Bane Build Critique


Eislor

 

Posted

I do not typically ask for people to look over a build, but I have zero experience with Huntsmen/Bane and just suddenly decided to make one for story reasons. The build I have in this data chunk is capped to melee and ranged and well as smashing, lethal, energy, and negative. I didn't slot for +recharge but ended up getting an additional +65% as well as +51% damage from two toggles and IO bonuses. The build has some powers from the Huntsman line because I like those particular powers (although I could not fit Heavy Burst in as much as I wanted it).

Melee is the emphasis on this character and it will be in melee range 95% of the time since it is basically going to be played like a Stalker. I know Stalker and love them, so I am more or less concerned with how this character can play or come close to playing like a Stalker.

All of the IO sets in the build have already been bought and created just have to guy a hero and move them over once I get the character to level 37.

Any feedback would be much appreciated.


Villain Plan by Mids' Villain Designer 1.703
http://www.cohplanner.com/

Click this DataLink to open the build!

Operative Williams: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(13)
Level 1: Bane Spider Armor Upgrade -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam(11)
Level 2: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(13)
Level 4: Wolf Spider Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam(11), S'fstPrt-ResDam/Def+(39)
Level 6: Combat Training: Defensive -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(42)
Level 8: Build Up -- RechRdx-I(A)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 12: Swift -- Run-I(A)
Level 14: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(31)
Level 16: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(29)
Level 18: Health -- Heal-I(A), Heal-I(39), Heal-I(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(23), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(29)
Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(37), RedFtn-EndRdx(39)
Level 26: Mental Training -- Run-I(A)
Level 28: Tactical Training: Assault -- EndRdx-I(A)
Level 30: Placate -- RechRdx-I(A)
Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Sciroc-Acc/Rchg(34)
Level 35: Bayonet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(36), T'Death-Dmg/Rchg(36), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(37)
Level 38: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(45), RedFtn-EndRdx(45)
Level 41: Web Envelope -- Empty(A)
Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(46), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(48)
Level 47: Call Reinforcements -- RechRdx-I(A)
Level 49: Summon Blaster -- 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
------------
------------
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)
  • 12.4% Defense(Smashing)
  • 12.4% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 10.5% Defense(Energy)
  • 10.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 21.8% Defense(Melee)
  • 14.3% Defense(Ranged)
  • 3% Defense(AoE)
  • 4.5% Max End
  • 9% Enhancement(Accuracy)
  • 37.5% Enhancement(RechargeTime)
  • 104.4 HP (9.75%) HitPoints
  • MezResist(Held) 13.8%
  • MezResist(Immobilize) 24.8%
  • MezResist(Stun) 2.2%
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

I don't get it, IDK why you would want to gimp yourself by taking these lower damage ST ranged powers if your intent is to melee???

Go ahead and get both pets, but just stick to the mace if you want to melee. Just my two cents anyhow.


 

Posted

Just from a quick glance:
- Drop all the Arachnos Soldier attacks. I shudder at the time loss just looking at that.
- Pick up Bash, Poisonous Ray (optional but I like it), Pulverize, Shatter, Crowd Control. Keep Shatter Armor and Web Envelope.

So yeah, I'm just seconding what Golden_Pie just said.


 

Posted

Quote:
Originally Posted by Golden_Pie View Post
I don't get it, IDK why you would want to gimp yourself by taking these lower damage ST ranged powers if your intent is to melee???

Go ahead and get both pets, but just stick to the mace if you want to melee. Just my two cents anyhow.
How exactly am I gimping myself? I have six melee attacks and the two ranged powers I took hold the Decimation set so I can use the 6.25% recharge bonus. I could care less about using the pets which is why I took them so late in the build. I took the ranged powers because I like that they take ranged sets and that was perfect for what I wanted. I have no plan on using them since I will be in melee, but nevertheless they were necessary for the additional 12.5% recharge they give me.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

Quote:
Originally Posted by Novella View Post
How exactly am I gimping myself? I have six melee attacks and the two ranged powers I took hold the Decimation set so I can use the 6.25% recharge bonus. I could care less about using the pets which is why I took them so late in the build. I took the ranged powers because I like that they take ranged sets and that was perfect for what I wanted. I have no plan on using them since I will be in melee, but nevertheless they were necessary for the additional 12.5% recharge they give me.
If you want ranged powers, pick the ones from the Bane pool, not from the common Soldier pool.


 

Posted

I didn't pick them because I plan on using them. They are basically just place holders for an IO set.

I specifically chose those two because I like the gun and not so much the mace blast, but either way they won't even be in my tray to be used so it doesn't really matter.

Rather than looking at power choices I just want to know if the build would play like a Stalker does or if Banes play a little differently


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

Quote:
Originally Posted by Novella View Post
How exactly am I gimping myself? I have six melee attacks and the two ranged powers I took hold the Decimation set so I can use the 6.25% recharge bonus. I could care less about using the pets which is why I took them so late in the build. I took the ranged powers because I like that they take ranged sets and that was perfect for what I wanted. I have no plan on using them since I will be in melee, but nevertheless they were necessary for the additional 12.5% recharge they give me.
In that case you'll be ok, you'll be avoiding those redraw times like tarrantum mentioned. I suggest though that you swap out Burst for Poisonous ray so you could use it if you wanted, it's still nice to have some ranged dmg that you'll use for runaways and what not. That way you'll still have your gun for show/concept because of Single Shot and Bayonet.


 

Posted

Personally I have the gun too, because I have Venom Grenade that I use from time to time.


 

Posted

Not taking Venom Grenade and/or Surveillance is a mistake IMO. I don't know if I'd ever turn down -20% res debuffs, and a Bane has access to two them. Surveillance can even take the Achille proc for even more debuff.


 

Posted

Quote:
Originally Posted by Fury Flechette View Post
Not taking Venom Grenade and/or Surveillance is a mistake IMO. I don't know if I'd ever turn down -20% res debuffs, and a Bane has access to two them. Surveillance can even take the Achille proc for even more debuff.
This. One of the main advantages a Bane has over a Stalker (the other being AoE) is the significant amount of -res they can pump out. Helps both them and the team do much more damage.

Take both Venom Nade and Surveillance.


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

Quote:
Originally Posted by Golden_Pie View Post
In that case you'll be ok, you'll be avoiding those redraw times like tarrantum mentioned. I suggest though that you swap out Burst for Poisonous ray so you could use it if you wanted, it's still nice to have some ranged dmg that you'll use for runaways and what not. That way you'll still have your gun for show/concept because of Single Shot and Bayonet.
That's a good idea. I hadn't noticed that Poisonous Ray did more damage than Burst. I will definitely have to change that.

Quote:
Originally Posted by Fury Flechette View Post
Not taking Venom Grenade and/or Surveillance is a mistake IMO. I don't know if I'd ever turn down -20% res debuffs, and a Bane has access to two them. Surveillance can even take the Achille proc for even more debuff.
I thought about taking Surveillance because of the debuffing, but just couldn't fit it into the build so I opted against taking it. I figure if I can get by on 2 Stalkers without a debuff then I should be fine on this Bane.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

Quote:
Originally Posted by Novella View Post
I thought about taking Surveillance because of the debuffing, but just couldn't fit it into the build so I opted against taking it. I figure if I can get by on 2 Stalkers without a debuff then I should be fine on this Bane.
Get Surveillance. It stacks with Shatter Armor. You can lead off with Surveillance since it doesn't break your stealth. It's what makes Banes better than Stalkers to most groups.


 

Posted

Quote:
Originally Posted by Novella View Post
I thought about taking Surveillance because of the debuffing, but just couldn't fit it into the build so I opted against taking it. I figure if I can get by on 2 Stalkers without a debuff then I should be fine on this Bane.
I wouldn't play a Bane as a stalker. Stalkers do much more damage from AS without any debuffs. Without the debuffs, a Bane will lag behind. There are several powers I'd lose in your build before skipping Venom Grenade or Surveillance. I wouldn't get either Bayonet or Single Shot nor would I get pets with just 1 slot in them. Venom Grenade or Surveillance would be a far better choice than either of the pets for a 1 slot investment.

However, it's your build, and I'm just giving you feedback in what I think works more effectively.


 

Posted

Quote:
Originally Posted by Fury Flechette View Post
I wouldn't play a Bane as a stalker. Stalkers do much more damage from AS without any debuffs. Without the debuffs, a Bane will lag behind. There are several powers I'd lose in your build before skipping Venom Grenade or Surveillance. I wouldn't get either Bayonet or Single Shot nor would I get pets with just 1 slot in them. Venom Grenade or Surveillance would be a far better choice than either of the pets for a 1 slot investment.

However, it's your build, and I'm just giving you feedback in what I think works more effectively.
Bayonet and Single Shot were simply taken just for the Touch of Death and Decimation IO sets. Neither of those powers will be in my tray. I appreciate the feedback, but to be able to comfortably hit all the softcap type and positional numbers I had to make a couple sacrifices and the pets and Surveillance just happened to be the two powers that got the chopping block.

I am still not dead set on making a Bane because I love Stalkers so much, and I absolutely hate having to make a male character because there are no female Bane Spiders and I like sticking to lore as much as possible. After I get done with my newest Stalker and Brute I will see if I still have the itch to make a Bane.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

Here is the newest build I came up with after looking over the powers more closely. Sacrificed some typed defense, but still capped to melee and ranged and nearly capped to smashing and lethal.

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

Click this DataLink to open the build!

Operative Williams: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Fitness
Ancillary Pool: Mace 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(7), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(27)
Level 1: Wolf Spider Armor -- ResDam-I(A)
Level 2: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 4: Mace Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9)
Level 6: Combat Training: Defensive -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(37)
Level 8: Swift -- Run-I(A)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(17), RedFtn-EndRdx(27)
Level 12: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(25)
Level 14: Health -- Heal-I(A)
Level 16: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(39)
Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(31)
Level 26: Placate -- RechRdx-I(A)
Level 28: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(43), ShldBrk-Acc/Rchg(43), ShldBrk-DefDeb/EndRdx/Rchg(50), ShldBrk-Acc/EndRdx/Rchg(50), ShldBrk-%Dam(50)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Hurdle -- Jump-I(A)
Level 38: Call Reinforcements -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(39), S'bndAl-Acc/Dmg/Rchg(40), S'bndAl-Acc/Rchg(46)
Level 41: Mace Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-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: Summon Blaster -- CmdPres-Acc/Dmg(A), CmdPres-Dmg/EndRdx(48), CmdPres-Acc/EndRdx(48), CmdPres-Acc/Dmg/EndRdx(48)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 6: Ninja Run
------------
------------
Set Bonus Totals:

  • 23% DamageBuff(Smashing)
  • 23% DamageBuff(Lethal)
  • 23% DamageBuff(Fire)
  • 23% DamageBuff(Cold)
  • 23% DamageBuff(Energy)
  • 23% DamageBuff(Negative)
  • 23% DamageBuff(Toxic)
  • 23% DamageBuff(Psionic)
  • 13.9% Defense(Smashing)
  • 13.9% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 6.75% Defense(Energy)
  • 6.75% Defense(Negative)
  • 3% Defense(Psionic)
  • 24.9% Defense(Melee)
  • 10.5% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 8.1% Max End
  • 38.8% Enhancement(RechargeTime)
  • 20% Enhancement(Accuracy)
  • 144.6 HP (13.5%) HitPoints
  • MezResist(Confused) 2.5%
  • MezResist(Held) 13.5%
  • MezResist(Immobilize) 22.9%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 4.7%
  • MezResist(Terrorized) 2.5%
  • 4% (0.07 End/sec) Recovery
  • 16% (0.86 HP/sec) Regeneration
  • 3.78% Resistance(Fire)
  • 3.78% Resistance(Cold)



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1458;719;1438;HEX;|
|78DA9D53DB4E1351143DBD0CA5EDF40652EE575BA0D05678F39288A86888A218500|
|C2093112630C93825332391373FC0772FC45FF0F2A211F543BCFC85892F5EEADE67|
|9D9254DF9CB46BCDECD9B3F63E6B9FB3F0E0A22EC4C31911CA5F704CDF37663D737|
|3C7ADF9C652CDD9B22D2F76CD0CEE7BA6D3767DD7F2CCC0DEB386566CC7B1CD7B7E|
|4C0851FC3BDFAF9E375DCB58DAB5B72CAF112C2E7BA6EDDAEEB671D9DCDAB682E6A|
|4C6CBDCBCBB6379961B541B37FA62ADE6542FD9816BF97E4A3D6CEF04949CC493C3|
|8F39793FEFEED9BE7DD776EC603F3FB76B6F566FCDCD2E1B0BE6A645E00796B7DF4|
|51D97E8DF2A1A575D13AB446322BC065A97D4724752EB86A41E43D29B2451487E25|
|4459865E5028A442A14EBAE917717A88403B1A792CB3A24F404FA1FD0CDA0782D3D|
|F928206054D4B84F8CD7052D2711D9402A52515329234F23EA6EAC62A52EF1D09C5|
|95501C420908252094855016423D104A537E52399184133A9CD0E1441A4EA4E1441|
|79C8851F9942A9F2AC8508A30A3969DC1B20B587601CB1EC5B2470F24716A4ED5CD|
|A16E1BEAB6A16E1E75F34D755BA96E3BEA86DB8764E858137DA0B574A8C63AE0CB4|
|B0A752A5F3AE14B1F7CE9832F03F06500BE0CC0972CE577A33FD13D29855E9150AF|
|6AB93714E1E14D84411149D35190066A9194945346CBFD101A6B22766150C90EFE0|
|87368E827E817E8B7A4E13A8837176D227262442D74645C0A7DA4524508458A6729|
|795A8CCE481A3B27A9322BE91B098CAB498D6352254CAA84499530A9094CEA354D7|
|652F53789499531A9322655C6A42A98540593FA4E45AAAA99EA27E9C189CFA02FA0|
|AF920EA9E929B58EA961F9695FF4E870D28F2E71F59FC862549D443E773272257A7|
|438EB719A9E86B7FF7B1DEA8D92F11B09C225869B0C2B0CB7195619D618D6193618|
|0C86FAFBA3AF3327B9AF530CA719CE3074F0EE7AC49931DE1E49069D21C59066C83|
|06419DA197A189E33D4FF00763B04E6|
|-------------------------------------------------------------------|


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

I can't veiw the build as I'm at work atm, but just a few things I'm seeing:

- why try to cap melee, ranged and S/L? There are no attacks that I am aware of that are flagged -strictly- S/L so capped melee/ranged should suffice (and AE if you can pull it off).

- AS pointed out by others... take venom grenade! It is probably the best attack soldiers get: it debuffs all resist by 20%, except for toxic... which it debuffs 40%. So it allows poisonous ray to hit like a truck, and your mace attacks come with toxic dot damage to boot. It also buffs itself, being all toxic damage. I'd drop your lvl 4 ranged attack and move everything up to squeeze it in. Like Fury and Silas pointed out, a big part of your damage stems from the ability to neuter the resistances of your enemies.


 

Posted

Capping melee, and ranged defense along with smashing/lethal increases survivability much more than just going for positional defense. If I have learned anything over the years from playing Invul it's that.

Well I was able to move around some things and take Venom Grenade as well as being able to keep the 6.25% recharge that was once granted by the Decimation in Mace Blast. Since Venom Grenade takes Positron's that worked out perfectly.

Thanks for the advice.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

Quote:
Originally Posted by Novella View Post
Capping melee, and ranged defense along with smashing/lethal increases survivability much more than just going for positional defense. If I have learned anything over the years from playing Invul it's that..
That's not correct unless you're referring to resistance.

There's no attack in the game that is a non positional smashing/lethal attack. None.

There are psionic attacks that ignore positional defense, but that's it. And really only a handful at that: blind, dominate, etc. Everything else checks for a type *and* a positional vector.

Your latest build does look better than what you had in the OP but what you're stating does not match up at all with how the base game mechanics work.


 

Posted

I am simply saying that if I can't resist it then I can at least avoid it. I realize that no attack on the game is non-positional smashing/lethal.

Since this character is defense and resistance based the same principals that would apply to a Invul character would apply here.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

Quote:
Originally Posted by Novella View Post
I am simply saying that if I can't resist it then I can at least avoid it. I realize that no attack on the game is non-positional smashing/lethal.

Since this character is defense and resistance based the same principals that would apply to a Invul character would apply here.

??

When you're attacked, the game engine checks to see if you have positional defense and typed. If you have positional defense, the game engine uses that except in the situation of the aforementioned psionic attacks which have no positional component. It will *always* check for positional defenses (assuming you have some) except in the situation that you have higher typed defenses of that specific attack.

Quick example, let's assume your bane has 45% ranged defense and 30% smash/lethal defense and is fired upon by an enemy with a gun that does lethal damage. The game engine checks that the enemy is using a ranged attack and determines its tohit chance against your ranged defense stat. It completely *ignores* your smash/lethal defense since your ranged defense is higher even though it's attacking with a lethal attack. It does not do two tohit rolls against each vector type, only one tohit roll against whichever type is higher.

That's why it completely doesn't matter what your smash/lethal defense is because it isn't counted because your positional numbers are higher. That would be different if you had say a WP toon which had high smash/lethal defense but lower positional numbers.

I have absolutely no idea as to why you think it helps on your invuln character. I assure you that it makes no difference whatsoever. You don't have to take my word at it. Look here: http://paragonwiki.com/wiki/Defense

Quote:
Defense bonuses carry tags as well, to specify what styles of attack they work against. Each Defense bonus applies only versus attacks whose tags match one or more of its own. There is one additional type of Defense bonus called Base Defense, or DEF(Defense), which applies against all attacks regardless of tagging.
Every time an attack is made against a target, the game checks the target's total Defense bonus against each of the attack's tags separately. Once the game has those separate totals, it uses only the best one in its calculations that determine whether the attack hits.
Emphasis mine.


 

Posted

Well thank you for clearing that up for me.

I was once told a long time ago that on characters that are resistance based and have 0 defense that if you can get either typed or positional defense that will help with mitigation along with your resistance. For example if I have a Scrapper that has 75% resistance to smashing and use Invincibility which is smashing and lethal defense it will help with me avoiding the hit and in the event that I am hit then my resistance will reduce that damage.

That is the train of though I have always had in reference to it helping Invul or resistance characters.

I also redid the build again and this version I like a lot more than any of the others because now I have both pets slotted and was able to get Venom Grenade, Surveillance, and Poisonous Ray. Additionally I was able to get more global recharge, damage, and accuracy into the build.


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

Click this DataLink to open the build!

Operative Williams: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leadership
Power Pool: Fitness
Ancillary Pool: Mace 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%(7)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Wolf Spider Armor -- ResDam-I(A)
Level 4: Combat Training: Defensive -- Ksmt-ToHit+(A)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(17)
Level 8: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(34), RedFtn-EndRdx(36)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(34), RedFtn-EndRdx(36)
Level 12: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
Level 14: Swift -- Run-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(34), RedFtn-EndRdx(36)
Level 26: Placate -- RechRdx-I(A)
Level 28: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(40), ShldBrk-Acc/Rchg(40), ShldBrk-DefDeb/EndRdx/Rchg(43), ShldBrk-Acc/EndRdx/Rchg(43), ShldBrk-%Dam(46)
Level 30: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(39)
Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 35: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(40)
Level 38: Tactical Training: Assault -- EndRdx-I(A)
Level 41: Mace Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
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: Call Reinforcements -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48)
Level 49: Summon Blaster -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(50), ExRmnt-Acc/Dmg/Rchg(50), ExRmnt-EndRdx/Dmg/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 6: Ninja Run
------------
------------
Set Bonus Totals:

  • 25.5% DamageBuff(Smashing)
  • 25.5% DamageBuff(Lethal)
  • 25.5% DamageBuff(Fire)
  • 25.5% DamageBuff(Cold)
  • 25.5% DamageBuff(Energy)
  • 25.5% DamageBuff(Negative)
  • 25.5% DamageBuff(Toxic)
  • 25.5% DamageBuff(Psionic)
  • 12.1% Defense(Smashing)
  • 12.1% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 8.63% Defense(Energy)
  • 8.63% Defense(Negative)
  • 3% Defense(Psionic)
  • 21.1% Defense(Melee)
  • 14.3% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 4.5% Max End
  • 29% Enhancement(Accuracy)
  • 51.3% Enhancement(RechargeTime)
  • 88.3 HP (8.25%) HitPoints
  • MezResist(Confused) 7.5%
  • MezResist(Held) 19.1%
  • MezResist(Immobilize) 31.2%
  • MezResist(Sleep) 7.5%
  • MezResist(Stun) 9.7%
  • MezResist(Terrorized) 7.5%
  • 5% (0.09 End/sec) Recovery
  • 5.36% Resistance(Fire)
  • 5.36% Resistance(Cold)


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

looks pretty good now Novella. I think you'll be a bane to many an enemy


 

Posted

Quote:
Originally Posted by Golden_Pie View Post
looks pretty good now Novella. I think you'll be a bane to many an enemy
Thanks. Sadly though I will not be joining the ranks of Banes in City of Heroes. I ended up deleting my level 26 Bane because I just couldn't A) stand playing as a male character, and B) couldn't really get into them the same way I could my Fortunata or Night Widow, or Stalker for that matter.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

Just something to be aware of, since you have the "Chance for Lethal" proc in Surveillance it will break your stealth when you use it. (Normally Surveillance does not break stealth.)


"I used to make diddly squat, but I've been with the company for 16 years and have had plenty of great raises. Now I just make squat" -- Me

Pediatric brain tumors are the #1 cause of cancer related deaths in children.