Huntsman (pre- and post- 24 branch leveling build)


Alkirin

 

Posted

This is the final refinement I've made to a build based on the The Huntsman - Guide to the Arachnos Wolf Spider Guide posted in the CoH Forums (1st post, mid-July 2008). It is a, a pre- and post- level 24 branch build plan, with an eye towards being viable while leveling upwards from 1 to 50. Exemplar/Malefactor compatibility has been optimized in the post-24 build so as to "degrade" performance as gracefully as possible when Security/Threat Level is reduced.

Original posting of this build plan, in the Huntsman Guide thread, can be found here.



==========



Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Huntsman (1-23) : Level 48 Natural Arachnos Soldier
Primary Power Set: Arachnos Soldier
Secondary Power Set: Training and Gadgets
Power Pool: Flight

Villain Profile:

Level 1: Single Shot

  • (A) Accuracy IO: Level 25
  • (7) Damage Increase IO: Level 25
  • (7) Damage Increase IO: Level 25
Level 1: Wolf Spider Armor
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
  • (5) Steadfast Protection - Knockback Protection: Level 10
Level 2: Combat Training: Defensive
  • (A) Defense Buff IO: Level 25
  • (17) Defense Buff IO: Level 25
  • (17) Defense Buff IO: Level 25
Level 4: Burst
  • (A) Accuracy IO: Level 25
  • (5) Damage Increase IO: Level 25
  • (13) Damage Increase IO: Level 25
Level 6: Wide Area Web Grenade
  • (A) Accuracy IO: Level 25
  • (15) Immobilisation Duration IO: Level 25
  • (15) Recharge Reduction IO: Level 25
Level 8: Heavy Burst
  • (A) Accuracy IO: Level 25
  • (9) Damage Increase IO: Level 25
  • (9) Recharge Reduction IO: Level 25
Level 10: Tactical Training: Maneuvers
  • (A) Defense Buff IO: Level 25
  • (11) Defense Buff IO: Level 25
  • (11) Defense Buff IO: Level 25
Level 12: Venom Grenade
  • (A) Accuracy IO: Level 25
  • (13) Recharge Reduction IO: Level 25
Level 14: Hover
  • (A) Flight Speed IO: Level 25
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO: Level 25
Level 18: Frag Grenade
  • (A) Accuracy IO: Level 25
  • (19) Damage Increase IO: Level 25
  • (19) Damage Increase IO: Level 25
  • (21) Damage Increase IO: Level 25
  • (21) Recharge Reduction IO: Level 25
  • (23) Force Feedback - Chance for +Recharge: Level 21
Level 20: Tactical Training: Leadership
  • (A) To Hit Buff IO: Level 25
  • (23) To Hit Buff IO: Level 25
Level 22: Mental Training
  • (A) Flight Speed IO: Level 25
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]

------------

Level 1: Brawl
  • (A) Accuracy IO: Level 25
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 15
Level 2: Rest
  • (A) Recharge Reduction IO: Level 25
Level 1: Conditioning

Level 4: Ninja Run

Level 2: Swift
  • (A) Flight Speed IO: Level 25
Level 2: Hurdle
  • (A) Jumping IO: Level 25
Level 2: Health
  • (A) Healing IO: Level 25
  • (3) Healing IO: Level 25
Level 2: Stamina
  • (A) Endurance Modification IO: Level 25
  • (3) Endurance Modification IO: Level 25
------------

Set Bonus Totals:
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • 1.5% (0.026 End/sec) Recovery
------------

Set Bonuses:

Steadfast Protection
(Wolf Spider Armor)
  • 1.5% (0.026 End/sec) Recovery
  • 3% Defense(All)
  • Knockback Protection (Mag -4)

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==========



Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Huntsman (24-50) : Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation

Villain Profile:

Level 1: Single Shot
  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (7) Entropic Chaos - Damage/Endurance: Level 27
  • (7) Entropic Chaos - Damage/Recharge: Level 27
  • (31) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (31) Entropic Chaos - Chance of Heal Self: Level 25
  • (31) Decimation - Chance of Build Up: Level 25
Level 1: Bane Spider Armor Upgrade
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
  • (5) Steadfast Protection - Knockback Protection: Level 10
Level 2: Combat Training: Defensive
  • (A) Red Fortune - Defense/Endurance: Level 25
  • (17) Red Fortune - Defense/Recharge: Level 25
  • (17) Red Fortune - Defense/Endurance/Recharge: Level 25
  • (43) Red Fortune - Defense: Level 25
  • (45) Red Fortune - Endurance: Level 25
  • (45) Luck of the Gambler - Recharge Speed: Level 25
Level 4: Burst
  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (5) Entropic Chaos - Damage/Endurance: Level 27
  • (13) Entropic Chaos - Damage/Recharge: Level 27
  • (33) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (33) Entropic Chaos - Chance of Heal Self: Level 20
  • (34) Achilles' Heel - Chance for Res Debuff: Level 10
Level 6: Wide Area Web Grenade
  • (A) Enfeebled Operation - Accuracy/Recharge: Level 27
  • (15) Enfeebled Operation - Endurance/Immobilize: Level 27
  • (15) Enfeebled Operation - Accuracy/Endurance: Level 27
  • (46) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 27
  • (48) Enfeebled Operation - Accuracy/Immobilize: Level 27
Level 8: Heavy Burst
  • (A) HamiO: Centriole Exposure (+2 Dam/Range)
  • (9) HamiO: Centriole Exposure (+2 Dam/Range)
  • (9) Detonation - Damage/Endurance/Range: Level 50
  • (27) Analyze Weakness - Accuracy/Recharge: Level 31
  • (29) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31
  • (29) Achilles' Heel - Chance for Res Debuff: Level 10
Level 10: Tactical Training: Maneuvers
  • (A) Red Fortune - Defense/Endurance: Level 25
  • (11) Red Fortune - Defense/Recharge: Level 25
  • (11) Red Fortune - Defense/Endurance/Recharge: Level 25
  • (25) Red Fortune - Defense: Level 25
  • (25) Red Fortune - Endurance: Level 25
  • (27) Luck of the Gambler - Recharge Speed: Level 25
Level 12: Venom Grenade
  • (A) Positron's Blast - Accuracy/Damage: Level 27
  • (13) Positron's Blast - Damage/Endurance: Level 27
  • (45) Positron's Blast - Damage/Recharge: Level 27
  • (46) Positron's Blast - Damage/Range: Level 27
  • (46) Positron's Blast - Accuracy/Damage/Endurance: Level 27
Level 14: Hover
  • (A) Flight Speed IO: Level 50
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO: Level 50
Level 18: Frag Grenade
  • (A) Positron's Blast - Accuracy/Damage: Level 27
  • (19) Positron's Blast - Damage/Endurance: Level 27
  • (19) Positron's Blast - Damage/Recharge: Level 27
  • (21) Positron's Blast - Damage/Range: Level 27
  • (21) Positron's Blast - Accuracy/Damage/Endurance: Level 27
  • (23) Force Feedback - Chance for +Recharge: Level 21
Level 20: Tactical Training: Leadership
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 22
  • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 22
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 22
  • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 22
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 22
  • (36) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
Level 22: Mental Training
  • (A) Flight Speed IO: Level 50
Level 24: Maneuvers
  • (A) Red Fortune - Defense/Endurance: Level 25
  • (42) Red Fortune - Defense/Recharge: Level 25
  • (42) Red Fortune - Defense/Endurance/Recharge: Level 25
  • (42) Red Fortune - Defense: Level 25
  • (43) Red Fortune - Endurance: Level 25
  • (43) Luck of the Gambler - Recharge Speed: Level 25
Level 26: Tactics
  • (A) Adjusted Targeting - To Hit Buff: Level 27
  • (37) Adjusted Targeting - To Hit Buff/Recharge: Level 27
  • (37) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 27
  • (37) Adjusted Targeting - Endurance/Recharge: Level 27
  • (40) Adjusted Targeting - To Hit Buff/Endurance: Level 27
Level 28: Surveillance
  • (A) Recharge Reduction IO: Level 50
  • (50) Achilles' Heel - Chance for Res Debuff: Level 10
Level 30: Assault
  • (A) Endurance Reduction IO: Level 50
Level 32: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (33) Recharge Reduction IO: Level 50
Level 35: Build Up
  • (A) Recharge Reduction IO: Level 50
  • (36) Recharge Reduction IO: Level 50
Level 38: Call Reinforcements
  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 36
  • (39) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 36
  • (39) Expedient Reinforcement - Endurance/Damage/Recharge: Level 36
  • (39) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30
  • (40) HamiO: Endoplasm Exposure (+2 Acc/Mez)
  • (40) HamiO: Peroxisome Exposure (+2 Dam/Mez)
Level 41: Combat Training: Offensive
  • (A) Accuracy IO: Level 50
Level 44: Vengeance
  • (A) Luck of the Gambler - Recharge Speed: Level 42
Level 47: Cloaking Device
  • (A) Luck of the Gambler - Recharge Speed: Level 45
Level 49: Recall Friend
  • (A) Winter's Gift - Slow Resistance (20%): Level 10
------------

Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 15
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 1: Conditioning

Level 4: Ninja Run

Level 2: Swift
  • (A) Flight Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Numina's Convalescence - Heal: Level 31
  • (3) Numina's Convalescence - +Regeneration/+Recovery: Level 30
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod: Level 22
  • (3) Efficacy Adaptor - EndMod/Recharge: Level 22
  • (48) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 22
  • (48) Efficacy Adaptor - Accuracy/Recharge: Level 22
  • (50) Efficacy Adaptor - EndMod/Accuracy: Level 22
  • (50) Efficacy Adaptor - EndMod/Endurance: Level 22
------------

Set Bonus Totals:
  • 16% DamageBuff(Smashing)
  • 16% DamageBuff(Lethal)
  • 16% DamageBuff(Fire)
  • 16% DamageBuff(Cold)
  • 16% DamageBuff(Energy)
  • 16% DamageBuff(Negative)
  • 16% DamageBuff(Toxic)
  • 16% DamageBuff(Psionic)
  • 6.75% Defense(Smashing)
  • 6.75% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.75% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 4.5% Max End
  • 97.5% Enhancement(RechargeTime)
  • 27% Enhancement(Accuracy)
  • 3% Enhancement(Immobilize)
  • 5% FlySpeed
  • 32.13 HP (3%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 8%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 9.1%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 10.5% (0.184 End/sec) Recovery
  • 52% (2.79 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 16.93% Resistance(Fire)
  • 16.93% Resistance(Cold)
  • 11.26% Resistance(Energy)
  • 13.14% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 5% RunSpeed
------------

Set Bonuses:

Entropic Chaos
(Single Shot)
  • 10% (0.537 HP/sec) Regeneration
  • MezResist(Confused) 2.75%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Steadfast Protection
(Bane Spider Armor Upgrade)
  • 1.5% (0.026 End/sec) Recovery
  • 3% Defense(All)
  • Knockback Protection (Mag -4)
Red Fortune
(Combat Training: Defensive)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Training: Defensive)
  • 7.5% Enhancement(RechargeTime)
Entropic Chaos
(Burst)
  • 10% (0.537 HP/sec) Regeneration
  • MezResist(Confused) 2.75%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Enfeebled Operation
(Wide Area Web Grenade)
  • 3% Enhancement(Immobilize)
  • 1.875% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
Analyze Weakness
(Heavy Burst)
  • 10% (0.537 HP/sec) Regeneration
Red Fortune
(Tactical Training: Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Tactical Training: Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Positron's Blast
(Venom Grenade)
  • 2.5% (0.044 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Positron's Blast
(Frag Grenade)
  • 2.5% (0.044 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Tactical Training: Leadership)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 20.08 HP (1.875%) HitPoints
  • 2.5% (0.044 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Red Fortune
(Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Adjusted Targeting
(Tactics)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Expedient Reinforcement
(Call Reinforcements)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% Resistance(All)
Luck of the Gambler
(Vengeance)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Cloaking Device)
  • 7.5% Enhancement(RechargeTime)
Winter's Gift
(Recall Friend)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Numina's Convalescence
(Health)
  • 12% (0.644 HP/sec) Regeneration
Efficacy Adaptor
(Stamina)
  • 12.05 HP (1.125%) HitPoints
  • 1.5% (0.026 End/sec) Recovery
  • 10% (0.537 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)

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=========

Notable and Quotable Points:
  • No purple IOs in build
  • Capped +5% Recharge set bonuses (at 5)
  • Capped +6.25% Recharge set bonuses (at 5)
  • Capped +7.5% Recharge set bonuses (at 5)
  • Build Up Proc IOs in both Single Shot and Tactical Training: Leadership
  • Chance of Heal Self Proc IOs in both Single Shot and Burst
  • Chance for Res Debuff Proc IOs in Burst, Heavy Burst and Surveillance
  • Heavy Burst Cone Range enhanced to 76.86 ft, which is not far behind 80 ft range of Single Shot and Burst (80 ft), or Venom Grenade and Frag Grenade (90.1 ft)
  • Hasten within 4 seconds of being Perma
  • Call Reinforcements within 20 seconds of being Perma
  • Force Feedback +Recharge Proc in Frag Grenade "makes" Hasten reliably Perma
  • Force Feedback +Recharge Proc in Frag Grenade "makes" Call Reinforcements likely to be Perma
  • Recharge time of Build Up under 25 seconds (better than 35-40% uptime, depending on Force Feedback Proc)
  • Build is designed to exemplar/malefactor "gracefully" down to Team Security/Threat Level 27 with minimal loss of Global Recharge set bonuses
  • Toggle on Hover and Cloaking Device to reach Defensive Softcap vs Ranged while in combat
  • Toggle on Hover and Cloaking Device and use one small Defense Inspiration to reach Defensive Softcap vs Melee, Range and AoE while in combat
  • 1531.486 HP Total (with Levels 19-50)
  • 17.35 HP per second Regeneration (Levels 28-50)
  • 3.38 END per second Recovery (Levels 27-50)
  • +21.155% Defense vs All Aura, 60 ft PBAoE (Levels 22-50)
  • +29.87% Tohit Buff Aura, 60 ft PBAoE (Levels 22-50)


It's the end. But the moment has been prepared for ...

 

Posted

There's something that's been bothering me about two options for slotting in Build Up in my Huntsman build. Namely, which is better ... going with two common 50 Recharge IOs for maximum recharge and maximum uptime on the power ... or going with a 2-slot Adjusted Targeting of Tohit/Rech (33) and Rech (33), which offers a +2% Damage set bonus? The Adjusted Targeting option would of course have less +Recharge (57.34% vs 83.32% post-ED), so the uptime on Build Up would be reduced ... but by how much? And would the +2% Damage global set bonus in any way mitigate or offset that?

Well, the only way to "answer" such a question by theorycrafting is to model it mathematically. So I've tried.

The way I'm modelling to answer this question is to simply chop up the time span into 1 second segments (or less for the fractional remainders) and multiply each of them by the amount of +Damage bonus being applied during that 1 second segment. Add up all the segments to calculate the total +Damage bonus over time, and then divide that amount by the number of seconds that a full (Recharge + Cast Time) span encompasses in a Best Case Scenario. And just to keep things honest, I rounded up all the fractional seconds to the nearest 0.125 (ie. 1/8th) seconds multiple values on the fractions. I've also included, just for comparison purposes, what things would look like if Mids' wasn't wrong about how the Force Feedback Proc works on adding Recharge, just so as to see the trend line of what happens when external +Recharge buffs (Speed Boost, etc.) might get applied. The results are ... interesting ...

Two 50 Recharge IO

  • 19.12 + 1.17 = 20.29 seconds (+100 Recharge Always On @ 45-50)
    10 seconds @ +80% plus 10.375 seconds @ +0% = 20.375 seconds @ +39.264% DPS (49% uptime)
  • 24.27 + 1.17 = 25.44 seconds (no additional +Recharge @ 45-50)
    10 seconds @ +80% plus 15.5 seconds @ +0% = 25.5 seconds @ +31.373% DPS (39% uptime)
  • 25.75 + 1.17 = 26.92 seconds (no additional +Recharge @ 30)
    10 seconds @ +80% plus 17 seconds @ +0% = 27 seconds @ +29.630% DPS (37% uptime)
Adjusted Targeting: Tohit/Rech (33), Rech (33)
  • 20.19 + 1.17 = 21.36 seconds (+100 Recharge Always On @ 45-50)
    10 seconds @ +82% plus 11.375 seconds @ +2% = 21.375 seconds @ +39.427% DPS (46% uptime)
  • 26.02 + 1.17 = 27.19 seconds (no additional +Recharge @ 45-50)
    10 seconds @ +82% plus 17.25 seconds @ +2% = 27.25 seconds @ +31.358% DPS (36% uptime)
  • 27.73 + 1.17 = 28.9 seconds (no additional +Recharge @ 30)
    10 seconds @ +82% plus 19 seconds @ +2% = 29 seconds @ +29.586% DPS (34% uptime)
The interesting thing from this "back of the envelope" analysis is that although the Adjusted Targeting option is slower, resulting in a slightly decreased uptime for Build Up (2 seconds difference @ Exemplar/Malefactor Level 30), the difference in average DPS throughput in either scenario is almost statistically insignificant.

Indeed, with all other factors being equal, although the Adjusting Targeting choice is slower to recharge Build Up, it is actually the more successful of the two choices overall. This is because with Adjusted Targeting slotted the global +Damage set bonus is always active (@ Levels 30+) regardless of whether or not Build Up is even being used or not. Furthermore, because the Adjusted Targeting option is slower, it actually costs (slight) less Endurance over time (END/sec) because it is being used ever so slightly less often (due to longer recharge time), while at the same time not sacrificing DPS throughput over time (theoretically). Additionally, because the Adjusted Targeting option is (ever so) slightly slower, while yielding comparable DPS throughput over time, the Adjusted Targeting option will, in theorycraft, yield an extra 1-2 seconds window of opportunity for attack animations which do damage.

In light of this discovery, I am therefore updating my Huntsman build strategy to use Adjusted Targeting in Build Up rather than (mere) common Recharge IOs.

Mind you, this is all "optimized theorycrafting" in a vacuum. YMMV of course, due to actual gameplay factors (such as attack chain structuring, among other things) which may degrade "actual performance" in-game off the theoretical maximums I've calculated here.

==========

Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

| Copy & Paste this data into Mids' Hero Designer to view the build |
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It's the end. But the moment has been prepared for ...

 

Posted

Interesting number crunching, I think I'll switch to the Adjusted Targeting slotting you mentioned for my Bane. I mostly play my Bane at 50 and I'm going for the Spiritual (recharge) Alpha Slot tree so if I make it to the end the differences in recharge times should be gone.

I've also decided to do something similar with Surveillance, slotting a Recharge IO and a Analyze Weakness Acc/Rech IO (along with the -res proc).


 

Posted

Thanks for posting this, I am still getting my head around high end building, but this is pretty clear and gives me a great baseboard to plan from.


 

Posted

Thread Necro ...



Well, it took about 6 months to do ... but I've finally managed to get my Huntsman (Leggs) up to level 50 on Virtue. It was a long, and at times painful road to travel ... in part because going into this project I didn't fully appreciate just how important Endurance Recovery was going to be. And because I wasn't "watching" for it as a major point of concern while leveling up, it got overlooked until I was far too far along to be able to do anything about it (without major respec disruption).

Needless to say, I now have a MUCH GREATER appreciation for the importance of putting adequate Endurance Recovery into any build plan for a Huntsman that's so heavily, and relentlessly, focused on +Recharge. It got to the point where just about the only Inspirations I'd ever be using were BLUE. Everything else got converted into Blues, and I'd be chomping them down like candy that was going out of style. I even actually noticed the sensitivity of my build to whether or not my (blue) Veteran Buff Pet was active (and nearby) or not, since it made a small, but still important contribution to my Endurance Recovery that had important implications for the longevity I'd have sustaining my attack chain. Without my Veteran Buff Pet, I'd be wheezing for Blue noticeably faster (and chomping Blue Inspirations quicker).

So with the benefit(s) of hindsight ... and the addition of Incarnate Slotting into Mids' planning ... I decided to revisit my build plan here and update it with insights gained from actually playing it from 1-50.

The first major change is arranging to get Stamina fully 6-slotted with Efficacy Adaptor by level 19 ... just in time to fully slot it out with level 22 IOs. The net upshot of this is that from level 19 onwards, the entire build plays (for Recovery purposes) as if it were slotted with a pair of level 50 common Endurance Mod IOs ... which actually makes a tremendous difference in the build's capacity for sustained damage (and buffs) throughput. Likewise, Health is restructured so as to have "just in time" slots added to it in the late 20s so as to accept the level 30-31 Numina Set IOs.

In my first effort at a Huntsman leveling strategy (seen in the first post), I basically went for a defensive heavy posture, which left the attack powers only partially slotted for a very long time (too long, as it turns out!). This was done for two reasons, originally. First, the early slotting of Defensive powers permitted much stronger Defense early on in while leveling, while at the same time bringing online a great deal of +Recharge Set Bonuses. The second reason was a matter of Endurance Drain vs Recovery, since the (first) build picked up all of the Soldier and Leadership Toggles almost as quickly as possible. By slotting the toggle powers earlier, I figured that ought to mitigate the Endurance Drain problems to the point where they would be manageable. I was wrong.

Because my attacks were underslotted early on in the previous build (1 accuracy, 1 endurance reduction, 1 damage), it took a lot more attacks to actually defeat hostiles than if I'd put more slots (for more damage) into my attack powers. Less damage meant more attack cycles, which cost A LOT MORE endurance to sustain over time than I could reasonably make back from slotting endurance reduction into defensive toggles (which then had to run for longer, aggravating the endurance drain in combat issue). This then led to a need to pause (for breath) between many, if not most, mob groups when soloing ... which got tedious ... and this "necessity" lasted on into the 40s due to inadequate slotting of attack powers early on. That particular "oversight" has been corrected in the build below, with slotting of Single Shot, Burst and Heavy Burst coming relatively early in the build, so as to prepare for the Mass Migration to level 27 IO Sets that comes with reaching the level 24 branching between Bane and Crab Soldier trees.

Another point of contention was my (sad) discovery, through Pillar of Ice and Flame Flashbacks, that the Accuracy of the Entropic Chaos Set is really ... lacking ... when it comes to exemplar/malefactor and getting down into the 9-14 level range, when pretty much all of your Set Bonuses are switched off. After a some experience with this phenomenon, which I'm sure isn't a "problem" for a great many players who would simply avoid those lower levels, I came to the conclusion that putting off Combat Training: Offensive until level 41 wasn't all that great of an idea. Truth be told, if you're wanting to *USE* your Combat Training: Offensive power to aid your Accuracy ... as opposed to merely giving yourself a way to resist To Hit Debuffs (which the power also does) ... then you really need to find a way to make room for it EARLY in your build, rather than LATE. And since the Huntsman build strategy is so singularly focused on +Recharge to be effective, any time an attack MISSES is essentially both Lost Endurance, and Lost Time ... both of which are "costly" to a build strategy that is struggling to break even on Endurance Recovery. I didn't *want* to move Combat Training: Offensive from level 41 to level 4 where I'd have it no matter how far back I had to exemplar/malefactor, because that pushed almost all of my attacks further back into the build ... but in the end, I went ahead and bit the bullet and just did it. The end result is not "ideal" ... but it's better (I think) than the alternative of missing lots of attacks and wasting all too precious Endurance (and Time with toggles running) when playing through the lower levels (or through Flashback Missions).

Another (big) change from the previous build strategy is that last time around, Cloaking Device didn't factor into my plans all that prominently. It was essentially yet another toggle which I couldn't all that easily afford to run. This time, however, with the help of some comparative analysis, and the reshuffling of a couple of enhancement slots into Health (of all things) ... this time, I was able to not only bring the Endurance Cost of Cloaking Device down to the point where it was "manageable" ... I also managed to scavenge slots to put the Miracle +Recovery Proc IO into Health, which completely offset the toggle cost of running Cloaking Device ... with a little bit more +Recovery left over to spare. This change actually yields improved Defenses overall, putting them within Small Luck "distance" of the 45% softcap when running Cloaking Device ... even while in combat ... which is a significant (defensive) advantage. It also puts Cloaking Device into the "set and forget" category of toggles with this build.

At this point, people will no doubt be looking at my (new) Huntsman (24-50) build and noting that I have neither of the Pummel or Bayonet attack powers ... both of which do extra damage from Hidden. The reason for that is fairly simple. I have no desire to close to Melee Range with hostiles for any reason. By staying back, at a distance, I ensure the widest/largest possible Cone Area for Heavy Burst (which is WAY MORE MY STYLE than mixing things up in Melee Range). Besides, having an "Avoid Melee" mentality by default not only keeps me out of trouble I might otherwise be find myself straying into, it also helps keep me positioned where my Ranged Defense (which is stronger than my Melee Defense) is the most relevant ... which in turn helps keep me alive (and shooting, and buffing). Yes, I have Cloaking Device in this build ... but the build shares more in common with the playstyle and mentality of an AR/Dev Hover Blaster than it does with the penchant for backstabbery that is the birthright of Stalkers.

The change with Cloaking Device however wouldn't have been possible if I hadn't dropped the Bane Build Up power (which I'd 2-slotted), and scavenged another slot from Surveillance. I'd previously had Surveillance slotted with 1 Recharge and the Achilles' Heel Proc ... but it turned out (through discovery in play) that this particular slotting wasn't all that useful. For one thing, Surveillance has an accuracy check ... meaning it can MISS. For this reason alone, I wanted to get some Accuracy into the slotting. And although putting an Achilles' Heel Proc into Surveillance is ... "nice" ... if you've got the slots for it, the return on investment is (paradoxically enough) not as great when bestowing that enhancement slot elsewhere (in this case, Health). Ironically enough, it is far more effective to slot Single Shot, Burst and Heavy Burst with the Achilles' Heel Proc than it is to shoehorn it into Surveillance. I'd previously put a Decimation: Chance for Build Up Proc into Single Shot, which would then "double up" with the Gaussian's Proc in Tactical Training: Leadership ... but that turned out to be largely wasted (simply because a 5% chance vs a 20% chance is something of a no contest). Although having the Achilles' Heel Proc in Single Shot, Burst and Heavy Burst will mean that in actual gameplay there will be some Proc Collisions (since only ONE Achilles' Heel Proc can be active on a target at a time), I figure that being able to "perma" the Achilles' Heel Proc(s) through rapid fire of fast cycling attack powers is more useful than letting "gaps" in coverage appear.

Bane Build Up was something that (going in) I figured I was DEFINITELY going to need! In actual gameplay however, I found myself using it hardly at all (if ever) ... and the power mostly sat, recharged and unused, in my power trays. This is probably because I spend so much time on TF/SF team and league play, where Build Up's +Damage is ultimately often a lot less useful than Surveillance's -Resistance. Particularly in the higher levels, when everything is slotted and all of the Global Recharge Set Bonuses are running ... "pausing" to use Bane Build Up really does feel like wasted time. In a lot of cases, the 1.5 seconds (or so) that it took to animate Bane Build Up often felt like wasted opportunity time during which I could have been putting a LOT of AoE Damage downrange WITHOUT use of Bane Build Up. Usually I open with Wide Area Web, Venom Grenade, Frag Grenade, Heavy Burst ... and often time, when on a team, by the time Heavy Burst gets around to animating, at least half the mob group is already lazily falling to the floor for the last time. I tried shoehorning Bane Buildup into that sequence ... and most of the time it just felt like my attack chain "fell behind the times" and I wound up doing a bit more damage on far fewer targets. Plus, with the amount of Global Recharge in this build, it's not exactly as if I'm "lacking" in attacks to fill out an attack chain with. I can pretty much cycle through all my attacks every 10 seconds (even Web Grenade), and some of them more than once during that time span, and using Bane Build Up just FELT LIKE exchanging time I could be attacking (for damage) so as to inflict "a little bit more damage" over my next attack chain cycle. On a spreadsheet analysis, Bane Build Up was an advantage ... but in actual gameplay, I found it more frustrating to use than I'd anticipated (or enjoyed). It disrupted my attack rhythm and made my actions feel "sluggish" compared to their usual "responsiveness" in combat. So ... out it goes, in this rework.

Anyway ... that's probably enough "Pontificating" from me on this topic. On to the WALL OF TEXT CRITS YOU! experience of posting the long form of the build(s), for people who might not have Mids' handy wherever they might be reading this (like say, while at work) ...


It's the end. But the moment has been prepared for ...

 

Posted

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Huntsman (1-23): Level 23 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Flight

Villain Profile:

Level 1: Single Shot

  • (A) Accuracy IO: Level 25
  • (3) Endurance Reduction IO: Level 25
  • (5) Damage Increase IO: Level 25
  • (5) Damage Increase IO: Level 25
  • (7) Damage Increase IO: Level 25
Level 1: Wolf Spider Armor
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
  • (7) Steadfast Protection - Knockback Protection: Level 10
Level 2: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed: Level 25
Level 4: Combat Training: Offensive
  • (A) Accuracy IO: Level 25
Level 6: Burst
  • (A) Accuracy IO: Level 25
  • (9) Endurance Reduction IO: Level 25
  • (9) Damage Increase IO: Level 25
  • (11) Damage Increase IO: Level 25
  • (11) Damage Increase IO: Level 25
Level 8: Heavy Burst
  • (A) Accuracy IO: Level 25
  • (13) Endurance Reduction IO: Level 25
  • (13) Damage Increase IO: Level 25
  • (15) Damage Increase IO: Level 25
  • (15) Damage Increase IO: Level 25
Level 10: Tactical Training: Maneuvers
  • (A) Red Fortune - Defense/Endurance: Level 25
Level 12: Wide Area Web Grenade
  • (A) Accuracy IO: Level 25
Level 14: Hover
  • (A) Flight Speed IO: Level 25
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO: Level 25
Level 18: Venom Grenade
  • (A) Accuracy IO: Level 25
  • (21) Endurance Reduction IO: Level 25
  • (21) Damage Increase IO: Level 25
  • (23) Damage Increase IO: Level 25
  • (23) Damage Increase IO: Level 25
Level 20: Tactical Training: Leadership
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 22
Level 22: Mental Training
  • (A) Flight Speed IO: Level 25
------------

Level 1: Conditioning

Level 1: Brawl
  • (A) Accuracy IO: Level 25
Level 1: Sprint
  • (A) Run Speed IO: Level 25
Level 2: Rest
  • (A) Recharge Reduction IO: Level 25
Level 2: Swift
  • (A) Run Speed IO: Level 25
Level 2: Health
  • (A) Miracle - +Recovery: Level 20
Level 2: Hurdle
  • (A) Jumping IO: Level 25
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod: Level 22
  • (3) Efficacy Adaptor - EndMod/Recharge: Level 22
  • (17) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 22
  • (17) Efficacy Adaptor - Accuracy/Recharge: Level 22
  • (19) Efficacy Adaptor - EndMod/Accuracy: Level 22
  • (19) Efficacy Adaptor - EndMod/Endurance: Level 22
Level 4: Ninja Run

------------

Set Bonus Totals:
  • 2.5% DamageBuff(Smashing)
  • 2.5% DamageBuff(Lethal)
  • 2.5% DamageBuff(Fire)
  • 2.5% DamageBuff(Cold)
  • 2.5% DamageBuff(Energy)
  • 2.5% DamageBuff(Negative)
  • 2.5% DamageBuff(Toxic)
  • 2.5% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • 12.5% Enhancement(RechargeTime)
  • 12 HP (1.12%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • 3% (0.05 End/sec) Recovery
  • 10% (0.54 HP/sec) Regeneration
------------

Set Bonuses:

Steadfast Protection
(Wolf Spider Armor)
  • 1.5% (0.03 End/sec) Recovery
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
  • Knockback (Mag -4), Knockup (Mag -4)
Luck of the Gambler
(Combat Training: Defensive)
  • 7.5% Enhancement(RechargeTime)
Efficacy Adaptor
(Stamina)
  • 12 HP (1.12%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.54 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)

| Copy & Paste this data into Mids' Hero Designer to view the build |
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==========



Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Huntsman (24-50): Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation

Villain Profile:

Level 1: Single Shot
  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (3) Entropic Chaos - Damage/Endurance: Level 27
  • (5) Entropic Chaos - Damage/Recharge: Level 27
  • (5) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (7) Entropic Chaos - Chance of Heal Self: Level 20
  • (50) Achilles' Heel - Chance for Res Debuff: Level 10
Level 1: Bane Spider Armor Upgrade
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
  • (7) Steadfast Protection - Knockback Protection: Level 10
Level 2: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed: Level 25
Level 4: Combat Training: Offensive
  • (A) Accuracy IO: Level 50
Level 6: Burst
  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (9) Entropic Chaos - Damage/Endurance: Level 27
  • (9) Entropic Chaos - Damage/Recharge: Level 27
  • (11) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (11) Entropic Chaos - Chance of Heal Self: Level 20
  • (50) Achilles' Heel - Chance for Res Debuff: Level 10
Level 8: Heavy Burst
  • (A) Shield Breaker - Accuracy/Recharge: Level 27
  • (13) Shield Breaker - Accuracy/Endurance/Recharge: Level 27
  • (13) Detonation - Damage/Endurance/Range: Level 50
  • (15) HamiO: Centriole Exposure (+2 Dam/Range)
  • (15) HamiO: Centriole Exposure (+2 Dam/Range)
  • (50) Achilles' Heel - Chance for Res Debuff: Level 10
Level 10: Tactical Training: Maneuvers
  • (A) Red Fortune - Defense/Endurance: Level 25
  • (34) Red Fortune - Defense/Recharge: Level 25
  • (34) Red Fortune - Defense/Endurance/Recharge: Level 25
  • (36) Red Fortune - Defense: Level 25
  • (36) Red Fortune - Endurance: Level 25
  • (36) Luck of the Gambler - Recharge Speed: Level 25
Level 12: Wide Area Web Grenade
  • (A) Enfeebled Operation - Accuracy/Recharge: Level 27
  • (25) Enfeebled Operation - Endurance/Immobilize: Level 27
  • (25) Enfeebled Operation - Accuracy/Endurance: Level 27
  • (27) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 27
  • (31) Enfeebled Operation - Accuracy/Immobilize: Level 27
Level 14: Hover
  • (A) Flight Speed IO: Level 50
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO: Level 50
Level 18: Venom Grenade
  • (A) Positron's Blast - Accuracy/Damage: Level 27
  • (21) Positron's Blast - Damage/Endurance: Level 27
  • (21) Positron's Blast - Damage/Recharge: Level 27
  • (23) Positron's Blast - Damage/Range: Level 27
  • (23) Positron's Blast - Accuracy/Damage/Endurance: Level 27
Level 20: Tactical Training: Leadership
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 22
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 22
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 22
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 22
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 22
  • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
Level 22: Mental Training
  • (A) Flight Speed IO: Level 50
Level 24: Cloaking Device
  • (A) Red Fortune - Defense/Endurance: Level 25
  • (31) Red Fortune - Defense/Recharge: Level 25
  • (33) Red Fortune - Defense/Endurance/Recharge: Level 25
  • (33) Red Fortune - Defense: Level 25
  • (33) Red Fortune - Endurance: Level 25
  • (34) Luck of the Gambler - Recharge Speed: Level 25
Level 26: Frag Grenade
  • (A) Positron's Blast - Accuracy/Damage: Level 27
  • (42) Positron's Blast - Damage/Endurance: Level 27
  • (42) Positron's Blast - Damage/Recharge: Level 27
  • (43) Positron's Blast - Damage/Range: Level 27
  • (43) Positron's Blast - Accuracy/Damage/Endurance: Level 27
  • (48) Force Feedback - Chance for +Recharge: Level 21
Level 28: Surveillance
  • (A) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
Level 30: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50
Level 32: Maneuvers
  • (A) Red Fortune - Defense/Endurance: Level 30
  • (37) Red Fortune - Defense/Recharge: Level 30
  • (37) Red Fortune - Defense/Endurance/Recharge: Level 30
  • (37) Red Fortune - Defense: Level 30
  • (40) Red Fortune - Endurance: Level 30
  • (42) Luck of the Gambler - Recharge Speed: Level 25
Level 35: Tactics
  • (A) Adjusted Targeting - To Hit Buff: Level 33
  • (46) Adjusted Targeting - To Hit Buff/Recharge: Level 33
  • (46) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 33
  • (48) Adjusted Targeting - Endurance/Recharge: Level 33
  • (48) Adjusted Targeting - To Hit Buff/Endurance: Level 33
Level 38: Call Reinforcements
  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 36
  • (39) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 36
  • (39) Expedient Reinforcement - Endurance/Damage/Recharge: Level 36
  • (39) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30
  • (40) HamiO: Endoplasm Exposure (+2 Acc/Mez)
  • (40) HamiO: Peroxisome Exposure (+2 Dam/Mez)
Level 41: Assault
  • (A) Endurance Reduction IO: Level 50
Level 44: Recall Friend
  • (A) Winter's Gift - Slow Resistance (20%): Level 10
Level 47: Teleport
  • (A) Jaunt - Endurance/Range: Level 50
Level 49: Vengeance
  • (A) Luck of the Gambler - Recharge Speed: Level 25
Level 0: Marshal
Level 50: Spiritual Radial Paragon (+33% +Recharge, +Heal, +Stun, +Slow, +Jump / +20% +To Hit Buff)
Level 50: Gravitic Core Flawless Interface (75% chance -Recharge, -Speed / 50% chance -Recovery)

------------

Level 1: Conditioning

Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 2: Swift
  • (A) Flight Speed IO: Level 50
Level 2: Health
  • (A) Miracle - +Recovery: Level 20
  • (27) Numina's Convalescence - +Regeneration/+Recovery: Level 30
  • (29) Numina's Convalescence - Heal/Endurance: Level 31
  • (29) Numina's Convalescence - Heal: Level 31
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod: Level 22
  • (3) Efficacy Adaptor - EndMod/Recharge: Level 22
  • (17) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 22
  • (17) Efficacy Adaptor - Accuracy/Recharge: Level 22
  • (19) Efficacy Adaptor - EndMod/Accuracy: Level 22
  • (19) Efficacy Adaptor - EndMod/Endurance: Level 22
Level 4: Ninja Run

------------

Set Bonus Totals:
  • 16% DamageBuff(Smashing)
  • 16% DamageBuff(Lethal)
  • 16% DamageBuff(Fire)
  • 16% DamageBuff(Cold)
  • 16% DamageBuff(Energy)
  • 16% DamageBuff(Negative)
  • 16% DamageBuff(Toxic)
  • 16% DamageBuff(Psionic)
  • 6.75% Defense(Melee)
  • 6.75% Defense(Smashing)
  • 6.75% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 4.5% Max End
  • 97.5% Enhancement(RechargeTime)
  • 27% Enhancement(Accuracy)
  • 3% Enhancement(Immobilize)
  • 5% FlySpeed
  • 52.2 HP (4.87%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 8%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 9.1%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 13% (0.23 End/sec) Recovery
  • 42% (2.25 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 16.9% Resistance(Fire)
  • 16.9% Resistance(Cold)
  • 11.3% Resistance(Energy)
  • 13.1% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 5% RunSpeed
------------

Set Bonuses:

Entropic Chaos
(Single Shot)
  • 10% (0.54 HP/sec) Regeneration
  • MezResist(Confused) 2.75%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Steadfast Protection
(Bane Spider Armor Upgrade)
  • 1.5% (0.03 End/sec) Recovery
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
  • Knockback (Mag -4), Knockup (Mag -4)
Luck of the Gambler
(Combat Training: Defensive)
  • 7.5% Enhancement(RechargeTime)
Entropic Chaos
(Burst)
  • 10% (0.54 HP/sec) Regeneration
  • MezResist(Confused) 2.75%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Shield Breaker
(Heavy Burst)
  • 2.5% (0.04 End/sec) Recovery
Red Fortune
(Tactical Training: Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Tactical Training: Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Enfeebled Operation
(Wide Area Web Grenade)
  • 3% Enhancement(Immobilize)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
Positron's Blast
(Venom Grenade)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Tactical Training: Leadership)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 20.1 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Red Fortune
(Cloaking Device)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Cloaking Device)
  • 7.5% Enhancement(RechargeTime)
Positron's Blast
(Frag Grenade)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Red Fortune
(Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Adjusted Targeting
(Tactics)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Expedient Reinforcement
(Call Reinforcements)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% Resistance(All)
Winter's Gift
(Recall Friend)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Luck of the Gambler
(Vengeance)
  • 7.5% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
  • 12% (0.64 HP/sec) Regeneration
  • 20.1 HP (1.87%) HitPoints
Efficacy Adaptor
(Stamina)
  • 12 HP (1.12%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.54 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)

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Notable and Quotable Points:
  • No purple IOs in build
  • Capped +5% Recharge set bonuses (at 5)
  • Capped +6.25% Recharge set bonuses (at 5)
  • Capped +7.5% Recharge set bonuses (at 5)
  • Chance of Heal Self Proc IOs in both Single Shot and Burst
  • Chance for Res Debuff Proc IOs in Single Shot, Burst and Heavy Burst
  • Heavy Burst Cone Range enhanced to 76.86 ft, which is not far behind 80 ft range of Single Shot and Burst (80 ft), or Venom Grenade and Frag Grenade (90.1 ft)
  • Hasten within 4 seconds of being Perma without Alpha slot, or has 7 seconds of overlap with Tier 4 Spiritual Alpha
  • Call Reinforcements within 20 seconds of being Perma without Alpha slot, or has 1.5 seconds of overlap with Tier 4 Spiritual Alpha
  • Force Feedback +Recharge Proc in Frag Grenade "makes" Hasten reliably Perma
  • Force Feedback +Recharge Proc in Frag Grenade "makes" Call Reinforcements likely to be Perma
  • Build is designed to exemplar/malefactor "gracefully" down to Team Security/Threat Level 30 with minimal loss of Global Recharge set bonuses
  • 33.8% Def vs Melee, 41% Def vs Ranged, 32.6% Def vs AoE with Cloaking Device on/Hover off while in combat
  • 39.7% Def vs Melee, 46.8% Def vs Ranged, 38.4% Def vs AoE with Cloaking Device on/Hover off when Hidden
  • 1337.386 HP Total (with Levels 28-50)
  • +15 HP per second Regeneration (Levels 28-50)
  • +3.4 END per second Recovery (Levels 27-50), +3.56 END per second with Marshal Accolade
  • +21.21% Defense vs All Aura, 60 ft PBAoE (Levels 27-50)
  • +30.2% Tohit Buff Aura, 60 ft PBAoE (Levels 30-50)


It's the end. But the moment has been prepared for ...

 

Posted

I always slot my builds as I go along, presenting the goal, not the path. I find it both too tedious to present the path, and potentially inaccurate as the path I choose often varies as the teams I join vary. Kudos for going to the trouble to present the path in more detail.

I always try to 2 or 3 slot stamina by level 22. As if it were still a pool power. I personally don't feel like it's worth 6 slots and a set that early, but absolutely worth at least 2 slots, if not 3. But then I almost never do sets before mid 30's or later, simply using SO's and Generics.

I like to have Health slotted with Miracle and Numina by 20 and 30, if at all possible.

Even in a toggle heavy build, toggles will only account for 1.5 eps for the huntsman and 1.85 to 2.0 eps for the Crab. The average attack chain costs between 5.0 and 8.0 eps. I expect that in the original you followed conventional wisdom of slotting endrdx into toggles first, with minimal regard to attack powers, and then found yourself on the wrong side of that 5 to 8 eps. I prefer to balance both toggles and attacks and slot up the primary simplified attack chain asap. For a Huntsman that attack chain would be Single Shot, Burst, Heavy Burst, and Venom Grenade. The worst part for me tends to be between level 30 and 40, when I have all these other great powers and attacks that are underslotted, and that I can't use until the mid 40's when I can get them slotted sufficiently that the gain of using them outweights the costs; However, I still have basic functionality solidly slotted early on. In defcon builds the same happens with the differential that I get my endurance management powers in the 40s, as well as slotting.

I always try to slot Kismet and one Purple +Accuracy Set in a build. If you can get a Kismet of sufficiently low level, the two combined really help with malfactoring. Two Purple sets would completely aleviate any problems with malfactoring, but I feel is not necessary. I understand you didn't want the purple set, but I honestly feel that one purple set is worth it to replace CTO.

I personally am happy with less recharge.

I think I would use Decimation over Entropic. While regen is nice, I don't think I'd miss that little amount vs the accuracy gain.

I don't see the necessity of the Heavy Burst slotting, unless those Hamis are relatively cheap.

While you definitely maximized recharge, I honestly am unsure that it's worth everything else you sacrificed to do it.


 

Posted

I never understood the interest in staying mostly "Huntsman" until recently. I have to rank my Bane/Soldier my top two most favorite builds to play (along with my Fortunata).

This is the build I am running:

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A few things to mention. I didn't take Heavy Attack because its activation time is a bit long. I like to put proc damage to provide that extra "spike" damage when they happen. This build is very offensive.

My defense isn't soft-capped but I carry purples all the time and if there's anyone with Maneuver, I am already over the soft cap. One purple can easily put me to the cap. My goal is to debuff resistance (procs), proc damage and fast shooting. Single Shot and Burst are just so freaking fast and I only use Bayonet when I feel I need a bit more dps but it's mainly there for the +melee defense.

I usually Hover in air. This build has no endurance problem when I get mal down to 20 last night. I thought I would run into endurance problem but none.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Here's my current Huntsman/Crab build ... I went crab tree based on Linea's "hovertank" build. Soft-capped to all positionals, 40%-50% resists to S/L/E/N/F/C. Perma serum (+HP). Dual assault. Spiderlings & the two disruptors. Running musculature I think plus Rebirth. Seems to have a decent single-target chain in SingleShot-Burst-Bayonet.

Loses out on Build-Up so spike damage is a bit lower. Also I need to figure out how to slot the Lady Grey Neg Dmg proc into Burst and Single Shot.

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Hover Tank: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping

Villain Profile:
Level 1: Single Shot -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(15)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(36)
Level 2: Burst -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Dmg/EndRdx(5), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg(9), Achilles-DefDeb/Rchg(9)
Level 4: Combat Training: Defensive -- Ksmt-ToHit+(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(17)
Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(19), LdyGrey-%Dam(19)
Level 10: Tactical Training: Maneuvers -- HO:Enzym(A), LkGmblr-Def/EndRdx(23), LkGmblr-Rchg+(25)
Level 12: Venom Grenade -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(25), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(29), Posi-Dam%(29)
Level 14: Bayonet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 16: Boxing -- Empty(A)
Level 18: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34), ExStrk-Dam%(36)
Level 20: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(21), Aegis-EndRdx/Rchg(21), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(36)
Level 22: Weave -- HO:Enzym(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37)
Level 24: Fortification -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(39), Aegis-ResDam(39), Aegis-EndRdx/Rchg(39)
Level 26: Maneuvers -- HO:Enzym(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(40)
Level 28: Serum -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42)
Level 30: Combat Jumping -- HO:Enzym(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(43)
Level 32: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/EndRdx(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-Build%(45)
Level 35: Summon Spiderlings -- SvgnRt-Acc/Dmg(A), SvgnRt-Acc(46), SvgnRt-Dmg/EndRdx(46), SvgnRt-Acc/EndRdx(46), SvgnRt-PetResDam(48), SvgnRt-Acc/Dmg/EndRdx(48)
Level 38: Call Reinforcements -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(48), S'bndAl-Acc/Rchg(50), S'bndAl-Dmg/EndRdx(50), S'bndAl-Acc/Dmg/Rchg(50)
Level 41: Mental Training -- Run-I(A)
Level 44: Tactical Training: Assault -- EndRdx-I(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Cardiac Core Paragon
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
Level 2: Stamina -- EndMod-I(A), EndMod-I(13), P'Shift-End%(15)
------------



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Posted

Quote:
Originally Posted by Linea_Alba View Post
Kudos for going to the trouble to present the path in more detail.
It's one of those things that frustrates me in seeing a lot of the builds that get posted, that they're obviously Level 50 (only) builds where the level progression to get to 50 is something of an afterthought (as if characters were somehow created as level 50). And it was "good practice" for me to figure out how VEATs "worked" with the level 24 branching and all.

Quote:
Originally Posted by Linea_Alba View Post
I always try to 2 or 3 slot stamina by level 22. As if it were still a pool power. I personally don't feel like it's worth 6 slots and a set that early, but absolutely worth at least 2 slots, if not 3. But then I almost never do sets before mid 30's or later, simply using SO's and Generics.
Efficacy Adaptor
  • 12 HP (1.12%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.54 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Under most circumstances, I'd agree with you ... but Efficacy Adaptor is a special case. The real reason for 6-slotting this set into Stamina is really the +Recharge bonus at 6 slots ... but honestly, the rest of the set bonuses are ALL GOOD and useful. Plus, I took the time to check the throughput difference (in END/sec) between levels 22, 27 and 50 ... and the difference to Recovery just wasn't all that much. Going below level 22 on Efficacy Adaptor pretty much "ruined" the enhancement value(s), but 22 makes for a really sweet breakpoint. It means that at level 19 (an upper bound for an entire block of Flashback Arcs) you get all of those really sweet set bonuses ... and since I design my builds with exemplar/malefactor explicitly in mind, that's a pretty good value (in my mind).

Quote:
Originally Posted by Linea_Alba View Post
I expect that in the original you followed conventional wisdom of slotting endrdx into toggles first, with minimal regard to attack powers, and then found yourself on the wrong side of that 5 to 8 eps.
That pretty much sums things up right there.

Quote:
Originally Posted by Linea_Alba View Post
I always try to slot Kismet and one Purple +Accuracy Set in a build. If you can get a Kismet of sufficiently low level, the two combined really help with malfactoring. Two Purple sets would completely aleviate any problems with malfactoring, but I feel is not necessary. I understand you didn't want the purple set, but I honestly feel that one purple set is worth it to replace CTO.
Not all of us are "rich" enough to be able to afford a pair of purple sets without batting an eyelash (or swapping a clip, as the case may be).

Quote:
Originally Posted by Linea_Alba View Post
I think I would use Decimation over Entropic. While regen is nice, I don't think I'd miss that little amount vs the accuracy gain.
I actually started with 5-slot Decimation, rather than 5-slot Entropic. In this case, what persuaded me to go with Entropic is that the Entropic Set has that Heal Proc in it ... which in powers that cycle as fast as Single Shot and Burst do in this build, offers a not inconsiderable amount of Self Heal potential. My build here has no self healing Powers in it at all, and it ultimately gets into the 15 HP/sec range of Regeneration. But on average (over infinite time), if I'm just cycling Single Shot and Burst against a single (hard) target, they'll each Proc a Self Heal approximately once every 10 seconds (or so) EACH ... which easily clocks in at over +100 HP/10 sec, or an equivalent to +10 HP/sec Regeneration when sustained.

In actual gameplay, it's quite a bit less than that, simply because I can (and do!) use Heavy Burst and the Grenades A LOT (almost as fast as they can recharge against groups), which cuts into the number of times I'm using Single Shot and Burst every 10 seconds ... but still ... it actually makes a difference. It's actually the Heal Proc in Entropic Chaos that was the deciding factor here, since it takes pressure off the need for Green Inspirations.

Quote:
Originally Posted by Linea_Alba View Post
I don't see the necessity of the Heavy Burst slotting, unless those Hamis are relatively cheap.
Those Damage/Range HOs are dirt cheap. I was buying them for 250k a pop last night off the market. Of course, I buy Synthetics instead of "real" HOs, because the Synthetics are a reward choice for the STF and LRSF, which are done more often (and by more people) than Hamidon Raids ... which in turn keeps the supply ahead of the demand.

The "necessity" of the Heavy Burst slotting I've got is that it offers adequate to good to excellent Accuracy, Damage, Endurance Reduction, Recharge Reduction (ie. all the things you normally "want" for a damage power) and combines it with ED capped Range Enhancement (which pretty much ZERO Sets advantage, not even Sniper Sets!). And it does all of that in FIVE slots, rather than six ... leaving the 6th slot open for a Proc of some kind (in this case, Achilles' Heel). And trust me ... having an Ice/Ice Tanker who uses Frost (a LOT), I *KNOW* the value of enhancing the range on a Cone Attack Power. A simple +50% Range increase on a Cone attack *DOUBLES* the Area of Effect in 2D (and more than doubles the Volume of Effect in 3D).

As mentioned in the Notables and Quotables section, this slotting extends the range out to over 75 ft, which is within spitting distance of the 80 ft range of Single Shot and Burst. This gives me more "standoff reach" with Heavy Burst, which in turn makes it easier for me to catch more targets within the Cone at longer ranges. That's because the width of the Cone at 75 ft is wider than it is at 50 ft (which as everyone who knows geometry, "knows"). Catching more targets within the Cone of Heavy Burst, because the Area of Effect is so much larger downrange, makes the power *MUCH* more efficient at converting Time+Endurance into Damage downrange. Even being able to add a single extra target inside the Cone AoE (before hitting the Max Targets Cap) yields a big gain in DPS efficiency for the power. With this slotting, it is really a LOT easier to push Heavy Burst closer to the Max Targets Cap when playing on Teams and iTrials, simply because of the wider+deeper Cone and its much larger Area of Effect.



Quote:
Originally Posted by Jibikao View Post
I never understood the interest in staying mostly "Huntsman" until recently.
/em smirk

Quote:
Originally Posted by Jibikao View Post
I didn't take Heavy Attack because its activation time is a bit long.
After playing with it for so long, Heavy Burst doesn't really *feel* like such a terribly long activation time to me. But then I mostly (mostly) reserve it for when I've got 3+ targets in my Cone. Once you reach 4+ targets within the Cone of Effect, you're actually more "efficient" (endurance, damage, and time spent wise) using Heavy Burst to slaughter opposition wholesale, rather than retail via single target attacks. Heavy Burst is also an excellent "vehicle" for delivering Team aiding Procs ... such as Achilles' Heel.

Quote:
Originally Posted by Jibikao View Post
I like to put proc damage to provide that extra "spike" damage when they happen. This build is very offensive.
I can understand the appeal, but quite honestly that feels very "selfish" to me (no offense). Don't get me wrong ... Damage Procs are a very good way to go for Solo oriented builds, but on a Team oriented build you'll actually get more return on investment from Achilles' Heel. That's because with a Damage Proc, only YOU get the benefit of the extra Damage ... in the sense that your Teammates cannot themselves "exploit" the benefits of that Proc (aside from having the target keel over faster). Damage Procs are a "little" extra damage, but they're also One Shot Wonders.

Achilles' Heel is different. Its effect lasts for 10 seconds ... and during that 10 seconds, EVERYONE on the Team gets to exploit the effects of the Proc, not just you (which is another reason for putting Achilles' Heel into Heavy Burst). The Achilles' Heel Proc is basically a -20% Resistance Debuff which is cast by the affected target onto themselves. That means that Purple Patch "does not apply" (which can make a difference with AVs) because the target is casting the effect onto themselves (game mechanically speaking) ... which is also why you can't "stack" Achilles' Heel Procs on a target, since the target is casting them (involuntarily) onto themselves, and it doesn't stack when cast from same caster.

Any Damage Proc at level 50 is going to deal 72 Damage (pick your Type) in a single burst.

An Achilles' Heel Proc gives you 10 seconds to deal 360 Damage * 0.2 = 72 "extra" Damage to the target over time in order to "break even" with the damage throughput of the Damage Proc. If you can deliver more than 360 raw damage to the target within 10 seconds of the Achilles' Heel Proc duration (and on a Team, that's trivially easy to do!), then you actually get MORE return on investment from Achilles' Heel than you would from a straight Damage Proc. Heck, with the amount of +Recharge in the build I've got, it's easy for Single Shot+Burst to deliver more than 360 raw damage in under 10 seconds on a single (Boss/EB/AV) target ... thus netting more return on investment over time than I would have gotten with a Damage Proc.

And when combined with Surveillance and Venom Grenade, keeping a (nigh) constant Achilles' Heel Proc up on an EB/AV makes for some pretty ruinous Resistance Debuffing. I know. I've melted Romulus' face enough times on ITFs to prove it (to the teams I'm running with on Virtue).

So in my estimation, for a Huntsman build, Damage Procs are more "valuable" against Minions and Lieutenants, who simply won't survive long enough for the 10 sec duration of Achilles' Heel to "mature" on the investment. But I'm not "worried" about Minions and Lieutenants. They die fast enough anyway, even without Procs helping them find where the floor went. It's the Bosses, EBs and AVs that I want my Procs to be working to defeat ... and because they "live longer" under attack, it's against THEM that Achilles' Heel has more value than Damage Procs, both for myself, and for my Team and League.

Quote:
Originally Posted by Jibikao View Post
I usually Hover in air. This build has no endurance problem when I get mal down to 20 last night. I thought I would run into endurance problem but none.
I hover in the air too ... when I need to (avoid melee). Working my way up with a flawed build however, that didn't have enough endurance reduction built into it (yet), taught me how to deal with not using Hover all the time. As a result of playing experience, I've developed engagement tactics for dealing with both ground-bound and hovering attack modes, which has stood me in good stead when dealing with low ceilings and close quarters maps (5th/Council/Blue cave maps, for instance). So I "swing-role" with Hover probably a lot more than you do in practice.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post

After playing with it for so long, Heavy Burst doesn't really *feel* like such a terribly long activation time to me. But then I mostly (mostly) reserve it for when I've got 3+ targets in my Cone. Once you reach 4+ targets within the Cone of Effect, you're actually more "efficient" (endurance, damage, and time spent wise) using Heavy Burst to slaughter opposition wholesale, rather than retail via single target attacks. Heavy Burst is also an excellent "vehicle" for delivering Team aiding Procs ... such as Achilles' Heel.


I can understand the appeal, but quite honestly that feels very "selfish" to me (no offense). Don't get me wrong ... Damage Procs are a very good way to go for Solo oriented builds, but on a Team oriented build you'll actually get more return on investment from Achilles' Heel. That's because with a Damage Proc, only YOU get the benefit of the extra Damage ... in the sense that your Teammates cannot themselves "exploit" the benefits of that Proc (aside from having the target keel over faster). Damage Procs are a "little" extra damage, but they're also One Shot Wonders.

I do have two AH procs!! They are in my single and burst which I use most of the time. They recharge fast and shoot very fast.

On a large team, things just melt with a simple BU + Venom + Frag. I only want to take two aoe. I see no reason to take 3 so it's really between Frag or Heavy Burst. Frag has wider radius and I do enjoy the knockback effects since I have no control powers except for aoe web. Most people probably would take Heavy Burst but I chose Frag (activates 1s faster I think) and I put two damage procs in it (energy and smashing proc). There are times I can kill minions with just one cycle when the proc happens.

Now if it's a boss or AV, you are better off cycling Single Shot and Burst anyway (cheaper endurance, much faster activation). There is no need to include Heavy Burst in the attack cycle so the AH proc in Heavy Burst is not missed against AV. And I do use Surveillance all the time too. So between Surveillance, two AH proc chances in two of the fastest range attacks in the game, Venom Grenade and 30% damage buff, I think I have contributed a lot offensively.

Damage proc is great in attacks that recharge fast and activate fast. And I am not selfish at all!!! I took double assault and double maneuver. If I want to be selfish, I rather take Tough/Weave for myself. :P


And my Soldier is using Cardiac alpha so I have zero endurance problem. I can live with a bit less damage but I can't live with no endurance. I rather carry more Reds than Blue because a simple red gives 25% damage and lasts 60s. A blue only gives 25 end which can be used up so quickly. I may test with Musculature later but I am saving salvages for new incarnate abilities first.

The only powers I am not too happy with is Aid Other and Aid Self. I only have 2 slots for Aid Self. I may be better off with Tough.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

I like to have 25hps regen minimum for a passable build. Using Entropic to top that off is acceptable. I do think that would likely be my last ditch desperation option.

I fight mostly at medium to close range. I open with the cones and grenades at medium range, then close into melee where I use the Mace, Crowd Control, and Grenades. Once I close in, the Cones get less use. I expect you stay at range, using a playstyle that would be similar to the old AR/Energy Blaster "Master of Cones" that leveraged Boost Range for massive Cones. Playstyle difference. Necessity, no. Desirable, yes. If my Crab Tank didn't play almost exclusively in Melee as well, I'd consider using this slotting on her. But she almost always closes in first, then uses Grenade, Frenzy, Arm Lash at PBAOE range to make sure everything is annoyed at her instead of her team mates.

I orginally slotted all my gun powers with Achilles. Now days I slot the ST powers with Achilles and the AoEs with Damage Procs. I do this because I feel like on average the LTs, and Minions will die before the Procs "Break Even", and what's left (Bosses and Above) is going to be ST targetted. Running at +4, All Achilles "might" be better. Someone needs to do some stats on it.

I've not used the Ranged Hover-Crab tactics since 2008 ? After that I've been in close melee range with defense heavy variants instead.


 

Posted

Thread Tangent.



I've been wondering (privately) what would happen to my build if I were to go with the Crab side of the tree at the split, instead of going Bane ... and if I eschewed the Huntsman build style entirely, and just went for Crab Spider Soldier attack powers instead. Well ... now I know ...

The first thing that "went" when switching from Huntsman to Crab, was the almighty Global +Recharge I'd accumulated up in the Huntsman build. Crabs don't benefit "as much" from extreme +Recharge builds, since their main (Crab) attacks take so much longer to animate that there is a very definite plateau in terms of how much +Recharge is actually "useful" before it starts adding "not much" to the build. Still, when it takes a Crab 9.67 seconds to animate Channelgun, Longfang, Suppression, Venom Grenade and Frag Grenade (5 attacks, all Crab versions) ... when by comparison it only takes a Huntsman 9.58 seconds to animate Single Shot, Burst, Heavy Burst, Wide Area Web Grenade, Venom Grenade and Frag Grenade (6 attacks, all Arachnos Rifle versions) ... you kinda get a feeling that things are going to shake out a little differently.

The second thing that changed was a new emphasis on +Defense ... specifically vs Ranged and AoE (but significantly, not Melee). Since the preferred playstyle I'm using is essentially ALL Ranged, with no (VEAT) Melee Powers taken, allowing my Melee Defense to "languish" (well) below the 45% softcap is something of a luxury conceit with this build.

A lot of things will look similar between this Crab build and my Huntsman build above (for somewhat obvious reasons), but I fully expect these different builds to have their own identities and unique character. The idea here, for me, is to have an Alternate Build that I can switch to for when a much more heavily Defensive/Survivalist mindset and mode is necessary than what I'd want to be dealing with on my Huntsman build, which is much more offensively oriented. And before anyone asks ... I rather like the Extra Arms Backpack.

Now let's just hope I don't at some point soon(ish) start to feel an urge to Embrace The Mace and try to see what a Melee Bane styled 3rd build would look like for my Soldier.

=====

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Leggs: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation

Villain Profile:

Level 1: Channelgun

  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (3) Entropic Chaos - Damage/Endurance: Level 27
  • (5) Entropic Chaos - Damage/Recharge: Level 27
  • (5) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (7) Entropic Chaos - Chance of Heal Self: Level 20
  • (9) Achilles' Heel - Chance for Res Debuff: Level 10
Level 1: Crab Spider Armor Upgrade
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
  • (7) Steadfast Protection - Knockback Protection: Level 10
Level 2: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed: Level 25
Level 4: Combat Training: Offensive
  • (A) Accuracy IO: Level 50
Level 6: Longfang
  • (A) Entropic Chaos - Accuracy/Damage: Level 27
  • (9) Entropic Chaos - Damage/Endurance: Level 27
  • (11) Entropic Chaos - Damage/Recharge: Level 27
  • (11) Entropic Chaos - Damage/Endurance/Recharge: Level 27
  • (13) Entropic Chaos - Chance of Heal Self: Level 20
  • (13) Achilles' Heel - Chance for Res Debuff: Level 10
Level 8: Suppression
  • (A) Shield Breaker - Accuracy/Recharge: Level 27
  • (17) Shield Breaker - Accuracy/Endurance/Recharge: Level 27
  • (17) Detonation - Damage/Endurance/Range: Level 50
  • (19) HamiO: Centriole Exposure (+2 Dam/Range)
  • (21) HamiO: Centriole Exposure (+2 Dam/Range)
Level 10: Tactical Training: Maneuvers
  • (A) Red Fortune - Defense/Endurance: Level 25
  • (40) Red Fortune - Defense/Recharge: Level 25
  • (42) Red Fortune - Defense/Endurance/Recharge: Level 25
  • (42) Red Fortune - Defense: Level 25
  • (42) Red Fortune - Endurance: Level 25
  • (43) Luck of the Gambler - Recharge Speed: Level 25
Level 12: Venom Grenade
  • (A) Positron's Blast - Accuracy/Damage: Level 27
  • (21) Positron's Blast - Damage/Endurance: Level 27
  • (27) Positron's Blast - Damage/Recharge: Level 27
  • (27) Positron's Blast - Damage/Range: Level 27
  • (29) Positron's Blast - Accuracy/Damage/Endurance: Level 27
Level 14: Hover
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 27
  • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 27
  • (15) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO: Level 50
Level 18: Frag Grenade
  • (A) Kinetic Crash - Damage/Knockback: Level 27
  • (33) Kinetic Crash - Accuracy/Knockback: Level 27
  • (34) Kinetic Crash - Recharge/Knockback: Level 27
  • (34) Kinetic Crash - Recharge/Endurance: Level 27
  • (34) Kinetic Crash - Damage/Endurance/Knockback: Level 27
  • (37) Kinetic Crash - Accuracy/Damage/Knockback: Level 27
Level 20: Tactical Training: Leadership
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 22
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 22
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 22
  • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 22
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 22
  • (48) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
Level 22: Mental Training
  • (A) Flight Speed IO: Level 50
Level 24: Fortification
  • (A) Aegis - Resistance/Endurance: Level 27
  • (48) Aegis - Resistance/Recharge: Level 27
  • (50) Aegis - Resistance/Endurance/Recharge: Level 27
  • (50) Aegis - Resistance: Level 27
  • (50) Aegis - Psionic/Status Resistance: Level 25
Level 26: Maneuvers
  • (A) Red Fortune - Defense/Endurance: Level 25
  • (43) Red Fortune - Defense/Recharge: Level 25
  • (43) Red Fortune - Defense/Endurance/Recharge: Level 25
  • (45) Red Fortune - Defense: Level 25
  • (45) Red Fortune - Endurance: Level 25
  • (45) Luck of the Gambler - Recharge Speed: Level 25
Level 28: Serum
  • (A) Numina's Convalescence - Heal/Endurance: Level 31
  • (29) Numina's Convalescence - Endurance/Recharge: Level 31
  • (31) Numina's Convalescence - Heal/Recharge: Level 31
  • (31) Numina's Convalescence - Heal/Endurance/Recharge: Level 31
  • (33) Numina's Convalescence - Heal: Level 31
  • (33) Numina's Convalescence - +Regeneration/+Recovery: Level 30
Level 30: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50
Level 32: Tactics
  • (A) HamiO: Cytoskeleton Exposure (+2 End Red/To-hit Buff/Def Buff)
Level 35: Summon Spiderlings
  • (A) Blood Mandate - Accuracy/Damage: Level 33
  • (36) Blood Mandate - Damage/Endurance: Level 33
  • (36) Blood Mandate - Accuracy/Endurance: Level 33
  • (36) Blood Mandate - Accuracy/Damage/Endurance: Level 33
  • (37) Blood Mandate - Accuracy: Level 33
  • (37) Blood Mandate - Damage: Level 33
Level 38: Call Reinforcements
  • (A) Blood Mandate - Accuracy/Damage: Level 36
  • (39) Blood Mandate - Damage/Endurance: Level 36
  • (39) Blood Mandate - Accuracy/Endurance: Level 36
  • (39) Blood Mandate - Accuracy/Damage/Endurance: Level 36
  • (40) Blood Mandate - Accuracy: Level 36
  • (40) Blood Mandate - Damage: Level 36
Level 41: Assault
  • (A) Endurance Reduction IO: Level 50
Level 44: Vengeance
  • (A) Luck of the Gambler - Recharge Speed: Level 25
Level 47: Recall Friend
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
Level 49: Teleport
  • (A) Jaunt - Endurance/Range: Level 50
Level 0: Marshal
Level 50: Spiritual Radial Paragon (+33% +Recharge, +Heal, +Stun, +Slow, +Jump / +20% +To Hit Buff)
Level 50: Gravitic Core Flawless Interface (75% chance -Recharge, -Speed / 50% chance -Recovery)

------------

Level 1: Conditioning

Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 2: Swift
  • (A) Flight Speed IO: Level 50
Level 2: Health
  • (A) Miracle - +Recovery: Level 20
  • (19) Miracle - Heal: Level 22
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Stamina
  • (A) Performance Shifter - EndMod: Level 27
  • (3) Performance Shifter - EndMod/Recharge: Level 27
  • (23) Performance Shifter - EndMod/Accuracy/Recharge: Level 27
  • (23) Performance Shifter - Accuracy/Recharge: Level 27
  • (25) Performance Shifter - EndMod/Accuracy: Level 27
  • (25) Performance Shifter - Chance for +End: Level 21
Level 4: Ninja Run

------------

Set Bonus Totals:
  • 9% DamageBuff(Smashing)
  • 9% DamageBuff(Lethal)
  • 9% DamageBuff(Fire)
  • 9% DamageBuff(Cold)
  • 9% DamageBuff(Energy)
  • 9% DamageBuff(Negative)
  • 9% DamageBuff(Toxic)
  • 9% DamageBuff(Psionic)
  • 5.5% Defense(Melee)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 18.9% Defense(Fire)
  • 18.9% Defense(Cold)
  • 10.5% Defense(Energy)
  • 10.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 18% Defense(Ranged)
  • 24.6% Defense(AoE)
  • 4.5% Max End
  • 9% Enhancement(Accuracy)
  • 66.3% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 10% FlySpeed
  • 60.2 HP (5.62%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -15)
  • Knockup (Mag -15)
  • MezResist(Confused) 5.5%
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 4.4%
  • MezResist(Stun) 3.3%
  • 17% (0.3 End/sec) Recovery
  • 38% (2.03 HP/sec) Regeneration
  • 2.5% Resistance(Smashing)
  • 4.1% Resistance(Fire)
  • 4.1% Resistance(Cold)
  • 3% Resistance(Psionic)
  • 18% RunSpeed
  • 2.5% XPDebtProtection
------------

Set Bonuses:

Entropic Chaos
(Channelgun)
  • 10% (0.54 HP/sec) Regeneration
  • MezResist(Confused) 2.75%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Steadfast Protection
(Crab Spider Armor Upgrade)
  • 1.5% (0.03 End/sec) Recovery
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
  • Knockback (Mag -4), Knockup (Mag -4)
Luck of the Gambler
(Combat Training: Defensive)
  • 7.5% Enhancement(RechargeTime)
Entropic Chaos
(Longfang)
  • 10% (0.54 HP/sec) Regeneration
  • MezResist(Confused) 2.75%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Shield Breaker
(Suppression)
  • 2.5% (0.04 End/sec) Recovery
Red Fortune
(Tactical Training: Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Tactical Training: Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Positron's Blast
(Venom Grenade)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Blessing of the Zephyr
(Hover)
  • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  • Knockback (Mag -4), Knockup (Mag -4)
Kinetic Crash
(Frag Grenade)
  • 3% RunSpeed
  • 2.5% Resistance(Smashing)
  • Knockback,Knockup protection (Mag 3)
  • 6% (0.32 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Tactical Training: Leadership)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 20.1 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Aegis
(Fortification)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • 3% Resistance(Psionic)
Red Fortune
(Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Numina's Convalescence
(Serum)
  • 12% (0.64 HP/sec) Regeneration
  • 20.1 HP (1.87%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Blood Mandate
(Summon Spiderlings)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Blood Mandate
(Call Reinforcements)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Luck of the Gambler
(Vengeance)
  • 7.5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Recall Friend)
  • Knockback (Mag -4), Knockup (Mag -4)
Miracle
(Health)
  • 2.5% (0.04 End/sec) Recovery
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 20.1 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)

| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|


It's the end. But the moment has been prepared for ...

 

Posted

Make a crab using gun attacks. You're taking all the quickness of Huntsman gun attacks with the survivability of a Crab. Crab attacks are horribly slow and pale in performance to the gun. Rebuild that crab with gun attacks and you'll see how much better it works out.

Also, I too have invested in dmg/range Hami-O's on Heavy Burst in lieu of a Posi Blast set. I was worried about giving up the set bonuses but haven't looked back since.


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

Quote:
Originally Posted by blueruckus View Post
Make a crab using gun attacks. You're taking all the quickness of Huntsman gun attacks with the survivability of a Crab. Crab attacks are horribly slow and pale in performance to the gun. Rebuild that crab with gun attacks and you'll see how much better it works out.
In all fairness ... I KNOW.
The thing is, I wanted one of my alternate builds to use the Crab Attack Powers, since I've already got a build oriented around Soldier Gun Attacks. At the moment, as advertised, I'm unsure of what I'd want to do for my third build on this character ... whether to Embrace The Mace with a Melee Bane build, or go for a Gun Crab build that's another Huntsman with extra Spiderlings, Fortitude and Serum.

Quote:
Originally Posted by blueruckus View Post
Also, I too have invested in dmg/range Hami-O's on Heavy Burst in lieu of a Posi Blast set. I was worried about giving up the set bonuses but haven't looked back since.
It *is* a tad bit nerve wracking to drop a Positron Set and switch out to a Frankenslot like what I've got here for Heavy Burst, simply because it's a Cone Attack. The set bonuses on Positron are nice to have after all. But once you get a FEEL for the difference an extra +50% Range gives you on a Cone Attack ... you really get reluctant to go back to having little to no Range enhancement in your Cone Attacks.


It's the end. But the moment has been prepared for ...

 

Posted

On my third build I made a melee bane with the 3 AoE mace blasts. I know the blasts look horrible on paper but its actually a pretty fun build. It's nowhere near as good as my gun crab (then again it's not purpled out), but it's definitely fun and different.


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

I noticed that your sets are all level 27s and what not. I assume as you get higher in level or when you eventually hit 50, you start switching from the 27 sets and IOs to the 50s, correct? I'm just checking because I recently unlocked VEATs and I'm thinking about trying out various builds.

As I'm new, might I ask what the appeal is of the Huntsman is, as opposed to Crab/Bane?


 

Posted

Quote:
Originally Posted by Issen View Post
I noticed that your sets are all level 27s and what not. I assume as you get higher in level or when you eventually hit 50, you start switching from the 27 sets and IOs to the 50s, correct?
Nope.

I'm one of those (weird?) players who like to be able to Exemplar/Malefactor and play lower level content (Flashbacks, Task Forces, Strike Forces, etc.) and not lose all of my Set Bonuses. For this reason, I don't slot everything with level 50 IOs, unless dealing with either single slot powers (in which case Set Bonuses are moot) or Common IOs. Commons will get upgraded every 5-10 levels or so between 7 and 47 with a fresh batch of 10-50 Commons (if I can remember to do it). IO Sets however, I tend to slot for low level applicability.

Level 22 IOs offer their Set Bonuses at Levels 19+ (because 19+3=22) ... and Level 19 just so happens to be the upper bound of an entire group of Flashback Arcs.

Level27 IOs offer their Set Bonuses at Levels 24+ (because 24+3=27) ... and Level 24 just so happens to be the upper bound of another entire group of Flashback Arcs.

Quote:
Originally Posted by Issen View Post
As I'm new, might I ask what the appeal is of the Huntsman is, as opposed to Crab/Bane?
The Huntsman's appeal can be summed up in a single word.

FUN.

As a Huntsman, it's all about Gunnery & Grenades. Stand in one place too long, and you'll be ankle deep in brass casings (slight exaggeration). It also *sounds* awesome when you've gotten everything slotted (finally, by Level 50) and you can just crank the ammo out.

The Huntsman is also a "faster" animating group of powers than either the Bane or Crab equivalents. As I found very much to my surprise when I went and looked ... a Huntsman shooting a hand-held gun (ie. Soldier attacks) can crank out 6 distinct attack powers in the time that it would take a Bane or a Crab approximately the same time to animate only *5* distinct attack powers. This makes the Huntsman "feel" quicker and more nimble, more responsive to player input and changing circumstances.


It's the end. But the moment has been prepared for ...

 

Posted

for pre lvl 24/forced respec path, i basically ignore it and PL until that since i know we get the forced respec, pretty much everything we did before hand means diddly especially since the lvl 24 respec also gives access to bane and crab stuff

as for post 24 builds, i have a decent bane build that uses mostly huntsman attacks except for shatter and is soft capped to ranged attacks with only about 50% slotting


 

Posted

Quote:
Originally Posted by Redlynne View Post
Nope.

I'm one of those (weird?) players who like to be able to Exemplar/Malefactor and play lower level content (Flashbacks, Task Forces, Strike Forces, etc.) and not lose all of my Set Bonuses. For this reason, I don't slot everything with level 50 IOs, unless dealing with either single slot powers (in which case Set Bonuses are moot) or Common IOs. Commons will get upgraded every 5-10 levels or so between 7 and 47 with a fresh batch of 10-50 Commons (if I can remember to do it). IO Sets however, I tend to slot for low level applicability.

Level 22 IOs offer their Set Bonuses at Levels 19+ (because 19+3=22) ... and Level 19 just so happens to be the upper bound of an entire group of Flashback Arcs.

Level27 IOs offer their Set Bonuses at Levels 24+ (because 24+3=27) ... and Level 24 just so happens to be the upper bound of another entire group of Flashback Arcs.
So...do you still do end-game content and do well? I'm not faulting your build or anything, just curious really. I never thought of slotting that way, and it's an interesting concept to be sure.

Also, how expensive was your build? I can't believe it was all that costly considering you're using lower end sets. I don't plan on stealing your build or anything, but it does look nice.


Quote:
The Huntsman's appeal can be summed up in a single word.

FUN.

As a Huntsman, it's all about Gunnery & Grenades. Stand in one place too long, and you'll be ankle deep in brass casings (slight exaggeration). It also *sounds* awesome when you've gotten everything slotted (finally, by Level 50) and you can just crank the ammo out.

The Huntsman is also a "faster" animating group of powers than either the Bane or Crab equivalents. As I found very much to my surprise when I went and looked ... a Huntsman shooting a hand-held gun (ie. Soldier attacks) can crank out 6 distinct attack powers in the time that it would take a Bane or a Crab approximately the same time to animate only *5* distinct attack powers. This makes the Huntsman "feel" quicker and more nimble, more responsive to player input and changing circumstances.
So, do you typically go with Crab or Bane as a respec? Looking at the powerpools and what not, I had the idea for a Bane Huntsman really, if only because I'm not terribly fond of the crab pack.


 

Posted

Quote:
Originally Posted by Issen View Post
So...do you still do end-game content and do well?
Of course! In fact, your question is ... amusing ... since if you ever really delve into what the difference is in *throughput* on your powers by raising the levels of the IOs, you'll often find that you gain "not all that much" on a great many powers by using max level Set IOs, while at the same time losing entire level ranges in which you could have been getting Set Bonuses (and now won't be). So it's a tradeoff. I prefer to have a build which offers consistent performance across the widest range of Levels ... versus a build that offer maximum performance at only the very highest Levels.

If it helps to think in terms of automotive technology ... I like my characters to have a Wide Torque Band that yields consistent power levels across a wide range of RPMs, rather than the alternative of a Peaky Torque Band that offers maximum power in a narrow range (Levels 47-50, specifically).

Quote:
Originally Posted by Issen View Post
I never thought of slotting that way, and it's an interesting concept to be sure.
It's something I "discovered" on my MA/SR main back in Issue 9-10, who needed a whole slew of Set Bonuses in order to maintain NO GET HITSU! as the focus of the build. Needless to say, the first time I had to Exemplar to run a TF, I was *shocked* to see all of my Defensive Set Bonuses simply GO AWAY and I was left with gaping holes in my build that were quite intolerable in actual gameplay. So rather than building "for ambition" (ie. Level 50 Set IOs), I set my sights lower and asked the all important question ... "If I'm not building for how HIGH I can go, what happens if I build for how LOW I can go, and still remain operational and effective?"

Since then, I've built ALL of my characters with Exemplar/Malefactor performance in mind. For me, the 50 Game is merely a part of the game ... not all of the game that's worth playing.

Quote:
Originally Posted by Issen View Post
Also, how expensive was your build? I can't believe it was all that costly considering you're using lower end sets. I don't plan on stealing your build or anything, but it does look nice.
I don't have an exact bookkeeping accounting of what it cost me to acquire all the IOs for this build. It *IS* complete though, at this point, and fully slotted out with IOs. Total fabrication and acquisition costs are somewhere between 100-200 million though (which by modern standards is "dirt cheap!"). I acquired a lot of things via Reward Merits, and after Issue 18 we had the opportunity to burn INF+Merits in order to get Alignment Merits which can be turned in (by Heroes and Villains only) for Set IO Recipes. I did a lot of INF+Merits=Alignment simply for the convenience factor, and because I was flush with cash (with nowhere to go) at the time and was "in a hurry" to get it done, so it cost me a good bit more to finish than it otherwise might have. There are of course some recipes that you simply can't *buy* off the market, simply because there's no supply, due to the fact that those recipes are dirt cheap to buy using Reward Merits.

For "expensive" things like the Numina Proc and the LotG Global Recharges ... I just ignored the market and used Reward Merits for those. Even at 100 Merits and 40 million INF over 2 days ... it's still WAY cheaper to get them that way than to go to the market and drop 200 million on a Recipe or an Enhancement that's already been built.

Quote:
Originally Posted by Issen View Post
So, do you typically go with Crab or Bane as a respec? Looking at the powerpools and what not, I had the idea for a Bane Huntsman really, if only because I'm not terribly fond of the crab pack.
This build uses the Bane Secondary, but none of the Bane Primary. So if you don't want the backpack, you don't "have to have it" with this build.

That said ... my Hunstman (Huntswoman, actually ) is named Leggs ... and has she ever got 'em! Mini skirts and strappy sandals on the longest legs you can have on a TALL woman!

I very deliberately used an alternate build so as to acquire the Crab Powersets, which then enforces the backpack on my character no matter the build ... because, unlike some people, I actually *like* the leggy backpack!


It's the end. But the moment has been prepared for ...

 

Posted

I use a variation of Redlynne's build and have had a blast with. The defense is great, I rarely watch my health as it normally never drops much even in huge crowds. I play for crowds, I love missions with millions of folks in them as between burst, frag and venom grenades I am clearing swaths of folks at a time. I use the lower level IOs as well and it really helps when exemping down, I hadn't paid much attention in my earlier characters and I really notice it with this one.

As far as copying the build goes, I look at builds for ideas and good combinations, so I use similar IOs in powers but rarely a straight copy of Redlynne's or anyone else's. I get most of my IOs from tip merits, but at 50 I would say I have spent around 200 to 300 million for recipes and salvage I couldn't get on my own. I have an alternate Bane build I use for PVP, the Huntsman is a crowd killer and I didn't do well with in in PVP, but as hard as my Bane build hits a single target I just have more fun wiping out crowds with the Huntsman for day to day work.

For end game content such as trials I work crowds as normal, but also use debuffs like Surveillance and Darkest Night (Soul Mastery patron power) as nice debuffs as well. Between steady solid damage, debuffs and my team buffs I find I am popular on Trials and quickly finished filling out my incarnate slots.

To wrap up, why play a huntsman? It is a very fun build with great survivability and excellent crowd clearing powers. Copying? Steal ideas and tweak the build to suit your own style of play. End-game? No issues at all at getting groups or contributing in an obvious way.


 

Posted

Quote:
Originally Posted by Redlynne View Post
Of course! In fact, your question is ... amusing ... since if you ever really delve into what the difference is in *throughput* on your powers by raising the levels of the IOs, you'll often find that you gain "not all that much" on a great many powers by using max level Set IOs, while at the same time losing entire level ranges in which you could have been getting Set Bonuses (and now won't be). So it's a tradeoff. I prefer to have a build which offers consistent performance across the widest range of Levels ... versus a build that offer maximum performance at only the very highest Levels.

If it helps to think in terms of automotive technology ... I like my characters to have a Wide Torque Band that yields consistent power levels across a wide range of RPMs, rather than the alternative of a Peaky Torque Band that offers maximum power in a narrow range (Levels 47-50, specifically).


It's something I "discovered" on my MA/SR main back in Issue 9-10, who needed a whole slew of Set Bonuses in order to maintain NO GET HITSU! as the focus of the build. Needless to say, the first time I had to Exemplar to run a TF, I was *shocked* to see all of my Defensive Set Bonuses simply GO AWAY and I was left with gaping holes in my build that were quite intolerable in actual gameplay. So rather than building "for ambition" (ie. Level 50 Set IOs), I set my sights lower and asked the all important question ... "If I'm not building for how HIGH I can go, what happens if I build for how LOW I can go, and still remain operational and effective?"
...You know, when you put it that way, it suddenly makes a LOT of sense. I've wanted to do flashback arcs with my two main toons, but since they're all slotted with 50+ SOs and IOs...well, you get the picture.


Quote:
I don't have an exact bookkeeping accounting of what it cost me to acquire all the IOs for this build. It *IS* complete though, at this point, and fully slotted out with IOs. Total fabrication and acquisition costs are somewhere between 100-200 million though (which by modern standards is "dirt cheap!"). I acquired a lot of things via Reward Merits, and after Issue 18 we had the opportunity to burn INF+Merits in order to get Alignment Merits which can be turned in (by Heroes and Villains only) for Set IO Recipes. I did a lot of INF+Merits=Alignment simply for the convenience factor, and because I was flush with cash (with nowhere to go) at the time and was "in a hurry" to get it done, so it cost me a good bit more to finish than it otherwise might have. There are of course some recipes that you simply can't *buy* off the market, simply because there's no supply, due to the fact that those recipes are dirt cheap to buy using Reward Merits.

For "expensive" things like the Numina Proc and the LotG Global Recharges ... I just ignored the market and used Reward Merits for those. Even at 100 Merits and 40 million INF over 2 days ... it's still WAY cheaper to get them that way than to go to the market and drop 200 million on a Recipe or an Enhancement that's already been built.
Wow, that is DIRT cheap. Seriously. I mean, right now two of my toons are packing 400+ Reward Merits simply because I've never bothered to spend them yet. Huh.

...You know, do you think it would be possible for you to help me with builds that work like your own? I've had some builds provided by other folks but it's all ridiculously high-end stuff with costs upwards of 300-400+ million (or MORE), and it just kills me to think of earning the inf for a build like that.

Also, and this is just out of curiousity, would it be possible to do a Huntsman/Bane build that used the Primary as well, even if only in limited amounts? I'm relatively new to the game (god I sound like a broken record with how often I've said that, but it's true only been playing since May) and trying to use Mids has been rather painful for me since I apparently suck at building a character.


 

Posted

Quote:
Originally Posted by CasualX View Post
I use a variation of Redlynne's build and have had a blast with.
o.O

Really ...?

Care to post it, so the rest of the class can learn from your example?

Quote:
Originally Posted by CasualX View Post
The defense is great
+21% Defense vs All Aura (levels 27+)
+30% ToHit Buff Aura (levels 30+)

And that's not counting the double stacked (AT and Pool) Assault, powering up everyone's Damage. I'm essentially a Force Field Bubbler, who brings more +ToHit Buff and +Damage to any team I'm on than a Defender could ever manage via Aura Toggles, as opposed to Toggles+Clicks. It's like I'm supercharging every team I join.

It's gotten to the point where in the circle of global channels I'm known in on Virtue, if people are running a Redside SF (because my Huntswoman is a Villain), all I have to do is offer to join with Leggs, and there's basically a spot waiting for me on that SF with my name on it.

The Aura Stacking in the build I'm using pretty much makes EVERYONE punch through EVERYTHING. It's awesomesauce.

Quote:
Originally Posted by CasualX View Post
I play for crowds, I love missions with millions of folks in them as between burst, frag and venom grenades I am clearing swaths of folks at a time.
With the extra range slotting I've got in Heavy Burst (which makes a MASSIVE difference in Cone size!) I'm often using Heavy Burst as my main room sweeper attack. And I've also got the Force Feedback Proc slotted in Frag Grenade, which supercharges all of my attack powers when it procs ... and when firing it into crowds, it gets a chance to proc against each target within the AoE (meaning it procs A LOT against crowds!).

So yes ... not only are the Defense, ToHit Buff and Damage Auras totally awesome on my build, there's more than enough AoE being cranked out between Heavy Burst, Venom Grenade and Frag Grenade ... and there's so much Global Recharge in the build that it's possible to get off multiple cycles of these attacks on individual spawn groups when playing content that doesn't allow Judgement(s) to be used.

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Originally Posted by CasualX View Post
I use the lower level IOs as well and it really helps when exemping down, I hadn't paid much attention in my earlier characters and I really notice it with this one.
Really!? Iiinteresting ...

The nice thing about that is that it lets you get a rather direct comparison (albeit on different characters) which can tell you a lot about your playstyle, and how "important" being able to Exemplar/Malefactor "well" is to you in your build strategies.

And yes, it makes a *massive* difference in being able to run Flashbacks to slot lower level Set IOs. There are, however, breakpoints for levels you'll often/typically be exemping down to (14-16, 19-20, 24-25, 28 (Moonfire TF), 29-30, 34-35, 39-40, 44) for TFs, SFs, and Trials.

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Originally Posted by CasualX View Post
but as hard as my Bane build hits a single target I just have more fun wiping out crowds with the Huntsman for day to day work.
I've got a bind on Leggs that has her say ...

"Hot Lead! Get your Hot Lead! All you can eat! Get it while supplies last!"

I just like having her say that when mowing down hostile hordes Wholesale, rather than Retail.

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Originally Posted by CasualX View Post
Between steady solid damage, debuffs and my team buffs I find I am popular on Trials and quickly finished filling out my incarnate slots.
This has been my experience as well. Pair me up with a Force Field Defender ... and EVERYONE on the team can Tank ... even the squishies (so long as we stick together).

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Originally Posted by Issen View Post
...You know, when you put it that way, it suddenly makes a LOT of sense. I've wanted to do flashback arcs with my two main toons, but since they're all slotted with 50+ SOs and IOs...well, you get the picture.
Yup. By slotting maximum level, you build in a serious incentive to never leave maximum level, if you're building for Set Bonuses. Because pretty much every build I've done since Issue 9 leans pretty heavily on the Set Bonuses for "completion" of the overall build, I need to slot Low rather than High so as to "keep" those Set Bonuses operational over the widest possible range of Levels. For me, that typically means slotting nothing lower than Level 27 IOs ... although there are some exceptions for Level 22 in circumstances where the difference in *throughput* from the power itself is not that great between Level 22 and 27 Set IOs (Tactics and Stamina come to mind as examples of this). For Procs, I always try and slot the lowest possible IO for those, so if I ever have to respec out of them, they have the widest possible availability for use by other characters (who might not be 50 yet).

Again ... no real difference to a character at 50 already, but makes a big difference to a developing "up and comer" new character.

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Originally Posted by Issen View Post
You know, do you think it would be possible for you to help me with builds that work like your own?
Anything's possible ...

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Originally Posted by Issen View Post
I've had some builds provided by other folks but it's all ridiculously high-end stuff with costs upwards of 300-400+ million (or MORE), and it just kills me to think of earning the inf for a build like that.
One of the main reasons why I prefer not to plan on putting Purple Sets into my builds. I've got 12 characters on Virtue, 9 of whom are 50, and I'm not made of money (ie. Billions of INF burning holes in my pockets). I'm perfectly happy to settle for "good enough" rather than stretching out to reach "perfect" ... and never getting there.

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Originally Posted by Issen View Post
Also, and this is just out of curiousity, would it be possible to do a Huntsman/Bane build that used the Primary as well, even if only in limited amounts?
You can see in my OP that I originally had Build Up from the Bane Primary. After playing for a long time, I realized I just wasn't using Build Up ... and pulled it from the build.

The biggest downside to Bane Buildup for me was ... it forces a weapon redraw. First you draw the Mace, then you redraw your Arachnos Rifle for you next attack. This seriously disrupted the pacing of my attacks, and often led to an unconscionable delay in use of my attack powers on massed formations of hostiles.

If redraw bothers you ... don't mix the bane/crab powers with the soldier powers at all. It just isn't worth the aggravation in actual gameplay.


It's the end. But the moment has been prepared for ...

 

Posted

Yeah. I really like your build, and I've already started a SoA to try it out. Also, why Hover and not Combat Jump? Just a final thought.