Pick at my Huntsman


Alkirin

 

Posted

Alright, posting my Huntsman as well as random rambling thoughts. Ideally, oriented around team support, so I'd like any real thoughts on it and suggestions on where I should continue from here.

I took Frag Grenade to round off an AoE chain, and it works pretty nicely. Soloing at +1, WAWG > Venom > Frag > Heavy Burst > (Temp: Hand Grenade), leaves any given group mostly dead or just waitng for another heavy burst to polish them off. Though, honestly, I'm considering a different build for soloing (that includes cloak and the melee abilities) because taking hard targets at the moment requires alot of kiting, sometimes some health inspirations :/

I picked up Hasten at 28 to cut through the standing around I was doing at times, which works wonders...Though I chew through blue inspirations alot. Might need to slot more in stamina, I think.

At 30, I want to dip into the Leadership pools with Assault and Maneuvers. I'm not butthurt about lacking a travel power (thematic reasons), though I've considered Combat Jumping. Don't know.

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

Click this DataLink to open the build!

Level 29 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Fitness
Power Pool: Speed

Villain Profile:
Level 1: Single Shot -- Entrpc-Heal%(A), Entrpc-Dmg/Rchg(3), Acc-I(5), Dmg-I(7), RechRdx-I(9), RechRdx-I(11)
Level 1: Bane Spider Armor Upgrade -- ResDam-I(A)
Level 2: Burst -- Acc-I(A), Dmg-I(3), Dmg-I(5), Dmg-I(9), RechRdx-I(13), RechRdx-I(15)
Level 4: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(27)
Level 6: Wide Area Web Grenade -- Acc-I(A), Immob-I(7), RechRdx-I(23), RechRdx-I(25)
Level 8: Heavy Burst -- Acc-I(A), Range-I(11), Dmg-I(15), Dmg-I(17), RechRdx-I(17), RechRdx-I(19)
Level 10: Tactical Training: Maneuvers -- EndRdx-I(A)
Level 12: Venom Grenade -- Acc-I(A), Dmg-I(13), Dmg-I(19), RechRdx-I(23)
Level 14: Hurdle -- Jump-I(A)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(25), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29)
Level 26: Frag Grenade -- Acc-I(A), Dmg-I(27)
Level 28: Hasten -- RechRdx-I(A)

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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
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Thoughts/comments/advice/insults/etc welcome.


 

Posted

130 views and nothing? Yeesh...

At 30, I maxed slots in Leadership to slot a full set of Adjusted Targeting, then plugged one more into Defensive.


 

Posted

I'd ditch that Entropic Chaos Heal proc. It takes 200 hits to heal you fully on average. Unless you're really seeing results, I'd put another damage or two in there. 2 recharges is overkill, and hurting your damage per endurance.

I'd six-slot both your single targets with the king of single target sets - Thunderstirke. Cheap, +Recovery, + Acc, +Ranged and E/N Defence, and great values for the actual power.

TT:Manouvers needs 1 end, 3 defence max, boosting it from 10% Def to 16% defence. I'd take the slots out of TT:Leadership to do this. Look to giving this a Red Fortune set later on - +Recharge and more +Ranged Def.

Give Heavy Burst 3 damage instead of the +Range slot.

Maybe get the Steadfast unique +Res/+Def into Bane Armour? Thats an extra 3% Defence there to stack with everything else. If you can afford it that is.

In general for any build, all attacks should get 3 damage or equivalent, or you'll do less damage and take more end to defeat the same enemy groups.