First try at a nightwidow


Aerik

 

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Originally Posted by Flux_Vector View Post
The problem I have with smoke grenade is that even slotted fully out it's only -5% to -6% to tohit. Even though it's unresistable, that value's tiny. An 87.5% resisted (AV debuff resistance level) darkest night or radiation infection is till -9-10%, ie, almost double. It'd help in av fights if you had more tohit debuffers to stack with, for the sake of your teammates, but it won't do a whole ton for you yourself, in my opinion and experience.

I guess YMMV. At the end of the day, that's the great thing about having a broad selection of powers and choices: you can pick what you want to use and skip what you don't.

As for my build, my build's meant to hit a balance on what I consider important - end use vs damage output vs defense. I like aid self a lot better than green insps on the whole, but it might not be for everyone. Any build I post I sort of post in the intent of showing ideas, not trying to convince people to adopt that exact build. But forums being what they are, I can see how it might come off as the opposite.

One thing I'll note though is that I find my musculature alpha's damage contribution is kind of eclipsed by my reactive interface proc. I don't see a need to run both, and that's why I built around cardiac and added pool assault to the build - it's basically 'half a musculature' while still coming out ahead on end expense, and it's still pretty close to musculature + reactive.
6% -tohit can help out against some -defense, especially if its just enough to throw you back over the softcap on defense

I did take some ideas from your build, and i took some ideas from the other builds that were posted here, and i tried to meet a middle ground on them, and i'm pretty happy with the results. I have about on par damage (with musculature) about on par endurance management (due to different slotting, and musculature adding more recovery) and i kept my general slotting (i hate 6 slotted health or stamina just to meet a set bonus) I also have about on par recharge, and can run a 5 - 6 power attack chain seamlessly (or about close enough)

I've taken ideas from a lot of the posts here, and I'm very happy to be getting feedback on things


 

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Well, to be fair, my heavily-slotted health is partly because I got a lucky panacea proc drop one day in Warburg... I wouldn't expect everyone to have that. I would even consider just slotting the recovery procs and panacea if I had other places to put those slots, but I'm getting extra recovery and max health out of slotting health up a bit, and some regen. It's not a bad deal, especially in terms of 'average performance over time.' The panacea proc also provides a little extra endurance.

As for stamina, performance shifter has 4 very good set bonuses - max health, damage, recovery, and AOE defense. I don't think it's a bad idea to 6-slot it and get all of those. And again, an extra recovery proc is included. It's not a bad deal, IMO.

Plus, the only major alternative places to put those slots, really, are taking extra attacks I don't need and/or would rarely use. I'm able to 5-slot tactics with gaussian for similar set bonuses for the same reason... really, noplace else I want to put the slots. I could shift my build design more, but I tend to try and avoid taking powers simply as set mules. My build's more based around powers I actually want to use. Also, I'm married to combat jumping, because I just plain love it and the mobility it affords in a fight.


"Experience is the mother of good judgement. Bad judgement is the father of experience."

 

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I can understand that, SOs, i usually five slot attacks (2dam, 1acc,1end,1rech) and four slot toggles (2(buff/debuff)value, 2 end reduct) so with sets i usually aim for 3 - 5 piece bonuses. For very nice sets (say, Gaussian's) then its worth it for me to 6 slot, as that 6th set bonus is very nice.

But for things like performance shifter, that 5th slot (2.5% damage i think) can be easily made up for by 4 slotting touch of death into an attack, or 4 slotting mako's bite into an attack for 3% dam. The extra AoE defense on the 6th slot can easily be made up via Aegis in a resistance toggle (at 5 slots aegis gives nearly double the bonus Performance shift gives at 6 slots)

I learned slot management from my MM, trying to cram as many different set bonuses into her, while still maintaining decent enhancement numbers. It helps out a lot when building other characters


 

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I guess my thing is, I'm not gonna take tough for a set bonus, and the resistance even isn't really worth it to me when I'm softcapped. I've already got the mako's in some attacks; crushing impacts in some others, etcetera. It's not a knock on anyone who does, it's the way I build. If I have a choice, then I'm gonna take powers I want and will use, then make the best slotting out of them that I can. On an MM, well, I can see that being a little different since a lot of their primary powers are pretty optional (ie, anything that doesn't work with the pets).

However, specific to things like tough specifically... unfortunately, because of the inability to stack resistance with IOs, I basically don't think it's worth it for anyone who doesn't already get resistance elsewhere. You can benefit pretty well from getting maneuvers/weave/etc on a character and using IOs to get 30% defense even if you can't afford a full softcapping 'mega-build.' But you can't do that with resistance, not even to 30% (which is a low value itself). It's made me fairly unhappy with resistance sets, on the whole.

Throw in the 'things hit for massive damage' paradigm we're seeing more of (mobs with total focus, or crits) and I'd rather be missed a lot and occasionally get unlucky, but back it up with aid self so I can heal, than take steady damage that's high even if I resist it by 50%. The one-shot code triggers on me a lot, but that's because I survive until the next hit lands. Resisting 50% of a one-shot is meaningless when the next one lands anyway...


"Experience is the mother of good judgement. Bad judgement is the father of experience."

 

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Stacking even small amounts of resist with defense can be beneficial. So far, I've not found it worth the cost of powers and slots on my Veats, yet.

Did some testing with my Fortunata variant of the above build. Ran some +4x8 Missions as well as beating on some EBs and AVs. The testing shows I'm running 205 dps raw in-game with Shatter Armor->Followup->Lunge->Dominate->(Swipe->Strike-Folowup->Lunge-Dominate->Repeat 3/4 Times then Start Back at Shatter Armor). It should, in theory, be a bit higher; however, all those clicks and redraws add up. I calculated it at 230 out of game, and in game it ended up 205. That's with Double Assaults. I just respecced to drop one assault and pickup Confuse again. That will drop me to 195 Raw, but let me warp the bosses minds as well as the herds.

With T3 Reactive Interface it was 265 (T3 Reactive added 60 dps)
With T3 Interface and T3 Warworks it was 530 (T3 Warworks added 235 dps*)

*Note: Double Assaults as well as boosts like tactics and adrenalin boost seem to have disproportionate effect on these pets as compared to players. I'm guessing this is due to the fact that standard critters have no enhancements.

I'm happy with anything over 180. 265 just makes me giddy.

That's all with the Defensive Build: Cardiac, Rebirth, Reactive, Warworks, Void
I'm working on Ageless and Musculature now and will be testing the offensive build soon: Musculature Core and/or Radial Paragon, Ageless, Reactive, Warworks, Void

The offensive Variant should run close to 220 Raw, or another 15 dps. That's a lot to give up for just 15 dps, especially considering I just gave away 10 dps to gain back the additional confuse.

I did not test without Shatter Armor, yet. I'll have to do that too.
I also performed less than perfectly. It's so many clicks and powers to keep straight. sometimes I did Shatter at the right more_or_less 20 second interval, other times I was one chain late. I mucked up so many things, I really don't know how anyone can perform perfectly all the time.

Interface made the AVs 4 times more likely to run. I had only minimal running on the raw runs, but it was a nightmare when I turned on Interface. Running AVs really bite. I lost 20% offense to the runners and had to recruit someone with Web Grenade to help, so that the numbers came out correct. That part slurps.

I still have trouble defensively with Pylons. Aid self is biting way to deeply into my Pylon times. Not even worth posting them. It's Either use Greens/Oranges, Rebirth, or Aid Self. I was trying to avoid using Inspirations since typically pylon times don't allow for inspiration use. T4 Barrier will likely help a bit. That's on my to-do list for the Veats.


 

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IMO, just get the NW to 1550+ hps, permahasten, and make it endurance friendly (I'm running 0.86 usage with 4.15 recovery per second without any "tricks" or incarnate shortcuts, then just slot some decent end reductions in the attacks and you're golden) while maintaining softcaps<--- all completely doable without purples or pvp IOs. Then just spam whatever attacks make you happy, there's no "golden formula" for widows, just boils down to "what makes this fun to play without gimping its core focus?".

Then later on, pour some cash into it for softcapped psi defense (I'm running 47.2% atm), 25+/sec hp regen and getting to 70+% psi and 25+% S/L resistances and you will be pretty much unstoppable outside of a lucky hit by a sapper or multiple lucky hits by romans.


 

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As far as I know, there's no benefit to softcapping your psi defense, specifically, if you have soft-capped positional defenses. The psi attacks that bypass positional defenses should have all been fixed by now, but even if they haven't, they still mainly appear in PVP - and we're not talking PVP builds. Also, you have like 70% psi resist with mindlink up. I laugh at psi. Ha-ha-ha-ha.

I agree with you on purples for night widow - they are really optional. In fact I think the biggest benefit they really offer is the superior procs. Even so, my build's been shedding purples over time. I just don't need 'em. I guess I could keep them as debuff padding and for minorly improved bonuses to recovery and damage in a few instances, but given the 'incarnate softcap' and the fact that most purple sets don't provide positional defense (and the one that does, NWs can't slot)... whenever I go to make a revision to my build I tend to look at what I can do with fewer purples.

Something else I've been doing is shedding max health bonuses for their own sakes. If I get them, fine, but it doesn't seem to matter much if I have 1500 hitpoints or 1250 hitpoints in the endgame content. A hit from an AV basically redlines me, if it doesn't outright oneshot me. Ditto things like crits from Victoria MK-IV's or total focuses from IDF commanders and so forth. If the oneshot code's gonna be catching me as often as it does, I don't feel my max health matters all that much. At worst, I'll get caught by the oneshot code instead of redlined a little more often. I really don't feel extra hitpoints offer a significant increase to my survivability against 'modern' and 'endgame' encounters either way - dying from full requires being hit twice, and whether I'm oneshot-coded or just redlined if I'm hit twice in short order, I'm dead either way. The only defense that feels effective is a combination of luck and healing back to full with aidself between hits.

Aid self does really bite into pylon times. So does mind link, which has about the same animation speed. When I test for the sake of pure testing I get a friend to come tank the pylon for me, taunting it away at range. I guess having someone shielding and healing me would work too. But I don't really think aid self is very optional for someone who's serious about endgame play, for the reason I described above. A bit of resistance and some extra hitpoints and regen won't stop you from getting oneshot-coded, and then you really wanna burst heal. I don't think I could even carry enough greens, especially not small greens, to keep me going through a whole lambda trial - and the greens would mean I don't get to carry other inps instead.


"Experience is the mother of good judgement. Bad judgement is the father of experience."

 

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Originally Posted by Person34 View Post
IMO, just get the NW to 1550+ hps, permahasten, and make it endurance friendly (I'm running 0.86 usage with 4.15 recovery per second without any "tricks" or incarnate shortcuts, then just slot some decent end reductions in the attacks and you're golden) while maintaining softcaps<--- all completely doable without purples or pvp IOs. Then just spam whatever attacks make you happy, there's no "golden formula" for widows, just boils down to "what makes this fun to play without gimping its core focus?".

Then later on, pour some cash into it for softcapped psi defense (I'm running 47.2% atm), 25+/sec hp regen and getting to 70+% psi and 25+% S/L resistances and you will be pretty much unstoppable outside of a lucky hit by a sapper or multiple lucky hits by romans.
Eh, the only way to get 25% lethal/smash reistance on a night widow is to get the 3% PvP +res IO (2 billion) and softcapped to psionic is pretty useless on a night widow, as you already have upwards of 60% resistance to psionic damage. Spamming whatever attacks you want would be awesome, but its not very effective, and I'm all about effectiveness

I still can't justify aid self though, as inspirations and rebirth (even the t3) should work out enough to keep myself alive. I'm currently about level 20, and so far inspirations are working great Plus with my high defense, a single purple inspiration will keep me over the incarnate softcap, and orange inspirations cost no endurance to run and gives about the same protection.

Then again, a lot of people don't like to use inspirations, so i can see the arguement for aid self.


 

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1.08x difference with/without Shatter Armor. So redraw is cutting into the .20x by just over half.


 

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Originally Posted by Linea_Alba View Post
1.08x difference with/without Shatter Armor. So redraw is cutting into the .20x by just over half.
So, the redraw on Shatter Armor pretty much makes it a -10% resistance debuff, instead of the -20% its actually doing? Meaning, another assault (if your not already double stacking) or Musculature, or reactive interface will be more valuable in the long haul?

I was thinking of going Musculature alpha (t3, with end mod), rebirth destiny (t3, with +regen) Reactive interface (t3, 25% -res, 50% DoT), Ion judgement (t3, with damage proc), and seers lore (t3, boss/support for fortitude)

Ion is due to the chaining, being melee oriented, the chaining power will allow me to hit more mobs more often, and being able to chain back and bounce between the same target twice will up damage in smaller groups.

Rebirth will cover the lack of self heal, with the +regen helping me out while its off cooldown. I figure if i need the heal, and i don't have green inspirations, then a burst heal, with +regen will be the best bet, and it'll leave me a 30 second window to get killed in, as the 200% +regen should help in keeping me alive, and that will last 90seconds.

Reactive is just to add more damage. With that and Musculature, i should have enough DoTs rolling, and enough -res to make some scrappers blush.

Seers is mainly for fortitude, and to add psi to my damage. Fortitude will add more damage, slightly more tohit, and some defense, which will help out in getting me to the new incarnate softcap.


 

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Originally Posted by Arbegla View Post
Eh, the only way to get 25% lethal/smash reistance on a night widow is to get the 3% PvP +res IO (2 billion) and softcapped to psionic is pretty useless on a night widow...
Actually, you can get up to @ 31.5% S/L resists -without- the PvP IO, and maybe even higher than that - you just need to build for it. And skipping out on softcapped psi defense is a personal choice, I chose it because it because there are a few attacks that that bypass my positional defenses, and some of them are downright nasty (if you don't ever run x8 arachnos/carnie maps you may never need it, but I've found that having it waaay better than even capping psi at 85%).

Yes I'll agree that a widow's psi resistance is nice, but the associated -recharge that goes along with it sucks. Better to just avoid the attack all together to begin with... esp with how easy it is to get an invested widow to the 45% psi mark without the need to sacrifice hitpoints, recharge or additional defenses to make up for it.

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Originally Posted by Flux_Vector View Post
Something else I've been doing is shedding max health bonuses for their own sakes. If I get them, fine, but it doesn't seem to matter much if I have 1500 hitpoints or 1250 hitpoints in the endgame content...
IMO if you are going to play a melee toon with just 1250 hitpoints and only positional defense to save your skin, might as well just play it safe and switch to a ranged fort. Or maybe just switch to a blaster. The reason I've put emphasis on +hitpoints and S/L resistance is because if a NW can't survive a melee encounter, what use is it? DPS means squat when you are running from the hospital. That was my experience before I shed the idea of "positional defense is enough" and build for hitpoints, resists and 45+% capped psi to augment the positionals. I was able to fully solve my endurance woes to boot, which was nice.

And the results have been game changing.


 

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I can see the value in +max HP, especially with VEATs having such a low base HP table. Accolades go a long way though, as a free 20% increase in HP is pretty nice. I usually don't aim for +HP bonuses, but a lot of the sets i like most have it in them (Numina's, Mako's bite, etc) so i end up with an extra 100 or 200 HP i didn't have before.

Another thing you want to keep in mind with max HP is that it affects regen as well. the higher your max HP is, the more HP/sec you regen, so when weighing +regen set bonuses, and +max HP bonuses, its almost always better to go with +max HP.

The -recharge on psi attacks can get annoying, but doesn't Mental Training offer slow resistance? Plus you can grab a Winter's Gift +slow resist IO for pretty cheap and throw it in combat jumping (for the widows who use ninja run, like i will be) and that'll also help out with being hit with -recharge debuffs.


 

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And yet I survive fine in the endgame. I have all five of my incarnate slots filled with very rare powers. I've effectively soloed the entire lambda munitions warehouse part of the trial. I've tanked Bobcat in the Tin Mage TF with Kitty Got Claw's buff on her - and I survived better than the team's brute!

Why could I do any of that if I had inferior defenses? The answer is because of the one-shot code. You can only be reduced to 1 hp from max health. If you heal up to max health between hits, you literally cannot be killed.

That's what soft-capped positional defenses do: make it extremely unlikely you'll be hit twice in quick succession. Aid self then kicks in, letting you burst heal back to full (usually) before you're hit again. When something hits you for 2000+ damage a shot - and things in the endgame do - having 15% smashing/lethal resist and 200 more hitpoints... still results in you being oneshot to 1 hp just like someone with no defenses and base 1051 hitpoints would've been.

1051 hitpoints and 0 resist, or 1500 hitpoints and 15% resist, both give you the exact same effective survivability against the 'massive damage hits' being dealt out by the endgame. Because both are only stopped from dying under that kind of a hit, by that code that leaves you with 1hp. Your defense in both cases is entirely luck-based (on if you get hit again before you heal), and in fact having more hitpoints has no effect on that because healing is done as a percentage of your hp. A 35% aidself heals 30% of 1051, or 35% of 1500 - both characters would need 3 aidselfs to get back to max.

Now you can say that you see survivability gains against non-massive damage, but to that I have to ask... why do you need it? The things I fear from minions and LTs - the only units largely unable to dish out massive damage - are debuffs, not damage. They don't do enough damage to be a serious threat to start with. Only being spiked from less than full hp is going to kill me. When I tackle a spawn I take out things with massive attacks first, like the IDF commanders and their total focus, or the victoria MK-IV and their crits. Those are dangerous.

A couple plinks from minions or shots from LTs aren't, unless they're -def debuffs.

(Edit - to be clear, I think this effect of the oneshot code is BS, and they should redesign monsters to deal more balanced damage output and never be able to one-shot a player from max health to start with, then remove the safety net code. But that's just me. I have little doubt that the massive damage paradigm is a response to softcapping - "since they aren't getting hit enough, let's make the hits huge so they're actually dangerous.")


"Experience is the mother of good judgement. Bad judgement is the father of experience."

 

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Originally Posted by Flux_Vector View Post
Now you can say that you see survivability gains against non-massive damage, but to that I have to ask... why do you need it? The things I fear from minions and LTs - the only units largely unable to dish out massive damage - are debuffs, not damage. They don't do enough damage to be a serious threat to start with. Only being spiked from less than full hp is going to kill me. When I tackle a spawn I take out things with massive attacks first, like the IDF commanders and their total focus, or the victoria MK-IV and their crits. Those are dangerous.
I've yet to be killed in one of the i20 trials, even to "dangerous" mobs as you like to call them... and I'm still only +1 level shifted. It isn't endgame trials with hordes of incarate allies backing you up that I fear, heck the trials are honestly a cakewalk.

It's the solo stage where I have four +3 radiation LB wardens focusing on me at the same time, or overlapping PDD groups trying to tear through my defenses that make this game a true challenge IMO. Waltzing into a raid map with large groups of players providing you with unlimited endurance, +50 to all defenses and a fulcrum shifted attack chain is by no means a challenge: it's when you're on your own facing +8/+4s when things get interesting.

Which is why I build my widows to perform at the bleeding edge, or at least as close to it as I can manage. You might think higher hitpoints, softcapped psi defense and running 25-30% S/L resists are trivial, but they have allowed me to do things my previous builds could not. And since I had to sacrifice nothing to add them to my build (other than loads of infamy) it has been nothing but pure win.


 

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Originally Posted by Person34 View Post
I've yet to be killed in one of the i20 trials, even to "dangerous" mobs as you like to call them... and I'm still only +1 level shifted. It isn't endgame trials with hordes of incarate allies backing you up that I fear, heck the trials are honestly a cakewalk.

It's the solo stage where I have four +3 radiation LB wardens focusing on me at the same time, or overlapping PDD groups trying to tear through my defenses that make this game a true challenge IMO. Waltzing into a raid map with large groups of players providing you with unlimited endurance, +50 to all defenses and a fulcrum shifted attack chain is by no means a challenge: it's when you're on your own facing +8/+4s when things get interesting.
If you're not trialing often, which seems likely given your lack of incarnate shifts, and staying tight with the raid, which apparently for you is loaded with buffs most of the time, when you do? It's not surprising you haven't died yet. Maybe you're only running with premades, or maybe you've got great LFG tool luck.

Nobody here mentioned unlimited endurance, +50 to defenses, or fulcrum shift in this thread. Kindly take your hyperbolic straw man elsewhere to burn, the smoke stinks. Honestly, I'd love to actually see any of those things on my trial teams, because then I wouldn't feel inclined to ditch them for slowing me down.

But from what you mention, your examples don't match up with the stated mechanics of your new build very well. Smashing/lethal resistance will have at best a minor effect on level 50+ PPD encounters, because they deal mainly energy damage, with only the punching attacks from the kheldians dealing any portion of smashing. Radiation wardens deal entirely energy damage; tough is completely wasted on them. None of these enemies deal psi damage, so softcapped psi defense is never being checked at all in those encounters. And getting into a fight with 4 wardens of the same type would require some exceptionally bad luck and be a very rare occurrence, or is something you contrived intentionally in order to be able to brag about it later.

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Which is why I build my widows to perform at the bleeding edge, or at least as close to it as I can manage. You might think higher hitpoints, softcapped psi defense and running 25-30% S/L resists are trivial, but they have allowed me to do things my previous builds could not. And since I had to sacrifice nothing to add them to my build (other than loads of infamy) it has been nothing but pure win.
I think you are mistaking correlation for causation. You've probably gotten incarnate powers in around the same timeframe as your new build, and I bet they are contributing more to your success than your new build.

Turn off tough and do those things again with no other changes, for a quick and dirty test to see if I'm right.


"Experience is the mother of good judgement. Bad judgement is the father of experience."

 

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Originally Posted by Arbegla View Post
So, the redraw on Shatter Armor pretty much makes it a -10% resistance debuff,
Yes, redraw is hurting it more than I realized. Depending on the test run, it's 5% to 8%. Assault is a steady and unwavering 6.5%. I'm going to be changing the build back to double assault and another power (see other post).

I do not think ION is allowed to chain to the same target more than once, although it is currently bugged. If it can hit the same target more than once, that's a huge hole, meaning it could hit 2 targets up to 20 times each. I can't imagine that would be WAI if that's what it's doing.

Defensively I'm using rebirth, void, and Aid Self. I really can't say that I could survive stuff as deep purple in the quantity I am if I gave up any of the three. Rebirth is tremendous. I'm chaining Rebirth, Void, Demonic, Rebirth, Void for 180 seconds of greatness. Toss in some Oranges here and there and you can chain that even longer. The -damage from void is working very much to my liking.

I went with the 75% Fire Reactive. At 8 powers per 10 seconds, the 50% fire 25% -res *IS* probably the better choice. As I work toward the T4, I may do some testing on that question.

The seers are likely the weakest offensively. Their Fortitude is 5% Typed based as I recall, instead of Vector Based. Most builds are Vector Based, for instance I have 45 Vectored defense, but only 35 Typed defense. An additional 5% Typed won't even bring typed up to meet vectored, which means vectored is still the defense used in to-hit checks. I'll have to double check the Fortitude +Dam numbers, those may or may not be worth it. However, By going Support, you give up 1/3 to 1/2 your pets offensive firepower. Given that firepower is up to 200 dps, I seriously doubt even a 25% +damage enhancement to you will be able to increase your personal dps by 35 or greater. If your damage profile is anything similar to mine that will only increase your damage by 10%, or say 25 dps. Advantage to the full combat offensive models. What I don't know yet, is if Clockwork are Better or Worse than Seers. At present from the minimal testing I've done, I'm assuming the order of damage is: Warworks (Melee), IDF (Hybrid), Clockworks (Ranged), Seers (Control). My incomplete testing to date supports this guess. But I have way to many combinations yet to be tested.

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Originally Posted by Person34
... if a NW can't survive a melee encounter, ...
I'm surviving +4x8 on a Melee Fortunata with only 1350hp and zero resists. Defense debuffs on the new mobs and not paying attention are what kill me. Resist WOULD be nice, but I honestly feel like what I lose to get it outweighs what I gain. But then I'm a Fortunata with other tricks up my sleaves than just defense. I may or may not look at putting Tough into another NW build and pulling out Shatter Armor, now that I've found Shatter Armor to not be working as *I* intended.

I've also soloed half or more of the Lambda Sabotage Missions. However, I've never had to solo all 10 crates/Tubes. My teams were never THAT bad. I think 6 was my max, and that surprised me. The need to solo 1 or 2 is pretty normal, but 6 was shocking.

Lastly, Post your build, and let us judge for ourselves. The rest of us have posted ours. Maybe we'll see something we like and incorporate it into our builds, maybe we wont. But the truth is, you can't just discuss one power out of context. It's the build as a whole that matters. Even the changing of one minor slot can have very complex and drastic implications in a build. It's the build as a whole, as well as the matching playstyle that really matter.


 

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Ion can't bounce between 2 targets forever, due to the way its coded (take a closer look at chain induction, and its ability to chain) but, it can chain between small groups of 3 or more mobs for quite some time (basically it hits target A, bounces to target B, then to target C, then back to target A, it can't bounce from B back to A right away, but after it bounces to C, it can bounce back to A, and then bounce again back to B, repeating until it hits the max targets)

They are going to fix the +def values on the lore pets to include typed and positional defense, so i'm not too worried about that, its mainly the +damage that i'm looking at. I figure having the support that can attack, and the LT will equal out to about the damage of the boss pets and an invinc support, but i may go the boss route instead just so i don't have to baby sit 2 pets. Plus seers do psi damage, and with most of my attacks being lethal (with a side of toxic, and once i get reactive, fire) psi will help out quite a bit more.

Warworks is mainly lethal (vicky) with a side of energy, clockwork is basically all energy, and IDF is smashing/energy. Seers being mostly psi damage should help offset resistances.


 

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It's not always a question of the team being bad, per se, it's a question of the fact that squishies are very unsuited for that part of the trial, because they have weak survivability in moving from objective to objective. In teams where the squishies are dropping like flies in this phase, I invite them to band together and fight their way to what they can, carefully and slowly, while I go ahead on my own.

In two cases I've had truly unready random LFG teams where I was the leader, and divided the tasks up for me to solo the labs while the other 7 players did the warehouse. In one of those two cases, I went on to help them finish the warehouse.

What I like about Warworks is that between the Vickie and ACU, they doing up to -60% -regen, with -40% basically being perma. That's pretty nice to whip out for an AV fight, even without the relatively high damage vickie can put out.


"Experience is the mother of good judgement. Bad judgement is the father of experience."

 

Posted

I've noticed on Pylons, the Warworks are doing less damage than on AVs. I don't know if that's a factor of the 50+1, or if it's a difference in resisting their various powers. But I'm only seeing 160 dps on my last few pylons, where I was seeing 200 dps on AVs. Clockwork were Noticeably lower dps, but I haven't tested them exactly enough to figure out just what that number was. I haven't run the Clockwork vs AVs yet, only pylons. That's when I noticed Comparing Warworks AV dps to Pylon DPS didn't match. To get accurate tests with the pets vs AVs, I tend to need a stacking immobilize, that I don't have.


 

Posted

Quote:
Originally Posted by Linea_Alba View Post
I've noticed on Pylons, the Warworks are doing less damage than on AVs. I don't know if that's a factor of the 50+1, or if it's a difference in resisting their various powers. But I'm only seeing 160 dps on my last few pylons, where I was seeing 200 dps on AVs. Clockwork were Noticeably lower dps, but I haven't tested them exactly enough to figure out just what that number was. I haven't run the Clockwork vs AVs yet, only pylons. That's when I noticed Comparing Warworks AV dps to Pylon DPS didn't match. To get accurate tests with the pets vs AVs, I tend to need a stacking immobilize, that I don't have.
Pylons have about 20% resistance to everything, where some AVs don't have that much resistance to that many damage types. Could be whats messing up your numbers some..


 

Posted

I thought I took resistance into account. I used the standard pylon formula. I'll have to check the AV's more carefully, as well.


 

Posted

Just thought I'd add my 2c. I was not happy with Swipe, Strike or Eviscerate, so I didn't pick them up. I also never liked Elude, so that was off the table. Anyway, this is the build I have almost completed (4 Armageddons away from completion) and I have enjoyed playing it. I will Pylon test it soon to get a DPS ranking for it, as soon as I get the Armageddons.

Click this DataLink to open the build!

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Posted

Any chance you could show a detailed breakdown, other then just a code? I'm currently at work, so i can't look over the code just yet.


 

Posted

I tried to do it, but the code didn't show properly, now it is freaking out even more, not even letting me export a datachunk. I've had huge problems with the program since the update.

edit: try again...

Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

Sean Bishop: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Poison Dart

  • (A) Apocalypse - Chance of Damage(Negative): Level 50
  • (3) Apocalypse - Damage/Recharge: Level 50
  • (3) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (5) Apocalypse - Accuracy/Recharge: Level 50
  • (5) Apocalypse - Damage/Endurance: Level 50
Level 1: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 2: Combat Training: Offensive
  • (A) Accuracy IO: Level 50
Level 4: Tactical Training: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (9) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (7) Luck of the Gambler - Defense/Endurance: Level 50
Level 6: Assault
  • (A) Endurance Reduction IO: Level 50
  • (11) Endurance Reduction IO: Level 50
Level 8: Follow Up
  • (A) Mako's Bite - Accuracy/Damage: Level 50
  • (13) Mako's Bite - Damage/Recharge: Level 50
  • (13) Mako's Bite - Damage/Endurance: Level 50
  • (15) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
Level 10: Indomitable Will
  • (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50
  • (29) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (11) Aegis - Psionic/Status Resistance: Level 50
  • (39) Gladiator's Armor - End/Resist: Level 50
Level 12: Lunge
  • (A) Mako's Bite - Damage/Recharge: Level 50
  • (17) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
  • (23) Mako's Bite - Accuracy/Damage: Level 50
  • (25) Mako's Bite - Damage/Endurance: Level 50
  • (25) Crushing Impact - Accuracy/Damage/Recharge: Level 50
  • (27) Crushing Impact - Damage/Endurance/Recharge: Level 50
Level 14: Spin
  • (A) Armageddon - Damage/Recharge: Level 50
  • (15) Armageddon - Accuracy/Damage/Recharge: Level 50
  • (21) Armageddon - Damage: Level 50
  • (31) Armageddon - Damage/Endurance: Level 50
  • (36) Armageddon - Chance for Fire Damage: Level 50
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
  • (21) Hecatomb - Accuracy/Recharge: Level 50
  • (23) Hecatomb - Damage/Endurance: Level 50
  • (46) Hecatomb - Chance of Damage(Negative): Level 50
Level 20: Mask Presence
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (37) Luck of the Gambler - Defense/Endurance: Level 50
Level 22: Mental Training
  • (A) Run Speed IO: Level 50
Level 24: Foresight
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (29) Luck of the Gambler - Defense: Level 50
Level 26: Mind Link
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (31) Red Fortune - Defense/Endurance: Level 50
  • (31) Red Fortune - Defense/Recharge: Level 50
  • (33) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (33) Red Fortune - Defense: Level 50
  • (40) Red Fortune - Endurance/Recharge: Level 50
Level 28: Placate
  • (A) Recharge Reduction IO: Level 50
Level 30: Tactical Training: Leadership
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
  • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
  • (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
  • (39) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 32: Dart Burst
  • (A) Ragnarok - Damage/Recharge: Level 50
  • (34) Ragnarok - Accuracy/Damage/Recharge: Level 50
  • (36) Ragnarok - Accuracy/Recharge: Level 50
  • (40) Ragnarok - Damage/Endurance: Level 50
  • (43) Ragnarok - Chance for Knockdown: Level 50
Level 35: Kick
  • (A) Explosive Strike - Damage/Knockback: Level 20
  • (46) Explosive Strike - Chance for Smashing Damage: Level 20
Level 38: Tough
  • (A) Aegis - Resistance/Endurance/Recharge: Level 50
  • (39) Aegis - Resistance/Endurance: Level 50
Level 41: Web Envelope
  • (A) Gravitational Anchor - Chance for Hold: Level 50
  • (42) Gravitational Anchor - Immobilize/Endurance: Level 50
  • (42) Gravitational Anchor - Accuracy/Recharge: Level 50
  • (42) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50
  • (46) Gravitational Anchor - Immobilize/Recharge: Level 50
Level 44: Shatter Armor
  • (A) Mako's Bite - Accuracy/Damage: Level 50
  • (45) Mako's Bite - Damage/Endurance: Level 50
  • (45) Mako's Bite - Damage/Recharge: Level 50
  • (45) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
Level 47: Summon Blaster
  • (A) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
  • (48) Soulbound Allegiance - Damage/Recharge: Level 50
  • (48) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
  • (48) Soulbound Allegiance - Accuracy/Recharge: Level 50
  • (50) Soulbound Allegiance - Chance for Build Up: Level 50
Level 49: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Musculature Radial Paragon
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 50
Level 2: Rest
  • (A) Empty
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Regenerative Tissue - +Regeneration: Level 30
  • (17) Miracle - +Recovery: Level 40
  • (27) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (36) Numina's Convalescence - Heal: Level 50
  • (40) Miracle - Heal: Level 40
  • (43) Numina's Convalescence - Heal/Endurance: Level 50
Level 2: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (7) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
  • (9) Performance Shifter - Chance for +End: Level 50
  • (34) Performance Shifter - EndMod/Accuracy: Level 50
  • (43) Performance Shifter - EndMod/Recharge: Level 50
------------
------------
Set Bonus Totals:
  • 25.5% DamageBuff(Smashing)
  • 25.5% DamageBuff(Lethal)
  • 25.5% DamageBuff(Fire)
  • 25.5% DamageBuff(Cold)
  • 25.5% DamageBuff(Energy)
  • 25.5% DamageBuff(Negative)
  • 25.5% DamageBuff(Toxic)
  • 25.5% DamageBuff(Psionic)
  • 8.5% Defense(Melee)
  • 7.25% Defense(Smashing)
  • 7.25% Defense(Lethal)
  • 7.25% Defense(Fire)
  • 7.25% Defense(Cold)
  • 7.25% Defense(Energy)
  • 7.25% Defense(Negative)
  • 6% Defense(Psionic)
  • 8.5% Defense(Ranged)
  • 8.5% Defense(AoE)
  • 92.5% Enhancement(RechargeTime)
  • 60% Enhancement(Accuracy)
  • 10% FlySpeed
  • 184.73 HP (17.25%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Immobilize) 14.3%
  • 26% (0.456 End/sec) Recovery
  • 74% (3.971 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 21.34% Resistance(Fire)
  • 21.34% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 15% Resistance(Toxic)
  • 13% Resistance(Psionic)
  • 15% RunSpeed
------------
Set Bonuses:
Apocalypse
(Poison Dart)
  • 16% (0.859 HP/sec) Regeneration
  • 32.13 HP (3%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Training: Defensive)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Tactical Training: Maneuvers)
  • 10% (0.537 HP/sec) Regeneration
  • 12.05 HP (1.125%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Mako's Bite
(Follow Up)
  • MezResist(Immobilize) 3.3%
  • 16.06 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
Gladiator's Armor
(Indomitable Will)
  • 2.5% (0.044 End/sec) Recovery
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Steadfast Protection
(Indomitable Will)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Aegis
(Indomitable Will)
  • 3% Resistance(Psionic)
Mako's Bite
(Lunge)
  • MezResist(Immobilize) 3.3%
  • 16.06 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
Crushing Impact
(Lunge)
  • MezResist(Immobilize) 2.2%
Armageddon
(Spin)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Hecatomb
(Slash)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
  • 5% Resistance(Toxic)
Luck of the Gambler
(Mask Presence)
  • 10% (0.537 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Foresight)
  • 10% (0.537 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Mind Link)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Mind Link)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Tactical Training: Leadership)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 20.08 HP (1.875%) HitPoints
  • 2.5% (0.044 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Ragnarok
(Dart Burst)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Explosive Strike
(Kick)
  • 1.5% DamageBuff(All)
Aegis
(Tough)
  • 5% RunSpeed
Gravitational Anchor
(Web Envelope)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Mako's Bite
(Shatter Armor)
  • MezResist(Immobilize) 3.3%
  • 16.06 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
Expedient Reinforcement
(Summon Blaster)
  • 10% Resistance(All)
Soulbound Allegiance
(Summon Blaster)
  • 16% (0.859 HP/sec) Regeneration
  • 32.13 HP (3%) HitPoints
  • 4% DamageBuff(All)
Miracle
(Health)
  • 2.5% (0.044 End/sec) Recovery
Numina's Convalescence
(Health)
  • 12% (0.644 HP/sec) Regeneration
  • 20.08 HP (1.875%) HitPoints
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 20.08 HP (1.875%) HitPoints
  • 2.5% (0.044 End/sec) Recovery
  • 2.5% DamageBuff(All)



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| Copy & Paste this data into Mids' Hero Designer to view the build |
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