Night Widow questions and somesuch.


Bringer_NA

 

Posted

Hi all,

Been a bit of a lurker in these forums ever since I got my Widow to 50 and over on Blueside, amassing a bit of build advice along the way from you lovely people. Problem is I think I have been a little -too- safe with my build in covering most of the bases so I have some questions for you all. May be a little long winded but bear with me...

1. Elude? Do I really need this? Around 3s off of being perma on my Mind Link and pretty much next to being softcapped without any help (a lot of help via set bonuses in my no expenses spared build) so is Elude even needed right now? Only really use it for the "Oh heck!" Moments like low Endurance or I am getting hit like crazy but from the Defense softcap reports, it is not needed for the second reason?

2. Attack chains? Pretty much I have Swipe, Dart Burst, Slash, Eviscerate and Gloom. As I am a little anal with my characters being concept based, Dart Burst and Gloom are in there to stay. I have been looking at some reports that say Eviscerate is pretty much not all that good, so would getting Lunge or Spin be better for this instance?

3. Gaussian's proc? Better in Leadership or in Build up? My usual thing has been keeping it in my sustained powers but would it be better as the proc will go off when I really do need it?

4. Medicine pool? Again another do I really need this question. Some say you should just kill faster and go with that but some also seem to keep it around, so I would like others opinions on this.

I can also post my build if anyone wishes me to and yes I do have all those purples in it, just to pre-empt people screaming about it. Most of my choices have been for concept reasons but I still would like to keep my character competitive.

Thanks in advance!


 

Posted

1) Nah, not worth it IMO. If you're having end problems, pop a blue, if you're having def-debuff or enemy THBuff problems, pop a purple. Elude is, IMO, far too situational to really be worth a power slot.

2) Dunno about attack chains (theres a thread a few down from this asking for them which hasn't got any answers yet), but I wouldn't skip either Lunge (your best ST attack - at least in terms of DPA) or Spin (your best AoE attack). Eviscerate is quite nice, but I'd take both those before it.

3) Frankly, as far as I'm concerned, it's not great in either. It'd go off more often in Tactics, but, as you suggest, it's likely to go off when you don't need it. I'm guessing you're after the full set bonus from GSFC, in which case, IMO at least, it really doesn't matter. If you're not going for the bonus, forget about the proc. If you really wanted to find some way of taking advantage of it, then FU would be the way to go, but given that you've gone for BU, I guess you're skipping that, and even then, it's nothing special.

4) I like it. With softcapped def and a single -interrupt IO, I can pretty much always get AS off, and it's a nice boost to my survivability. Dead widows do no damage. But then, I do solo a lot. It's less useful on a team.


 

Posted

I'm not an expert by any means, but I'll throw my nickel into the discussion.

1) I agree with the previous poster about Elude, skip it. You really don't need it.

2) I think I'm probably an oddball when it comes to attack chains, and I'll be the first to admit it's not the most efficient, but it works for me. I have Poison Dart, Mental Blast, Dart Burst and Psychic Scream...I use these most of the time when teaming so I can position myself for maximum benefit from all my leadership toggles. I also have Lunge, Slash and Spin for melee attacks, so I can get in and mix it up close and personal when needed. Yes, I freely acknowledge Gloom as a better attack, but it comes so late, I have all of my attack powers by 35.

3) I don't use tactics, so I have one in Build-Up. I can't say I've honestly ever noticed it going off, so I have considered removing it completely.

4) I don't use the medicine pool on my widow, but I can definitely understand why someone would. My inherent regen usually takes care of recovery after a big alpha, but I always keep a couple of greens for emergencies in my task bar. I made do without it soloing probably 70% of the way to 50, and most of my time now is in teams, so I doubt I'll ever add it.


 

Posted

Quote:
Originally Posted by PhroX View Post
1) Nah, not worth it IMO. If you're having end problems, pop a blue, if you're having def-debuff or enemy THBuff problems, pop a purple. Elude is, IMO, far too situational to really be worth a power slot.

2) Dunno about attack chains (theres a thread a few down from this asking for them which hasn't got any answers yet), but I wouldn't skip either Lunge (your best ST attack - at least in terms of DPA) or Spin (your best AoE attack). Eviscerate is quite nice, but I'd take both those before it.

3) Frankly, as far as I'm concerned, it's not great in either. It'd go off more often in Tactics, but, as you suggest, it's likely to go off when you don't need it. I'm guessing you're after the full set bonus from GSFC, in which case, IMO at least, it really doesn't matter. If you're not going for the bonus, forget about the proc. If you really wanted to find some way of taking advantage of it, then FU would be the way to go, but given that you've gone for BU, I guess you're skipping that, and even then, it's nothing special.

4) I like it. With softcapped def and a single -interrupt IO, I can pretty much always get AS off, and it's a nice boost to my survivability. Dead widows do no damage. But then, I do solo a lot. It's less useful on a team.
I was going to type out a full response, but frankly everything Phrox said.

The only thing I'd add is if you DO use Gaussian's, put it in BU.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

Thanks for the advice all, certainly food for thought!

Been jigging around with my build in Mids' and I think I have something, taken out Eviscerate and Elude and planted in Spin and Lunge to fit that gap, also with Crushing Blow in Lunge it has downed my Recharge of Mind Link by a second as well so it is two seconds off perma.

Also planted the unique into BU so it has a better chance of going off when I need it, does not affect my overall DPS in any case so that you for the feedback there. Keeping the Medicine pool for those just in cases and planted in an interrupt reduction IO just to be safe there also.

Here is the build I sorted out, if anyone has anything to add about it then please do! As I said I have the purples and the LOTG's in the build already with a little bit of revenue left:

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Maedryn Spardanae: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Swipe

  • (A) Mako's Bite - Accuracy/Damage: Level 50
  • (3) Mako's Bite - Damage/Endurance: Level 50
  • (3) Mako's Bite - Damage/Recharge: Level 50
  • (5) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
  • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
  • (7) Mako's Bite - Chance of Damage(Lethal): Level 50
Level 1: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (7) Kismet - Accuracy +6%: Level 30
Level 2: Combat Training: Offensive
  • (A) Accuracy IO: Level 50
Level 4: Tactical Training: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (11) Luck of the Gambler - Defense/Endurance: Level 50
  • (13) Luck of the Gambler - Defense: Level 50
  • (13) Luck of the Gambler - Defense/Recharge: Level 50
Level 6: Swift
  • (A) Run Speed IO: Level 50
Level 8: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
  • (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
  • (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
  • (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
  • (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 21
  • (34) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 10: Indomitable Will
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (17) Endurance Reduction IO: Level 50
Level 12: Dart Burst
  • (A) Ragnarok - Damage: Level 50
  • (37) Ragnarok - Damage/Recharge: Level 50
  • (40) Ragnarok - Accuracy/Damage/Recharge: Level 50
  • (42) Ragnarok - Accuracy/Recharge: Level 50
  • (43) Ragnarok - Damage/Endurance: Level 50
  • (43) Ragnarok - Chance for Knockdown: Level 50
Level 14: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (15) Regenerative Tissue - +Regeneration: Level 30
  • (17) Numina's Convalescence - Heal: Level 50
  • (46) Numina's Convalescence - Heal/Endurance: Level 40
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO: Level 50
  • (43) Endurance Reduction IO: Level 50
Level 18: Slash
  • (A) Hecatomb - Damage: Level 50
  • (19) Hecatomb - Damage/Recharge: Level 50
  • (19) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (37) Hecatomb - Accuracy/Recharge: Level 50
  • (40) Hecatomb - Damage/Endurance: Level 50
  • (40) Hecatomb - Chance of Damage(Negative): Level 50
Level 20: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (21) Performance Shifter - EndMod/Recharge: Level 50
  • (21) Performance Shifter - EndMod/Accuracy: Level 50
  • (25) Performance Shifter - Chance for +End: Level 50
Level 22: Mask Presence
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (23) Luck of the Gambler - Defense/Endurance: Level 50
  • (23) Luck of the Gambler - Defense: Level 50
  • (25) Luck of the Gambler - Defense/Recharge: Level 50
Level 24: Mental Training
  • (A) Run Speed IO: Level 50
Level 26: Lunge
  • (A) Crushing Impact - Accuracy/Damage: Level 50
  • (27) Crushing Impact - Damage/Endurance: Level 50
  • (27) Crushing Impact - Damage/Recharge: Level 50
  • (29) Crushing Impact - Accuracy/Damage/Recharge: Level 50
  • (29) Crushing Impact - Accuracy/Damage/Endurance: Level 50
  • (34) Crushing Impact - Damage/Endurance/Recharge: Level 50
Level 28: Hurdle
  • (A) Jumping IO: Level 50
Level 30: Tactical Training: Leadership
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
  • (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
Level 32: Foresight
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (33) Luck of the Gambler - Defense: Level 50
  • (33) Luck of the Gambler - Defense/Endurance: Level 50
  • (33) Luck of the Gambler - Defense/Recharge: Level 50
Level 35: Mind Link
  • (A) Luck of the Gambler - Endurance/Recharge: Level 50
  • (36) Luck of the Gambler - Defense/Endurance: Level 50
  • (36) Luck of the Gambler - Defense: Level 50
  • (36) Luck of the Gambler - Defense/Recharge: Level 50
  • (37) Luck of the Gambler - Recharge Speed: Level 50
Level 38: Spin
  • (A) Armageddon - Damage: Level 50
  • (39) Armageddon - Damage/Recharge: Level 50
  • (39) Armageddon - Accuracy/Damage/Recharge: Level 50
  • (39) Armageddon - Accuracy/Recharge: Level 50
  • (46) Armageddon - Damage/Endurance: Level 50
Level 41: Aid Other
  • (A) Numina's Convalescence - Heal: Level 50
  • (42) Miracle - +Recovery: Level 40
  • (42) Numina's Convalescence - Heal/Recharge: Level 50
Level 44: Gloom
  • (A) Apocalypse - Damage: Level 50
  • (45) Apocalypse - Damage/Recharge: Level 50
  • (45) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (45) Apocalypse - Accuracy/Recharge: Level 50
  • (46) Apocalypse - Damage/Endurance: Level 50
Level 47: Aid Self
  • (A) Numina's Convalescence - Heal: Level 50
  • (48) Numina's Convalescence - Heal/Endurance: Level 50
  • (48) Numina's Convalescence - Heal/Recharge: Level 50
  • (48) Interrupt Reduction IO: Level 50
Level 49: Darkest Night
  • (A) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
  • (50) Dark Watcher's Despair - To Hit Debuff: Level 50
  • (50) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50
  • (50) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
------------
Level 1: Brawl
  • (A) Kinetic Combat - Knockdown Bonus: Level 35
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 1: Conditioning
Level 6: Ninja Run
------------



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Posted

Get rid of Combat Training: Offensive, it is only worthwhile before you do your respec at level 24. Pick a different power, we'll find the slots for it.

Tactical Training: Assault, I'd only one slot it with an EndRed, the second EndRed is only saving you .04 End/sec, here's an extra slot.

Mind Link, you can slot an Adjusted Targeting Recharge IO in place of a LotG Defense and make Mind Link perma.

Tactical Training: Leadership, I'd just slot it for a single EndRed and we found some more slots.

I see you're going for Build Up, in that case you might find Placate useful. You can Placate then Lunge and get a nice critical.

You took both Swift and Hurdle, dropping Swift loses you 7.1 MPH running speed. So Run at 58 MPH and Jump at 61.5 MPH is still good for getting around (love that Ninja Run).

Powers that I like are Combat Jumping for maneuverability while in melee, Poison Dart (I LOVE poison Dart for runners, but you already have Gloom), and Psychic Scream. You may want to consider some of those powers.

Just some thoughts.


"I used to make diddly squat, but I've been with the company for 16 years and have had plenty of great raises. Now I just make squat" -- Me

Pediatric brain tumors are the #1 cause of cancer related deaths in children.

 

Posted

Quote:
Originally Posted by Eislor View Post
Get rid of Combat Training: Offensive, it is only worthwhile before you do your respec at level 24. Pick a different power, we'll find the slots for it.

Tactical Training: Assault, I'd only one slot it with an EndRed, the second EndRed is only saving you .04 End/sec, here's an extra slot.

Mind Link, you can slot an Adjusted Targeting Recharge IO in place of a LotG Defense and make Mind Link perma.

Tactical Training: Leadership, I'd just slot it for a single EndRed and we found some more slots.

I see you're going for Build Up, in that case you might find Placate useful. You can Placate then Lunge and get a nice critical.

You took both Swift and Hurdle, dropping Swift loses you 7.1 MPH running speed. So Run at 58 MPH and Jump at 61.5 MPH is still good for getting around (love that Ninja Run).

Powers that I like are Combat Jumping for maneuverability while in melee, Poison Dart (I LOVE poison Dart for runners, but you already have Gloom), and Psychic Scream. You may want to consider some of those powers.

Just some thoughts.

Hmm I do like the thinking there, Placate is certainly tempting for that little bit of burst there and all and thank you very much for the advice on Mind Link! Almost slammed my head into the desk with an "OF COURSE!" While here at work. Taking away the slots from Leadership does give me the scope to plant in Strike as well.


 

Posted

One of these days I'll write out the analysis, but without a doubt, the Gauss proc is substantially better off in Tactics than Build-up and it's not close.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
One of these days I'll write out the analysis, but without a doubt, the Gauss proc is substantially better off in Tactics than Build-up and it's not close.
It isn't that complicated. In Tactics, it will on average go off every 200 seconds. Since it lasts less than 10 seconds, that average will stay the same whether it procs or not. It lasts 5.25 seconds, so on average it's going to be active 2.6% of the time.

That's an average damage buff of 2.6% and ToHit of 1%.

For Build Up, it's going to be significantly less. Even on a high recharge build which can Build Up say every 25 seconds, you're talking about less than half the average increase, that is about a 1% overall increase in damage (on average). With standard recharge, it's about 0.5%

So the "analysis" says to put it in Tactics. The real world disagrees though. Because in Tactics, that "average" could be realized when you're not attacking. It could be realized when you fire off two weak ST attacks and nothing else.

With Build Up the damage is always realized when you're Building Up ... either to quickly drop a single target or to dish out as much AoE damage as possible in a short order of time.
So yeah, you're talking about 1/2 to 1/4th the possible "average damage increase over time," but the reality is that damage increase will virtually always be better timed and is substantially more effective in game. So the reality is the average damage increase is much much better in Build Up.

You're also talking about pennies. The 2% (at most) increase you get from using it in Tactics is not worth the horrendous draw backs.
So,
Quote:
Originally Posted by Deacon_NA View Post
and it's not close.
is very wrong.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

Quote:
Originally Posted by Gilia View Post
It isn't that complicated. In Tactics, it will on average go off every 200 seconds. Since it lasts less than 10 seconds, that average will stay the same whether it procs or not. It lasts 5.25 seconds, so on average it's going to be active 2.6% of the time.

That's an average damage buff of 2.6% and ToHit of 1%.

For Build Up, it's going to be significantly less. Even on a high recharge build which can Build Up say every 25 seconds, you're talking about less than half the average increase, that is about a 1% overall increase in damage (on average). With standard recharge, it's about 0.5%

So the "analysis" says to put it in Tactics. The real world disagrees though. Because in Tactics, that "average" could be realized when you're not attacking. It could be realized when you fire off two weak ST attacks and nothing else.

With Build Up the damage is always realized when you're Building Up ... either to quickly drop a single target or to dish out as much AoE damage as possible in a short order of time.
So yeah, you're talking about 1/2 to 1/4th the possible "average damage increase over time," but the reality is that damage increase will virtually always be better timed and is substantially more effective in game. So the reality is the average damage increase is much much better in Build Up.

You're also talking about pennies. The 2% (at most) increase you get from using it in Tactics is not worth the horrendous draw backs.
So,

is very wrong.
Personally, I've never actually seen the power activate when I build up, which is what I've got it slotted in. I just assumed that it increased the base time that Build Up lasts. I've noticed the Gaussian icon on my active power list in PvP, but not a single time in PvE.


 

Posted

Quote:
is very wrong.
Is what is very wrong. It is actually more complicated than what you've shown. Not much more complicated, something a mathematical statistics student would learn in the first semester. Yours is the analysis of someone that took prob/stats 101, the one the football players take. No offense.


Global = Hedgefund (or some derivation thereof)

 

Posted

Thanks again for the input all and I would love to see the in depth analysis as well sometime, would be a good read for me.

I have jigged around the build and now I have two builds to play with:

My original build with Lunge and Spin inserted -

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Maedryn Spardanae: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Swipe

  • (A) Mako's Bite - Accuracy/Damage: Level 50
  • (3) Mako's Bite - Damage/Endurance: Level 50
  • (3) Mako's Bite - Damage/Recharge: Level 50
  • (5) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
  • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
  • (7) Mako's Bite - Chance of Damage(Lethal): Level 50
Level 1: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (7) Kismet - Accuracy +6%: Level 30
Level 2: Combat Training: Offensive
  • (A) Accuracy IO: Level 50
Level 4: Tactical Training: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (11) Luck of the Gambler - Defense/Endurance: Level 50
  • (13) Luck of the Gambler - Defense: Level 50
  • (13) Luck of the Gambler - Defense/Recharge: Level 50
Level 6: Swift
  • (A) Run Speed IO: Level 50
Level 8: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
  • (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
  • (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
  • (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
  • (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 21
Level 10: Indomitable Will
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (17) Steadfast Protection - Resistance/Endurance: Level 30
Level 12: Dart Burst
  • (A) Ragnarok - Damage: Level 50
  • (37) Ragnarok - Damage/Recharge: Level 50
  • (40) Ragnarok - Accuracy/Damage/Recharge: Level 50
  • (42) Ragnarok - Accuracy/Recharge: Level 50
  • (43) Ragnarok - Damage/Endurance: Level 50
  • (43) Ragnarok - Chance for Knockdown: Level 50
Level 14: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (15) Regenerative Tissue - +Regeneration: Level 30
  • (17) Numina's Convalescence - Heal: Level 50
  • (46) Numina's Convalescence - Heal/Endurance: Level 40
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO: Level 50
Level 18: Slash
  • (A) Hecatomb - Damage: Level 50
  • (19) Hecatomb - Damage/Recharge: Level 50
  • (19) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (37) Hecatomb - Accuracy/Recharge: Level 50
  • (40) Hecatomb - Damage/Endurance: Level 50
  • (40) Hecatomb - Chance of Damage(Negative): Level 50
Level 20: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (21) Performance Shifter - EndMod/Recharge: Level 50
  • (21) Performance Shifter - EndMod/Accuracy: Level 50
  • (25) Performance Shifter - Chance for +End: Level 50
Level 22: Mask Presence
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (23) Luck of the Gambler - Defense/Endurance: Level 50
  • (23) Luck of the Gambler - Defense: Level 50
  • (25) Luck of the Gambler - Defense/Recharge: Level 50
Level 24: Mental Training
  • (A) Run Speed IO: Level 50
Level 26: Lunge
  • (A) Crushing Impact - Accuracy/Damage: Level 50
  • (27) Crushing Impact - Damage/Endurance: Level 50
  • (27) Crushing Impact - Damage/Recharge: Level 50
  • (29) Crushing Impact - Accuracy/Damage/Recharge: Level 50
  • (29) Crushing Impact - Accuracy/Damage/Endurance: Level 50
  • (34) Crushing Impact - Damage/Endurance/Recharge: Level 50
Level 28: Hurdle
  • (A) Jumping IO: Level 50
Level 30: Tactical Training: Leadership
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
  • (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
  • (34) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 32: Foresight
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (33) Luck of the Gambler - Defense: Level 50
  • (33) Luck of the Gambler - Defense/Endurance: Level 50
  • (33) Luck of the Gambler - Defense/Recharge: Level 50
Level 35: Mind Link
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (36) Luck of the Gambler - Defense/Endurance: Level 50
  • (36) Luck of the Gambler - Defense: Level 50
  • (36) Luck of the Gambler - Defense/Recharge: Level 50
  • (37) Adjusted Targeting - Recharge: Level 50
Level 38: Spin
  • (A) Armageddon - Damage: Level 50
  • (39) Armageddon - Damage/Recharge: Level 50
  • (39) Armageddon - Accuracy/Damage/Recharge: Level 50
  • (39) Armageddon - Accuracy/Recharge: Level 50
  • (43) Armageddon - Damage/Endurance: Level 50
  • (46) Armageddon - Chance for Fire Damage: Level 50
Level 41: Aid Other
  • (A) Numina's Convalescence - Heal: Level 50
  • (42) Miracle - +Recovery: Level 40
  • (42) Numina's Convalescence - Heal/Recharge: Level 50
Level 44: Gloom
  • (A) Apocalypse - Damage: Level 50
  • (45) Apocalypse - Damage/Recharge: Level 50
  • (45) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (45) Apocalypse - Accuracy/Recharge: Level 50
  • (46) Apocalypse - Damage/Endurance: Level 50
Level 47: Aid Self
  • (A) Numina's Convalescence - Heal: Level 50
  • (48) Numina's Convalescence - Heal/Endurance: Level 50
  • (48) Numina's Convalescence - Heal/Recharge: Level 50
  • (48) Interrupt Reduction IO: Level 50
Level 49: Darkest Night
  • (A) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
  • (50) Dark Watcher's Despair - To Hit Debuff: Level 50
  • (50) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50
  • (50) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
------------
Level 1: Brawl
  • (A) Kinetic Combat - Knockdown Bonus: Level 35
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 1: Conditioning
Level 6: Ninja Run
------------
------------
Set Bonus Totals:
  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 6.13% Defense(Energy)
  • 6.13% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 9.25% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 88% Enhancement(Accuracy)
  • 87.5% Enhancement(RechargeTime)
  • 15% FlySpeed
  • 224.9 HP (21%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 5.5%
  • 23.5% (0.41 End/sec) Recovery
  • 92% (4.94 HP/sec) Regeneration
  • 7.56% Resistance(Fire)
  • 7.56% Resistance(Cold)
  • 15% Resistance(Toxic)
  • 2.5% Resistance(Psionic)
  • 15% RunSpeed


Secondly, with some of the suggestions, getting rid of CT:O and replacing with Spin and taking out the slots of Leadership -

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Maedryn Spardanae: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Swipe
  • (A) Mako's Bite - Accuracy/Damage: Level 50
  • (3) Mako's Bite - Damage/Endurance: Level 50
  • (3) Mako's Bite - Damage/Recharge: Level 50
  • (5) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
  • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
  • (7) Mako's Bite - Chance of Damage(Lethal): Level 50
Level 1: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (7) Kismet - Accuracy +6%: Level 30
Level 2: Strike
  • (A) Mako's Bite - Accuracy/Damage: Level 50
  • (31) Mako's Bite - Damage/Endurance: Level 50
  • (31) Mako's Bite - Damage/Recharge: Level 50
  • (31) Mako's Bite - Chance of Damage(Lethal): Level 50
  • (34) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
  • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
Level 4: Tactical Training: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (11) Luck of the Gambler - Defense/Endurance: Level 50
  • (13) Luck of the Gambler - Defense: Level 50
  • (13) Luck of the Gambler - Defense/Recharge: Level 50
Level 6: Swift
  • (A) Run Speed IO: Level 50
Level 8: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
  • (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
  • (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
  • (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
  • (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 21
Level 10: Indomitable Will
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (17) Steadfast Protection - Resistance/Endurance: Level 30
Level 12: Dart Burst
  • (A) Ragnarok - Damage: Level 50
  • (37) Ragnarok - Damage/Recharge: Level 50
  • (40) Ragnarok - Accuracy/Damage/Recharge: Level 50
  • (42) Ragnarok - Accuracy/Recharge: Level 50
  • (43) Ragnarok - Damage/Endurance: Level 50
  • (43) Ragnarok - Chance for Knockdown: Level 50
Level 14: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (15) Regenerative Tissue - +Regeneration: Level 30
  • (17) Numina's Convalescence - Heal: Level 50
  • (46) Numina's Convalescence - Heal/Endurance: Level 40
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO: Level 50
Level 18: Slash
  • (A) Hecatomb - Damage: Level 50
  • (19) Hecatomb - Damage/Recharge: Level 50
  • (19) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (37) Hecatomb - Accuracy/Recharge: Level 50
  • (40) Hecatomb - Damage/Endurance: Level 50
  • (40) Hecatomb - Chance of Damage(Negative): Level 50
Level 20: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (21) Performance Shifter - EndMod/Recharge: Level 50
  • (21) Performance Shifter - EndMod/Accuracy: Level 50
  • (25) Performance Shifter - Chance for +End: Level 50
Level 22: Mask Presence
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (23) Luck of the Gambler - Defense/Endurance: Level 50
  • (23) Luck of the Gambler - Defense: Level 50
  • (25) Luck of the Gambler - Defense/Recharge: Level 50
Level 24: Mental Training
  • (A) Run Speed IO: Level 50
Level 26: Lunge
  • (A) Crushing Impact - Accuracy/Damage: Level 50
  • (27) Crushing Impact - Damage/Endurance: Level 50
  • (27) Crushing Impact - Damage/Recharge: Level 50
  • (29) Crushing Impact - Accuracy/Damage/Recharge: Level 50
  • (29) Crushing Impact - Accuracy/Damage/Endurance: Level 50
  • (34) Crushing Impact - Damage/Endurance/Recharge: Level 50
Level 28: Hurdle
  • (A) Jumping IO: Level 50
Level 30: Tactical Training: Leadership
  • (A) Endurance Reduction IO: Level 50
Level 32: Foresight
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (33) Luck of the Gambler - Defense: Level 50
  • (33) Luck of the Gambler - Defense/Endurance: Level 50
  • (33) Luck of the Gambler - Defense/Recharge: Level 50
Level 35: Mind Link
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (36) Luck of the Gambler - Defense/Endurance: Level 50
  • (36) Luck of the Gambler - Defense: Level 50
  • (36) Luck of the Gambler - Defense/Recharge: Level 50
  • (37) Adjusted Targeting - Recharge: Level 50
Level 38: Spin
  • (A) Armageddon - Damage: Level 50
  • (39) Armageddon - Damage/Recharge: Level 50
  • (39) Armageddon - Accuracy/Damage/Recharge: Level 50
  • (39) Armageddon - Accuracy/Recharge: Level 50
  • (43) Armageddon - Damage/Endurance: Level 50
  • (46) Armageddon - Chance for Fire Damage: Level 50
Level 41: Aid Other
  • (A) Numina's Convalescence - Heal: Level 50
  • (42) Miracle - +Recovery: Level 40
  • (42) Numina's Convalescence - Heal/Recharge: Level 50
Level 44: Gloom
  • (A) Apocalypse - Damage: Level 50
  • (45) Apocalypse - Damage/Recharge: Level 50
  • (45) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (45) Apocalypse - Accuracy/Recharge: Level 50
  • (46) Apocalypse - Damage/Endurance: Level 50
Level 47: Aid Self
  • (A) Numina's Convalescence - Heal: Level 50
  • (48) Numina's Convalescence - Heal/Endurance: Level 50
  • (48) Numina's Convalescence - Heal/Recharge: Level 50
  • (48) Interrupt Reduction IO: Level 50
Level 49: Darkest Night
  • (A) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
  • (50) Dark Watcher's Despair - To Hit Debuff: Level 50
  • (50) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50
  • (50) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
------------
Level 1: Brawl
  • (A) Kinetic Combat - Knockdown Bonus: Level 35
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 1: Conditioning
Level 6: Ninja Run
------------
------------
Set Bonus Totals:
  • 12.5% DamageBuff(Smashing)
  • 12.5% DamageBuff(Lethal)
  • 12.5% DamageBuff(Fire)
  • 12.5% DamageBuff(Cold)
  • 12.5% DamageBuff(Energy)
  • 12.5% DamageBuff(Negative)
  • 12.5% DamageBuff(Toxic)
  • 12.5% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 6.75% Defense(Energy)
  • 6.75% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 10.5% Defense(Ranged)
  • 3% Defense(AoE)
  • 88% Enhancement(Accuracy)
  • 87.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 220.9 HP (20.6%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 6.6%
  • MezResist(Immobilize) 8.8%
  • 21% (0.37 End/sec) Recovery
  • 92% (4.94 HP/sec) Regeneration
  • 7.56% Resistance(Fire)
  • 7.56% Resistance(Cold)
  • 15% Resistance(Toxic)
  • 2.5% Resistance(Psionic)
  • 10% RunSpeed


Both of them are tempting really, more attacks in the latter but in the former there is some recovery.


 

Posted

I prefer the second, though there are a few things I'd tweak. Haven't got mids here, so this is just off the top of my head:

You really don't need hurdle and swift. Either you'll be moving mainly by running, in which case go for the latter, or jumping, in which case go for the former.

Health and Aid Other slotting...put all three uniques in Health and nothing else, don't bother slotting AO unless you've got plenty of free slots. In particular, never put the uniques in there - you'd have to use AO on someone every 120 secs in order to get the bonuses.

TT:Leadership - I'd actually consider dropping this completely, never really found any accuracy problems once I'm slotted up, even with SOs/common IOs. Perhaps take Maneuvers instead, which stacks excellently with TT:M and ML to give your team a big chunk of defense. You can get 3 extra slots from my previous recommendation.

Personally, I love TT:Vengeace. Doesn't need any slotting, and people are always dieing (on a bad team, people die cos they suck, on a good team, people die cos they should be taking insane risks ), so you might as well take advanatge. Maybe take this instead of Hurdle or Swift.


 

Posted

Quote:
Originally Posted by PhroX View Post
I prefer the second, though there are a few things I'd tweak. Haven't got mids here, so this is just off the top of my head:

You really don't need hurdle and swift. Either you'll be moving mainly by running, in which case go for the latter, or jumping, in which case go for the former.

Health and Aid Other slotting...put all three uniques in Health and nothing else, don't bother slotting AO unless you've got plenty of free slots. In particular, never put the uniques in there - you'd have to use AO on someone every 120 secs in order to get the bonuses.

TT:Leadership - I'd actually consider dropping this completely, never really found any accuracy problems once I'm slotted up, even with SOs/common IOs. Perhaps take Maneuvers instead, which stacks excellently with TT:M and ML to give your team a big chunk of defense. You can get 3 extra slots from my previous recommendation.

Personally, I love TT:Vengeace. Doesn't need any slotting, and people are always dieing (on a bad team, people die cos they suck, on a good team, people die cos they should be taking insane risks ), so you might as well take advanatge. Maybe take this instead of Hurdle or Swift.
Thanks again for the suggestions, going to take it all on board myself and see what I can do, looking at it right now I have softcapped Melee and Ranged without ML firing off so that's pretty much in there. Considering dropping Hurdle for perhaps getting Placate or as you say, Vengeance, just depends on my teaming habits really!

Didn't notice the Miracle in there though! Forgot about the 120second rule! Doh!


 

Posted

Quote:
Originally Posted by Deacon_NA View Post
Is what is very wrong. It is actually more complicated than what you've shown. Not much more complicated, something a mathematical statistics student would learn in the first semester. Yours is the analysis of someone that took prob/stats 101, the one the football players take. No offense.
What's very wrong is the idea that it's not close. The average damage increase is so small that dividing it by 2.5 is not a huge difference. Saying it's not close is like saying 1 cent and 3 cents are not close because the ratio is 1:3. Saying it was very wrong was me trying to be polite by understating just how wrong it is.

No offense taken. My statistics courses were based on calculus for business, otherwise known as finite calculus. I have no idea what football player take. The biggest difference between a basic analysis and a more complex statistical analysis in this realm would be accounting for chance of failure. However, like I said the proc's duration is less than the time between the periodic check, so chance of failure does not increase or decrease the average damage increase.

If you think it's more complicated, then I would assume you took courses that were not at all related to math. You see, the presence of extra variables and values doesn't always mean that it's more complicated. I know that's the way people with a liberal arts education tend to think. The truth is, you just have to understand the relationship of those values. Again, in this case the relationships are not complicated.

I would love to see you try to actually make it more complicated. Even if you complicate the math somehow, the reality will always be as I said: it's better in Build Up because it will ONLY proc in scenarios where you can use the build up... because you are, after all, using "Build Up." If you put it in tactics, you might as well throw the slot away.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

Quote:
Originally Posted by Eldrac_Spardanae View Post
Thanks again for the suggestions, going to take it all on board myself and see what I can do, looking at it right now I have softcapped Melee and Ranged without ML firing off so that's pretty much in there. Considering dropping Hurdle for perhaps getting Placate or as you say, Vengeance, just depends on my teaming habits really!

Didn't notice the Miracle in there though! Forgot about the 120second rule! Doh!
I wouldn't bother with Placate, at least once you've got the recharge to have a full attack chain (which you should have, even if the exact chain is beyond me ). It sounds silly, but I'm pretty sure using Placate will actually lower your damage - the crit doesn't make up for not attacking for placate's activation.


 

Posted

Quote:
Originally Posted by Eldrac_Spardanae View Post
Thanks again for the suggestions, going to take it all on board myself and see what I can do, looking at it right now I have softcapped Melee and Ranged without ML firing off so that's pretty much in there. Considering dropping Hurdle for perhaps getting Placate or as you say, Vengeance, just depends on my teaming habits really!

Didn't notice the Miracle in there though! Forgot about the 120 second rule! Doh!
Actually your Melee is 35.4%, Ranged is 34.2%, and AoE is 26.7% when Mask Presence is suppressed (suppressed value is 3.95% with your slotting). With ML, you are at Melee 51.2%, Ranged 50%, and AoE 42.5% while Mask Presence is suppressed. AoE defense is the least important of the 3 positionals.


"I used to make diddly squat, but I've been with the company for 16 years and have had plenty of great raises. Now I just make squat" -- Me

Pediatric brain tumors are the #1 cause of cancer related deaths in children.

 

Posted

Realised that last night actually, I respecced my build out to the second build and put the Miracle in Health, and did something I have not done since my DM/Regen Scrapper and dived into a RWZ Challenge and for a while they could not even touch me while unsuppressed MP was active and once I attacked and popped ML I was pretty much untouchable for a while, just firing off Aid Self now and then for posterity and going crazy with attacks.

Thanks for all the help everyone! Build is pretty much solid now for my soloing antics and will still be great for a team as well with the switches with Vengeance and so on.

Good to see some interesting views on how the Chance for Build Up needs to be slotted and about Placate, I suppose it is only really good on a Stalker most of the time.


 

Posted

I ended up respeccing out of the heal pool, and focussed primarily on damage, recharge and defence, which I found works very well on my current build - mobs drop too quicky to cause any problems most of the time. I also only concentrated on melee attacks, only taking gloom for set bonus and the occasional pull/runaway mob.

Still not quite completed the build (missing purple sets and a few lotgs), but she can handle quite large groups of mobs fairly well. Here's my final build setup:

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Swipe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Combat Training: Defensive -- LkGmblr-Def(A), LkGmblr-Rchg+(7)
Level 2: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(13)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-EndRdx(17), RedFtn-EndRdx/Rchg(17)
Level 6: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), LkGmblr-Rchg+(27)
Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 10: Swift -- Flight-I(A)
Level 12: Indomitable Will -- S'fstPrt-ResDam/Def+(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23)
Level 16: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(25), Mrcl-Heal(25), Mrcl-Rcvry+(27)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31), P'Shift-EndMod/Acc(33), P'Shift-End%(33)
Level 22: Slash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(36)
Level 24: Mask Presence -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 26: Mental Training -- Flight-I(A)
Level 28: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(37)
Level 30: Mind Link -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(37), AdjTgt-ToHit/Rchg(39), AdjTgt-EndRdx/Rchg(43)
Level 32: Spin -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(42)
Level 35: Foresight -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(43)
Level 38: Lunge -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(45), Hectmb-Dmg/EndRdx(45), Hectmb-Dam%(46)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(48)
Level 44: Tactical Training: Vengeance -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(50)
Level 47: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(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
Level 6: Ninja Run
------------



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http://www.scene-and-heard.com/cov/covsig.jpg