The Huntsman - Guide to the Arachnos Wolf Spider
As much as I'm on record as "Not really a fan of VEATs," I'd considered this at one point.
That said, what I *most* appreciate about this guide? The SO/Common IO/Set slotting variants. It's nice to see that as opposed to "Drop several hundred mill/billion inf on these sets." More useful on the way up, too.
Hmm...I'm wondering what a PvP-Centric build based off of this would look like? Particularly in the 15-20 range as it's just beginning.
Anyone with thoughts on a beginner build to work up on?
I'm definitely going Huntsmen after reading this guide.
/targetthreadfar defeated
/inspexecname awaken$$inspexecname bounce back$$inspexecname restoration
======
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Huntsman: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation
Villain Profile:
Level 1: Single Shot
- (A) Decimation - Accuracy/Damage: Level 27
- (46) Decimation - Damage/Endurance: Level 27
- (46) Decimation - Damage/Recharge: Level 27
- (46) Decimation - Accuracy/Endurance/Recharge: Level 27
- (48) Decimation - Accuracy/Damage/Recharge: Level 27
- (48) Achilles' Heel - Chance for Res Debuff: Level 10
- (A) Steadfast Protection - Resistance/+Def 3%: Level 10
- (9) Steadfast Protection - Knockback Protection: Level 10
- (A) Decimation - Accuracy/Damage: Level 27
- (43) Decimation - Damage/Endurance: Level 27
- (43) Decimation - Damage/Recharge: Level 27
- (45) Decimation - Accuracy/Endurance/Recharge: Level 27
- (45) Decimation - Accuracy/Damage/Recharge: Level 27
- (45) Achilles' Heel - Chance for Res Debuff: Level 10
- (A) Red Fortune - Defense/Endurance: Level 27
- (40) Red Fortune - Defense/Recharge: Level 27
- (42) Red Fortune - Defense/Endurance/Recharge: Level 27
- (42) Red Fortune - Defense: Level 27
- (42) Red Fortune - Endurance: Level 27
- (43) Luck of the Gambler - Recharge Speed: Level 27
- (A) Enfeebled Operation - Accuracy/Recharge: Level 27
- (48) Enfeebled Operation - Endurance/Immobilize: Level 27
- (50) Enfeebled Operation - Accuracy/Endurance: Level 27
- (50) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 27
- (50) Enfeebled Operation - Accuracy/Immobilize: Level 27
- (A) HamiO:Centriole Exposure
- (9) HamiO:Centriole Exposure
- (11) Detonation - Damage/Endurance/Range: Level 50
- (11) Analyze Weakness - Accuracy/Recharge: Level 31
- (13) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31
- (13) Achilles' Heel - Chance for Res Debuff: Level 10
- (A) Red Fortune - Defense/Endurance: Level 27
- (36) Red Fortune - Defense/Recharge: Level 27
- (36) Red Fortune - Defense/Endurance/Recharge: Level 27
- (37) Red Fortune - Defense: Level 27
- (37) Red Fortune - Endurance: Level 27
- (37) Luck of the Gambler - Recharge Speed: Level 27
- (A) Positron's Blast - Accuracy/Damage: Level 27
- (15) Positron's Blast - Damage/Endurance: Level 27
- (15) Positron's Blast - Damage/Recharge: Level 27
- (17) Positron's Blast - Damage/Range: Level 27
- (17) Positron's Blast - Accuracy/Damage/Endurance: Level 27
- (A) Flight Speed IO: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 27
- (19) Positron's Blast - Damage/Endurance: Level 27
- (19) Positron's Blast - Damage/Recharge: Level 27
- (21) Positron's Blast - Damage/Range: Level 27
- (21) Positron's Blast - Accuracy/Damage/Endurance: Level 27
- (23) Force Feedback - Chance for +Recharge: Level 21
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27
- (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27
- (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27
- (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27
- (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27
- (29) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
- (A) Flight Speed IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (25) Recharge Reduction IO: Level 50
- (A) Red Fortune - Defense/Endurance: Level 27
- (31) Red Fortune - Defense/Recharge: Level 27
- (31) Red Fortune - Defense/Endurance/Recharge: Level 27
- (33) Red Fortune - Defense: Level 27
- (33) Red Fortune - Endurance: Level 27
- (33) Luck of the Gambler - Recharge Speed: Level 27
- (A) Recharge Reduction IO: Level 50
- (29) Achilles' Heel - Chance for Res Debuff: Level 10
- (A) Recharge Reduction IO: Level 50
- (31) Recharge Reduction IO: Level 50
- (A) Adjusted Targeting - To Hit Buff: Level 30
- (34) Adjusted Targeting - To Hit Buff/Recharge: Level 30
- (34) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 30
- (34) Adjusted Targeting - Endurance/Recharge: Level 30
- (36) Adjusted Targeting - To Hit Buff/Endurance: Level 30
- (A) Endurance Reduction IO: Level 50
- (A) HamiO:Endoplasm Exposure
- (39) HamiO:Peroxisome Exposure
- (39) Expedient Reinforcement - Accuracy/Recharge: Level 36
- (39) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 36
- (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 36
- (40) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30
- (A) Accuracy IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 42
- (A) Luck of the Gambler - Recharge Speed: Level 45
- (A) Winter's Gift - Slow Resistance (20%): Level 10
Level 1: Brawl
- (A) Accuracy IO: Level 50
- (A) Celerity - +Stealth: Level 49
- (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run
Level 2: Swift
- (A) Flight Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Numina's Convalescence - Heal: Level 31
- (3) Numina's Convalescence - +Regeneration/+Recovery: Level 30
- (A) Efficacy Adaptor - EndMod: Level 27
- (3) Efficacy Adaptor - EndMod/Recharge: Level 27
- (5) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 27
- (5) Efficacy Adaptor - Accuracy/Recharge: Level 27
- (7) Efficacy Adaptor - EndMod/Accuracy: Level 27
- (7) Efficacy Adaptor - EndMod/Endurance: Level 27
------------
Set Bonus Totals:
- 16% DamageBuff(Smashing)
- 16% DamageBuff(Lethal)
- 16% DamageBuff(Fire)
- 16% DamageBuff(Cold)
- 16% DamageBuff(Energy)
- 16% DamageBuff(Negative)
- 16% DamageBuff(Toxic)
- 16% DamageBuff(Psionic)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 5.5% Defense(Ranged)
- 5.5% Defense(AoE)
- 4.5% Max End
- 27% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 97.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 56.22 HP (5.249%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 14.6%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 10.5% (0.184 End/sec) Recovery
- 32% (1.717 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 16.93% Resistance(Fire)
- 16.93% Resistance(Cold)
- 11.26% Resistance(Energy)
- 13.14% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 5% RunSpeed
Set Bonuses:
Decimation
(Single Shot)
- MezResist(Immobilize) 2.75%
- 12.05 HP (1.125%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Bane Spider Armor Upgrade)
- 1.5% (0.026 End/sec) Recovery
- 3% Defense(All)
- Knockback Protection (Mag -4)
(Burst)
- MezResist(Immobilize) 2.75%
- 12.05 HP (1.125%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Combat Training: Defensive)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Combat Training: Defensive)
- 7.5% Enhancement(RechargeTime)
(Wide Area Web Grenade)
- 3% Enhancement(Immobilize)
- 1.875% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
(Heavy Burst)
- 10% (0.537 HP/sec) Regeneration
(Tactical Training: Maneuvers)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Tactical Training: Maneuvers)
- 7.5% Enhancement(RechargeTime)
(Venom Grenade)
- 2.5% (0.044 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Frag Grenade)
- 2.5% (0.044 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Tactical Training: Leadership)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 20.08 HP (1.875%) HitPoints
- 2.5% (0.044 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Maneuvers)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Maneuvers)
- 7.5% Enhancement(RechargeTime)
(Tactics)
- 2% DamageBuff(All)
- 1.26% Resistance(Energy,Negative)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Call Reinforcements)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% Resistance(All)
(Vengeance)
- 7.5% Enhancement(RechargeTime)
(Cloaking Device)
- 7.5% Enhancement(RechargeTime)
(Recall Friend)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Health)
- 12% (0.644 HP/sec) Regeneration
(Stamina)
- 12.05 HP (1.125%) HitPoints
- 1.5% (0.026 End/sec) Recovery
- 10% (0.537 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 5% Enhancement(RechargeTime)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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=====
Notable and Quotable Points:
- No purple IOs in build
- Capped +5% Recharge set bonuses (at 5)
- Capped +6.25% Recharge set bonuses (at 5)
- Capped +7.5% Recharge set bonuses (at 5)
- Heavy Burst Cone Range enhanced to 76.86 ft, which is not far behind 80 ft range of Single Shot and Burst (80 ft), or Venom Grenade and Frag Grenade (90.1 ft)
- Hasten within 4 seconds of being Perma
- Call Reinforcements within 20 seconds of being Perma
- Force Feedback +Recharge Proc in Frag Grenade "makes" Hasten reliably Perma
- Force Feedback +Recharge Proc in Frag Grenade "makes" Call Reinforcements likely to be Perma
- Recharge time of Build Up under 25 seconds (better than 35% uptime)
- Build is designed to exemplar/malefactor "gracefully" down to Team Security/Threat Level 27 with minimal loss of Global Recharge set bonuses
- Toggle on Hover and Cloaking Device to reach Defensive Softcap vs Ranged while in combat
- Toggle on Hover and Cloaking Device and use one small Defense Inspiration to reach Defensive Softcap vs Melee, Range and AoE while in combat
- 1555.581 HP Total (with Levels 24-50)
- 16.06 HP per second Regeneration (Levels 28-50)
- 3.41 END per second Recovery (Levels 24-50)
- +21.223% Defense vs All Aura, 60 ft radius (Levels 24-50)
- +30.71% Tohit Buff Aura, 60 ft radius (Levels 27-50)
Further refinement to the build shown in the previous post. Namely, a pre- and post- level 24 branch build plan, with an eye towards being viable while leveling upwards from 24 to 50. Exemplar/Malefactor compatibility is also increased in the post-24 build so as to "degrade" performance even more gracefully as Security/Threat Level is reduced.
==========
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Huntsman (1-23) : Level 48 Natural Arachnos Soldier
Primary Power Set: Arachnos Soldier
Secondary Power Set: Training and Gadgets
Power Pool: Flight
Villain Profile:
Level 1: Single Shot
- (A) Accuracy IO: Level 25
- (7) Damage Increase IO: Level 25
- (7) Damage Increase IO: Level 25
- (A) Steadfast Protection - Resistance/+Def 3%: Level 10
- (5) Steadfast Protection - Knockback Protection: Level 10
- (A) Defense Buff IO: Level 25
- (17) Defense Buff IO: Level 25
- (17) Defense Buff IO: Level 25
- (A) Accuracy IO: Level 25
- (5) Damage Increase IO: Level 25
- (13) Damage Increase IO: Level 25
- (A) Accuracy IO: Level 25
- (15) Immobilisation Duration IO: Level 25
- (15) Recharge Reduction IO: Level 25
- (A) Accuracy IO: Level 25
- (9) Damage Increase IO: Level 25
- (9) Recharge Reduction IO: Level 25
- (A) Defense Buff IO: Level 25
- (11) Defense Buff IO: Level 25
- (11) Defense Buff IO: Level 25
- (A) Accuracy IO: Level 25
- (13) Recharge Reduction IO: Level 25
- (A) Flight Speed IO: Level 25
- (A) Endurance Reduction IO: Level 25
- (A) Accuracy IO: Level 25
- (19) Damage Increase IO: Level 25
- (19) Damage Increase IO: Level 25
- (21) Damage Increase IO: Level 25
- (21) Recharge Reduction IO: Level 25
- (23) Force Feedback - Chance for +Recharge: Level 21
- (A) To Hit Buff IO: Level 25
- (23) To Hit Buff IO: Level 25
- (A) Flight Speed IO: Level 25
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl
- (A) Accuracy IO: Level 25
- (A) Celerity - +Stealth: Level 15
- (A) Recharge Reduction IO: Level 25
Level 4: Ninja Run
Level 2: Swift
- (A) Flight Speed IO: Level 25
- (A) Jumping IO: Level 25
- (A) Healing IO: Level 25
- (3) Healing IO: Level 25
- (A) Endurance Modification IO: Level 25
- (3) Endurance Modification IO: Level 25
Set Bonus Totals:
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- Knockback (Mag -4)
- Knockup (Mag -4)
- 1.5% (0.026 End/sec) Recovery
Set Bonuses:
Steadfast Protection
(Wolf Spider Armor)
- 1.5% (0.026 End/sec) Recovery
- 3% Defense(All)
- Knockback Protection (Mag -4)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|
==========
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Huntsman (24-50) : Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation
Villain Profile:
Level 1: Single Shot
- (A) Entropic Chaos - Accuracy/Damage: Level 27
- (7) Entropic Chaos - Damage/Endurance: Level 27
- (7) Entropic Chaos - Damage/Recharge: Level 27
- (31) Entropic Chaos - Damage/Endurance/Recharge: Level 27
- (31) Entropic Chaos - Chance of Heal Self: Level 25
- (31) Decimation - Chance of Build Up: Level 25
- (A) Steadfast Protection - Resistance/+Def 3%: Level 10
- (5) Steadfast Protection - Knockback Protection: Level 10
- (A) Red Fortune - Defense/Endurance: Level 25
- (17) Red Fortune - Defense/Recharge: Level 25
- (17) Red Fortune - Defense/Endurance/Recharge: Level 25
- (43) Red Fortune - Defense: Level 25
- (45) Red Fortune - Endurance: Level 25
- (45) Luck of the Gambler - Recharge Speed: Level 25
- (A) Entropic Chaos - Accuracy/Damage: Level 27
- (5) Entropic Chaos - Damage/Endurance: Level 27
- (13) Entropic Chaos - Damage/Recharge: Level 27
- (33) Entropic Chaos - Damage/Endurance/Recharge: Level 27
- (33) Entropic Chaos - Chance of Heal Self: Level 20
- (34) Achilles' Heel - Chance for Res Debuff: Level 10
- (A) Enfeebled Operation - Accuracy/Recharge: Level 27
- (15) Enfeebled Operation - Endurance/Immobilize: Level 27
- (15) Enfeebled Operation - Accuracy/Endurance: Level 27
- (46) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 27
- (48) Enfeebled Operation - Accuracy/Immobilize: Level 27
- (A) HamiO: Centriole Exposure (+2 Dam/Range)
- (9) HamiO: Centriole Exposure (+2 Dam/Range)
- (9) Detonation - Damage/Endurance/Range: Level 50
- (27) Analyze Weakness - Accuracy/Recharge: Level 31
- (29) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31
- (29) Achilles' Heel - Chance for Res Debuff: Level 10
- (A) Red Fortune - Defense/Endurance: Level 25
- (11) Red Fortune - Defense/Recharge: Level 25
- (11) Red Fortune - Defense/Endurance/Recharge: Level 25
- (25) Red Fortune - Defense: Level 25
- (25) Red Fortune - Endurance: Level 25
- (27) Luck of the Gambler - Recharge Speed: Level 25
- (A) Positron's Blast - Accuracy/Damage: Level 27
- (13) Positron's Blast - Damage/Endurance: Level 27
- (45) Positron's Blast - Damage/Recharge: Level 27
- (46) Positron's Blast - Damage/Range: Level 27
- (46) Positron's Blast - Accuracy/Damage/Endurance: Level 27
- (A) Flight Speed IO: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 27
- (19) Positron's Blast - Damage/Endurance: Level 27
- (19) Positron's Blast - Damage/Recharge: Level 27
- (21) Positron's Blast - Damage/Range: Level 27
- (21) Positron's Blast - Accuracy/Damage/Endurance: Level 27
- (23) Force Feedback - Chance for +Recharge: Level 21
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 22
- (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 22
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 22
- (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 22
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 22
- (36) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
- (A) Flight Speed IO: Level 50
- (A) Red Fortune - Defense/Endurance: Level 25
- (42) Red Fortune - Defense/Recharge: Level 25
- (42) Red Fortune - Defense/Endurance/Recharge: Level 25
- (42) Red Fortune - Defense: Level 25
- (43) Red Fortune - Endurance: Level 25
- (43) Luck of the Gambler - Recharge Speed: Level 25
- (A) Adjusted Targeting - To Hit Buff: Level 27
- (37) Adjusted Targeting - To Hit Buff/Recharge: Level 27
- (37) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 27
- (37) Adjusted Targeting - Endurance/Recharge: Level 27
- (40) Adjusted Targeting - To Hit Buff/Endurance: Level 27
- (A) Recharge Reduction IO: Level 50
- (50) Achilles' Heel - Chance for Res Debuff: Level 10
- (A) Endurance Reduction IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (33) Recharge Reduction IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (36) Recharge Reduction IO: Level 50
- (A) Expedient Reinforcement - Accuracy/Recharge: Level 36
- (39) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 36
- (39) Expedient Reinforcement - Endurance/Damage/Recharge: Level 36
- (39) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30
- (40) HamiO: Endoplasm Exposure (+2 Acc/Mez)
- (40) HamiO: Peroxisome Exposure (+2 Dam/Mez)
- (A) Accuracy IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 42
- (A) Luck of the Gambler - Recharge Speed: Level 45
- (A) Winter's Gift - Slow Resistance (20%): Level 10
Level 1: Brawl
- (A) Accuracy IO: Level 50
- (A) Celerity - +Stealth: Level 15
- (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run
Level 2: Swift
- (A) Flight Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Numina's Convalescence - Heal: Level 31
- (3) Numina's Convalescence - +Regeneration/+Recovery: Level 30
- (A) Efficacy Adaptor - EndMod: Level 22
- (3) Efficacy Adaptor - EndMod/Recharge: Level 22
- (48) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 22
- (48) Efficacy Adaptor - Accuracy/Recharge: Level 22
- (50) Efficacy Adaptor - EndMod/Accuracy: Level 22
- (50) Efficacy Adaptor - EndMod/Endurance: Level 22
Set Bonus Totals:
- 16% DamageBuff(Smashing)
- 16% DamageBuff(Lethal)
- 16% DamageBuff(Fire)
- 16% DamageBuff(Cold)
- 16% DamageBuff(Energy)
- 16% DamageBuff(Negative)
- 16% DamageBuff(Toxic)
- 16% DamageBuff(Psionic)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 5.5% Defense(Ranged)
- 5.5% Defense(AoE)
- 4.5% Max End
- 97.5% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 5% FlySpeed
- 32.13 HP (3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 8%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 9.1%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 10.5% (0.184 End/sec) Recovery
- 52% (2.79 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 16.93% Resistance(Fire)
- 16.93% Resistance(Cold)
- 11.26% Resistance(Energy)
- 13.14% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 5% RunSpeed
Set Bonuses:
Entropic Chaos
(Single Shot)
- 10% (0.537 HP/sec) Regeneration
- MezResist(Confused) 2.75%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Bane Spider Armor Upgrade)
- 1.5% (0.026 End/sec) Recovery
- 3% Defense(All)
- Knockback Protection (Mag -4)
(Combat Training: Defensive)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Combat Training: Defensive)
- 7.5% Enhancement(RechargeTime)
(Burst)
- 10% (0.537 HP/sec) Regeneration
- MezResist(Confused) 2.75%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Wide Area Web Grenade)
- 3% Enhancement(Immobilize)
- 1.875% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
(Heavy Burst)
- 10% (0.537 HP/sec) Regeneration
(Tactical Training: Maneuvers)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Tactical Training: Maneuvers)
- 7.5% Enhancement(RechargeTime)
(Venom Grenade)
- 2.5% (0.044 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Frag Grenade)
- 2.5% (0.044 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Tactical Training: Leadership)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 20.08 HP (1.875%) HitPoints
- 2.5% (0.044 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Maneuvers)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Maneuvers)
- 7.5% Enhancement(RechargeTime)
(Tactics)
- 2% DamageBuff(All)
- 1.26% Resistance(Energy,Negative)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Call Reinforcements)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% Resistance(All)
(Vengeance)
- 7.5% Enhancement(RechargeTime)
(Cloaking Device)
- 7.5% Enhancement(RechargeTime)
(Recall Friend)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Health)
- 12% (0.644 HP/sec) Regeneration
(Stamina)
- 12.05 HP (1.125%) HitPoints
- 1.5% (0.026 End/sec) Recovery
- 10% (0.537 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 5% Enhancement(RechargeTime)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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=========
Notable and Quotable Points:
- (Still) no purple IOs in build
- Capped +5% Recharge set bonuses (at 5)
- Capped +6.25% Recharge set bonuses (at 5)
- Capped +7.5% Recharge set bonuses (at 5)
- Build Up Proc IOs in both Single Shot and Tactical Training: Leadership
- Chance of Heal Self Proc IOs in both Single Shot and Burst
- Chance for Res Debuff Proc IOs in Burst, Heavy Burst and Surveillance
- Heavy Burst Cone Range enhanced to 76.86 ft, which is not far behind 80 ft range of Single Shot and Burst (80 ft), or Venom Grenade and Frag Grenade (90.1 ft)
- Hasten within 4 seconds of being Perma
- Call Reinforcements within 20 seconds of being Perma
- Force Feedback +Recharge Proc in Frag Grenade "makes" Hasten reliably Perma
- Force Feedback +Recharge Proc in Frag Grenade "makes" Call Reinforcements likely to be Perma
- Recharge time of Build Up under 25 seconds (better than 35-40% uptime, depending on Force Feedback Proc)
- Build is designed to exemplar/malefactor "gracefully" down to Team Security/Threat Level 27 with minimal loss of Global Recharge set bonuses
- Toggle on Hover and Cloaking Device to reach Defensive Softcap vs Ranged while in combat
- Toggle on Hover and Cloaking Device and use one small Defense Inspiration to reach Defensive Softcap vs Melee, Range and AoE while in combat
- 1531.486 HP Total (with Levels 19-50)
- 17.35 HP per second Regeneration (Levels 28-50)
- 3.38 END per second Recovery (Levels 27-50)
- +21.155% Defense vs All Aura, 60 ft PBAoE (Levels 22-50)
- +29.87% Tohit Buff Aura, 60 ft PBAoE (Levels 22-50)
There's something that's been bothering me about two options for slotting in Build Up in my Huntsman build. Namely, which is better ... going with two common 50 Recharge IOs for maximum recharge and maximum uptime on the power ... or going with a 2-slot Adjusted Targeting of Tohit/Rech (33) and Rech (33), which offers a +2% Damage set bonus? The Adjusted Targeting option would of course have less +Recharge (57.34% vs 83.32% post-ED), so the uptime on Build Up would be reduced ... but by how much? And would the +2% Damage global set bonus in any way mitigate or offset that?
Well, the only way to "answer" such a question by theorycrafting is to model it mathematically. So I've tried.
The way I'm modelling to answer this question is to simply chop up the time span into 1 second segments (or less for the fractional remainders) and multiply each of them by the amount of +Damage bonus being applied during that 1 second segment. Add up all the segments to calculate the total +Damage bonus over time, and then divide that amount by the number of seconds that a full (Recharge + Cast Time) span encompasses in a Best Case Scenario. And just to keep things honest, I rounded up all the fractional seconds to the nearest 0.125 (ie. 1/8th) seconds multiple values on the fractions. I've also included, just for comparison purposes, what things would look like if Mids' wasn't wrong about how the Force Feedback Proc works on adding Recharge, just so as to see the trend line of what happens when external +Recharge buffs (Speed Boost, etc.) might get applied. The results are ... interesting ...
Two 50 Recharge IO
- 19.12 + 1.17 = 20.29 seconds (+100 Recharge Always On @ 45-50)
10 seconds @ +80% plus 10.375 seconds @ +0% = 20.375 seconds @ +39.264% DPS (49% uptime) - 24.27 + 1.17 = 25.44 seconds (no additional +Recharge @ 45-50)
10 seconds @ +80% plus 15.5 seconds @ +0% = 25.5 seconds @ +31.373% DPS (39% uptime) - 25.75 + 1.17 = 26.92 seconds (no additional +Recharge @ 30)
10 seconds @ +80% plus 17 seconds @ +0% = 27 seconds @ +29.630% DPS (37% uptime)
- 20.19 + 1.17 = 21.36 seconds (+100 Recharge Always On @ 45-50)
10 seconds @ +82% plus 11.375 seconds @ +2% = 21.375 seconds @ +39.427% DPS (46% uptime) - 26.02 + 1.17 = 27.19 seconds (no additional +Recharge @ 45-50)
10 seconds @ +82% plus 17.25 seconds @ +2% = 27.25 seconds @ +31.358% DPS (36% uptime) - 27.73 + 1.17 = 28.9 seconds (no additional +Recharge @ 30)
10 seconds @ +82% plus 19 seconds @ +2% = 29 seconds @ +29.586% DPS (34% uptime)
Indeed, with all other factors being equal, although the Adjusting Targeting choice is slower to recharge Build Up, it is actually the more successful of the two choices overall. This is because with Adjusted Targeting slotted the global +Damage set bonus is always active (@ Levels 30+) regardless of whether or not Build Up is even being used or not. Furthermore, because the Adjusted Targeting option is slower, it actually costs (slight) less Endurance over time (END/sec) because it is being used ever so slightly less often (due to longer recharge time), while at the same time not sacrificing DPS throughput over time (theoretically). Additionally, because the Adjusted Targeting option is (ever so) slightly slower, while yielding comparable DPS throughput over time, the Adjusted Targeting option will, in theorycraft, yield an extra 1-2 seconds window of opportunity for attack animations which do damage.
In light of this discovery, I am therefore updating my Huntsman build strategy to use Adjusted Targeting in Build Up rather than (mere) common Recharge IOs.
Mind you, this is all "optimized theorycrafting" in a vacuum. YMMV of course, due to actual gameplay factors (such as attack chain structuring, among other things) which may degrade "actual performance" in-game off the theoretical maximums I've calculated here.
==========
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Thanks for the guide and thanks Redlynne for posting all of that - I'm playing around with this build now.
I had a lot of fun leveling my Huntsman, and still play her regularly now building her Incarnate powers. My build is a little different in that I chose 3 of the hard-hitting mace melee attacks from Bane (Wolf Spiders do use the mace, after all) and built to soft-cap positional defense. It's a lot of fun to AOE then run in mace drawn to finish up. Bosses are pretty quickly dispatched with Surveillance->Venom Grenade->Build Up->3 mace attacks.
I also slotted Achilles Heel chance for resist debuff into the Heavy Burst power. With it's cone it hits often enough to see a difference with the -20% resist the proc offers.
My usual opening is Web Grenade-> Venom Grenade-> Heavy Burst-> Frag Grenade, then I can typically single-shot anything that is left standing. Or run in and bash skulls.
Real weaknesses was the build was a little bit of an endurance hog (which the Alpha Slot filled nicely) and a weak ST attack chain.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Agent Strohmyre: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Villain Profile:
Level 1: Single Shot
- (A) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (3) Thunderstrike - Damage/Endurance: Level 49
- (3) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (5) Damage Increase IO: Level 35
- (5) Recharge Reduction IO: Level 50
- (A) Steadfast Protection - Knockback Protection: Level 30
- (A) Decimation - Accuracy/Damage: Level 40
- (7) Decimation - Damage/Endurance: Level 40
- (7) Decimation - Damage/Recharge: Level 40
- (9) Decimation - Accuracy/Damage/Recharge: Level 40
- (9) Decimation - Accuracy/Endurance/Recharge: Level 40
- (A) Defense Buff IO: Level 50
- (11) Defense Buff IO: Level 50
- (11) Defense Buff IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Achilles' Heel - Defense Debuff: Level 20
- (13) Achilles' Heel - Defense Debuff/Recharge: Level 15
- (13) Achilles' Heel - Chance for Res Debuff: Level 20
- (15) Damage Increase IO: Level 50
- (15) Damage Increase IO: Level 50
- (17) Damage Increase IO: Level 50
- (A) Defense Buff IO: Level 45
- (A) Red Fortune - Defense/Endurance: Level 50
- (17) Red Fortune - Defense/Recharge: Level 50
- (19) Red Fortune - Defense/Endurance/Recharge: Level 49
- (19) Red Fortune - Defense: Level 50
- (21) Red Fortune - Endurance: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 40
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 40
- (A) Enfeebled Operation - Accuracy/Recharge: Level 50
- (23) Enfeebled Operation - Endurance/Immobilize: Level 50
- (23) Enfeebled Operation - Accuracy/Endurance: Level 50
- (25) Enfeebled Operation - Immobilize/Range: Level 50
- (25) Enfeebled Operation - Accuracy/Immobilize: Level 50
- (27) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
- (A) Damage Increase IO: Level 50
- (27) Damage Increase IO: Level 45
- (29) Damage Increase IO: Level 45
- (A) Damage Increase IO: Level 50
- (29) Damage Increase IO: Level 50
- (31) Damage Increase IO: Level 45
- (A) Endurance Reduction IO: Level 45
- (31) Endurance Reduction IO: Level 35
- (A) Touch of Death - Accuracy/Damage: Level 40
- (31) Touch of Death - Damage/Endurance: Level 40
- (33) Touch of Death - Damage/Recharge: Level 40
- (33) Touch of Death - Accuracy/Damage/Endurance: Level 30
- (33) Touch of Death - Damage/Endurance/Recharge: Level 40
- (34) Touch of Death - Chance of Damage(Negative): Level 40
- (A) Crushing Impact - Accuracy/Damage: Level 40
- (34) Crushing Impact - Damage/Endurance: Level 40
- (34) Crushing Impact - Damage/Recharge: Level 40
- (36) Crushing Impact - Accuracy/Damage/Recharge: Level 40
- (36) Crushing Impact - Accuracy/Damage/Endurance: Level 40
- (36) Crushing Impact - Damage/Endurance/Recharge: Level 40
- (A) Shield Breaker - Defense Debuff: Level 28
- (37) Shield Breaker - Accuracy/Defense Debuff: Level 24
- (37) Shield Breaker - Accuracy/Recharge: Level 30
- (37) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 29
- (39) Shield Breaker - Accuracy/Endurance/Recharge: Level 15
- (39) Shield Breaker - Chance for Lethal Damage: Level 30
- (A) Run Speed IO: Level 45
- (A) Red Fortune - Defense: Level 50
- (39) Red Fortune - Endurance: Level 50
- (40) Red Fortune - Defense/Endurance: Level 50
- (40) Red Fortune - Defense/Recharge: Level 50
- (40) Red Fortune - Defense/Endurance/Recharge: Level 50
- (A) Endurance Reduction IO: Level 50
- (42) Endurance Reduction IO: Level 45
- (A) Blood Mandate - Accuracy/Damage: Level 49
- (42) Blood Mandate - Damage/Endurance: Level 50
- (42) Blood Mandate - Accuracy/Endurance: Level 50
- (43) Blood Mandate - Accuracy/Damage/Endurance: Level 49
- (43) Blood Mandate - Accuracy: Level 40
- (43) Blood Mandate - Damage: Level 43
- (A) Obliteration - Damage: Level 50
- (45) Obliteration - Accuracy/Recharge: Level 50
- (45) Obliteration - Damage/Recharge: Level 50
- (45) Obliteration - Accuracy/Damage/Recharge: Level 50
- (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (46) Obliteration - Chance for Smashing Damage: Level 50
- (A) Damage Increase IO: Level 30
- (A) Steadfast Protection - Resistance/+Def 3%: Level 27
- (A) Defense Buff IO: Level 50
- (50) Endurance Reduction IO: Level 45
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO: Level 50
- (A) Empty
- (A) Miracle - +Recovery: Level 30
- (46) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (A) Performance Shifter - EndMod: Level 39
- (48) Performance Shifter - EndMod/Recharge: Level 43
- (48) Performance Shifter - EndMod/Accuracy/Recharge: Level 43
- (48) Performance Shifter - Accuracy/Recharge: Level 50
- (50) Performance Shifter - EndMod/Accuracy: Level 42
- (50) Performance Shifter - Chance for +End: Level 37
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Thanks for the guide and thanks Redlynne for posting all of that - I'm playing around with this build now.
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And yeah, it has been something of a "voyage of discovery" in making that build and getting it to "work" the way it does.
Thanks for the guide!
Just wanted to say thanks for this guide. It's transformed my Huntsman from a squishy wimp into a near-indestructible killing machine!
One quick question - I believe there have been issues where choosing the Crab Spider options automagically mean you have the crab backpack - which is something I'm very keen to avoid but some of the crab secondary options. Is that WAI, and if I took any crab powers am I condemned to having the spider arms?
Thelonious Monk
You have to have a grand total of ZERO Crab Powers on ANY of your (alternate) builds on your character so as to avoid wearing the backpack on ALL of your costumes.
As intended.
You have to have a grand total of ZERO Crab Powers on ANY of your (alternate) builds on your character so as to avoid wearing the backpack on ALL of your costumes. |
Ok thanks for clearing that up. Pity though. I must obviously make an alternative crabman
Thelonious Monk
This is fantastic guide.
I have read right through this several times now. I also ended up with a non-Patron Huntsman dedicated to ranged combat. I still managed to make something different by pursuing maximum debuff for maximum team damage.
Goal 1: Maximise Debuff. Debuffing both defence and resistance to damage.
- 4 sets of: 5 Touch of Lady Grey (Def Debuff) + 1 Achilles Heel Proc (Res Debuff) (Single Shot, Burst, Heavy Burst, Surveillance)
- 5x Luck of Gambler +Rech (TT: Maneuvers, CT: Defensive, Cloaking Device, Leadership: Maneuvers, Leaping: Combat Jumping)
- 2x set 5 Positron's Blast (Venom Grenade, Frag Grenade). To eventually upgrade one set to 5 Ragnarok for 3.5% more recharge.
- set 5 Gravitational Anchor (WA Web Grenade)
- set 5 Adjusted Targeting (Build Up)
- set 4 Expedient Reinforcement (Call Reinforcements)
- 3x Recharge IO (Hasten)
- 4x set 4 Luck of the Gambler (incl. +Rech) (CT Defensive, TT Maneuvers, Combat Jumping, Cloaking Device)
- Steadfast: +3 Defence (Wolf Armour)
- Probably want 1 more Proc (res, maybe def). Would need to sacrifice slots put elsewhere.
Goal 5: Damage. Whenever I still have to make a choice. I hope someday to have the Hero Merits to buy a Gladiator's Javelin Proc to make the Frag Grenade a bit Toxic.
- 2 Positron's Blast Energy Damage Procs (Venom Grenade, Frag Grenade)
I haven't learned Mids yet so this post might be nothing more than ideas. But thanks again Aisynia for a fantastic guide.
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Sooo I've been pondering thi9nking and brainstorming but I just can't decide, between Ball Lightning or Static Discharge... it would help if the power got updated in to the overview
Here's another slant that adds in Bane cloaking and placate for stealth strikes.
Has 33.8% global positional defense, 132.5% global recharge (before Hasten which puts it at 202.5%) along with perma-hasten and perma-pets. You also have two build-up procs firing in Tactical Training: Leadership and Call Reinforcements every so often. No attacks gimped, no placeholder powers. Ain't cheap but it's an evil, evil build.
You could quite happily switch Stamina from Efficacy Adaptor to Performance Shifter (including the proc for additional end recovery) losing 5% global recharge and drop a few slots to place elsewhere like Health (although none of the other powers really need any extra). Even doing that both Hasten and Call Reinforcements would still be perma.