Dual Widow Build, Need Help Please
Your build is fine.
Paired you could easily drop weave, or toggle it off to save endurance.
I'd keep tough, but again, you could drop it or toggle it off.
You could swap combat jumping with maneuvers, sacrificing the mobility for team buffs. Each of you would be granting close to +30 defense to a team, +60 total for incarnate level soft-cap (compared to +50).
Paired, I'd switch to Melee Fortunata's, take vengeance over elude, and carry a res temp.
Synchronized controls will take out entire packs including bosses.
I took the maneuvers route over combat jumping. Normally I'd take combat jumping first, for mobility. However, I wanted to maximize team buffs.
Then I'd probably add in Medicine.
Something like this: Fortunata - Isabella - Melee - Rev 0a [i19]
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As a comparison, here's what I did with my Night Widow Build: Night Widow - Isabella - Melee - Rev 0a [i19]
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@Linea_Alba, thanks for the info I think that dropping the fighting pool all together might make room for shatter armor now that you brought that to my attention, thanks so much for your input. I will have to check out your build there once I get back to the house later today, I am looking forward to making some changes and perhaps adding in some more +recharge (crosses fingers).
If you are not taking Build Up, then you should drop Placate. Placate doesn't improve your dps. Placate is only there for good burst damage and a "soft control". For example, I sometimes would placate a minion and go in to kill a boss. As long as you don't hit the minion, he won't even know you are there for something like 10s.
What I would do is:
1. Keep Tough. You don't need Weave but Tough is very important as some attacks can kill you in one hit (ie: high level Ritki Commando).
2. Looks like you are going for Blood Widow route, so I would drop Placate and Mask Presence and keep Follow Up.
3. If you drop Placate and Mask, you'll have room to take Web Envelop and Shatter Armor. Web is useful against flyers or runners.
4. I would drop Weave for another Maneuver so all the teammates benefit.
5. Are you going for Cardiac? If you are, then you can drop one -end slot in Assault.
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.
Made improvements to the builds and got perma hasten...
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Poison Dart -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(40), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(43)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/Rchg(39)
Level 2: Strike -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Dmg/Rchg(37), C'ngImp-Dmg/EndRdx(37)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(37)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Follow Up -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(11), EndRdx-I(11)
Level 12: Spin -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(13), Oblit-%Dam(13), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34)
Level 14: Super Speed -- EndRdx-I(A), EndRdx-I(15), EndRdx-I(15)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), GftotA-Def(17), GftotA-Def/EndRdx(17)
Level 18: Slash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(19), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(34)
Level 20: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(23)
Level 22: Mental Training -- Run-I(A)
Level 24: Foresight -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(25), DefBuff-I(25)
Level 26: Eviscerate -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Dmg(27), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31)
Level 28: Mind Link -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31)
Level 30: Super Jump -- Jump-I(A)
Level 32: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(33), GftotA-Def/EndRdx/Rchg(33), GftotA-Def/Rchg(33)
Level 35: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 38: Assault -- EndRdx-I(A), EndRdx-I(39)
Level 41: Mu Lightning -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(42), Decim-Dmg/Rchg(42), Decim-Dmg/EndRdx(42), Decim-Acc/Dmg(43)
Level 44: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg(46)
Level 47: Summon Striker -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(48), C'Arms-Dmg/EndRdx(48), C'Arms-EndRdx/Dmg/Rchg(50)
Level 49: Tactical Training: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Cardiac Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Conditioning
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48), Mrcl-Heal(50), Mrcl-Heal/EndRdx(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(43), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(46)
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The slotting for super speed and mind link is baffling.
The lack of Tactical Training: Leadership is also a concern.
Double slotting in assault only gains you 0.03 eps. Those slots may be more useful elsewhere.
The difference in slotting D/R vs E/R in the defense 4 sets is 0.03 eps and 0.20 defense. It's a bit of a toss up which way is better. Changing it costs no slots, I'd slot both and flip back and forth till I found which I preferred.
The defense levels are adequate, but could definitely be better.
You're most likely still going to need Cardiac, Musculature Radial Paragon, or Ageless+Recovery.
I would also at the very least change things to this. Swapping an Assault for TT:Leadership, and reslotting the previously mentioned powers. Get your Accolades and aim for Musculature Radial Paragon. This will almost give you enough endurance once you reach the end goal. Leveling, however, will be very painful and you'll definitely want to craft some +recovery temps.
I personally would want 120 seconds of fight time as a minimum when possible. You'll have 3.6 (60 seconds of fighting) before accolades, 3.9 (90 seconds) with accolades, and 4.1 (103 seconds) with accolades and Musculature Radial Paragon. By comparison Cardiac will give you (160 seconds), while Ageless + Recovery can give you up to (Unlimited Fight Time).
With all that in mind you either
- Settle for less, Accept the 100 seconds fight time and it's limitations, as well as the other limitations of the build, hoping the use of a Musculature offsets the negatives.
- Take either Cardiac or Ageless+Recovery, at which point this type of build with all it's sacrifices for +recovery becomes moot and a loss, so then you re-build completely from the ground up for another goal, perhaps defense and/or offense.
In my opinion the most recent build posted has a lot of problems - the most glaring of which is not taking Lunge. Lunge has the highest damage per animation speed of any widow attack - that makes it the best attack widows get. Every widow should have lunge, always.
Overall, in a lot of cases it looks like you were just chasing every recharge bonus you could, whether or not it was a particularly good idea to. Recharge isn't a bad thing to build for, but it's not the only thing to build for - a build is like a car engine, many parts going together. Your recharge has to be backed up by survivability, in particular, and your build seems weak on that front - the very minimum acceptable, in fact. While you probably are planning on being in a duo and buffing, realize that in some situations you'll be split up from your partner, and you'll both need your defenses to stand on their own feet during that time.
Other things that stand out to me are the use of an epic pool: epic pool attacks cause redraw, and I literally just last night confirmed on the test server that redraw hurts your damage output. The patron pets are a mediocre gimmick at best, and can usually be replaced with other powers that are more useful.
Two travel powers are completely unnecessary, especially with the availability of temp power jetpacks and boosterpack powers like ninja run. Slotting combat jumping and super speed, and indomitable will, are all also questionable choices. Double leadership isn't necessarily a bad idea, but it's again over-slotted here.
Here's a build I've given to several friends that has helped them be very successful with their night widows. Advice regarding using or adapting this build to suit your desires:
It seems that the best practical attack chain for a night widow to use is follow up - slash - lunge - strike - swipe. This attack chain really beats your endurance up though, especially if you don't have a cardiac alpha. Follow up - lunge - strike - swipe is much easier on the end bar, and isn't that much worse damage. Consider using Slash optionally - both as an opener from hide for the crit, and otherwise as a 'gear shift' in your sustained attack chain - when your end bar is happy, start using slash. When your end bar is hurting, omit it and rock the other four attacks.
The build's 5 seconds off from perma-hasten. You may want to look for a way to sneak some extra recharge into it, but really, I don't consider that a dealbreaker. Slash however is really on the very edge of the recharge needed to make the FU-Slash-Lunge-Strike-Swipe chain work. So be a little wary there.
Eviscerate is actually an optional power - it's there cause my one friend really likes its animation and feel, but statistically it's a bit of an under-performer. If you're looking for someplace to liberate slots for other powers, or a power to replace, this is the first attack I'd put on the chopping block. Changing it out for poison dart would let you get a ranged option to pull or peg runners with, and a decimation set for a smidge of extra recharge.
Placate's optional. It's a very useful power if you use it well, and for certain things, but I rarely use it in practice. It'd be the first power I replaced in this build, especially if you don't look into forum researching nifty placate tricks (such as placating to get a crit from Spin, or placating and changing targets as a form of crowd control). It really wouldn't be a terrible idea to replace it with regular-leadership's Assault, especially if you're going Cardiac alpha.
Elude is how you deal with -defense, and get an extra burst of end recovery if you really need it. I don't use it that often, but when I do I'm really glad I have it.
Aid self is not really optional, unless you take the Rebirth Destiny buff on its Radial (regeneration) line later in life. But otherwise, Aid Self will save your bacon a lot when that lucky hit lands and takes a big chunk out of your hp bar.
Good luck and I hope this helps
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Villain Profile:
Level 1: Swipe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(42)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 2: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(43)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), LkGmblr-Def/Rchg(39)
Level 6: Dart Burst -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Acc/Dmg(17), Posi-Dam%(19), Posi-Dmg/Rng(45)
Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), GSFC-Build%(13)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A)
Level 12: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(23), Mako-Dam%(45)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 18: Slash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(31), RechRdx-I(45)
Level 20: Super Jump -- Jump-I(A)
Level 22: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(43)
Level 24: Mind Link -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(27)
Level 26: Mental Training -- Run-I(A)
Level 28: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50)
Level 30: Mask Presence -- LkGmblr-Rchg+(A)
Level 32: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dam%(33), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34)
Level 35: Spin -- Oblit-%Dam(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 38: Aid Other -- Heal-I(A)
Level 41: Aid Self -- IntRdx-I(A), Numna-Heal(42), Numna-Heal/EndRdx(42), Numna-Heal/Rchg(50), Dct'dW-EndRdx/Rchg(50)
Level 44: Tactical Training: Assault -- EndRdx-I(A)
Level 47: Placate -- RechRdx-I(A)
Level 49: Elude -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Conditioning
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43), Numna-Heal(46), Numna-Heal/EndRdx(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(40)
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| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1372;654;1308;HEX;| |78DA6593D953D35014C66F484A6D6929854241288596B5A5918EBE3B0CA2822DE08| |0FA58631B69A4A69DB40AE88B7F83EB8BCEB880CBB3EB3FE5F2EE524FCF77D92699| |767E375FCEF9CEB927B9F9ED7301211E9C154A64BE62D4EB8539C72896ED6ABD70C| |D2A55B7BCCB46E38E63548457089164A9B0EE18966DD91BFAB2B5516E148E8BD175| |D3B8BD55753675A9CBDBF0A25D361DD36EE8FB8BC06AB55AD173A651A3343FDFACD| |54CB314E465DE2C5945CB3643FB5125D3A997AD5ACF42CD2AEA734EB161150B79A3| |DE309D9D7EEA6D9CFE2F6927B89A1E719390156D1B4099A159C02DC6F42663DE4F5| |0384B885EA525BD0A48858C1418B5C3A81D46011875C22805A305325261A4AA301A| |8B005D8C8930E335B97BA4BBE72B8C3E31BA3E031F19DDDF18335F186F28CB2BB3B| |CD7593A61023718FE225042871FDA5A384F3DF9E4E67C515AC4C41E197548A30E18| |75C32802A3088CFA603483CDF551EDA0340A627309924290DA42698E1A3E86E7542| |92C2B85E1D6874A43068082C3283883AC28D9F6204BF44CB1B4E8C79B694DB617C5| |4730D9114C3685C9E6282E8A382DEA67A9BF0308304E06814EC6250A1F907B1AC87| |0A58B240D4A87C15D1EE1A93DE02DF08E917DCF58A2F0987488A1B117B4E938DAD7| |E277D974E43E63741BD801EE3176293C216794106A4B4AFE66EFE41FE02F63EC1F2| |3D364C4BCF8E25B75C7C7D8284ED294AC3B35880FFC0A77347D99915D03728C0BD4| |795A769E1EE5F03C49BA34D5F12E56489A95D22CA421EDE090D18F2E917229B32E2| |5EB524EBB94332E25A71D399A2AEF7CE5506AAE6A07C754289CE0EB12AD19F2D3EF| |D4BBA21C7DFAF3505195255A4C8AD4559E460693CA60523F5C99BF0E158FF2901B9| |978043C664C3E019E02CF18FF01525EE262| |-------------------------------------------------------------------|
"Experience is the mother of good judgement. Bad judgement is the father of experience."
I understand the fears in an all rech based toon, but remember there are two of us, with 4x Manuevers 4x Assaults and 2x Mind links we buff the S@$%! out of each other. Since the changes our toons eat through mobs like mad and hardly ever need to stop for anything.
I understand the fears in an all rech based toon, but remember there are two of us, with 4x Manuevers 4x Assaults and 2x Mind links we buff the S@$%! out of each other. Since the changes our toons eat through mobs like mad and hardly ever need to stop for anything.
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And in the endgame is when you're going to need higher than minimal defenses - the 'soft cap' to incarnate trial content is 59% defense, not 45%, and since widows don't have effective -def resistance, I feel 'most comfortable' at 70% or so, so that I can soak a -def hit or one of the tohit buffing Battle Orbs summoned by the IDF before I start cascading. Nobody really plans around getting 70%+ defense on their own, but with a more 'standard' widow build you will be pretty comfortably 'doubling up' with your partner to a trial-friendly defense number on those times you are kept together, like say if you plan on requesting it of your leader or leading yourselves.
As far as recharge, it's only really good to a point. That point being 'where your desired attack chain has no gaps.' After that, recharge doesn't improve your damage output anymore, and with the amount of recharge it already takes to run a 'top tier' or even 'second tier' attack chain in most builds, adding more is only going to have a minor effect on other powers. Lately I've been looking at my build with an eye towards getting the minimum necessary recharge and then seeing what I can gain by diversifying - in the above-posted build from me ,you get +16% damage from set bonuses, for example, which itself is roughly equal to having an second (or third) assault going, but for no end cost.
Still, if you're happy, you're happy. I'm just giving you some advice on optimization based on my experiences. Good luck
"Experience is the mother of good judgement. Bad judgement is the father of experience."
Me and my wife are currently running widows and have alot of fun with all the +dmg and +defense we give each other. That brings me to a thought that maybe I might have OVER done our builds, defense wise. So I am here to see if I can perhaps get your opinions/advice in regards to the build I made for both of our widows. Any help is greatly appreciated and it should be noted that after filling these builds with IOs we are both down to only 2 bil combined so please no purple sets as we cannot currently afford them. Thanks!
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Villain Profile:
Level 1: Poison Dart -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
Level 2: Strike -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(42)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(34)
Level 8: Follow Up -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34)
Level 10: Indomitable Will -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(11), EndRdx-I(11)
Level 12: Spin -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Dmg/Rchg(15), Oblit-Acc/Rchg(15), Oblit-Dmg(25)
Level 14: Super Speed -- EndRdx-I(A), Clrty-Stlth(33), EndRdx-I(33)
Level 16: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(17), EndRdx-I(17)
Level 18: Slash -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg(19), Mako-Acc/EndRdx/Rchg(23), Mako-Dmg/EndRdx(25)
Level 20: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(23)
Level 22: Mental Training -- Run-I(A)
Level 24: Mind Link -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Rchg+(46), LkGmblr-Def(48), LkGmblr-Def/Rchg(50)
Level 26: Eviscerate -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Dmg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Rchg(33)
Level 28: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(29), Ksmt-ToHit+(29)
Level 30: Placate -- EndRdx-I(A), RechRdx-I(31)
Level 32: Boxing -- Empty(A)
Level 35: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(36), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-EndRdx/Rchg(36)
Level 38: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(39), GftotA-Def/Rchg(39), GftotA-Def/EndRdx/Rchg(39)
Level 41: Assault -- EndRdx-I(A), EndRdx-I(42), EndRdx-I(42)
Level 44: Combat Jumping -- RedFtn-Def(A), RedFtn-Def/EndRdx(45), RedFtn-Def/EndRdx/Rchg(45)
Level 47: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
Level 49: Elude -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Conditioning
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Heal(5), Numna-Regen/Rcvry+(7)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(3), P'Shift-EndMod/Acc(3), P'Shift-End%(5)
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