to DR, but I am sure it can be higher? ML and Elude can be used together it seems, so should I take Elude, as it seems to full that gap well?

2. Is it alright to not have a travel power? I use Ninja run, hurdle, and Swift. I don't have to much of a problem keeping with targets, but I don't pursue to far as I usually like to stick with the team, or if solo stick near a group of other villains.

3. I like poison dart alot. I've gotten most of my kills by it, because I've used it as they were running away. It seems like it serves it's purpose well, or is there a better option for ranged damage for flee'ing players?

4. I have learned some stuff about PvP NWs, from a PvM post. I will be changing Spin to Eviscerate as it has higher damage. Should I use Follow Up or Build Up? Build Up does increase the mometary damage and tohit, which is what I want, but it seems like it won't be up as often as FU, and a double stack of FU seems to be nearly as effective? though in a "ganking" situation I can see where Build Up is considerably more effictive....

5. Lighting Fence from Mu Mastery doesn't do much? I have IO'ed for duration(Five slotted with Enfebled Operations set minues the Acc/End IO), but it rarely holds, and when it does it last for porbably a second or less. This is due to resistances to holds being raised in PvP and the durations lowered?

6. Can stealth be capped on a NW? What is a the cap for a NW, or is it the same to comapired to a stalker? Does a stealth IO in sprint stack with Mask Presence?

7. This question would help 1 and 6 well. Should I get smoke grenade? Judging by it's effects, and the effectiveness of holds I think not?

8. The leviathan patron pool seems to be the most common used in PvP from what I've seen for villains. The powers Spirit Shark and School of Sharks seems to be the powers used most, but wouldn't Soul Mastery be better for Gloom which is more damage, and a nearly identicle immoblize, Soul Tentacles?

That's all I can think of at the moment, but I'll post more questions later. Thanks for the help.

Villain Plan by Mids' Villain Designer 1.621
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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: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Swipe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(46), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(50), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 1: Combat Training: Defensive -- LkGmblr-Def(A), LkGmblr-Rchg+(46)
Level 2: Strike -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40), Mako-Dam%(43)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), LkGmblr-Def(5), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(39), LkGmblr-Rchg+(40)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Follow Up -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11), Mako-Dam%(39)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Lunge -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), Mako-Dam%(37)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- RgnTis-Regen+(A), Mrcl-Heal(17), Mrcl-Rcvry+(17), Numna-Heal(19), Numna-Regen/Rcvry+(19)
Level 18: Tactical Training: Assault -- EndRdx-I(A)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(37)
Level 22: Foresight -- DefBuff-I(A), DefBuff-I(23), S'fstPrt-ResDam/Def+(23)
Level 24: Mind Link -- HO:Membr(A), HO:Membr(25), HO:Membr(25)
Level 26: Poison Dart -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(27), Dev'n-Dmg/Rchg(27), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Dev'n-Hold%(37)
Level 28: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), EndRdx-I(34)
Level 30: Mask Presence -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), LkGmblr-Def(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(33), LkGmblr-Rchg+(33)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
Level 35: Tactical Training: Leadership -- HO:Cyto(A), HO:Cyto(36), ToHit-I(36)
Level 38: Aid Other -- Heal-I(A)
Level 41: Dart Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Immob(45), Enf'dOp-EndRdx/Immob(46)
Level 47: Aid Self -- Numna-Heal/EndRdx(A), Numna-Heal(48), Numna-Heal/Rchg(48)
Level 49: Mental Training -- Run-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 0: Ninja Run
------------

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By the way the build is very close to the one that TopDoc posted a while back, and it is the first and only build I decided to use on my widow when I got it to 50. As a side note it's the only charcater I have thats higher than level 1 on my account. I made my widow after coming back to the game after leaving for a year. I deleted my 50 DM/Sr brute and started from scratch (with 450m inf though) with a widow to re-learn the game.


 

Posted

Quote:
1. Is the core concept of NW defense/status resist the same? I have over cap psitional defense with ML in PvM, but in PvP I have only 38% defense for my highest one, melee. I know this is due to DR, but I am sure it can be higher? ML and Elude can be used together it seems, so should I take Elude, as it seems to full that gap well?
Ranged def is generally more important in pvp than melee. I would definitely take elude.

Quote:
2. Is it alright to not have a travel power? I use Ninja run, hurdle, and Swift. I don't have to much of a problem keeping with targets, but I don't pursue to far as I usually like to stick with the team, or if solo stick near a group of other villains.
My personal pref would be at least SS, zones are zones though.


Quote:
3. I like poison dart alot. I've gotten most of my kills by it, because I've used it as they were running away. It seems like it serves it's purpose well, or is there a better option for ranged damage for flee'ing players?
Not really out of the NW pools. I'd take shark and mental blast for best ranged damage performance.

Quote:
4. I have learned some stuff about PvP NWs, from a PvM post. I will be changing Spin to Eviscerate as it has higher damage. Should I use Follow Up or Build Up? Build Up does increase the mometary damage and tohit, which is what I want, but it seems like it won't be up as often as FU, and a double stack of FU seems to be nearly as effective? though in a "ganking" situation I can see where Build Up is considerably more effictive....
BU isnt up as much, but the burst is much greater and you can use it much more effectively with your ranged damage.
Follow up requires you to hit with to use which means: a) you could miss, b) you have to hit with it first, to buff your better attacks so your damage is delayed c) only silly players will let you stack follow up off them.



Quote:
5. Lighting Fence from Mu Mastery doesn't do much? I have IO'ed for duration(Five slotted with Enfebled Operations set minues the Acc/End IO), but it rarely holds, and when it does it last for porbably a second or less. This is due to resistances to holds being raised in PvP and the durations lowered?
yes, and after someone is mez'd, the ability to be mez'd is suppressed for a while.


Quote:
6. Can stealth be capped on a NW? What is a the cap for a NW, or is it the same to comapired to a stalker? Does a stealth IO in sprint stack with Mask Presence?
Stealth IO's stack, stealth the power doesn't. The cap is lower than stalker by ~400 but higher than other ATs. You probably wont cap by yourself.

Quote:
7. This question would help 1 and 6 well. Should I get smoke grenade? Judging by it's effects, and the effectiveness of holds I think not?
I wouldn't, but there are some corner cases where it *might* be useful. There will probably be a better power to take, depending on how far down the pvp road you go.

Quote:
8. The leviathan patron pool seems to be the most common used in PvP from what I've seen for villains. The powers Spirit Shark and School of Sharks seems to be the powers used most, but wouldn't Soul Mastery be better for Gloom which is more damage, and a nearly identicle immoblize, Soul Tentacles?
Powers do totally different things in pvp compared to pve nowdays. A lot of the difference is based on activation time (higher = more damage) and if the power damages multiple foes (aoe = less damage), as a *general* rule of thumb, there are exceptions.

Gloom
pve: ~98
pvp: ~93

Spirit Shark
pve: ~56 + up to 22 dot
pvp: ~129 + up to 22 dot

The same applies to evic, sorta. What it gains from long animation it loses because it is aoe, if you want to think of it like that.
Sadly, slash loses a lot over its pve damage.


 

Posted

Lots to go over here. You'll have to completely rework for pvp. Unfortunately the way the pvp system rules work, your pve build will not be effective.

1. The core concept for defense is mostly the same. Defenses work the same, theres also an attribute called elusivity added to defenses to improve them. I'm not going to get into it as its a lot of explaining and math, but in short you want to shoot for 50-55% range/melee defense. AoE defense is not important as the only ones who typically use it in pvp are electric melee toons. Status protection in pvp doesn't offer protection but resistance (lowers the duration of the mez). However, the knockback protection is supressed while mezzed so keep that in mind. Elude is a very good option, take it.

One thing to note, the defense bonus from mask presence is suppressed during combat. Don't turn it on in mids when trying to look at your defense, it skews the numbers, add it manually.

2. Skipping a travel power is tempting, but i'd say take super speed at least. There is no penalty for dieing in pvp, but people will still do whatever they can to avoid it, you'll have to chase.

3. Not that I can think of

4. Knowing what server you're on would help for this question. In pvp buildup is the much better option. Unless your fiteclubbing.

5. Base duration for widow holds/immobilizes is 2 seconds. Even with slotting they're hardly noticable. Not really anything you can do about this one.

6. The stealth IO does stack with mask presence. However, you can not play a widow like a stalker. The widow stealth cap is not as high as the stalker's. If you want to hit the widow cap you'll have to take invisibility from the concealment pool as IO+MP is not enough.

7. Smoke grenade is not a hold. The -to hit is negligible, but I don't know how DR affects -perception. It was once a good disruption/harassment tool, but I haven't tried messing with it since the pvp changes.

8. The reason people take sharks on stalkers is they crit from hide/mp. On widows the best option is black scorpion. Web envelope will keep targets grounded. Shatter armor won't crit from hide, but otherwise it's the strongest attack we have available.

Trying to mimic a stalker pvp style is not really the way to go with a widow. We don't have the stealth or damage numbers to play like that. Also thanks to travel suppression you can't really use hit-and-run tactics.

If you're really set on that playstyle my recommendation would be...
- Choose squishy targets from max visible distance (blasters, controllers, defenders)
- Close the gap from an angle they won't notice you immediately
- Open with bu+slash from hide, followed by shatter armor
- Lunge if you are still in range, if not use range attacks
- Placate and slash again when its available
- Web envelope early if they're trying to flee with jump/fly, if not save it for when you have a break with no attacks available
- Elude if they don't drop in a timely manner and put up a fight, or have friends

Build Advice ( tl;dr )
- Take leadership pool if you plan on fighting stalkers in Warburg(dead on all servers?) or in the arena, with TT:L and tactics+perception IO you can see them from 100 ft. makes them easy targets. If not planning on fighting stalkers take concealment to augment your stalker playstyle and phase, or fighting for tough/weave improved survivability. (stealth and mp don't stack so grab grant invis and stick a lotg 7.5 in it)
- Web Envelope + Shatter Armor from mace mastery, its so far beyond the other patron powers there's no comparison
- Build Up > Follow Up


 

Posted

please for the love of all that is holy, take shatter armor.


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

Quote:
Originally Posted by LuxunS View Post
Lots to go over here. You'll have to completely rework for pvp. Unfortunately the way the pvp system rules work, your pve build will not be effective.

1. The core concept for defense is mostly the same. Defenses work the same, theres also an attribute called elusivity added to defenses to improve them. I'm not going to get into it as its a lot of explaining and math, but in short you want to shoot for 50-55% range/melee defense. AoE defense is not important as the only ones who typically use it in pvp are electric melee toons. Status protection in pvp doesn't offer protection but resistance (lowers the duration of the mez). However, the knockback protection is supressed while mezzed so keep that in mind. Elude is a very good option, take it.

One thing to note, the defense bonus from mask presence is suppressed during combat. Don't turn it on in mids when trying to look at your defense, it skews the numbers, add it manually.

2. Skipping a travel power is tempting, but i'd say take super speed at least. There is no penalty for dieing in pvp, but people will still do whatever they can to avoid it, you'll have to chase.

3. Not that I can think of

4. Knowing what server you're on would help for this question. In pvp buildup is the much better option. Unless your fiteclubbing.

5. Base duration for widow holds/immobilizes is 2 seconds. Even with slotting they're hardly noticable. Not really anything you can do about this one.

6. The stealth IO does stack with mask presence. However, you can not play a widow like a stalker. The widow stealth cap is not as high as the stalker's. If you want to hit the widow cap you'll have to take invisibility from the concealment pool as IO+MP is not enough.

7. Smoke grenade is not a hold. The -to hit is negligible, but I don't know how DR affects -perception. It was once a good disruption/harassment tool, but I haven't tried messing with it since the pvp changes.

8. The reason people take sharks on stalkers is they crit from hide/mp. On widows the best option is black scorpion. Web envelope will keep targets grounded. Shatter armor won't crit from hide, but otherwise it's the strongest attack we have available.

Trying to mimic a stalker pvp style is not really the way to go with a widow. We don't have the stealth or damage numbers to play like that. Also thanks to travel suppression you can't really use hit-and-run tactics.

If you're really set on that playstyle my recommendation would be...
- Choose squishy targets from max visible distance (blasters, controllers, defenders)
- Close the gap from an angle they won't notice you immediately
- Open with bu+slash from hide, followed by shatter armor
- Lunge if you are still in range, if not use range attacks
- Placate and slash again when its available
- Web envelope early if they're trying to flee with jump/fly, if not save it for when you have a break with no attacks available
- Elude if they don't drop in a timely manner and put up a fight, or have friends

Build Advice ( tl;dr )
- Take leadership pool if you plan on fighting stalkers in Warburg(dead on all servers?) or in the arena, with TT:L and tactics+perception IO you can see them from 100 ft. makes them easy targets. If not planning on fighting stalkers take concealment to augment your stalker playstyle and phase, or fighting for tough/weave improved survivability. (stealth and mp don't stack so grab grant invis and stick a lotg 7.5 in it)
- Web Envelope + Shatter Armor from mace mastery, its so far beyond the other patron powers there's no comparison
- Build Up > Follow Up
Listen to this one, his is a beast.


OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
RIP:Southern Comfort PvP,PE PvP,INTEGRITY PvP,After School Special PvP Test SG's,TPvPL Season1+2 Runner ups

 

Posted

Quote:
Originally Posted by LuxunS View Post
- Web Envelope + Shatter Armor from mace mastery, its so far beyond the other patron powers there's no comparison
I'll add that basically if you don't take that pool, there's no reason to play a widow. Shatter Armor is that good.


 

Posted

Quote:
Originally Posted by Sneaky Speedie View Post

Judging by what I've seen NW's aren't "hot" in PvP, as I have been the only night widow I've seen in four days of RV (Which is how long I've been PvP'ing. I do zone PvP most as I find it more fun.), and the forum posts, the ones I can find, seem to be generally negative to NW's in PvP.
I don't think VEATs will be "hot" until Going Rogue launches and we'd see Stalkers on both sides of RV. VEATs will then have a more active role but until then... meh.


 

Posted

Thanks for the answers, very helpfull.

Quote:
1. The core concept for defense is mostly the same. Defenses work the same, theres also an attribute called elusivity added to defenses to improve them. I'm not going to get into it as its a lot of explaining and math, but in short you want to shoot for 50-55% range/melee defense. AoE defense is not important as the only ones who typically use it in pvp are electric melee toons. Status protection in pvp doesn't offer protection but resistance (lowers the duration of the mez). However, the knockback protection is supressed while mezzed so keep that in mind. Elude is a very good option, take it.
Alright. I did managae to have 150-160 defense, for Ranged and Melee, in one build. I know it'll be lower in PvP, but how much lower would it be in PvP? How is DR calculated for defenses? Are there any up-to-date references to the math stuff that I could look at?

Quote:
2. Skipping a travel power is tempting, but i'd say take super speed at least. There is no penalty for dieing in pvp, but people will still do whatever they can to avoid it, you'll have to chase.
I'll pick one I guess, but I'll still try to look into a build without? Though I can't quite keep up, it's usually long enough to get a few Poison Darts off which usually do the trick... And another whole power I could use. I usually have three or four slots left after I make a build too....Hum.

Quote:
3. Not that I can think of
OK!

Quote:
4. Knowing what server you're on would help for this question. In pvp buildup is the much better option. Unless your fiteclubbing.
I am on Freedom. Mistress Speedie@Little Speedie

Quote:
7. Smoke grenade is not a hold. The -to hit is negligible, but I don't know how DR affects -perception. It was once a good disruption/harassment tool, but I haven't tried messing with it since the pvp changes.
I could take Smoke Grenade where I'll have SS, and test it out, maybe?

Quote:
- 8. The reason people take sharks on stalkers is they crit from hide/mp. On widows the best option is black scorpion. Web envelope will keep targets grounded. Shatter armor won't crit from hide, but otherwise it's the strongest attack we have available.
- I'll add that basically if you don't take that pool, there's no reason to play a widow. Shatter Armor is that good.
- Web Envelope + Shatter Armor from mace mastery, its so far beyond the other patron powers there's no comparison
- please for the love of all that is holy, take shatter armor.
Seening how everyone has a consensus on this, I don't think there much to dissagree on! LoL

Quote:
If you're really set on that playstyle my recommendation would be...
- Choose squishy targets from max visible distance (blasters, controllers, defenders)
- Close the gap from an angle they won't notice you immediately
- Open with bu+slash from hide, followed by shatter armor
- Lunge if you are still in range, if not use range attacks
- Placate and slash again when its available
- Web envelope early if they're trying to flee with jump/fly, if not save it for when you have a break with no attacks available
- Elude if they don't drop in a timely manner and put up a fight, or have friends
That's very helpfull. Though I am not quite stuck on player stalker style, and I am probably going to change. I haven't PvP long enough to see what I like, I think. I've looked into the arena terminals in Pocket D but they seem kind of empty most of the times? I might be looking at the wrong times though. Oh, forgot to mention that I did have a question for Placate, but I didn't think it would work out the way you said it would in PvP. Think Placate could be a form of defense too? Since they can't attack you unless you attack them?

Quote:
Build Advice ( tl;dr )
- Take leadership pool if you plan on fighting stalkers in Warburg(dead on all servers?) or in the arena, with TT:L and tactics+perception IO you can see them from 100 ft. makes them easy targets. If not planning on fighting stalkers take concealment to augment your stalker playstyle and phase, or fighting for tough/weave improved survivability. (stealth and mp don't stack so grab grant invis and stick a lotg 7.5 in it)
- Web Envelope + Shatter Armor from mace mastery, its so far beyond the other patron powers there's no comparison
- Build Up > Follow Up
I'll make a build. I don't plan on playing against stalkers, but if I do something other than zone PvP it'll probably be a deffinant thing to fight ALOT of stalkers? Are there any other places like zone PvP or with alot of people? I really liked SC alot too. Which I forgot to mention, was where I PvP for a very little bit at 24-30ish, and I was kind of shocked I was killing people so quickly. I though it was kind of odd, as I knew that widows weren't so good in PvP then.

That's all I can think of for now, and I need ot leave for work. Thanks again.


 

Posted

For the record, I would've stayed away from Widows based on how PvP functions right now


1. Is the core concept of NW defense/status resist the same? I have over cap psitional defense with ML in PvM, but in PvP I have only 38% defense for my highest one, melee. I know this is due to DR, but I am sure it can be higher? ML and Elude can be used together it seems, so should I take Elude, as it seems to full that gap well?

Answer: I'm assuming this is your second build and you have a satisfactory PvE build, I wouldn't go crazy on defense set bonuses, largely bc defense doesn't function well in PvP, with that said, it really does take running slotted elude to see much improvement in your defense


2. Is it alright to not have a travel power? I use Ninja run, hurdle, and Swift. I don't have to much of a problem keeping with targets, but I don't pursue to far as I usually like to stick with the team, or if solo stick near a group of other villains.

Answer: I really would recommend having both SJ and SS, or if only one of those two SJ

3. I like poison dart alot. I've gotten most of my kills by it, because I've used it as they were running away. It seems like it serves it's purpose well, or is there a better option for ranged damage for flee'ing players?

With ranged attacks, best to get procs in them

4. I have learned some stuff about PvP NWs, from a PvM post. I will be changing Spin to Eviscerate as it has higher damage. Should I use Follow Up or Build Up? Build Up does increase the mometary damage and tohit, which is what I want, but it seems like it won't be up as often as FU, and a double stack of FU seems to be nearly as effective? though in a "ganking" situation I can see where Build Up is considerably more effictive....

Build up by far, followup is great for PvE but PvP is about burst damage, on that note on that, I would at least get one assault-tactics, double up if you can fit it in. while it won't be a factor yet, when GR hits a VEAT with double tactics + perception unique will have the highest perception in the game

5. Lighting Fence from Mu Mastery doesn't do much? I have IO'ed for duration(Five slotted with Enfebled Operations set minues the Acc/End IO), but it rarely holds, and when it does it last for porbably a second or less. This is due to resistances to holds being raised in PvP and the durations lowered?

Mez effects in general are very marginal for PvP, with immobilizes in some cases the travel suppression on you will be greater than the actual immobilize duration, stuns/sleeps/ holds are only useful for de-toggling offensive toggles, the only good immobilize is one with a lot of -ant-travel effects like web envelope, or of the mezz effect does a lot of damage (ie a tanks fossilize doing really crazy damage)

6. Can stealth be capped on a NW? What is a the cap for a NW, or is it the same to comapired to a stalker? Does a stealth IO in sprint stack with Mask Presence?

The stealth IO does stack with MP, and I would advise getting it, you won't achieve stalker level stealth, but still worth getting

7. This question would help 1 and 6 well. Should I get smoke grenade? Judging by it's effects, and the effectiveness of holds I think not?

Smoke grenade, nope not worth it, Placate is actually a much better choice

8. The leviathan patron pool seems to be the most common used in PvP from what I've seen for villains. The powers Spirit Shark and School of Sharks seems to be the powers used most, but wouldn't Soul Mastery be better for Gloom which is more damage, and a nearly identicle immoblize, Soul Tentacles?

Spirit Shark isn't a bad choice, but it isn't a great choice either. Someone else mentioned BS's patron pool, and they were pretty spot on, and if you need a supplimentary ranged ST attack, its ranged attack isn't horrible either( although the real sale there is the Web power and that mace attack)

with regards to set bonuses, as mentioned I wouldn't go crazy with def set bonuses.
Acc is good, especially if you have the to-hits from double tactics
damage, recharge, +HP are also good set bonuses

Ideally I'd say slot with a combination of purple IO's and PvP IO's combined with other sets,
but being redside with its $ and availability issues that you don't see blueside, that may be a long term goal depending how much Inf you have


 

Posted

Quote:
Originally Posted by Wooden_Replica View Post
I wouldn't go crazy on defense set bonuses, largely bc defense doesn't function well in PvP, with that said, it really does take running slotted elude to see much improvement in your defense...
I wouldn't go crazy with def set bonuses.
This is not true. Slotting for defense bonuses is the best survivability option as far as IOs go. In fact its the only thing that makes widows playable since the damage is bad. Set bonus priority should go..
1. Defense/HP - shoot for around 1600hp so you're at least even with the squishy cap, defenses 50-55% range/melee (This is the priority, if you do this you'll be ok)
2. Procs for attacks - Widow damage is pretty sad, procs help to close the gap some. Melee attacks can take mako's and ToD, which aren't terribly expensive. Only procs available for the range attacks are apoc and glad jav, which are very pricy, I wouldn't recommend them unless you have tons of inf to blow.
3. Acc - 30% should be enough considering you have tactics or 2xtactics
4. End recovery - most people wouldn't slot for this, but as a widow I've run between 6-10 toggles on every build. Toggles dropping from no end = death.
5. Recharge - This should be at the bottom of the list really. You should almost always have an attack up so its not a big deal. Biggest benefits come from getting elude and mind link up quicker. General board consensus says 60% recharge or so from IOs. However, the DR curve is not super steep for recharge and more won't gimp your build.
6. **knockback protection - A widow should not have to slot for this, but IW is bugged and the knockback protection suppresses when we're mezzed, I never thought it was a big deal, but for some players this is gamebreaking. If it bothers you shoot for 41kb protection from IOs. If you can't manage to get that much without breaking your build, don't bother.

Quote:
Originally Posted by Wooden_Replica View Post
I really would recommend having both SJ and SS, or if only one of those two SJ
Going to have to disagree here too. If you're only taking 1 travel, go with SS. In pvp with only Super Jump any random scrapper with webnades will completely nullify your travel power, with SS this isn't the case as most slows have little effect on run speed. For fights web envelope will keep your targets grounded so you don't need the vertical. If you really need vertical movement for positioning or getting flying targets, grab a temporary flight pack from grandville, or from the arena vendor for matches.

If you are going to get into organized pvp, then SJ is the better 'single' travel power to take, but still someone will get wise to you not having SS and harass you with webnades... I'm speaking from experience.

Quote:
Originally Posted by Sneaky Speedie
Alright. I did managae to have 150-160 defense, for Ranged and Melee, in one build. I know it'll be lower in PvP, but how much lower would it be in PvP? How is DR calculated for defenses? Are there any up-to-date references to the math stuff that I could look at?
I'm going to assume that 150-160 was with mind link, elude, and mask presence clicked on in Mids. When I said 50-55%, I meant without those on. As I said earlier, the defense from mask presence is suppressed while in combat. Mind Link is difficult to get perma without sacrificing hit points or defense for recharge slotting. Elude is impossible to get perma in pvp. When Elude is up its pretty much godmode.

Quote:
Originally Posted by Sneaky Speedie
Oh, forgot to mention that I did have a question for Placate, but I didn't think it would work out the way you said it would in PvP. Think Placate could be a form of defense too? Since they can't attack you unless you attack them?
I suppose it can be used defensively. Like if you're up against a blaster and you see him hit aim/bu you can counter with placate and hold your attack until after the buff expires, or use it to try to escape from a fight. Placate makes the person its used on lose target, and be unable to re-target until the placate wears off. It also has the side effect of reactivating Mask presence. This allows the widow to get a critical attack since they're considered hidden.

One important thing to note about this Dot damage will cancel the placate. This is one of the things that pissed me off most when I played as a NW. Nearly all of the melee attacks have the toxic dot component, it will cancel the placate effect and make it seem like it doesn't work. Keep that in mind as it requires some planning around.

Quote:
Originally Posted by Psyrene
Listen to this one, his is a beast.
Thanks


 

Posted

Quote:
Originally Posted by Sneaky Speedie View Post
I know it'll be lower in PvP, but how much lower would it be in PvP? How is DR calculated for defenses? Are there any up-to-date references to the math stuff that I could look at?
Sorry missed this in my first reply. There are a few references for you, afaik all are up to date. (Or at least the closest thing you'll find)

A few months back I did a step by step analysis of defenses in pvp. The link can be found here.
http://boards.cityofheroes.com/showthread.php?t=196688

Arcanaville's DR guide (excellent reference material lots of math) can be found
http://boards.cityofheroes.com/showt...598#post794598

And a graph for calculating DR is here (use the numbers in archanaville's guide and hit refresh)
http://yarrison.org/dr/graph.html


 

Posted

That first link should be stickied or some crap and everyone who spouts off about how bad defense in pvp is should have to read it 100 times or so.
Edit: and they should have to try to take down your veat >.<

Also you should get them to change your forum name to Steatoda.


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

 

Posted

Thanks for the responces evryone.

Quote:
Sorry missed this in my first reply. There are a few references for you, afaik all are up to date. (Or at least the closest thing you'll find)

A few months back I did a step by step analysis of defenses in pvp. The link can be found here.
http://boards.cityofheroes.com/showthread.php?t=196688

Arcanaville's DR guide (excellent reference material lots of math) can be found
http://boards.cityofheroes.com/showt...598#post794598

And a graph for calculating DR is here (use the numbers in archanaville's guide and hit refresh)
http://yarrison.org/dr/graph.html
Very helpfull though I'll need to go over it a few times to understand it better. Arcanaville's guide's link is broken though, so I am not sure how to use the DR calculator.

I'll see if I have any more questions later.


 

Posted

Quote:
Originally Posted by Sneaky Speedie View Post
Thanks for the responces evryone.



Very helpfull though I'll need to go over it a few times to understand it better. Arcanaville's guide's link is broken though, so I am not sure how to use the DR calculator.

I'll see if I have any more questions later.
Sorry just copied it from an older post I made. Correct link below

http://boards.cityofheroes.com/showt...598#post794598


 

Posted

I made a build that has no PvP IOs or purples, but thats is kind of only what I can do at the moment. The prices are a little high. I can farm for a while... but availibilty is whats is really bad about it.

I dont see how 55% defense is possible without ML and MP thought it's probably possible without ML as I did get 48% though it was melee only. Maybe it is but not sure how. I don't have anywhere near 1600 HP either. If it's possible I am stumped on how to do it like the defense issue. I do have alot of recharge as nearly perma(or perma not sure how much DR will increase it's recharge) ML doesn't sound bad though. I've tried changing slotting, but it still seems nearly perma/perma ML keeps the highest amout of defense up the longest without going way over board on expensive and nearly unobtainable PvP IOs. Even with PvP IOs I didn't gain that much in defense to warent investing in them, though I am sure the other benefits of them do justify their slotting. I don't have 30% tohit, but Combat Trainning: Offensive adds 18.3% more acc does that mean I have 18.3 tohit? I've never really sat down and thought of how CT:O's buff works.

Here is the build, it's definantly off on a few stats though. I think I need to do some more homework....

Villain Plan by Mids' Villain Designer 1.621
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: Speed
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Mace Mastery
Villain Profile:




Level 1: Poison Dart

  • (A) Thunderstrike - Accuracy/Damage/Recharge
  • (3) Thunderstrike - Accuracy/Damage/Endurance
  • (3) Thunderstrike - Damage/Endurance/Recharge
  • (5) Devastation - Damage/Recharge
  • (5) Devastation - Accuracy/Damage/Recharge
  • (7) Devastation - Accuracy/Damage/Endurance/Recharge
Level 1: Combat Training: Defensive
  • (A) Luck of the Gambler - Defense
  • (7) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense/Endurance
Level 2: Combat Training: Offensive
  • (A) Accuracy IO
  • (9) Accuracy IO
Level 4: Tactical Training: Maneuvers
  • (A) Serendipity - Defense/Endurance
  • (9) Serendipity - Defense/Recharge
  • (11) Serendipity - Defense/Endurance/Recharge
  • (11) Serendipity - Defense
  • (13) Serendipity - Endurance
  • (13) Luck of the Gambler - Recharge Speed
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (15) Recharge Reduction IO
  • (21) Recharge Reduction IO
Level 8: Hurdle
  • (A) Jumping IO
Level 10: Aid Other
  • (A) Empty
Level 12: Lunge
  • (A) Mako's Bite - Damage/Endurance
  • (15) Mako's Bite - Damage/Recharge
  • (17) Mako's Bite - Accuracy/Endurance/Recharge
  • (17) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (19) Mako's Bite - Accuracy/Damage
  • (19) Mako's Bite - Chance of Damage(Lethal)
Level 14: Health
  • (A) Regenerative Tissue - +Regeneration
  • (21) Miracle - +Recovery
  • (23) Numina's Convalescence - +Regeneration/+Recovery
  • (50) Miracle - Heal
Level 16: Aid Self
  • (A) Numina's Convalescence - Heal
  • (23) Numina's Convalescence - Heal/Recharge
  • (25) Numina's Convalescence - Heal/Endurance/Recharge
  • (25) Numina's Convalescence - Heal/Endurance
Level 18: Indomitable Will
  • (A) Impervium Armor - Resistance
  • (46) Impervium Armor - Resistance/Endurance
  • (48) Steadfast Protection - Knockback Protection
Level 20: Stamina
  • (A) Efficacy Adaptor - EndMod/Endurance
  • (27) Efficacy Adaptor - EndMod
  • (27) Efficacy Adaptor - EndMod/Recharge
  • (42) Performance Shifter - Chance for +End
Level 22: Foresight
  • (A) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance
  • (43) Luck of the Gambler - Recharge Speed
Level 24: Mask Presence
  • (A) Serendipity - Defense/Endurance
  • (29) Serendipity - Defense/Recharge
  • (29) Serendipity - Endurance
  • (31) Serendipity - Defense/Endurance/Recharge
  • (31) Serendipity - Defense
  • (31) Luck of the Gambler - Recharge Speed
Level 26: Slash
  • (A) Mako's Bite - Damage/Endurance
  • (33) Mako's Bite - Damage/Recharge
  • (33) Mako's Bite - Accuracy/Endurance/Recharge
  • (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (34) Touch of Death - Chance of Damage(Negative)
  • (34) Mako's Bite - Chance of Damage(Lethal)
Level 28: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
Level 30: Placate
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 32: Strike
  • (A) Mako's Bite - Damage/Endurance
  • (37) Mako's Bite - Damage/Recharge
  • (37) Mako's Bite - Accuracy/Endurance/Recharge
  • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (39) Mako's Bite - Accuracy/Damage
  • (39) Mako's Bite - Chance of Damage(Lethal)
Level 35: Mind Link
  • (A) HamiO:Membrane Exposure
  • (36) HamiO:Membrane Exposure
  • (39) HamiO:Membrane Exposure
Level 38: Eviscerate
  • (A) Obliteration - Damage
  • (40) Obliteration - Accuracy/Recharge
  • (40) Obliteration - Damage/Recharge
  • (40) Obliteration - Accuracy/Damage/Recharge
  • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (50) Obliteration - Chance for Smashing Damage
Level 41: Web Envelope
  • (A) Trap of the Hunter - Endurance/Immobilize
  • (42) Trap of the Hunter - Immobilize/Accuracy
  • (42) Trap of the Hunter - Accuracy/Immobilize/Recharge
Level 44: Shatter Armor
  • (A) Mako's Bite - Damage/Endurance
  • (45) Mako's Bite - Damage/Recharge
  • (45) Mako's Bite - Accuracy/Endurance/Recharge
  • (45) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (46) Mako's Bite - Accuracy/Damage
  • (46) Mako's Bite - Chance of Damage(Lethal)
Level 47: Elude
  • (A) HamiO:Membrane Exposure
  • (48) HamiO:Membrane Exposure
  • (48) HamiO:Membrane Exposure
Level 49: Mental Training
  • (A) Run Speed IO
------------




Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Conditioning
Level 1: Ninja Run
------------
------------




Set Bonus Totals:
  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 1.88% Defense(Smashing)
  • 1.88% Defense(Lethal)
  • 1.25% Defense(Fire)
  • 1.25% Defense(Cold)
  • 8.13% Defense(Energy)
  • 8.13% Defense(Negative)
  • 3.75% Defense(Melee)
  • 12.5% Defense(Ranged)
  • 2.5% Defense(AoE)
  • 6% Enhancement(Heal)
  • 5% Enhancement(Immobilize)
  • 15% Enhancement(Accuracy)
  • 35% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 200.8 HP (18.7%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 13.2%
  • MezResist(Immobilize) 13.2%
  • MezResist(Stun) 2.2%
  • 8.5% (0.15 End/sec) Recovery
  • 52% (2.79 HP/sec) Regeneration
  • 5% RunSpeed
------------
Set Bonuses:
Thunderstrike




(Poison Dart)
  • 2% (0.04 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
Devastation




(Poison Dart)
  • 12% (0.64 HP/sec) Regeneration
  • 24.1 HP (2.25%) HitPoints
Luck of the Gambler




(Combat Training: Defensive)
  • 10% (0.54 HP/sec) Regeneration
  • 12 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Serendipity




(Tactical Training: Maneuvers)
  • 4% (0.21 HP/sec) Regeneration
  • 8.03 HP (0.75%) HitPoints
  • 3% Enhancement(Accuracy)
  • 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
Luck of the Gambler




(Tactical Training: Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Mako's Bite




(Lunge)
  • MezResist(Immobilize) 3.3%
  • 16.1 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Miracle




(Health)
  • 2.5% (0.04 End/sec) Recovery
Numina's Convalescence




(Aid Self)
  • 12% (0.64 HP/sec) Regeneration
  • 20.1 HP (1.87%) HitPoints
  • 6% Enhancement(Heal)
Impervium Armor




(Indomitable Will)
  • 2.5% (0.04 End/sec) Recovery
Steadfast Protection




(Indomitable Will)
  • Knockback Protection (Mag -4)
Efficacy Adaptor




(Stamina)
  • 12 HP (1.12%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
Luck of the Gambler




(Foresight)
  • 10% (0.54 HP/sec) Regeneration
  • 12 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Serendipity




(Mask Presence)
  • 4% (0.21 HP/sec) Regeneration
  • 8.03 HP (0.75%) HitPoints
  • 3% Enhancement(Accuracy)
  • 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
Luck of the Gambler




(Mask Presence)
  • 7.5% Enhancement(RechargeTime)
Mako's Bite




(Slash)
  • MezResist(Immobilize) 3.3%
  • 16.1 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
Gaussian's Synchronized Fire-Control




(Build Up)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 20.1 HP (1.87%) HitPoints
Mako's Bite




(Strike)
  • MezResist(Immobilize) 3.3%
  • 16.1 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Obliteration




(Eviscerate)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Trap of the Hunter




(Web Envelope)
  • 5% Enhancement(Immobilize)
  • 20.1 HP (1.87%) HitPoints
Mako's Bite




(Shatter Armor)
  • MezResist(Immobilize) 3.3%
  • 16.1 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Code:
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*cough* An Apoc: Chance for Negative damage just dropped for me... Maybe I could farm it myself. LoL >.<


 

Posted

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Posted

Quote:
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I have and thank you for the help and everyone else's. Now check yours. LoL