Wolf Spider Huntsman IO Build Help


Dekord

 

Posted

Hello! New to these forums, and have decided to roll a Wolf Spider and IO him into greatness. I have relied heavily on Aisynia's Guide to the Huntsman. Since I have never played the VEATs before, some help would be (greatly) appreciated. Here's what I have come up with:

Villain Plan by Mids' Villain Designer 1,621
http://www.cohplanner.com/

Click this DataLink to open the build!
Spider of Loss: 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
Power Pool: Speed

Villain Profile:
Level 1: Single Shot -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg(3), Apoc-Dmg/Rchg(5), Apoc-Acc/Rchg(36)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(39), GA-3defTpProc(50)
Level 2: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg/Rchg(19), Thundr-Dmg/EndRdx/Rchg(46)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 6: Wide Area Web Grenade -- GravAnch-Hold%(A), GravAnch-Acc/Rchg(7), GravAnch-Immob/Rchg(7), GravAnch-Immob/EndRdx(9), GravAnch-Acc/Immob/Rchg(50)
Level 8: Heavy Burst -- Posi-Dam%(A), Posi-Dmg/EndRdx(39), Posi-Acc/Dmg(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-EndRdx/Rchg(11), LkGmblr-Def/Rchg(13)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), GftotA-Run+(15), GftotA-Def(15), GftotA-Def/EndRdx(17), GftotA-Def/EndRdx/Rchg(17)
Level 14: Super Jump -- SprngFt-EndRdx/Jump(A)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21), Numna-Heal(21), Numna-Heal/Rchg(36), Panac-Heal/+End(48)
Level 22: Stamina -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(23), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/EndRdx(25), Efficacy-EndMod/Acc(25), Efficacy-EndMod(27)
Level 24: Venom Grenade -- Posi-Dam%(A), Posi-Dmg/EndRdx(34), Posi-Acc/Dmg/EndRdx(34), Posi-Acc/Dmg(34), Posi-Dmg/Rng(36)
Level 26: Frag Grenade -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Rchg(27), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Dmg(33), Ragnrk-Dmg/EndRdx(33)
Level 28: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-Rchg/EndRdx(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-ToHit/Rchg(31), GSFC-Build%(31), GSFC-ToHit/EndRdx(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), Krma-ResKB(37)
Level 32: Cloaking Device -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(39)
Level 35: Assault -- EndRdx-I(A), EndRdx-I(42)
Level 38: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(46)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Call Reinforcements -- ExRmnt-+Res(Pets)(A), ExRmnt-Acc/Rchg(45), ExRmnt-Dmg/EndRdx(45), ExRmnt-Acc/Dmg/Rchg(45), ExRmnt-Acc/Dmg(46)
Level 47: Mental Training -- Run-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Hectmb-Dam%(A), Hectmb-Dmg(48), Hectmb-Acc/Dmg/Rchg(48), Hectmb-Acc/Rchg(50)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Conditioning
Level 2: Ninja Run
------------


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Strategy, in case anyone needs it: AOE attack chain by Aisynia (Wide Area Web Grenade > Venom Grenade > Frag Grenade > Heavy Burst), then mop up anything left with my Single Shot and Burst.

Also, the Build Up and Brawl slotting is there only because I had my eye on those set bonuses and because I had already pretty much slotted what I needed by that point.

Thanks in advance!

EDIT: No consideration for cost, of course. I have PLENTY of time to get this.


 

Posted

Can't open the datalink atm to check the full bonuses. It looks impressive at a glance, but some things jumped out at me:

The Tactical Training toggles are pretty inexpensive; the second end redux slot in TT:A is only saving .04 eps. If money is as irrelevant as it seems to you, why not swap it out for a Numina or Miracle for Health? Since Posi's Blast is so low on recharge, you could add a 6th slot for a +rech IO on some of the AoEs for when one run through the chain isn't enough (esp. Venom, since the debuff is so juicy), unless all that global rech from your purples and sych makes it unnecessary. I would shunt some slots from Combat Jumping (which is a pure set mule after you cap the defense) and/or Build Up (and go with a fairly conventional +rech slotting) and divert them to the attacks. Also, why stop at 4 Grav. Anchors in WAWG, and not go for the +rech at 5 there?

Oh, and not that it matters, but it appears you swapped the appropriate IOs for Superjump and Sprint; a jump IO in Sprint would be pretty worthless.


Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.

 

Posted

Nice! You have some great ideas there, and I posted the datachunk now. Tweaked a bit for some of your advice, too. The TT:A end redux can't be swapped, unfortunately, for a health, because the slot comes too early. Also, it serves almost as much as another large +Recovery bonus at .04 eps. Oh, the recharge bonus I have here is already perma-hasten, so I don't really need another +Rech IO there. Well, after checking what another +Rech IO would do to it, anyway . CJ, unfortunately, I need to softcap my ranged defense. Thanks for the help though, and now that the datachunk has been posted, can you offer me any more? Again, never played VEATs before, so my experience is a little limited. Thanks!


 

Posted

More regen for a cheaper price (slotting of health). More defense which will imo be needed without any DDR. Slighly more recharge. I understand you went with no accuarcy in several attacks but going far above the the dmg cap of attacks doesn't really do any good either so I change some of the slottings in the attacks to use the end redux parts of the enhancement. Took out acrobatics.

Well... check it out.

Villain Plan by Mids' Villain Designer 1,621
http://www.cohplanner.com/

Spider of Loss: 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
Power Pool: Speed

Villain Profile:
------------
Level 1: Single Shot Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg(3), Apoc-Dmg/Rchg(5), Apoc-Acc/Rchg(36)
Level 1: Bane Spider Armor Upgrade S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(39), GA-3defTpProc(50)
Level 2: Burst Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg/Rchg(19), Thundr-Dmg/EndRdx/Rchg(46)
Level 4: Combat Training: Defensive LkGmblr-Rchg+(A)
Level 6: Wide Area Web Grenade GravAnch-Hold%(A), GravAnch-Acc/Rchg(7), GravAnch-Immob/Rchg(7), GravAnch-Immob/EndRdx(9), GravAnch-Acc/Immob/Rchg(50)
Level 8: Heavy Burst Posi-Dam%(A), Posi-Dmg/EndRdx(39), Posi-Acc/Dmg(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40)
Level 10: Tactical Training: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-EndRdx/Rchg(11), LkGmblr-Def/EndRdx/Rchg(13)
Level 12: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), GftotA-Run+(15), GftotA-Def(15), GftotA-Def/EndRdx(17), GftotA-Def/EndRdx/Rchg(17)
Level 14: Super Jump SprngFt-EndRdx/Jump(A)
Level 16: Tactical Training: Assault EndRdx-I(A)
Level 18: Swift Run-I(A)
Level 20: Health Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21), Numna-Heal(21), Numna-Heal/Rchg(36)
Level 22: Stamina Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(23), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/EndRdx(25), Efficacy-EndMod/Acc(25), Efficacy-EndMod(27)
Level 24: Venom Grenade Posi-Dam%(A), Posi-Dmg/EndRdx(34), Posi-Acc/Dmg/EndRdx(34), Posi-Acc/Dmg(34), Posi-Dmg/Rng(36)
Level 26: Frag Grenade Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Rchg(27), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Dmg(33), Ragnrk-Dmg/EndRdx(33)
Level 28: Tactical Training: Leadership GSFC-ToHit(A), GSFC-Rchg/EndRdx(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-ToHit/Rchg(31), GSFC-Build%(31), GSFC-ToHit/EndRdx(31)
Level 30: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), Krma-ResKB(37)
Level 32: Cloaking Device GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(39)
Level 35: Assault EndRdx-I(A), EndRdx-I(42)
Level 38: Build Up GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(46)
Level 41: Hasten RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Call Reinforcements ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(45), ExRmnt-Dmg/EndRdx(45), ExRmnt-Acc/Dmg/Rchg(45), ExRmnt-EndRdx/Dmg/Rchg(46), ExRmnt-+Res(Pets)(48)
Level 47: Vengeance LkGmblr-Rchg+(A)
Level 49: Mental Training Run-I(A)
------------
Level 1: Brawl Hectmb-Dam%(A), Hectmb-Dmg(48), Hectmb-Acc/Dmg/Rchg(48), Hectmb-Acc/Rchg(50)
Level 1: Sprint ULeap-Stlth(A)
Level 2: Rest RechRdx-I(A)
Level 1: Conditioning
Level 2: Ninja Run
------------
------------
Set Bonus Totals:
14,5% DamageBuff(Smashing)
14,5% DamageBuff(Lethal)
14,5% DamageBuff(Fire)
14,5% DamageBuff(Cold)
14,5% DamageBuff(Energy)
14,5% DamageBuff(Negative)
14,5% DamageBuff(Toxic)
14,5% DamageBuff(Psionic)
7,25% Defense(Smashing)
7,25% Defense(Lethal)
7,25% Defense(Fire)
7,25% Defense(Cold)
12,6% Defense(Energy)
12,6% Defense(Negative)
6% Defense(Psionic)
8,5% Defense(Melee)
15,4% Defense(Ranged)
8,5% Defense(AoE)
1,8% Max End
79% Enhancement(Accuracy)
91,3% Enhancement(RechargeTime)
14% FlySpeed
128,5 HP (12%) HitPoints
14% JumpHeight
14% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Confused) 2,5%
MezResist(Held) 2,5%
MezResist(Immobilize) 2,5%
MezResist(Sleep) 2,5%
MezResist(Stun) 2,5%
MezResist(Terrorized) 2,5%
31% (0,54 End/sec) Recovery
78% (4,19 HP/sec) Regeneration
10% Resistance(Smashing)
10% Resistance(Lethal)
23,2% Resistance(Fire)
20,7% Resistance(Cold)
10% Resistance(Energy)
10% Resistance(Negative)
10% Resistance(Toxic)
10% Resistance(Psionic)
21,5% RunSpeed






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Posted

Great, thanks for the help! I will post that build up, though with a few tweaks: My Ranged Defense is already softcapped, so I don't think I need that last slot in Expedient Reinforcement. So I added that slot to Health, for Panacea's unique. Also changed one Rech/EndRedux to a Defense in TT:M due to this. Other than that, great! And good call on removing Acrobatics.

Thanks again for the help! I'll be using this when I ding 50, unless anyone else has any great ideas. Feel free to add them, people!

EDIT: Also noticed I took Vengeance before MT, and Swift instead of Hurdle. Fixed.