
KaizenSoze
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Most effective ways to manage Endurance in your widow?
KaizenSoze replied to StarSeven's topic in Arachnos Soldier & Widow
No sorry. No idea who that is. 🙂 Look forward to learning something about Widow slotting. -
Most effective ways to manage Endurance in your widow?
KaizenSoze replied to StarSeven's topic in Arachnos Soldier & Widow
I would really like to see your Night Widow build. I have endurance issues and I don't take tough, weave, or maneuvers. The inherit does practically nothing. It's a token to appease the live player base that demanded that all VEATs have an inherit. See the thread I linked above for the history. Also, VEAT toggles are cheap compared to other ATs, very cheap compared to Leadership toggles. If you look at the claw attacks endurance usage, just the ones that are not higher damage. Swipe, Follow up, Spin, and Eviscerate. They all use significantly more end that other ATs versions. The other attacks, Strike, Lunge, and Slash do more damage or don't exist in other ATs, so it's harder to compare apples to apples. Side note, Fortunatas tend to have less endurance issues, because their ranged attacks have a good damage/end ratio. My Fort uses two claw attack Follow Up and Lunge, two ranged proc'ed out Dominate and Gloom. She has a lot less end issues with about the same toggles. -
Most effective ways to manage Endurance in your widow?
KaizenSoze replied to StarSeven's topic in Arachnos Soldier & Widow
@StarSeven I feel your pain. As an experiment, I leveled a Night Widow from scratch w/o support until higher levels. It was difficult. The claw attacks are what are eating your endurance. It does get a lot better once your have all your sets, but leveling on IO and SO is painful. Your best option is to slap two endurance reducers into each attack. Even at the expensive of damage. At least leveling. Your toggles are not the primary issue, but you might want run all of them only when required. Here is my fully built out build. I call it the Mu Widow. Here are my leveling experiences. -
I saw that. Impressive. I was planning on trying soloing a plain 4x8 ITF. I keep forgetting how powerful flying is. I was planning to try and do on the ground.
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Make Safeguard/Mayhem mission more team friendly
KaizenSoze posted a topic in Suggestions & Feedback
As it stands right now most of the Safeguard/Mayhem badges are only rewarded to one player on a team. Usually, the one the clicks the final glowie, bomb, weapon storage, etc... Give credit to whole team. Right now, there is no incentive to team for badges in these types of missions. -
Oh, yes we have TA/DP builds. I have a 30+ vet one of these. Lays down the debuf and damage. It is busy to play though.
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Thank you! This was very useful.
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VEAT suggestions from VEAT community
KaizenSoze replied to KaizenSoze's topic in Arachnos Soldier & Widow
Oh. I have read those and many suggestion forums. Started a few myself. Bane mains, the few, the proud, the very few. I am very not costume focus. So, thank you for mentioning that thread. I'll add those. I have learned that the inherit was always meant to be a token buff. Simply to fill the requirement to have an AT inherit. Does not mean we cannot use as a way to solve some end issues. This thread was very information about the inherit and claw end costs. -
I just seem to be having bad luck. I got the 500 prisoner badge easily by running laps around the Zig. Barely any progress on the bosses. They just aren't spawning. Must be out of season. 🙂
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I have a dream... that one day the devs will give a through review of VEATs. And in that dream I presented them a cheat sheet of the key issues facing VEATs created by the VEAT community. I wanted the vetern VEATs player to have a place to comment w/o the general scrum of the suggestion forum. Feedback added from: @arcane @MidnighterClubPatron @mcdoogs Costume issues by all VEATs: Weapon re-draw More Customization More than one Arachnos costume slot Inherit: I have learned that it was always just a token power to give all ATs an inherit. Still two suggestions would be to raise it's power to make it useful. Or give a 10-20 buffs to VEATs. This would avoid a lot endurance issues leveling and resolve the endurance expensive claw attack issue. Shared issues faced by Widows/Fortunatas: Claw attacks endurance costs Claw attacks are very expensive for the damage and are the cause of most Widow endurance issues Claw attacks should be allowed to slot slow pieces. They already do slow and -recharge. Night Widow specific: Build Up vs Follow up Fortunatas can pick both and Night Widows cannot Psychic scream A poor T9, 2.67 cast, 17 end, 30x60 cone, below average proc rate Tweak options: Overhaul cast, cone size, damage Overhaul: Psychic Wail with double the recharge of the Fort version, or my favorite, low recharge Concealment: Misdirection. Smoke grenade 3.75 -toHit, maxed out at 5.94. Raise the -toHit. Note, it is already unresistant-able. Mental Blast Weak compared to Poison Dart, 59 vs 72 base damage Make damage equal Eviscerate Cone is too shallow or narrow. Note, a lot of non-VEAT ATs skip this power. Make wider or deeper. Or fix the T9, so we don't care. Fortunata: Mental Blast Weak compared to Poison Dart, 59 vs 72 base damage Make damage equal Psychic Scream A poor attack, 2.67 cast, 14 end, 30x60 cone, below average proc rate Widen cone or increase damage or raise recharge for better proc rate Scramble Thoughts 3 second cast. Lower cast, raise recharge to compensate, or lower cast and make it do more damage Soldiers of Arachnos: Need feedback, Huntsmen seem to do fine as AOE machines. Wide Area Web Grenade 10 radius, would be nice if it was 15 Bane: There is something off about mace attack animations. A sense of wasted time at the beginning and end of attack. Would be great if someone could quantify it. Banes lack either Fortification or scaling resists. They could use a something to make them more durable like DDR. For some reason all Bane ranged attacks take 2 seconds to cast. Regardless of damage. These three attacks have the same issues. Low damage, knock back tax, poor proc rates Mace Beam Tweaks: Remove knock back or make it 100% chance. Change damage to toxic/smash, to leverage venom nades -40% toxic resists or add -resist Mace Blast and Mace Beam Volley Tweaks: Remove knock back or make a high chance, its 30% now Raise damage and recharge Overhaul: Turn these two powers into venom nade and frag nade. Lite versions if it is deemed to powerful. Poisonous Ray Lower cast time, extend range it's 40 now, raise recharge to compensate Web Cocoon Lower cast time, extend range. Bring it up to Fortunata Dominate performance. Crab: I don't play crabs, need help here. Crab backpack I want other visual options for the crabpack Omega Maneuver Recharge or damage improved. Pet durability and/or the ability to protect them. Some players do not seem to have this problem. Maybe some quality of life improvements. Non-crabberminds what are your issues? I know single target damage is an issue. Patron Pools Leviathan Mastery Mace Mastery Mu Mastery Soul Mastery Spirit Shark Mace Blast Mu Lightning Gloom School of Sharks Web Envelope Electrifying Fences Soul Tentacles Bile Spray Disruptor Blast Ball Lightning Dark Obliteration Arctic Breath Shatter Armor Static Discharge Darkest Night Summon Guardian Summon Blaster Summon Striker Summon Widow Leviathan Mastery Long cast times, nothing faster than 2.3 second, narrow cones nothing wider than 30 deg, nothing is really good Mace Mastery Knockback tax, long cast times 2 second plus, redraw, one very high damage melee attack Mu Mastery Decent pool, AOEs proc decently, endurance return is nice, fast cast times Soul Mastery Gloom makes the pool, Soul Tentacles is poor 25 degree cone, Dark Obliteration is on par with Mu Suggestion review the cast/damage/cone width, Mace should hit harder for all the minuses, Leviathan needs an overhaul. Meta game play (Very Opinionated, slightly crazy ideas): To make Night Widows unique, give them a Misdirection like power. Make them the placate mistresses. Raises damages and adds durability. And/Or make them a toHit debuffer. Banes should be the toxic stalker/debuffer, add more -resists powers. Leverage venom nades power with more toxic damage. Fortunatas are in a good place, just need some minor power tweaks. Other player suggestions, less crazy: Raise damage cap to 500%. I think this would be a good idea for Night Widows and Banes. Might make Fortunta and Crabs overpowered.
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Has anyone figured out where the prisoner bosses tend to hang out in Brickstown? You only get 3 bosses for each prisoner escape event. Or is there a good mission?
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Another tip if you're having issues getting the defeat 20 UNSEELIE badge. This happened on one of my chars because the other teams in the league were wiping out the UNSEELIE so quickly that I wasn't getting credit. Hunt Jack or Eochai in another sub 50 zone. Eden is good for this because the spawns are close to the teleport. The UNSEELIE levels will be limited by the zone level. So, it's easy to defeat them and ignore the GM. Nobody hunts the GMs in the sub 50 zones. So, you aren't causing issues for other players.
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You should post your build. I suspect you could improve your recharge with different slotting.
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I have been dabbling with dual boxing on the same machine. Very helpful on Trick or Tricks leagues when there aren't enough ican slotted players. What do you think would make a good pair? I figure there's two ways to go. One build is support, buff, debuffs that follows. The other active where you do most of the playing. Or ones that alternate depending on mobs or power recharging. Both can be primary some of the time.
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A use the target_location macro a lot. The are occasions when they refuses to work sometimes. ITF towers for instance. I was in a team running those ruin maps with all the werewolf spawns. I use "target_location target" for both tar patch and whirlpool. Tar patch was failing about 30% of the time on that map. Whirlpool always worked. I fired them back to back on the same targets. Both have the same 25 radius. Tar patch shows as location AOE. Whirlpool is a pseudo pet. Just mentioning it in case it helps troubleshoot these issues in the code. City of data entries: https://cod.uberguy.net./html/power.html?power=redirects.dark_miasma.tar&at=defender https://cod.uberguy.net./html/entity.html?entity=pets_whirlpool_defender
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If you were required to join a COX villain group as a member. Which one and why? For me, Carnival of Shadows, they just want to have fun! Love their whole costume theme, very different from most of the groups.
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Whispered Rumor tip mission during the Halloween. The typo occurs when you defeat the final boss. You have defeated Libri Vermis and recovered the (a?) Malleus Mundi. The defeat message has the typo which shows up in the chat window. Saw the same typo on multiple runs.
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There is always my Lazy Imp build:
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It's fixed in the latest patch. I ran right after server restart and it worked.
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If you were in PI yesterday. It was incredible laggy. That might have slowed the notification time to show long after the increment.
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This is not true. If you get a duplicate costume drop it counts against the total. I got the badge on two different chars yesterday. So, I paid a lot of attention.
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The last patch fixed it!
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I have been wanting to try Dark Miasma for awhile, but haven't found a combo I that made my happy. This one has potential. Good single target/aoe attacks. Plenty of -acc and -resist. Two good holds. Depending on -acc to cover my defense holes. Probably an end hog. Thought?