Huntsman Build advice


ChaoticDNA

 

Posted

This is mainly a support/team kind of build, with capped positionals and a bit over on ranged to give a little coverage for def debuffs that might get past, good mix of AoEs, team buffs and debuffs.

I've intentionally left a few slots marked at IO Defense Buff instead off LoTGs (still capped with LoTGs instead of the IOs), and skipped the Miracle/Numina's in Health due to the cost. Those are "in due time" upgrades as I'm still working on building funds.

I could also drop the Detonation from Venom for Posi's blast (but not Heavy Burst - the extra range increases the cone size and is more useful than the recharge from the set bonus IMO) and remain capped.

The last two slots (and arguably Assault) could be dropped in favor for other powers and there's enough wiggle room to work in a purple set or two.

Any glaring holes/tweaks/suggestions?

Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/

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

Villain Profile:
Level 1: Single Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(23), Achilles-ResDeb%(40)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50)
Level 2: Burst -- Ruin-Acc/Dmg(A), Ruin-Dmg/Rchg(5), Ruin-Dmg/EndRdx(5), Ruin-Acc/EndRdx/Rchg(7), Ruin-Acc/Dmg/Rchg(13), Achilles-ResDeb%(40)
Level 4: Combat Training: Defensive -- DefBuff-I(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Heavy Burst -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx/Rng(9), Det'tn-Acc/Dmg/EndRdx(9), Det'tn-Dmg/Rng(11), Det'tn-Dmg/Rchg(11), Achilles-ResDeb%(13)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
Level 12: Combat Jumping -- DefBuff-I(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(50)
Level 14: Venom Grenade -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Dmg/EndRdx(15), Det'tn-Acc/Dmg(17), Det'tn-Acc/Dmg/EndRdx(21), Det'tn-Dmg/Rchg(29)
Level 16: Health -- Heal-I(A), Heal-I(34), Heal-I(34)
Level 18: Frag Grenade -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(19), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/Rng(31), FrcFbk-Rechg%(46)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(34)
Level 22: Mental Training -- Run-I(A)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(36)
Level 26: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(27), Enf'dOp-EndRdx/Immob(27), Enf'dOp-Immob/Rng(29), Enf'dOp-Acc/Immob/Rchg(33), Enf'dOp-Acc/Immob(50)
Level 28: Tactical Training: Assault -- EndRdx-I(A)
Level 30: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-DefDeb/EndRdx/Rchg(31), ShldBrk-Acc/DefDeb(31), ShldBrk-Acc/Rchg(42)
Level 32: Tactical Training: Leadership -- GSFC-Build%(A), GSFC-ToHit/EndRdx(33), GSFC-ToHit(39), GSFC-ToHit/Rchg(39), GSFC-Rchg/EndRdx(40), GSFC-ToHit/Rchg/EndRdx(48)
Level 35: Cloaking Device -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), DefBuff-I(48)
Level 38: Assault -- EndRdx-I(A), EndRdx-I(48)
Level 41: School of Sharks -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Arctic Breath -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Dmg/Rchg(45), Det'tn-Dmg/Rng(45), Det'tn-Acc/Dmg/EndRdx(46), Det'tn-Dmg/EndRdx/Rng(46)
Level 47: Wolf Spider Armor -- S'fstPrt-ResKB(A)
Level 49: Build Up -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 6: Ninja Run
------------



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Posted

It looks pretty good overall to me. I'm not really into the higher end builds, so I can't really comment too much on the slotting, but reaching the softcaps is definitely the goal I would pick. The thing I would change, though, is to drop wolf spider armor. Considering that you're softcapped to everything, the extra mez protection shouldn't come into play, and for the same reason mag 4 KB protect should still be enough (and you can put a karma -KB into CT: defensive if you like - not like you need that bit of ranged def anyway).

Instead, I would take Call Reinforcements, because summoning robots is awesome and they are actually pretty helpful. The only problem is that they really deserve 6 slots and I don't know where you'd get them. You can get one by swapping from 6 detonation in arctic breath to 5 posi - you lose a bit of range (77 feet to 69 feet), but you wouldn't have been able to *use* that extra bit of range because you'll need to get within 65 feet to use heavy burst anyway. You're still at the AoE softcap, and you pick up a bit more accuracy and recharge to boot. You can get another by stripping the second endred out of assault - it'll be a hit, but you can probably get away with it.

That just gets it up to 3, unfortunately. That's enough for a couple of level 50 acc/dam and a dam to make them effective when you use them, but you can't get any recharge into them unless you can find more slots somewhere. That said, I'd still take them for boss work. ST damage is not exactly a huntsman's forte, so having some backup for those situations could definitely be useful.


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

This is what it means to be a tank!

 

Posted

I was torn on the pets and the extra KB/Status resist from the Wolf Spider Armor.

I could 4 slot AB with Shield Breaker and 4 slot the pets with the Expediant Reinforcment set and stay at the cap. Alternatively, I could go for 2 Expediant Reinforcement and 2 Call to Arms (the triples from both sets - kinda pricey for the CTA set IIRC).

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Posted

You really really want to work bile spray in there. It is all poison damage and so gets twice the benefit from your venom grenades debuff (40% instead of the 20% all other damage gets).


Just looking at your build I would suggest dropping frag grenade, shifting some powers and slots earlier so you can take bile spray in its place. You will be short on AE when you exemp down but frag grenade isn't that great an attack in the first place. Here is a sample build:

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Just as a thought, if you want to free up some slots you are WAY over on your ranged def - cut 1 slot each from the two manuevers powers and you will still be above the ranged def cap and still get the 5% recharge from the red fortune sets - that gives you two slots to move somewhere else. You don't have to do that but you also won't lose anything if you do.


Globals: @Midnight Mystique/@Magik13

 

Posted

EricHough your build is well below soft cap. although I agree with dropping frag granade, because the power blows.

I don't get these builds personally (it's like going for low damage on purpose, but that's just me)...If you go for team support then take Manuevers over CJ, plus with low recharge you ll be standing around more. If you are going to stand around at least you should get the pets.

Here's a build that's Soft Capped, with hasten, with Bile Spray, with Call Reinforcements, with Manuevers and with CJ.

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Posted

Actually, the build I posted was identical to Chaotic's last build except I dropped frag grenade and took bile spay, along with shifting powers/slots around to make that trade work. It looks like when I was moving slots around, Maneuvers got clicked of in mids which means its def was not being counted in totals pane - so the build I posted is softcapped to melee, slightly above the softcap to AE and well above the softcap for ranged def once you count in the def from cloaking device that is not suppressed.


Globals: @Midnight Mystique/@Magik13

 

Posted

right on, I guess that explains it. Yeah I see that you took his build and swapped powers. I started there, but then decided to look at an old build I have on my computer at work, and started from that.

It's up to him but I think he'd get a lot more mileage off a build closer to mine if he's got the cash. For how expensive things are that's a big if for most.


 

Posted

I went through about a dozen different variants. Thanks for the comments and suggestions - I never thought about dropping Frag for Bile Spray.

I don't have a lot of cash, but I've been slowly working up after being gone for a year or so (which is why I avoided 6 slotting Shield Breaker IOs). It looks like Going Rogue will change that equation too, but I'm not up to speed on how one aquires the HO enhancements, so I shy away from using them.

TBH Golden, I'm hard pressed to accept the value of 6 slotting Stamina and Bane Spider Armor (I understand the logic, but just can't buy the economics of it), and dropping burst on a AT with poor single-target damage doesn't seem wise.

However, I do have the luxury of a few respecs and I'm not afraid to try out some builds and see how they play. That and I have another 15 levels to go

Thanks for the input!


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