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Originally Posted by Trilby
1) A bane spider is a stalker with more AoE's and some ranged attacks aswell as very good group buffs, while a huntsman is a single target or cone based ranged fighter with good debuffs and some control and the odd melee attack. Am I correct?
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It's easy to see why people tend to think of Bane Spiders as Stalkers, but it turns out that in practice, Stalkers are
much better at being Stalkers than Banes are. Cloaking Device costs Endurance (whereas Hide does not), the stealth isn't as good, it suppresses for a longer period... and the Arachnos Mace attacks are going to be out-damaged by any Stalker out there--both from Hidden and not (even the critical hits do less damage). What I'm trying to say here is that while Bane Spiders do play using similar mechanics to Stalkers, they are definitely
not Stalkers.
What Bane Spiders
are is a sort of Corruptor/Stalker hybrid, and I believe this is by design. In the same way that the Kheldians can serve in each type of capacity as the other Hero archetypes, the SoAs can serve in the capacities of the Villain archetypes. Night Widow = Brute/Stalker, Fortunata = Dominator, Bane Spider = Corruptor/Stalker and Crab Spider = Corruptor/Mastermind. So what I'm trying to say
here is that you should think of Banes not as Stalkers that have ranged attacks, but really more like melee Corruptors.
A pure Bane Spider is basically all the powers in Mace Mastery crammed onto the same character. It's got the Energy/Toxic variants of War Mace, some Energy Blast analogs, some Devices-esque toys and a ranged hold. I expect a lot of people who go Bane avoid the Wolf powers almost entirely due to redraw, but it's my opinion that doing so is a major disservice to a build. The three Grenades--Venom, Frag and Wide Area Web--are very potent in their own right and are not semi-gimpy like the Wolf attacks are. That immobilize lasts forever...
A pure Wolf Spider isn't leveraging any of the advantages of the other career tracks, yet both career tracks can leverage the advantages of the Wolf Spider. Make of that what you will, but my position is that there's not much of a reason outside of concept to refrain from taking powers from the Bane or Crab tracks.
It is my belief that Bane Spider Soldier was designed to synergize at least in part with the Wolf Spider attacks. In particular, Venom Grenade is -20% Resistance to all but Toxic, which is -40%. Couple that with Poisonous Ray (the strongest Toxic attack in the game) and you get some
very hefty ticks of DoT on even tough targets like bosses. This is in addition the whole stealth/crit Stalker mechanic, so I hope I've inspired you to approach the class from a different angle.
Quote:
Originally Posted by Trilby
2) While my crab spider spec is perfect for me and I'm not looking to make any changes too, is it worth going from hero to villain and back to hero again for the patron power pools for bane and huntsman builds?
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I'm not sure what you're asking here. In my opinion, it's never worth making a full round trip just to remain full Hero or Villain under any circumstances; if you're just in it for Alignment Merits, you may as well stay Villain after unlocking the Patron sets. But that's neither here nor there...
If you're curious about the benefits of the Patron sets, there are certainly some good powers to pick for Arachnos Soldier.
* Shatter Armor works good on a Bane, since it's a high-damage attack like Shatter, but is also -Res -Def like Envenom from Poison.
* Summon Blaster is another pet that works well well with the Disruptors and Spiderlings, which is really the closest thing the game has to an Arachnobot Mastermind. You can take the Arachnos Lore for the Toxic Tarantula too to round out the set. (-:
* Arctic Breath, for Bane and Crab alike, is an AoE -Res -Def power that stacks with Venom Grenade and is a pretty good attack in its own right.
* You can follow up Venom Grenade and Arctic Breath with Bile Spray, which benefits from all that -Toxic Resistance.
* Mu Mastery has a bit of a reputation in the Brute crowd because of its prolific availability of AoE attacks: it has Ball Lightning, Static Discharge and Electrifying Fences, which alongside Venom Grenade can quickly stack up for some
major AoE damage.
*Soul Mastery is nice on its own, though doesn't have much synergy with Soldier powers. Of interest is all the -ToHit it deals (Darkest Night in particular) which will stack with Combat Training: Defensive and Tactical Training: Maneuvers (and maybe Cloaking Device, albeit just a bit).
Quote:
Originally Posted by Trilby
3) Is there any travel power worth taking on either of them? I've got super jump on my crab, quite fancy teleportaion on my future huntsman and super jump on my future bane.
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They don't benefit from anything in particular, though you may consider Flight if you have a lot of cone powers. None of the travel powers stand up and say "Pick me pick me!" for this archetype.
Quote:
Originally Posted by Trilby
4)Is there a redraw between using crab powers and huntsman powers?
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The Crab attacks are a sort of weapon-less state and
will cause redraw if you need to pull out the rifle. However, Venom Grenade and Frag Grenade were provided in Crab Spider flavor with identical effects, which demonstrably could only have been for redraw purposes. Since those are the two powers you'd want most from the Wolf track, you generally don't have to worry about redraw on Crabs.