Picking an Patron Pool for a Huntsman/Bane


EricHough

 

Posted

Midnight Carnage, my arachnos soldier just hit 40 and its time to start thinking about a patron pool selection so I can plan ahead for 41. I have 2 builds on this character - a bane mace build and a ranged huntsman build based on the guide by Aisynia.

If the mace mastery pool can use the same mace as the bane spider attacks I will probably go with that pool for the first build to avoid redraw, although the power that seems the most attractive, shatter armor, looks a little screwy because mids is showing it as only accepting to hit buff sets which makes no sense, as its a melee attack with a resistance debuff. Hopefully this is just an error in mids - if someone could confirm that for me I would appreciate it.

That leaves the huntsman build and I am kind of at a loss as to where to go from this point. Any pool I take is going to cause redraw so I was thinking of going with Mu mastery so I could get a second immobilize and some energy AE - even with redraw the Mu attacks look to have a fast enough animation to be reasonably effective. The only alternative I see is picking up the regular leadership pool or the fighting pool for more defenses, but my current build is pretty tough on end use even with a perf shifter proc in stamina so I really don't want to add any more toggles.

Here is my current hunstman build as of level 40. I am open to suggestions as to where to go from here:

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Midnight Carnage: Level 40 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Fitness
Power Pool: Leaping

Villain Profile:
Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(27)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(25)
Level 2: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(31)
Level 4: Combat Training: Defensive -- DefBuff-I(A)
Level 6: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/EndRdx(29), Enf'dOp-Immob/Rng(40), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/Immob(40)
Level 8: Heavy Burst -- AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(9), AirB'st-Dmg/EndRdx(9), AirB'st-Dmg/Rchg(11), Det'tn-Dmg/Rchg(11), UndDef-Rchg/EndRdx(29)
Level 10: Tactical Training: Maneuvers -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(23)
Level 12: Venom Grenade -- AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(15), AirB'st-Dmg/EndRdx(15), AirB'st-Dmg/Rchg(17), Det'tn-Dmg/Rchg(17), Posi-Dmg/Rchg(34)
Level 14: Swift -- Run(A)
Level 16: Hurdle -- Jump(A)
Level 18: Frag Grenade -- AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(19), AirB'st-Dmg/EndRdx(19), AirB'st-Dmg/Rchg(21), Det'tn-Dmg/Rchg(25), Det'tn-Acc/Dmg/EndRdx(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(27), P'Shift-End%(33)
Level 22: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), LkGmblr-Rchg+(33)
Level 24: Mental Training -- Run(A)
Level 26: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(33)
Level 28: Tactical Training: Assault -- EndRdx-I(A)
Level 30: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(37)
Level 32: Cloaking Device -- RedFtn-EndRdx(A), RedFtn-Def(34), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(36)
Level 35: Build Up -- RechRdx-I(A)
Level 38: Surveillance -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(39), AnWeak-Acc/Rchg(39), AnWeak-DefDeb/EndRdx/Rchg(39)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
------------
------------
Set Bonus Totals:

  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 7.06% Defense(Smashing)
  • 7.06% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 9.88% Defense(Energy)
  • 9.88% Defense(Negative)
  • 3% Defense(Psionic)
  • 7.38% Defense(Melee)
  • 13% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.25% Max End
  • 16% Enhancement(Accuracy)
  • 6% Enhancement(Knockback)
  • 6% Enhancement(Knockup)
  • 3% Enhancement(Immobilize)
  • 27.5% Enhancement(RechargeTime)
  • 4% FlySpeed
  • 36.1 HP (3.37%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 4.95%
  • MezResist(Sleep) 4.95%
  • MezResist(Stun) 2.2%
  • 3.5% (0.06 End/sec) Recovery
  • 10% (0.54 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 3.14% Resistance(Energy)
  • 3.14% Resistance(Negative)
  • 4% RunSpeed


Globals: @Midnight Mystique/@Magik13

 

Posted

As far as mace mastery, I believe (but don't quote me on this) that it won't cause redraw with the bane mace powers. When you hit 41, I would copy to the test server and try it out there to be sure. The reason shatter armor takes tohit buff sets in mids is because it was originally focused accuracy, before the devs changed their minds. There's no reason why it shouldn't take melee damage sets in game, although I haven't tested it personally.

I would personally still go for the regular leadership pool on the huntsman, regardless - or at least maneuvers. Tactics would be overkill, but a second assault is also appealing. More or less, I guess, it depends on how often you team. Maneuvers is important for personal survivability, but it also boosts your team's toughness noticably since you already have the very strong TT:M to stack it on. Assault is, well, assault. 15% extra damage or 30% extra? On a large team, those two would probably do more overall than the extra AoE.

If you solo more, on the other hand, I could see going mu. There's nothing saying you couldn't do both, though - maneuvers and then 3 mu powers, or maneuvers + assault and two from mu? The pet is fugly anyway, totally doesn't fit stylistically (imo), so it's not like leaving it out is that much of a sacrifice.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

Mace Mastery does NOT cause re-draw with Bane powers, and as such, can be quite ideal. I added Shatter Armor to my Bane's attacks, and found it works fairly nicely. The ranged attacks in the patron set are also generally nicer than their equivalents on the regular Bane tree as well, for what it's worth.

I don't know much about running a Huntsman, so I'll let someone else handle that aspect.


 

Posted

My huntsman build is rather tough on endurance as well but I haven't slotted Numina or miracle procs. I did go into the Leadership pool and Assault and Manuvers is noticeable as far as damage done and survivability.

I could see having an AoE immob would be nice but I really haven't noticed a need for another attack.


Poisonous Ice 50 Ice/Rad
Icy Jax 50 Ice/SS
Jaxon Penn 50 Shield/Mace
Cpt Clax 50 Thugs/Dark
Lady BlackIce 50 Dark/Cold
Lady Black Ice 50 Dark/Ice
Bella Jax 50 Storm/Sonic
Operative Jax 50 SoA
Level 50 Trick Arrow Alts
TA/A-Plant/TA-Bots/TA
Level 50 Claws Scrappers
SR-Regen-DA-Invul-WP-FA

 

Posted

I think I picked Soul Mastery on my bane/gunbane. I picked the pool because I tend to solo occasionally so I use the -acc when fighting tough enemies and huge mobs.

I would say Soul or Mu if you are using the gun build. I feel the mace just gets in the way due to redraw.


 

Posted

The PPP's don't really add much to an SOA build IMHO. On my huntsman build I went with a double maneuvers and assault. It's a great team build and you're providing defender level buffs to defense and damage.

If you're going with a hunstman type build, pick up the leadership pool. I just don't see the patron pools adding that much utility to an SoA build. Everything they have you can already do.


My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi

 

Posted

Yeah, that's one of the things I think is often underappreciated about the huntsman build. With double maneuvers/assault, TT:L, venom grenade, surveillance, WAWG, and bots, you're passing around 21% defense, 30% damage, 15% tohit, landing -20% resistance to entire spawns and -40% on bosses, slowing and immobilizing stuff, and summoning pets to distract the enemy and hand out their own damage and mitigation to the enemy. That's probably at least the equivalent of a corruptor's or masterminds' support set - sure, no healing, but pretty darn good offensive and defensive stuff. Not to mention you're a lot less likely to end up mezzed and ineffective than said corruptor or mastermind.

I still think the patron pools can have something to offer, though. Especially if you don't have the cash to get large amounts of global recharge, picking up an extra pair of attacks could really help round out your ST and AoE chains (well, if you pick mu or soul for fast animations, anyway). I certainly wouldn't pick them over the extra leadership stuff if I had to choose, but you can probably fit both.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

on my bane build i went with mace pool for shatter armor to stack with survellance.

shatter armor is not just a debuff, but an attack with similar strength to the base dmg of the normal shatter.

it is nice how i dont have a redraw either for my normal attacks


 

Posted

I've got a level 35 huntsman right now myself, and I've been asking myself the same questions you have. Two other questions I have are:

With alternate builds, can you choose a different patron power pool?

With alternate VEAT builds, can you choose a different path? Can I go huntsman/bane on one build, and crab on the other, for example?

When I built my huntsman in Mids, I didn't bother with the patron power pools. Here's my current build, and so far, it's rather monstrous in terms of AoE damage and survivability. The builds don't have travel powers (except Combat Jumping), because I've got the Martial Arts booster pack, and ninja run + swift + sprint + mental training (along with a jetpack from the Grandville vendor) is more than enough, especially with the bonus runspeed from the GotA sets. Plus, ninja running across the Rogue Isles while flipping over almost any obstacle just looks damn cool. ^_^

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Baroness Arachnae Cloaking Device Build: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership

Villain Profile:
Level 1: Single Shot -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(3), Entrpc-Dmg/Rchg:35(5), Entrpc-Dmg/EndRdx/Rchg:35(7), Entrpc-Heal%:35(34)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(17), S'fstPrt-ResDam/EndRdx:30(46)
Level 2: Burst -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(3), Entrpc-Dmg/Rchg:35(5), Entrpc-Dmg/EndRdx/Rchg:35(7), Entrpc-Heal%:35(34)
Level 4: Combat Training: Defensive -- GftotA-Run+:40(A), Krma-ResKB:30(34)
Level 6: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg:40(A), Enf'dOp-Acc/Immob/Rchg:40(9), Enf'dOp-Immob/Rng:40(9), Enf'dOp-Acc/Immob:40(11), Enf'dOp-EndRdx/Immob:40(31), Enf'dOp-Acc/EndRdx:40(33)
Level 8: Heavy Burst -- Posi-Dmg/Rng:40(A), Posi-Dmg/EndRdx:40(11), Posi-Dmg/Rchg:40(13), Posi-Acc/Dmg/EndRdx:40(13), Posi-Dam%:40(36)
Level 10: Combat Jumping -- GftotA-Run+:40(A), GftotA-Def:40(15), GftotA-Def/EndRdx:40(23), GftotA-Def/EndRdx/Rchg:40(36)
Level 12: Tactical Training: Maneuvers -- GftotA-Run+:40(A), GftotA-Def/EndRdx/Rchg:40(15), GftotA-Def:40(23), GftotA-Def/EndRdx:40(37)
Level 14: Venom Grenade -- Posi-Dmg/Rng:40(A), Posi-Dmg/EndRdx:40(17), Posi-Dmg/Rchg:40(33), Posi-Acc/Dmg/EndRdx:40(39), Posi-Dam%:40(39)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(19), Numna-Regen/Rcvry+:40(19), Mrcl-Heal:40(36), Numna-Heal:40(39)
Level 20: Stamina -- P'Shift-EndMod:40(A), P'Shift-EndMod/Rchg:40(21), P'Shift-EndMod/Acc/Rchg:40(21), P'Shift-End%:40(37), P'Shift-Acc/Rchg:40(46), P'Shift-EndMod/Acc:40(46)
Level 22: Mental Training -- Run-I:50(A)
Level 24: Cloaking Device -- GftotA-Run+:40(A), GftotA-Def:40(25), GftotA-Def/EndRdx:40(25), GftotA-Def/EndRdx/Rchg:40(31)
Level 26: Frag Grenade -- Posi-Dmg/Rng:40(A), Posi-Dmg/EndRdx:40(27), Posi-Dmg/Rchg:40(27), Posi-Acc/Dmg/EndRdx:40(33), Posi-Dam%:40(42)
Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
Level 30: Build Up -- AdjTgt-ToHit/Rchg:40(A), AdjTgt-ToHit/EndRdx/Rchg:40(31), AdjTgt-EndRdx/Rchg:40(37), AdjTgt-ToHit/EndRdx:40(43), AdjTgt-Rchg:40(45)
Level 32: Surveillance -- LdyGrey-DefDeb/Rchg/EndRdx:40(A), LdyGrey-Rchg/EndRdx:40(45), LdyGrey-DefDeb/EndRdx:40(45)
Level 35: Tactical Training: Leadership -- GSFC-ToHit:40(A), GSFC-ToHit/Rchg:40(40), GSFC-ToHit/Rchg/EndRdx:40(40), GSFC-Rchg/EndRdx:40(40), GSFC-ToHit/EndRdx:40(42), GSFC-Build%:40(50)
Level 38: Call Reinforcements -- C'Arms-Acc/Rchg:30(A), C'Arms-Dmg/EndRdx:30(42), C'Arms-Acc/Dmg/Rchg:30(43), C'Arms-EndRdx/Dmg/Rchg:30(43), C'Arms-+Def(Pets):30(50), C'Arms-Acc/Dmg:30(50)
Level 41: Maneuvers -- GftotA-Run+:40(A), GftotA-Def:40(48), GftotA-Def/EndRdx:40(48), GftotA-Def/EndRdx/Rchg:40(48)
Level 44: Tactical Training: Assault -- EndRdx-I:50(A)
Level 47: Assault -- EndRdx-I:50(A)
Level 49: Combat Training: Offensive -- Acc-I:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Conditioning
------------
------------
Set Bonus Totals:

  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 5% Defense
  • 8.31% Defense(Smashing)
  • 8.31% Defense(Lethal)
  • 7.06% Defense(Fire)
  • 7.06% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 9.88% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 11.1% Defense(AoE)
  • 11.7% Max End
  • 36% Enhancement(Accuracy)
  • 3% Enhancement(Immobilize)
  • 40% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 88.3 HP (8.25%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 5.5%
  • 22% (0.39 End/sec) Recovery
  • 32% (1.72 HP/sec) Regeneration
  • 1.89% Resistance(Smashing)
  • 1.89% Resistance(Lethal)
  • 14.7% Resistance(Fire)
  • 4.73% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 3.14% Resistance(Negative)
  • 47.5% RunSpeed

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I solo quite a bit, which is why I took Combat Training: Offensive instead of Vengeance as the last power, although I'm reconsidering that now.

Looking at the PPPs available to Huntsmen/Banes, I am rather attracted to Soul Mastery. Taking a second immobilize (Soul Tentacles) would work well with the WAWG -> VG -> FG -> HB combo, as it could stop those few that aren't caught in the WAWG's AoE and keep them stationary for punishment. Then, Darkest Night would render those immobilized (and not immobilized, for that matter) even LESS capable of damaging you or anyone else. Yes, it's another toggle, but with well-slotted attacks, mobs won't survive long enough for END to become a problem.

Here's the Soul Mastery build:

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Baroness Arachnae PPP Build: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Single Shot -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(3), Entrpc-Dmg/Rchg:35(5), Entrpc-Dmg/EndRdx/Rchg:35(7), Entrpc-Heal%:35(34)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(17), S'fstPrt-ResDam/EndRdx:30(46)
Level 2: Burst -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(3), Entrpc-Dmg/Rchg:35(5), Entrpc-Dmg/EndRdx/Rchg:35(7), Entrpc-Heal%:35(34)
Level 4: Combat Training: Defensive -- GftotA-Run+:40(A), Krma-ResKB:30(34)
Level 6: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg:40(A), Enf'dOp-Acc/Immob/Rchg:40(9), Enf'dOp-Immob/Rng:40(9), Enf'dOp-Acc/Immob:40(11), Enf'dOp-EndRdx/Immob:40(31), Enf'dOp-Acc/EndRdx:40(33)
Level 8: Heavy Burst -- Posi-Dmg/Rng:40(A), Posi-Dmg/EndRdx:40(11), Posi-Dmg/Rchg:40(13), Posi-Acc/Dmg/EndRdx:40(13), Posi-Dam%:40(36)
Level 10: Combat Jumping -- GftotA-Run+:40(A), GftotA-Def:40(15), GftotA-Def/EndRdx:40(23), GftotA-Def/EndRdx/Rchg:40(36)
Level 12: Tactical Training: Maneuvers -- GftotA-Run+:40(A), GftotA-Def/EndRdx/Rchg:40(15), GftotA-Def:40(23), GftotA-Def/EndRdx:40(37)
Level 14: Venom Grenade -- Posi-Dmg/Rng:40(A), Posi-Dmg/EndRdx:40(17), Posi-Dmg/Rchg:40(33), Posi-Acc/Dmg/EndRdx:40(39), Posi-Dam%:40(39)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(19), Numna-Regen/Rcvry+:40(19), Mrcl-Heal:40(36), Numna-Heal:40(39)
Level 20: Stamina -- P'Shift-EndMod:40(A), P'Shift-EndMod/Rchg:40(21), P'Shift-EndMod/Acc/Rchg:40(21), P'Shift-EndMod/Acc:40(29), P'Shift-Acc/Rchg:40(29), P'Shift-End%:40(37)
Level 22: Mental Training -- Run-I:50(A)
Level 24: Cloaking Device -- GftotA-Run+:40(A), GftotA-Def:40(25), GftotA-Def/EndRdx:40(25), GftotA-Def/EndRdx/Rchg:40(31)
Level 26: Frag Grenade -- Posi-Dmg/Rng:40(A), Posi-Dmg/EndRdx:40(27), Posi-Dmg/Rchg:40(27), Posi-Acc/Dmg/EndRdx:40(33), Posi-Dam%:40(42)
Level 28: Tactical Training: Assault -- EndRdx-I:50(A)
Level 30: Build Up -- AdjTgt-ToHit/Rchg:40(A), AdjTgt-ToHit/EndRdx/Rchg:40(31), AdjTgt-EndRdx/Rchg:40(37), AdjTgt-ToHit/EndRdx:40(43), AdjTgt-Rchg:40(45)
Level 32: Surveillance -- LdyGrey-DefDeb/Rchg/EndRdx:40(A), LdyGrey-Rchg/EndRdx:40(45), LdyGrey-DefDeb/EndRdx:40(45)
Level 35: Tactical Training: Leadership -- GSFC-ToHit:40(A), GSFC-ToHit/Rchg:40(40), GSFC-ToHit/Rchg/EndRdx:40(40), GSFC-Rchg/EndRdx:40(40), GSFC-ToHit/EndRdx:40(42), GSFC-Build%:40(48)
Level 38: Call Reinforcements -- C'Arms-Acc/Rchg:30(A), C'Arms-Dmg/EndRdx:30(42), C'Arms-Acc/Dmg/Rchg:30(43), C'Arms-EndRdx/Dmg/Rchg:30(43), C'Arms-Acc/Dmg:30(48), C'Arms-+Def(Pets):30(50)
Level 41: Maneuvers -- GftotA-Run+:40(A), GftotA-Def:40(46), GftotA-Def/EndRdx:40(46), GftotA-Def/EndRdx/Rchg:40(48)
Level 44: Assault -- EndRdx-I:50(A)
Level 47: Soul Tentacles -- RechRdx-I:50(A)
Level 49: Darkest Night -- DampS-Rchg/EndRdx:40(A), DampS-ToHitDeb/Rchg/EndRdx:40(50), DampS-ToHitDeb/EndRdx:40(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Conditioning
------------
------------
Set Bonus Totals:
  • 9% DamageBuff(Smashing)
  • 9% DamageBuff(Lethal)
  • 9% DamageBuff(Fire)
  • 9% DamageBuff(Cold)
  • 9% DamageBuff(Energy)
  • 9% DamageBuff(Negative)
  • 9% DamageBuff(Toxic)
  • 9% DamageBuff(Psionic)
  • 5% Defense
  • 8.31% Defense(Smashing)
  • 8.31% Defense(Lethal)
  • 7.06% Defense(Fire)
  • 7.06% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 9.88% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 11.1% Defense(AoE)
  • 13.5% Max End
  • 36% Enhancement(Accuracy)
  • 3% Enhancement(Immobilize)
  • 40% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 88.3 HP (8.25%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 5.5%
  • 22% (0.39 End/sec) Recovery
  • 32% (1.72 HP/sec) Regeneration
  • 1.89% Resistance(Smashing)
  • 1.89% Resistance(Lethal)
  • 14.7% Resistance(Fire)
  • 4.73% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 3.14% Resistance(Negative)
  • 47.5% RunSpeed

Code:
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|-------------------------------------------------------------------|
Yeah, I dropped Hasten in the PPP build, but the build already has 60% global recharge, which is still shiny.

Both builds have all positional defenses above the softcap when Cloaking Device is engaged; Ranged is at the softcap with CD suppressed, and Melee/AoE are still around 40%.

The IO sets in Health are rather expensive, but even if it's just 5-slotted with 5 level 50 Health IOs, regen is still at 202%. Another possibility would be to five-slot Doctored Wounds, adding more set bonuses, including another juicy 5% recharge.

So, what do people think? Let me know! ^_^


 

Posted

Mace:

I can't comment on your Mids' data, but to answer your question about dual builds, yes, you can have one build specced as a huntsman and the other as a crab. VEATS benefit a great deal from the dual-build mechanic.

HOWEVER, please note that if you take any powers from the crab branch, your character will always have the crab backpack present, no matter which build you're using. It's a cosmetic issue but something to keep in mind.


 

Posted

Might want to consider Mako for Bile Spray. Its all toxic damage and Venom Grenade is -40% resist to toxic.