Bane Build and Pets Question.


blackjuggernaut

 

Posted

My question is a simple (and possibly dumb) one. I know that perma pets for a Bane is very easy when you use the ancillary pets and I had planned to do so in my original build, but I just can not those 3 extra power slots into my build and was wondering how important the pets are to a Bane and would I really be feeling it if I left them out of the build?


 

Posted

Short answer: not terribly

While they can add a great deal of DPS in conjunction with all the -res a Bane can pump out, more important for a Bane is doing the mace-smashy stuff, team buffing with the leadership toggles and the aforementioned -res.

A Bane can still do plenty of damage and more than pull their weight without the pets. The thing about the pets is they're also slot hungry, so unless you've got the 4-5 slots to make the most of them getting them would be wasteful anyway.


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

 

Posted

Also, if I am not taking a pet is there any real reason to build for lots of recharge since perma pets is not an option? And on more thing, should I take Manuevers + Assault from the leadership power pool, or Tough and Weave? I can soft cap all my positionals with either manuevers or weave but tough and weave are more end friendly and would improve my survivability so I'm leaning towards that.


 

Posted

Assault + Maneuvers. Stacks nicely with the ones in your secondary and provide even more team buffing. The end cost isn't too bad thanks to Conditioning, just get good end redux slotted.

As for recharge, well, more recharge always helps. You don't need a huge amount though. I'd say get enough to get the attack chain you want. You don't need permaHasten levels of recharge unless you want it


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

 

Posted

Being a experienced Bane myself I don't recommend having Pets on a Bane. A Crab yes...Bane no! lol

Bane is what most of them said...best for Smashy Smashy with the Mace causing alot of -Res.

I would recommend getting Venom Grenade and Surveillance if you haven't grabbed those since Venom Grenade hits multiple foes and gets you a 20% -res and Surveillance is 20% -res but you can also add the 20% -res proc from Achilles Heel as well.

Or even grab Poisonous Ray which you can also slot that proc and a nice ranged set for the IO bonuses. It's pure damage heaven against a AV especially.

Also if you want your Bane to hang with the best...get Maneuvers+Leadership and Tough and Weave. Sure assault helps the team with 15% damage and yourself but I recommend more Defense overall.

On my build I can stand and fight a Pylon if I want and rarely get hit due to its defenses and resist I built up from multiple IO sets and procs. Even facing Rommie only died twice on him out of 12 runs of the ITF in a weeks period.


Virtue: Streets Avenger (Main - Villain) - Lvl 50+3 Street Justice/Energy Aura Stalker (Agility Radial T4/ Degenerative Radial T4) - Fully IO'd

Global: @Black Marabuna

 

Posted

Hey black do you think you could put your build up, could always use another example to get a few ideas from

Also one final question, how important is placate to a Bane? Cause right now in my final build (I'm OCD about planning so I need to have a build I'm happy with laid out before I can get heavily involved with a toon) I have to chose between to drop one of these 3- placate, build up, or assault from the leadership pool. I was leaning towards placate but am not sure which one I could easily live without. Your thoughts?


 

Posted

To be honest...only time Placate for me on my Bane tends to be useful is when I am running solo or against AV's of course. Otherwise its kind of a waste because your fighting constantly on teams and using other powers more often than Placate comes up.

Anyways here is a look see at my build I got on my Bane. (Yes I know I don't have any LotG's on him and I use Ninja Run+Sprint+Hurdle+Mental Training for travel. PvE Only!!!)

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

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Bash

  • (A) Kinetic Combat - Accuracy/Damage
  • (3) Kinetic Combat - Damage/Endurance
  • (3) Kinetic Combat - Damage/Recharge
  • (5) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Wolf Spider Armor
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (5) Aegis - Psionic/Status Resistance
  • (7) Aegis - Resistance
  • (7) Resist Damage IO
  • (27) Steadfast Protection - Knockback Protection
  • (42) Gladiator's Armor - TP Protection +3% Def (All)
Level 2: Bane Spider Armor Upgrade
  • (A) Reactive Armor - Resistance
  • (9) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance/Recharge
  • (11) Reactive Armor - Resistance/Endurance/Recharge
  • (43) Steadfast Protection - Knockback Protection
Level 4: Combat Training: Defensive
  • (A) Gift of the Ancients - Run Speed +7.5%
  • (11) Gift of the Ancients - Defense
  • (13) Gift of the Ancients - Defense/Endurance
  • (13) Gift of the Ancients - Defense/Endurance/Recharge
  • (25) Karma - Knockback Protection
  • (39) Shield Wall - +Res (Teleportation), +3% Res (All)
Level 6: Build Up
  • (A) Rectified Reticle - Increased Perception
  • (46) Rectified Reticle - To Hit Buff/Recharge
Level 8: Hurdle
  • (A) Jumping IO
Level 10: Tactical Training: Maneuvers
  • (A) Gift of the Ancients - Run Speed +7.5%
  • (15) Gift of the Ancients - Defense
  • (15) Gift of the Ancients - Defense/Endurance
  • (17) Gift of the Ancients - Defense/Endurance/Recharge
Level 12: Pulverize
  • (A) Kinetic Combat - Accuracy/Damage
  • (17) Kinetic Combat - Damage/Endurance
  • (19) Kinetic Combat - Damage/Recharge
  • (19) Kinetic Combat - Damage/Endurance/Recharge
Level 14: Health
  • (A) Regenerative Tissue - +Regeneration
  • (23) Miracle - +Recovery
  • (23) Numina's Convalescence - +Regeneration/+Recovery
Level 16: Poisonous Ray
  • (A) Achilles' Heel - Chance for Res Debuff
  • (21) Apocalypse - Chance of Damage(Negative)
  • (21) Apocalypse - Damage
  • (25) Apocalypse - Damage/Endurance
  • (43) Apocalypse - Accuracy/Damage/Recharge
  • (50) Apocalypse - Accuracy/Recharge
Level 18: Shatter
  • (A) Kinetic Combat - Accuracy/Damage
  • (27) Kinetic Combat - Damage/Endurance
  • (29) Kinetic Combat - Damage/Recharge
  • (29) Kinetic Combat - Damage/Endurance/Recharge
Level 20: Stamina
  • (A) Performance Shifter - Chance for +End
  • (31) Performance Shifter - EndMod
  • (31) Performance Shifter - EndMod/Recharge
  • (33) Performance Shifter - EndMod/Accuracy
Level 22: Mental Training
  • (A) Run Speed IO
Level 24: Cloaking Device
  • (A) Gift of the Ancients - Run Speed +7.5%
  • (33) Gift of the Ancients - Defense
  • (33) Gift of the Ancients - Defense/Endurance
  • (34) Gift of the Ancients - Defense/Endurance/Recharge
Level 26: Placate
  • (A) Recharge Reduction IO
Level 28: Tactical Training: Leadership
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance
Level 30: Kick
  • (A) Damage Increase IO
Level 32: Crowd Control
  • (A) Force Feedback - Chance for +Recharge
  • (36) Armageddon - Chance for Fire Damage
  • (36) Armageddon - Damage
  • (36) Armageddon - Damage/Endurance
  • (37) Armageddon - Accuracy/Damage/Recharge
  • (50) Armageddon - Accuracy/Recharge
Level 35: Tough
  • (A) Reactive Armor - Resistance
  • (37) Reactive Armor - Resistance/Endurance
  • (37) Reactive Armor - Resistance/Recharge
  • (39) Reactive Armor - Resistance/Endurance/Recharge
  • (46) Reactive Armor - Endurance
Level 38: Weave
  • (A) Gift of the Ancients - Run Speed +7.5%
  • (39) Gift of the Ancients - Defense
  • (40) Gift of the Ancients - Defense/Endurance
  • (40) Gift of the Ancients - Defense/Endurance/Recharge
Level 41: Web Envelope
  • (A) Gravitational Anchor - Immobilize
  • (42) Gravitational Anchor - Immobilize/Recharge
Level 44: Shatter Armor
  • (A) Hecatomb - Chance of Damage(Negative)
  • (45) Hecatomb - Damage
  • (45) Hecatomb - Damage/Endurance
  • (45) Hecatomb - Accuracy/Damage/Recharge
  • (46) Hecatomb - Accuracy/Recharge
Level 47: Maneuvers
  • (A) Gift of the Ancients - Run Speed +7.5%
  • (48) Gift of the Ancients - Defense
  • (48) Gift of the Ancients - Defense/Endurance
  • (48) Gift of the Ancients - Defense/Endurance/Recharge
Level 49: Surveillance
  • (A) Achilles' Heel - Chance for Res Debuff
------------
Level 1: Brawl
  • (A) Kinetic Combat - Knockdown Bonus
Level 1: Sprint
  • (A) Celerity - +Stealth
  • (31) Celerity - Endurance
  • (40) Endurance Reduction IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Conditioning
Level 6: Ninja Run
------------


Virtue: Streets Avenger (Main - Villain) - Lvl 50+3 Street Justice/Energy Aura Stalker (Agility Radial T4/ Degenerative Radial T4) - Fully IO'd

Global: @Black Marabuna

 

Posted

Quote:
Originally Posted by Colossal View Post
My question is a simple (and possibly dumb) one. I know that perma pets for a Bane is very easy when you use the ancillary pets and I had planned to do so in my original build, but I just can not those 3 extra power slots into my build and was wondering how important the pets are to a Bane and would I really be feeling it if I left them out of the build?
Frosticus had a post somewhere stating that a bane with 3 pets can deliver @ 400dps... which is higher than most other ATs can achieve. I used my second build to experiment with this, and what he said holds true: having the 2 reinforcements + patron blaster out cuts through mobs in quick fashion. Between VG, crowd control and 3 nasty spider bots critters would just melt before me.

However, to make this worthwhile I had to take provoke from the presence pool. Otherwise, things I hadn't sufficiently aggroed would end up going toe-to-toe with my bots, and this left me with two choices: let the bots die (which IMO defeats the purpose of having a bot build in the first place) or re-esablish aggro. When this build works it works amazingly well, but I found there were times that I needed to focus on drawing the attention away from my spiders which would have me thinking "I should have just made a mastermind instead".

If you can fit them in I say do it, they do incredible damage and are a true force multiplier. Just understand that, without some kind of management, they will usually die off before you can resummon them. That was my experience anyways.

They are in no way needed, but nice to have around.


 

Posted

Not to mention that, if you manage to pick up both the Tactical Training and Leadership skills, which alot of people seem to suggest doing, your pets would be buffed to a high degree as well.