Bane Build and Pets Question.
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.
The Melee Teaming Guide for Melee Mans
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.
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
The Melee Teaming Guide for Melee Mans
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
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?
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
- (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)
- (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
- (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)
- (A) Rectified Reticle - Increased Perception
- (46) Rectified Reticle - To Hit Buff/Recharge
- (A) Jumping IO
- (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
- (A) Kinetic Combat - Accuracy/Damage
- (17) Kinetic Combat - Damage/Endurance
- (19) Kinetic Combat - Damage/Recharge
- (19) Kinetic Combat - Damage/Endurance/Recharge
- (A) Regenerative Tissue - +Regeneration
- (23) Miracle - +Recovery
- (23) Numina's Convalescence - +Regeneration/+Recovery
- (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
- (A) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (29) Kinetic Combat - Damage/Recharge
- (29) Kinetic Combat - Damage/Endurance/Recharge
- (A) Performance Shifter - Chance for +End
- (31) Performance Shifter - EndMod
- (31) Performance Shifter - EndMod/Recharge
- (33) Performance Shifter - EndMod/Accuracy
- (A) Run Speed IO
- (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
- (A) Recharge Reduction IO
- (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
- (A) Damage Increase IO
- (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
- (A) Reactive Armor - Resistance
- (37) Reactive Armor - Resistance/Endurance
- (37) Reactive Armor - Resistance/Recharge
- (39) Reactive Armor - Resistance/Endurance/Recharge
- (46) Reactive Armor - Endurance
- (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
- (A) Gravitational Anchor - Immobilize
- (42) Gravitational Anchor - Immobilize/Recharge
- (A) Hecatomb - Chance of Damage(Negative)
- (45) Hecatomb - Damage
- (45) Hecatomb - Damage/Endurance
- (45) Hecatomb - Accuracy/Damage/Recharge
- (46) Hecatomb - Accuracy/Recharge
- (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
- (A) Achilles' Heel - Chance for Res Debuff
Level 1: Brawl
- (A) Kinetic Combat - Knockdown Bonus
- (A) Celerity - +Stealth
- (31) Celerity - Endurance
- (40) Endurance Reduction IO
- (A) Recharge Reduction IO
Level 6: Ninja Run
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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
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?
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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.
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.
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?