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Posted

Here's my current take on an Arachnos Widow that uses multiple builds and multiple costumes. I had multiple motivations:

 

1) Sometimes I'm in the mood for melee play, and sometimes I'm in the mood for more 'control'.

2) I hadn't played VEAT on Live.

3) I have quite a bit of inf to use, so there didn't have to be much skimping between builds while leveling.

4) I was listening to some Judas Priest, and I was wondering what I could do with "Diamonds and Rust".

 

I think I've made some uncommon choices in the builds, so I'm sharing them here. One conceit of the two different builds is that I didn't want to mix melee and ranged attacks from the primary.

 

I have a macro for each build to switch between them. I preserved an 'Arachnos Widow' costume slot as slot 0 which is unused. Build 1 is the melee (Rust) and Build 2 is the ranged (Diamonds). In case anyone wants to see what the macros are:

 

/macro_image "AlignmentPower_FearIncarnate" "Rust" "select_build 1$$cce 2 CCLightMagic"
/macro_image "AlignmentPower_Duplicity" "Diamonds" "select_build 2$$cce 1 CCLightMagic"

 

Caveat 1: I'm noobish w/ planners, so apologies in advance if this looks like a mess.

Caveat 2: These are NOT the builds used during leveling. Obviously some of the sets wouldn't work during leveling, but generally while leveling up I tried to have powers at the ready to use during Mayhem Missions for destroying objects.

Caveat 3: I exemplar most of the time.

 

I'll actually start with the build for Diamonds (the Fortunata), because this one works a little better IMO:

 

Spoiler

Villain Plan by Hero Villain Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Diamonds: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Flight
Power Pool: Presence
Power Pool: Force of Will
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Mental Blast -- SprDmnofA-Dmg/Rchg(A), SprDmnofA-Acc/Dmg(3), SprDmnofA-Acc/Dmg/Rchg(3), SprDmnofA-Dmg/EndRdx/Rchg(5), SprDmnofA-Acc/Dmg/EndRdx/Rchg(36), SprDmnofA-Rchg/DmgFear%(36)
Level 1: Combat Training: Defensive -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(7), LucoftheG-Rchg+(7)
Level 2: Telekinetic Blast -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Dmg/Rchg(5), SprSpdBit-Acc/Dmg/Rchg(11), SprSpdBit-Dmg/EndRdx/Rchg(34), SprSpdBit-Acc/Dmg/EndRdx/Rchg(36), SprSpdBit-Rchg/Global Toxic(37)
Level 4: Tactical Training: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(9)
Level 6: Fly -- Flight-I(A)
Level 8: Psychic Scream -- Rgn-Dmg(A), Rgn-Dmg/Rchg(9), Rgn-Dmg/EndRdx(11), Rgn-Acc/Dmg/Rchg(13), Rgn-Acc/Rchg(37), JvlVll-Dam%(37)
Level 10: Indomitable Will -- GldArm-3defTpProc(A), UnbGrd-Max HP%(50)
Level 12: Dominate -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(13), BslGaz-EndRdx/Rchg/Hold(15), BslGaz-Acc/EndRdx/Rchg/Hold(15), Apc-Dam%(50)
Level 14: Pacify -- Acc-I(A)
Level 16: Intimidate -- UnsTrr-Acc/Rchg(A), UnsTrr-EndRdx/Fear(17), UnsTrr-Acc/EndRdx(17), UnsTrr-Fear/Rng(21), UnsTrr-Acc/Fear/Rchg(23)
Level 18: Invoke Panic -- GlmoftheA-Acc/Rchg(A), GlmoftheA-Acc/Fear/Rchg(19), GlmoftheA-EndRdx/Fear(19), GlmoftheA-Fear/Rng(27), GlmoftheA-Dam%(31)
Level 20: Tactical Training: Leadership -- EndRdx-I(A)
Level 22: Foresight -- StdPrt-ResDam/Def+(A), LucoftheG-Rchg+(23), LucoftheG-Def(27)
Level 24: Mind Link -- AdjTrg-Rchg(A), LucoftheG-Rchg+(25), LucoftheG-Def/Rchg(25)
Level 26: Unrelenting -- Prv-Heal(A), Prv-Heal/EndRdx(40), Prv-EndRdx/Rchg(42), Prv-Heal/Rchg(42), Prv-Heal/Rchg/EndRdx(42), Prv-Absorb%(43)
Level 28: Confuse -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(29), CrcPrs-Acc/Conf/Rchg(29), CrcPrs-Acc/Rchg(48), CrcPrs-Conf/EndRdx(48), CrcPrs-Conf%(50)
Level 30: Mask Presence -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(31), Rct-Def/Rchg(43), Rct-Def/EndRdx/Rchg(45), Rct-ResDam%(45)
Level 32: Psychic Wail -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dam%(34), Erd-%Dam(34)
Level 35: Mu Lightning -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(40)
Level 38: Total Domination -- NrnSht-Dam%(A)
Level 41: Ball Lightning -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(43), Ann-Acc/Dmg/Rchg(45), Ann-Acc/Dmg/EndRdx(46), Ann-Acc/Dmg/EndRdx/Rchg(46), Ann-ResDeb%(46)
Level 44: Aura of Confusion -- MlsIll-Acc/Rchg(A), MlsIll-Dam%(48)
Level 47: Weaken Resolve -- AchHee-ResDeb%(A)
Level 49: Combat Jumping -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- UnbLea-Stlth(A)
Level 1: Conditioning
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(21)
------------
------------

 

 

 

Spoiler

 

Here are my thoughts on the build's bonuses:

 

Recharge: I tried to get as close to perma for Mind Link as I could while still being comfortable with the other powers & set bonuses. I really didn't want to take Hasten if it was only entering the build at level 47. I am certainly gimping the high-level damage (from recharge on Psychic Wail's AoE) by not having Hasten, but it's a button I usually forget I have when I do take it. As it is, I rarely use Combat Jumping except as the LotG mule.

 

Defense: Without Mind Link, at lvl 50 Melee and Ranged defenses are >= 45%, with AoE ~= 39%. Mind Link, is an extra 13,2%. This is a crazy amount of Defense and may be overkill! I'm willing to read other's thoughts on this.

 

ToHit / Accuracy: Most of the bonuses have accumulated from IO sets in pursuit of other bonuses, with the exception of the Kismet +ToHit slotted early (@lvl 7) so that I could delay slotting Accuracy. I keep an eye on the combat logs, and it is rare that I have < 95% chance to hit, but I have been reluctant to pull out the Kismet IO. I can say that the RNG appears to be skewed (looking at 'multiples of 5') such that I often wonder if I should just pull out Kismet to spite the streakbreaker!

 

Recovery/End Usage: Even before Accolades, this build never really had problems with Endurance. I have slotted the toggles with partial End reducers. This may be overkill but I like to run missions with both Sprint and Ninja Run active so I default to conserving Endurance when possible.

 

Here are some of my observations on power choices:

 

I really appreciate the Presence Power Pool, especially for Unrelenting. At the notoriety levels I play This build doesn't get hit very often, and I find that Unrelenting is generally available as a heal when I want it. The 'Fear' controls may not be as necessary for a Fortunata, but at low levels they are great for buying some time, and at higher levels the AoE is especially good at helping out teammates in over their heads.

 

It took me some time to realize this, but Dominate is not as much of a hold as it is a ranged damage power with a hold. I originally had this slotted a little differently, but I've come to appreciate it's damage potential, especially at low levels.

 

Travel Powers: I'm a sucker for Flight (or Mystic Flight). I simply appreciate the freedom of movement and I'm not crazy about the visuals of the P2W options. This build opted for Flight because I wanted the Force of Will pool available for...

 

I'm a little uncertain on the net effectiveness of Weaken Resolve, but I feel like it has been helping on the lvl 50+ Bosses+.

Posted

Here is 'Rust', the Night Widow half of the character.

 

Spoiler

Villain Plan by Hero Villain Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Rust: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Presence
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Swipe -- GldStr-Acc/Dmg(A), GldStr-Dam/Rech(3), GldStr-Dam/End/Rech(3), GldStr-%Dam(19), TchofDth-Dam%(21), DmnofArc-Rchg/-DmgFear(43)
Level 1: Combat Training: Defensive -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(7), LucoftheG-Rchg+(7)
Level 2: Strike -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(5), SprDmnofA-Acc/Dmg/Rchg(5), SprDmnofA-Dmg/EndRdx/Rchg(17), SprDmnofA-Acc/Dmg/EndRdx/Rchg(19), TchofDth-Dam%(43)
Level 4: Tactical Training: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(23)
Level 6: Mystic Flight -- Flight-I(A)
Level 8: Follow Up -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Dmg/Rchg(9), SprSpdBit-Acc/Dmg/Rchg(9), SprSpdBit-Dmg/EndRdx/Rchg(11), SprSpdBit-Acc/Dmg/EndRdx/Rchg(21), SprSpdBit-Rchg/Global Toxic(43)
Level 10: Indomitable Will -- GldArm-3defTpProc(A), GldArm-End/Res(11)
Level 12: Spin -- Arm-Dmg(A), Arm-Dmg/Rchg(13), Arm-Acc/Dmg/Rchg(13), Arm-Dmg/EndRdx(17), Arm-Dam%(42), FuroftheG-ResDeb%(42)
Level 14: Lunge -- Hct-Dmg(A), Hct-Dmg/Rchg(15), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(50), Hct-Dam%(50), GldStr-%Dam(50)
Level 16: Kick -- FrcFdb-Rechg%(A)
Level 18: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Max HP%(34)
Level 20: Mask Presence -- Rct-Def(A), Rct-Def/EndRdx(29), Rct-EndRdx/Rchg(31), Rct-Def/Rchg(31), Rct-Def/EndRdx/Rchg(31), Rct-ResDam%(33)
Level 22: Foresight -- StdPrt-ResDam/Def+(A), LucoftheG-Rchg+(23), LucoftheG-Def(25)
Level 24: Mental Training -- Run-I(A)
Level 26: Eviscerate -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(29), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(40), Erd-%Dam(42)
Level 28: Mind Link -- AdjTrg-Rchg(A), LucoftheG-Def/Rchg(33), LucoftheG-Rchg+(33)
Level 30: Provoke -- PrfZng-Taunt(A), PrfZng-Acc/Rchg(46), PrfZng-Taunt/Rng(48), PrfZng-Dam%(48)
Level 32: Pacify -- Acc-I(A)
Level 35: Gloom -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(36), Thn-Dmg/Rchg(36), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37)
Level 38: Unrelenting -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40)
Level 41: Dark Obliteration -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(45), Ann-Acc/Dmg/Rchg(45), Ann-Acc/Dmg/EndRdx(45), Ann-Acc/Dmg/EndRdx/Rchg(46), Ann-ResDeb%(46)
Level 44: Placate -- RechRdx-I(A)
Level 47: Tactical Training: Leadership -- EndRdx-I(A)
Level 49: Darkest Night -- HO:Enzym(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 1: Conditioning
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(27), EndMod-I(48)
------------
------------

 

 

 

Spoiler

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Rust was designed for Melee, with the use of an Epic pool for Ranged attacks (like most of my Melee characters). Generally I find that Rust is slightly less effective for the following reasons I can identify:

 

1) The reliance of melee attacks means he has got to move to the baddies, and many baddies don't group nicely.

2) His (positional) defenses are slightly less, although they all exceed 45% with his perma-Mind Link.

3) He's a bit of an Endurance hog when compared to Diamonds.

 

I'm still committed to the Presence pool, but only 3 powers to get 6-slot Unrelenting. I felt like I had extra slots, so the choice was between a multi-target Provoke or a single-target Intimidate... and I felt like the single target Intimidate would be worthwhile at level 32, so I opted for Pacify instead. I really like the Widow's Placate, but I couldn't fit it in until even later in the build, so this is just used to get a breather against certain enemies.

 

I'm honestly not sold on the Fitness pool for this build. I'm only getting ~22% resistance to Smashing/Lethal with some minor set bonuses from Reactive Guard (including the HP boost unique). I never use Kick as an attack, unless I've been slowed. I feel like this was a waste of two power picks and three slots.

 

I'm very open to suggestions on the Rust build.

 

Posted

I didn't have room for Fighting in many builds and my fortunata is pretty tanky. I don't take Hasten.

 

I get a lot of use out of Provoke. My AoE attacks usually work at maintaining aggro, but Provoke is excellent if you've got overconfident teammates or simply debuff-centric teammates who get a disproportionate amount of aggro. I left it until L50, but I am glad I have it.

 

My fortunata build is in the Best of Both thread. I'm inclined to having slightly lower defence in exchange for more control as defence debuffs are only really a problem if you seek them out.

 

Incidentally, I started out with a similar two-build setup and really enjoyed it, but found I was spending more and more time as a fortunata and just went all-in there. Being able to adapt as a mission goes on is really cool.

Doctor Fortune  Soulwright Mother Blight Brightwarden Storm Lantern King Solar Corona Borealis
Blood Fortunado Dark/Dark Corruptor Rad/Rad Brute Gravity/Time Controller Storm/Water Defender Peacebringer Dark/Dark Tanker
The Good Missions Guide: A Heroic Levelling Journey through Story Arcs Blueside Guide Easy IO Cheat Sheet 
The Mean Missions Guide: A Villainous Levelling Journey through Story Arcs Redside Guide Fortunatas are the Bestunatas

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