EricHough

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  1. EricHough

    Trial Account?

    I just had this happen - was logged on to a char, did a logout to character selection and got the same popop the OP mentioned - Not sure what I clicked on but it logged me out and did something wierd to my character list - I logged right back in and my character list was empty. Then I exited the game completely, logged back in and my chars where back but the list was in random order - like the playerslot.txt file got toasted.


    No apparent problems other than that.
  2. EricHough

    STF Flake

    Quote:
    Originally Posted by Major_T View Post
    Recently had a successful STF with a very unorthodox team build...

    1 tank
    2 scrapper
    1 stalker (me)
    1 blaster
    2 defenders (one FF/*, one Rad/*)

    It was a bit rough at a few points but we succeeded. The Rad put toggles on Ghost Widow, and I stood back and used the Envenomed Dagger (debuff) and other ranged attacks like Dark Blast (debuff). So it seems that 2 debuffers (doesn't even have to be a debuffing AT) is key.

    I was on this one with T on my fire/shield scrapper - also threw out envenomed dagger whenever I could - GW actually seemed easier than I expected, although we did have a lot of def so most of us could stay in melee range, which helped. I think the hardest part was our tank had trouble holding LR aggro. The tank was doing the flying taunt method, since we didn't have enough buffs and/or healing, and kept loosing aggro. First time I have ever seen this, although I have only been on a couple of STF runs with tanks who did the flying taunt method.

    We still managed - it just meant a few of us racked up points towards are debt badges :-)
  3. Quote:
    Originally Posted by Valheru_fury View Post
    Got my plant/energy into mid 20s and its looking good. Anyone else rocking this combo and what epics did you guys get???
    I don't have that specific combo but I have a L50 plant/fire dom. I went with fire mastery on that character for the extra area damage (seeds + carrion creepers + rain of fire + fireball = tons'o damage) and because Embrace of Fire enhances the damage in all fire powers.

    For anything but a plant I might suggest going primal forces mastery to continue the energy theme and add a third good melee attack but while energy mastery does offer some ok area damage in energy torrent + explosive blast, ice mastery is generally a better choice if you want to add area damage to anything other than fire. Sleet adds a very nice resistance debuff and ice storm tops of your damage, plus it offers the ice version of dull pain (hoarfrost) which is a nice emergency heal and frozen armor is a good place to slot an LoTG +recharge IO.
  4. Well, I had a worse than usual case of alt-itis over the weekend, so a lot of time was spent soloing low level alts up to the high teens/20's, but I was finally able to push my plant/storm from 48-50 (yay - my 11'th 50) and I got my ss/fire brute from 31-40 in about 4 TFs, which was nice.
  5. Quote:
    Originally Posted by Magentrix View Post
    Skip whirling hands, it's complete moist garbage.
    .
    Whirling hands isn't a crap power any more - its actually about middle of the road for dominator PBAE attacks. Keep in mind that when the last set of changes went into dom sets all the AE attacks where brought more in line. They all have a 15' radius now and all do 60-70 points of damage with only a couple of outliers. Psychic shockwave is one of those outliers at 70 damage and a 1.97s cast time but whirling hands is nicely in the middle at 65 damage and a 2.5s cast time, right between ice sword circle (69 damage, 2.67s cast time) and tremor (which is probably the worst at 3.3s cast time for only 58 damage).

    Magentrix is certainly correct that a grav/energy will be mostly single target focused so I would certainly put off whirling hands until after you get your pet and can afford to melee a bit more - but its a nice bit of AE damage that will cost you a lot less end than the pool powers.
  6. Here is a far more balanced example of a mid 30's perma-dom at 81.25% global recharge (which gives you some room for error when keeping hasten up). My mind fire hit perma-dom around L34-36 (don't remember exactly), had decent single target attacks, controls and good AE damage. If you want more control you could drop combustion for Terrify and slot second positron's blast there, as I only have 4 6.25% recharge bonuses so far.

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Astral Flare: Level 48 Mutation Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Medicine

    Villain Profile:
    Level 1: Mesmerize -- Hbntn-Acc/Rchg(A), Hbntn-Acc/EndRdx(3)
    Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(7)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(9)
    Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13)
    Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(15), Mlais-Acc/EndRdx(15), Mlais-Conf/Rng(17), Mlais-Dam%(17)
    Level 8: Mass Hypnosis -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(19), CSndmn-Acc/EndRdx(19), CSndmn-Sleep/Rng(21), CSndmn-Acc/Sleep/Rchg(21)
    Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25), Mael'Fry-Dmg/EndRdx/Rchg(27)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(29)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(31)
    Level 18: Super Speed -- Empty(A)
    Level 20: Stealth -- LkGmblr-Rchg+(A)
    Level 22: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 24: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(33), EoCur-Acc/Hold/Rchg(33)
    Level 26: Invisibility -- LkGmblr-Rchg+(A)
    Level 28: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 30: Aid Other -- Heal-I(A)
    Level 32: Mass Confusion -- C'phny-Acc/Conf/Rchg(A), Bfdlng-Acc/Conf/Rchg(36), Pplx-Acc/Rchg(36), Pplx-Acc/Conf/Rchg(36), EndRdx-I(37)
    Level 35: Aid Self -- Empty(A)
    Level 38: Blaze -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(39), Ruin-Dmg/Rchg(39), Ruin-Acc/Dmg/Rchg(39)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(37), EndMod-I(37)



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  7. I have gotten to the first level of perma-dom (70% global recharge with 3 slotted hasten) in the mid to late 30's with a couple of characters. A lot depends on what sets you can slot in your primary and secondary and how many LoTG +recharge mules you can fit in. With inherent stamina its a lot easier these day.

    The basic forumula is to fit 4 or so LoTG +recharge IO's (stealth, invis, grant invis, manuever, combat jumping, hover will all slot one), 5 sets that give you 6.25% recharge (which is also fairly easy on a dom - all ranged attacks and many controls take 6.25% recharge sets) and 1 or 2 Gaze of the basilisk sets in your single target and/or AE hold for more 7.5% recharge bonuses. Any sets that give 5% recharge are a nice bonus (crushing impact in melee attacks)

    Sets that give 6.25% bonuses and can be used by many doms:

    Decimation/entropic chaos (ranged attack)
    Positrons blast (Targetted AE)
    stupify (stun)
    call of the sandman (sleep)
    glimpse of the abyss (fear)
    Malaise's illusions (confuse)
    Call to Arm/Expedient Reinforcement (pet)

    The expedient reinforcement is nice because it only takes 4 slots instead of the usual 5 and most dom primaries have a pet at 32.

    5 x 7.5% (4 LotG +recharge and 1 GotB) = 37.5%
    5 x 6.25% recharge = 31.25

    That gives you 68.75 - you need one 5% or one more 7.5% recharge bonus to get perma-dom. It is important to note that I called this the first level of perma-dom because it is the most basic - if you put domination on auto fire and make sure to fire off hasten as soon as it is up (and I mean immediately - no delay) you will be perma-dom. Any delay in firing hasten or even the slightest recharge debuff and you will lose dom. Its better once you get around 90%+ global recharge but I have never gotten there before my 40's and frequently not until I am 50 and can slot at least one purple.
  8. EricHough

    SS/FA build

    Quote:
    Originally Posted by Signpost View Post
    Another nitpick: stealth only gives half that defense bonus unsuppressed.
    In Mids, if you want to see the correct values for defense powers that suppress in combat (stealth, cloaking device, etc) go into options->configuration, then to the effects and maths pane. On the left hand side is a 'suppression' box with a list of effects you can enable, check the box for "Attacked" and that will cause you to show all the pure 'combat' stats and you will get the correct value for stealth's def.
  9. You do have to give the forums a little time to respond - also, in the future I would recommend using the short forum export option in mids or even just exporting the data chuck so your post is not as long and unweildy. If you do use the short forum export don't preview your post after pasting it in - the forum preview function screws up the datalink which allows folks to auto open the build in mids straight from your post.

    That said, your build is pretty good except for one thing: its going to be really (I mean REALLY) expensive. Unless you PvP and get really lucky the gladiator's armor +def is going to cost you around 3 billion inf, if not more. All the other PvP IO's (shield wall, Gladiators strike, fury of the gladiator, panacea) are going to be pretty expensive as well - possibly in the same range (2 billion+ PER IO). The purple sets are not going to be anywhere near that on an individual basis but will probably run you a billion or 2 for all of them.

    In the short term you could replace most of the purple sets with crushing impact (midnight grasp), decimation (gloom) and positron's blast (dark obliteration) which will still give decent global recharge, just not as good as the purples. You could replace the panacea's in healing flames with a 5 piece set of doctored wounds.

    There are not really any good sets to put in blazing aura in place of the armageddon, although you could 5 slot an obliteration set for the recharge bonus and stick a L50 end red IO in the 6th slot, since BA needs end red. Even if you can get an armageddon set for blazing aura I would suggest dropping the fury of the gladaitor and just slotting a L50 end reduction IO - you don't need 113% recharge (before ED) in a toggle and 60% accuracy is quite enough.

    Move the winters gift slow resistance over to super jump, or drop it entirely, and slot another LoTG +recharge in its place. Stick some LoTG's into Manuevers in place of the shield walls - a L50 DEF, DEF/END and DEF/+Global recharge will keep about the same def bonus and pick you up some more global recharge to replace what you are going to lose from the purple sets.

    Here is a sample build with some of the changes I mentioned - you have almost as much global recharge even without the purple sets (60% vs 65%) thanks to the extra 2 LoTG +recharge IO's and you can upgrade to purple sets if/when you get them. I left the gladiators armor in - if you DO go all out for a PvP IO that would be the one to get. Healing flames has a spare slot in it - you don't really need to 6 slot it, so you could move that somewhere to make up for the PvP IO's if you can't get them.

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  10. Quote:
    Originally Posted by Moonlit_Whisper View Post
    Well you pretty much just proved my point rather than disputing it though what I have noticed is something that was introduced fairly recently. I took a bit of a hiatus from the game and came back only to notice I was getting my rear end handed to me a lot more than I used to on my Widow. I started paying attention to my combat window and saw the hit percentages were a lot higher than I previously had seen.

    Your right on the even level Lt's boss numbers but the % goes up fairly significantly as level increases. I'm not trying to say the sky is falling or anything else over the top but I have seen bosses, standard bosses, with as much as 12-15% chance to hit me through Elude with 110% defense to all positionals and I can reproduce these numbers with any type of boss you might want to test it against.
    Honestly, I am unaware of ANY changes since i7 to the attack forumula's I pointed you to in the wiki. The only thing I can think is that you are fighting the +4 EB's and other mobs in the incarnate TF's who all tend to have extra to hit buffs, as the dev's appeared to design those specifically to screw with characters who went to the softcap and stopped there. If that's not the case then I really think you are just mis-remembering how often things hit.

    As for stacking up fast - you have to be either misremembering your numbers, fighting something way above your level or with to hit buffs. Even a +5 boss is only going to have a total acc mod of 1.95 (1.5 for level diff x 1.3 for boss class) for a max of 9.75% chance to hit when at the softcap. Some bosses MIGHT exceed this if they have a power that has a built in accuracy boost or to hit buffs but I can't think of any off the top of my head.

    So yes, a VERY high level boss will actually have nearly a 10% chance to hit instead of 5% - which is technically twice as often. AV's will do slightly better - a +5 AV will have a an 11.25% chance to hit when you are at the softcap. Tough could certainly help in these situation, provided the damage is smashing/lethal of course. On the other hand, you will probably get more mileage out of aid self unless you are already taking tough to get to weave.

    I don't generally expect to be regularly tanking +5 AV's on my nightwidow - not that you couldn't but if that's your goal I would definitely suggest aid self - an extra 23% resistance to smashing/lethal from tough is probably not going to cut it.

    In summary:

    1) The softcap is 45% def - anything above this is only going to help with to hit buffs. This hasn't changed since issue 7.
    2) If you have already taken tough in order to get weave and can spare the slots, sticking a couple of L50 damage resistance IO's in tough is not a bad choice.
    3) However, if you are really worried about damage getting through the softcap aid self is going to be far more beneficial than tough - there is a reason AV soloing soft-capped scrappers generally take aid self.
  11. Quote:
    Originally Posted by Kheldarn View Post
    A quick question: What level should I start to follow the Set IO Build? Obviously, I have to wait until at least Level 7, but should I stick to TOs & DOs until 20? 25? I'm not sure...

    Well, I do the following with pretty much all my characters:

    1) up to L12 I slot nothing but TO accuracy in the powers that need accuracy - you don't get enough bonus from other TO enhancements to make it worth it.
    2) From L12 until L22 I craft and slot L15 common accuracy IO's as they give 19.2% acc (equal to a +3 DO). I then have one of my toons who has unlocked Mr. Yin in faultline pick up the special low level SO's from him for my character - which ones depend on the characters origin but with dom's I almost always make them mutant so I can slot damage SO's. I then slot DO's everywhere else.
    3) At L22 I frankenslot all my attacks with the cheapest multi-aspect set IO's I can find. I also frankenslot controls, since the cheap multi-aspect set IO's are REALLY cheap. My goal here being to maximize enhancement value in as few slots as possible, since you are almost always slot hungry in the 20's. I upgrade everything else to SO's.
    4) At L27 I upgrade all my remaining SO's to L30 common IO's. I start putting together full IO sets and slotting them now and usually spend the next 10 levels or so doing this.

    I also tend to do the same thing as Seldom - slot L30-33 sets in most of my powers so that I can SK down as low as 30 and keep all the set bonuses. I have hit the first stage of perma-dom (70% global recharge plus fully slotted hasten) by the late 30's on both my plant/fire and mind/fire dom doing this.

    Now, I have 2 accounts with a crafter on each side (1 blue/1 red) who has memorized all the common IO recipes I normally use (accuracy, movement powers, end mod, end red, heals, etc) and I have plenty of characters on both accounts that have unlocked Mr. Yin in faultline so I can shop for L13, 17 and 21 SO's in his store. If you don't have that I would suggest sticking to DO's and SO' except for frankenslotting attacks/controls at 22. You might want to consider crafting L15 common accuracies though - they are really nice during the pre-SO levels.
  12. Quote:
    Originally Posted by Moonlit_Whisper View Post

    Lastly I strongly strongly recommend that you find a way to incorporate Tough into the build with 5 slots. A little while back defense calculations in relation to Lt's and Bosses etc was changed in that ranked mobs automatically have a greater chance to land attacks regardless of what your defense is. You're no longer soft capped to everything even with 65%+ defense to all. Even at 100% and more with Elude going bosses and Lt's will have a greater than 5% chance to hit you. What this means is that you really need another layer of defense outside of just not getting hit. Tough when properly slotted can go a LONG way to addressing that.
    Pretty much all of Moonlit's advice was just fine except for this - not because tough isn't going to be usefull but because he is either wrong or over emphasizing how much LT's and bosses attack values are 'adjusted' and how it affects the softcap. Specifically the bolded part. The last changes to LT's and bosses attack values was made in i6 or i7 (I don't remember) and its what actually created the softcap, rather than removing it. Prior to that higher rank (and higher level) enemies actually got to hit bonuses for their rank and level, so even at 45% def they still had above a 5% chance which was then multiplied by accuracy.

    After i6/i7 bosses/LT's no longer got to hit bonuses, just accuracy bonuses - so it does't matter whether you have 45% def or 100% def, they will always have the same chance to hit you, it will just won't be 5% but neither is it going to be a lot higher. Forex: even level LT's will have a 5.75% chance to hit you, even level bosses 6.5 - these values increase slowly as the NPC relative level goes up until at +6 they finally start getting to hit bonuses instead of just accuracy. There are a couple of exceptions to this:

    1) Mobs with to hit bonuses from special powers, like DE quartz crystals which give +100% to hit
    2) Some oddball mobs that actually have slightly higher base to hits - the only ones I know of are DE in the tip missions - for some reason they have 50%-55% base to hit instead of the usual 45%. I think they are supposed to be the praetorian version of DE.

    Here is a wiki link to a full discussion of attack mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
  13. EricHough

    Slotting Bonfire

    Quote:
    Originally Posted by plainguy View Post
    Force Feedback +Recharge works very nice in it assuming your running against many mobs. As each mob hitting it has a chance to activate the proc it has a decent chance to go off. Since the AI of mobs is pretty much charge in to fight the player. It's almost like zombies trying to get at you to eat your flesh, they just keep on coming. After not having and having it, I start to notice when the proc goes off. You can also tell when it goes off by the the fact that Bon Fire is ready to use again before Bon Fire expires sometimes.
    Are you sure you get the recharge boost from the proc? Usually when you slot a proc in pets (or psuedo-pets) the proc only affects you when you first cast the pet - after that the proc affects either the pet or the pets targets, depending on the type of proc.

    Miladys_knight's suggestion is a good one - 6 kinetic crash gives you -KB and 7.5% recharge.
  14. Quote:
    Originally Posted by Baarogue View Post
    Thanks guys. I guess I'll have to abandon the pet IO sets as worthless to me except the proc IOs and slot my guys up with Hami-Os to increase their secondary effect attack durations to compensate for their slow recharge.
    If you want a cheaper route than Hami-O's, just frankenslotting pet IO's to maximize dam, acc and get some good end reduction (which is nice for many pets) works well.

    You can get a LOT of enhancment with L50 double or triple enhancment IO's. 4 slots with say, 1x acc/dam/end, 2 x acc/dam and 1 x dam/end (all L50) will get you 73% acc 47% end and 95% damage - thats a lot of enhancment for just 4 slots. Leaves up to 2 slots for procs, enhancements for special pet power (like def for thugs enforcers or protector bots) or just frees up 2 slots you can move elsewhere.
  15. Quote:
    Originally Posted by Flavorice View Post
    I actually noticed this when testing it in the beta before it went live and it DOES scourge, just not in any useful way. Here is roughly how it works:

    0. Fire the power
    1. Do the scourge check against targets' health
    2. Execute all of the damage ticks
    3. Apply the scourge damage

    Because of this mechanism, you need a target to be low enough in health at step 1 to pass the scourge check but still standing by step 3 to take the damage. I have seen it scourge on bosses and higher, but it's pretty rare.
    Flavorice hit the problem right on the head here - unlike rain powers, which are pseudo pets that make an attack roll on each tick (and thus can scourge on each tick) HoB is an AE Dot that makes 1 single attack roll per target, so it can only check for scourge on the initial attack roll. HoB's damage looks similar to the rain powers because it's DoT does a LOT of small ticks and each tick only has a 60% chance to go off - but those checks are not to hit rolls and so no scourge check is made after the first to hit.
  16. EricHough

    Slotting Bonfire

    I have been puzzling this out on my fire/mental/fire blaster myself and have reached the conclusion that, for a blaster, there really isn't much to slot but recharge unless you are going for a set bonus.

    The problem with bonfire is that it does 2 things - mitigate damage to you through knock back and damage things. Since it does knockback instead of knockdown (roughly mag 6) nothing is going to stay in it long enough to take much damage unless you have a control of some kind that has -KB, which allows you do do damage but prevents the first purpose (mitigation) - and for a blaster the mitigation is really the more important feature, so slotting for damage enhancement is kind of a waste.

    You COULD slot procs - it will take both the positrons blast % for energy damage and the explosive strike % for smashing damage proc. I am not sure if you will really gain anything here though - I suspect you would be better off slotting the posi blast proc in an AE that you fire off more often - it depends on whether bonfire checks for proc hits like an aura or rain (once very 10 seconds) or more like a regular pet (once per attack). I suspect its like a rain, which means its going to check at most on initial cast and then once every 10 seconds and the odds are pretty good things will have been knocked out of it after the first check.
  17. Quote:
    Originally Posted by Neutrino_Siphon View Post
    Well...

    1) IMO Mesmerize and Dominate are your two blast powers. They just happen to Sleep and Hold your enemy in the process. They're you're bread and butter.
    I think you are getting dom's crossed with controllers - for a mind controller mesmerize and dominate are bread and butter attacks, for a dom you will usually have as good or better attacks in your secondary, especially with /energy. Mesmerise CAN fill in a ranged attack chain but its not quite as good as a normal ranged attack - you pay for the good control with a 6s recharge instead of a 4s recharge, so its not up as often. With access to power push, bone smasher and power blast by L10 you really don't need it as an attack. You also don't really need to slot extra sleep in it either - the base duration is huge. Throw some accuracy and maybe a little recharge and you should be good to go. I would slot about equal amounts of hold and recharge in domination as well.

    Quote:
    2) Total Domination needs at least two Accuracy enhancements, as it has a lovely 0.8x Acc instead of the usual 1.00x.
    Yes - you definitely need to slot as much acc, hold duration and recharge reduction as you can get in total dom. Eventually, if you start slotting IO sets to try to get perma-dom the best slotting here is 4 Gaze of the basilisk and 1 high level acc/rech/hold IO from one of the other sets but with just SO slotting I would do 2 x Acc, 2 x rech and 1 or 2 x hold if you can fit that many slots in it.

    As for other powers - I am a big fan of frankenslotting all attacks so that you can maximize the enhancment value from 4-5 slots, but if you like to stick with SO's and want to be capped on Acc vs +1 or +2 mobs you will probably need to go 2 Acc SO' in each attack (except mez and hold as Nuetrino pointed out)
  18. When it comes to IO sets for MM's keep mind that none of the set bonuses are going to apply to the pets, barring the special pet IO's (which actually give the MM an aura that affects the pets rather than directly affecting them). Unless you are trying to stack up DEF so you can softcap your MM in some way the only bonuses that really matter are recharge, hp and regen.

    I would not bother with full sets for the pet summoning powers - most of the set bonuses are not all that great in the first place. Instead, I would recommend frankenslotting IO's to maximize enhancment values so you can cap damage and get good accuracy and end reduction (which the tier 2 and 3 demons really need) in 4-5 slots. Then you can use any remaining slots for procs or things like heal enhancements in the demons, which will boost your ember demon's heals quite a bit, or you can just live with 5 or so slots in the pets - the problem with the demons is that they all have such a variety of attacks even in the same tier that it's hard to slot a proc that will benefit all of them.

    The demon prince is also a special case - not all of his attacks are actually affected by the pet set IO's as ehancements from those IO's are only passed through to pet powers that do damage - so shiver at least won't be enhanced by pet damage IO's and I am not sure about other attacks. In my demon/pain MM I ended up using 4 slots for mixed acc/dam/end slotting with pet IO's and then I slotted a common accuracy and end reduction in my demon prince.

    Here is my current demon/pain MM who is L37. My goal currently is to stack up recharge so I can get both world of pain and anguishing cry up as often as possible. I skipped share pain and just took the first two heals but YMMV on that - I spent my early levels duoing with my brothers demon/pain MM and with both of us stacking up suppress pain (for about 750% regen) and world of pain (for +34% res to all) on the demons, the AE heal was good enough in most cases. Even solo I find that by the time I would need the bigger heal from share pain its usually to late - better to use soothe and nullify pain more often.

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  19. None of the def debuff enhancers are really worth slotting - the extra 2.5% def debuff they buy you is either going to be totally wasted because you are already at the to hit cap or are not going to be enough to really make a difference, not when you can slot a recharge in place of the def debuff and get a faster attack chain. The range enhancment in venom grenade is also pretty useless, all it does is increase the range at which you can use the AoE, it doesn't increase the size of the AoE, and being able to use the venom grenade at 96' isn't going to buy you much when all your other attacks are limited to 80' (or 50' for suppression). Now, that same IO in suppression might be worth it - it will buy you an extra 10' on the cone with a corresponding increase in the area.

    Combat Training offensive is also not worth it - especially when you have tactical training:leadership. For everyday, mob to mob accuracy the combination of leaderships +15% to hit and the accuracy slotted in your attacks is going to be enough. I would take Aim in it's place - when you do need more to hit/acc, like when your to hit is being debuffed by a tsoo sorcerer or spectral demon lord, you need a LOT more than CT:O offers and the +50% to hit boost from aim is tailor made for this, the +50% damage is gravy.

    The only other thing I would suggest is to look into cheap frankenslotting for the attacks at least - you can get about the same or better accuracy, recharge and end reduction while still capping damage for fewer slots if you buy and slot cheap (relatively speaking) multi-aspect set IO's. I like to start picking up L25 IO's when I hit L22 and slotting combo's like the following (all L25):

    1: Ruin acc/dam, Ruin dam/end, Ruin dam/rech, Ruin acc/dam/rech and Maelstrom's fury acc/dam.

    2: Ruin acc/dam, Ruin dam/end, Ruin dam/rech, Maelstrom's fury acc/dam, Maelstrom's fury dam/end (or dam/rech)

    Ruin and Maelstrom's fury IO's are usually cheap, easy to craft and the first combo will give you 56% accuracy, 94% damage, 36% recharge and 20% end recover - all for only 5 slots. The second one will give you 40% acc, 95% dam, 40% end red and 20% recharge (or 40% rech and 20% end red), again for only 5 slots.

    It takes a little time investment to bid/craft them and may cost a little more than pure SO's - but those IO's will give you good value until you hit 50 and/or decide to get serious about slotting sets.

    EDIT: Also, even if you don't slot any other IO's I would suggest trying to pick up and slot a steadfast prot -KB and a steadfast prot +3% def as soon as you can. Crabs (like all soldiers) don't get any KB protection in thier armors and the 4 points in a single -KB IO is going to cover like 95% of your knockback needs. The 3% def IO is a nice boost to everything - getting nearly as much def as the maneuvers pool power in a single IO is hard to pass up. If you can free up one slot and move it to the crab spider armor, you can put the two IO's there without much cost as the resistance you currently have in the base slot is barely worth slotting (an extra 0.6% smashing/lethal resistance is not even going to be noticable).
  20. Quote:
    Originally Posted by Ultra_Violence View Post
    Got to agree with this. It is like free armor (no END).

    Manuvers is OK but I don't slot it. Just put a 50 END Red and leave it at that. All the PP defenses are like that they help a little but the bonus from slotting is half of a little. Using the slots elsewhere to improve other powers or for IO set bonuses is often more efficient. I don't have enough slots to spare 2 for minor increases.
    Wolf spider armor is OK but really only worth taking if you have no better powers to take as all you get from it is 2 more points of mez protection (raising the ones in the bane armor from 4 to 6 - which means it will take 3 mezzes to get through your defenses instead of 2) and a place to slot a steadfast protection IO (either a -KB or a +3% def unique). Now, on a mace bane build there really isn't much else worth taking before level 6, which is why the build I posted below has it but on a huntsman or a crab build it would be a waste of a power pick.

    As for slotting the power pool maneuvers - in the game of stacking def EVERY little bit counts. When you are stuffing 6 slots in a power just for a 2.5% def boost to a single position putting 2 L50 IO's in a power to pick up almost 2% to ALL positions is well worth the cost. Add 2 slots in it (for 3 total), slot 2xL50 def IO's and 1xL50 end reduction and profit. If you want to pull maximum benefit from it, slot it with 3 L50 Luck of the gamblers - a DEF/END, DEF/END/RECH and DEF/+7.5% global recharge. That will push the def granted by Maneuvers from 3.5 to 5.3 (1.8% extra), give you +10% regen and +1.125% HP and 7.5% global recharge.

    Obviously, if you are at the def softcap with unslotted maneuvers then the extra 1.8%-2% won't be useful but I find it rare that at least 1 def type doesn't need a boost.
  21. Well, one thing that immediately comes to mind if you want increased survivabilty is to pick up aid self. Sitting at the def softcap you are not going to have any trouble getting off aid self and the heal you get from it will beat any amount of regen you can get through set bonuses.

    Looking at your build you could easily replace placate and summon widow with aid other/aid self. Placate really isn't very usefull for a widow - you don't do enough crit damage to justify the time spent in the animation, you are far better off just hitting another attack and none of the pet summons in the PPP's are really all that great - the summon blaster power (mace mastery) conjures a decent combat pet and the mu master pet at least heals but the widow is quite skippable. Stick a doctored wounds set aid self and you can even pick up an extra 5% global recharge and get a 38% heal you can fire off every 5.5 seconds.
  22. Quote:
    Originally Posted by Jibikao View Post
    Most of the Huntsman builds I've seen don't use Bayonet in the attack chain. Bayonet seems to have pretty good damage per activation (although some of the damage is in DoT).

    Any of you use Bayonet often in attack chain?
    I played around with it early on when I was first levelling up but I ended up dropping it fairly soon (like, L12-13 by switching to a second build that didn't have it) because it was at odds with the 'keep them at a distance' playstyle I found best suited a huntsman build, at least at lower levels. My standard tactic when solo was to webnade things in place then mow them down with ranged attacks - sure, occasionally something would close with me and it would have been nice to have it then but at lower levels you are pretty tight on both slots and power selections, so I would have had to drop one of the ranged attacks in order to fit it in and slot it up and for an attack I might use once a fight its not worth it. Venom grenade + heavy burst + frag grenade would melt most of a mob and single shot + burst was usually enough to clean up what was left - so even if something didn't get caught in WaWG it usually didn't last long.

    Most of this was prior to L24 - as I mentioned in my first post I run a dual build bane, with my second build using the mace attacks. Without the redraw bayonet might be a nice attack to fill out your attack chain but its not hard to get a solid chain out of bash->pulverize->shatter and once you add in crowd control you have a pretty full attack chain without needing to mess around with all the ugly redraw - and going from the gun to the mace is about as ugly as it gets.

    EDIT: My brain is fried - it wasn't bayonet I played around with at early levels, it was pummel - which was a nice filler attack until you had a full chain of single shot, burst, heavy burst and venom grenade. The same theory applies though - by the time you have the previous chain + WaWG you don't have the slots available for bayonet and even when just on DO's an unslotted attack really isn't worth it. Pummels primary advantage prior to L12 was the stun more than the damage - I kept it until about L13 then switched to my unused build and dropped it in favor of WaWG. The nice thing about VEATs is you can play around with multiple builds prior to L24 and then get a free respec on both of them at 24, since its part of the level up process.
  23. Quote:
    Originally Posted by plainguy View Post
    @EricHough

    How do you like the Huntsman build ?

    Do you feel your doing some DPS ?

    I can see your at defense cap so getting toe to toe with mobs is not an issue. But are you killing them fast enough or at a comfortable rate ?

    I have both a Traps AR Defender and a AR Device Blaster at 50. Though in some instances my Blaster is clearing out some mobs the survivability of defense cap cannot be beat with my Defender.. Though Trip mine may be a 5 sec cast and at 6 sec recharge. I can use it much more often because of defense cap then I can with my Blaster.

    So I am wondering where you build stands.
    The build I posted above is one of two builds on that character - the second is a more 'pure' bane build that uses the mace attacks. The above build is my group build - his single target DPS isn't so huge but his AE DPS is insane. Venom Grenade + arctic breath + bile spray just melts groups, I almost don't need heavy burst. He also gives +20% def, +15% to hit and +30% damage boosts to his team- add that to the 35% resistance debuff from venom grenade+arctic breath and you get an awesome group character. For hard targets you can stack up the 20% resistance debuff from surveillance on top of the other debuffs.

    The huntsman build CAN solo - but does better when in a group. I usually switch over to the mace build when soloing - that build isn't as optimized as my huntsman but it takes on hard targets pretty well. Surviellance -> Build up -> shatter (with its crit from hide) followed by shatter armor (mace mastery pool attack) will take out most bosses and reduce an EB's health considerably. If you alternate shatter and crowd control you will keep most mobs knocked down, which helps a lot before you get your melee def capped.

    As for how they compare to blasters/corruptors its hard to say - I know my huntsman is a lot more survivable than a blaster - I actually can't stand soloing most blasters past the mid-20's due to thier squishiness. I suspect that blasters will do more damage on thier own, but will be hard put to match the group contribution of the huntsman (the +20% def, +30% damage and 35% resistance debuff which basically multiples ALL group damage by 1.35). A corruptor will make similar group contributions but won't do as much damage on thier own, as they have an AT damage mod of 0.85 vs the VEATs 1.0.

    Ultimately I think it boils down to playstyle - I know my soldier was a far safer, easier ride up from 1-50 then any blaster and was a bit easier than my fire/dark corruptor. At L50 its actually pretty much an even choice between the fire/dark or the huntsman - although in a group without a way to keep aggro off the squishies the huntsman will be somewhat safer. My only L50 blaster is my archery/devices and that is a much different character - she spends a lot of time sneaking in, planting mines and the opening up with RoA - but even with some serious IO's to push her range def up to the low 30's she is still pretty squishy.

    I would say if you can handle the 'kill or be killed' style of a blaster and like to be the one doing the huge orange numbers, then go with that, especially if you solo a lot - solo the blaster is going to get more out of their higher damage mod (1.125 vs the soldiers 1.0), combined with defiance and the burst damage boost provided by the better versions of aim/build up that they get - provided you can survive:-). If you want a good, fairly safe solo character that will excel in a group the huntsman is a good choice, especially if you want a 'gun toting' character type. That is why I went with the hunstman as well - I kept trying assault rifle blasters and corruptors but I really didnt' like the assault rifle models and at low levels the blasters and corruptors where just to much work to keep alive, so when I stumbled across Asynia's huntsman guide it seemed tailor made.
  24. Here is my huntsman if you want an example build. A couple of notes:

    1. I eventually dropped frag grenade so I could take and slot arctic breath+bile spray. I did this because the resistance debuff in arctic breath (-15%) plus the toxic damage in bile spray makes them a nice combo and I tend to hit more targets with the large cones than i did with the small burst of frag grenade. However, the drawback is that when I SK down below L45 I lose arctic breath and below L40 I lose both of the cones - I would certainly keep frag grenade while levelling up.

    2. The set of thunderstrike in burst can be replaced with a decimation, as I am way over on ranged def. Thats an old slotting from earlier builds that didn't have as much def from other sources.

    3. I took recall friend for utility, grant invisibility as an LoTG mule and wolf spider armor because I needed a power selection that didn't require extra slots. You could take any other powers that only require a single slot in thier place.

    4. I haven't gotten around to it yet but if it would be easy to move 2 slots from tactical training: Manuevers over to surveillance and put a fill set of 6 shield breakers in it for the extra melee and AoE - you would give up the 5% recharge from the Red Fortune set but thats really all you would give up.

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Midnight Renegade: Level 50 Natural Arachnos Soldier
    Primary Power Set: Arachnos Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Teleportation
    Power Pool: Concealment
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(7)
    Level 2: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 4: Combat Training: Defensive -- DefBuff-I(A), LkGmblr-Rchg+(13)
    Level 6: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/EndRdx(15), Enf'dOp-Immob/Rng(15), Enf'dOp-Acc/Immob/Rchg(17), Enf'dOp-Acc/Immob(17)
    Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21), Achilles-ResDeb%(23)
    Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(25), RedFtn-EndRdx(27)
    Level 12: Venom Grenade -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(27), AirB'st-Dmg/Rchg(29), Det'tn-Acc/Dmg(29), Det'tn-Dmg/Rchg(31), Posi-Dmg/Rchg(31)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Tactical Training: Assault -- EndRdx-I(A)
    Level 18: Assault -- EndRdx-I(A), EndRdx-I(31)
    Level 20: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx(34)
    Level 22: Mental Training -- Empty(A)
    Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(36), RedFtn-EndRdx(36)
    Level 26: Maneuvers -- RedFtn-EndRdx/Rchg(A), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(39)
    Level 28: Super Jump -- Jump-I(A)
    Level 30: Surveillance -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(39), AnWeak-Acc/Rchg(39), AnWeak-DefDeb/EndRdx/Rchg(40)
    Level 32: Wolf Spider Armor -- S'fstPrt-ResKB(A)
    Level 35: Recall Friend -- EndRdx-I(A)
    Level 38: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 41: School of Sharks -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Bile Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
    Level 47: Arctic Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
    Level 49: Vengeance -- RedFtn-Def/Rchg(A), S'dpty-Def/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Heal(40), Numna-Regen/Rcvry+(40)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(43), P'Shift-End%(45)
    ------------



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    |-------------------------------------------------------------------|
  25. Here is my L50 banes build. There are a few things that could be changed, like swapping the thunderstrike in poison ray for a decimation, since I am way over on ranged def as it is, but its a good build that works well and is softcapped to melee and range.

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Midnight Renegade: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
    Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A)
    Level 4: Bane Spider Armor Upgrade -- S'fstPrt-ResKB(A)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(9), GSFC-ToHit/EndRdx(11), GSFC-Build%(11)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
    Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-EndRdx(17)
    Level 12: Pulverize -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(21), S'ngH'mkr-Dmg/EndRdx/Rchg(21)
    Level 14: Poisonous Ray -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
    Level 16: Super Jump -- Jump-I(A)
    Level 18: Shatter -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(31), F'dSmite-Acc/Dmg/Rchg(31)
    Level 20: Boxing -- Empty(A)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(33), RedFtn-EndRdx(34)
    Level 26: Placate -- RechRdx-I(A)
    Level 28: Surveillance -- AnWeak-Acc/Rchg(A), AnWeak-Acc/DefDeb(34), ShldBrk-Acc/Rchg(34), UndDef-Rchg/EndRdx(36), RechRdx-I(36)
    Level 30: Tough -- ResDam-I(A), ResDam-I(36), EndRdx-I(37)
    Level 32: Crowd Control -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(37), M'Strk-Dmg/Rchg(37), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(39), C'ngBlow-Acc/Rchg(39)
    Level 35: Weave -- DefBuff-I(A), DefBuff-I(40), DefBuff-I(40), EndRdx-I(40)
    Level 38: Maneuvers -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(42), EndRdx-I(42)
    Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Immob(45)
    Level 44: Shatter Armor -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(46), F'dSmite-Acc/EndRdx/Rchg(48)
    Level 47: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50)
    Level 49: Tactical Training: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50), EndMod-I(50)
    ------------