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Bopper

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Everything posted by Bopper

  1. An update was just released. Try that and see if it works
  2. We also added it to the tooltipstring if you hover over the cast time. So if cast time is 1.67s, hovering over it will show 1.848s arcana.
  3. You have to go redside (rogue or villain) and run the arc in Grandville that unlocks the Villain epic pools. You can go to Null the Gull in Pocket D to change your alignment. I recommend running the Black Scorpion arc
  4. I love what a Night Widow is and what it does, but I feel as though I am a full on convert to Fortunatas. I can do similar single target DPS on a Fortunata as I can on a Night Widow, but the Fortunata brings so much more to the table in terms of AoE and mitigation. I'll say this though, the coolest thing I found about a Night Widow is the fact I don't need Hasten nor do I need Fighting pool. I had never done that on a character before and in this case it truly shows. For example, I tested my current build earlier (slightly different from what I posted) and I got a 3:03 time on a Pylon with no Hasten in the build. Then I respec'd into Hasten and my pylon times didn't change....all consistently 3 minutes. Mind you, these are not proc'd out build...those I get down to 2:20 typically. Summary of what Night Widows have that Fortunatas wish they have: 240s cooldown on Mind Link (Fortunata version is 300s for the same power, so harder to perma) Slash (amazing DPA, it's slightly better than a Blaster's Charged Brawl and Telekinetic Blast) Eviscerate: not always picked, but this is a very strong cone that can occasionally be leveraged in ST attacks thanks to its FotG proc) Mental Training: +20% recharge and +40% resistance to slows (this is probably my most missed power when playing Forts) I don't know what your budget is nor your playstyle, but I have been playing a variant of this below. I say variant only because I haven't respec'd to this build yet but will soon enough. I've been convinced to give Confuse a try to pair along with Aura of Confusion for a nice "I win" utility in certain situations. The ST DPS is great (about 400 DPS) and the AoE is fantastic.
  5. I did not test this Widow's pylon time so I'll need to get back to you on that. I have a Fortunata that I main which emphasizes in ST attacks that takes down a Pylon in 2:20 (1:48 if I use Hybrid). However that Fortunata build doesn't have the same level of survivability (Melee defense is in the 60s while the others are low 50s). I almost never play with sound on so I have to take your word on the FX. I agree about the DDR and that is why I took Ageless Radial instead of Ageless Core. My endurance is fine when playing rapid, even when solo so having the debuff resistance is nice. If I recall, it is a permanent 21.25% extra DDR (and other debuff resistances) with another 21.25% up half the time. Another 42.5% is up for 30s. So to break that down: 85% debuff resistance for the first 30s, 42.5% for the next 30s, then 21.25% for the next 60s. When I am done with work, and now that we can character copy to Beta again, I will test this version of my Night Widow on a pylon and report back. I strongly doubt I will compete with the Scrapper's time since I won't have a resistance debuff in my rotation, but I'll see what happens. I might test out my proc'd version of a Night Widow and see how it does. That one has 61% melee defense and 54% Range/AoE defense, so not as tough once again, but it can hit harder.
  6. Just to give an example of what I mean, here is a Night Widow of mine built for survivability for the most part. 63% defense to all positions with some resistances to all types. I show in the screenshot the amount of resistance Rune of Protection would add if used (but is not included in the totals). For more survivability Hasten (which isn't really needed in the build) or one of the Assaults can be subbed out for Darkest Night. Night Widow build:
  7. I do see Claws/SR is a fairly popular combo for folks, so I am curious if someone can enlighten me on why Claws/SR scrapper over a Widow (either Night or Fotunata). I know of some obvious answers, but I hope someone can quantify those answers for me. From what I can tell, Scrappers offer the following benefits: Scrappers have higher damage cap: 500% versus 400% (25% more) Scrappers have higher base hit points: 1338 versus 1071 (25% more) Scrappers have crits (looks like it will crit 46% of the time in Follow Up assuming 6-slotted) SR will give massive DDR (90-95% based on slotting) However, Widows (Night and Fortunata) have their own benefits as well. Widows can easily cap Psi resistance which makes up for any Psi-only attacks that positional defenses can't stop. Widows status protection is a toggle instead of a click Widows defenses are almost that of SR before factoring in Mind Link (in which case Mind Link creates a huge leap over SR, however it's a slow cast time used every 90s). Widows ATO is a damage proc, so the low damage cap can effectively be exceeded somewhat Widows also have scaling defense that caps at 60%, however theirs kick in at 75% HP instead of 60% HP Many of the Widows attacks have longer cooldowns which make for higher damage scales (and higher proc probabilities) Widows get Lunge which is one of the best ST attacks in the game in terms of DPA Their own version of Leadership toggles (but cost only 0.21 end/sec instead of 0.39 end/sec) This is more a personal preference (many won't take this power), but Rune of Protection is base 25% resistance for Widows and 16.25% resistance for Scrappers. Night Widows offer two things as well: Slash hits very hard and is also one of the best ST attacks in the game in terms of DPA (however Claws version allows -Def Debuff IOs) Mental Training is a clone of SR's quickness Fortunatas offer some things as well: Psychic Wail...a nuke. Enough said (but it's also a good recharge debuff and stun) Dominate, which is a very strong ST attack and can use procs very effectively. Various mitigation options: Aura of Confusion, Total Domination, Confuse, Dominate, Scramble Thoughts, etc Anyways, it probably comes down to preferences and playstyles. The extra HP, damage cap, crits, and DDR are absolutely fantastic and I understand why they're desirable. This is mostly just me thinking allowed as I've been playing Widows a lot lately and see them as Claws/SR characters with more utility options. So I'd like to hear more from the other side on their thoughts.
  8. With 94.56% recharge slotted, you're looking at about 13% chance to proc per target. Of course some scenarios will allow you so many chances that even that low probability will likely get you atleast one hit in a x8 map. If you had 0% slotted recharge, that probability goes up to 23% chance to proc per target which greatly improves your efficiency of getting at least one proc in each cast (assuming there are a few enemies you hit). To give you an example, let's say you hit 5 targets: Pr(X>=1 | 5 tgts hit and 0% recharge slotted) = 100% - (100% - 22.944%)^5 = 72.83% Pr(X>=1 | 5 tgts hit and 94.56% recharge slotted) = 100% - (100% - 12.974%)^5 = 50.08%
  9. It certainly looks useful as a ST specialist with decent damage AoE and control AoE. I personally probably won't go this route as it greatly reduces the FF proc performance in Psinado (along with less damage), but you do get good cooldown on Total Domination and you improved the AoE defense a bit. I would probably also hate to lose the 15% slow resistance, but I could sub-out Lockdown for Entomb and get that back.
  10. Everything has been on Live, actually. The only thing I did on Beta was test the ATO slotting in Total Domination (saved me one respec) and to test out the ST DPS against a pylon (mostly so I could use T4 incarnates and to see which incarnates would work best for my needs). Other than that, everything has been done on Live with 3 builds and multiple respecs. I think I have one respec left on my character so for the first time ever I may actually dip into my Super Packs stash of respecs haha. I do try to be conservative with respecs though. I'll give myself a week, making sure any changes I play around with in Mids looks good enough for finalizing. But sure enough, despite all the homework I do it usually ends up with me finding one slot I want to move elsewhere.
  11. For the build, it certainly would make sense. Adding more AoE to something that is already so strong at ST, it's a scrapper's dream. At the same time though, I can see how there's already enough AoE in the build, enough ST in the build, so why not have an "I win" button in the back pocket? So yeah, it's mostly a pick your flavor of ice cream but either way you can't go wrong. Personally, I may just stick to my original build, keep Strike and have Assault. But I'm not sure if I'm doing that because I want it or if it's because I don't want to do another respec.
  12. Certainly, I would only use it for getting out of sticky situations. 10s isn't very long, especially when purple patch comes into play. I already have Aura of Confusion and I like it greatly and having Confuse for stacking is certainly a possiblility, but I'm not sure if my build (which already is cutting powers I'd like to have) would be able to take a ST Confuse for rare situationals. Also keep in mind (if you read the OP), we're mostly talking about only one of my builds. I have 2 other builds on my toon for other types of gameplay and many other designs that may force me into making a 2nd widow. The build in question is one I designed mostly for fun...lots of AoE, Scrapper levels of ST DPS, good defense and some mitigation options (Dominate, Psy Wail, and AoC). Overall, I'll think about it, I may go with a 2-slot Total Domination, 5-slot Spin, or a 2-slot Confuse
  13. I don't think it would work for me. I am still looking to fit a 5-piece Dominion of Arachnos set into the build. To take Confuse would require 6 slotting Telekinetic Blast, leaving myself with 2 slots for Confuse. In such a scenario, I think I'd rather take Total Domination over Confuse.
  14. Based on this new information, there are two options @scottocamp. Move the 5 slots into Telekinetic Blast (5-piece Dominion of Arachnos and the Spider's Bite Global), then use two slots in Total Domination to do as you choose. But keep in mind, TD has base 0.80x accuracy. I was thinking of two-piece Lockdown: Acc/Recharge, +2 Hold. This will give a 3% damage buff which makes up for the loss of the 4% damage buff a two-piece Spider's Bite was giving. However the cooldown will be 88s (ageless and FF proc will help though). Or, the other option is to take Spin instead of Total Domination and give it the 5 piece Dominion of Arachnos set. Then it becomes user's choice with the last enhancement slot (give it to Spin as a damage proc? give it to CJ for extra defense and regen?). Anyways, here are the two builds: Total Domination Spin
  15. You would be right, I just tested this on Beta. The power is set up to accept the ATO, however the power isn't set up to accept Damage enhancements so I think that's the barrier. No matter, it would be a bug if it could accept it as no other non-damage attack I know of can accept damage ATOs
  16. Don't get your hopes up just yet. Just came across this I'll need to go on Beta to see if this is even possible.
  17. In regular content, I set my Mind Link to auto (and I manually click Ageless and Hasten when Ageless comes off cooldown). In the build, Mind Link is not quite perma (93.74s, but a 3.67s cast time which would put it on a 97.5s cycle). However, Ageless and the Force Feedback proc in Psinado typically gets the cooldown to a perma level. Since this is an offensive focused build, I lack in defense from other sources which makes for reducing Mind Link's uptime difficult. Rune of Protection isn't really a juggle unless it's on cooldown and I'm in trouble. I never use it until I take a significant hit (usually at 50% Health or lower). Demonic Aura is in my back pocket as a lesser version of RoP (30% resistance for 60s on a 10m cooldown). If both are on cooldown, then I'm having to hope Aura of Confusion is available if I am in a dicey situation. That probably sounds like a lot to juggle, but it's not bad, just situational emergency procedures used reactively. I would like to add a recharge IO to Aim, as shaving ~5s off its recharge would be useful in my ST attack chain. However I am so used to waiting to use Aim for Psi Wail that even if I gave Aim an extra recharge I don't think I would use it that more often. As for the build itself, mine could use more accuracy which is why I have left the Kismet in CT: Defensive. Some of my attacks, especially when exemplared, will need that extra To-Hit to avoid missing too often.
  18. It depends on what you want to debuff. The best sets will include: Dark: Fantastic in ToHit and Damage debuffs while being very good in resistance and regeneration debuffs. It also does a little bit of recharge debuffs. Cold: Fantastic in Defense, Recharge, Resistance and ST Damage debuffs while being decent at ST Regen debuffs. Trick Arrow is very good at everything while being fantastic at ToHit debuffs. Poison is good - very good at everything. Nice thing with poison, it's best debuffs come in very few powers. Radiation Emission is good at everything while being fantastic at Regen debuffs. Storm is fantastic at Resistance, Recharge and Defense debuffs while very good at ToHit debuffs. But it does nothing else. Traps is fantastic at Regen and Damage debuffs (AoE) but just decent at everything else.
  19. Here is the Total Domination version. Not sure what I'd call this, but it looks like a lovechild between a Scrapper, Blaster and a Controller. Scrapper: ST attack chain of ~400 DPS (less now that Assault is gone, but it won't be a huge dropoff) with Super Reflexes levels of defense. Blaster: A Nuke, 2 hard hitting ST ranged attacks, 2 hard hitting range AoEs Control: Two AoE mezzes with a 90% chance of doing Mag 5, a Nuke that is also a mez (in case you don't one-shot +4 LTs, I guess?...the recharge debuff is also useful), and Dominate which can quickly stack holds on a ST. Compare this to previous version (I move Aim down so I can take Total Domination earlier): I think I'm gonna go with this build, and here's why. Widows have a damage cap of 400%, and there are reliable scenarios where I am at that cap. Here are numbers for this new build: 12% Damage buff from set bonuses 10% Damage buff from Assault Hybrid's passive 81-123% Enhanced Damage thanks to Musculature Radial 50% Damage buff from Aim with a 90% chance to proc another 80% Damage buff Gloom with a 22% chance to proc an 80% Damage buff Follow Up 30% Damage buff per stack (having 2 up is normal for 60% buff) Let's say I use Follow Up then Aim and it procs: I'm looking at 30%+130%+12%+10% = +182% With a base of 100% damage anything that is enhanced by 118% or more will be at the damage cap (Lunge, Gloom, Psychic Wail, and Follow Up) while the other powers will be really close. Another scenario: Single Target attack chain: Follow Up>Lunge>Dominate>Gloom>AoE/Aim, let's say we have two stacks from follow up and Gloom procs. That's 60%+80%+12%+10%=162%. With a single red inspiration you'll be back to capped 400% damage on some of your attacks. Basically, the long story short: I think losing Assault is not so bad for a Widow (sure it hurts teammates, but I prefer being self-sufficient) as there are plenty of times when you'll be capped anyways. Edit: Added this build to the OP. I like it and think it'll be a strong, well rounded build.
  20. Mostly due to lack of options. I still will use Strike in an AV fight solo as it's still a good attack, it's just not useful to me for most content. It's also a useful set mule and good for exemplaring. But your question is one I've ask myself before. I could take the extra 15% accuracy and the to-hit debuff resistance. I'm truly not against doing so. However I just don't see any other power I would sub out. Combat Jumping is not only extra defense it's a recharge mule. I have thought about ditching assault, and if I did so it would probably be for total domination. In that scenario I could move all the slots from Strike into it so that it can have good uptime even though it would mostly just be muling with recharge. I could then remove Strike for the accuracy power. I will need to think about if it's worth losing 15% damage for me and teammates in exchange for a 3rd AoE control power. I'll plug it into Mids tonight and see how I like it
  21. I've been rolling with my ST Proc-Focused Fortunata (a slight variant from what it in the OP). It does really well (could use some more defense but still good overall). I decided to try it on a pylon and came away happy. I averages 2:20 on the pylon, 1:50 if I use Assault Radial. That feels pretty good for a build that also comes with a Nuke, 2 decent AoEs and Aura of Confusion. Summary of changes from OP Removed the LotG Defense IO from CJ and put it into Strike as a ToD Damage Proc (I might switch this back, I don't use Strike in normal gameplay) Moved Steadfast IO from Foresight and put it into Rune of Protection. This allowed me to 3-piece Unbreakable Guard for a little extra E/N resistance. Added +5 Ragnorak (DMG/END) to Dark Obliteration Overall, this is becoming my favorite character. A nuke with 25' radius, Psinado with 20' radius, and Dark Obliteration with 15' radius makes it very easy to hit the trash around me, even when they start to run away. Then having a ST rotation that can do 400 DPS in Follow Up> Lunge > Dominate > Gloom > DarkOblit/Strike feels real good. Thoughts going forward: I'm wondering if I should move a slot from Telekinetic Blast (currently muling 4% damage buff) to slot a +5 recharge into Aim. I haven't done so already because I always pair Aim with Wail in my gameplay so there's no need to have it cooldown faster. However, if I want to squeeze more out of my ST attack chain, having more uptime on Aim could prove beneficial. I'm also wonder about moving the proc in Strike and put it back into CJ. The extra regen and defense (even if small) might be more worth it in the long run.
  22. When Do You Create A Bio . . . And Why? Whenever I take a bio break... usually because I had coffee.
  23. Gah, I forgot the teleportation changes. That deserved praise as well
  24. This is a known issue that was discovered in Beta testing. Lieutenants and Bosses have their minimum to-hit resistance attributes set to 10% and 20%, respectively. In effect, all LTs and Bosses have an inherent To-Hit resistance that can't be lowered, even if debuffed by Acid Arrow. However, Minions have the standard-300% minimum to-hit resistance, so you can still debuff them significantly. Also, Archvillains have their minimum to-hit resistance set to 30%, but typically AVs will have a base of 85% to-hit resistance so your Acid Arrow can reduce their base from 85% (but never less than 30%). This is not a bug, simply a limitation.
  25. The amount of damage will vary based on the recharge time of the power that proc'd the toxins damage and it will be based on the area factor of the power. If your only concern was the varying damage, then know that is intended and this is not a bug.
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