gameboy1234

Legend
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    2019
  • Joined

  1. Great job Moonlit_Whisper. If my Night Widow on live were much higher I might have started a guide, but you saved me the effort. A good solid guide that anyone could use to make an effective Night Widow.

    This guide gets the PS238 Student Seal of Approval.
  2. [ QUOTE ]
    [ QUOTE ]
    World War II - the attack from the 5th Column on Independence Port

    [/ QUOTE ]

    That'd be a good Ouroboros arc.

    Heroes fight alongside Atlas. They are the reason he was able to hold out as long as he did.

    Villains help kill him. His death helped rally the heroes and the country, making him into an icon for generations. In order for the Allies to win the war... Atlas must die.

    [/ QUOTE ]

    Alternately.... villains just want to use the 5th column attack as a distraction. Their job is to set the whole thing up, providing material, plans and technology, while fending off some attempts by interfering heroes to disrupt the invasion.

    Then while the 5th column is attacking, they slip off and accomplish some other objective, planned by Lord Recluse. Maybe something related to the fountain he and Statesman drank from (are it's waters perhaps saved somewhere?) or planting someone or something in Arachnos so LR can usurp later.

    Two sides don't have to directly oppose each other... Heroes might save Paragon City and LR might accomplish his goal at the same time ... tie score ... just as it ever was.
  3. Can I still "/em points and laughs" when BaB has pilot errors with the check-in system?
  4. Wow, this is an old guide, guys. The Lunge/Strike swap occured in beta, before release. And the toggle endurance costs got boosted too from 0.05 to 0.21 in beta too. Let me try to find a newer version and post that, I think someone may have linked to this older guide by mistake.
  5. The forums were down all last night. So I just finished this up and posted it in the guides section.

    Fortunatas' Powers Guide, version 1.1
  6. I re-post of my original Fortunata's Powers Guide. This has been updated to match what's currently on test. Hopefully the post-Issue 12 changes will slow down a bit.

    Let me know if you find any errors.
  7. Fortunatas' Powers Guide


    This is a guide to powers, not a build guide. All I've done is list the powers so you can peruse them.

    Don't forget that you must Level up to 24 before all these powers are available to you. Before Level 24, you'll only have the Blood Widow powers (Widow Training and Teamwork).



    Level 1:

    Poison Dart
    Damage @ Level 50: * 72.29 lethal
    Activation: 1.50s
    Recharge: 4.00s
    Endurance: 5.20
    Accuracy: 1.05
    Damage detail: 55.61 lethal, 3x 5.56 toxic over 2.1s, -25% regen on target


    Swipe
    Damage @ Level 50: 57.83 lethal
    Activation: 0.83 s
    Recharge: 4.00 s
    Endurance: 4.16
    Debuff: -20% run, fly and jump speed, jump height and Recharge for 4 seconds
    Hide/Placate: +29.66 lethal
    Damage detail: 44.49 lethal + 3x 4.45 toxic over 2.10s


    Combat Training: Defensive
    Auto-power
    Defense: +7.5% melee defense
    Resistance: 0.4% Resistance to all (except Psi and Toxic) for each 1% of health below 75%


    Mental Blast
    Damage @ Level 50: 58.59 psi
    Activation: 1.67
    Recharge: 4.00
    Endurance: 5.46
    -30 recharge on target for 6 seconds


    Telekinetic Blast
    Damage @ Level 50: 58.72 (29.36 smash, 29.36 psi)
    Activation: 1.00
    Recharge: 6.00
    Endurance: 5.46
    Level: 1
    Damage detail: 29.36 smashing, 29.36 lethal
    60% chance 7.48 mag KB.



    Level 2

    Strike
    Damage @ Level 50: 95.50 lethal
    Activation: 1.17
    Recharge: 8.00
    Endurance: 7.47
    Level:2
    Placate/Hide: + 106.57 lethal
    Target Debuff: -20% to run, fly and jump speed, jump height and Recharge for 6 seconds
    Damage detail: 79.93 lethal, 4x 3.89 toxic over 3.1 seconds


    Subdue
    Damage @ Level 50: 96.06 psi
    Activation: 1.67 s
    Recharge: 8.00 s
    Endurance: 9.00
    Level: 2
    80% chance of Mag 3 immobilize on target for 8.05 seconds


    Combat Training: Offensive
    Auto-power
    Level 2
    Buff on self: +10% acc, +33% resistance debuff to hit



    Level 4

    Tactical Training: Maneuvers
    Activation: 1.50 s
    Recharge: 15.00 s
    Endurance: 0.21 /s
    Level 4
    PBAoE Buff: +5 def to all, AoE 80 ft.



    Level 6

    Dart Burst
    Damage @ Level 50: 60.60 Lethal (50 ft cone, 30 deg. arc, 10 targets max)
    Activation: 2.00s
    Recharge: 8.00s
    Endurance: 8.53
    Accuracy: 1.05
    Level: 6
    Damage detail: 3 ticks of 14.18 damage, 6 ticks of: 80% chance of 6.12 toxic damage over 5 seconds
    Target Debuff: -25% regen on target for 15 seconds


    Aim
    Activation: 1.17 s
    Recharge: 1 m 30 s
    Endurance: 5.20
    Level: 6
    Self Buff: +50% To-Hit and +50% Damage self 10s for 10 seconds



    Level 8

    Follow Up
    Damage @ Level 50: 50.72 lethal
    Activation: 1.00 s
    Recharge: 12.00
    Endurance: 7.80
    Level: 8
    Hide/Placate: +33.81 lethal
    Self Buff: +10 To-Hit and +30% Damage for 20 seconds


    Psychic Scream
    Damage @ Level 50: 52.88 Psi cone 60ft x 30 deg arc (12 targets max)
    Activation:2.67s
    Recharge: 12.00s
    Endurance: 13.52
    Level:8
    Target Debuff: -50% recharge to target for 10sec.



    Level 10

    Indomitable Will
    Activation: 0.73
    Recharge: 4.00 s
    Endurance: 0.21 /s
    Level 10
    Protection @ level 50: 10.38 Stun, Sleep, Hold, Confuse, Terrorize, and Immobilize. 10 protection to Knockup, Knockback and Repel at all levels, I think.
    Defense: +10% to Psionic



    Level 12

    Spin
    Damage @ Level 50: 95.68 lethal, PBAoE 8 ft. radius 10 targets max
    Activation: 2.50s
    Recharge: 14.00s
    Endurance: 15.44
    Level: 12
    Hide/Placate: 50% chance of +48.96 lethal
    Damage detail: 73.44 lethal + 4x 5.56 toxic over 3.1 seconds
    Target debuff: -20% run, fly and jump speed, jump height and Recharge for 6 seconds


    Lunge
    Damage @ Level 50: 123.68 lethal
    Activation: 0.83s
    Recharge: 12.00s
    Endurance: 9.48
    Level: 12
    Hide/Placate: +67.62 lethal
    Damage detail: 101.43 lethal + 4x 5.56 toxic over 3.1 seconds
    Target Debuff: -30% run, fly, jump speed, jump height and Recharge on target for 8.00s


    Dominate
    Damage @ Level 50: 77.17 psi
    Activation: 1.10s
    Recharge: 8.00s
    Endurance: 7.23
    Accuracy: 1.2
    Level: 12
    Target Debuff: Mag 3 hold for 16.09 sec


    Psionic Tornado
    Damage @ Level 50: 56.56 psi, AoE ranged click, 20 ft. radius
    Activation: 2.37
    Recharge: 20.00s
    Endurance: 21.11
    Level: 12
    Damage detail: 5 ticks of 11.31 psi damage over 4.10 seconds.
    Target Debuff: -30% to Recharge for 10 seconds on target, 50% chance of 1.4 mag knock up



    Level 16

    Tactical Training: Assault
    Activation: 1.50 s
    Recharge: 15.00 s
    Endurance: 0.21 /s
    Level 16
    PBAoE: +15% damage, 10.38 Protection (?) to Taunt and Placate



    Level 18

    Scramble Thoughts
    Damage @ Level 50: 13.90 psi
    Activation: 3.00 s
    Recharge: 16.00 s
    Endurance: 10.40
    Level: 18
    Target Debuff: Mag 4.00 stun on target for 13.41 s


    Confront
    Activation: 1.67
    Recharge: 3.00s
    Level:18
    Target Debuff: Mag 4 taunt for 26.25s.



    Level 20

    Tactical Training: Leadership
    Activation: 1.50 s
    Recharge: 15.00 s
    Endurance: 0.21 /s
    Level: 20
    PBAoE Buff: +10 To-Hit, AoE 80 ft; +51.90% resistance to perception, +69.20 ft. to perception, +60.55 resistance to confuse and terrorize, +5.19 protection to confuse and terrorize


    Mask Presence
    Activation: 0.73s
    Recharge: 20.00s
    Endurance: 0.21 end/s
    Level:20
    Self Buff: +2.50 def all; +5.0 def to all when hidden, +40 ft to stealth radius to self.

    Normal aggro range is about 50 for PvE, so you can get with in 10 feet of most mobs. Also note that some mobs and many players can have much increased perception radius.



    Level 22

    Foresight
    Auto-power
    Level 22
    Defense: +7.5% defense to AoE, Ranged, Melee
    Self Buff: +20 resistance to psi
    Mez Resistance: +25% resistance to stun, sleep, immobilize, hold, terrorize, confuse
    Debuff Resistance: +17.30% resistance to defense debuff
    Resistance: Sliding resists, +0.4% resistance to all (except Psi and Toxic) for each 1% HP less than 75%



    Level 24

    Mind Link
    Activation: 3.67s
    Recharge: 5m 0s
    Endurance: 10.19
    Level:24
    Click PBAoE, 35 ft radius. This is important. This is a click buff, not a toggle. It works like Accelerated Metabolism. Make sure to tell you teammates to gather around before you use it.
    +5 To-Hit for 1m 30s. +30% resistance to psi damage for 1m 30s.
    +10 defense to all.

    Mind Link does not accept Recharge enhancements such as Training, Dual Origin, Single Origin or Invention Origin enhancements with a single effect Recharge effect. However, Castle says:

    “ Mind Link doesn't accept Recharge Enhancements. It does accept IO's and HO's which can increase the powers recharge rate. ... If an enhancement is a dual, or tri value enhancement like, say, Membrane Exposure, you could slot it into Mind Link and it would not only enhance the Defense, it would reduce the recharge time, too. ”

    So maybe Hamidon raids will become popular again... yeah I know.



    Level 26

    Total Domination
    Activation: 2.03 s
    Recharge: 4 m 0 s
    Endurance: 15.60
    accuracy: 0.8
    Level: 26
    80 ft ranged AoE click, 20 ft range (12 targets max)
    Mag 3 hold on target for10.73 s



    Level 28

    Confuse
    Activation: 3.37s
    Recharge: 8.00s
    Endurance: 8.53
    accuracy: 1.2
    Level 28
    Mag 3 confuse for 26.82 seconds.
    Note: Aggro free



    Level 32

    Psychic Wail
    Damage @ Level 50: 168 psi
    Activation: 1.97 s
    Recharge:6 m 0 s
    End: 20.80
    Accuracy: 1.0
    Level: 32
    Damage Detail: 132.40 psi damage on target, 80% chance of 27.81 psi damage, 50% chance of 27.81 psi damage)
    PBAoE 25 ft radius
    Mag 3 stun on target for 13.41s
    -70% to recharge on target for 20.00 s



    Level 35

    Tactical Training: Vengeance
    Activation: 1.17
    Recharge: 5m 0s
    Level: 35
    AoE 100 ft – not sure if that's from your teammate or from you.
    +25% defense to all for 2m
    80 HP heal on target
    +35 To Hit for 2m
    +35% to damage
    +10 terror and repel protection
    +69.2 resistance to Terror, Stun, Sleep, Immobilize, Hold, Confuse, Taunt, Placate for 2 minutes.
    +100 kockup and kockback protection for 2 minutes.



    Level 38

    Aura of Confusion
    Activation: 1.67 s
    Recharge: 4m 0s
    Endurance: 26.00
    Level: 38
    Magnitude 3 Confuse on target(s) for 26.82 s (PBAoE, 25 ft. radius, 16 targets max)
    Note: Aggro free



    Detailed Power Info in Chat.

    If you want to check out the Detailed Info for a power you don't have, you can just type the name of the power into chat inside of brackets (“[“ and “[“), click on it, and the detailed info will come up. For Widows you should be sure to use the full name. If you just type [Swipe] into chat, you're likely to just get the Scrapper version. Here is the full list of names of all Fortunata powers. Cut and paste from this list if you can't figure out the full name of the power.

    [widow training.poison dart]
    [widow training.swipe]
    [widow training.strike]
    [widow training.dart burst]
    [widow training.follow up]
    [widow training.spin]
    [widow training.lunge]
    [widow training.confront]
    [fortunata training.mental blast]
    [fortunata training.telekinetic blast]
    [fortunata training.subdue]
    [fortunata training.aim]
    [fortunata training.psychic scream]
    [fortunata training.dominate]
    [fortunata training.scramble thoughts]
    [fortunata training.total domination]
    [fortunata training.psionic tornado]
    [fortunata training.psychic wail]
    [teamwork.combat training: defensive]
    [teamwork.Combat Training: Offensive]
    [teamwork.Tactical Training: Maneuvers]
    [teamwork.Teamwork.Indomitable Will]
    [teamwork.Tactical Training: Assault]
    [teamwork.Tactical Training: Leadership]
    [teamwork.Foresight]
    [fortunata teamwork.mask presence]
    [fortunata teamwork.mind link]
    [fortunata teamwork.confuse]
    [fortunata teamwork.tactical training: vengeance]
    [fortunata teamwork.aura of confusion]

    30 powers total!
  8. I'll check the guide to make sure it's up to date and then repost it. Would you like a copy in a PM in the meantime?
  9. I think this got mentioned, but I'll repeat it never the less.


    On the crafting tables (tech tables, forges) you can't see what you can make until you have the salvage in hand. In otherwords, unlike the University, at a base you are always in "hide recipes missing ingredients" mode. This is annoying, at least. I'd consider it a Flaw or a Bug.

    I'd like to see what materials I have to craft to make a given item. I'd like to be able to a list of what I could make, and what I need to material or items I need to craft to make it. I switch like the University to hide/show items missing ingredients would be ideal.


    OK, good luck with all this. Out of everything mentioned, I think problems placing items are the biggest. I'd like to see a "path" on the floor highlighted for each item I'm editing, so I can see what it's thinking when it says the path to an item is blocked.

    And trying to move teleporters around is especially annoying, because there's no place to put a spare one when you meed to delete a room. Usually you lose the salvage because you have no choice but to delete it. It would be best if the deleted item could be returned to the base storage as parts, rather than loose it entirely.
  10. Villain Group: Eurostar

    We're a villain group based on the paper-and-pencil RPG Champions, a superhero RPG from the 80's. We have about 80 villains signed up but that translates to about 10 members, and we are not terribly active.

    We do have a full (tiny) base now, with four telepads going to all zones, and two workshops with a far number of enhancements tables, and empowerment buf stations. Plus a base rez ring.

    We're not really recruiting right now. I'd like to keep the group for folks we know (mostly on-line friends) but if you've played Champions and can tell me who the members of Eurostar are (in the paper RPG), you might find some kindred souls here. PM me if interested.

    Peace out.
  11. Welcome to Earth!

    *pew* *pew* *pew*
  12. Hover fix still not working for me.

    1. There's a new animation.

    2. Which is ignored after I toss an Insulation Shield on someone, I still see the old ghost hover.

    3. The old animation is still present but "cancels" after about a second into the new animation.
  13. The new Recycle chest emblem cracks me up.


    "I am.... Trash Man!"
  14. [ QUOTE ]
    <QR>

    Now that this account is reactivated (and I can reach the forums), does anyone know how I might be able to exchange an account from one username to another?


    [/ QUOTE ]

    My guess would be change the password and start using your own game card/credit card.

    Has he got other games on the same account? Sorry but that was not thinking ahead.
  15. Oops -- you list my blood widow guide twice. There's only one blood widow guide I posted.

    And technically, it's named "Blood Widows, Blood Roses." But a subtitle like "Blood Widows, Blood Roses: Build Guide levels 1 - 23" is appropriate.

    I'll try to make sure it's updated then post a new copy in the Guides forum.
  16. [ QUOTE ]
    this new voice chat technology will be used through the PlayNC Launcher and not directly through City of Heroes.

    [/ QUOTE ]

    That's kinda too bad. When you are using voice chat, it's often convenient to see who is doing the speaking. A "talking" button (maybe like a buff icon?) in the team window would be a very cool thing.

    We don't need a talking icon for everyone just standing around though.


    Plus, I hope their voice options includes a "stentorian" option.

    But otherwise this is a pretty cool thing.
  17. Yup, yet another typo. Thanks!
  18. Yeah Blood Widows are not Claws/Regen Scrappers but they sure don't suck. I'd say they're roughly even solo with my DB/WP scrapper.

    Widows seem to have a bit more offense than DB, the accuracy and to-hit bonuses are huge. I was switching back and forth between test and live at one point just to compare Widows with DB. I think folks who think widows are under powered are remembering their level 50 toon, not a toon in its teens.

    RttC definitely beats Widows defensively however.

    On teams, once you get a couple of toggles on everyone, SoA are pretty close to being over-powered. Four SoA are all you need, running a couple of toggles each. Even just two SoA is nice.
  19. Found some more typos, fixed 'em.

    I should probably bump the rating of Dart Burst, I just didn't like jumping out of melee range to aim. On large teams that got a few people wacked good as a large spawn all took aim at them. Still I think you're right, the basic rating should be higher.
  20. [ QUOTE ]
    Lunge isn't a level 2 power anymore it seems. I got slash at level 2.

    [/ QUOTE ]

    Gah, you're right. Castle switched those two a while ago, because he wanted to switch the animations. So he switched the WHOLE POWER.

    I hadn't updated my guide. Good catch, thanks.

    Also, the Endurance costs of the toggles has gone up from 0.05 to 0.10. You may wish to slot one EndRedux to cut down the End cost of all those toggles.

    I've updated the guide for both of these points.
  21. Blood Widow, Blood Roses


    Blood roses
    Blood roses
    Back on the street now
    -- Tori Amos



    The Blood Widow is an excellent melee combat archetype. Blood Widows can solo well and are even better on teams. Their damage output is very strong and they have good defenses. Various boost powers from both their secondary and primary raise their damage even more. Their Combat Training gives both them and their teammates a benefit.

    So why build a pure melee Blood Widow? Well foregoing ranged attacks is a little controversial. The lower level ranged attacks are unique, and give the class it's signature ranged-plus-melee primary. However, the melee attacks are hard hitting, and a Blood Widow has more melee defense than ranged. Staying in close combat is therefore a benefit, and as long as your foes are close, why not use the fast activating melee attacks?

    This is a guide for builds from levels 1 through 23. At level 24, you will respec. You can of course rebuild your character exactly the same way, but many players will choose to add abilities from their new primary and secondary. Therefore, you should consult a guide for either the Night Widow or the Fortunata for your post-level 24 build.


    * Level 1 : Swipe
    (Take at level 1)
    Average Damage @ 50: 57.83 (44.49 lethal, 3x 4.45 toxic over 2.1s)
    Recharge Time: 4.00 s
    Endurance Cost: 3.21
    Activation Time: 0.67 s
    Debuff: -20% to run, fly and jump speed, jump height and Recharge for 4 seconds
    Hide/Placate: +29.66 lethal

    Overall Score: 4

    Slotting : Three slot for damage ASAP

    Swipe is a hard hitting attack. It has a longer recharge time and endurance cost than I would prefer, but its damage makes it a good investment for both damage-per-second (DPS) and damage-per-endurance (DPE). Three slot for damage first to gain the most advantage for DPS and DPE. Then consider adding one EndRedux and one Recharge enhancement.


    Level 1: Poison Dart
    Average Damage @ 50: 72.29
    Recharge Time: 4.00 s
    Endurance Cost: 5.20
    Activation Time: 1.50 s
    Accuracy: 1.05
    Damage detail: 55.61 lethal, 3x 5.56 toxic over 2.1s
    Debuff: -25% regeneration for 15s
    Overall Score: 4

    Slotting : I skipped this power, but I'd three slot for damage ASAP

    Poison Dart is a bit higher damage than Swipe – 13.0 vs 10.4 at level 1 – but also has a longer activation time. Since I'm going for as many attacks as I can cram into an attack chain after Follow Up, I went with Swipe instead. Still Poison Dart is nothing to sneeze at and would make an excellent first power. It's a ranged attack so it's also convenient to pull with if you need that. I do think that getting into a ranged battle as a Widow is a poorer proposition than sticking to melee.


    * Level 1: Combat Training: Defense
    (Take at level 1)
    Defense: +7.5% melee defense
    Resistance: 0.4% Resistance to all (except Psi and Toxic) for each 1% of health below 75%

    Overall Score: 3

    Slotting : Leave as one slotted for lower levels.


    Combat Training: Defense gives you +7.5% melee defense and sliding resists. This is where the disparity for defense for a Blood Widow comes from. Well, CT: Defense is required since it's your level one secondary, so we're going to make good use of it by sticking to melee combat as much as possible. The sliding resists are 0.4 percent of resistance to all for each percent health below 75 percent. So if you are at 50% health, your resists are (75 – 50) x 0.4 = 10% across the board. That helps make up for the Widow's relatively low hit points. Since Foresight gives exactly the same sliding resists, your resistances will double at level 20 if you take Foresight (which I recommend you do).


    * Level 2 : Strike
    (Take at level 2)
    Average Damage @ 50: 111.66 (2x 48.05 lethal over .6s, 4x 3.89 toxic over 3.1s)
    Recharge Time: 8.00 s
    Endurance Cost: 4.49
    Activation Time: 1.67 s
    Debuff: -20% to run, fly and jump speed, jump height and Recharge for 6 seconds
    Hide/Placate: 64.06 lethal


    Overall Score: 4

    Slotting : 5 or 6 slot asap. Three damage first, then EndRedux and Recharge.

    Strike is a big heavy hitting power that's truly awesome at low levels and beyond. Its only real problem is its long recharge, which is a bit of a pain. You'll need to fill in your attack chain with Brawl and Throwing Knife at low levels (by low levels, I mean up to level 12 ). If you have any veteran reward powers, by all means add those to your attack chain also. Sands of Mu is an excellent filler for new Widows.

    Those four powers – Swipe, Strike, Brawl and Throwing Knife – are your attack chain below level 8, so try to like them. At some point, many of you will get bored at such a short attack chain and want to take Poison Dart. Well, I don't blame you, but try to hold out, because help is on the way, because Follow Up is available at level 8.


    * Level 2 : Combat Training: Offense
    (Take at level 4.)
    Accuracy: +10% to self
    Debuff Resistance: 33% resistance to Accuracy Debuffs

    Overall Score: 4

    Slotting: Only one for now. Slot for Accuracy. You may have to add one slot here depending if you feel at level 7 you have nothing better to slot.


    CT: Offense is a big part of what makes this build work. It adds 10% accuracy to all attacks. That's like having your attacks slotted for accuracy right away at level four. Since you don't need to slot for Accuracy (as much) you can forgo Accuracy enhancements and slot for damage to improve your DPS and DPE. Since the bonus to CT:O is large, it will be worth slotting in the future. And the best part: it's a passive power. No endurance cost!


    Level 4: Tactical Training: Maneuvers
    Endurance: 0.10 per second
    Defense: +5 Defense to all in an 80 ft. radius.

    Overall Score: 3

    Slotting: I skipped this power until level 18. One slot for EndRedux, then add Defense slots slowly as you have extra slots.

    This is a fantastic power that costs far far less to run than the Leadership pool version. Why did I skip it? As I explain in my Good Fortunata, Bad Fortunata guide, Widows need offense at first to be effective. Once you get all or most of your offensive powers, then start adding in Defense. If you don't, you'll level like a Issue 1 Invulnerable Super Strength Tanker... who's been slept. Ie., all defense, no offense. Trust me, I tried it and it didn't work. Go for offense, you have just enough defense in this build to let you kill stuff. That way was far more fun for me.


    * Level 6 : Combat Jumping
    (Take at level 6)
    Jumping: 200% on Jump height
    Defense: +2.50% to all Defense
    Endurance: 0.06 endurance per second
    Jump Speed: +10% to jump speed
    Protection @ level 50: 10.38 Immobilize Protection

    Overall Score: 2

    Slotting : Only one. Slot for whatever – I slotted one defense.

    A good utility power, immobilize protection, opens the way for travel powers later and adds a bit of defense, which stacks with other Widow defense. Nice!

    This is a part of the build that you may want to modify however. Many folks like to use the temporary travel powers and focus on other powers. Since all Soldiers of Arachnos are experienced players who have a level 50 villain, most of you will modify this guide to suit your own playstyle. If you are going to skip your travel powers, you can also delay Combat Jumping. Take Poison Dart or Combat Training: Maneuvers in its place.


    Level 6: Dart Burst
    Average Damage @ 50: 60.6 Cone, 50 ft x 30 degree arc
    Recharge Time: 8.00 s
    Endurance Cost: 8.53
    Activation Time: 2.00 s
    Accuracy: 1.05
    Damage: 3x 14.18 lethal over 0.8s, 6x 80% of 6.12 toxic over 5s
    Debuff: -25% regeneration on target for 15 seconds

    Overall Score: 3

    Slotting : I didn't take it but probably 3 Damage like everything else, then add one EndRedux.

    Dart Burst gives you an AoE attack at level 6. Unfortunately, the damage is not that high, and to aim the cone effectively you have to jump out of melee. This usually results in you taking a big Ranged attack from all enemies, which the Widow's defense is ill-suited for. I prefer to stay in melee range and use my better melee defense. That and the lack luster damage meant I skipped this power.


    * Level 8 : Follow Up
    (Take at level 8)
    Average Damage @ 50: 50.72
    Recharge Time: 12.00 s
    Endurance Cost: 10.19
    Activation Time: 0.67 s
    To Hit: +10% to To-Hit on self
    Damage Buff: +30% to Damage on self
    Placate/Hide: +33.81 lethal

    Overall Score: 4

    Slotting : Only three slots for now. One To-Hit, one Accuracy, one Recharge.

    Follow Up gives very modest damage, and has a long recharge. What it does do is give you is +10% To-Hit and +33% Damage for 20 seconds. That's enough for your entire attack chain, and Swipe twice. Nice! Put this power in tray slot number 1, lead off every attack chain with it, you won't regret it.

    Between Follow Up and Combat Training: Offense I can nearly cap my To-Hit at 93%. This is so sweet. Widows are arguably a bit weaker than a Dual Blade/Will Power Scrapper, until you figure in these To-Hit bonuses and Accuracy bonuses. My DB/WP Scrapper burns a lot of Endurance at level 16 on misses. Widows don't.


    You gave him your blood
    And your warm little diamond
    He likes killing you after you're dead
    -- Tori Amos



    The build so far: At level 10, you should have:

    Level 1 : Swipe (DDD), Combat Training: Defense (d)
    Level 2 : Strike (DDDE)
    Level 4 : CT: Offense (AA)
    Level 6 : Combat Jumping (d)
    Level 8 : Follow Up (RRH)
    Level 10: Indomitable Will (E)

    On these mini builds, I put the Enhancements in parenthesis: (D) Damage, (E) EndRedux, (d) Defense, (H) To-Hit, (R) Recharge.


    * Level 10: Indomitable Will
    (Take at level 10)
    Endurance: 0.21 endurance per second
    Protection @ level 50: 10.38 Stun, Sleep, Hold, Confuse, Terrorize, and Immobilize. 10 protection to Knockup, Knockback and Repel at all levels, I think.
    Defense: +10% to Psionic

    Overall Score: 5

    Slotting: Only one for now. Slot EndRedux immediately. Consider one more EndRedux when you have extra slots.

    Indomitable Will, don't leave home without it. I love this power.

    EndRedux does not work the way most other enhancements work, so I've changed my recommendations here. Slotting a 30% EndRedux enhancement does not give a 30% reduction is endurance cost. It's more like 23%. And more EndRedux enhancements will give even less benefit. (EndRedux has a sliding scale that reduces it more than just standard Enhancement Diversification caps. I'll talk about this later.)


    * Level 12: Lunge
    (Take at level 12)
    Average Damage @ 50: 123.68
    Recharge Time: 12.00 s
    Endurance Cost: 9.49
    Activation Time: 0.83 s
    Damage detail: 101.43 lethal + 4x 5.56 toxic over 3.1 seconds
    Debuff: -30% to run, fly and jump speed, jump height and Recharge for 8 seconds
    Placate/Hide: +67.62 lethal

    Overall Score: 4

    Slotting: Three slot for Damage, then one EndRedux and one Recharge.

    I recommend Lunge over Spin at level 12. (Yes, it appears this is not a bug. Widows get two primary power slot choices at 12.) Lunge does more damage and has a shorter activation time, so it's better suited to being boosted by Follow Up. However, if you are teamed a lot, then Spin does impressive damage to a relatively large number of enemies. I'd consider taking Spin instead of Lunge if I was in a large VG with lots of active members to team with.


    Level 12: Spin
    (Take at level 16)
    Average Damage @ 50: 95.68, 8 ft. radius PBAoE
    Recharge Time: 14.00 s
    Endurance Cost: 16.85
    Activation Time: 2.50 s
    Damage detail: 73.44 lethal, 4x 5.6 toxic over 3.1s
    Debuff: -20% to run, fly and jump speed, jump height and Recharge for 6 seconds
    Hide/Placate: 50% chance of +48.96 lethal

    Overall Score: 4

    Slotting : Three slot for Damage when you take it. Slot for EndRedux and Recharge when you can.

    Spin is a nice opener after a Follow Up or Build Up on large spawns. I haven't tried it while hidden yet, I'm sure it's very impressive. I took this at level 16, before TT: Assault, so I would have something to slot during my build. TT: Assault doesn't really take anything, so it's good to have a couple of attack powers around to put slots into.


    * Level 14: Super Jump
    (Take at level 14)
    Endurance Cost: 0.45 endurance / s
    Jump: +3800% Jump height and +340% to Jump Speed

    I've put this travel power here at 14 because it's what you “should” do. If you want to use temp travel powers and take Spin or Maneuvers here, by all means go ahead.


    For those of you playing along at home, the build at this point should look something like this:

    Level 1 : Swipe (DDD), Combat Training: Defense (d)
    Level 2 : Strike (DDDE)
    Level 4 : CT: Offense (AA)
    Level 6 : Combat Jumping (d)
    Level 8 : Follow Up (ARHRR)
    Level 10: Indomitable Will (E)
    Level 12: Lunge (DDDER)
    Level 14: Super Jump (J)
    Level 16: Spin (D)


    * Level 16: Tactical Training: Assault
    (Take at level 18)
    Endurance Cost: 0.10 endurance / s
    Protection: +5 to Placate and Taunt protection
    Damage Buff: +15% to all damage, 80 ft. PBAoE

    Overall Score: 3

    Slotting : One slot for EndRedux. It would take anything else, and doesn't need more than one.

    Yes, it's Assault, from the Leadership pool. Except it costs almost nothing to run. Don't slot this for EndRedux, it doesn't need it. Actually don't slot this at all, it doesn't take anything useful. The +15% to Damage is worth it however, even solo, and darned impressive on teams.


    * Level 18: Take Tactical Training: Manuevers

    Slotting : One Defense enhancement, add up to three total as you have extra slots.

    It's finally time to take this power. (See level 4 for its description.) Mostly because we have everything else we need. One slot it for Defense, then add up to three slots total as you have extra slots.


    Level 18: Confront
    Activation: 1.67
    Recharge: 3.00s
    lvl:18
    Target Debuff: Mag 4 taunt for 26.25s.

    Overall Score: 3

    Slotting : One Taunt Duration if you take it.

    For a Blood Widow, I don't think this power is needed. You have enough damage to atract attention when you want. And Blood Widow defense aren't quite up to the point where you should be Confronting enemies. At higher levels, this may change and you may actually wish to try tanking Elite Bosses and even AVs/Heroes. For now though stick with more mundane things, like damage output.


    * Level 20: Tactical Training: Leadership
    (Take at level 20)
    Endurance Cost: 0.10 endurance / s
    To-Hit Buff: +10% To-Hit, 80 ft. PBAoE
    Perception: +70 feet to Perception radius
    Protection: +5 to Confuse and Terrorize protection
    Status Resistance: +60% to Confuse and Terrorize resistance
    Perception Resistance: +50% to Perception resistance

    Overall Score: 4

    Slotting : Slot one EndRedux, add up to three To-Hit total when you have slots.

    Yes, more To-Hit buffing. Are we over 100% To-Hit? I think we are. Slot this for To-Hit buffs, don't bother with EndRedux, it's only 0.05 end / s.


    * Level 22: Foresight
    (Take at level 22)
    Defense: +7.5% Defense to Melee, Ranged and AoE on self
    Resistance: +20% Psionic Resistance on self
    Resistance: Sliding resists, +0.4% resistance to all (except Psi and Toxic) for each 1% HP less than 75%
    Status Resistance: +25% resistance to Stun, Sleep, Immobilize, Hold, Terrorize and Confuse on self.
    Debuff Resistance: +17.30% Defense Debuff resistance.

    Overall Score: 5

    Slotting : Three slot for defense ASAP. I'm not sure slotting for resistance is worth it however.

    Did I miss anything from that list above? Don't miss taking this power. It's crucial to all Widow builds. The combination of Defense, Psi resistance, Status Resists, sliding resistance buff and defense debuff resistance make this power a must. And it's a passive.


    Here's the final build at level 23:

    Level 1 : Swipe (DDDE), Combat Training: Defense (d)
    Level 2 : Strike (DDDERE)
    Level 4 : CT: Offense (A)
    Level 6 : Combat Jumping (d)
    Level 8 : Follow Up (RRHAR)
    Level 10: Indomitable Will (E)
    Level 12: Lunge (DDDER)
    Level 14: Super Jump (J)
    Level 16: Spin (DDDER)
    Level 18: TT: Assault ( E )
    Level 20: TT: Leadership (E)
    Level 22: Foresight (ddd)


    Next up: Night Widow or Fortunata – too gosh danged many powers to choose.


    The belle of new orleans tried to show me
    Once how to tango
    Wrapped around your feet
    Wrapped around like good little roses
    -- Tori Amos
  22. Yeah, yeah, I'll get right on that.

    I want to add a Fortunata guide but I like to play them to try to understand the AT. I'll try a couple of respecs and see if I can come up with something.

    Thanks for the nice comments all.
  23. Good catch! Thank you and fixed.
  24. Anyone want to critique this before I unleash it on an unsuspecting and innocent world? Add comments if you wish...


    Blood Widow, Blood Roses


    Blood roses
    Blood roses
    Back on the street now
    -- Tori Amos



    The Blood Widow is an excellent melee combat archetype. Blood Widows can solo well and are even better on teams. Their damage output is very strong and they have good defenses. Various boost powers from both their secondary and primary raise their damage even more. Their Combat Training gives both them and their teammates a benefit.

    So why build a pure melee Blood Widow? Well foregoing ranged attacks is a little controversial. The lower level ranged attacks are unique, and give the class it's signature ranged-plus-melee primary. However, the melee attacks are hard hitting, and a Blood Widow has more melee defense than ranged. Staying in close combat is therefore a benefit, and as long as your foes are close, why not use the fast activating melee attacks?

    This is a guide for builds from levels 1 through 23. At level 24, you will respec. You can of course rebuild your character exactly the same way, but many players will choose to add abilities from their new primary and secondary. Therefore, you should consult a guide for either the Night Widow or the Fortunata for your post-level 24 build.


    * Level 1 : Swipe
    (Take at level 1)
    Average Damage @ 50: 57.83
    Recharge Time: 4.00 s
    Endurance Cost: 3.21
    Activation Time: 0.67 s

    Overall Score: 4

    Slotting : Three slot for damage ASAP

    Swipe is a hard hitting attack. It has a longer recharge time and endurance cost than I would prefer, but its damage makes it a good investment for both damage-per-second (DPS) and damage-per-endurance (DPE). Three slot for damage first to gain the most advantage for DPS and DPE. Then consider adding one EndRedux and one Recharge enhancement.


    Level 1: Poison Dart
    Average Damage @ 50: 72.29
    Recharge Time: 4.00 s
    Endurance Cost: 5.20
    Activation Time: 1.50 s

    Overall Score: 4

    Slotting : I skipped this power, but I'd three slot for damage ASAP

    Poison Dart is a bit higher damage than Swipe – 13.0 vs 10.4 at level 1 – but also has a longer activation time. Since I'm going for as many attacks as I can cram into an attack chain after Follow Up, I went with Swipe instead. Still Poison Dart is nothing to sneeze at and would make an excellent first power. It's a ranged attack so it's also convenient to pull with if you need that. I do think that getting into a range battle as a Widow is a poorer proposition than sticking to melee.


    * Level 1: Combat Training: Defense
    (Take at level 1)
    Defense: +7.5% melee defense
    Resistance: 0.4 Resistance to all for each % of health below 75%

    Overall Score: 3

    Slotting : Leave as one slotted for lower levels.


    Combat Training: Defense gives you +7.5% melee defense and sliding resists. This is where the disparity for defense for a Blood Widow comes from. Well, CT: Defense is required since it's your level one secondary, so we're going to make good use of it by sticking to melee combat as much as possible. The sliding resists are 0.4 percent of resistance to all for each percent health below 75 percent. So if you are at 50% health, your resists are (75 – 50) x 0.4 = 10% across the board. That helps make up for the Widow's relatively low hit point. Since Foresight gives exactly the same sliding resists, your resistances will double at level 20 if you take Foresigh (which I recommend you do).


    * Level 2 : Lunge
    (Take at level 2)
    Average Damage @ 50: 111.66
    Recharge Time: 8.00 s
    Endurance Cost: 4.49
    Activation Time: 1.67 s

    Overall Score: 4

    Slotting : 5 or 6 slot asap. Three damage first, then EndRedux and Recharge.

    Lunge is a big heavy hitting power that's truly awesome at low levels. Its only real problem is its long recharge, which is a bit of a pain. You'll need to fill in your attack chain with Brawl and Throwing Knife at low levels (by low levels, I mean up to level 12 ). If you have any veteran reward powers, by all means add those to your attack chain also. Sands of Mu is an excellent filler for new Widows.

    Those four powers – Swipe, Lunge, Brawl and Throwing Knife – are your attack chain below level 8, so try to like them. At some point, many of you will get bored at such a short attack chain and want to take Poison Dart. Well, I don't blame you, but try to hold out, because help is on the way. Help is on the way though, because Follow Up is available at level 8.


    * Level 2 : Combat Training: Offense
    (Take at level 4.)
    Accuracy: +10% to self
    Debuff Resistance: 33% resistance to Accuracy Debuffs

    Overall Score: 4

    Slotting: Only one for now. Slot for Accuracy. You may have to add one slot here depending if you feel at level 7 you have nothing better to slot.


    CT: Offense is a big part of what makes this build work. It adds 10% accuracy to all attacks. That's like having your attacks slotted for accuracy right away at level four. Since you don't need to slot for Accuracy (as much) you can forgo Accuracy enhancements and slot for damage to improve your DPS and DPE. Since the bonus to CT:O is large, it will be worth slotting in the future. And the best part: it's a passive power. No endurance cost!


    Level 4: Tactical Training: Maneuvers
    Endurance: 0.05 per second
    Defense: +5 Defense to all in an 80 ft. radius.

    Overall Score: 3

    Slotting: I skipped this power until level 18. One slot for Defense, add more slots slowly as you have extra slots. DO NOT slot for EndRedux.

    This is a fantastic power that costs far far less to run than the Leadership pool version. Why did I skip it? As I explain in my Good Fortunata, Bad Fortunata guide, Widows need offense at first to be effective. Once you get all or most of your offensive powers, then start adding in Defense. If you don't, you'll level like a Issue 1 Super Strength Tanker. Who's been slept. Ie., all defense, no offense. Trus me, I tried it and it didn't work. Go for offense, you have just enough defense in this build to let you kill stuff. That was far more fun for me.


    * Level 6 : Combat Jumping
    (Take at level 6)
    Jumping: 200% on Jump height
    Defense: +2.50% to all Defense
    Endurance: 0.06 endurance per second
    Jump Speed: +10% to jump speed
    Protection @ level 50: 10.38 Immobilize Protection

    Overall Score: 2

    Slotting : Only one. Slot for whatever – I slotted one defense.

    A nice utility power, immobilize protection, opens the way for travel powers later and adds a bit of defense, which stacks with other Widow defense. Nice!

    This is a part of the build that you may want to modify however. Many folks like to use the temporary travel powers and focus on other powers. Since all Soldiers of Arachnos are experienced players who have a level 50 villain, most of you will modify this guide to suit your own playstyle. If you are going to skip your travel powers, you can also delay Combat Jumping. Take Poison Dart or Combat Training: Maneuvers in its place.


    Level 6: Dart Burst
    Average Damage @ 50: 60.6 Cone, 50 ft x 30 degree arc
    Recharge Time: 8.00 s
    Endurance Cost: 8.53
    Activation Time: 2.00 s

    Overall Score: 2

    Slotting : I didn't take it but probably 3 Damage like everything else, then add one EndRedux.

    Dart Burst gives you an AoE attack at level 6. Unfortunately, the damage is not that high, and to aim the cone effectively you have to jump out of melee. This usually results in you taking a big Ranged attack from all enemies, which the Widow's defense is ill-suited for. I prefer to stay in melee range and use my better melee defense. That and the lack luster damage meant I skipped this power.


    * Level 8 : Follow Up
    (Take at level 8)
    Average Damage @ 50: 50.72
    Recharge Time: 12.00 s
    Endurance Cost: 10.19
    Activation Time: 0.67 s
    To Hit: +10% to To-Hit on self
    Damage Buff: +30% to Damage on self

    Overall Score: 4

    Slotting : Only three slots for now. One To-Hit, two Recharge.

    Follow Up gives very modest damage, and has a long recharge. What it does do is give you is +10% To-Hit and +33% Damage for 20 seconds. That's enough for your entire attack chain, and Swipe twice. Nice! Put this power in tray slot number 1, lead off every attack chain with it, you won't regret it.

    Between Follow Up and Widow's natural higher To-Hit (80%) I can nearly cap my To-Hit at 93%. This is so sweet. Widows are arguably a bit weaker than a Dual Blade/Will Power Scrapper, until you figure in these To-Hit bonuses and the Accuracy bonus from CT: Offense. My DB/WP Scrapper burns a lot of Endurance at level 16 on misses. Widows don't.


    You gave him your blood
    And your warm little diamond
    He likes killing you after you're dead
    -- Tori Amos



    The build so far: At level 10, you should have:

    Level 1 : Swipe (DDD), Combat Training: Defense (d)
    Level 2 : Lunge (DDDE)
    Level 4: CT: Offense (AA)
    Level 6: Combat Jumping (d)
    Level 8: Follow Up (RRH)
    Level 10: Indomitable Will (E)

    On these mini builds, I put the Enhancements in parenthesis: (D) Damage, (E) EndRedux, (d) Defense, (H) To-Hit, (R) Recharge.


    * Level 10: Indomitable Will
    (Take at level 10)
    Endurance: 0.21 endurance per second
    Protection @ level 50: 10.38 Stun, Sleep, Hold, Confuse, Terrorize, and Immobilize. 10 protection to Knockup, Knockback and Repel at all levels, I think.
    Defense: +10% to Psionic

    Overall Score: 5

    Slotting: Only one for now. Slot EndRedux immediately. Cosider two EndRedux when you have extra slots.

    Indomitable Will, don't leave home without it. I love this power.

    EndRedux does not work the way most other enhancements work, so I've changed my recommendations here. Slotting a 30% EndRedux enhancement does not give a 30% reduction is endurance cost. It's more like 23%. And more EndRedux enhancements will give even less benefit. (EndRedux has a sliding scale that reduces it more than just standard Enhancement Diversification caps. I'll talk about this later.)


    Level 12: Strike
    (Take at level 12)
    Average Damage @ 50: 123.68
    Recharge Time: 12.00 s
    Endurance Cost: 9.49
    Activation Time: 0.83 s

    Overall Score: 4

    Slotting: Three slot for Damage, then one EndRedux and one Recharge.

    I recommend Strike over Spin at level 12. (Yes, it appears this is not a bug. Widows get two primary power slot choices at 12.) Strike does more damage, so it's better suited to being boosted by Follow Up. However, if you are teamed a lot, then Spin does impressive damage to a relatively large number of enemies. I'd consider taking Spin instead of Strike if I was in a large VG with lots of active members to team with.


    Level 12: Spin
    (Take at level 16)
    Average Damage @ 50: 95.68, 8 ft. radius PBAoE
    Recharge Time: 14.00 s
    Endurance Cost: 16.85
    Activation Time: 2.50 s

    Overall Score: 4

    Slotting : Three slot for Damage when you take it. Slot for EndRedux and Recharge when you can.

    Spin is a nice opener after a Follow Up or Build Up on large spawns. I haven't tried it while hidden yet, I'm sure it's very impressive. I took this at level 16, before TT: Assault, so I would have something to slot during my build. TT: Assault doesn't really take anything, so it's good to have a couple of attack powers around to put slots into.


    * Level 14: Super Jump
    (Take at level 14)
    Endurance Cost: 0.45 endurance / s
    Protection: +3800% Jump height and +340% to Jump Speed

    I've put this travel power here at 14 because it's what you “should” do. If you want to use temp travel powers and take Spin or Maneuvers here, by all means go ahead.


    For those of you playing along at home, the build at this point should look something like this:

    Level 1 : Swipe (DDD), Combat Training: Defense (d)
    Level 2 : Lunge (DDDE)
    Level 4: CT: Offense (AA)
    Level 6: Combat Jumping (d)
    Level 8: Follow Up (RRHAR)
    Level 10: Indomitable Will (E)
    Level 12: Strike (DDDER)
    Level 14: Super Jump (J)
    Level 16: Spin (D)


    * Level 16: Tactical Training: Assault
    (Take at level 18)
    Endurance Cost: 0.05 endurance / s
    Protection: +5 to Placate and Taunt protection
    Damage Buff: +15% to all damage, 80 ft. PBAoE

    Overall Score: 3

    Slotting : None!

    Yes, it's Assault, from the Leadership pool. Except it costs almost nothing to run. Don't slot this for EndRedux, it doesn't need it. Actually don't slot this at all, it doesn't take anything useful. The +15% is worth it however, even solo.


    * Level 18: Take Tactical Training: Manuevers

    Slotting : One Defense enhancement, add up to three total as you have extra slots.

    It's finally time to take this power. (See level 4 for its description.) Mostly because we have everything else we need. One slot it for Defense, then add up to three slots total as you have extra slots.


    * Level 20: Tactical Training: Leadership
    (Take at level 20)
    Endurance Cost: 0.05 endurance / s
    To-Hit Buff: +10% To-Hit, 80 ft. PBAoE
    Perception: +70 feet to Perception radius
    Protection: +5 to Confuse and Terrorize protection
    Status Resistance: +60% to Confuse and Terrorize resistance
    Perception Resistance: +50% to Perception resistance

    Overall Score: 4

    Slotting : Slot one To-Hit buff, add up to three total when you have slots.

    Yes, more To-Hit buffing. Are we over 100% To-Hit? I think we are. Slot this for To-Hit buffs, don't bother with EndRedux, it's only 0.05 end / s.


    * Level 22: Foresight
    (Take at level 22)
    Defense: +7.5% Defense to Melee, Ranged and AoE on self
    Resistance: +20% Psionic Resistance on self
    Resistance: Sliding resists, +0.4% resistance to all (except Psi and Toxic) for each 1% HP less than 75%
    Status Resistance: +25% resistance to Stun, Sleep, Immobilize, Hold, Terrorize and Confuse on self.
    Debuff Resistance: +17.30% Defense Debuff resistance.

    Overall Score: 5

    Slotting : Three slot for defense ASAP. I'm not sure slotting for resistance is worth it however.

    Did I miss anything from that list above? Don't miss taking this power. It's crucial to all Widow builds. The combination of Defense, Psi resistance, Status Resists, sliding resistance buff and defense debuff resistance make this power a must. And it's a passive.


    Here's the final build at level 23:

    Level 1 : Swipe (DDDE), Combat Training: Defense (d)
    Level 2 : Lunge (DDDER)
    Level 4: CT: Offense (AA)
    Level 6: Combat Jumping (d)
    Level 8: Follow Up (RRHAR)
    Level 10: Indomitable Will (E)
    Level 12: Strike (DDDER)
    Level 14: Super Jump (J)
    Level 16: Spin (DDDER)
    Level 18: TT: Assault ( )
    Level 20: TT: Leadership (H)
    Level 22: Foresight (ddd)


    Next up: Night Widow or Fortunata – too gosh danged many powers to choose.


    The belle of new orleans tried to show me
    Once how to tango
    Wrapped around your feet
    Wrapped around like good little roses
    -- Tori Amos