Advice/Critique NW Build


Eislor

 

Posted

Ok folks tear it apart tell me what I did wrong and maybe what I did right.I looked at the guides and other peoples builds in this section and came up with something that I like.Inf is no problem so not worried.
Just want a toon that can take it and give it and really have no problems goin up against anything av's/raids/gm/etc.


Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Ghenna Portia: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Poison Dart -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Dev'n-Hold%(40)
Level 1: Combat Training: Defensive -- DefBuff-I(A)
Level 2: Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 4: Tactical Training: Maneuvers -- HO:Cyto(A), HO:Cyto(5), HO:Cyto(11)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Indomitable Will -- EndRdx-I(A), EndRdx-I(11), S'fstPrt-ResDam/Def+(33)
Level 12: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(36), GSFC-Build%(43)
Level 18: Slash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(19), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(23), Hectmb-Dmg/EndRdx(33), EndRdx-I(36)
Level 20: Mask Presence -- HO:Cyto(A), HO:Cyto(21), HO:Cyto(21)
Level 22: Foresight -- DefBuff-I(A), DefBuff-I(23), LkGmblr-Rchg+(34)
Level 24: Mind Link -- HO:Membr(A), HO:Cyto(25), HO:Cyto(33)
Level 26: Eviscerate -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(39), EndRdx-I(40)
Level 28: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(39), AdjTgt-Rchg(39)
Level 30: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(31)
Level 32: Combat Training: Offensive -- Acc-I(A)
Level 35: Mental Training -- Run-I(A)
Level 38: Assault -- EndRdx-I(A), EndRdx-I(50)
Level 41: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 44: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
Level 47: Aid Other -- HO:Golgi(A)
Level 49: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(50), Numna-Heal/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A), Empty(48)
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 -- Heal-I(A), Mrcl-Rcvry+(34), Numna-Regen/Rcvry+(48)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc/Rchg(40), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc(46), P'Shift-End%(48)
------------
------------
Set Bonus Totals:

  • 17% DamageBuff(Smashing)
  • 17% DamageBuff(Lethal)
  • 17% DamageBuff(Fire)
  • 17% DamageBuff(Cold)
  • 17% DamageBuff(Energy)
  • 17% DamageBuff(Negative)
  • 17% DamageBuff(Toxic)
  • 17% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 5.813% Defense(Fire)
  • 5.813% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 6.75% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 8.625% Defense(AoE)
  • 65% Enhancement(RechargeTime)
  • 62% Enhancement(Accuracy)
  • 10% FlySpeed
  • 140.56 HP (13.12%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Confused) 7.5%
  • MezResist(Held) 10.8%
  • MezResist(Immobilize) 11.9%
  • MezResist(Sleep) 7.5%
  • MezResist(Stun) 9.7%
  • MezResist(Terrorized) 7.5%
  • 13% (0.228 End/sec) Recovery
  • 40% (2.146 HP/sec) Regeneration
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 5% Resistance(Psionic)
  • 10% RunSpeed



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Posted

I'd drop the Crushing Impact Acc/Dam IOs and use those 2 slots in Health, I'd add the Miracle Heal and Numina's Heal to get an extra 2.5% Rec and 12% Regen.

You don't need Combat Training: Offensive, it adds 15% to your chance to hit but you're already over 200%, take Placate or Tactical Training: Vengeance instead. Bonus with Vengeance, you can drop a LotG +7.5% Recharge in it.

In Poison Dart, substitute 2 Thunderstrikes for 2 of the Devastations, it gives you 2% Rec. You lose 3.75% Defense Psionic but you have over 60% Resistance to Psionic and you need every little bit of Rec you can get as a NW.

I'd switch the IO sets in Build Up and Tactical Training: Leadership. Adjusted Targeting has better Recharge than Gaussians, and the Gaussian proc in Leadership has a chance of going off every 10 seconds. Yes, most of the time it goes off will be when you're not in combat, but Build Up is only up every 26 seconds, but in Leadership the proc has a chance of going off every 10 seconds.

You can drop another LotG +7.5% Recharge in Combat Training: Defensive instead of the generic Defense Buff IO.

Add a slot to Mind Link and drop one more LotG +7.5% Recharge (you have the extra slots).

Finally, add a slot to Spin and drop an End Red in it. Its a wonderful attack that sucks End like crazy.

Any way, here's the build with the changes I suggested.

Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Ghenna Portia: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Poison Dart -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Dev'n-Dmg/EndRdx(9), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg(37), Dev'n-Hold%(40)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 2: Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(37)
Level 4: Tactical Training: Maneuvers -- HO:Cyto(A), HO:Cyto(5), HO:Cyto(11)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Indomitable Will -- EndRdx-I(A), S'fstPrt-ResDam/Def+(11)
Level 12: Lunge -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(33)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(25), AdjTgt-ToHit/EndRdx(34), AdjTgt-Rchg(36)
Level 18: Slash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(19), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(23), Hectmb-Dmg/EndRdx(33), EndRdx-I(36)
Level 20: Mask Presence -- HO:Cyto(A), HO:Cyto(21), HO:Cyto(21)
Level 22: Foresight -- DefBuff-I(A), DefBuff-I(23), LkGmblr-Rchg+(34)
Level 24: Mind Link -- HO:Membr(A), HO:Cyto(25), HO:Cyto(33), LkGmblr-Rchg+(48)
Level 26: Eviscerate -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(39), EndRdx-I(40)
Level 28: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
Level 30: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(31)
Level 32: Mental Training -- Run-I(A)
Level 35: Tactical Training: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Assault -- EndRdx-I(A), EndRdx-I(50)
Level 41: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), EndRdx-I(43)
Level 44: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
Level 47: Aid Other -- HO:Golgi(A)
Level 49: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(50), Numna-Heal/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(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 -- Heal-I(A), Mrcl-Rcvry+(34), Mrcl-Heal(37), Numna-Heal(43), Numna-Regen/Rcvry+(48)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc/Rchg(40), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc(46), P'Shift-End%(48)
------------


"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

I'll echo some of what Eislor said but with a few differences.

First, I really like having 6 slots in my attacks. Sure you can get away with having 5 but it's nice having 6 for the extra IO goodies you can play with. However, you may end up taking a slot or two anyway as I would really suggest at least 5 sots in Aid self. You will want it to crank out as much as possible every time you use it, and in addition you can get another 5% recharge by using Doctored wounds there (Assuming you have not reached the 5x cap on the %5 as I have not looked in detail at each of the sets used).

I heartily agree that if you take TT:Leadership you are getting absolutely no benefit from TT:Offensive. It's way overkill and not even the Incarnate TF's will require you to have that much acc/+ToHit to function.

Lastly I strongly strongly recommend that you find a way to incorporate Tough into the build with 5 slots. A little while back defense calculations in relation to Lt's and Bosses etc was changed in that ranked mobs automatically have a greater chance to land attacks regardless of what your defense is. You're no longer soft capped to everything even with 65%+ defense to all. Even at 100% and more with Elude going bosses and Lt's will have a greater than 5% chance to hit you. What this means is that you really need another layer of defense outside of just not getting hit. Tough when properly slotted can go a LONG way to addressing that.

Personally I'd drop TT:Offensive as said previously and also Gloom. Gloom is a NICE power but most of your time is gonna be spent in melee where you have other harder hitting attacks, and Poison Dart functions rather well as a ranged attack should you need one. This opens up 2 spots for either boxing or Kick followed by Tough and you have all the needed slots right there ready to go.


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

 

Posted

Ok took into account the things that was said and yes they make sense.Hows this?



Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Ghenna Portia: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting

Villain Profile:
Level 1: Poison Dart -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Dev'n-Dmg/EndRdx(9), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg(37), Dev'n-Hold%(40)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 2: Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(37)
Level 4: Tactical Training: Maneuvers -- HO:Cyto(A), HO:Cyto(5), HO:Cyto(11)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Indomitable Will -- EndRdx-I(A), S'fstPrt-ResDam/Def+(11)
Level 12: Lunge -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(33)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(25), AdjTgt-ToHit/EndRdx(34), AdjTgt-Rchg(36)
Level 18: Slash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(19), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(23), Hectmb-Dmg/EndRdx(33), EndRdx-I(36)
Level 20: Mask Presence -- HO:Cyto(A), HO:Cyto(21), HO:Cyto(21)
Level 22: Foresight -- DefBuff-I(A), DefBuff-I(23), LkGmblr-Rchg+(34)
Level 24: Mind Link -- HO:Membr(A), HO:Cyto(25), LkGmblr-Rchg+(31), HO:Cyto(33)
Level 26: Eviscerate -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(39), EndRdx-I(40)
Level 28: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
Level 30: Tactical Training: Assault -- EndRdx-I(A)
Level 32: Aid Other -- HO:Golgi(A)
Level 35: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(48), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50), Dct'dW-EndRdx/Rchg(50)
Level 38: Boxing -- EndRdx-I(A)
Level 41: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), EndRdx-I(43)
Level 44: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(46)
Level 47: Mental Training -- Run-I(A)
Level 49: Tactical Training: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(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 -- Heal-I(A), Mrcl-Rcvry+(34), Mrcl-Heal(37), Numna-Heal(43), Numna-Regen/Rcvry+(48)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc/Rchg(40), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc(46), P'Shift-End%(48)
------------
------------
Set Bonus Totals:

  • 13% DamageBuff(Smashing)
  • 13% DamageBuff(Lethal)
  • 13% DamageBuff(Fire)
  • 13% DamageBuff(Cold)
  • 13% DamageBuff(Energy)
  • 13% DamageBuff(Negative)
  • 13% DamageBuff(Toxic)
  • 13% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 10.5% Defense(Fire)
  • 10.5% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 13.31% Defense(AoE)
  • 4% Enhancement(Heal)
  • 82.5% Enhancement(RechargeTime)
  • 62% Enhancement(Accuracy)
  • 10% FlySpeed
  • 88.35 HP (8.249%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Confused) 7.5%
  • MezResist(Held) 7.5%
  • MezResist(Immobilize) 11.9%
  • MezResist(Sleep) 7.5%
  • MezResist(Stun) 9.7%
  • MezResist(Terrorized) 9.7%
  • 17.5% (0.307 End/sec) Recovery
  • 24% (1.288 HP/sec) Regeneration
  • 6.3% Resistance(Fire)
  • 6.3% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 15% RunSpeed
  • 2.5% XPDebtProtection


 

Posted

Quote:
Originally Posted by Moonlit_Whisper View Post

Lastly I strongly strongly recommend that you find a way to incorporate Tough into the build with 5 slots. A little while back defense calculations in relation to Lt's and Bosses etc was changed in that ranked mobs automatically have a greater chance to land attacks regardless of what your defense is. You're no longer soft capped to everything even with 65%+ defense to all. Even at 100% and more with Elude going bosses and Lt's will have a greater than 5% chance to hit you. What this means is that you really need another layer of defense outside of just not getting hit. Tough when properly slotted can go a LONG way to addressing that.
Pretty much all of Moonlit's advice was just fine except for this - not because tough isn't going to be usefull but because he is either wrong or over emphasizing how much LT's and bosses attack values are 'adjusted' and how it affects the softcap. Specifically the bolded part. The last changes to LT's and bosses attack values was made in i6 or i7 (I don't remember) and its what actually created the softcap, rather than removing it. Prior to that higher rank (and higher level) enemies actually got to hit bonuses for their rank and level, so even at 45% def they still had above a 5% chance which was then multiplied by accuracy.

After i6/i7 bosses/LT's no longer got to hit bonuses, just accuracy bonuses - so it does't matter whether you have 45% def or 100% def, they will always have the same chance to hit you, it will just won't be 5% but neither is it going to be a lot higher. Forex: even level LT's will have a 5.75% chance to hit you, even level bosses 6.5 - these values increase slowly as the NPC relative level goes up until at +6 they finally start getting to hit bonuses instead of just accuracy. There are a couple of exceptions to this:

1) Mobs with to hit bonuses from special powers, like DE quartz crystals which give +100% to hit
2) Some oddball mobs that actually have slightly higher base to hits - the only ones I know of are DE in the tip missions - for some reason they have 50%-55% base to hit instead of the usual 45%. I think they are supposed to be the praetorian version of DE.

Here is a wiki link to a full discussion of attack mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by EricHough View Post
Pretty much all of Moonlit's advice was just fine except for this - not because tough isn't going to be usefull but because he is either wrong or over emphasizing how much LT's and bosses attack values are 'adjusted' and how it affects the softcap. Specifically the bolded part. The last changes to LT's and bosses attack values was made in i6 or i7 (I don't remember) and its what actually created the softcap, rather than removing it. Prior to that higher rank (and higher level) enemies actually got to hit bonuses for their rank and level, so even at 45% def they still had above a 5% chance which was then multiplied by accuracy.

After i6/i7 bosses/LT's no longer got to hit bonuses, just accuracy bonuses - so it does't matter whether you have 45% def or 100% def, they will always have the same chance to hit you, it will just won't be 5% but neither is it going to be a lot higher. Forex: even level LT's will have a 5.75% chance to hit you, even level bosses 6.5 - these values increase slowly as the NPC relative level goes up until at +6 they finally start getting to hit bonuses instead of just accuracy. There are a couple of exceptions to this:

1) Mobs with to hit bonuses from special powers, like DE quartz crystals which give +100% to hit
2) Some oddball mobs that actually have slightly higher base to hits - the only ones I know of are DE in the tip missions - for some reason they have 50%-55% base to hit instead of the usual 45%. I think they are supposed to be the praetorian version of DE.

Here is a wiki link to a full discussion of attack mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
Well you pretty much just proved my point rather than disputing it though what I have noticed is something that was introduced fairly recently. I took a bit of a hiatus from the game and came back only to notice I was getting my rear end handed to me a lot more than I used to on my Widow. I started paying attention to my combat window and saw the hit percentages were a lot higher than I previously had seen.

Your right on the even level Lt's boss numbers but the % goes up fairly significantly as level increases. I'm not trying to say the sky is falling or anything else over the top but I have seen bosses, standard bosses, with as much as 12-15% chance to hit me through Elude with 110% defense to all positionals and I can reproduce these numbers with any type of boss you might want to test it against.

The point I am trying to make here is this - Night Widows don't exactly have the biggest health pool out there. When something big hits you, you're going to feel it. In the case of AV's and EB's you could find yourself losing 75% of your HP in a single hit possibly more. Alternatively, if your waist deep in a crowd of bad guys even marginal hits can be serious when you have several of them landing on you.

In both cases your enemy having a ballpark figure of 10% chance to hit you can mean for a very bad day unless you have a plan to deal with it. Hence the choice to pick up Tough.


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Posted

Quote:
Originally Posted by Moonlit_Whisper View Post
Well you pretty much just proved my point rather than disputing it though what I have noticed is something that was introduced fairly recently. I took a bit of a hiatus from the game and came back only to notice I was getting my rear end handed to me a lot more than I used to on my Widow. I started paying attention to my combat window and saw the hit percentages were a lot higher than I previously had seen.

Your right on the even level Lt's boss numbers but the % goes up fairly significantly as level increases. I'm not trying to say the sky is falling or anything else over the top but I have seen bosses, standard bosses, with as much as 12-15% chance to hit me through Elude with 110% defense to all positionals and I can reproduce these numbers with any type of boss you might want to test it against.
Honestly, I am unaware of ANY changes since i7 to the attack forumula's I pointed you to in the wiki. The only thing I can think is that you are fighting the +4 EB's and other mobs in the incarnate TF's who all tend to have extra to hit buffs, as the dev's appeared to design those specifically to screw with characters who went to the softcap and stopped there. If that's not the case then I really think you are just mis-remembering how often things hit.

As for stacking up fast - you have to be either misremembering your numbers, fighting something way above your level or with to hit buffs. Even a +5 boss is only going to have a total acc mod of 1.95 (1.5 for level diff x 1.3 for boss class) for a max of 9.75% chance to hit when at the softcap. Some bosses MIGHT exceed this if they have a power that has a built in accuracy boost or to hit buffs but I can't think of any off the top of my head.

So yes, a VERY high level boss will actually have nearly a 10% chance to hit instead of 5% - which is technically twice as often. AV's will do slightly better - a +5 AV will have a an 11.25% chance to hit when you are at the softcap. Tough could certainly help in these situation, provided the damage is smashing/lethal of course. On the other hand, you will probably get more mileage out of aid self unless you are already taking tough to get to weave.

I don't generally expect to be regularly tanking +5 AV's on my nightwidow - not that you couldn't but if that's your goal I would definitely suggest aid self - an extra 23% resistance to smashing/lethal from tough is probably not going to cut it.

In summary:

1) The softcap is 45% def - anything above this is only going to help with to hit buffs. This hasn't changed since issue 7.
2) If you have already taken tough in order to get weave and can spare the slots, sticking a couple of L50 damage resistance IO's in tough is not a bad choice.
3) However, if you are really worried about damage getting through the softcap aid self is going to be far more beneficial than tough - there is a reason AV soloing soft-capped scrappers generally take aid self.


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Another something that could explain Moonlit's mistaken perception is custom critters in AE, a lot of them have +to hit.

And to the Larker, I'd use Impervium Armor in Tough, you don't need the extra AoE Defense but you definitely could use the extra Recovery and Endurance from Impervium.

On Slash I'd use the proc instead of the Damage/Recharge, you lose 0.4 seconds on recharge but gain almost 30 damage on the attack. Same strategy for Eviscerate.

I wish I had thought of this before , but in Health substitute the Numina's Heal/Endurance for the generic Heal. You gain 20 HP and your Regen increases slightly (0.15 HP/sec).

In Stamina you can drop the Accuracy/Recharge, you're more than soft capped to AoE without the six piece bonus. What you might want to do with the slot I don't know. Maybe drop an Interrupt into Aid Self? Or put a sixth slot in to Health to add a Miracle Heal/Endurance for another 20 HP? I'm sure there's other possibilities also.


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