Balanced Bane Build?


Daemodand

 

Posted

Good day.

I've recently started a Soldier of Arachnos - a Wolf - and am loving the experience so far.

I've plans for using a 'Huntsman' build for her primarily, but it seems a shame to have a mace and never use it...

So - I'm actually planning for a second build, crafting a more traditional Bane Spider. But I don't want to go all-melee on the alternate build. So I'd like to see an example of a Bane Build that is rather balanced between ranged and melee, rather than excelling at one to the expense of the other...

Thank you.


-This Space Intentionally Left Blank.-

 

Posted

Here is a VERY rough build of what I ran back when I ran as a hybrid type while levelling my bane. I'm not sure on your budget so I picked recipes that are reasonably affordable, the most expensive probably being the full set of Gaus.

I had a lot of fun running this, and did a lot of SF/TFs with it before finally respecing to a melee bane when I could afford softcap. The good thing about a hybrid though is that you don't need to be able to afford full softcap to get the most out of it. You're softcapped to range so just stick to taking pot-shots if things look a bit hairy.

The best way to describe the playstyle is probably "Huntsman with a big fruggin' stick". In a team you'll be raining down the aoe hell, and using you mace to beat down hard targets or using the kd in shatter and crowd control as a form of damage mitigation when melee mobs charge you. Though if you see a group of tightly packed mobs, don't be afraid to open with Cloacking Device + BU + Crowd Control either. Solo, you can just play stalker if you're running on x1/x2 difficulty.

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Posted

What I'm rolling with. I wanted to offset the bane's single target nature so this is what I have.

Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Kamu: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(23)
Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
Level 2: Bane Spider Armor Upgrade -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-ResDam(43)
Level 4: Combat Training: Defensive -- Ksmt-ToHit+(A)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(9), GSFC-ToHit/EndRdx(9), GSFC-Build%(11)
Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(15), Achilles-ResDeb%(15)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(17), HO:Enzym(17), LkGmblr-Def/EndRdx(19)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(27)
Level 14: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(31), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(33)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(27)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(25), P'Shift-End%(25)
Level 22: Mental Training -- Flight-I(A)
Level 24: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(29), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam(31), Aegis-Psi/Status(40)
Level 30: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(42), HO:Enzym(42)
Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), FrcFbk-Rechg%(40)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), HO:Enzym(36), LkGmblr-Def/EndRdx(36)
Level 38: Tactical Training: Leadership -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(39), AdjTgt-ToHit(39), AdjTgt-ToHit/Rchg(48)
Level 41: Spirit Shark -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(46), Decim-Build%(50)
Level 44: Arctic Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), Achilles-ResDeb%(46)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), HO:Enzym(48), LkGmblr-Def/EndRdx(50)
Level 49: Placate -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 0: Ninja Run
------------



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Posted

Quote:
Originally Posted by OneWhoBinds View Post
Good day.

I've recently started a Soldier of Arachnos - a Wolf - and am loving the experience so far.

I've plans for using a 'Huntsman' build for her primarily, but it seems a shame to have a mace and never use it...

So - I'm actually planning for a second build, crafting a more traditional Bane Spider. But I don't want to go all-melee on the alternate build. So I'd like to see an example of a Bane Build that is rather balanced between ranged and melee, rather than excelling at one to the expense of the other...

Thank you.
Are you sure about balancing melee and ranged? The bane mace ranged attacks are pretty sad compared to the melee attacks. Cloaking device actually gives you enough stealth that you are near full invis (50' - enough that even bosses will only aggro if you are right up in thier faces) and the melee attacks hit really hard with fairly fast activation times, especially when you factor in stealth strike, where the ranged attack do fairly sad damage and all have long (2 second) activation times.

I did basically the same thing you are thinking of doing on one character. My main build was a huntsman who skipped all the mace powers (except build up) so I went a with melee bane on my second build although I did take poisonous ray as the best of the ranged attacks. I found that the secondary build was an insanely hard hitter in melee and fairly safe due to the ability to chain knockdown in shatter and crowd control. I rarely used poisonous ray and only to finish off running targets. You will certainly never be a AE monster with just the melee attacks but you can kill hard targets fairly quickly and I found that build soloed better than the huntsman, which I kept for grouping.

Here is the build I went with on my melee bane:

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Except for the Gaussian's set, this was a fairly cheap build that soloed at +2/x0 +1/x2 fairly easily. It was also fun to play - the melee attacks feel like the hit as hard as they actually do.


Globals: @Midnight Mystique/@Magik13

 

Posted

There are only two Bane ranged attacks worth taking in PvE: Mace Beam and Poisonous Ray. The other choices have spectacularly lousy damage, don't crit, and are just generally a waste of power-picks and slots. Play to your strengths.

All range all the time = go Crab.


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