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Posted

I've got my Night Widow up to level 37 and have a tentative build for 50 made up but my theorycrafting skills aren't the best. So I submit my attempt here for critique/review/suggestions. From what I've read it seems that the Fortunata path is better but that's not the theme for this character.


Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Scythe Widow: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Poison Dart -- Tmp-Acc/Dmg(A), Tmp-Dmg/EndRdx(3), Tmp-Dmg/Rchg(3), Tmp-EndDrn%(5)
Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A)
Level 2: Swipe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Rchg/HoldProc(50)
Level 4: Combat Training: Offensive -- Acc-I(A)
Level 6: Strike -- Hct-Dmg(A), Hct-Dmg/Rchg(11), Hct-Acc/Dmg/Rchg(13), Hct-Dmg/EndRdx(13), Hct-Dam%(15)
Level 8: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), GifoftheA-Def(15), GifoftheA-Def/EndRdx(17), GifoftheA-Def/Rchg(17), GifoftheA-Def/EndRdx/Rchg(19), GifoftheA-Run+(19)
Level 10: Indomitable Will -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Max HP%(21)
Level 12: Follow Up -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(25), SprDmnofA-Acc/Dmg/Rchg(25), SprDmnofA-Dmg/EndRdx/Rchg(27), SprDmnofA-Acc/Dmg/EndRdx/Rchg(27), SprDmnofA-Rchg/DmgFear%(29)
Level 14: Mental Blast -- Tmp-Acc/Dmg(A), Tmp-Dmg/EndRdx(29), Tmp-Dmg/Rchg(31), Tmp-EndDrn%(31)
Level 16: Lunge -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(31), TchofDth-Dmg/Rchg(33), TchofDth-Acc/Dmg/EndRdx(33), TchofDth-Dam%(33)
Level 18: Tactical Training: Assault -- EndRdx-I(A)
Level 20: Tactical Training: Leadership -- GssSynFr--Build%(A)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), UnbLea-Stlth(23)
Level 24: Foresight -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), ShlWal-ResDam/Re TP(34), ImpSki-Status(34)
Level 26: Mind Link -- Rct-Def(A), Rct-Def/EndRdx(36), Rct-EndRdx/Rchg(36), Rct-Def/Rchg(37), Rct-Def/EndRdx/Rchg(37), Rct-ResDam%(37)
Level 28: Slash -- SprSpdBit-Acc/Dmg/EndRdx/Rchg(A), SprSpdBit-Rchg/Global Toxic(39), TchofDth-Dmg/EndRdx(39), TchofDth-Acc/Dmg/EndRdx(39), CrsImp-Dmg/EndRdx/Rchg(40), CrsImp-Dmg/EndRdx(40)
Level 30: Mask Presence -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40)
Level 32: Mental Training -- Run-I(A)
Level 35: Eviscerate -- Arm-Dmg(A), Arm-Dmg/Rchg(42), Arm-Acc/Dmg/Rchg(42), Arm-Dmg/EndRdx(42), Arm-Dam%(43)
Level 38: Psychic Scream -- Ann-Acc/Dmg/EndRdx(A), Ann-Acc/Dmg/EndRdx/Rchg(43), Ann-ResDeb%(43), Bmbdmt-Acc/Dam/Rech/End(45), Bmbdmt-+FireDmg(45), Bmbdmt-Acc/Rech/End(45)
Level 41: Mu Lightning -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(46), EntChs-Dmg/Rchg(46), EntChs-Heal%(46)
Level 44: Assault -- EndRdx-I(A)
Level 47: Kick -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg(48)
Level 49: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(50), UnbGrd-ResDam/EndRdx/Rchg(50)
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 -- Run-I(A)
Level 1: Conditioning
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTss-Regen+(A), Mrc-Rcvry+(5), Mrc-Heal(7), NmnCnv-Regen/Rcvry+(7), NmnCnv-Heal(9), Prv-Absorb%(23)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(9), PwrTrns-EndMod(11)
------------
------------

 


I'm considering replacing Swipe with Spin. Also question the usefulness of Gaussians chance for build up, a random once per minute proc that only lasts 5 seconds. Is there something I'm missing about it? I'm not sure if lack of healing will be much of an issue. Will having a stack of greens be sufficient? Something tells me even with the scaling resistance buffs that I'm rather short of serious survivability against difficult opposition. Perma Mind Link I'd prefer, especially for when I team up. Nice to help others. I do plan on exemplaring down for task forces and such so I'm not sure about the power order. Between temp powers and ninja run I'm not concerned about a travel power. Are the patron powers needed? I took one just because though I doubt it's a power I'd really use. Anyway thank you in advance.

Posted (edited)
5 hours ago, Aaronar said:

Also question the usefulness of Gaussians chance for build up, a random once per minute proc that only lasts 5 seconds. Is there something I'm missing about it?

It does that check separately for every single person on your team - if you're in a team of 8, it goes off all the friggin' time. If you've got masterminds with you, it goes off even more and you'll start seeing it double-stacking. Solo, it's pretty useless, but on a team it's an uneven, unpredictable critical hit mechanic in disguise. 

 

I don't really have much to add beyond that. Have a serious look at a fortunata build, though - you'd lose Eviscerate and Mental Training but you'd gain a whole lot of ranged DPS options, many of which border on overpowered.  

 

Welcome to Arachnos. 

Edited by Gulbasaur
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
Posted
On 5/6/2020 at 1:36 AM, Aaronar said:

Also question the usefulness of Gaussians chance for build up, a random once per minute proc that only lasts 5 seconds. Is there something I'm missing about it? 

It also has a very good use in aim or build up (where it has a 90% chance to go off every time to basically double or more the +damage of those powers).  But since you went with follow-up (not a bad choice), that wouldn't apply for you.  Have to say one of the strangest things to me still is that fortunata can take both follow-up and aim, but night widow are locked out of taking both follow up and buildup.  I think them getting rid of that restriction would give night widow a bit more of a boost that I think they need.

 

On 5/6/2020 at 1:36 AM, Aaronar said:

I'm considering replacing Swipe with Spin. 

Spin is one of the best powers in the game (no matter what AT), I'd definitely pick that one up.  If anything I'd drop eviscerate for it.  Eviscerate is slow and not really that great of an attack (and has a silly looking animation imo, but that's more subjective).  Though, if you are really looking to drop a melee single target attack swipe would probably be the best choice.

 

For the epic I went with the same one and also only took one power, but went with fences.  Personally I like having an immobilize available to prevent runners, especially on characters that don't have taunts.

Posted (edited)

Made some edits after I realized that I wasn't soft capped due to two powers not being set to display properly, since been adjusted.

Removed the patron pool power as I was only using it for set bonuses, since I needed more slots for defensive powers it was no longer useful.

Changed up the offensive sets, I think this makes them more efficient for how I'll be using them.

Overall got defense finally to where I thought I had it before at the cost of more slots used. Resistances are slightly lower, though having 3 sources of scaling resist based on health should still shore that up.

My endurance profile improved slightly. At level 39 now so I'm not sure if this will be adequate, overkill, or desperately lacking.

Even though I don't feel the need for a travel power I took Mystic Flight just to have. Plus I ran out of slots before picking my last 2 powers so I needed something that wouldn't need extra slots.

Placate was added, again had to choose something that didn't need any more slots. Not that I expect to use it at all but regaining stealth could be useful.

On a side note, is Smoke Grenade really useful? With the stealth I don't think the -90% Perception will be helpful except for things like probes or snipers, not common enemies. The -tohit seems negligible enough to be worthless. When I look at other widow builds on these forums I don't see anyone else taking it which should give me my answer.

Reorganized which level I took some powers for exemplar/ouroboros purposes.

Thoughts, suggestions, criticisms appreciated.

 

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Scythe Widow: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Sorcery

Villain Profile:
Level 1: Poison Dart -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(43), Dvs-Dmg/Rchg(43), Dvs-Acc/Dmg/Rchg(45), Dvs-Acc/Dmg/EndRdx/Rchg(50)
Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A)
Level 2: Strike -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(11), SprDmnofA-Acc/Dmg/Rchg(37), SprDmnofA-Dmg/EndRdx/Rchg(37), SprDmnofA-Acc/Dmg/EndRdx/Rchg(39), SprDmnofA-Rchg/DmgFear%(39)
Level 4: Combat Training: Offensive -- Acc-I(A)
Level 6: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx(7), LucoftheG-Def/Rchg(9), LucoftheG-Def/EndRdx/Rchg(9)
Level 8: Follow Up -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Dmg/Rchg(11), SprSpdBit-Acc/Dmg/Rchg(13), SprSpdBit-Dmg/EndRdx/Rchg(13), SprSpdBit-Acc/Dmg/EndRdx/Rchg(15), SprSpdBit-Rchg/Global Toxic(15)
Level 10: Indomitable Will -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-Max HP%(17)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), UnbLea-Stlth(37)
Level 14: Spin -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(40), Arm-Dmg/EndRdx(40), Arm-Dam%(40)
Level 16: Lunge -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(42), TchofDth-Dmg/Rchg(42), TchofDth-Acc/Dmg/EndRdx(42), TchofDth-Dmg/EndRdx/Rchg(43)
Level 18: Tactical Training: Assault -- EndRdx-I(A)
Level 20: Mask Presence -- LucoftheG-Def/Rchg+(A), GifoftheA-Def/EndRdx(21), GifoftheA-Def/Rchg(21), GifoftheA-Def/EndRdx/Rchg(34), GifoftheA-Def(34), GifoftheA-Run+(36)
Level 22: Foresight -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), ShlWal-ResDam/Re TP(23), GldArm-3defTpProc(25), StdPrt-ResDam/Def+(25), ImpSki-Status(27)
Level 24: Mind Link -- Rct-Def(A), Rct-Def/EndRdx(27), Rct-EndRdx/Rchg(29), Rct-Def/Rchg(29), Rct-Def/EndRdx/Rchg(31), Rct-ResDam%(31)
Level 26: Slash -- Hct-Dmg(A), Hct-Dmg/Rchg(31), Hct-Acc/Dmg/Rchg(33), Hct-Dmg/EndRdx(33), Hct-Dam%(33), TchofDth-Dam%(34)
Level 28: Tactical Training: Leadership -- GssSynFr--Build%(A)
Level 30: Mental Training -- Run-I(A)
Level 32: Mental Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(46), Apc-Acc/Dmg/Rchg(46), Apc-Acc/Rchg(46), Apc-Dmg/EndRdx(48)
Level 35: Psychic Scream -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(48), Ann-Acc/Dmg/Rchg(48), Ann-Acc/Dmg/EndRdx(50), Ann-Acc/Dmg/EndRdx/Rchg(50)
Level 38: Assault -- EndRdx(A)
Level 41: Kick -- SuddAcc--KB/+KD(A)
Level 44: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45)
Level 47: Mystic Flight -- EndRdx-I(A)
Level 49: Placate -- RechRdx-I(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 -- Run-I(A)
Level 1: Conditioning
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Heal(A), Mrc-Rcvry+(5), NmnCnv-Heal(5), NmnCnv-Regen/Rcvry+(19), RgnTss-Regen+(36), Prv-Absorb%(36)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(3), PwrTrns-+Heal(3)
------------
------------

 

http://www.cohplanner.com/mids/download.php?uc=1474&c=683&a=1366&f=HEX&dc=78DA6594D94F135114C6EFB4534BA1C856285BD9CA52DB525AF5418D4B089BAC928098B83593D2D0C6D2D6B60479F46F704112A33180C617FF2851DF585CA34FF530DF27603A69F39BF9E69E7BBE7BEEB933FD68D8F961ECF135A5B98652463E1F1DCC19B1443A938FDE4A2E6656ED3346612567A4AC4A29E75C6CAD908877E085085EF32E3A9F3392E9647A2934935C4A14A2FF8BEEF9B8B1BC9AC93D0851E7A372CE6632A9D054DCC8CAA8AA7F0F8BF15C3E91CC569ACFA387F3C95B0C9DCBE462F1DC9A6B249B8C85164606E7A3D32BD169235F10B151DCF4C8FFB553F12AEA6A5310D1957F8BDC06836FC1C83B70A85CA899314AD56BA6F6C64949156DDA53ABA9953F03BB9F93EB60EF0B72031C96F9AC9CCFDA8C1C23A2D9A0E936E638E522ABC1B21AB20EDC140F76D345D1664FE9F0B00C3AD364063C9D251F82A392CF817C16C74FF8AAFE4DFE011B640B2B38A6829E6AE9A9DB6A31B9251E2A59CFCA0BD07A2F827D97C8CBE415705B62AA1853755BD0A7AB3377C8BBE43DD07F1F1C13BF35AC594D276A36215A1D345B1DFDB974CD1CEFB2819D76B20CF43AC0F1726CE5616C3D631BB8B68649ACBFF12CE916DDA3AB660F3825B16EC6BAF730A6791F6C3D20BF826DDFC8EFE04B597B13FBA6A917F568EB033B7CA49F0C809D51D4E0BAE46D610D5ADEE3DDA4681E6A9E7ED4654372B4B3BEED418CEBEF2743E4003810065F494C1763BA3EC2EBC00EF9098C7C26BF80B5D21F3DCCDD7378DC75ABB2087D9847F976D06B56D102ECA3C00FC406D97341F6DC13399C21C685B8BFD3B2B630B570005AAB7E747EE52797F29728E1122552A29C2B51CE9728532715D6F6867EF42D28CEEA47DF00A5D19FA35ACE36B4E2AEF8D7581F8DF1FBC79A4D1B472FEA13E44D9EB105D07B15FDE6DD458DF64ECEE7C37C07C79A455BC75E5A0E5077CB2FF02FAB68DC96

 

In case the above link doesn't work.

Edited by Aaronar
Posted (edited)

I play a fortunata main so I can only really comment on the shared powers, but this is my experience:

 

You don't need Tough - widows have scaling resistances (like super reflexes, I believe) that don't show up in the hero planner. If you hit 50% health, you'll have about an extra 30% resists. Swap the knockback to knockdown in Kick to the +recharge one. It's so low magnitude that it is basically a knockdown anyway and the +recharge proc is a strong one. I can tank quite safely with my fortunata on less defence and only slightly more resistance than you've got - you'll be fine.

 

I dropped Fighting altogether in the end, but fortunatas have more survivability as they have better crowd control so your mileage may vary.

 

Indominable Will isn't worth slotting for resistance, unless you're going for the set bonuses. You've got really high psi resistance already.

 

On a couple of powers, you've hit the defence enhancement cap and are getting very diminishing returns (mouseover the power to see the exact statistics), so maybe swap out some defence/whatever for endurance/whatever here and there to bring your endurance budget down. It's an easy thing to miss and widows chomp through a lot of endurance.

 

You absolutely don't need all those  +regeneration slots in Health. I'd kick two or three of them out (definitely keep the +recovery/endurance ones though). I get by on inspirations and teammates (and incarnates when they're up) for healing on the occasions when I do need it.

 

If I were you, I'd grab some powers from the sorcery pool - Rune of Protection is absolutely worth getting if you want more resistance and if you do scale Health back, this would be a good place to put those slots. With four recharge/resistance enhancements, you can get +38% global resistances up every 200 seconds, which meshes well with whichever incarnate power gives you +resistance as you can alternate them. Spirit Ward is a nice little teammate rescue power (pulsing absorb shield allows them to take an extra 50% damage over 15 seconds, which is a squishy-saver) and there are worse one-slot powers than Enflame.

 

Move the stealth IO out of combat jumping into sprint to free up a slot. Widow stealth is pretty high anyway.

 

Assault is a 15% base damage buff (as in, damage before any enhancements) - I'd argue that it's not that useful and it's quite endurance-hungry. You might get better returns adding a damage proc to your main attacks.

Edited by Gulbasaur
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
Posted (edited)
On 5/9/2020 at 2:39 PM, Gulbasaur said:

I play a fortunata main so I can only really comment on the shared powers, but this is my experience:

 

You don't need Tough - widows have scaling resistances (like super reflexes, I believe) that don't show up in the hero planner. If you hit 50% health, you'll have about an extra 30% resists. Swap the knockback to knockdown in Kick to the +recharge one. It's so low magnitude that it is basically a knockdown anyway and the +recharge proc is a strong one. I can tank quite safely with my fortunata on less defence and only slightly more resistance than you've got - you'll be fine.

 

I dropped Fighting altogether in the end, but fortunatas have more survivability as they have better crowd control so your mileage may vary.

 

Indominable Will isn't worth slotting for resistance, unless you're going for the set bonuses. You've got really high psi resistance already.

 

On a couple of powers, you've hit the defence enhancement cap and are getting very diminishing returns (mouseover the power to see the exact statistics), so maybe swap out some defence/whatever for endurance/whatever here and there to bring your endurance budget down. It's an easy thing to miss and widows chomp through a lot of endurance.

 

You absolutely don't need all those  +regeneration slots in Health. I'd kick two or three of them out (definitely keep the +recovery/endurance ones though). I get by on inspirations and teammates (and incarnates when they're up) for healing on the occasions when I do need it.

 

If I were you, I'd grab some powers from the sorcery pool - Rune of Protection is absolutely worth getting if you want more resistance and if you do scale Health back, this would be a good place to put those slots. With four recharge/resistance enhancements, you can get +38% global resistances up every 200 seconds, which meshes well with whichever incarnate power gives you +resistance as you can alternate them. Spirit Ward is a nice little teammate rescue power (pulsing absorb shield allows them to take an extra 50% damage over 15 seconds, which is a squishy-saver) and there are worse one-slot powers than Enflame.

 

Move the stealth IO out of combat jumping into sprint to free up a slot. Widow stealth is pretty high anyway.

 

Assault is a 15% base damage buff (as in, damage before any enhancements) - I'd argue that it's not that useful and it's quite endurance-hungry. You might get better returns adding a damage proc to your main attacks.

That's a lot of useful advice. The night widows seem to be more single target focused with less crowd control than the fortunatas. Not sure if that means I'll need Tough more than a fortunata or if it's extra surviveability that's going to waste. Still haven't reached 50 yet so this is somewhat based on theory for me.

 

Kick I have only because I needed something to get Tough, and on the off chance that I actually use it didn't want a power that would force a weapon redraw. Didn't realize the knockback was so weak though, switching out the proc works. Tough I do want to keep, not many powers that allow me to slot for the resist set bonuses. Which is why I've got Indomitable Will slotted that way. Psi resist isn't needed but I like the end cost reduction and energy/negative bonus is nice. And Foresight being an auto power I figured was a good place to put those independent procs.

 

For the Def in ED redzone, to effectively reduce end drain and lowering the wasted def bonus I would need to change a few enhancements to a different set which negates the set bonuses I was aiming for. Not sure how to get what I was aiming for without the inefficiency.

 

Yeah, Health. I was really just shooting in the dark on those procs since I don't have any healing powers. I currently have the Miracle and Numina procs in Health since they give Recovery. My current Regen seems to be decent enough, especially when the scaling resist kicks in and slows the steady march towards death. I generally play solo though (not that I don't like people but between my roommates/pets/stopping to smell the roses I'm usually not playing at an other people friendly pace) so I'm not wanting to rely on teammates saving my bacon. I do keep a minimal supply of healing inspirations on hand just in case.

 

Sorcery does seem like a much better pool than I was giving it credit for. Rune of Protection can hard cap my resistances to all but toxic once I get a bit of the scaling resist to kick in, great for the big nasty battles which is when I'll need it. I wish there was a chart, at least approximate, for how much resist you get based on current health. I have seen a formula floated around somewhere but I couldn't figure it out at all. With Spirit Ward does the absorb apply if the ally is already at full health or do they need to be damaged for it to have any effect?

 

I put the stealth IO in Combat Jumping only because I don't like running with Sprint active during combat, due to it's End cost. Assault I only put in because I felt that my damage bonus was rather small and wanted something/anything to bring it up. But I see that it's probably not worth the end cost. Dropping Assault saves me .25 end/sec which is nice. But having Sprint active costs .26 end/sec. And really with Rune of Protection I really do want those slots so I can't afford to put the stealth IO back in CJ. Eh, I only wanted it since my base stealth of 40 is smaller than the base perception of 45 for minions.

 

As for adding damage procs I feel attached to the set bonuses so much that I'm not sure I could sacrifice anything to give the attacks another one. Am I being too shortsighted with set bonuses?

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Scythe Widow: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Leaping
Power Pool: Sorcery
Power Pool: Fighting

Villain Profile:
Level 1: Poison Dart -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(3), Dvs-Dmg/Rchg(3), Dvs-Acc/Dmg/Rchg(5), Dvs-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A)
Level 2: Strike -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(7), SprDmnofA-Acc/Dmg/Rchg(7), SprDmnofA-Dmg/EndRdx/Rchg(9), SprDmnofA-Acc/Dmg/EndRdx/Rchg(9), SprDmnofA-Rchg/DmgFear%(11)
Level 4: Combat Training: Offensive -- Acc-I(A)
Level 6: Tactical Training: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(17), LucoftheG-EndRdx/Rchg(17), LucoftheG-Def(19), LucoftheG-Def/Rchg+(19)
Level 8: Follow Up -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Dmg/Rchg(21), SprSpdBit-Acc/Dmg/Rchg(21), SprSpdBit-Dmg/EndRdx/Rchg(23), SprSpdBit-Acc/Dmg/EndRdx/Rchg(23), SprSpdBit-Rchg/Global Toxic(25)
Level 10: Indomitable Will -- UnbGrd-ResDam/EndRdx(A), UnbGrd-EndRdx/Rchg(25), UnbGrd-Max HP%(27)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27)
Level 14: Spin -- Arm-Dmg(A), Arm-Dmg/Rchg(29), Arm-Acc/Dmg/Rchg(29), Arm-Dmg/EndRdx(31), Arm-Dam%(31)
Level 16: Lunge -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(31), TchofDth-Dmg/Rchg(33), TchofDth-Acc/Dmg/EndRdx(33), TchofDth-Dmg/EndRdx/Rchg(33)
Level 18: Tactical Training: Assault -- EndRdx-I(A)
Level 20: Mask Presence -- LucoftheG-Def/Rchg+(A), GifoftheA-Def/EndRdx(34), GifoftheA-EndRdx/Rchg(34), GifoftheA-Def/EndRdx/Rchg(34), GifoftheA-Def(36), GifoftheA-Run+(36)
Level 22: Foresight -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), ShlWal-ResDam/Re TP(37), GldArm-3defTpProc(37), StdPrt-ResDam/Def+(37)
Level 24: Mind Link -- Rct-Def(A), Rct-Def/EndRdx(39), Rct-EndRdx/Rchg(39), Rct-Def/Rchg(39), Rct-Def/EndRdx/Rchg(40), Rct-ResDam%(40)
Level 26: Slash -- Hct-Dmg(A), Hct-Dmg/Rchg(40), Hct-Acc/Dmg/Rchg(42), Hct-Dmg/EndRdx(42), Hct-Dam%(42), TchofDth-Dam%(43)
Level 28: Tactical Training: Leadership -- GssSynFr--Build%(A)
Level 30: Mental Training -- Run-I(A)
Level 32: Mental Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(43), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(45)
Level 35: Psychic Scream -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(45), Ann-Acc/Dmg/Rchg(46), Ann-Acc/Dmg/EndRdx(46), Ann-Acc/Dmg/EndRdx/Rchg(46)
Level 38: Spirit Ward -- Heal-I(A)
Level 41: Mystic Flight -- EndRdx-I(A)
Level 44: Rune of Protection -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(48), ImpSki-EndRdx/Rchg(48), ImpSki-ResDam/EndRdx/Rchg(48), ImpSki-Status(50)
Level 47: Kick -- FrcFdb-Rechg%(A)
Level 49: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(50), UnbGrd-ResDam/EndRdx/Rchg(50)
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 -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Heal(A), Mrc-Rcvry+(13), NmnCnv-Heal(11), NmnCnv-Regen/Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(15), PwrTrns-+Heal(15)
------------
------------

 

http://www.cohplanner.com/mids/download.php?uc=1472&c=680&a=1360&f=HEX&dc=78DA6594D94F1351148767DA29A5A5EC8542A1B2D3CA525AF5418DC6103659250131716B26A5A18DA553A725C8A30FFE014605498CC6001A5FFCA3DCDE04DC883ED5C3FC7E02A64D9BAFF3DD7BE69C7BEE9D997E30EC793FF6F08AA27A87D27A2E171B34F5783263E46237528BC6AA7346CFAF987ADAAE288A672EBE964F265A3120A2C3FA179B37F5542695590ACFA49692F9D8FFD2379FD097570DF35E989E978A67D630D2E1A9849E9559B89833CC78C25C2BB72E460F6F264395FFE62D26CC5C3295F58E6453F1F0C2C8E07C6C7A2536ADE7F212D220D574C9EF9547E1A7A0295B82A8A6D8B6C91D507B43BE0587DC42D58A51943AD572AF3D544AC1A13EB55BAEE419B90E966E90CF41F726382CF7B3F37E763F728C8873C0698E2AE4A8AA256BC01A2FC91AB6A406A75545C1E14C6B96F32E9319B0DE20B360C37D7054F2B990CFE6FA85BA1A0E40FF1FB05EB6B00C73D432E6F4B3866DC95DCE3E969FB759AEF90279113C7589BC0CEE484C25632A6F0A8232760B6CBD4DDE21EF82635267357B55DD865E4D88AB8573D4B2AE364DB5E6B795904EB0A3947481E36E6CE1610D758CEDE09A3A27B1EECE33A44F7C4053A624C6C77CBE5D8C75EF91FBE43730F89DFC01BE903537F29C3476A30FC120783A44F690BD604F0C6BBF2A799BB8F6A677189B1417A00BF4A31F9B92A3857D6DE9E33DFAC930D8374046C09712D3CE98F60FA8B5EF23D8FF89FC4C7E011F77E1193ACCDDD589DC4F4484E842DC9F7571BDEC716F237A38E0279BC866301A006D72D6C25C57F8116AB48B8BF08C467EA28628CF6AF437D8AC1D3DCFF2958FD253642245265A64CE16997345664A3BF11EB0A3C66BC7AE30AB1DBD1314D58A7055C94498C257D93995D12A776EEFD8D9D5719C50CF04E8BE8E53E95900774FC68710BF7FEC6CEA062AAAD8C7135E7100FE058E53DFCB

Edited by Aaronar
Adding current revised build based on suggestions
Posted (edited)

As I have written elsewhere, I see Rune of Protection as a bit of a 'trap' for builds, because it relies on high Global Recharge and high defenses across the board, and is a pick requiring 3 powers. Widows certainly qualify, but there is more to a successful Widow build than just high resistances (half the time).

 

Here is one of my Night Widow builds that relies on the healing from Unrelenting for those times when the damage is getting through. Unrelenting has worse recharge than Rune of Protection, but the Widow's scaling resistances almost always give me a chance to hit it. (Lord Recluse was the only solo that caught me off guard!). I have some other different choices in this build as well. Perma-Mind link is achieved, and I'm reasonably sure that Hasten could be added (with 2-slots @ 50+5) to also have Perma-Hasten if so desired to bring the times on Unrelenting down even further. Several of the Procs have less-than-optimal timing and can sacrifice those slots. It also looks like I was lazy on slotting or Provoke and Intimidate to get Unrelenting.

 

 

 

Edited by tidge
  • Like 1
Posted (edited)
11 hours ago, tidge said:

As I have written elsewhere, I see Rune of Protection as a bit of a 'trap' for builds, because it relies on high Global Recharge and high defenses across the board, and is a pick requiring 3 powers.

I agree to some extent, but I was trying to be as like-for-like as I could. I actually love the utility of the whole set (spirit ward remains a strong contender for worst on paper, best in practice and enflame is good if you can immobile and unexpectedly good as a panic button because of the scatter effect) but it is a large investment. Widows are ridonks tanky anyway.

 

13 hours ago, Aaronar said:

With Spirit Ward does the absorb apply if the ally is already at full health

Yes, the absorb goes on top of any health - you can use it on a full health ally.

Edited by Gulbasaur
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  • Aaronar changed the title to Night Widow build could use some love

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