Bane for PvP


AllSeeingJamus

 

Posted

How does a Bane perform in the PvP zones?

Would anyone kind enough to recommand me a Bane build for PvP please?


Many thanks


 

Posted

ranged defense..phase...webs...


 

Posted

you forgot the main thing. shatter armor.


 

Posted

Im not sure about Banes, but I have a level 50 widow fully IO'd for defence and it is pretty decent. I can kill pretty much any blaster and scrap.


 

Posted

Quote:
Originally Posted by trainway1 View Post
Im not sure about Banes, but I have a level 50 widow fully IO'd for defence and it is pretty decent. I can kill pretty much any blaster and scrap.
LIES!!!! regens are virtually UNKILLABLE!!!!!!!!!


 

Posted

If you're tooling around with a Bane, try this maybe?

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

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Mace Beam -- KinCrsh-Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/KB(34), KinCrsh-Rechg/EndRdx(36), HO:Nucle(36), HO:Nucle(37)
Level 1: Wolf Spider Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(3), S'fstPrt-ResDam/EndRdx(3)
Level 2: Bane Spider Armor Upgrade -- S'fstPrt-ResKB(A), TtmC'tng-ResDam(5), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/Rchg(7)
Level 4: Combat Training: Defensive -- Krma-ResKB(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(9), LkGmblr-Rchg+(42), Ksmt-ToHit+(50)
Level 6: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-ToHit/Rchg(13), AdjTgt-ToHit(15), AdjTgt-Rchg(15), Rec'dRet-Pcptn(17)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Poisonous Ray -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(25), Dev'n-Dmg/Rchg(25), Dev'n-Acc/Dmg/Rchg(27), LdyGrey-DefDeb/Rchg/EndRdx(27), LdyGrey-%Dam(31)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(33), Mrcl-Heal(36), Numna-Heal/EndRdx(37), Mrcl-Rcvry+(40), Mrcl-Heal/EndRdx(48)
Level 16: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(17)
Level 18: Tactical Training: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(19), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx(34)
Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(33)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(40)
Level 24: Mental Training -- Run-I(A)
Level 26: Placate -- RechRdx-I(A)
Level 28: Cloaking Device -- LkGmblr-Def/EndRdx(A), Krma-ResKB(29), LkGmblr-Rchg+(43), LkGmblr-Def(43)
Level 30: Shatter -- Mako-Dmg/Rchg(A), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg(39), Mako-Dmg/EndRdx(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
Level 32: Grant Invisibility -- Krma-ResKB(A), LkGmblr-Rchg+(46)
Level 35: Invisibility -- Krma-ResKB(A)
Level 38: Phase Shift -- RechRdx-I(A)
Level 41: Web Envelope -- TotHntr-Immob/Acc(A), TotHntr-Acc/EndRdx(42), TotHntr-Acc/Rchg(42), TotHntr-EndRdx/Immob(43), TotHntr-Acc/Immob/Rchg(48), TotHntr-Dam%(50)
Level 44: Shatter Armor -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 47: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(48)
Level 49: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
------------
------------
Set Bonus Totals:

  • 18% DamageBuff(Smashing)
  • 18% DamageBuff(Lethal)
  • 18% DamageBuff(Fire)
  • 18% DamageBuff(Cold)
  • 18% DamageBuff(Energy)
  • 18% DamageBuff(Negative)
  • 18% DamageBuff(Toxic)
  • 18% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 13.9% Defense(Energy)
  • 13.9% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 24.9% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 18% Enhancement(Accuracy)
  • 5% Enhancement(Immobilize)
  • 32.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 228.9 HP (21.4%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -43)
  • Knockup (Mag -43)
  • MezResist(Held) 9.35%
  • MezResist(Immobilize) 8.8%
  • MezResist(Sleep) 2.2%
  • 20% Perception
  • 9% (0.16 End/sec) Recovery
  • 44% (2.36 HP/sec) Regeneration
  • 2.5% Resistance(Smashing)
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 13% RunSpeed




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@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Does Bane need a +Preception Proc to see stealth heroes in PvP?

And thanks for the build


 

Posted

Quote:
Originally Posted by Angelic_EU View Post
Does Bane need a +Preception Proc to see stealth heroes in PvP?

And thanks for the build
For heroes no. Their stealth cap is too low. The benefit of the perc proc is for stalkers since veats have a much higher perception cap than any other AT.


 

Posted

So basically a PvP Bane is: ranged power + range defence + loads of KB procs + web + Shatter Armour.

But how would a melee only Bane compete?


 

Posted

Quote:
Originally Posted by Angelic_EU View Post
So basically a PvP Bane is: ranged power + range defence + loads of KB procs + web + Shatter Armour.

But how would a melee only Bane compete?
you forgot phase...and melée is bad


 

Posted

Quote:
Originally Posted by Angelic_EU View Post
So basically a PvP Bane is: ranged power + range defence + loads of KB procs + web + Shatter Armour.

But how would a melee only Bane compete?
In duels or small team stuff? Not really. In big team stuff you're mostly there as disruption (webbing people, using your ranged attacks to drop Stalkers out of hide). Taking away your ranged options puts you at a disadvantage to perform the role you're best suited for.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Nice build mac. Wouldn't you need Tactics to hit the perception cap?

Base - 500
Tactical Training: Leadership - 300
Rectified Reticle - 100

Only puts you at 900 Perception radius.

Tactics would add 346 to this. This would put you at 1246 (allowing you to see stalkers at roughly ~100 yards.)


 

Posted

In my going rogue pvp design, i sacrificed super jump for tactics so I can hunt stalkers in zonal, hehe.


 

Posted

Quote:
Originally Posted by AllSeeingJamus View Post
In my going rogue pvp design, i sacrificed super jump for tactics so I can hunt stalkers in zonal, hehe.
cause popping yellows or teaming is haaaaaaaaaaaaaaard.


 

Posted

Quote:
Originally Posted by black_barrier View Post
cause popping yellows or teaming is haaaaaaaaaaaaaaard.
He's on the EU servers so to be fair Barrier, he won't be teaming. I think you need other players to do that.


CoH PvP SG = SuperUnion - Co-Leader - Union/Freedom
CoV PvP VG = Disruption - Co-Leader - Union/Freedom
Global = @Rent & @Rent.

Playgroup are all **** - Global Handle

 

Posted

A question about the macskull build (thank for posting it):

If you were on a 60-month vet account, it seems like Combat Jumping or Hasten could be dropped (or both). Would you want to pickup Combat Training:Offensive over one of those, if you could? Anything else you'd add in?

/w


 

Posted

CJ is useful for slotting IO's, but it could be dropped.

Hasten is 100% mandatory for every PvP build.


 

Posted

That build uses CJ to slot -KB IOs. Since that build doesn't have Acro and only gets to 43 points KB protection as it is, dropping CJ and losing those 8 points isn't something you could get away with (maybe in zone, though, as 35 points is still enough to stop Levitate/Lift, but I wouldn't dream of it in arena). I don't generally use CJ, it's mostly there to:

1. act as an IO mule
2. toggle on when I get immobilized (extra immob resistance FTW) or to run when I'm on a small map where I won't be going vertical often (lab map mostly).


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

What am I missing, Lift on my Dom is only mag 12.5, enhancements in mids doesn't change the number, but if I calculate 12.5 x * (a full set of Kenetic Crash) 174% that's still less than mag 35........

but then if you power boost (which only is 100% of base right?) then that's another 12.5 which means a total of 47 wich is greater than your KB/KU protection of 43.....

Not to mention that 43 still doesn't cover TK Thrust from a Dom or Blaster which is around 44.6 to 45.8

Did I do it wrong?


 

Posted

is it possible to go stamina-less like this for extra recharge and damage? I go Stamina-less on some stalkers and it works great.

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