NW Build needs a little assistance


Caz

 

Posted

I recently came back after a three year break and decided to finish leveling my widow, I got 50 a week ago and have since been lurking the forums for a build to call my own.

Now, for one reason or another I just didn't fall in love with any of the builds going back the last 14-16 months. So I tried my hand at my own with inspiration from various builds I found along the way. While I'm not that strapped for inf I can't quite slot purple yet; when that time comes I'll deal with then.

So this build offers:

  • Nearly soft-capped positional defense (49.7 melee, 44.7 ranged, 44.1 aoe)
  • Perma Mind-Link pushing the positional defenses above what I think is I-trial softcap (63.8 melee, 58.9 ranged, 58.2 aoe)
  • Hasten is not perma but is about 130 second recharge.
  • 153.75 +Recharge
  • 7 toggles with an end drain of 1.07/sec
  • Elude, I just want it. I know, I've seen so many other people/threads say that it is unnecessary or a waste of a power but I'd like to have it.
  • Not too expensive
I'm okay with this build, I leveled without heal self but I'm not sure what to drop. I suppose I could drop the whole fighting pool and pick up aid other/self and maybe leadership assault but then all defenses drop ~8%. I'm not sure how I feel about not being softcapped.

The build feels like it's missing something. I'm not sure, it feels like there should be something else coming from the build.


Please help?

Thank you.

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: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Poison Dart -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25), Thundr-Dmg/EndRdx/Rchg(45)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 2: Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), Mako-Acc/EndRdx/Rchg(45)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(5), GftotA-Def(5), EndRdx-I(42)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17), Mako-Acc/EndRdx/Rchg(46)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/EndRdx/Rchg(11)
Level 12: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), Mako-Acc/EndRdx/Rchg(46)
Level 14: Maneuvers -- LkGmblr-Def/EndRdx(A), GftotA-Def/EndRdx(27), GftotA-Def(27), LkGmblr-Rchg+(43), EndRdx-I(43)
Level 16: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(19), M'Strk-Acc/EndRdx(46)
Level 18: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(33), Mako-Acc/EndRdx/Rchg(43)
Level 20: Boxing -- Empty(A)
Level 22: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(40)
Level 24: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 26: Mask Presence -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), RedFtn-Def/EndRdx(45)
Level 28: Mental Training -- Run-I(A)
Level 30: Mind Link -- LkGmblr-Def/Rchg(A), LkGmblr-Def(33), AdjTgt-Rchg(33), AdjTgt-ToHit/Rchg(34)
Level 32: Tough -- Empty(A)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), GftotA-Def(36), GftotA-Def/EndRdx(36), LkGmblr-Def(42)
Level 38: Elude -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(39), GftotA-Def/Rchg(39), S'dpty-Def/Rchg(39)
Level 41: Tactical Training: Vengeance -- LkGmblr-Rchg+(A)
Level 44: Web Envelope -- TotHntr-Acc/EndRdx(A)
Level 47: Shatter Armor -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 49: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(50)
------------
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 -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(42)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(40)
------------



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Posted

I'm usually a lurker (aka not a poster) but I found two things that I, personally, would try to change.

1. the +3% def Steadfast IO in Indomitable Will could be moved into Tough (who is unslotted). You don't need to use (or have the power on toggle) to get the benefit, it's a set bonus and will work just fine that way. Also freeing up a slot in Indomitable will.

2. You have a set bonus that exceeds the rule of 5. It's the 10% (0.54 HP/sec) Regeneration one (2 piece lotg and possibly another set). This means that you have more than 5 of the same bonus and any above the first 5 have no effect whatsoever. The set bonuses do not need to be from the same set, as long as they provide the exact same bonuses, you can only benefit from a maximum of 5.

As for the build, I'm not really good with those, but I'll try to look at it more, in case there are no other kind soul around.

Oh, I just thought about a goodie that I enjoy quite a bunch on my widow. A +Stealth IO in Sprint will allow you to reach full invisibility when coupled with Mask Presence (or at least, that's what I've read). Pretty handy to run around missions and not be noticed, even when colliding with a pack of angry dudes that would like nothing more than to shred you to pieces (the way the IO works is that as long as Sprint, or the power slotted with it, is toggled you get the stealth effect. If you put the IO in a 'click' power, you only get the effect of the duration mentioned -120sec I think). It's also fairly cheap, if I remember correctly.

Hope this helps.


 

Posted

Thank you Narkor.
With your suggestions I was able to increase my recovery rate slightly and (what I assume) have made myself invisible.

Does anyone else see any other improvements?
Thank you.

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: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Poison Dart -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25), Thundr-Dmg/EndRdx/Rchg(45)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 2: Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), Mako-Acc/EndRdx/Rchg(45)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(5), GftotA-Def(5), EndRdx-I(42)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17), Mako-Acc/EndRdx/Rchg(46)
Level 10: Indomitable Will -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(11)
Level 12: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), Mako-Acc/EndRdx/Rchg(46)
Level 14: Maneuvers -- LkGmblr-Def/EndRdx(A), GftotA-Def/EndRdx(27), GftotA-Def(27), LkGmblr-Rchg+(43), EndRdx-I(43)
Level 16: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(19), M'Strk-Acc/EndRdx(46)
Level 18: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(33), Mako-Acc/EndRdx/Rchg(43)
Level 20: Boxing -- Acc-I(A)
Level 22: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(40)
Level 24: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 26: Mask Presence -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), RedFtn-Def/EndRdx(45)
Level 28: Mental Training -- Run-I(A)
Level 30: Mind Link -- GftotA-Def(A), GftotA-Def/Rchg(33), AdjTgt-Rchg(33), AdjTgt-ToHit/Rchg(34)
Level 32: Tough -- S'fstPrt-ResDam/Def+(A)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), GftotA-Def(36), GftotA-Def/EndRdx(36), LkGmblr-Def(42)
Level 38: Elude -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(39), GftotA-Def/Rchg(39), S'dpty-Def/Rchg(39)
Level 41: Tactical Training: Vengeance -- LkGmblr-Rchg+(A)
Level 44: Web Envelope -- TotHntr-Acc/EndRdx(A)
Level 47: Shatter Armor -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 49: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 1: Conditioning
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(42)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(11), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(40)
------------



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Posted

Incarnate soft-cap is a minimum of 59% (64% - 5%). Each Orb adds another 10% or so, best to judgement those Orbs anytime you see one.

Assault is every bit as good as shatter armor, due to redraw issues limiting Shatter Armor and your personal offensive capabilities, at least when either soloing or fighting anything softer than an EB while teaming. Shatter is also a pita to apply and use optimally, while Assault is automagic. In the end, Assault is better for solo and teaming when not killing an AV, While Shatter Armor is better for taking down an AV while teamed. Which do you spend more time doing, or which do you prefer to specialize in ? I finally gave in to the inevitable and switched back to double assault, and I've never looked back again.

It appears you could easily get another 1.5 defense out of Mind Link, and 1.1 out of Foresight. That's like a nearly free PvP Defense IO.

You could also plan on cardiac or musculature radial for +recovery, making it much easier to expand your offensive and defensive capabilities by giving you much more flexible slotting options. There look to be many options you may not have looked at in a fairly focused approach to get every +recovery and +recharge bonus you could find. I make the assumption that is an informed preference that understands the sacrifices that were made in return.

I also assume it is an informed preference to aim for a the incarnate softcap within the build without inspirations, understanding that you will still be vulnerable anytime there is an orb in a spawn (which is almost every spawn), and understanding the sacrifices made in reaching that goal.


 

Posted

Quote:
Originally Posted by Linea_Alba View Post
musculature radial for +recovery,

Musculature radial provides +Recovery? Dag nabbit, now I have to rethink my Fort build.

It's not like I run low on End a lot, it's just that it does happen occasionally and I have to keep an eye on it. Fortunately I haven't had the stuff I need to make the Tier 4 yet. So, sacrifice some damage from the core for the +Rec, or keep the extra damage and put up with chowing blues occasionally? I hate decisions like this.


 

Posted

I forget whether it's +endmod or +recovery, but Musculature does have that at the tier 3 and tier 4 level.

That said, endurance reduction is more effective because it minimizes endurance use in the first place, and usually by a larger amount overall than +endurance modification or +recovery can replace for the same amount of modification.


 

Posted

Quote:
Originally Posted by Linea_Alba View Post
Assault is every bit as good as shatter armor, due to redraw issues limiting Shatter Armor and your personal offensive capabilities, at least when either soloing or fighting anything softer than an EB while teaming. Shatter is also a pita to apply and use optimally, while Assault is automagic. In the end, Assault is better for solo and teaming when not killing an AV, While Shatter Armor is better for taking down an AV while teamed. Which do you spend more time doing, or which do you prefer to specialize in ? I finally gave in to the inevitable and switched back to double assault, and I've never looked back again.
Took out shatter and picked up assault, took out web envelope and hasten and picked up heal self/other.
Defenses changed a bit with

Quote:
Originally Posted by Linea_Alba View Post
It appears you could easily get another 1.5 defense out of Mind Link, and 1.1 out of Foresight. That's like a nearly free PvP Defense IO.
Defenses changed a bit with the loss of the full Mako set in Shatter and your suggestion.
+1.2 Melee
-2.5 Ranged
+1.2 AoE

Quote:
Originally Posted by Linea_Alba View Post
You could also plan on cardiac or musculature radial for +recovery, making it much easier to expand your offensive and defensive capabilities by giving you much more flexible slotting options. There look to be many options you may not have looked at in a fairly focused approach to get every +recovery and +recharge bonus you could find. I make the assumption that is an informed preference that understands the sacrifices that were made in return.
I also assume it is an informed preference to aim for a the incarnate softcap within the build without inspirations, understanding that you will still be vulnerable anytime there is an orb in a spawn (which is almost every spawn), and understanding the sacrifices made in reaching that goal.

As with your prior statement about assault I'll assume that maybe you're suggesting that +recharge and +recovery are not what I should be going for? In that case you're suggesting that +damage%? It is possible to perma mind link with only~68% recharge, so I don't have a problem giving up a fair bit of my recharge--if the gain from losing it is worth it.

I chose to take a focused +recharge and +recovery path because I was under the impression that with higher of both you could pump out more attacks more quickly with less possibility of running dry. Now if I'm wrong it that assumption I'm open to hear otherwise. In the mock up of build I threw together with your suggestions posted in a bit there are some changes worth mentioning.

  • Recharge% down 85%
  • Accuracy(from sets) is down 21%
  • Damage% is up 21%
  • Mind link is still perma
  • End use is up to 1.27 from 1.06
I don't know seems like a huge loss for 21% more damage. Unless of course you didn't specifically mean that and in that case I'm listening.

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Posted

IMO I'd really stick with +rech and trying to get as close to perma hasten, and also focus on damage - the more damage + rech = the less you'll need to heal - in other words, you'll be able to drop Aid Self.

I've been testing out a new build on my NW. Not quite perma haste, but wow does she pack some punch, and no purples (yet). I run her with a basic core alpha cardiac and I don't have any issues with endurance - great for +0/x8 rikti missions (could probably do more quite happily)

here's my build:



Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Poison Dart -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(3), Entrpc-Dmg/EndRdx/Rchg(5), Entrpc-Heal%(5)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 2: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(13)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(40), RedFtn-EndRdx(43)
Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(25)
Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 12: Indomitable Will -- S'fstPrt-ResDam/Def+(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 18: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(42), Sciroc-Dam%(42)
Level 20: Combat Training: Offensive -- Acc-I(A)
Level 22: Slash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(43)
Level 24: Mask Presence -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(31), RedFtn-EndRdx(36)
Level 26: Mental Training -- Run-I(A)
Level 28: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(50)
Level 30: Mind Link -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(37), AdjTgt-ToHit/Rchg(39), AdjTgt-EndRdx/Rchg(43)
Level 32: Tactical Training: Assault -- EndRdx-I(A)
Level 35: Foresight -- LkGmblr-Def/Rchg(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 38: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(48)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(48)
Level 44: Dark Obliteration -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(45), Cloud-ToHitDeb/EndRdx/Rchg(50), Cloud-Acc/EndRdx/Rchg(50)
Level 47: Tactical Training: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Assault -- EndRdx-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(7), Mrcl-Heal(9), Mrcl-Rcvry+(25)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31), P'Shift-Acc/Rchg(33), P'Shift-EndMod/Acc(33), P'Shift-End%(45)
------------



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

 

Posted

The test server is your friend. You can transfer yourself more than once to TC, transfering and Duplicating your wealth, IOs, and Builds. Then respec the various builds you want to test, and run a few missions, or even specialized AE missions. This can save you a load of pain vs builds on the live servers.

---

I wouldn't remove hasten.

When I say more damage, I don't necessarily mean +damage bonuses.

More recharge typically means more endurance costs.

More recharge typically does mean more damage, but only to a point. If you're pumping out 250 dps with moderate recharge and max recharge that costs a few billion more gets you to 260, is it worth it ?

No, I've never calculated for what the minimum recharge should be for maximizing recharge vs damage. However, It's my opinion it can be achieved without purples, and probably is somewhere around when hasten falls into the 130 to 140 second recharge range. This, However, is just a guess.

((One purple Set +accuracy) or (two normal set +accuracy of sufficiently low level for whatever you want to exemp)), + Kismet Level 10 +accuracy, +TTL, +ML is all the accuracy you need to cap to-hit vs +4s. This assumes no level shift and minimum slotting of around 40% to 45% in the actual powers. Translation, Most IO builds are overkill for accuracy when set bonuses apply.

Musculature Radial Paragon will gain you something in the range of 0.10 to 0.15 endurance through +endmod of a standard slotted stamina.

Cardiac Core Paragon will gain you 1.00. ~ 0.33 endurance on your toggles and another ~0.67 on your attack chain for a total of 1.00, or more.

Ageless +Recovery will gain you 2.4 eps. Over 1.61 + a refill every 120, for something around 2.4 eps.

Musculature can add a buff of 22% to 30% Buff that bypasses ED, or a boost in damage of 1.08x to 1.12 compared to no alpha, once you take into account all your other buffs and the fun math of buffs vs multipliers.

Adding more AoE, vs the average group of critters can multiply your damage significantly, even divided over time. Making that AoE an immobilize as well as damage, reducing the amount of time you waste chasing runners, can further improve your damage output. It is my opinion that with a typical x8 spawn, this will exceed anything you can gain from a musculature; However, Musculature would apply more to Bosses, EBs, and AVs, if that is your specialty.

The last build you posted has a suppressed ranged defense of only 42.2 withou mindlink or 58 with mind link. It would appear you're aiming for the Incarnate Softcap, If so, you may or may not want that tad more ranged defense. Mids -> Options -> Config -> Math --> Suppression -> Select both Attacked and ActivateAttack

Accolades can do a great deal for your endurance as well, perhaps more than all those bonuses you're putting in so many powers.

It is difficult to create a NW build that doesn't need Cardiac or Ageless, and still meets most other typical desires. The benchmark for successful is also subjective.

The following is for all builds, not just NW:

I typically want a build that can fight non-stop for 3 minutes as a minimum for teaming, and 5 minutes minimum for solo. I prefer 10 minutes. Aka, go pound on a pylon 10 minutes and not run out of endurance.

Then I want an immobilize that does damage, Typically Mu Fences, so I can keep things close for spin.

I want ST dps capable of taking out a pylon in less than 30 minutes. 150+ dps after all buffs and debuffs.

Then I want more damage, typically AoE. Sometimes I prefer more defense, It's nice to have ~52 defense to cushion for a debuff, and to make it easier to cap with small purple candy for Incarnate Content. So far, I've not felt the need to Incarnate Cap any actual live characters. I even changed Alleyne to a more offensive build.


 

Posted

Hmmm, rather nice builds.

My NW's live build has approximately 50% positional defenses during the second or two that Mind Link is down (Mids' suggests that Mind Link should overlap by a couple seconds, but i blame Aracanatime) and around 60% positional defense the rest of the time. i didn't take the Fighting or Medicine or Speed pools, but i did take Jumping and Flight, so my build does go in a bit of a different direction. i will be respeccing sometime soon to replace Build Up with Follow Up and replace Placate with Teleport. Overall it's a build i find fun with decent ST and AoE damage.

This is my build as it is on the live servers at this moment:
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Nyx Thorn: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Flight
Power Pool: Teleportation

Villain Profile:
Level 1: Poison Dart -- Thundr-Dmg/EndRdx:44(A), Thundr-Dmg/Rchg:31(3), Thundr-Acc/Dmg/Rchg:45(3), Thundr-Dmg/EndRdx/Rchg:50(5), Thundr-Acc/Dmg:32(5), Thundr-Acc/Dmg/EndRdx:30(7)
Level 1: Combat Training: Defensive -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def:50(7), LkGmblr-Rchg+:25(9)
Level 2: Strike -- Mako-Dmg/EndRdx:50(A), Mako-Dmg/Rchg:49(9), Mako-Acc/Dmg/EndRdx/Rchg:39(11), Mako-Acc/Dmg:50(11), Mako-Dam%:50(13), Mako-Acc/EndRdx/Rchg:50(13)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:30(15), LkGmblr-Rchg+:25(15), LkGmblr-Def/EndRdx/Rchg:50(17)
Level 6: Dart Burst -- Det'tn-Dmg/EndRdx/Rng:50(A), Posi-Dam%:50(17), Posi-Acc/Dmg/EndRdx:50(19), Posi-Dmg/Rng:50(19), Posi-Dmg/Rchg:50(21), Posi-Dmg/EndRdx:50(21)
Level 8: Build Up -- RechRdx-I:45(A), AdjTgt-Rchg:50(23), AdjTgt-EndRdx/Rchg:49(23)
Level 10: Indomitable Will -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:10(25)
Level 12: Assault -- EndRdx-I:50(A)
Level 14: Combat Jumping -- Winter-RunSpd/Jump/Fly/Rng/EndRdx:50(A), Winter-ResSlow:16(25), Winter-RunSpd/Jump/Fly/Rng:50(27)
Level 16: Tactical Training: Assault -- EndRdx-I:50(A)
Level 18: Slash -- Mako-Acc/Dmg:30(A), Mako-Dmg/EndRdx:32(27), Mako-Acc/Dmg/EndRdx/Rchg:32(29), Mako-Dam%:50(29), Mako-Acc/EndRdx/Rchg:31(31), Mako-Dmg/Rchg:50(31)
Level 20: Tactical Training: Leadership -- GSFC-ToHit/Rchg/EndRdx:42(A), GSFC-Rchg/EndRdx:33(31), GSFC-ToHit/Rchg:50(33), GSFC-ToHit/EndRdx:50(33), GSFC-ToHit:30(33), GSFC-Build%:50(34)
Level 22: Foresight -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Def:50(34), LkGmblr-Def/Rchg:50(34), LkGmblr-Rchg+:25(36)
Level 24: Mind Link -- HO:Membr(A), HO:Membr(36), LkGmblr-Rchg+:50(36), HO:Membr(37)
Level 26: Eviscerate -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Dmg/Rchg:32(37), Sciroc-Dmg/EndRdx:44(37), Sciroc-Dam%:41(39), M'Strk-Dmg/EndRdx/Rchg:47(39), Sciroc-Acc/Dmg:35(39)
Level 28: Mental Training -- Run-I:45(A)
Level 30: Mask Presence -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(40), GftotA-Run+:40(40)
Level 32: Psychic Scream -- Posi-Dam%:50(A), Posi-Dmg/Rng:50(40), Posi-Dmg/Rchg:50(42), Posi-Acc/Dmg/EndRdx:50(42), Posi-Dmg/EndRdx:50(42), Det'tn-Acc/Dmg/EndRdx:50(43)
Level 35: Placate -- RechRdx-I:35(A), RechRdx-I:35(43), RechRdx-I:25(43)
Level 38: Smoke Grenade -- DarkWD-ToHitDeb/Rchg:33(A), DarkWD-ToHitDeb/EndRdx:47(45), DarkWD-Rchg/EndRdx:28(45), DarkWD-ToHitdeb/Rchg/EndRdx:50(45)
Level 41: Tactical Training: Vengeance -- LkGmblr-Rchg+:30(A)
Level 44: Hover -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(46), Zephyr-Travel:50(46)
Level 47: Spin -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Dam%:50(48), Sciroc-Acc/Dmg:50(48), Sciroc-Dmg/EndRdx:50(48), M'Strk-Dmg/EndRdx/Rchg:48(50), Sciroc-Acc/Rchg:50(50)
Level 49: Recall Friend -- Range-I:50(A)
------------
Level 1: Brawl -- Dmg-I:50(A)
Level 1: Sprint -- Clrty-Stlth:16(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:45(A)
Level 2: Health -- Numna-Regen/Rcvry+:31(A), Mrcl-Rcvry+:29(46)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(50)
Level 1: Conditioning
Level 4: Ninja Run
------------
------------
Set Bonus Totals:

  • 10.5% DamageBuff(Smashing)
  • 10.5% DamageBuff(Lethal)
  • 10.5% DamageBuff(Fire)
  • 10.5% DamageBuff(Cold)
  • 10.5% DamageBuff(Energy)
  • 10.5% DamageBuff(Negative)
  • 10.5% DamageBuff(Toxic)
  • 10.5% DamageBuff(Psionic)
  • 5.5% Defense(Melee)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 8.31% Defense(Fire)
  • 8.31% Defense(Cold)
  • 12.4% Defense(Energy)
  • 12.4% Defense(Negative)
  • 3% Defense(Psionic)
  • 18% Defense(Ranged)
  • 13.6% Defense(AoE)
  • 52% Enhancement(Accuracy)
  • 55% Enhancement(RechargeTime)
  • 20% FlySpeed
  • 104.4 HP (9.75%) HitPoints
  • 20% JumpHeight
  • 20% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 6.6%
  • MezResist(Immobilize) 6.6%
  • 15.5% (0.27 End/sec) Recovery
  • 50% (2.68 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 5.65% Resistance(Fire)
  • 8.15% Resistance(Cold)
  • 6.25% Resistance(Negative)
  • 27.5% RunSpeed




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Maybe some of it could be useful. Admittedly it does rely mostly on inspiration drops for healing.


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

 

Posted

Scene_EU:
That's a nice build and I'll probably build off of that fitting in elude where Dark Oblit is, for a small loss with other minor changes.
I have a question though. In poison dart and gloom you have different sets with the same overall theme of 6.25% +recharge, I'm guessing Decimation was chosen over a second Entropic to not waste the +10% regen, right? And the heal in poison dart is nice when it fires but nothing to depend on.

Linea_Alba:
I get what you're saying. I do have an issue getting onto test. I used the char. copy tool about a month ago to figure something out but since then nothing has transferred. I'm not entirely sure what I'm doing wrong.
Otherwise your post was a good read and a lot to consider.

Schismatrix:
It's a nice build. Strangely it says you sit at ~45% without ML and ~61% with ML with MP suppressed?
I'm very interested to know how a widow fairs while hovering I don't have a travel save for the jetpack and sprint and can't stand the booster pack runs so I probably won't be going that route. Thus far, I've been curious as to how well you fair using hover?

Thank you all for your posts.


 

Posted

Quote:
Originally Posted by MutePathos View Post
Scene_EU:
That's a nice build and I'll probably build off of that fitting in elude where Dark Oblit is, for a small loss with other minor changes.
I have a question though. In poison dart and gloom you have different sets with the same overall theme of 6.25% +recharge, I'm guessing Decimation was chosen over a second Entropic to not waste the +10% regen, right? And the heal in poison dart is nice when it fires but nothing to depend on.
thanks

tbh I put Entropic in to save a bit on cash (the set is quite a lot cheaper than Decimation), although looking at it now putting a 2nd Entropic set into Gloom would break the rule of 5 on the 10% regen (I must have seen that when I was doing my initial build design - been a while now). It's not an overly used attack so the lacking accuracy/damage over Decimation isn't really an issue.

The heal proc is rare at best, but it's a nice bonus when/if it hits and you're short on green insps - again, I only got the proc down to being a skinflint . OTOH the 10% regen is a nice bonus over Decimations mezz protection. At the end of the day PD is only used (along with Gloom) for runners or pulling. Gloom is actually nice to use on those "half-health" runners as the DoT really chews threw the last part, then just finish off with PD and Blackwand


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

 

Posted

Ok, well this is my first shot at a Widow build. I have no experience, I have just been doing some studies on the forums for the past few hours. I also have a Fort build if anyone wants to see it. I am planning on doing the double build and switching between the two.

I looked at all suggestions in this thread, and this has some decent AoE and an AoE immob. End shouldn't be an issue. And with the Ageless T4, hasten will most likely be perma. Tell me what you think!

Villain Plan by Mids' Villain Designer 1.942
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
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Villain Profile:

Level 1: Poison Dart

  • (A) Decimation - Accuracy/Damage
  • (3) Decimation - Damage/Endurance
  • (9) Decimation - Damage/Recharge
  • (9) Decimation - Accuracy/Endurance/Recharge
  • (11) Decimation - Accuracy/Damage/Recharge
Level 1: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed
  • (3) Luck of the Gambler - Defense
Level 2: Strike
  • (A) Crushing Impact - Accuracy/Damage
  • (34) Crushing Impact - Damage/Recharge
  • (34) Crushing Impact - Accuracy/Damage/Recharge
  • (34) Crushing Impact - Accuracy/Damage/Endurance
  • (36) Crushing Impact - Damage/Endurance/Recharge
Level 4: Tactical Training: Maneuvers
  • (A) Red Fortune - Defense
  • (5) Red Fortune - Defense/Endurance
  • (5) Red Fortune - Defense/Recharge
  • (7) Red Fortune - Endurance
  • (46) Red Fortune - Defense/Endurance/Recharge
  • (48) Luck of the Gambler - Recharge Speed
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (7) Recharge Reduction IO
  • (46) Recharge Reduction IO
Level 8: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 10: Indomitable Will
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (11) Endurance Reduction IO
Level 12: Follow Up
  • (A) Crushing Impact - Accuracy/Damage
  • (36) Crushing Impact - Damage/Recharge
  • (36) Crushing Impact - Accuracy/Damage/Recharge
  • (37) Crushing Impact - Accuracy/Damage/Endurance
  • (37) Crushing Impact - Damage/Endurance/Recharge
  • (48) Mako's Bite - Chance of Damage(Lethal)
Level 14: Spin
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (15) Scirocco's Dervish - Damage/Endurance
  • (17) Scirocco's Dervish - Damage/Recharge
  • (17) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (19) Scirocco's Dervish - Chance of Damage(Lethal)
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO
Level 18: Lunge
  • (A) Mako's Bite - Accuracy/Damage
  • (19) Mako's Bite - Damage/Endurance
  • (21) Mako's Bite - Damage/Recharge
  • (21) Mako's Bite - Accuracy/Endurance/Recharge
  • (23) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (31) Mako's Bite - Chance of Damage(Lethal)
Level 20: Super Speed
  • (A) Quickfoot - Endurance/RunSpeed
Level 22: Foresight
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
Level 24: Slash
  • (A) Mako's Bite - Accuracy/Damage
  • (25) Mako's Bite - Damage/Endurance
  • (25) Mako's Bite - Damage/Recharge
  • (27) Mako's Bite - Accuracy/Endurance/Recharge
  • (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (31) Mako's Bite - Chance of Damage(Lethal)
Level 26: Mask Presence
  • (A) Luck of the Gambler - Recharge Speed
  • (27) Luck of the Gambler - Defense/Endurance
Level 28: Mind Link
  • (A) HamiO:Membrane Exposure
  • (29) HamiO:Membrane Exposure
  • (29) HamiO:Membrane Exposure
Level 30: Mental Training
  • (A) Run Speed IO
Level 32: Maneuvers
  • (A) Red Fortune - Defense
  • (33) Red Fortune - Defense/Endurance
  • (33) Red Fortune - Defense/Recharge
  • (33) Red Fortune - Defense/Endurance/Recharge
  • (48) Red Fortune - Endurance
Level 35: Assault
  • (A) Endurance Reduction IO
  • (37) Endurance Reduction IO
Level 38: Tactical Training: Leadership
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 41: Electrifying Fences
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (42) Trap of the Hunter - Endurance/Immobilize
  • (42) Trap of the Hunter - Accuracy/Endurance
  • (42) Trap of the Hunter - Immobilize/Accuracy
  • (43) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (43) Trap of the Hunter - Chance of Damage(Lethal)
Level 44: Ball Lightning
  • (A) Positron's Blast - Accuracy/Damage
  • (45) Positron's Blast - Damage/Endurance
  • (45) Positron's Blast - Damage/Recharge
  • (45) Positron's Blast - Accuracy/Damage/Endurance
  • (46) Positron's Blast - Chance of Damage(Energy)
Level 47: Aid Other
  • (A) Empty
Level 49: Aid Self
  • (A) Interrupt Reduction IO
  • (50) Numina's Convalescence - Heal
  • (50) Numina's Convalescence - Heal/Endurance
  • (50) Numina's Convalescence - Heal/Endurance/Recharge
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Musculature Radial Paragon
Level 50: Ageless Core Epiphany
Level 50: Reactive Radial Flawless Interface
------------

Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Conditioning

Level 2: Rest
  • (A) Empty
Level 4: Ninja Run

Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (40) Miracle - +Recovery
  • (43) Miracle - Heal
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (13) Performance Shifter - EndMod/Recharge
  • (13) Performance Shifter - EndMod/Accuracy
  • (15) Performance Shifter - Chance for +End
------------
------------

Set Bonus Totals:
  • 12.5% DamageBuff(Smashing)
  • 12.5% DamageBuff(Lethal)
  • 12.5% DamageBuff(Fire)
  • 12.5% DamageBuff(Cold)
  • 12.5% DamageBuff(Energy)
  • 12.5% DamageBuff(Negative)
  • 12.5% DamageBuff(Toxic)
  • 12.5% DamageBuff(Psionic)
  • 5.5% Defense(Melee)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 5.81% Defense(Fire)
  • 5.81% Defense(Cold)
  • 9.56% Defense(Energy)
  • 9.56% Defense(Negative)
  • 3% Defense(Psionic)
  • 16.1% Defense(Ranged)
  • 8.63% Defense(AoE)
  • 2.25% Max End
  • 5% Enhancement(Immobilize)
  • 70% Enhancement(RechargeTime)
  • 41% Enhancement(Accuracy)
  • 10% FlySpeed
  • 148.6 HP (13.9%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 9.35%
  • MezResist(Immobilize) 18.2%
  • 10% (0.18 End/sec) Recovery
  • 52% (2.78 HP/sec) Regeneration
  • 4.1% Resistance(Fire)
  • 4.1% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 10% RunSpeed
Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|


 

Posted

Schismatrix, that's a nice build, and no hasten! I've been working on my NW with the intent to not take Hasten, it looks like perhaps that's a realistic goal. It seems like it should be very possible to get Mind Link perma without Hasten and that's the biggest thing from what I can tell.