Arachnos Super Team Build Ideas
First off, the soft cap on defense isn't as important as most people make it out to be. One of my forts generally has about 70% def to melee/ranged and 60% to AoE. Since soft cap is 45 you would think anything over that wouldn't be terribly useful. Not only do I get hit far less often then people with just soft cap def but I find on occasion that swallowing a luck inspiration or two really saves my [censored]. Most of this is due to many enemies having -def in their attacks, and when I have max aggro this often comes into play. Also, when facing certain opponents they seem to have significant to hit bonuses, even in PvE.
I would say that no only was requiring everyone to have maneuvers and/or mindlink (for widows) a good idea, but would strongly encourage all members to take maneuvers from the leadership pool too.
As for assault, if everyone takes BOTH versions of assault as well, and stays together, damage bonus from that alone will be 240% (team of 8, 2 versions of assault each, 15% for each version). Even if you use enhancements to cap damage from powers (+100%) and get very nice set bonuses fro damage (adding up to maybe 25% bonus), this still only gives 365% bonus, which is close to cap, but I think the cap is 400%. If I am wrong, and it is 300%, then this might allow some leeway as far as slotting, or people to split up somewhat.
I strongly recommend against people not taking stamina or hasten. In order for that to pay off with stamina you would probably need about 100% end reduction (halving end cost) in all your attacks and most of your toggles. That's three dedicated enhancements (well, at level 50, maybe 2 dedicated ones and one com,bo with other stuff). Nothing any of the soldiers has gives teammates bonuses to end or recharge. I would recommend against dumping hasten because a lot of powers have long recharges, where diminishing those is very useful.
Of course, I'm just some random schmoe on a message board.
Infinity:
Ellen, 50 MA/Inv Scr
February Night, 14 Ice/Ice Blstr
Guardian:
SilverSwordmaid, 29 Kat/Rgn Scr
Vicious Killer, 33 Emp/Enrgy Def
Electromagness, 40 Rad/Rad Def
Sense of Humor, 50 Fire/En Tank
Virtue:
Kickfest, 50 MA/SR Scr
Freedom:
Glorious Ending, 29 EM/DA Bru
Stacked accuracy has nothing to do with why you should take stamina. (You should) Double stacked assault works amazingly well.
The very first VEAT ST led by TopDoc used /Kin Corrs and Veat--that should give you an idea about how useful stamina and hasten are since that's basically what speedboost does.
I wasn't sure, since we could free up some slotting and just throw in End reducers. With the built in recovery, I wasn't sure if it was enough.
Let me see if I can find TopDoc's post, his ST's are usually first rate.
Almost a team with several VEAT is a "super" team!
Just don't skip Maneuver and Assault. Yeah, Maneuver can easily push you over the cap but there are times when you guys are out of the radius and having one Maneuver for yourself is always a good idea.
As for AoE, I think even Night Widow and Bane can do it. Bane can still Venom Grenade too. NW has Scream, Dart Burst and Spin.
I would definitely take Stamina. If you are thinking about Double Assault, you may want either Numina or Miracle.
-recharge in attacks isn't that a big deal since you have Mental Training. You can save the last spot for -end if you are not going for sets.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
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I wasn't sure, since we could free up some slotting and just throw in End reducers. With the built in recovery, I wasn't sure if it was enough.
Let me see if I can find TopDoc's post, his ST's are usually first rate.
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I tried and it seems that post has expired. You might be able to PM him though
I honestly believe Crabs make the best condidate for Alpha, thanks to IOs, especially with Fortitude, and having Tough on top of that will turn him intoa real Alpha strike. My opinion for the team buildup would be as follows.
1 TanCrab (Takes Tough and Weave for surivability and melee attacks)
1 Bane (Standard Bane)
1 AoECrab (Standard Crab)
1 CrabMind (Standard Crab with a focus on Global Recharge and the Pets)
1 Huntsman (Rifle focus, taking the Leadership toggles as wll as the TT toggles)
1 Night Widow (Standard)
2 Fortunatas (This hlps fill in a DPS gap as well as a control gap)
This is based entirely on the soldiers TT: Maneuvers offering more Defense than the Widow counterpart. This team setup ensures Softcapped defense by about level 10. From there on the rest of the game is just cake. To be honest that setup is mostly just my ideal setup for theme and for functionality. TanCrab takes alpha, Night Widow and Bane stealth strike, Crab and Huntsman AoEs go off, as well as the Fort AoEs. Should make for a quick mob kill.
I'd say yes on Stamina for everyone, it really make life easy for VEATs seeing as they all have the TT toggles. I would say Yes to everyone taking ALL of the TT toggles by the level 24 respec. Once you ahve them all everything will be just infinitely easy, maneuvers included. I'd say the Huntsman can skip the Pool power Maneuvers though, however he should assault, Tactics, and Vengeance. If at any point someone dies you'll have 4 Vengeance, which will ensure victory.
@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
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This is based entirely on the soldiers TT: Maneuvers offering more Defense than the Widow counterpart.
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Very true, but if the widows get perma mindlink, in addition to maneuvers, the widows provide the team more def then the soldiers do with just maneuvers.
Numbers:
soldier TT: Maneuvers: 10% base, 16% enhanced.
Widow TT: Maneuvers: 5% base, 8% enhanced.
Widow Mindlink: 10% base, 16% enhanced.
Without having mindlink perma we need to start guessing based on average uptime, and then soldiers might be the better bet for team def bonuses.
Infinity:
Ellen, 50 MA/Inv Scr
February Night, 14 Ice/Ice Blstr
Guardian:
SilverSwordmaid, 29 Kat/Rgn Scr
Vicious Killer, 33 Emp/Enrgy Def
Electromagness, 40 Rad/Rad Def
Sense of Humor, 50 Fire/En Tank
Virtue:
Kickfest, 50 MA/SR Scr
Freedom:
Glorious Ending, 29 EM/DA Bru
I'm jsut saying without using any IO sets or anything, and it takes some decent global recharge to get mind link perma. It'd be better to rotate mind links between the widow and forts on top of the Maneuvers. At this point its all just icing on that cake, but the more the better I always say.
Also, as an afterthought to putting icing on the cake, may as well ahve everyone take darkest night from the Soul mastery Set. If they can take it that is.
@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
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I'm jsut saying without using any IO sets or anything, and it takes some decent global recharge to get mind link perma. It'd be better to rotate mind links between the widow and forts on top of the Maneuvers. At this point its all just icing on that cake, but the more the better I always say.
Also, as an afterthought to putting icing on the cake, may as well ahve everyone take darkest night from the Soul mastery Set. If they can take it that is.
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Oh speaking about Darkest Night, Hero Builder doesn't show that VEAT can take the "new" patron power. I know Brute can take Darkest Night. Can VEAT take it? I have not checked in-game yet.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I've done 2 VEAT teams. The first was TopDoc's (with /Rad or /Kin Corrs), I'm currently in another that's pure VEAT. The capabilities of the second (non Corr) team is not less than the first (with Corrs). It's a little bit slower without Kins but in the big scheme, no big deal. It takes 10 minutes to finish a mission instead of 9.
To your questions:
Everyone should take TT:M but not Leadership:Man. Yes, you're so far over the soft cap that it may seem like overkill, but in the real world, you may have sessions where not everyone shows up or goes afk or whatever can get you out of an ideal state.
Do NOT skip Stamina. Endurance management is the only thing I've seen slow a VEAT team down. Not only do you need Stamina, but expensive powers like AOEs need some Endurance Reduction slotting as well.
Widows will need Hasten for Mind Link. Soldiers can skip it (my Crab did), though it's certainly helpful.
Leadership:Assault is a chance for super stacking. Leadership:Tactics is a waste.
Aid Other can have its uses. I wouldn't stress about it though. Making sure you have a column or 2 of green skittles is enough.
A Crab with Tough, leading off with Venom is probably your best alpha absorber.
I saw a suggestion of Weave and NO ONE should be taking Weave. Slotted that's what, 5%ish Def? A lot is made of adding 5% to get from 30-35 or 40-45, but to go from 85-90??? No.
Though I'm sure there's an optimal VEAT team makeup out there, I think any configuration will be fine as long as they had:
alpha bait - Crab with Tough
assassin - ST focused Bane and/or Night Widow to take down priority targets and AVs
Fort with Dominate and perhaps Confuse. This is the role I play in my current VEAT team. Confuse or hold a buffer/debuffer before the fight starts.
Immobs, immobs, immobs. On both VEAT teams I've done it was always the runners that slow things down. WAWG is more useful than you'll know. If someone does manage to get away, Forts need to nail them quick.
Here's what I think is wasted for a VEAT team -
Elude - when you pop this, your chances of getting hit will go from 5% down to... 5%
Vengeance - see above
Weave - see way above
Note - that 5% does not account for Accuracy buffs. Still, the concept is the same - uber Def buffs will not help. On the other hand, Elude could come in handy if you find yourself in a drawn out fight and running out of endurance, Vengeance can give a heal. Still, I'd skip.
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Here's what I think is wasted for a VEAT team -
Elude - when you pop this, your chances of getting hit will go from 5% down to... 5%
Vengeance - see above
Weave - see way above
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Agreed on Weave and Elude, but Vengeance also gives a +35% to hit and damage, an d for that I would highly recommend it.
Infinity:
Ellen, 50 MA/Inv Scr
February Night, 14 Ice/Ice Blstr
Guardian:
SilverSwordmaid, 29 Kat/Rgn Scr
Vicious Killer, 33 Emp/Enrgy Def
Electromagness, 40 Rad/Rad Def
Sense of Humor, 50 Fire/En Tank
Virtue:
Kickfest, 50 MA/SR Scr
Freedom:
Glorious Ending, 29 EM/DA Bru
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I honestly believe Crabs make the best condidate for Alpha, thanks to IOs, especially with Fortitude, and having Tough on top of that will turn him intoa real Alpha strike. My opinion for the team buildup would be as follows.
1 TanCrab (Takes Tough and Weave for surivability and melee attacks)
1 Bane (Standard Bane)
1 AoECrab (Standard Crab)
1 CrabMind (Standard Crab with a focus on Global Recharge and the Pets)
1 Huntsman (Rifle focus, taking the Leadership toggles as wll as the TT toggles)
1 Night Widow (Standard)
2 Fortunatas (This hlps fill in a DPS gap as well as a control gap)
This is based entirely on the soldiers TT: Maneuvers offering more Defense than the Widow counterpart. This team setup ensures Softcapped defense by about level 10. From there on the rest of the game is just cake. To be honest that setup is mostly just my ideal setup for theme and for functionality. TanCrab takes alpha, Night Widow and Bane stealth strike, Crab and Huntsman AoEs go off, as well as the Fort AoEs. Should make for a quick mob kill.
I'd say yes on Stamina for everyone, it really make life easy for VEATs seeing as they all have the TT toggles. I would say Yes to everyone taking ALL of the TT toggles by the level 24 respec. Once you ahve them all everything will be just infinitely easy, maneuvers included. I'd say the Huntsman can skip the Pool power Maneuvers though, however he should assault, Tactics, and Vengeance. If at any point someone dies you'll have 4 Vengeance, which will ensure victory.
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I like this idea. When I think of a superteam I think of all power the teams need.
High Resist/Defense - Crab Build
High Single Range Damage -Fort/Bane (w/Mace Blasts)
High Single Melee Damage -Widow/Bane (w/ Mace attack)
AoE Range - Bane (huntsman build)
AoE Melee - Crab/ Widow
Control - Fortunata ( w/ AoE fear from Power Pool)
Buffs - Every AT will have TT and the forts/widows will have Mindlink
Debuff - Bane/Crabs
lvl 50 - Elec/WP/Mu Mastery Stalker, lvl 50 - Dark/EA/Soul Mastery Stalker, lvl 50 - EM/Nin/Soul Mastery Stalker
New Toons
lvl 21 - StJ/WP Stalker
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Here's what I think is wasted for a VEAT team -
Elude - when you pop this, your chances of getting hit will go from 5% down to... 5%
Vengeance - see above
Weave - see way above
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Agreed on Weave and Elude, but Vengeance also gives a +35% to hit and damage, an d for that I would highly recommend it.
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I wouldn't, Vengenace is a wasted power for a couple of reasons.
1.) The most important reason why this is a wasted power, it requires someone to die. I don't see that happening on this team.
2.) Tohit buff is wasted. If half of everyone takes TT:L and each Widow/Fort has Mind Link you probably will cap that too
3.) Damage buff is wasted. More than likely everyone will have TT:A and I know Crabs, Widows, and Huntsmen take the Leadership version. So total that would be 180% with your powers getting 95% from enhancements would give you 275% plus the default 100% = 375% you are now one small red away from the damage cap.
With all that into consideration I don't think one life is worth a small red, I know mine is worth 3 lol.
"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
I've been discussing an Arachnos Super Team all Widows and Soldiers with a couple people and would like to get some suggestions on builds and general advice. I was thinking Crabs and Fortunatas have the most AoE for the buck so they would work well in an all VEAT team, but I could see having some Banes or Widows around to absorb the Alphas. Some of the other questions I had:
Would requiring everyone taking Maneuvers be overkill? I know you can softcap quickly, but I thought it may help if the group splits.
Could Stamina be skipped? If we have all the stacked accuracy, then that slot could be used for End Reduction enhancements.
Could Hasten be skipped? This ties into no stamina, with the open slots from no acc, I'd recommend slotting the powers with 3 DMG, and either 2 RCHG, 1 END or 2 END, 1 RCHG.
Optional Pool Choices - Not using Fitness or Hasten would free up some pool choices, what is something that is good to have? Since there would be no dedicated healers, I'd like to recommend the Medicine Pool. I am thinking Stimulant could be skipped, but the Aid Other/Aid Self would be helpful. Would adding Assault and Tactics from the leadership pool be overkill, or a super stacking opportunity?
Any thoughts or advice you could provide would be appreciated.