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


Alkirin

 

Posted

By the way, I turned off the Alpha slot in Mid's so that it wouldn't affect my evaluation pre-level 50.

I wish the exemplaring feature of Mid's worked.


 

Posted

Silly question, but I'm working on a (somewhat) cheap build for my own huntsman and I'm debating dropping Call Reinforcements- mainly so that I can pillage the slots to better effect elsewhere. The bots do help, but I've never really felt they did a tremendous amount of damage. Does anybody have a rough idea of how much additional damage they do? The primary goal was to be softcapped to ranged/AoE with cloak suppressed (so I'm looking for around 50% R/AoE def). Plus, dropping the reinforcements let me slot Surveillance a lot better. My thinking is that my own personal habits are to save long cooldown abilities for when I really need them, rather than use them as often as they're up (which I know, intellectually is probably suboptimal, but when playing I find I tend to do it anyway). Whereas, abilities like surveillance get used once per fight.

Here's the build with:
http://www.cohplanner.com/mids/downl...3DF017A3E3FF34

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And without:
http://www.cohplanner.com/mids/downl...13FE00F82CFF04

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Posted

I don't even "try" make my Reinforcement Spiders a major contributor to Damage. Instead, I've got them set up as primarily adding to Control (ie. their Hold(s)). With the slotting I'm using, their Hold Power(s) have about a 50% uptime thanks to the enhanced hold duration. This means that if both Spiders target the same Boss, insta-Hold for around 30 seconds (which is more than enough time to "Finish Them!"). I've also more than once seen the additional Hold Mag help lock down an AV during the LRSF, so the Control potential of your Reinforcements is nothing to sneeze at.


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

 

Posted

Has anyone tried Grant Invisibility with their reinforcement bots?


 

Posted

Quote:
Originally Posted by Ang_Rui_Shen View Post
Has anyone tried Grant Invisibility with their reinforcement bots?
For ?

It will give them a bit of defense, but nothing much.

I can tell you have I have a Perma pet, Range Cap hover blaster Huntsman. I went full Arachnos pets ( PPP included ) even with incarnate ( of course not perma ) for thematic purposes. I picked up Barrier for them and its great. Its so great I can solo malta group on 4/8 setting with this guy. Its a really fun build.

Hunstman / Bane mix
No pets
Defense cap - Actually with Cloaking device suppressed your at 49% defense cap wise.
Bit endurance heavy will need musculature or cardiac to make it fun and not need a tray blue inspirations.
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Hunstman Range cap / Bane mix / Perma pets
You will need 2 luck ( defense ) inspirations to cap melee and aoe.


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Pure Hunstman / Perma pets / Range cap Hover Blaster

Nothing to complain about. Pick up Barrier Incarnate and have fun. Endurance is great
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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

@ Valorin - Both builds are the same. I know someone might say how can you tell if you can't open it. But you can. You need to copy and paste the Url into notepad and then open up another MIDs build with notepad and replace the Hex and the 3 sets of numbers separated by semicolons. Then save that as a mids build. Once you open them both up in notepad you will see.

But your first build or even the second based on what your saying is not defense capped because you forgot about Cloaking Device suppression which is a common mistake.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Thanks plainguy, I must have left one or the other on the clipboard. I re-added both of them to my previous post. Yes, they're not capped to melee with CD suppressed. Ranged is a little over, and about 0.5% under for AoE on the one without pets. Close enough for government work with the budget I had in mind (put the without pets build together this morning for ~200 million). Dumping the pets let me slot up surveillance a lot better and arctic breath as well.


 

Posted

I was wondering about pre-endgame slotting for Heavy Burst, keeping the IO levels at most at 27. Some of the available options violate the Rule of Five. Other options concentrate on the secondary traits of the power at the expense of damage. Advice, please?


 

Posted

So, question, Bane is a cone/single target DPS with better-than-stalker crits.
Crab is an AoEr who has tanking potential.

What does that make huntsman? A control and ranged DPSer? Just I wanna have a build for each when I hit alpha.


 

Posted

Quote:
Originally Posted by Trilby View Post
So, question, Bane is a cone/single target DPS with better-than-stalker crits.
Crab is an AoEr who has tanking potential.

What does that make huntsman? A control and ranged DPSer? Just I wanna have a build for each when I hit alpha.
Huntsman is the AoE/Control of Crabs, with the ST debuffs of Banes, and more style than either.


I am the 99%. Occupy the World.
Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Ang_Rui_Shen View Post
I was wondering about pre-endgame slotting for Heavy Burst, keeping the IO levels at most at 27. Some of the available options violate the Rule of Five. Other options concentrate on the secondary traits of the power at the expense of damage. Advice, please?
Usually what I'll do is gather up the Damage/Range Target AoE Set IOs and slot those in as placeholders. Detonation has a Damage/Range/Endurance IO in it that I frequently make use of for this. Damage/Range IOs tend to be among THE most dirt cheap to acquire on the market, since for most people the Range enhancement is somewhat wasted. I then just make sure I've got an Accuracy IO (common) and maybe a Endurance Reduction IO (common, again) slotted into the power until I get to Level 47 and can start using the HOs to get to my final endgame slotting.

Boosting the Range on Heavy Burst is just game changing. By adding +50% Range, you literally double the AREA of effect in two dimensions (which in turn makes it easier to hit more targets, and more targets means more efficient conversion of endurance into damage throughput). I haven't even bothered to calculate what that kind of Range increase does to the cubic VOLUME of the Cone. It's one of those things where, once you've tried it, you'll NEVER go back (to just using 5-slot Positron's Blast).

Quote:
Originally Posted by Trilby View Post
So, question, Bane is a cone/single target DPS with better-than-stalker crits.
Crab is an AoEr who has tanking potential.

What does that make huntsman? A control and ranged DPSer? Just I wanna have a build for each when I hit alpha.
Quote:
Originally Posted by Errant View Post
Huntsman is the AoE/Control of Crabs, with the ST debuffs of Banes, and more style than either.
The key to being a Huntsman is (granted) a Style Point first and foremost. But alongside that Style choice there's also the fact that a Huntsman is just so much FASTER when it comes to animating attacks, that it really FEELS different in actual gameplay. A Huntsman can animate 6 complete attack powers in the time it takes a Crab to animate (the corresponding) 5 attack powers. This makes a Huntsman feel "lighter" and more responsive to your controls and commands, simply because the animations aren't as long. Your "reaction speed" is much quicker with a Huntsman, and your playstyle is more "active" simply because you're using faster animating attacks and powers. Sure, a Crab is doing Energy Damage instead of Lethal ... but you're cranking out the attacks FASTER with a Huntsman, so the difference *really* isn't that much in favor of the Crab (or at least, not as much as you might otherwise expect).

Plus there's something to be said for standing ankle deep in brass when it's time to move on to the next spawn group (and then you get to do it all over again).





"Is the Huntsman stronger?"

"No, no ... no. Quicker. Easier. More seductive. The Arachnos Soldiers are they! A Huntsman uses their Endurance for Damage and Attack, never for wasteful Animations."

"But how will I know the Bane from the Crab?"

"You will KNOW ... when you are at peace, steamrolling through spawns, calmly lead poisoning all who appear before you. You will feel it, in the bullets that stream from the muzzle of your weapon, in the smell of gunpowder from your rifle, and the tinkling of the brass as it showers down beside you. Natural Origin are We, not this crude Mutation! You must FEEL THE ORANGE NUMBERS smoking off your Foes around you! Between you, your $Targets, the Destructible Objects ... EVERYWHERE! Yes! Even between your Reinforcements, and your Mission Complete."


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

 

Posted

Level 8: Heavy Burst

  • (A) Accuracy IO: Level 25
  • (23) Air Burst - Damage/Range: Level 27
  • (23) Detonation - Damage/Endurance/Range: Level 27
  • (25) Detonation - Damage/Range: Level 27
  • (25) Positron's Blast - Damage/Range: Level 27
  • (27) Achilles' Heel - Chance for Res Debuff: Level 10


 

Posted

That looks about right.


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

 

Posted

GReat information but I have a couple random questions for ya Redlynne. I don't think you've addressed these questions but I could have missed the answers when re-skimming the thread just now.

Why level 25 Red Fortune enhancements instead of level 27 like you've done with the rest of the build?

Also, why use the Positron's Blast Damage/Range instead of the Damage Proc in Venom Grenade and Frag Grenade? Heavy Burst is only out to about 75ft in your build and WAWeb Grenade is at the normal 80ft range so boosting Frag and Venom to 90ft seems useless. Is it because you'd rather have the extra 16% damage all the time than depend on the law of averages to deliver the extra 4-5 damage per attack that I'm calculating the Proc to deliver?

Or is my math wrong? 16% on Venom is about 8.7 extra damage per enemy, 16% on Frag is about 10.4 more damage per enemy and the proc "should" deliver around 14.2 "per enemy".

Anyway, just trying to wrap my head fully around the "Why" of all the choices you made in your example build so I can extend some of these theories to other characters. Thanks in advance!


Beowulf -
Too many Alts, not enough 50's. Story of my life...

 

Posted

Quote:
Originally Posted by beowulf2010 View Post
Why level 25 Red Fortune enhancements instead of level 27 like you've done with the rest of the build?
Probably because the DEFensive advantage of 27 vs 25 on the enhancements themselves wasn't all that much (we're talking like teeny tiny fractions of a percent here) and so it just made more sense to go "as low as possible" in those cases. It's been a while since I reviewed the build at an in-depth level.

Quote:
Originally Posted by beowulf2010 View Post
Also, why use the Positron's Blast Damage/Range instead of the Damage Proc in Venom Grenade and Frag Grenade? Heavy Burst is only out to about 75ft in your build and WAWeb Grenade is at the normal 80ft range so boosting Frag and Venom to 90ft seems useless. Is it because you'd rather have the extra 16% damage all the time than depend on the law of averages to deliver the extra 4-5 damage per attack that I'm calculating the Proc to deliver?
Pretty much. I just wanted the "always on" damage boost, rather than the Proc "chance to crit" damage boost. I've often found that my playstyle prefers more "reliable" damage throughput than then Procs tend to support. The extra range is pretty much incidental (although helpful when dealing with runners). I just prefer to slaughter my Foes wholesale, rather than retail.


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

 

Posted

Fair enough. Thanks for the answers!


Beowulf -
Too many Alts, not enough 50's. Story of my life...

 

Posted

Wow that's an excellent thread.
I started to play my 28 Bane again (since he can do all I want from a Stalker, good damage, crits and especially buffs/debuffs galore like -res, -def and darkest night, also easier to softcap) but from this thread I can see I can build a cheap secondary build for AoE carnage and a very different playstyle.

I'm going towards a hover blaster type since I don't have one of these. How much def does Cloak suppress btw? I thought it didn't like the Dark Armor and Energy Aura ones.


 

Posted

Quote:
Originally Posted by Kioshi View Post
How much def does Cloak suppress btw? I thought it didn't like the Dark Armor and Energy Aura ones.
According to Mids', Cloak doesn't suppress when attacked. I'd have to check in-game to see if that's true. According to City of Data, it's not true ... so this is probably an oversight/omission bug in Mids'.


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

 

Posted

Quote:
Originally Posted by Redlynne View Post
According to Mids', Cloak doesn't suppress when attacked. I'd have to check in-game to see if that's true. According to City of Data, it's not true ... so this is probably an oversight/omission bug in Mids'.
Oh I figured out, it works like Hide on Mid's, when building just leave it turned off and add the value.

For example the Bane build I made has 40.6% melee, with the cloak's 5.85% (slotted) it'd amount to a bit over 46%.

But if I turn on the cloak on Mid's, Melee goes to 52.6%, that must be the unsuppressed value. Like Stalkers, Hide gives a smaller def bonus but if you leave it on while making a build you'll get higher than usual numbers (and in the case of Hide a crapton of AoE def).

I made a soldier build I like very much (Darkest Night, Gloom and all the shenanigans I wanted like almost perma hasten and pets also close to perma with no purps) which has 48% ranged but the rest is in the 41% realm, do you think it's enough Redlynne? The plan is to hover blast. Thanks! I can leave Gloom unslotted if you think it's not worth it then I'd be able to cap melee at least.


 

Posted

Quote:
Originally Posted by Kioshi View Post
I made a soldier build I like very much (Darkest Night, Gloom and all the shenanigans I wanted like almost perma hasten and pets also close to perma with no purps) which has 48% ranged but the rest is in the 41% realm, do you think it's enough Redlynne? The plan is to hover blast. Thanks! I can leave Gloom unslotted if you think it's not worth it then I'd be able to cap melee at least.
As someone who has believed in the Path of NO GET HITSU!! since Issue 2 (on a MA/SR Scrapper no less!), I'm always looking to get to the 45% Defense softcap as reliably, and over the widest Level range, as possible. If you're going to be "staying out of melee" by hover blasting, you should be able to "get away with" 48% Ranged Defense most of the time, no problem. 41% Melee/AoE Defense isn't bad if you aren't planning to stay in Melee range all the time (ie. not playing as a Melee Bane).

Ultimately, it's not up to me to approve/disapprove of your choices. So long as they "work" for you, that's all that really matters.


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

 

Posted

Thanks, I asked because I never had a 'Hover Blaster'. The top-end Bane build planned for him is all softcapped.

Anyway the toon is fun! Made him as a Bane, he was 26, 2 years without playing and did a second build for soldier on SOs with CJ+Hover. Feels great on SOs already (lvl 30 now), I plan to use lvl 33 sets. I may consider getting rid of Gloom because even on SOs I can chain the first two shots reliably when Hasten is on and Burst does almost the same damage with no redraw.

I used one purple IO (pet) but it won't break the bank, plus some cheapo HOs. Any criticism/possible tweaks are welcome, the def numbers are supposed to be added by 5.54% from Cloaking Device since if you turn it on in Mid's the numbers will skyrocket because of suppresion

Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

AraKioshi soldier: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Flight
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(7)
Level 2: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11)
Level 4: Combat Training: Defensive -- LkGmblr-Def(A), LkGmblr-Rchg+(11), LkGmblr-Def/Rchg(13)
Level 6: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(40), Enf'dOp-Acc/EndRdx(40), Enf'dOp-Immob/Rng(40), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/Immob(42)
Level 8: Heavy Burst -- Achilles-ResDeb%(A), HO:Centri(13), HO:Centri(15), AirB'st-Dmg/Rchg(15), Det'tn-Acc/Dmg(17), AnWeak-Acc/Rchg(17)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(36)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34)
Level 14: Hover -- Flight-I(A), LkGmblr-Rchg+(50)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(21), FrcFbk-Rechg%(23)
Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
Level 22: Mental Training -- Flight-I(A)
Level 24: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(39)
Level 26: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(39)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
Level 30: Surveillance -- Acc-I(A), Achilles-ResDeb%(50)
Level 32: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(43)
Level 35: Tactical Training: Assault -- EndRdx-I(A)
Level 38: Call Reinforcements -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(46), C'Arms-Acc/Dmg/Rchg(46), C'Arms-EndRdx/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(48), S'bndAl-Dmg/Rchg(48)
Level 41: Soul Tentacles -- HO:Endo(A)
Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitDeb/EndRdx(45)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Assault -- EndRdx-I(A)
------------
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(29), P'Shift-End%(31), P'Shift-EndMod/Acc/Rchg(48), P'Shift-Acc/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
------------
Set Bonus Totals:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 9.88% Defense(Melee)
  • 8.31% Defense(Smashing)
  • 8.31% Defense(Lethal)
  • 5.81% Defense(Fire)
  • 5.81% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Ranged)
  • 8.63% Defense(AoE)
  • 4.5% Max End
  • 27% Enhancement(Accuracy)
  • 92.5% Enhancement(RechargeTime)
  • 3% Enhancement(Immobilize)
  • 10% FlySpeed
  • 120.5 HP (11.25%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 9.9%
  • 14% (0.25 End/sec) Recovery
  • 20% (1.07 HP/sec) Regeneration
  • 5.67% Resistance(Fire)
  • 5.67% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 3.14% Resistance(Negative)
  • 10% RunSpeed



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


 

Posted

Not strictly about Soldiers of Arachnos (my soldier is very wee yet, but VERY enjoyable even so low level), but I found this thread incredibly useful and inspirational as a general idea -- I found most suggested leveling techniques felt rather wasteful (level a build, cycle enhancements, respec at 50, etc.) I really enjoy the concept of building for a character who's exemplar ready and who levels into a final build rather than planning to respec.

I am new, so my highest (electric/shield) is 26, so perfect for trying out the concept.

I've chosen level 27 as my target for set IOs, and according to Mids I can get her to the softcap on everything by level 50, plus give her healthy regeneration, recovery, and recharge. She's a touch below 45% on Ranged and AoE, but Phalanx Fighting helps -- standing next to a teammate she's comfortably above softcap, and she has some inherent defense debuff resistance to keep her there, plus some resistances across the board even though I focused much more on defense, recovery, recharge, and HP/regen. I haven't priced everything out precisely, but everything will probably be cheap except Luck of the Gambler, and I've already picked up some Red Fortune recipes for very good prices. It's probable I've made all sorts of newbie errors on my build, but I like how it starts her out sturdy now and she will just get better as she levels and slots in more set pieces. It definitely beats slotting SOs!

Electric/Shield is something I really chose for the looks as well as the sturdiness of shields; I just liked the look of the electric-themed shield a lot. But it turns out it has two very similar late-blooming powers: Lightning Rod and Shield Charge. So to make it more "lowbie friendly" I gave her Spring Attack early in -- I'm treating it as a mini version of those two powers, and I'm orienting her style around PBAoE knockdown effects. (Thunder Strike is the bread and butter one, so there's really an absurd amount of it available.) That way I can get some of the feel of them at lower levels, and if I exemplar with her later then I won't miss them as much.

So thank you for the guide! I will very likely end up with something like Redlynne's Huntsman build if I level my SoA. (Odds are good; she is SO MUCH FUN, and I enjoy the gun powers a lot. But I have ten gazillion alts so it may take me a while.) My husband also loves this concept and is doing the same approach with his characters.


 

Posted

Quote:
Originally Posted by Flitbit View Post
I've chosen level 27 as my target for set IOs, and according to Mids I can get her to the softcap on everything by level 50, plus give her healthy regeneration, recovery, and recharge.
You do know, these aren't cheap, right? Anything worth having tends not to be cheap in the 25-33 range.


-------
Hew in drag baby

 

Posted

Sorry for not replying to you sooner (your first post no less! ) but I was at the Player Summit all weekend ... where I did things like telling the Devs to add a CHAINSAW to the Post Apocalyptic costume set for Broadsword and Titan Weapons ...

Quote:
Originally Posted by Flitbit View Post
I found this thread incredibly useful and inspirational as a general idea -- I found most suggested leveling techniques felt rather wasteful (level a build, cycle enhancements, respec at 50, etc.) I really enjoy the concept of building for a character who's exemplar ready and who levels into a final build rather than planning to respec.
Ever since I tried my first "make everything 50" build using IOs, and losing all my set bonuses (that I was relying on!) as soon as I needed to Exemplar, I knew that I would forevermore be building Exemplar Friendly builds. I'd be losing a "little bit" on the top end ... but gaining WAY MORE everywhere else in the middle ... and that was a tradeoff I was more than willing to make. Glad to see I'm not the only one who thinks that's worthwhile.

Quote:
Originally Posted by Flitbit View Post
I've chosen level 27 as my target for set IOs
This can be a bit expensive/time consuming if you're solely reliant on the auction house for recipes and enhancements. Fortunately there's Reward Merits and Alignment Merits these days which you can use as alternate means of supply. Usually when I'm planning to respec a character (or fill out an alternate build) I give myself a "time horizon" of at least a month, if not 6 weeks, to gather up all the resources needed to complete a full respec ... and will often begin gathering up stuff and building IOs (and dumping them in the Enhancement Table in one of my SG Bases) before I ever get around to doing the respec proper, so I'm mostly ready to go when the time comes to switch over. Usually I can get finished with a build in about a month ... but then I've got 6 level 50 characters on Virtue.

So while it may be a little more expensive to build ... the rewards of doing so last forever. I figure I really ought to splurge a little for that sort of return on investment.

Quote:
Originally Posted by Flitbit View Post
So thank you for the guide! I will very likely end up with something like Redlynne's Huntsman build if I level my SoA. (Odds are good; she is SO MUCH FUN, and I enjoy the gun powers a lot. But I have ten gazillion alts so it may take me a while.) My husband also loves this concept and is doing the same approach with his characters.
You're most welcome ... ... and I was kind of wondering when someone would find this post of mine again (it comes and goes from the front page you see). And yes, playing as a Huntsman is quite a visceral thing, what with the cadence of the gunshots and the grenades and everything. And although I didn't write this to be a GUIDE per se, I did write all this up so that I could share the experiences I've had levelling my Hunts(wo)man and get a necessary leg up on knowing how everything can come together if they want to walk along the same paths I did (just maybe not in lockstep with me if they don't want to). And since imitation is the sincerest form of flattery, nothing more needs be said.

Only problem is, at some point I'm going to need to do a respec that includes the new ATOs ...





Leggs
Because nothing beats a great pair of ...



(yes I'm proud of my girl)


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

 

Posted

Oh, something to add. Where would you put the Arachnos ATO Proc, or the ATO Set in general?