Bane AoEs?
Here's the first draft build I came up with. This is for level 50, not leveling up. The cost is not a big problem... I didn't put purples in here but those Touch of Death sets are expensive, as is Shield Breaker, these days.
I want to find a way to fit VG in. No idea what to drop, maybe Placate but it's so nice to have that extra crit. Maybe CJ, but it's a good chunk o'DEF with BotZ, and I worry about my maneuverability in combat without it. I already gave up MT, though there seem to be a lot of people on these forums who consider MT optional unless you need +recharge.
Also thinking about dumping the 6th slot out of the two Red Fortunes and 2 Thunderstrikes (losing 10% ranged def) and putting those 4 slots into TT:L so I can put a full Gaussian's in there. That will give me 2.5% more def to all 3 positions, plus it makes TT:L much better. Also might make sense to replace the Reactive Armor in Tough with Aegis since my AoE def is only 44.8 and melee and ranged are over 60.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
BANE 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: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dam%(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Dmg/EndRdx/Rchg(7)
Level 1: Bane Spider Armor Upgrade -- ResDam-I(A)
Level 2: Combat Training: Defensive -- DefBuff-I(A)
Level 4: Wolf Spider Armor -- S'fstPrt-ResKB(A)
Level 6: Build Up -- RechRdx-I(A), AdjTgt-ToHit/Rchg(7), AdjTgt-Rchg(9)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(46)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-EndRdx(19), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(36)
Level 12: Poisonous Ray -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(25)
Level 14: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(19)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Kick -- Acc-I(A)
Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40), RedFtn-EndRdx(43)
Level 26: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(34)
Level 28: Placate -- RechRdx-I(A), RechRdx-I(29)
Level 30: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(31), ShldBrk-Acc/Rchg(31), ShldBrk-DefDeb/EndRdx/Rchg(36), ShldBrk-Acc/EndRdx/Rchg(37), ShldBrk-%Dam(37)
Level 32: Crowd Control -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(33), Oblit-Dmg(33), Oblit-%Dam(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-EndRdx/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
Level 38: Weave -- RedFtn-Def(A), RedFtn-EndRdx(39), RedFtn-Def/EndRdx(39), RedFtn-Def/Rchg(39), RedFtn-Def/EndRdx/Rchg(48)
Level 41: Mace Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
Level 47: Tactical Training: Leadership -- GSFC-Build%(A), GSFC-ToHit/EndRdx(50)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
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one question, why not take the regular shatter attack if your taking cloaking device?
shatter does extremely high dmg (higher than crowd control) and a good follow up to shatter armor
you could do surveillance -> venom grenade -> shatter armor -> placate -> shatter (for executioner strike to an enemy with -60% resists), that combo could 1 shot LTs and prolly take a boss down 50% or more hp
I did take Shatter, it's at 26 there.
Thanks for the response though.
I'm thinking about going to the test server and trying out a wacky build with most of those AoEs I haven't used before: Mace Beam Blast & Volley, Web Envelope and Disruptor Blast. Though now I notice that Mace Beam Blast has that tiny 10' radius, which really annoys me (on Frag grenade and WAWG, also Electryifying Fences which my Crab has). Web Envelope and Disruptor Blast are only a 15' radius, still not great, but not as annoying as the 10'.
Just to follow up, I'll post the final build I went with. I'm fairly happy with it, though it's not quite as survivable as my ridiculously tough hovercrab primary build.
I ended up skipping VG, I wanted to just have fun with the melee stuff, and I use P-Ray and Mace Blast to shoot down runners. The only AoE I took was Crowd Control. I had no idea how incredible it is! I've never had a 180-degree melee cone before. Build Up followed by CC from stealth knocks my socks off. In fact if I respec I might try to add more recharge and/or Hasten so I can CC more often, or Web Envelope just to keep things clumped for Placate-CC.
Here's the general reasons I avoided the other AoEs.
- WAWG - Redraw and tiny radius
- Heavy Burst - Redraw
- Venom Grenade - Redraw
- Frag Grenade - Redraw and tiny radius
- Mace Beam Blast - Tiny radius
- Mace Beam Volley - Low damage
- Web Envelope - no reason, I might take it if I respec
- Disruptor Blast - Knockback and so-so damage
I dislike the 10' radius targeted AoEs so much that I am planning to drop Frag from my hovercrab build as well, probably replacing it in my attack chain with Static Discharge. I need to respec the crab anyway to replace Serum (almost never needed or used) with Aim, and to move a 4th slot into Stam for the PerfShifter +end, because 8 toggles and a 5-AoE attack chain makes for major endurance issues.
I would reaaaaally advise against skipping Venom Grenade, even if it does cause redraw. It's well worth the -20% res (-40% res toxic).
"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."
Here's the build. I have not yet slotted the 3 expensive IOs (Numina's, Miracle, and the BotZ -KB). The rest was fairly affordable. I thought the Shield Breaker and the 4 ToD sets would break me but I was pleasantly surprised how quickly my modest bids turned around. The BotZ spd/end and the Shield Breaker Acc/End/Rechg were the only expensive things (>10M) IIRC.
It's an end-heavy build but not terrible.
And yes I realize I am one extra slot away from a lot more def in some of these sets. I had more then 45% ranged def and I wanted the full Gaussian's in tactics, so I pilfered 4 slots from the Red Fortune and Thunderstrike sets.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
BANE 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: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dam%(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Dmg/EndRdx/Rchg(7)
Level 1: Bane Spider Armor Upgrade -- ResDam-I(A)
Level 2: Combat Training: Defensive -- DefBuff-I(A)
Level 4: Combat Training: Offensive -- Acc-I(A)
Level 6: Build Up -- RechRdx-I(A), AdjTgt-ToHit/Rchg(7), AdjTgt-Rchg(9)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(11)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx(19), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(25)
Level 12: Poisonous Ray -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(13), Ruin-Dmg/Rchg(13), Ruin-Acc/EndRdx/Rchg(23), Ruin-Acc/Dmg/Rchg(23)
Level 14: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(19)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Kick -- Acc-I(A)
Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(29), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40)
Level 26: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(34)
Level 28: Placate -- RechRdx-I(A), RechRdx-I(43)
Level 30: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(31), ShldBrk-Acc/Rchg(31), ShldBrk-DefDeb/EndRdx/Rchg(36), ShldBrk-Acc/EndRdx/Rchg(37), AnWeak-Acc/Rchg(37)
Level 32: Crowd Control -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(33), Oblit-Dmg(33), Oblit-%Dam(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
Level 35: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(36), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(43), Aegis-Psi/Status(46)
Level 38: Weave -- RedFtn-Def(A), RedFtn-EndRdx(39), RedFtn-Def/EndRdx(39), RedFtn-Def/Rchg(39), RedFtn-Def/EndRdx/Rchg(48)
Level 41: Mace Blast -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(42), Ruin-Dmg/Rchg(42), Ruin-Acc/EndRdx/Rchg(42), Ruin-Acc/Dmg/Rchg(43)
Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
Level 47: Tactical Training: Leadership -- GSFC-Build%(A), GSFC-ToHit(48), GSFC-ToHit/Rchg(48), GSFC-ToHit/EndRdx(50), GSFC-ToHit/Rchg/EndRdx(50), GSFC-Rchg/EndRdx(50)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Conditioning
Level 0: Ninja Run
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Set Bonus Totals:
- 23.5% DamageBuff(Smashing)
- 23.5% DamageBuff(Lethal)
- 23.5% DamageBuff(Fire)
- 23.5% DamageBuff(Cold)
- 23.5% DamageBuff(Energy)
- 23.5% DamageBuff(Negative)
- 23.5% DamageBuff(Toxic)
- 23.5% DamageBuff(Psionic)
- 10.6% Defense(Smashing)
- 10.6% Defense(Lethal)
- 10.6% Defense(Fire)
- 10.6% Defense(Cold)
- 2.81% Defense(Energy)
- 2.81% Defense(Negative)
- 21.3% Defense(Melee)
- 5.63% Defense(Ranged)
- 16.6% Defense(AoE)
- 20% Enhancement(Accuracy)
- 20% Enhancement(RechargeTime)
- 5% FlySpeed
- 108.4 HP (10.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 13.5%
- MezResist(Immobilize) 20.1%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 5.8%
- 5% (0.09 End/sec) Recovery
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 3% Resistance(Psionic)
- 10% RunSpeed
- 4.5% XPDebtProtection
I would reaaaaally advise against skipping Venom Grenade, even if it does cause redraw. It's well worth the -20% res (-40% res toxic).
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And I think you've teamed with this toon on Justice - Arbiter Arbitrary.
Bad news and good news regarding that build:
Bad news: Not sure if you heard or not, but the Blessing of the Zephyr set is having its defense bonus reduced in I17. Since I already edited my version of Mids to reflect the changes, I took a look at your build and discovered that after Cloaking Device suppresses you will just barely be at the softcap for ranged defense, while you're a bit over what you'd need for melee defense. I'd suggest pulling one of the Touch of Death pieces out of an attack and moving it to one of the powers where you have 5-slotted Red Fortunes (basically, move the 6th set to a Red Fortune set for the extra ranged defense bonus, and you'll still have a good cushion for melee defense). OR, replace the generic resistance IO in Bane Spider Armor Upgrade with the Steadfast Protection: Resistance/Defense IO for another 3% defense to all (which would eliminate you having to move that enhancement around to add to the ranged defense). That IO isn't terribly expensive, and you can just roll a bunch of 10-14 bronze ticket rolls and hope for it.
Good news: Free respec in I17 means moving slots and enhancements will probably be easier.
Other notes: I would not really bother with taking Combat Training: Offensive, especially for a PvE build. It only gives accuracy and not tohit, and between acc slotting in your attacks and Tactics you shouldn't be missing much anyways. That might free up some power slots and give you room to take Mental Training, which is a really nice power (free 20% recharge, run speed, and slow resistance).
"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."
I'm working on a second Bane build for my 50 crab. To avoid redraw and stay in theme, I avoided all the Arachnos Soldier powers in my first draft, and I took no AoEs except Crowd Control, but then I realized I should take Venom Grenade since it's one of our best powers.
Which Bane AoEs are worth taking? Are any of them terrible? With Mace Mastery my options are:
FYI, I am skipping the pets. I dropped them from my crab and never looked back. (If I solo with the crab, I'm probably farming and want to herd, which the pets prevent because they scatter the aggro and the enemies all over the place and I have to chase down runners with my lousy ST attacks.) I'm sure there are situations where the pets are useful to a Bane - boosting ST damage is obviously not needed, but drawing away aggro might sometimes be helpful.