Crab Post-I19


Biowraith

 

Posted

I quit for a while (about 280 days, according to my character's offline time) and came back recently to the wonderful change to Fitness.

Great, I've got three more powers to play with! None of which will receive slots, since I was quite content with the crab build I had to begin with. The problem I have now is deciding what to put in those spots.

1. CT: Offensive. It'd help if I receive any ToHit Debuffs, but otherwise with this setup I am capped for +4s on everything but AOEs (which are 93%). With a single IO it would bring those AEs over cap.

2. TT: Leadership. Same point as above except group beneficial. Same point can be made for Tactics, albeit with a larger End cost.

3. Assault. I'm concerned about adding this due to the End cost and the fact that my slots are all accounted for currently.

4. WA Web Grenade. Useful soft control for keeping things away from melee.

5. Aim. Can't really slot it up, though.

6. Wolf Spider Armor? It stacks with Crab Spider, doesn't it? I guess if I was desperate.

I do not want to add any more damaging attacks because I can't properly slot them out.

Boxing/Tough/Weave are unnecessary, ranged defense is capped and melee is to be avoided. Also, can't slot them out.

I haven't respecced yet, when I do I will probably move Maneuvers down to one of the earlier slots. Maybe SS, too, but NR makes a fine travel power at the moment.

Here is the build:

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

Click this DataLink to open the build!

Yamame Kurodani: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Achilles-ResDeb%(7), Thundr-Acc/Dmg/Rchg(13)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(40)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A), Ksmt-ToHit+(40), LkGmblr-Def(50)
Level 6: [Empty] -- Empty(A)
Level 8: Suppression -- Achilles-ResDeb%(A), Posi-Dam%(9), Posi-Acc/Dmg(9), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/Rng(27), Posi-Dmg/EndRdx(50)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(17), LkGmblr-Def/EndRdx/Rchg(17)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 14: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(15), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(34), Posi-Dam%(37)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: [Empty] -- Acc-I(A)
Level 20: Frag Grenade -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(21), Posi-Dam%(21), Posi-Acc/Dmg(34), Posi-Acc/Dmg/EndRdx(40)
Level 22: Mental Training -- Run-I(A)
Level 24: [Empty] -- Empty(A)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 28: Fortification -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(29), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(39)
Level 30: Serum -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Mrcl-Heal/Rchg(34)
Level 32: Omega Maneuver -- Posi-Acc/Dmg(A), Posi-Dam%(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/Rng(37)
Level 35: Summon Spiderlings -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(36), C'Arms-Dmg/EndRdx(36), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(37), C'Arms-+Def(Pets)(42)
Level 38: Call Reinforcements -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Rchg(39), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(45), ExRmnt-+Res(Pets)(45)
Level 41: Mu Lightning -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Dmg/Rchg(42), Dev'n-Hold%(43), Dev'n-Acc/Dmg(43), Dev'n-Dmg/EndRdx(46)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(46)
Level 47: Static Discharge -- Posi-Dam%(A), Posi-Acc/Dmg(48), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Super Speed -- Zephyr-ResKB(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Mrcl-Rcvry+(25), Mrcl-Heal(25), RgnTis-Regen+(46)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), EndMod-I(19)
------------



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Thanks for having a look, any insight would be appreciated.


 

Posted

Well if you're happy with your current build and powers then you could always grab a few powers earlier for a start - frag grenade at 18 instead of 20, fortification at 24 etcetera, as well as moving pool powers like hasten, super speed and maneuvers earlier.

Pool power assault is then an easy power to fit in - if you're looking at Cardiac for your Incarnate Alpha slot then you should easily be able to get away with just the base slot for endurance reduction, or you could just save it for teams.

Aim with just the base slot for recharge will still be up reasonably often, especially with hasten and all your other global recharge bonuses, and offers a decent damage buff or an emergency to hit bonus.

CT: Offensive, as you note, is very nice for its to-hit debuff resistance more than the accuracy it provides and so works very nicely with just the base slot.

Hover is also nice, and can be run at the same time as combat jumping - between the flight speed bonuses from mental training and swift it's quite quick and offers a little extra defence to boot.

Assuming you picked up assault along with maneuvers then vengeance is also an option for teaming and again is perfectly fine with just the base slot.


@Hakeswell
Union Ilservian, Evinlea
Defiant Expeditor, Hakeswell

Arc: 70119 Hellion Initiation

 

Posted

If it were me, I'd go with 1 2 and 6.
Being able to hit things is pretty important... and the difference is very noticeable when you do the Alpha Slot TFs like Apex and Tin Man. I died on an Apex run and went back into the mission. I attacked an enemy 5 times and all missed. Then I remembered to put Tactics back on and I was getting much better results. I was shocked at the difference it made.

And Wolf Spider Armor... that's my personal preference. I love being able to stack it with Crab Armor. If anything, you can just use it to drop that +3 defense bonus IO.


 

Posted

Of the powers you've listed:

1. CT: Offensive. Largely redundant with the setup you describe, and can't be used as a set/special mule. Skip.

2. TT: Leadership. More valuable than CT:O as the tohit buffs will help against certain enemies with +def, plus the +perception can be useful (think night widow smoke grenades).

3. Assault. A solid choice given that it requires no slotting, but you'd maybe need to go the Cardiac route to power it on top of everything else.

4. WA Web Grenade. Useful for the reasons you stated, unsure how well it works with just the base slot.

5. Aim. Works quite well with just the one slot, so definitely a contender.

6. Wolf Spider Armor? Utterly redundant. Unless you need/want to slot another resistance special/unique IO and don't have space in your other resistance powers, it does close to nothing for a Crab (tiny amount of resistance, and Crabs already have Tank level mez protection - on the very rare occasions something gets through that, it'll probably get through Wolf too).


So of those, I'd pick between TT:Leadership, Assault, Aim and Web Grenade - depending whether you prefer active vs passive and noting that you may find you need to take measures re: endurance if you take both toggles.

Also worth considering is the concealment pool - even if you have no interest in stealth type powers, they're somewhere to drop a LotG +rech. Aid Self may be worth a look too, though you'd maybe need to trim a slot or two from elsewhere to get proper use out of that.

And if you picked up Assault, I'd also give strong consideration to Vengeance if you team at all.


 

Posted

Made some changes with the advice given.

I dropped CJ and replaced it with Hover. I have concerns with losing the immob protection, but I feel Hover will serve me better being ranged capped.

I took TT: Leadership, Assault and Vengeance.

Leadership got a Cyto, Assault an EndRdx, and Vengeance I was surprised to see would take a LotG Rechg.

Leadership put me even further over the accuracy cap for +4s than I was before, but that's okay. It helps the group, you're right about the smoke grenades (I hate those) and provides a buffer for fighting things with defense.

I was thinking of taking Cardiac anyway, so I don't mind picking that up at 50.

The only thing I'm not happy with is Hasten not being perma, but I can live with the 11.5 sec that it is down.

Any other advice/changes would be appreciated, I love my crab even if it feels like it blooms late.

Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Yamame Kurodani: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leadership
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Achilles-ResDeb%(7), Thundr-Acc/Dmg/Rchg(13)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(40)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A), Ksmt-ToHit+(40), LkGmblr-Def(50)
Level 6: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46)
Level 8: Suppression -- Achilles-ResDeb%(A), Posi-Dam%(9), Posi-Acc/Dmg(9), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/Rng(27), Posi-Dmg/EndRdx(50)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(17), LkGmblr-Def/EndRdx/Rchg(17)
Level 12: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 14: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(15), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(34), Posi-Dam%(37)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Frag Grenade -- Posi-Dam%(A), Posi-Dmg/Rchg(21), Posi-Dmg/EndRdx(21), Posi-Acc/Dmg(34), Posi-Acc/Dmg/EndRdx(40)
Level 20: Tactical Training: Leadership -- HO:Cyto(A)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(29), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(39)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 28: Assault -- EndRdx-I(A)
Level 30: Serum -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Mrcl-Heal/Rchg(34)
Level 32: Omega Maneuver -- Posi-Acc/Dmg(A), Posi-Dam%(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/Rng(37)
Level 35: Summon Spiderlings -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(36), C'Arms-Dmg/EndRdx(36), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(37), C'Arms-+Def(Pets)(42)
Level 38: Call Reinforcements -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Rchg(39), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(45), ExRmnt-+Res(Pets)(45)
Level 41: Mu Lightning -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Dmg/Rchg(42), Dev'n-Hold%(43), Dev'n-Acc/Dmg(43), Dev'n-Dmg/EndRdx(46)
Level 44: Vengeance -- LkGmblr-Rchg+(A)
Level 47: Static Discharge -- Posi-Dam%(A), Posi-Acc/Dmg(48), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Super Speed -- Zephyr-ResKB(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Mrcl-Rcvry+(25), Mrcl-Heal(25), RgnTis-Regen+(46)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), EndMod-I(19)
------------



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Posted

I'm going to just use my own thread for this next build, even though it isn't a crab, to reduce forum clutter.

I've been soloing a lot and not enjoying Crab for it, so I said to myself, 'well, I heard banes do nice damage when small groups are involved!'. So I set my second spec to Bane, put in a bunch of SOs and away I went. I fell in love instantly, and might just keep it as my main spec (but keeping crab arms, they fit the character even if they don't make much sense for a bane). The character is akin to if Stalkers could be Mace/SR with a ton of group buffs. Besides, CRUNCH! > FREEM!

I threw this together in Mids last night, was pretty tired so probably made a few mistakes. If you open it, do note that I left Cloaking Device and Tactics turned off in my chunk because Cloak adds the unsuppressed value to Totals and Gaussian's skews all of the Acc values (they're around 90-91% to +4s without tactics turned on).

For defenses, the character is softcapped to everything except Psi. Psi is within range of a small purple, sitting at 35.7%. He also provides 21.1% defense to the entire group near him. If you open up the build in Mids, keep in mind that suppressed cloak is +5.78 to defenses.

I am concerned about END usage, the character uses 1.6/s in toggles with 3.54/s recovery. This is including accolades. Cardiac could cover this, although I'd like to be able to run Spiritual. Cardiac would have, for the most part, none of the regular enhancement wasted since most of the powers are under ED for End Reduction. Also, I don't 'NEED' to run Tough, but the extra S/L resist doesn't hurt.

Hasten is down for 5.76 seconds. I imagine Spiritual would put that to maybe 4s downtime.

I don't feel a travel power is necessary, run speed is 65.1 mph with NR+sprint and Raptor Packs are suitable for scaling higher barriers.

CT: Defensive doesn't need any slotting, it was more of a 'no other choice' power. Ranged is still capped without it, although one could argue this provides a bit of a buffer.

The 2 slots in Bane Spider Armor are a leftover from me putting 3 in for a Psi def. increase last night. I kept those 2 for the Recovery and moved 1 to Maneuvers to add an EndReduc.

I've never played a Bane before last night, so there are most likely some glaring improvements I am missing.

This is also not set up efficiently for playing at lower levels, I figure I'll worry about that after I'm happy with it otherwise.

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

Click this DataLink to open the build!

YamBane: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Bash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg(7), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13)
Level 1: Bane Spider Armor Upgrade -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(48)
Level 2: Wolf Spider Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(48)
Level 4: Combat Training: Defensive -- Ksmt-ToHit+(A)
Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(7)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(34)
Level 12: Pulverize -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg(15), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(17), T'Death-Dam%(36)
Level 14: Boxing -- P'ngFist-Acc/Dmg/Rchg(A), P'ngFist-Acc/Dmg(39), P'ngFist-Acc/Dmg/EndRdx/Rchg(40), P'ngS'Fest-Dmg/Rchg(40), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Acc/Dmg(43)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Shatter -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg(19), C'ngImp-Dmg/Rchg(29), C'ngImp-Dmg/EndRdx(31), T'Death-Dam%(34)
Level 20: Tactical Training: Leadership -- GSFC-Build%(A), GSFC-ToHit/EndRdx(21), GSFC-Rchg/EndRdx(21), GSFC-ToHit/Rchg/EndRdx(23), GSFC-ToHit/Rchg(23), GSFC-ToHit(27)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Placate -- RechRdx-I(A), RechRdx-I(27)
Level 28: Surveillance -- Achilles-ResDeb%(A), ShldBrk-Acc/DefDeb(29), ShldBrk-Acc/Rchg(37), ShldBrk-DefDeb/EndRdx/Rchg(37), ShldBrk-Acc/EndRdx/Rchg(37)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), EndRdx-I(50)
Level 32: Crowd Control -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34)
Level 35: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 41: Mace Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(42), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43)
Level 44: Shatter Armor -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Acc/Dmg(45), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(46), T'Death-Dam%(46)
Level 47: Assault -- EndRdx-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(43), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(3)
------------



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Posted

My crab has been a bane in a past life and his second build is still a bane, albeit a very cheaply slotted one (just plain SOs I think). I do enjoy running my crab through 8-man spawns, albeit with bosses downgraded to lieutenants, but I do miss fighting real bosses with him and have been toying with the idea of respeccing as a huntsman with benefits - leading into a fight with shatter but otherwise mostly using the gun attacks, allowing similar aoe capabilities to my crab, although I'll probably need to drop it from 8-man to maybe 4 or so... still playing about with a possible build.

As for a real bane, you're missing poisonous ray, a top-notch short-ranged (40') attack that's pure toxic damage - nice for by-passing typed defence and such.

The single target hold is also quite nice - it has some strong speed and recharge debuffs attached (50%) and -fly.

Another thing you might consider is swapping the patron ranged attack for the group immobilise - as with the hold it has speed and recharge debuffs, albeit only 20%, but it covers a good area (15') and can be tactically useful, such as keeping some mobs in place while you lead their friend around a corner and beat him up on his lonesome.

Finally, a lot of banes sneak venom grenade into their build - it means drawing out the gun, but for decent toxic damage over a huge aoe alongside a good resistance debuff (20%, or 40% for toxic damage, such as from the aforementioned poisonous ray (oh how I wish that was available for crabs!)) a lot of people really don't mind! All the same it would be nice to have a version that fires from the mace, but alas we must make do..

As ever, the problem is finding somewhere to squeeze all these powers in!


@Hakeswell
Union Ilservian, Evinlea
Defiant Expeditor, Hakeswell

Arc: 70119 Hellion Initiation

 

Posted

I can't find a place (or the slots) to fit those in. The only optional spot I see is Assault pool power. I can gain 2 slots by removing 2 shield breakers from Surveillance (which wouldn't affect me negatively, pretty much).

Edit: I scavenged 2 slots from the bane/wolf armor and moved TT:A to 47. I put in 5 decimations and gained more global rechg.


 

Posted

Quote:
Originally Posted by YoumuKonpaku View Post
I can't find a place (or the slots) to fit those in. The only optional spot I see is Assault pool power. I can gain 2 slots by removing 2 shield breakers from Surveillance (which wouldn't affect me negatively, pretty much).

Edit: I scavenged 2 slots from the bane/wolf armor and moved TT:A to 47. I put in 5 decimations and gained more global rechg.
I was just pointing out good powers you were missing - I never said you wouldn't have to drop other good powers to fit them in

I think the VEATs are among the best designed sets in the game for how adaptable they are without being overpowered. They can excel at single target damage, AoE damage, team buffs, self survivability, pets... just not all at the same time! Dropping the fighting pool would allow you to take all the powers I pointed out, adding offence and control but costing you survivability in the process.


@Hakeswell
Union Ilservian, Evinlea
Defiant Expeditor, Hakeswell

Arc: 70119 Hellion Initiation

 

Posted

First the simple:

You don't need the sets in Boxing. You are well over ranged cap and at the cost of 5 slots you are basicly getting 1.25% ranged defense and 8% regen. It is very very easy to do better with 5 slots.

Also don't sweat end too heavily. Mid's doesn't take into account that VEATs have a higher than baseline recovery. That means not only is the default recovery higher but boosts like Stamina, Miracle and Numina actually provide more for a VEAT than other ATs. Worst case scenario you'll just need to take Cardiac Alpha which will solve your end problem.

Now the complicated, ignore if you please but I think it would immensely improve you:

With the recharge you are sporting the Patron Pool Powers you took are basicly a waste. You already have an endless Single Target chain with Shatter>Bash>Pulverise>Bash>Shatter>Bash. To work in the Patron Powers you would be sacrificing a lot of DPS because the Mace Patron requires redraw even for a Bane. That is double redraw swapping between the Bane mace and Patron mace all the time.

I suggest: Unslot Boxing (you are getting almost nothing from it).
Drop Placate (actually lowers your DPS), Crowd Control (good power but read my next point), Mace Blast (no use to you with your attacks) and Shatter Armor (read my next point).

Now as I pointed out you already have a single target attack chain (tho I suggest you experiment with Poisonous Ray in place of Pulverize, Toxic damage isn't resisted very much, Smashing is). I suggested you drop those other powers to make your Bane into an AoE powerhouse as well. Heres the breakdown:

First take Venom Grenade, VG has the same resistance debuff as Shatter Armor but does it in a very large AoE. I'd lead off with VG even against single targets just for the debuff.

Next take the three Leviathan Patron AoEs: School of Sharks, Arctic Breath and Bile Spray. Slot them all with Positron's Blast. AoE you now have a brutal attack chain with Venom Grenade (20% all resist, 40% toxic resist debuff, Toxic dot damage) > School of Sharks (they stay in place and are damaged) > Arctic Breath (Cold damage + even more resist debuff) > Bile Spray (Toxic damage).

Now you have an AoE chain that will melt all the little guys and a good Single Target chain to beat down the big targets. Your bane is mucho more powerful for it.

This also gets you Posi's set bonuses which includes more recovery to help your end, more recharge (hasten is down for .3 seconds, heh) and more accuracy. Drop the Kismet, Kismet is great for leveling, garbage once you are IOed. Get your KB protection, there are a lot of nasties out there that can KB you with only 4 mag (I have 12 and I get KBed sometimes). You have 3 slots available to play with.

Heres the adjusted build:

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Posted

Quote:
Originally Posted by Wiccania View Post
To work in the Patron Powers you would be sacrificing a lot of DPS because the Mace Patron requires redraw even for a Bane. That is double redraw swapping between the Bane mace and Patron mace all the time.
This is incorrect; the Bane and Patron powers will use the same mace, with no redraw.


 

Posted

Oh I've been told otherwise by multiple folks. I really wish I had time to test this stuff but getting respecs in game can be a pain sometimes.

Either way this Bane gets a seamless attack chain with Shatter>Bash>Pulverize>Bash>Shatter or Shatter>Poisonous Ray>Bash>Shatter. The Mace Patron really brings very little to this build.


 

Posted

Quote:
Originally Posted by Wiccania View Post
Oh I've been told otherwise by multiple folks. I really wish I had time to test this stuff but getting respecs in game can be a pain sometimes.

Either way this Bane gets a seamless attack chain with Shatter>Bash>Pulverize>Bash>Shatter or Shatter>Poisonous Ray>Bash>Shatter. The Mace Patron really brings very little to this build.
My bane has shatter armor from the patron pool and I use it pretty regularily in my attack chain. I have never seen any redraw from shatter armor or from web envelope, which I use less frequently.

Whether or not you already have a seamless attack chain it will be improved if you can throw shatter armor in, it does the same damage as shatter, except its all up front so you don't have to wait for the DoT to tick, and it has a 20% resistance debuff. I would definitely use shatter armor in my attack chain over poisonous ray - the better DPA, higher upfront damage and resistance debuff make it a much better choice.

I use it as an opener when I am out of stealth or as a followup attack for hard bosses/EB's after doing build up-> shatter (for the stealth strike) -> shatter armor. Tends to drop them fast - for multiple weaker bosses or LT's I will take out the first boss/LT with shatter's stealth strike and smaller attacks, then open with shatter armor on the second LT/boss.

You can always make a seamless attack chain with lower damage, faster recharging attacks. The big attacks are still worth it though.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by Wiccania View Post
Oh I've been told otherwise by multiple folks. I really wish I had time to test this stuff but getting respecs in game can be a pain sometimes.
Fwiw, I tested it on my own Bane before I made the post, just to be sure - I have the Mace pool on him, with Mace Blast, Disruptor Blast, and Shatter Armor.

Shatter Armor may not be necessary for a seamless attack chain, but as EricHough says, it adds a significant punch to such a chain. I also find that with Mace Beam Blast, Disruptor Blast, and Crowd Control my AoE, although obviously not as strong as options like Leviathan, is still "enough" - at least, enough that I don't begrudge going that route for both the thematic consistency and extra single target damage.


 

Posted

Quote:
Originally Posted by Wiccania View Post
Oh I've been told otherwise by multiple folks. I really wish I had time to test this stuff but getting respecs in game can be a pain sometimes.
Copy your character to the test server (link: http://boards.cityofheroes.com/charactercopy.php) and you can use a respec without really 'using' it on live. If you don't have any respecs available, I believe the test server online store doesn't actually charge your card if you by respecs through it, but you should double check on that - I know the beta server store didn't but I haven't actually bought respecs on the test server before, so I am not sure about that.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by Wiccania View Post
First the simple:

You don't need the sets in Boxing. You are well over ranged cap and at the cost of 5 slots you are basicly getting 1.25% ranged defense and 8% regen. It is very very easy to do better with 5 slots.

I didn't slot these for the ranged defense. I slotted them for the E/N.

Also don't sweat end too heavily. Mid's doesn't take into account that VEATs have a higher than baseline recovery. That means not only is the default recovery higher but boosts like Stamina, Miracle and Numina actually provide more for a VEAT than other ATs. Worst case scenario you'll just need to take Cardiac Alpha which will solve your end problem.

I don't want to 'need' Cardiac Alpha.

Now the complicated, ignore if you please but I think it would immensely improve you:

With the recharge you are sporting the Patron Pool Powers you took are basicly a waste. You already have an endless Single Target chain with Shatter>Bash>Pulverise>Bash>Shatter>Bash. To work in the Patron Powers you would be sacrificing a lot of DPS because the Mace Patron requires redraw even for a Bane. That is double redraw swapping between the Bane mace and Patron mace all the time.

Aside from the fact it doesn't cause redraw, last I checked many of the issues with redraw were fixed long ago. Also, I'd like to drop Bash from being used. More of for set bonuses than actual use.


I suggest: Unslot Boxing (you are getting almost nothing from it).
Drop Placate (actually lowers your DPS), Crowd Control (good power but read my next point), Mace Blast (no use to you with your attacks) and Shatter Armor (read my next point).

Boxing: See point above.

Placate: Everyone I've asked, from both the Stalker and Bane perspective, disagrees with this. Maybe if I was trying to do Pylons, but for shorter fights the extra chunk of damage is invaluable. Especially if something needs to die in short order.

Mace blast: Set bonuses? The only thing I'd do instead of this is take the immob instead and slot purples for recharge.


Now as I pointed out you already have a single target attack chain (tho I suggest you experiment with Poisonous Ray in place of Pulverize, Toxic damage isn't resisted very much, Smashing is). I suggested you drop those other powers to make your Bane into an AoE powerhouse as well. Heres the breakdown:

First take Venom Grenade, VG has the same resistance debuff as Shatter Armor but does it in a very large AoE. I'd lead off with VG even against single targets just for the debuff.

I agree with this, except the problem is that unless I fire it off at the start of the spawn (in which case, placate would be needed if i ever wanted to use my attack from stealth) to debuff things, the majority of it would be dead before the team could take advantage of the debuff.

Next take the three Leviathan Patron AoEs: School of Sharks, Arctic Breath and Bile Spray. Slot them all with Positron's Blast. AoE you now have a brutal attack chain with Venom Grenade (20% all resist, 40% toxic resist debuff, Toxic dot damage) > School of Sharks (they stay in place and are damaged) > Arctic Breath (Cold damage + even more resist debuff) > Bile Spray (Toxic damage).

I have difficulty swallowing this. You are asking for 10.1 seconds of animating (in arcana time), discounting latency. That is also not including the time investment in lining up three cones that are all 30 degree angles. Also, with the animation time on School of Sharks, by the time it fires off with things in 'ideal' position, they would most likely have moved. Not to mention it provides no -KB for the targets, and in a real world situation things are going to get kicked around. Or die before you get to set up your TAOE and 3 cones. I play in full team environments, or solo. And when I play solo, I wouldn't do x8 on my bane. This is one of those things that would be incredibly awesome in a vacuum where the conditions are perfect.

Now you have an AoE chain that will melt all the little guys and a good Single Target chain to beat down the big targets. Your bane is mucho more powerful for it.

This also gets you Posi's set bonuses which includes more recovery to help your end, more recharge (hasten is down for .3 seconds, heh) and more accuracy. Drop the Kismet, Kismet is great for leveling, garbage once you are IOed. Get your KB protection, there are a lot of nasties out there that can KB you with only 4 mag (I have 12 and I get KBed sometimes). You have 3 slots available to play with.

Two of those Posi bonuses for Recovery are over the cap. Hasten is down for 2.76 seconds. Kismet was taken initially for buffering myself from -ToHit when dealing with +4s, but something I've decided to drop as I am well enough set on that given Tactics and global acc.
[/code]
I am looking to play to the character's strengths, which is demolishing single targets (and doing some extra AOE with crowd control, which is easy to hit everything with due to how wide the cone is). If I want to come into a situation and do massive AOE damage then I will switch to my Crab build, which I also intend on IOing out alongside the bane.

Also, a vomiting, shark-spitting, frost breathing set does not fit in with my vision and theme.

Anyway, setting all of that aside, made a few efficiency changes to the build in mids, freed up a number of slots while maintaining SLEN at cap as well as melee/ranged. Got some great ideas from the things I learned from CMA and Dechs while putting together some tanker builds the other day. Only issue I'm having now is that I've got five or six free slots that I'm unsure what to do with! Still figuring out the best use of them, only had an hourish to play with it this morning. Build is on my laptop so I'll edit it into the post later.


 

Posted

The only damage type that doesn't always have a positional tag is Psi. Energy and Negative always have a positional tag so those slots litterally do next to nothing for you with all your positionals capped.


 

Posted

Quote:
Originally Posted by Wiccania View Post
The only damage type that doesn't always have a positional tag is Psi. Energy and Negative always have a positional tag so those slots litterally do next to nothing for you with all your positionals capped.
Hmm, coulda sworn there were. Thanks for that.

Also, unrelated to the comment, the rumors (and by rumors I mean 'things that i was told a thousand times in the 2 weeks i've been back') that you had to be full villain to do PPPs are very untrue, as I was able to complete and access them on a rogue. I'm still being told you have to be vill/rogue to add them in the future (like if you respec), but i am doubting that as well.


 

Posted

Quote:
Originally Posted by YoumuKonpaku View Post
Hmm, coulda sworn there were. Thanks for that.

Also, unrelated to the comment, the rumors (and by rumors I mean 'things that i was told a thousand times in the 2 weeks i've been back') that you had to be full villain to do PPPs are very untrue, as I was able to complete and access them on a rogue. I'm still being told you have to be vill/rogue to add them in the future (like if you respec), but i am doubting that as well.
Gaining them initially just needs you to have access to the Mission Arcs, so any Villain or Rogue qualify as you discovered.

Having access to them is connected to having the associated badge so once you have them unlocked they stay unlocked even if you become a hero / Vigilante and then respec.


 

Posted

Okay, made some more efficiency changes. Dropped some of the SLEN defense and capped AOE (and F/C by accident). With the changes I actually had 8 unplaced slots and no idea what to do with them.. So I threw them in Boxing for 5 Stupefy (which nets me recovery, HP and recharge). Placed a proc in Poisonous Ray as well. This leaves 3 slots, thinking of adding 1 to both Maneuvers for a tiny bit more defense to the team, and a proc to Bash.

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I also made an alternate version that dropped Combat Jumping and added Venom Grenade, it maintains positional cap and only loses a tiny bit of recharge. Not entirely sure what to do. I like the first one better, personally.

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Posted

SOA is almost 50. By almost I mean '138,071 exp from 50'. Have a respec ready, pretty sure I'll be going with the second build in my prior post (the one with VG). Wouldn't mind one last look at it from another set of eyes to give some input. Don't want to end up regretting it and wasting a respec or money

Will post the entire build for those without Mids.

A few numbers:

Capped positions, Psi just about within range of 1 small purple.

1.27/s end usage, 3.66/s recovery, tough could be turned off to improve it.

Hasten down for 3.6s

Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Bash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(13), HO:Nucle(13)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(43)
Level 2: Wolf Spider Armor -- S'fstPrt-ResKB(A)
Level 4: Combat Training: Defensive -- Krma-ResKB(A)
Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(7)
Level 8: Boxing -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Stun/Rng(9), Stpfy-Acc/EndRdx(9), Stpfy-EndRdx/Stun(34), Stpfy-Acc/Rchg(40)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(34)
Level 12: Pulverize -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg(15), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(17)
Level 14: Venom Grenade -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(40), Posi-Acc/Dmg(46), Posi-Dmg/Rchg(48), Posi-Dam%(48)
Level 16: Poisonous Ray -- Decim-Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(29), Decim-Dmg/EndRdx(37), Decim-Acc/Dmg/Rchg(39), Decim-Acc/Dmg(40)
Level 18: Shatter -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg(19), C'ngImp-Dmg/Rchg(29), C'ngImp-Dmg/EndRdx(31)
Level 20: Tactical Training: Leadership -- GSFC-Build%(A), GSFC-ToHit/EndRdx(21), GSFC-Rchg/EndRdx(21), GSFC-ToHit/Rchg/EndRdx(23), GSFC-ToHit/Rchg(23), GSFC-ToHit(27)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(36)
Level 26: Placate -- RechRdx-I(A), RechRdx-I(27)
Level 28: Surveillance -- Achilles-ResDeb%(A), ShldBrk-Acc/Rchg(37), ShldBrk-Acc/EndRdx/Rchg(37)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Crowd Control -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(43)
Level 35: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36), Aegis-EndRdx/Rchg(48), Aegis-Psi/Status(50)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(46)
Level 41: Mace Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Dmg/EndRdx(42), Decim-Acc/Dmg(43)
Level 44: Shatter Armor -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Acc/Dmg(45), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(46)
Level 47: Tactical Training: Assault -- EndRdx-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(3)
------------



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Posted

I switched to the above spec (minus Placate, I kept CJ instead and gained 2 slots, 12.5% rech, and moved the slots into shatter/armor for more end/rech).

Having a lot of fun, it is far less stalking and much more scrapping. Leading off with VG, then picking on a hard target with shatter armor->shatter->vray and tossing another VG in is pretty workable.

But, I've been doing a lot of TFing and some of them I notice I can run off ahead, solo a pack (popping a purple since I'm on SOs, though), although it takes a while. I keep telling myself, 'Man, I bet that pack would've been dead a while ago if I had levi pool', as they clump up nicely for Crowd Control.

I've got that 3rd build available now (edit: 3rd build because i want to try it with SOs and stuff without burning a respec), was originally going to turn it into a Huntsman with levi pool, but that's just a crab with more squishiness IMO. I figure if I can keep solid ST and decent AOE on the bane, he'd be a great groupmate. So, I took Wiccania's advice and threw this together in Mids:

Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

YamBane: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Bash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg(7), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(9)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(43)
Level 2: Wolf Spider Armor -- S'fstPrt-ResKB(A)
Level 4: Combat Training: Defensive -- Krma-ResKB(A)
Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(7)
Level 8: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(13), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(40)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(34)
Level 12: Pulverize -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg(15), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(17)
Level 14: Venom Grenade -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(34), Posi-Dmg/EndRdx(40), Posi-Acc/Dmg(46), Posi-Dam%(46)
Level 16: Poisonous Ray -- Decim-Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(29), Decim-Dmg/EndRdx(37), Decim-Acc/Dmg/Rchg(39), Decim-Acc/Dmg(40)
Level 18: Shatter -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg(19), C'ngImp-Dmg/Rchg(29), C'ngImp-Dmg/EndRdx(31), Mako-Acc/EndRdx/Rchg(33)
Level 20: Tactical Training: Leadership -- GSFC-Build%(A), GSFC-ToHit/EndRdx(21), GSFC-Rchg/EndRdx(21), GSFC-ToHit/Rchg/EndRdx(23), GSFC-ToHit/Rchg(23), GSFC-ToHit(27)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(36)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(27), RedFtn-Def/EndRdx(34)
Level 28: Surveillance -- Achilles-ResDeb%(A), ShldBrk-Acc/Rchg(37), ShldBrk-Acc/EndRdx/Rchg(37)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), RedFtn-Def/EndRdx(31)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(43)
Level 41: School of Sharks -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Dam%(42), Posi-Acc/Dmg(43)
Level 44: Arctic Breath -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dam%(46), Achilles-ResDeb%(48)
Level 47: Bile Spray -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50), Posi-Dam%(50), RechRdx-I(50)
Level 49: Tactical Training: Assault -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(3)
------------



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Maintains soft cap, Hasten 'almost' perma, but not quite. Thoughts?

Also, why exactly would I want a huntsman, ignoring the fun/being different aspect (because I know that is a big draw), and focusing on the numerical aspect? Not being snarky, serious question.


 

Posted

Something I did on many of my characters with the extra power picks from not needing Stamina was take Recall Friend. Obviously only useful if you team a lot, but if you already plan to take superspeed dropping a stealth IO into that or sprint coupled with Recall Friend makes a lot of TFs shorter, helps recover from team wipes, brings that teammate back from the entrance of the mission after they hit the hospital, etc. Has the additional advantages that (1) it needs no additional slotting or End to make use of, and (2) provides a place to drop a BotZ -knockback, or even a Winters Gift Slow Resist.