Need help with night widow.


Carnifax_NA

 

Posted

Alrighty so...I have my Fortunata nearly IO'd out fully....with it only missing one set, which is a purple one that I don't have enough inf for.


I was contemplating making build 2 a night widow....and while I know the basics, I'm not sure how they differ, and what skills are essential for the night to take.


if anybody could give me basic advice on how the build of the NW will differ from my fortunata, that would be fantastic :3

I'll edit this post with a build if I happen to mids one


Magisterum- 50+3 Fortunata--Virtue

Lukerion- 33 Emp/Rad Defender--Virtue
Noah Heartily- 34 SS/SD brute- Virtue
Mika Heartily- 50+1 Fire/MM blaster-Virtue

 

Posted

Leaving aside a proposed build for the moment, the main difference between a Night Widow and a Fortunata is that the Night Widow is melee. Because of that, the Night Widow does more damage, faster, and is overall more effective.

You're basically playing a Claws/SR scrapper with some neat tricks and stealth. Key powers are Mindlink, the Tactical Training powers except for Vengeance. Avoid the psychic ranged attacks, in general; Poison Dart is good, Dart Burst is an effective cone PBAOE.


 

Posted

Quote:
Originally Posted by Starcloud View Post
Leaving aside a proposed build for the moment, the main difference between a Night Widow and a Fortunata is that the Night Widow is melee. Because of that, the Night Widow does more damage, faster, and is overall more effective.
Not sure about that "overall more effective" part because my Fortunata is extremely effective with damage, range damage and much better survival being at range, in air and with controls.

NW has better burst damage and much better ST DPS with follow up. My NW is actually Blood Widow concept by using follow-up and no mental attacks. However, NW's Psionic Scream actually does very good damage and from what I heard, it doesn't cause weapon redraw. You can open the battle with BU + Slash/Spin and run back for Scream cone attack. You can skip Mental Blast if you want and take Poison Dart for one range attack.


Some tips:
1. If you can, try to fit Tough into the build. Yes, NW has very high defense but she has very little health to back up her scaling resistance. In fact, if two bosses hit you at once (IE: Rikti bosses), it's instant death for you, which happened to me two days ago when we tried to do Master Lady Grey run.

2. Don't under-estimate the power of Vengence (only one slot needed). It is very useful when somebody dies. :P It helps the team so much especially if you have MMs on the team. Their pets will love you even more.

3. Endurance cost for NW is very high because you are attacking fast. Cardiac is a great alpha for that.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

while I'm asking stuff also.

Should my fortunata have foresight?


I took fighting for weave instead of foresight, and I'm wondering if foresight might have been more useful, even with minimal slotting on it?


Magisterum- 50+3 Fortunata--Virtue

Lukerion- 33 Emp/Rad Defender--Virtue
Noah Heartily- 34 SS/SD brute- Virtue
Mika Heartily- 50+1 Fire/MM blaster-Virtue

 

Posted

Foresight is 7.5% defense to all unenhanced, takes Resistance sets (drop a Steadfast +3% Def IO in it), and costs NO Endurance.
YES you should have it.
Weave on the other hand is 5% defense to all unenhanced, costs two other power picks, and costs you 0.325 End/sec. You don't need it to hit the soft cap.


"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 Starcloud View Post
Leaving aside a proposed build for the moment, the main difference between a Night Widow and a Fortunata is that the Night Widow is melee. Because of that, the Night Widow does more damage, faster, and is overall more effective.
And a Fortunata that take the melee attacks is even more effective, having effectively the same damage as a NW and far more utility


 

Posted

I don't play forts but I have a solid NW that I've played since i12. Just my thoughts:

Foresight: take it, slot it, love it. It's an auto power that is 7.5% defense to all unslotted, and it contributes to a widow's scaling resists (one of two powers that does so). The scaling resists kind of the weak icing on the cake, they are nice as a passive but don't ever count on them saving you because they can be bypassed entirely if a boss hits you before they have become active (ever been hit by a KoA boss for 1600?).

I'll agree with Jibikao though... tough (and the pvp resist IO if you can afford) can make the S/L enemies cry when coupled with these scaling resists. You can actually hit the 85% resist cap for S/L this way... not that it would be a safe place to linger for any amount of time (read: you'll have maybe 5 hit points remaining). Question is do you need tough? You will need another power just to pick it up, personally I'd just rather have double assaults instead. Mmm... triple-stacked FU + double asaults + slash...

Damage: Yeah, a NW will out-burst and out dps a fort, by a large margain. I've played the fabled "melee fort" before, I've succumbed to the illusion that they blow away a NW in damage because they can stack FU and aim... but it isn't the case.

What folks don't mention is that to play a high dps fort you need to... play it just like a NW. No ranged controls or damage, just jump in and scrap it out. This is because it's the melee attacks that allow for this (FU specifically), so if you want to be a melee murderer just do a favor for yourself and pick up the NW path. Aim is nice and all, but it simply cannot replace slash + eviscerate.

What you are going to find with the NW is they kill sufficiently quicker than your fort. This is one reason I've never taken a fort seriously: NWs kill at a faster rate and I personally prefer killing than controlling (dominators are another reason I don't play forts anymore, but I won't go there). The one thing forts have that I am envious of is psychic wail... another reason I tried the melee fort idea heh. It's an insane power, but wasn't enough to leverage my opinion of the tree as a high burst/DPS powerhouse.

The one thing you will really need to think about is your choice of patrons. Widows get gloom, which rocks in so many ways. IMO though a better pick is shatter armor and here's why: it does more damage, it has a 20 second resist debuff attached and (best of all) it is smashing damage, which is a godsend as NWs are lethal/psy and robots laugh that off. But they'll stop laughing once you show them that big a** arachnos mace.

It'll cause redraw, but so will gloom so pick your poison =) just understand too that with my NW I don't employ shatter armor in my normal attack chain, it is reserved for bosses and lethal resistant critters. If you are incorporating a patron power into your chain they gloom would prob be the better choice. Better DPA, faster recharge, and way less end cost than SA.

Anyways, just my 2 cents. Build it like your fort (with forsight included), make it melee focused. Be sure to grab FU over BU, that's where the sweet DPS comes in. And lunge, slash and eviscerate are your bread, butter, and ... grape jelly I guess. Some folks don't like eviscerate, but it hits harder than lunge and is a cone. In fact, it's your second strongest melee attack, even accounting for single targets (in terms of raw damage anyway).

Lastly: pick up spin. Spin rules the universe.

There's lots of ways to build a NW, this is just the path I chose. Hope you enjoy the NW as much as your fort.


 

Posted

Quote:
Originally Posted by Person34 View Post
Damage: Yeah, a NW will out-burst and out dps a fort, by a large margain. I've played the fabled "melee fort" before, I've succumbed to the illusion that they blow away a NW in damage because they can stack FU and aim... but it isn't the case.

What folks don't mention is that to play a high dps fort you need to... play it just like a NW. No ranged controls or damage, just jump in and scrap it out. This is because it's the melee attacks that allow for this (FU specifically), so if you want to be a melee murderer just do a favor for yourself and pick up the NW path. Aim is nice and all, but it simply cannot replace slash + eviscerate.
While the idea of them "blowing away" a NW in terms of damage is indeed stupid, they can pretty much match them while bringing extra goodies to the table.

Melee forts don't work because of aim (in fact Aim is, IMO, a waste of a power for anyone other than blasters and even then its debatable), they work because the best attack chain available to them is only fractionally lower than that of a NW (IIRC the ratio is something like 1.21 vs 1.18 - and that NW one is, IMO, irritatingly convoluted, while the fort is a nice simple 1-2-3-4 chain). Slash really doesn't make much of difference in the long run, and while eviscerate is nice, it only hits 5 targets, while my Fort will be hitting 16 with Psi-nado and -wail.

So basically, I can either match a NW for damage by jumping in and clawing things to death, or I can use my controls (or, more likely, do a mix), all with the same build.

The caveat is that I have spent a fair amount of inf - not stupid amounts, my only purples are the cheapish confuse set - to get there, and you could probably have a NW capable of doing similar damage for less, but it wouldn't have the added flexibility of the controls my Fort brings to the table.

Just to note, I'm not saying NWs are bad by any means, and indeed, I had great fun playing my widow as one for most of her life before I respecced into her current Fort build. I also do rather agree with ranged forts being lacking, at least against single targets.


 

Posted

Quote:
Originally Posted by Rintera View Post
while I'm asking stuff also.

Should my fortunata have foresight?


I took fighting for weave instead of foresight, and I'm wondering if foresight might have been more useful, even with minimal slotting on it?
Oh, Foresight is the best Passive power in the game. Its base defense is 7.5% to range, melee and AoE and offers 20% resistance to Psionic and I believe it offers some scaling resistance too when your health is lower.

When I think of Fortuanta, I think of all range attacks. I haven't really tried melee hybrid Fort as I think my range attack damage is good enough already.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post
Oh, Foresight is the best Passive power in the game. Its base defense is 7.5% to range, melee and AoE and offers 20% resistance to Psionic and I believe it offers some scaling resistance too when your health is lower.

When I think of Fortuanta, I think of all range attacks. I haven't really tried melee hybrid Fort as I think my range attack damage is good enough already.
i'm actually tinkering with a melee Fort build now. Similar in some respects to my Night Widow, but with a number of differences, including Dominate, Confuse, and Psychic Wail.


Dr. Todt's theme.
i make stuff...

 

Posted

As long as we have an active topic, I am looking at both build #2, as well as revising my NW build #1.

Anyone have thoughts on the following?
(1) Elude: Is it really worth it as a power? It doesn't seem to offer much that we already lack other than DEF Debuff prot. I dropped it and haven't really missed it or it's crash.

(2) Aid Self: With all that def, seem kind of like a heal would be a nice thing. I've never had this power on any character of mine. However, am considering it here.

(3) Darkest Night: Does it make much difference once you are already capped?

(4) Placate: Anyone think our crits are so good that we want to have them up more often?

So just looking at opinions on those powers before I start tinkering more with my build.


 

Posted

Quote:
Originally Posted by Torrynt View Post
As long as we have an active topic, I am looking at both build #2, as well as revising my NW build #1.

Anyone have thoughts on the following?
(1) Elude: Is it really worth it as a power? It doesn't seem to offer much that we already lack other than DEF Debuff prot. I dropped it and haven't really missed it or it's crash.
My Night Widow skipped it completely and hasn't missed it. i've got enough recovery to not miss that aspect even before going Cardiac, and with my defense at about 50%+ even with Mind Link down defense debuffs are rarely an issue.

(2) Aid Self: With all that def, seem kind of like a heal would be a nice thing. I've never had this power on any character of mine. However, am considering it here.
The Medicine pool can be pretty handy. i personally skipped it in favor of carrying oranges and greens.

(3) Darkest Night: Does it make much difference once you are already capped?
It can, especially against enemies with higher tohit or accuracy values than normal. It also helps the rest of your team.

(4) Placate: Anyone think our crits are so good that we want to have them up more often?
Most of the commentary i've seen says that the DPS loss from Placate's animation time is not made up for in the critical hit damage unless you follow it with Spin or Eviscerate to crit on multiple targets.

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This is a Fort rebuild i'm considering for my Fortunata who just hit 50. A similar focus on Melee and AoE attacks as my Night Widow, but the controls will add a different flavor to her playstyle. (Edit: Also, Psychic Wail is badass.):
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Ryonen Beta: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Flight

Villain Profile:
Level 1: Poison Dart -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Combat Training: Defensive -- GftotA-Def(A), GftotA-Def/EndRdx(13)
Level 2: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(15)
Level 6: Assault -- EndRdx-I(A)
Level 8: Follow Up -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg(19), Mako-Dam%(21)
Level 10: Psychic Scream -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(21), Posi-Dmg/Rchg(23), Posi-Dmg/EndRdx(23), Posi-Dam%(25)
Level 12: Spin -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(25), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Dam%(29)
Level 14: Indomitable Will -- S'fstPrt-ResDam/Def+(A)
Level 16: Dominate -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-%Hold(29), Lock-Acc/Hold(31), Lock-Acc/Rchg(31), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(33)
Level 18: Tactical Training: Assault -- EndRdx-I(A)
Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 22: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/Rchg(36), LkGmblr-Def/EndRdx(36)
Level 24: Mind Link -- HO:Membr(A), HO:Membr(37), HO:Membr(37), LkGmblr-Rchg+(37)
Level 26: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 28: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(39), Mlais-Acc/EndRdx(40), Mlais-Conf/Rng(40), Mlais-Acc/Conf/Rchg(40), Mlais-Dam%(42)
Level 30: Psionic Tornado -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43)
Level 32: Psychic Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(46)
Level 35: Tactical Training: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def/EndRdx(46)
Level 41: Boxing -- Acc-I(A)
Level 44: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam(48), ImpArm-ResDam/EndRdx/Rchg(50), ImpArm-ResDam/EndRdx(50)
Level 47: Weave -- LkGmblr-Rchg+(A)
Level 49: Hover -- Flight-I(A), Flight-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48)
------------

i may add some purple sets if i find some drops to build from, but generally i don't plan on purples in advance.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Torrynt View Post
(1) Elude: Is it really worth it as a power? It doesn't seem to offer much that we already lack other than DEF Debuff prot. I dropped it and haven't really missed it or it's crash.
Speaking as a MA/SR scrapper, Elude is totally skippable. You don't need it against Foes which don't have +Tohit, and against those that do ... it's not enough +Defense to help you out. Even in PvP, it's not enough +Defense to help you out.

Quote:
Originally Posted by Torrynt View Post
(2) Aid Self: With all that def, seem kind of like a heal would be a nice thing. I've never had this power on any character of mine. However, am considering it here.
I've got Aid Self on my MA/SR scrapper, and it is a Life Saver. It's pretty much the one and only power, aside from Phase Shift, which allows you to "move" the Immortality Line in such a way as to keep moving the goalposts "out of reach" for whatever is attacking you. It's pretty much the one and only way that I can stay alive while solo and keeping FIVE RIKTI MAGUS at a time taunted onto me during Mothership Raids so as to give the cavalry time to arrive and proceed to beatdown, and thus saving all the squishies in the center all that Mez Mag. With NO GET HITSU levels of defensive softcap, you'll still be getting nickled and dimed for damage, so having a *power* for self healing available every 10-15 seconds invaluable when there just aren't that many inspirations dropping quickly (see: Mothership Raid).

In most cases, you won't even need Interrupt Reduction if you're softcapped on defense. I've been able to stand at the bottom of a dogpile of Foes and get off Aid Self so long as there aren't any continuous AoE powers auto-hitting me, simply because of all the MISS going on not interrupting Aid Self.


It's the end. But the moment has been prepared for ...

 

Posted

I agree with most of what is said NW do a bit more damage, For have a LOT of control and wonderful PsW. But that is balancing.

Build for what you will be doing. Stick to mostly Melee attacks and AoEs and don't forget you can pull from the main pool for attacks as well as your specialty pool (many forget this).

PLACATE can be very useful in boss fights. If you are fighting a Boss/EB solo and run out of Health/END, Placate stops the fight while you heal and restealth, so if you are quick you don't even lose that much damage. If you are in serious trouble (no Health OR END and out of inspirations) Placate actually lasts long enough to use Rest (although you can't rest fully from 0 before Placate runs out).

On teams PLACATE is a good way to say "He said your Momma's ugly" and get a mob off you. A questionable practice sometimes but hey that is what tanks are for.


----------------------------
You can't please everyone, so lets concentrate on me.

 

Posted

I'll refer you to the Guide in my Signature. It's been a while since I wrote it but it is still about 95% accurate.

The biggest updates are basically the ease of getting what used to be rather expensive IO's. With Alignment merits, task forces, and so on it doesn't take a huge effort anymore just to earn the ones you want outside of purples (I don't have a single purple on my Widow and there are very few and far between toons out there that can keep up with her in terms of damage AND survivability.)

Additionally, the option to get a Cardiac Boost Alpha slot makes Elude a lot less attractive than it did before. I can still think of situations when I would want it but not as many as before. Anyway again I recommend reading the guide.


Death can be Beautiful. A Night Widow Guide on a budget

 

Posted

Quote:
Originally Posted by Ultra_Violence View Post
On teams PLACATE is a good way to say "He said your Momma's ugly" and get a mob off you. A questionable practice sometimes but hey that is what tanks are for.
*placates tank smasher and watches squishy blaster get 2 shotted* work here is done!


 

Posted

Quote:
Originally Posted by DreadShinobi View Post
*placates tank smasher and watches squishy blaster get 2 shotted*
Venge off Blaster.

Finish off tank smasher.

Give Blaster a wakie and tell him he needs to control his aggro better.


 

Posted

Quote:
Originally Posted by gameboy1234 View Post
Venge off Blaster.

Finish off tank smasher.

Give Blaster a wakie and tell him he needs to control his aggro better.
Lol. Just...Lol. This is actually one of the reasons my Huntsman build spider has placate. I duo with my wife the majority of the time on her scrappers and if she says something snarky while we are playing I'll pop placate to send the mob her way and cackle maniacly asking her why she's taking so much damage. Oh sure, it means a trip to the sofa for the evening. But it's worth it.


 

Posted

Ok. So my thoughts on a Night Widow are slightly different because I am trying a hybrid.

I took my melee, and I took Psi Blast, Poison Dart and Dart Burst. I did this because I enjoy building Doms, but realized I only liked them because of the mix of melee and range. So I built my widow this way.

Foresight is amazing. I love it. It's practically the thing that makes me love my Widow the most, and if I team with lowbies and it vanishes, I feel like I am fighting naked.

Smoke Bomb is good. Although it's not something everyone praises, I play with a ton of stalkers and nearly always my stealth is not gonna cut it, and so it helps, and also it allows me to pull more effectively in those situations that are in need.

As for Elude...I wanted to get it, but now Im slightly concerned about taking it. It sounds good though on paper.

I am avoiding Psi Scream, because I wont need it, although it does decent damage, but I only want one Psi related power and thats Psi Blast, because it's fast, efficient, hits things that are resistant to lethal and toxic with more oomph and does not draw a ton of aggro on me.

I was going to avoid Placate, but after hearing about possible enjoyment of spousal abuse, how could I. Although now I just need a spouse or teach my cat how to play City of Heroes. I think he would be a scrapper.


 

Posted

Quote:
Originally Posted by Nyx View Post

As for Elude...I wanted to get it, but now Im slightly concerned about taking it. It sounds good though on paper.
My thought on Elude is that while the +defense could be overkill, the +endurance part is very nice. I may respec it and spend less slots on it. I put 5 slots for Red Fortune +5% recharge. I may reduce it 3 with a mix of defense/+recovery/recharge.

Elude is great against big mobs of Longbows/Kheldians as their attacks can reduce so much of your defense.

If you don't have Cardiac alpha, Elude can be useful. You just have to remember to use it. I don't know how many times I forgot about this power. :P


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post
My thought on Elude is that while the +defense could be overkill, the +endurance part is very nice. I may respec it and spend less slots on it. I put 5 slots for Red Fortune +5% recharge. I may reduce it 3 with a mix of defense/+recovery/recharge.

Elude is great against big mobs of Longbows/Kheldians as their attacks can reduce so much of your defense.

If you don't have Cardiac alpha, Elude can be useful. You just have to remember to use it. I don't know how many times I forgot about this power. :P
The devs seem to be moving towards adding more content which shifts the softcap as well, via enemies having higher tohit values so it can be pretty useful for dealing with that.


 

Posted

So many opinions on Night Widows...

Rather than go on here's a link to 2 of my builds that I posted on the forums. There is actually 3 builds there...two suggested by others and what I call my original build, along with my post about the results of my new build.
http://boards.cityofheroes.com/showthread.php?t=252246

Basic Summary:

Original Build-

For Defense my original build included:
2 sets of leadership without vengeance,
MindLink, Elude, Foresight, and CT Offensive (not really defense),
Combat Jumping, Indomitable Will, and CT Defense

Attack powers: Swipe,Strike,Lunge,Slash,Eviscerate,Spin, and BuildUp.
No Patron Powers.
I dont count Air Superiority as Attack...I use it for knockdown.

Cardiac Alpha

-The build is very playable and is all melee with no ranged except for vet staff. Endurance heavy but the Cardiac mitigates that. I wanted a straight up melee, jump in the middle of it build. This one is almost what I wanted. I go into more detail on the forum post.

New Build-

For Defense my new build has:
4 TT Leadership powers,
3 pool Leadership powers,Foresight, MindLink,
Indomitable Will, and CT Defense

Attack powers:Poison Dart,Strike,FollowUp,
Lunge,Spin,Slash,Electrifying Fences, and Ball Lightning.

Cardiac Alpha

-My new build is quite different so I'll just kinda sum up the main points. Again more detail is on the post.

The first major difference is the loss of Eviscerate. I am not missing it.

The second major difference...no Elude...and so far it is not missed.

The third major difference...Aid Self...worth getting...I have it 5 slotted with a interrupt recharge but it lands almost everytime I use it surrounded by 5-6 critters.

The final major difference...FollowUp instead of BuildUp. This depends on whether you want a huge hit on ST or if you want to have a steady 30% bonus to your damage all the time. BuildUp has an 80% bonus for 10sec(I think). What I found with FollowUp is that with this build I can actually have it triple stacked!! Not for very long but long enough to get one or two hits in. That's 10% more than BuildUp and even if your double stacked its still 60% bonus. (Those numbers may differ in reality but I'm not dealing with that here anyway)

I have played my Widow with several different builds but this new build and my original have been the most fun. I did have him, actually still have a build that is a dom/stalker type build. I liked the build a lot but wanted a more aggresive build. I just like the idea of confusing a mob and then jumping in and demolishing them..lol. It also comes in handy if there are enemy healers/buffers because they will instead heal/buff you and allies. Just a thought...


 

Posted

I've just decided to roll a NW having never played a SoA before, I've had them unlocked for ages just never was interested before. I was thinking of rolling a /SR brute or scrapper and thought, "hey I should just do something a little different". I was thinking of starting a new thread but this one looked liked it could fit my questions.

Basically, I am just curious for tips you guys might have about playing a NW. I've been cruising pretty smoothly so far but I've definitely realized I am neither scrapper or brute, and I've read a lot of stuff about how to play a NW at lv 50, but I think getting there is going to be a little different. Do you guys have any suggestions on play style before I get my defense soft-caps? I'm finding any group that has -def in their attack chain can make me lose what little life I have pretty quickly and so I'm having to make a lot of use of rest and/or just waiting on regen.

Also curious about end usage, so far I've been running fine with leaving sprint on even and not really having to pop any blues, but it looks like claws is pretty end heavy. From my quick look at Mid's my toggles aren't going to be taking a whole lot of end up, so are my attacks really going to kill that? I noticed that I am going to get tons of recharge so I'm sure that'll go into my total end usage - my first thoughts were for spiritual alpha for amazing recharge, but I'm thinking that might not be a wise decisions (although one that is still far off).

So basically, any tips for someone who hasn't ever played a SoA and is kind of curious where I fall in the spectrum of play style (thinking maybe stalker, but never rolled one of those either).

Also super new on the forums, but I figured this might be a good place to start.


Current Mains:
151 Proof - Fire/Fire Tank (50) - Triumph
Celestial Hammer - TW/Elec Brute (50) - Triumph
Amphetami - Crab Spider (24) - Triumph
Global @TheDangerousNacho

 

Posted

Quote:
Originally Posted by Sarha View Post
Basically, I am just curious for tips you guys might have about playing a NW.

I've been cruising pretty smoothly so far but I've definitely realized I am neither scrapper or brute Do you guys have any suggestions on play style before I get my defense soft-caps?

I'm finding any group that has -def in their attack chain can make me lose what little life I have pretty quickly and so I'm having to make a lot of use of rest and/or just waiting on regen.

Also curious about end usage, so far I've been running fine with leaving sprint
Ok. Yes. You are not a Scrapper, or a Brute, nor a stalker. You are simply a Claws Scrapper, with Some Brute qualities. You essentially have a combination of Dark Armor and Super Reflexes added in.

My tips.

NW's are toggle heavy. They are support and they are offensive. Unlike a Brute which is Offensive/Defensive.

We are better in my oppinion than stalkers. We have more going for us in the way of dodge and mez protection.

Keys tips from me are as follows for the NW.

1) Melee or Hybrid range is excellent. Poison Dart should not be over looked, and I enjoy dart burst a lot. I also enjoy Psi Blast, mainly because Circle of thorns and other enemies are very resistant to Lethal, and most things that are resistant to lethal and toxic are weak against Psi, so I took it and do not regret it at all.

2) Forsight. Max it. I have 2 Resist, 4 Defence SO's. It is your defense.

3) Melee. Take them all if you can fit them in. Lung is the only one I am missing, but I will have it eventually.

4) Smoke Bomb!!!!!!!!!! I can't say enough about this power. Since you are not a Tank/Scrapper/Brute, this is a solid debuff and allows for pulls and solid assisnations without getting beaten up.

5) Widow Training. All of it is solid. But I love Training Offensive and Defensive, and Maneuvers. Sure Tactics for damage is awesome, but It's not as important as to + to Hit in my oppinion.

6) Elude...which is not super important to have will help against -def mobs

7) I don't run sprint and you will have end issues at around level 34ish depending on your build and the diffculty you play in. This is mitigated by slotting your powers with an extra end redux and putting in 4 Stamina

8) I always open with smoke bomb. Always! And if it's up Mind link! It helps and you will be more resistant and defensive for a brief bit. Get it on a fast recharge.

Lastly when talking about playstyles. I am very mobile. My widow opens with smoke bomb, goes in with Swipe to assassinate, hits with my Spin, and then Evicerate to offer the AOE damage. I then leap backwords (Double jumping back while queing Dart Burst). I have one range slot in Dart Burst. This allows me to focus that cone so it hits many enemies all at once. Follow with a poison dart and a mental blast, and then storm back in because all of my melee are now back up.

Mobs to close together? Please...Smoke Bomb!

Vengeance while nice is not needed.

Teleport is my choice for movement, because you do not untealth in teleport and allows you to port into a blinded crowd for an AOE like spin. It also allows you to get into melee if the team is MM heavy.

Overall. The key things about the NW is that while some forgo their range, and I can sort of see why, I view this class as stalkerish. I like picking off runners or lethal resistant enemies with my psi power, however I will not be taking Psi Scream. You are not a tank that is for sure, but with Placate (Used sparingly because sometimes you will be the tank. Trust me) you have more control over who you are fighting.

Night Widows are assassins. They pick the battles they fight like a stalker should. But in my oppinion are much tankier than a stalker.

Overall melee or hybrid it's your call. But I would not trade my three range attacks for the world.