Da_Captain

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  1. [ QUOTE ]
    Fair enough reply--- I would note that Surveillance is usually aggro-free, which is nice if you play a Stealthy solo Bane. It lets you run Surveillance, debuff the target, and still get Executioner's Strike. If the proc fires, stealth goes away. So you gain an additional 20% -res for 10 seconds but take aggro sooner and lose the stealth strike bonus damage. A tradeoff you've chosen, but one I think worth explaining to the reader.

    I always slot some end reduction in Maneuvers, that thing's a bit of a pig for what it does, really. But my build has it too. I tried running CT:O only, I loved it early but personally found it insufficient once I was running Ruthless/Relentless. Still needed one accuracy or I was frustrated.

    Good guide overall, not sure who's one-starring you. The one thing I was looking for when I started was some thoughts on why Bane in general. A ranged Bane build seems slightly gimped, but a melee Bane build really doesn't seem to do a lot that a Night Widow can't do much earlier/cheaper in the build. Which is frustrating. Regardless, a Bane is still fun to play and quite a radical change from level 23 to level 24!

    [/ QUOTE ]

    Yea Thanks and I will be getting this updated as soon as I finish a couple of things. I do need to comment more on Wolf Spider Armor and Survallence. I am working on talking about how some people tak down about Banes and what makes them a Unique set and a great one. I will be talking about the different types that you could be (i.e. ranged Bane, hybrid, etc) I'll go into little detail on them but I'll save the other details for the guides. Finally I will let people know what soft cap defenses are. Thank you again.
  2. [ QUOTE ]
    My thoughts, based on my melee bane, though he's not up to 50 yet.

    I think you should mention the reason why so many people do take Wolf Armor. Bane Spider Armor Upgrade is a status protection of 4. Which protects against, basically, any one mez. The second holds/disorients you. Wolf Armor bumps you to 6, and means you're protected against two mezzes stacked. Typically melee char. mez protection at 50 is a bit over 10, protection against 3 mezzes. Solo, or at soft cap, you may only need BSAU, (since hardly any mezzes will hit you at the soft cap!) but on teams of any size, prior to soft cap, and especially things that mez with melee attacks (Tsoo, for example) both are really really nice.

    [/ QUOTE ]

    In the Bane Spider Upgrade I did mention that it does give an extra mag2, but I do need to comment in Wolf Spider Armor better.

    [ QUOTE ]
    I believe that putting the -resistance proc in Surveillance means that it is no longer an aggro-free debuff, isn't it?

    [/ QUOTE ]

    Never said it was aggro free to begin with.

    [ QUOTE ]
    Banes have a bit of a bad reputation right now, if I was doing a Bane guide I'd put in my 2 cents on why it's undeserved.

    [/ QUOTE ]

    True, but I mainly wanted to just talk about the powers what I picked and how to get up to soft cap and really I have fun with it, but I think I do need to incorporate that will be working on it.

    [ QUOTE ]
    I personally don't think that CT:O eliminates the need for accuracy enhancements, since 3-slotted CT:O gives you slightly less total ToHit in a power than slotting a single accuracy. It does eliminate the problem that the Touch Of Death set has-- relatively low accuracy. Still most of the recommended slotting says no accuracy and soloing relentless with just CT:O would be challenging, you'd have a 67% chance of hitting a +2 minion. I like better than that.

    [/ QUOTE ]

    Yea the acc in ToD does help CT:O, however, before I had ToD, I only used 3 damaged 2 recharges and a end reduction and I hit pretty good, 67% maybe better than you think. However, it does suck in the RWZ when trying to hit those damn drones.

    [ QUOTE ]
    Any thoughts on the Arachnos Soldier powers like Venom Grenade?

    [/ QUOTE ]

    Read the intro plz Bane Spider Primary only

    [ QUOTE ]
    Mental training's resistance to slow is one of the best things going. Swat Equalizers, Tsoo Blue Ink men and the like frustrate my ss/fire brute to no end. Barely notice them with Mental Training running.

    [/ QUOTE ]

    Fix't

    [ QUOTE ]
    Most people slot some end reduction in their toggles, especially Maneuvers, any reason why you chose not to?

    [/ QUOTE ]

    For the other toggles in the secondary, there are only 3 total that all run about .21/sec if you took all 3 and put an end reduc in each one you would only save about .18/sec on end which would cost you 2 slots which isn't really worth it. However, my recommended slotting was just on regular enhancements if I were to include IOs I would say like 2 def buffs and 1 def/end reduc IO.

    [ QUOTE ]
    Looks like Shatter no longer mentions being anything but single target.

    [/ QUOTE ]

    Fix't

    [ QUOTE ]
    I've found a lot of people don't know what "soft cap" on defense means, might be worth a paragraph explaining it, and when you might want more than the soft cap. Do Banes get any resistance at all to defense debuffs?

    [/ QUOTE ]

    Very True going to work on it.

    Thank you very much for the input, what did you think of the guide though.
  3. Ok for the day job system will we get an extra costume slot for our job, or will we just transform into a random NPC?
  4. Any feedback, does the guide need any work?

    Its my first so any feedback is good.
  5. Ok sorry for the wait but here is my build

    Villain Plan by Mids' Villain Designer 1.4006
    http://www.cohplanner.com/

    Arbiter Bear: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    ------------
    Level 1: Bash
    (A) Touch of Death - Accuracy/Damage: Level 40
    (3) Touch of Death - Damage/Endurance: Level 40
    (3) Touch of Death - Damage/Recharge: Level 40
    (31) Touch of Death - Accuracy/Damage/Endurance: Level 40
    (34) Touch of Death - Damage/Endurance/Recharge: Level 40
    (36) Touch of Death - Chance of Damage(Negative): Level 40


    Level 1: Bane Spider Armor Upgrade
    (A) Steadfast Protection - Resistance/+Def 3%: Level 30


    Level 2: Combat Training: Defensive
    (A) Defense Buff IO: Level 50
    (5) Karma - Defense/Recharge: Level 30
    (5) Karma - Knockback Protection: Level 30


    Level 4: Combat Training: Offensive
    (A) Accuracy IO: Level 50
    (9) Accuracy IO: Level 50
    (9) Accuracy IO: Level 50


    Level 6: Build Up
    (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
    (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
    (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    (42) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50


    Level 8: Swift
    (A) Run Speed IO: Level 50


    Level 10: Tactical Training: Maneuvers
    (A) Defense Buff IO: Level 50
    (11) Defense Buff IO: Level 50
    (11) Defense Buff IO: Level 50


    Level 12: Poisonous Ray
    (A) Decimation - Accuracy/Damage: Level 40
    (13) Decimation - Damage/Endurance: Level 40
    (13) Decimation - Damage/Recharge: Level 40
    (37) Decimation - Accuracy/Endurance/Recharge: Level 40
    (37) Decimation - Accuracy/Damage/Recharge: Level 40
    (37) Decimation - Chance of Build Up: Level 40


    Level 14: Pulverize
    (A) Touch of Death - Accuracy/Damage: Level 40
    (15) Touch of Death - Damage/Endurance: Level 40
    (15) Touch of Death - Damage/Recharge: Level 40
    (17) Touch of Death - Accuracy/Damage/Endurance: Level 40
    (17) Touch of Death - Damage/Endurance/Recharge: Level 40
    (23) Touch of Death - Chance of Damage(Negative): Level 40


    Level 16: Health
    (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    (43) Regenerative Tissue - +Regeneration: Level 30


    Level 18: Shatter
    (A) Touch of Death - Accuracy/Damage: Level 40
    (19) Touch of Death - Damage/Endurance: Level 40
    (19) Touch of Death - Damage/Recharge: Level 40
    (21) Touch of Death - Accuracy/Damage/Endurance: Level 40
    (21) Touch of Death - Damage/Endurance/Recharge: Level 40
    (23) Touch of Death - Chance of Damage(Negative): Level 40


    Level 20: Stamina
    (A) Performance Shifter - Chance for +End: Level 50
    (43) Performance Shifter - EndMod: Level 50


    Level 22: Mental Training
    (A) Run Speed IO: Level 50


    Level 24: Cloaking Device
    (A) Defense Buff IO: Level 50
    (25) Defense Buff IO: Level 50
    (25) Defense Buff IO: Level 50


    Level 26: Placate
    (A) Recharge Reduction IO: Level 50
    (27) Recharge Reduction IO: Level 50
    (27) Recharge Reduction IO: Level 50


    Level 28: Surveillance
    (A) Achilles' Heel - Chance for Res Debuff: Level 20
    (29) Recharge Reduction IO: Level 50
    (29) Recharge Reduction IO: Level 50
    (46) Accuracy IO: Level 50


    Level 30: Hasten
    (A) Recharge Reduction IO: Level 50
    (31) Recharge Reduction IO: Level 50
    (31) Recharge Reduction IO: Level 50


    Level 32: Crowd Control
    (A) Scirocco's Dervish - Accuracy/Damage: Level 50
    (33) Scirocco's Dervish - Damage/Endurance: Level 50
    (33) Scirocco's Dervish - Damage/Recharge: Level 50
    (33) Scirocco's Dervish - Accuracy/Recharge: Level 50
    (34) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
    (34) Scirocco's Dervish - Chance of Damage(Lethal): Level 50


    Level 35: Maneuvers
    (A) Defense Buff IO: Level 50
    (36) Defense Buff IO: Level 50
    (36) Defense Buff IO: Level 50


    Level 38: Call Reinforcements
    (A) Recharge Reduction IO: Level 50
    (39) Recharge Reduction IO: Level 50
    (39) Recharge Reduction IO: Level 50
    (39) Damage Increase IO: Level 50
    (40) Damage Increase IO: Level 50
    (40) Sovereign Right - Accuracy/Damage: Level 50


    Level 41: Mace Blast
    (A) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
    (42) Devastation - Damage/Recharge: Level 50
    (43) Devastation - Accuracy/Damage/Recharge: Level 40


    Level 44: Disruptor Blast
    (A) Positron's Blast - Accuracy/Damage: Level 50
    (45) Positron's Blast - Damage/Endurance: Level 50
    (45) Positron's Blast - Damage/Recharge: Level 50
    (45) Positron's Blast - Damage/Range: Level 50
    (46) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    (46) Positron's Blast - Chance of Damage(Energy): Level 50


    Level 47: Summon Blaster
    (A) Edict of the Master - Defense Bonus: Level 40
    (48) Recharge Reduction IO: Level 50
    (48) Recharge Reduction IO: Level 50
    (48) Damage Increase IO: Level 50
    (50) Damage Increase IO: Level 50
    (50) Edict of the Master - Accuracy/Damage: Level 40


    Level 49: Combat Jumping
    (A) Defense Buff IO: Level 50
    (50) Defense Buff IO: Level 50


    ------------
    Level 1: Brawl
    (A) Damage Increase IO: Level 50


    Level 1: Sprint
    (A) Celerity - RunSpeed: Level 50


    Level 2: Rest
    (A) Recharge Reduction IO: Level 50


    Level 1: Conditioning
    ------------
    ------------
    Set Bonus Totals:
    10% DamageBuff(Smashing)
    10% DamageBuff(Lethal)
    10% DamageBuff(Fire)
    10% DamageBuff(Cold)
    10% DamageBuff(Energy)
    10% DamageBuff(Negative)
    10% DamageBuff(Toxic)
    10% DamageBuff(Psionic)
    5% Defense
    3% Defense(Smashing)
    3% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    3% Defense(Energy)
    3% Defense(Negative)
    6.13% Defense(Psionic)
    14.9% Defense(Melee)
    5.5% Defense(Ranged)
    8.63% Defense(AoE)
    2.25% Max End
    12.5% Enhancement(RechargeTime)
    10% Enhancement(FlySpeed)
    10% Enhancement(JumpHeight)
    10% Enhancement(RunSpeed)
    10% Enhancement(JumpSpeed)
    18% Enhancement(Accuracy)
    104.4 HP (9.75%) HitPoints
    4% JumpHeight
    4% JumpSpeed
    Knockback (Mag -4)
    Knockup (Mag -4)
    MezResist(Held) 8.25%
    MezResist(Immobilize) 11%
    5% (0.09 End/sec) Recovery
    22% (1.18 HP/sec) Regeneration
    1.58% Resistance(Fire)
    1.58% Resistance(Cold)
    3.13% Resistance(Negative)
    4.7% Resistance(Toxic)
    1.58% Resistance(Psionic)
    1.5% XPDebtProtection



    ------------
    Set Bonuses:
    Touch of Death
    (Bash)
    MezResist(Immobilize) 2.75%
    16.1 HP (1.5%) HitPoints
    2.5% DamageBuff(All)
    MezResist(Held) 2.75%
    3.13% Defense(Melee)


    Steadfast Protection
    (Bane Spider Armor Upgrade)
    3% Defense(All)


    Karma
    (Combat Training: Defensive)
    1.5% XPDebtProtection
    Knockback Protection (Mag -4)


    Gaussian's Synchronized Fire-Control
    (Build Up)
    5% Enhancement(Movement)
    20.1 HP (1.87%) HitPoints
    2.5% (0.04 End/sec) Recovery
    2.5% DamageBuff(All)
    2.5% Defense(Melee), 2.5% Defense(Ranged), 2.5% Defense(AoE)


    Decimation
    (Poisonous Ray)
    MezResist(Immobilize) 2.75%
    12 HP (1.12%) HitPoints
    2.25% Max End
    6.25% Enhancement(RechargeTime)
    1.58% Resistance(Toxic,Psionic)


    Touch of Death
    (Pulverize)
    MezResist(Immobilize) 2.75%
    16.1 HP (1.5%) HitPoints
    2.5% DamageBuff(All)
    MezResist(Held) 2.75%
    3.13% Defense(Melee)


    Touch of Death
    (Shatter)
    MezResist(Immobilize) 2.75%
    16.1 HP (1.5%) HitPoints
    2.5% DamageBuff(All)
    MezResist(Held) 2.75%
    3.13% Defense(Melee)


    Performance Shifter
    (Stamina)
    5% Enhancement(Movement)


    Scirocco's Dervish
    (Crowd Control)
    10% (0.54 HP/sec) Regeneration
    3.13% Resistance(Negative)
    9% Enhancement(Accuracy)
    3.13% Defense(AoE)
    3.13% Defense(Psionic)


    Devastation
    (Mace Blast)
    12% (0.64 HP/sec) Regeneration
    24.1 HP (2.25%) HitPoints


    Positron's Blast
    (Disruptor Blast)
    2.5% (0.04 End/sec) Recovery
    1.58% Resistance(Fire,Cold)
    9% Enhancement(Accuracy)
    6.25% Enhancement(RechargeTime)
    3.13% Resistance(Toxic)


    Edict of the Master
    (Summon Blaster)
    4% JumpSpeed, 4% JumpHeight
    5% Defense






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    What my main focus was, is defense, no surprise I guess. Other than activation times that was the other hole that needed to be worked on.

    I have over soft capped melee, ranged, and AoE. With all the toggles on melee is 51.9, range is 52.9, and AoE is 45.6, thats not all my pets have about 26.35 so they can dodge a few hits themselves.

    Strategies

    Close Groups
    This one is easy and one I love when a group of unsuspecting foes are close together, Survallence the strongest one, Build Up, and then Crowd Control. If you get double build up everything will more than likely be dead.

    Using you pets
    Unlike Crabs I don't feel that Banes need pets for damage, however, they do provide another good purpose, and that is taking aggro. I use them like the decoys of an Ill/ troller, any damage the do is good but I don't care for it, but they take foes off of me and let me go one on one with a Boss or EB. With the def buff they dodge a lot and have good survivability themselves and if I am taking on an EB they do a good job at killing off the minions around him.

    Elude
    With this build my Elude consists of a purple insperation, any purple insperation lol.

    Closing
    As I said before this is a real tight build, at least the way I wanted it, and I wanted to focus on soft capping defense without losing any good Bane primary powers that way I could be in melee battle and not be squishy. To me as a melee Bane focusing on all defenses is key because in melee range you are taking melee, range, and AoE attacks. Personally if you want other powers you can drop fitness and pets, after playing for a while I found that I don't summon the pets as often or run out of Endurance, but I just like having the insurance.

    Thank you for taking the time out to read this guide.
  6. Table of Contents
    1.) Introduction
    2.) Why Melee
    3.) What a Bane Spider is
    4.) Inherent
    5.) Bane Spider Primary
    6.) Bane Spider Secondary
    7.) Training and Gadets
    8.) Power Pools
    9.) My Build

    Introduction
    In i12 CoV finally received an AT that the Heroes have had for a while and the is Epic also for villains known as the VEATs, and they were worth the wait. They are very different from all the ATs and unique, because unlike any other AT at level 24 you get an auto respec to branch into another form of that AT (One hopes that one day the Heroes will have a branching AT).
    This guide covers the Bane Branch of the Wolf Spider AT. A mostly melee Bane build, its a very tight build with no room for travel powers. This is a Bane build with only Bane Spider primary powers, no hybrid (not saying that it isn't good or allowed its just not what I am covering).

    Why Melee?

    For a Bane all of the melee attacks are superior to the ranged ones as far as power and activation, which are key factors in dps. Not to say a ranged build is not effective a melee build would be better.

    What a Bane Spider is
    Only the best of the Wolf Spiders are allowed the grand honor of joining the ranks of the elite Bane Spiders.

    Bane Spider Commando
    Taken from the ranks of the Wolf Spiders, Bane Spider Commandos are given specialized assault training. They are vicious masters of combat that relish engaging the enemies of Arachnos.

    Bane Spider Scouts
    Taken from the ranks of the Wolf Spiders, Bane Spider Scouts are given specialized covert operations training. They are elite spies used by Lord Recluse to monitor activities both in Rogue Isles and Beyond.

    Bane Spider Executioner
    Only the most trusted Arachnos agents are allowed to lead the Bane Spiders. An agent must be ruthless and efficient to become one of Lord Recluse's personal guardsmen. It is a great honor to be promoted to the position of a Bane Spider Executioner.

    Inherent
    Conditioning
    Soldiers of Arachnos undergo intense physical training before leaving "boot camp." Those that survive have greater than average healing rates and tire less quickly than others.
    The increase in Regeneration and Recovery are not bonuses but are higher base values than other Archetypes.
    Giving you Increased Regeneration (0.50%) and Recovery (1.75%).
    Its good but to me not good enough to replace stamina but the added base Recovery makes stamina better for the SoAs than it does for other ATs.


    Bane Spider Primary

    Bash
    You Bash with your mace dealing moderate Smashing damage and minor Toxic damage over time.
    Animation Time: 1.33 seconds
    Recharge: 4 seconds
    Damage: 55.61 Smashing 3*5.56 Toxic (37.07 Smashing if hidden)
    Range: 5 feet
    Type: Single target melee
    Also: Stun mag2 10% chance


    I took Bash simply because of all the other attacks for Bane Tier ones this one was the best
    Recommend Slotting: 3 Damage

    Mace Beam
    The Nullifier Mace is capable of firing a tremendous bolt of force from the end of it. The Mace Beam is a moderate damage single target attack.
    Animation Time: 2 seconds
    Recharge: 4 seconds
    Damage: 27.81 Smashing 27.81 Energy
    Range: 70 feet
    Type: Single target ranged
    Also: 1.8 Knockback 30% chance


    As a mostly melee build I opted not to take this power, plus a lot of the ranged powers are weak.
    No recommended slotting

    Mace Beam Blast
    The Nullifier Mace is capable of firing a tremendous bolt of force from the end of it. The Mace Beam Blast is a Light damage area of effect attack.
    Animation Time: 2 seconds
    Recharge: 8 seconds
    Damage: 18.35 Smashing 18.35 Energy
    Range: 70 feet
    Type: AoE target ranged
    Also: 1.8 Knockback 30% chance


    See Mace Beam for notes.

    Build Up
    Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit.
    Animation Time: 1.17 seconds
    Recharge: 90 seconds
    Damage: None
    Range: self
    Type: Self Buff
    Also: + 20% tohit and + 80% damage for 10 sec

    Take this at 6 or slap yourself.
    Recommended Slotting: 3 Recharge Reductions

    Mace Beam Volley
    The Nullifier Mace is capable of firing a tremendous bolt of force from the end of it. The Mace Beam is a moderate damage area of effect cone attack.
    Animation Time: 2 seconds
    Recharge: 8 seconds
    Damage: 16.13 Smashing 22.24 Energy
    Range: 40 feet
    Type: Cone target ranged
    Also: 1.8 Knockback 30% chance


    See Mace Beam for notes.
    No Recommended Slotting.

    Poisonous Ray
    You fire a poisonous ray from your mace.
    Animation Time: 2
    Recharge: 9 seconds
    Damage: 5*22.24 Toxic
    Range: 40 feet
    Type: Single target ranged
    Also: -0.075 defense for 15s


    One of the strongest attacks in your arsenal, and the only ranged attack that I can recommend.
    Recommeded Slotting: 3 Damage, 2 Recharge Reduction

    Pulverize
    You Pulverize with your mace dealing high Smashing damage and minor Toxic damage over time.
    Animation Time: 1.5 seconds
    Recharge: 8 seconds
    Damage: 91.2 Smashing 5*5.56 Toxic (60.8 Smashing if hidden)
    Range: 5 feet
    Type: Single target melee
    Also: 6 sec Stun mag2 20% chance


    Great attack this and Bash are a good 1-2 punch for minions.
    Recommended Slotting: 3 Damage, 2 Recharge Reductions

    Shatter
    You attempt to Shatter the bones of your opponent by striking them with all your might. This attack will deal great damage and knock foes back a great ways. The power of this attack can actually extend a short distance through multiple foes.
    Animation Time: 2.33 seconds
    Recharge: 12 seconds
    Damage: 126.79 Smashing 5*5.56 Toxic (84.53 Smashing if hidden)
    Range: 10 feet
    Type: Single target melee
    Also: .67 Knockback 80% chance


    Best attack I have ever used. Signature attack for all Bane Spiders everywhere. I don't know what it is but I get chills everytime I see that Executioner's Strike.
    Note: I received this info directly from paragonwiki and it says can extend through multiple foes, but I think they just copied it from the regular Mace move.
    Recommended Slotting: 3 Damage, 2 Recharge Reductions, 1 Endurance Reduction

    Placate
    Allows you to trick a foe to no longer attack you. A Successful Placate will also Hide you. The Hide is very brief, and offers no Defense bonus, but it will allow you to deliver a Critical Hit or Assasin Strike. However, if you attack a Placated Foe, he will be able to attack you back.


    This is what makes soloing EBs real easy. Use this and then Shatter makes for quick kills. Sucks when there are a lot of minions around because once they hit you, you are no longer hidden, wasting a perfectly good ES.
    Recommended Slotting: 3 Recharge Reductions

    Crowd Control
    You swing your mace in a wide arc in front of you. This attack strikes all foes within melee range, deals them serious damage and minor Toxic damage over time, and knocks them down.
    Animation Time: 2 seconds
    Recharge: 16 seconds
    Damage: 89.53 Smashing 5*5.56 Toxic (59.69 Smashing if hidden)
    Range: 7 feet
    Type: Cone target melee
    Also: .67 Knockback 80% chance


    Great attack guaranteed to knock a foe on its behind, helps take minions out of a big fight quick, went through a recent nerf can only 5 enemies max, but its still great.

    Recommended Slotting: 3 Damage, 2 Recharge Reductions, 1 Endurance Reduction


    Bane Spider Secondary

    Bane Spider Armor Upgrade
    Your Bane Spider Armor Upgrade improves your overall health, protection to all damage types, as well as increasing your protection against most status effects, including Confuse, Fear, Disorient, Hold, Sleep and Immobilize effects.
    Type: Auto run self buff
    Effects: +20% HP, +7.5% Resistance to all damage types, Magnitude 4 protection against Stun, Immobilize, Confuse, Sleep, Hold, and Fear. It also has 500% resistance to Sleep.


    This is way better than Wolf Spider Armor, gives you double the protection, better resistance, and an hp bonus (unfortunatly unlike Willpower this can't be slotted for the hp bonus). You can get both armors but I wouldn't waste a power slot on that when this gives you enough to take boss lvl mezzes and there are so many other powers to choose from. Take it if you want the extra protection but CT will do a lot more for you than this will, or if you have room for it but I had so many other things to do and I think soft capping def is a lot more important than an extra mag2 mez protection. I didn't waste any slots on this but you can, the dam resist is not enough to really slot I guess if you wanted to for IOs but its ultimately up to the player.
    Recommended Slotting: 3 Damage Resistances


    Cloaking Device
    Cloaking Device makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Like most Stealth powers, Cloaking Device cannot be used at the same time as other Concealment powers.
    Type: Self stealth
    Effects: 50 feet of stealth (PvE), enables Stealth Striking with melee attacks from Hidden status
    Endurance Cost: 0.21 per second
    Recharge: 20 seconds


    What can I say? This power is a necessity. Having using this power not only makes missions you really don't want to play go quicker, it also helps for a great opening attack. Take it be happy.I put 3 def slots and another slot for KB protection IO on this, puts me at about 12.75 unsupressed and about 6.37 after it supresses which is pretty nice.
    Recommended Slotting: 3 Defense Buffs


    Surveillance
    When this power is activated, you focus your senses to analyze your target's defensive capabilities and discover their weaknesses. By sharing your knowledge of the target's weaknesses with your teammates, you effectively reduce their defense and resistance to damage.
    Type: Single target debuff
    Effects: -15% Defense to all, -20% Resistance to all, both effects for 20 seconds. Also allows you to view enemy combat attributes.


    I guess this power depends on the person and to me the pros outweigh the cons. The cons are that it only lasts 20 sec, it causes redraw, and like most Bane powers it has a large activation time. The pros it is a hot looking power ( I have had a lot of people tell me it looks cool), really -15% def and -20% res (this is not just for you if you solo it makes it easier for your pets to hit the target and do more damage, and if you team it is Godsend for AVs/EBs, received may complements for the debuff), and one of the hottest features that really makes it origanal is that if you click on the powers tab and then go to combat attributes the foe you used it on will have his stats displayed making it real good to find weaknesses. I strongly recommend you take this power really does a lot for you, your pets, and your team.
    Recharge: 45 seconds
    Recommended Slotting: 3 Recharge Reductions, 1 Accuracy

    Web Cocoon
    The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping.
    Animation Time: 2 seconds
    Recharge: 16 seconds
    Damage: None
    Range: 60 feet
    Type: Single target ranged hold
    Also: Magnitude 3 Hold for 13.4 seconds, renders the target unable to jump or fly, slows its movement speed by 50%, and reduces its recharge bonus by 50%


    Yes I know, an ST hold at 35, that what we get. I took it at first because with your pets its great for stacking holds I think one time I held an EB just for the fun of it. It does slow down your attack chain, you will probably never use it on a team, but it is an effective tool if you solo. I had it and it was nice really didn't want to get rid of it but need to make room for more def.
    Recommeded Slotting: 3 Hold Durations, 3 Recharge Reductions

    Training and Gadgets

    Wolf Spider Armor
    Your Wolf Spider Armor provides good protection to Smashing, Lethal and Psionic damage types, as well as offering basic levels of protection to most status effects, including Confuse, Fear, Disorient, Hold, Sleep and Immobilize effects.
    Type: Auto run self buff
    Effects: +3% Resistance to Smashing and Lethal damage, +2% Resistance to Psionic Damage, Magnitude 2 protection against Stun, Immobilize, Confuse, Sleep, Hold, and Fear. It also has 500% resistance to Sleep.


    To me as a Bane Spider, this would be a wasted power Bane Spider Armor is more than enough protection. I wouldn't recommend getting it, I personally beleive that the 7.5 base range defense that you get from Combat Training: Defensive is a better choice.
    Recommended Slotting: 1 Resistance Buff

    Combat Training: Defensive
    You are more evasive to ranged attacks.
    Type: Auto run self buff
    Effects: +7.5% Defense to ranged attacks
    This is a great power when taking on a Boss and you notice his minions trying to shoot out your Placate and you are dodging it.
    Recommended Slotting - 3 Defense Buffs

    Combat Training: Offensive
    Your accuracy is improved.
    Type: Auto run self buff
    Effects: +10% Accuracy, +33% Resistance to ToHit debuffs.


    This is another great power, I have it 3 slotted with acc SOs and I have no trouble hitting. Its a real great passive eliminates the use for Accuacy enhancements.
    Recommended Slotting - 3 Accuracy

    Tactical Training: Maneuvers
    A good leader knows how to protect his team. While active, this power increases the defense of yourself and all your nearby teammates to all attacks.
    Type: Toggle team buff
    Effects: +10% Defense to all, to self and all teammates
    End Cost: 0.21 per second
    Radius: 60 feet


    Love this power 10% base defense to all. Take it, slot it, love it, and survive. As a Bane Spider this is your best defense I don't see how some Soldiers don't take it.
    Recommended Slotting - 3 Defense Debuffs


    Tactical Training: Assault
    While this power is active, you and your nearby teammates deal more damage and are protected from Taunt and Placate.
    Type: Toggle team buff
    Effects: +15% Damage to self and team, +10.38 mag protection to taunt and placate
    End Cost: 0.21 per second
    Radius: 60 feet


    It's a real nice power, big damage buff. I really wanted it but didn't have room for it in my build.
    Recommended Slotting - 1 Endurance Reduction

    Tactical Training: Leadership
    While this power is active, your chance to hit and that of all your nearby teammates' is increased. Your advanced Tactics also protect you and your team from Confuse and Fear effects. Additionally, your Perception is improved, allowing you to better detect Stealthy foes.
    Type: Toggle team buff
    Effects: +10% ToHit, +5.19 magnitude Fear and Confuse protection, +60.55% resistance to Confuse and Fear, +51.9% Perception, all to self and team.
    End Cost: 0.21 per second
    Radius: 60 feet


    As a team player I really wanted this power, but I found TT:M to be more benificial to the team, and I could only choose one. I really think this is a great power if you have room take it.
    Recommended Slotting - 3 Tobuffs

    Mental Training
    Your mental training allows you to focus your will, allowing you to move faster than normal, as well as resist slow effects. This power is always on and permanently increases your attack rate and movement speed.
    Effects Auto
    Self: Self: +Recharge +Run Speed +Fly Speed +Resistance (Slow)
    Type: Auto run self buff
    Effects: +20% recharge, +40% Resistance to Run, Fly and Recharge debuffs, +13.7% Fly Speed, + 35% Run Speed.


    What can I say? This is one of the greatest powers in the set, making all powers recharge quicker, even though its only 20% (I personally am not complaining but I have heard others), to me any extra is better, it also makes you run faster, so with this, swift, and sprint, you can move pretty quick, feels faster than fly.

    Recommeded Slotting: 1 - 2 Runspeed

    Call Reinforcements
    As an Arachnos Soldier you have access to a small squadron of Arachnobot Disruptors. Two Disruptors that are one level less than you will show up when summoned.
    Type: Pet summons
    Effects: Summons 2 Arachnobot Disruptors to come and fight for you.
    Recharge: 900 seconds (15 minutes)
    Duration: 240 seconds (4 minutes)


    These boys are nice I can see how there is some debate as to why some Banes don't take them, but when you really look at it these are like ill/ decoy (except they can die) they take aggro off of you. I mean I go in stealth let them attack everyone and grab the aggro and then I pick the baddies of one by one and don't have to worry about any aggro, since they get like a 22% def buff from TT:M and Manuvers they can dodge quite a few hits and with thier ST hold it really helps them and me survive. For EB fights I hold the aggro and they just add to my dps, and using survallence really makes their hits count.

    Recommended Slotting (for recharge): 3 Recharge Reductions, 1-2 Damage, 1 Accuracy, 1 Hold

    Recommended Slotting (for other than recharge): 3 Damage, 1-2 Hold, 1 Accuracy, 1 Immoblize
    .
    Power Pools


    Fighting
    I think fighting is a nice set, on top of all of the other defenses Banes get Weave would be nice with an extra 5% to all, and Tough is a nice addition to, but sadly enough I didn't have room for it.


    Fitness
    I would rather have this than a travel power any day, Health and Stamina save so much downtime, I am able to run through mishes and I hardly ever see my blue bar go down, I recommended this 100% for any melee Bane.


    Flight
    Hover has a nice def bonus, but I like Combat Jump better.


    Concealment
    Can't stack stealth, didn't really see a need for this pool either.


    Leadership
    Stacking Leadership is nice, on my Wolf I had TT:A and Assult for a 30% damage buff it was real nice. For my Bane I took an extra Manuvers really helps to soft cap defense. If you have room take it.


    Leaping
    See notes for flight.


    Presence
    I guess if you want to Tank take this but, Banes are not built to Tank.


    Medicine
    I was actually about to sacrifice some powers for this pool. A self heal would give you what you need to really survive. I was thinking about it until I realized that I never really lost that much health to need it, or atleast I had enough greens. Take if you feel it may add to your survivablity, a nice pool to have.


    Speed
    Had to get Hasten, I mean it with Mental Training your powers now have a 90% recharge boost.


    Teleportation
    I can't comment on it, haven't had a Toon use this pool yet, and I only play my PB been meaning to create a WS but never got around to it.


    Patron Power Pool
    For a Bane Spider the only PPP I am going to recommend is Mace. Its pretty ok and is the only PPP that doesn't cause redraw. Mace Beam is nice does decent ranged damage, great for runners. Disruptor Blast is a great ranged AoE, I fully slotted it with Positron's Blast IO set and the proc comes up a lot when I use the attack. Blaster, a nice pet to have syncs real well with the Disruptors, since it is the same level as you it does do a bit more damage than the Disruptors.

    My Build
    Going to put it on later didn't have much time and I really wanted to get this guide out.