The Executioner - A Guide to a Melee Bane


Angry_Citizen

 

Posted

Table of Contents
1.) Introduction
2.) Why Melee
3.) What a Bane Spider is
4.) Inherent
5.) Bane Spider Primary
6.) Bane Spider Secondary
7.) Training and Gadets
8.) Power Pools
9.) My Build

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

Why Melee?

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

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

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

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

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

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


Bane Spider Primary

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


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

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


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

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


See Mace Beam for notes.

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

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

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


See Mace Beam for notes.
No Recommended Slotting.

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


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

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


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

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


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

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


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

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


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

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


Bane Spider Secondary

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


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


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


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


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


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

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


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

Training and Gadgets

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


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

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

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


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

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


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


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


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

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


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

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


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

Recommeded Slotting: 1 - 2 Runspeed

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


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

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

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


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


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


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


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


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


Leaping
See notes for flight.


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


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


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


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


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

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


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

Ok sorry for the wait but here is my build

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

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

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



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


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


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


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


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


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


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


Performance Shifter
(Stamina)
5% Enhancement(Movement)


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


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


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


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






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

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

Strategies

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

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

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

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

Thank you for taking the time out to read this guide.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

Any feedback, does the guide need any work?

Its my first so any feedback is good.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

I play crab and my buddy plays bane. It's our first time through with SoA toons. He'll want to see this. Thanks for the info!


--------------------------
Justice server

 

Posted

My thoughts, based on my melee bane, though he's not up to 50 yet.

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

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

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

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

Any thoughts on the Arachnos Soldier powers like Venom Grenade?

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

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

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

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


 

Posted

[ QUOTE ]
My thoughts, based on my melee bane, though he's not up to 50 yet.

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

[/ QUOTE ]

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

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

[/ QUOTE ]

Never said it was aggro free to begin with.

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

[/ QUOTE ]

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

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

[/ QUOTE ]

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

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

[/ QUOTE ]

Read the intro plz Bane Spider Primary only

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

[/ QUOTE ]

Fix't

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

[/ QUOTE ]

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

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

[/ QUOTE ]

Fix't

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

[/ QUOTE ]

Very True going to work on it.

Thank you very much for the input, what did you think of the guide though.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

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

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

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


 

Posted

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

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

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

[/ QUOTE ]

Yea Thanks and I will be getting this updated as soon as I finish a couple of things. I do need to comment more on Wolf Spider Armor and Survallence. I am working on talking about how some people tak down about Banes and what makes them a Unique set and a great one. I will be talking about the different types that you could be (i.e. ranged Bane, hybrid, etc) I'll go into little detail on them but I'll save the other details for the guides. Finally I will let people know what soft cap defenses are. Thank you again.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

It's a great guide, but TT: Leadership is way better than CT: Offensive. CT:O is giving you about 20% Accuracy when fully slotted (one DO's worth of Accuracy), while TT: Leadership is giving you 16% ToHit (ToHit is far more valuable than Accuracy), and giving it to your pets and teammates, too.

I went with Mace Beam on my build. The two powers (Mace Beam and Bash) are actually very equal overall if you factor in the advantages Mace beam has: range, more reliable secondary effect and smashing/energy damage (one of the most potent damage combos in the game). Bash is an equally good power however, it does a bit of Toxic and has slightly more damage overall. Having tried both powers fully slotted, I'd never want to be without Mace Beam again, but Bash is every bit as good a pick. My point though is people seem to think Bash is greatly superior to Mace Beam, but if you really compare the two they are very much on even footing, and Mace Beam is an equally valid pick.

And yes, Banes are getting compared to Night Widows all the time. But ask yourself: why is the Bane compared to Night Widows, while Crabs and Forts aren't? Crabs and Forts would also look bad in comparison to Night Widows' strong points! (NW damage is greatly superior to Forts, NW survivability and single target damage is greatly superior to Crabs, yet no one ever holds these facts against Forts and Crabs only against Banes. Who ever said Banes were supposed to equal Night Widows? It was an assumption made by some players based on nothing more than speculation and is really unfair to Banes. Banes bring their own strong points that the other VEATs don't: better single target damage than Crabs, better pets and mez than Night Widows, better single target damage and pets than Fortunatas. All VEATs can be compared in this way showing where each is superior. The bad rep Banes currently have is entirely unjustified!)

BTW Banes are the most Endurance-friendly of all the VEATs.


The best comics are still 10�!
My City of Heroes Blog Freedom Feature Article: "Going Rageless?"
If you only read one guide this year, make it this one.
Super Reflexes: the Golden Fox of power sets!
WARNING: I bold names.

 

Posted

Since you went off on a tangent, I gotta respond to your points, Daemodand.

[ QUOTE ]
I went with Mace Beam on my build. The two powers (Mace Beam and Bash) are actually very equal overall if you factor in the advantages Mace beam has: range, more reliable secondary effect and smashing/energy damage (one of the most potent damage combos in the game).

[/ QUOTE ]

Mace Beam has significantly longer cast time. Cast time is God in CoH. Surely you know this.

[ QUOTE ]
But ask yourself: why is the Bane compared to Night Widows, while Crabs and Forts aren't? Crabs and Forts would also look bad in comparison to Night Widows' strong points! (NW damage is greatly superior to Forts, NW survivability and single target damage is greatly superior to Crabs, yet no one ever holds these facts against Forts and Crabs only against Banes. Who ever said Banes were supposed to equal Night Widows? It was an assumption made by some players based on nothing more than speculation and is really unfair to Banes. Banes bring their own strong points that the other VEATs don't: better single target damage than Crabs, better pets and mez than Night Widows, better single target damage and pets than Fortunatas. All VEATs can be compared in this way showing where each is superior. The bad rep Banes currently have is entirely unjustified!)

[/ QUOTE ]

Crabs vs. Forts = Forts have higher survivability and significantly higher single target. Crabs have better AoE and can easily multiply the damage of a team (better than Banes, I might add).

Night Widows vs. Forts = Forts have higher survivability and higher AoE. They can also stack Follow Up, Aim and double Assault for ludicrous levels of +dmg.

Crabs vs. Banes = Crabs have higher survivability by far, better debuffing potential, and significantly higher AoE (even with the gun).

The Bane rap is entirely justified, contrary to the evidenceless attacks against the opposing arguments. Additionally, you may not want to go into Fortunata vs. Bane. As Arcanaville would say... there be dragons.


Doom.

Yep.

This is really doom.

 

Posted

[ QUOTE ]
It's a great guide, but TT: Leadership is way better than CT: Offensive. CT:O is giving you about 20% Accuracy when fully slotted (one DO's worth of Accuracy), while TT: Leadership is giving you 16% ToHit (ToHit is far more valuable than Accuracy), and giving it to your pets and teammates, too.

[/ QUOTE ]

Thank you D for taking the time out to read the guide and comment on it, I need to make some changes, but I guess I am going to have to email Ex the new copy. As for the CT:O and TT:L, I know TT:L is better and if I could choose between them I would pick TT:L but in the early lvls you have a choice at like lvl 4 my choices were Mace Beam, Mace Beam Blast, Wolf Spider Armor, and CT:O. I didn't take Mace Beam or Blast for PPP reasons, and CT:O to me is better than Wolf Armor but I am thinking of re-evaluating that seeing as how IOs can give you about the same acc and the extra mez protection would be nice. However, in no way am I saying don't take it, it was just that the build I wanted I took certain powers to keep the Bane Spider originality and maximize defense without sacrifice. Yes, I also agree it would be great for the pets.

[ QUOTE ]
I went with Mace Beam on my build. The two powers (Mace Beam and Bash) are actually very equal overall if you factor in the advantages Mace beam has: range, more reliable secondary effect and smashing/energy damage (one of the most potent damage combos in the game). Bash is an equally good power however, it does a bit of Toxic and has slightly more damage overall. Having tried both powers fully slotted, I'd never want to be without Mace Beam again, but Bash is every bit as good a pick. My point though is people seem to think Bash is greatly superior to Mace Beam, but if you really compare the two they are very much on even footing, and Mace Beam is an equally valid pick.

[/ QUOTE ]

I am not really going to comment much here, I do agree that Mace Beam is a good power, however, a stronger version of it can be taken at lvl 41, I personally didn't see a point in having two Mace Beams, and the PPP version is much stronger, though it does have a longer recharge time, but at lvl 41 you should have more than enough filler attacks.

[ QUOTE ]
And yes, Banes are getting compared to Night Widows all the time. But ask yourself: why is the Bane compared to Night Widows, while Crabs and Forts aren't? Crabs and Forts would also look bad in comparison to Night Widows' strong points! (NW damage is greatly superior to Forts, NW survivability and single target damage is greatly superior to Crabs, yet no one ever holds these facts against Forts and Crabs only against Banes. Who ever said Banes were supposed to equal Night Widows? It was an assumption made by some players based on nothing more than speculation and is really unfair to Banes. Banes bring their own strong points that the other VEATs don't: better single target damage than Crabs, better pets and mez than Night Widows, better single target damage and pets than Fortunatas. All VEATs can be compared in this way showing where each is superior. The bad rep Banes currently have is entirely unjustified!)

[/ QUOTE ]

QFT, man when I compare some of my scrapper builds to a NW I feel underpowered, does that make them gimped? I don't feel it.

[ QUOTE ]
BTW Banes are the most Endurance-friendly of all the VEATs.

[/ QUOTE ]

I think I put that in the guide somewhere, if not it will be in the revised copy and I am going to have to post my new build too because, I don't even need stamina, which frees up about 2 slots, gonna keep swift helps me not need a travel power. So yea Widows have all that dps and all those toggles, but they are gonna sacrfice 3 power slots to keep it up.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

[ QUOTE ]
Crabs vs. Banes = Crabs have higher survivability by far, better debuffing potential, and significantly higher AoE (even with the gun).

[/ QUOTE ]

I am sorry I am going to have to disagree strongly here, not even for the fact that I like Banes better, but for the truth. It is true that have slightly higher survivablity and better debuffing potential, Banes have way better killing potential. Banes get 3/6 pets that Crabs get, oh yea just to let you know those 3 spiderlings aren't really that great for damage, in the time it take my Bane to placate --> shatter those 3 spiderlings don't even match up to half the damage. So as for ST dps Crabs don't even remotely get close to what a Bane can do, and last I checked a dead enemy is always better than a debuffed one.

As for survivablity, they need it more than Banes do, we get a perma 20% health increase that cost no endurance or gimping of the build to try to get perma. High damage, even if it is a long cast time my Bane lays wastes to mobs faster than a Crab can. Yes a Crab has AoE attacks and 6 pets, but my Bane has high melee damage and 3 pets. With the damage of my 3 pets causing, I am one shotting minions with pulverize, and if the ToD procs sometime Bash. So by the time I have taken out a group using CC, Bash, and Pulverize, your Crab has just finished Venom Grenade and then Suppression.

In no way am I trying to say Banes are better than Crabs, but I am saying that Crabs need the survivablity more than Banes do, for the simple fact a Bane can KO foes faster than Crabs.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

Since dual build came out in I13, i have been switching between a Crab Spider build and a Bane Spider build all the time.

I have to say that i got surprised at how better i found out my Bane when it comes to soloing. The mace really packs some very heavy damage and stacking Surveillance with Venom Grenade on an Elite Boss made them really easy to defeat.

Now, when on a team where many Brutes or other meleers are present, i prefer to switch into a Crab so i can take advantage of the really big arc that Suppression provides.

But overall, i ended loving playing the Bane configuration more than i thought i would. I tried mace on a tanker and on a brute and didnt like it. Mace on a Bane is pure JOY!


I may disagree with what you say, but I will defend to the death your right to say it.

Voltaire

 

Posted

[ QUOTE ]
Since dual build came out in I13, i have been switching between a Crab Spider build and a Bane Spider build all the time.

I have to say that i got surprised at how better i found out my Bane when it comes to soloing. The mace really packs some very heavy damage and stacking Surveillance with Venom Grenade on an Elite Boss made them really easy to defeat.

Now, when on a team where many Brutes or other meleers are present, i prefer to switch into a Crab so i can take advantage of the really big arc that Suppression provides.

But overall, i ended loving playing the Bane configuration more than i thought i would. I tried mace on a tanker and on a brute and didnt like it. Mace on a Bane is pure JOY!

[/ QUOTE ]

I just recently made a Bane build for my Crab as well, and I'm finding soloing with the Bane much more enjoyable thus far. Though if I should ever get invited to a team I'd want to switch back to my Crab build. I love having the Mace *and* the backpack, though.

I'm curious as to why the OP's build has Poisonous Ray? IIRC, isn't it just a -Def debuff and relatively small damage? If it were -Res I could see it, but it doesn't seem particularly useful.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

I just recently hit 24 on my first VEAT. I wal already planning on doing a dual build, but i had to decided on what build to focus my money on. This guide really helped me on my bane builds and slotting, Though I differ on some views (such as taking a PPP) , I really liked this guide and even the posts questioning what the guide says.

I run lots of speed runs for ITFs and usually try to get crabs, but recently looked for more banes. The single target damage and debuffs are great for AVs.


 

Posted

[ QUOTE ]
I'm curious as to why the OP's build has Poisonous Ray? IIRC, isn't it just a -Def debuff and relatively small damage?

[/ QUOTE ]

Well to answer your question Poisonus Ray is one of the strongest ranged attacks of any VEAT and it is also 100% toxic damage which is one of the most least resisted types in the game. I would love if it came with a res debuff though, but honestly it would make the Huntsman or Hybrid builds extremely powerful with Venom Grenade also giving a 40% res debuff to toxic. You don't have to take it in an all melee build as it is a ranged attack, but you will miss it, I know from experience with my first respec into all melee attacks.

[ QUOTE ]
This guide really helped me on my bane builds and slotting, Though I differ on some views (such as taking a PPP)

[/ QUOTE ]

I actually I couldn't agree with you more, I personally don't like the patron attacks as all of them are ranged but the extra pet just added so much for me and now even more with the new pet sets, when you have all four resist and def IOs slotted your pet get pretty good resistances and the defense, with the defenses you already have from TT:M and Leadership Manuvers, those pets will now have pretty good defense around 30% or so. If I could get that pet without those other 2 powers I would, but having that pet adds so much more damage and suvivablity. However, if you wanted to switch it I would recommend the fighting pool Tough will add to the S/L resist you already have and Weave would take you over the softcap for defenses or as an alternative I would go with the medic pool that way you could heal your pets and yourself.

Thank you both for your time and comments.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

[ QUOTE ]
Well to answer your question Poisonus Ray is one of the strongest ranged attacks of any VEAT

[/ QUOTE ]

So it is. I was looking at/remembering the wrong number in Mids. Hrm, now I'll have to find a place for it.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

I finished my mids design more my bane. I softcapped my melee and range defenses.

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed

Villain Profile:
Level 1: Mace Beam -- KinCrsh-Acc/KB(A), KinCrsh-Dmg/KB(3), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(7), KinCrsh-Dmg/EndRdx/KB(9), KinCrsh-Acc/Dmg/KB(11)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), Aegis-EndRdx/Rchg(3), Aegis-ResDam/EndRdx(11), Aegis-ResDam(13), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam/Rchg(15)
Level 2: Combat Training: Defensive -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(15), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(17), RedFtn-EndRdx(19)
Level 4: Combat Training: Offensive -- Acc-I(A), Acc-I(5)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(23), GSFC-Build%(23)
Level 8: Hover -- LkGmblr-Rchg+(A), DefBuff-I(9), Flight-I(34)
Level 10: Tactical Training: Maneuvers -- DefBuff-I(A), DefBuff-I(45), EndRdx-I(46)
Level 12: Swift -- Flight-I(A), Flight-I(34)
Level 14: Fly -- Flight-I(A)
Level 16: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(31), T'Death-Dmg/EndRdx(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(46)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(31), Heal-I(36)
Level 20: Shatter -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(31)
Level 22: Stamina -- EndMod-I(A), EndMod-I(29)
Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(25), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(50)
Level 26: Placate -- RechRdx-I(A), RechRdx-I(34)
Level 28: Mental Training -- Flight-I(A)
Level 30: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(42), ShldBrk-Acc/Rchg(43), ShldBrk-DefDeb/EndRdx/Rchg(45), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-%Dam(50)
Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Dmg/Rchg(37), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 35: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(37)
Level 38: Poisonous Ray -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(40), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
Level 41: Tactical Training: Assault -- EndRdx-I(A)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)
Level 47: Call Reinforcements -- C'Arms-Acc/Rchg(A), C'Arms-Dmg/EndRdx(48), C'Arms-EndRdx/Dmg/Rchg(48), C'Arms-Acc/Dmg/Rchg(48)
Level 49: Mace Beam Volley -- Dmg-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
------------
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]20% DamageBuff(Smashing)[*]20% DamageBuff(Lethal)[*]20% DamageBuff(Fire)[*]20% DamageBuff(Cold)[*]20% DamageBuff(Energy)[*]20% DamageBuff(Negative)[*]20% DamageBuff(Toxic)[*]20% DamageBuff(Psionic)[*]9.56% Defense(Smashing)[*]9.56% Defense(Lethal)[*]10.2% Defense(Fire)[*]10.2% Defense(Cold)[*]8.63% Defense(Energy)[*]8.63% Defense(Negative)[*]3% Defense(Psionic)[*]16.1% Defense(Melee)[*]14.3% Defense(Ranged)[*]12.7% Defense(AoE)[*]29% Enhancement(Accuracy)[*]41.3% Enhancement(RechargeTime)[*]5% FlySpeed[*]92.4 HP (8.62%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -3)[*]Knockup (Mag -3)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 11.9%[*]MezResist(Immobilize) 13%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 4.7%[*]MezResist(Terrorized) 2.5%[*]10% (0.18 End/sec) Recovery[*]18% (0.97 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]13% RunSpeed[*]2.5% XPDebtProtection[/list]


 

Posted

Nice build if you were looking for a filler power at 49 I would recommend the Leadership Manuvers, it will be of much help to you and your pets.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

[ QUOTE ]
Since dual build came out in I13, i have been switching between a Crab Spider build and a Bane Spider build all the time.

I have to say that i got surprised at how better i found out my Bane when it comes to soloing. The mace really packs some very heavy damage and stacking Surveillance with Venom Grenade on an Elite Boss made them really easy to defeat.

Now, when on a team where many Brutes or other meleers are present, i prefer to switch into a Crab so i can take advantage of the really big arc that Suppression provides.

But overall, i ended loving playing the Bane configuration more than i thought i would. I tried mace on a tanker and on a brute and didnt like it. Mace on a Bane is pure JOY!

[/ QUOTE ]

I think your just in love with the Executioners Strike.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

[ QUOTE ]
[ QUOTE ]
Well to answer your question Poisonus Ray is one of the strongest ranged attacks of any VEAT

[/ QUOTE ]

So it is. I was looking at/remembering the wrong number in Mids. Hrm, now I'll have to find a place for it.

[/ QUOTE ]

Not true. Burst, Dominate, Subdue, TK Blast, Gloom, and Mu Lightning all have better DPAs.

Poisonous Ray is the best of the ranged mace attacks, though. It's good enough to incorporate into your regular attack chain, so long as you use the melee attacks first.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Well to answer your question Poisonus Ray is one of the strongest ranged attacks of any VEAT

[/ QUOTE ]

So it is. I was looking at/remembering the wrong number in Mids. Hrm, now I'll have to find a place for it.

[/ QUOTE ]

Not true. Burst, Dominate, Subdue, TK Blast, Gloom, and Mu Lightning all have better DPAs.

Poisonous Ray is the best of the ranged mace attacks, though. It's good enough to incorporate into your regular attack chain, so long as you use the melee attacks first.

[/ QUOTE ]

As it is true that its DPA, but I was speaking in terms of just using the power, like if I shot this and you shot burst this would outdamage burst.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

Edit: NM, not relevant to the OP.


 

Posted

Curious - how does the OP get around without a travel power?


 

Posted

[ QUOTE ]
Curious - how does the OP get around without a travel power?

[/ QUOTE ]

Temp Jetpacks from the vendor in Grandville. It's what I use on my VEATs anyway.