My First Huntsman


Alexandras

 

Posted

Here's my first stab at a Huntsman build. I wanted a Spetsnaz type character, and AR and DP just didn't cut it.

A couple of issues/questions:
I have 6 slots left, not sure where to put them for max effect
I don't slot purples.
Is build up or assault more effective over time? I kinda like the spike of BU, especially with the crit from bayonet.
Combat jumping and hasten are non-negotiable, gotta have em. Otherwise is there something that I can give up or change to make me more effective?
Would dropping Conserve Power and PP and picking up Surveilance and ? be better? Would that force me to go cardiac?
Is lack of any control going to be a big issue?

Here's the build:
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

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: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Single Shot

  • (A) Decimation - Accuracy/Damage
  • (17) Decimation - Accuracy/Endurance/Recharge
  • (37) Decimation - Damage/Endurance
  • (39) Decimation - Damage/Recharge
  • (39) Decimation - Accuracy/Damage/Recharge
  • (43) Devastation - Accuracy/Damage/Endurance/Recharge
Level 1: Wolf Spider Armor
  • (A) Steadfast Protection - Knockback Protection
Level 2: Burst
  • (A) Decimation - Accuracy/Endurance/Recharge
  • (3) Decimation - Damage/Recharge
  • (3) Decimation - Damage/Endurance
  • (5) Decimation - Accuracy/Damage
  • (5) Decimation - Accuracy/Damage/Recharge
  • (43) Devastation - Accuracy/Damage/Endurance/Recharge
Level 4: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed
Level 6: Build Up
  • (A) Rectified Reticle - To Hit Buff/Recharge
  • (7) Rectified Reticle - To Hit Buff
  • (7) Recharge Reduction IO
Level 8: Heavy Burst
  • (A) Positron's Blast - Damage/Recharge
  • (9) Positron's Blast - Damage/Range
  • (9) Positron's Blast - Accuracy/Damage/Endurance
  • (36) Positron's Blast - Damage/Endurance
  • (36) Positron's Blast - Accuracy/Damage
  • (37) Range IO
Level 10: Tactical Training: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (11) Luck of the Gambler - Defense
  • (11) Luck of the Gambler - Defense/Endurance
Level 12: Bayonet
  • (A) Touch of Death - Accuracy/Damage/Endurance
  • (13) Touch of Death - Damage/Recharge
  • (13) Touch of Death - Damage/Endurance
  • (34) Touch of Death - Chance of Damage(Negative)
  • (34) Touch of Death - Damage/Endurance/Recharge
  • (36) Touch of Death - Accuracy/Damage
Level 14: Venom Grenade
  • (A) Positron's Blast - Damage/Recharge
  • (15) Positron's Blast - Damage/Endurance
  • (15) Positron's Blast - Chance of Damage(Energy)
  • (17) Positron's Blast - Accuracy/Damage
  • (33) Positron's Blast - Accuracy/Damage/Endurance
  • (34) Recharge Reduction IO
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO
Level 18: Frag Grenade
  • (A) Positron's Blast - Damage/Recharge
  • (19) Positron's Blast - Damage/Endurance
  • (19) Positron's Blast - Chance of Damage(Energy)
  • (29) Positron's Blast - Accuracy/Damage/Endurance
  • (29) Positron's Blast - Accuracy/Damage
  • (31) Recharge Reduction IO
Level 20: Tactical Training: Leadership
  • (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (23) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 22: Mental Training
  • (A) Run Speed IO
  • (23) Run Speed IO
Level 24: Bane Spider Armor Upgrade
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 26: Cloaking Device
  • (A) Luck of the Gambler - Recharge Speed
  • (27) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Defense/Endurance
Level 28: Boxing
  • (A) Accuracy IO
Level 30: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
Level 32: Tactics
  • (A) Rectified Reticle - To Hit Buff/Recharge
  • (33) Rectified Reticle - To Hit Buff
  • (33) Endurance Reduction IO
Level 35: Combat Jumping
  • (A) Jumping IO
  • (40) Jumping IO
Level 38: Tough
  • (A) Steadfast Protection - Knockback Protection
Level 41: Conserve Power
  • (A) Recharge Reduction IO
  • (42) Recharge Reduction IO
Level 44: Physical Perfection
  • (A) Performance Shifter - Chance for +End
  • (45) Performance Shifter - EndMod
  • (45) Endurance Modification IO
Level 47: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Defense/Endurance
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Celerity - +Stealth
  • (37) Quickfoot - Endurance/RunSpeed
  • (39) HamiO:Microfilament Exposure
Level 2: Rest
  • (A) Empty
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
  • (43) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
  • (42) Jumping IO
Level 2: Health
  • (A) Miracle - +Recovery
  • (42) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Endurance Modification IO
  • (40) Performance Shifter - Chance for +End
  • (40) Performance Shifter - EndMod
------------


 

Posted

I see you are discussing Epics and not Patrons... I assume you already have this character as a Hero, or plan to do so before this build is final? Otherwise, those simply aren't an option.

Other than that, as far as I am concerned, if you have fun playing it, that's all you need to know. But, that obviously isn't the angle you take with building a character, so I will butt out now.



 

Posted

SoA do not gain access to blueside Epic Pools. They can only use the Patron Pools.

Also, double tactics is overkill. I would highly recommend taking Call Reinforcements instead.


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

I'd suggest Surveilance and Call Reinforcements, you may also want to reconsider having both Wolf Spider Armor -and- Bane Spider Armor Upgrade at the same time ... WSA is kind of inferior IMO.


 

Posted

Here is my huntsman if you want an example build. A couple of notes:

1. I eventually dropped frag grenade so I could take and slot arctic breath+bile spray. I did this because the resistance debuff in arctic breath (-15%) plus the toxic damage in bile spray makes them a nice combo and I tend to hit more targets with the large cones than i did with the small burst of frag grenade. However, the drawback is that when I SK down below L45 I lose arctic breath and below L40 I lose both of the cones - I would certainly keep frag grenade while levelling up.

2. The set of thunderstrike in burst can be replaced with a decimation, as I am way over on ranged def. Thats an old slotting from earlier builds that didn't have as much def from other sources.

3. I took recall friend for utility, grant invisibility as an LoTG mule and wolf spider armor because I needed a power selection that didn't require extra slots. You could take any other powers that only require a single slot in thier place.

4. I haven't gotten around to it yet but if it would be easy to move 2 slots from tactical training: Manuevers over to surveillance and put a fill set of 6 shield breakers in it for the extra melee and AoE - you would give up the 5% recharge from the Red Fortune set but thats really all you would give up.

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

Click this DataLink to open the build!

Midnight Renegade: Level 50 Natural Arachnos Soldier
Primary Power Set: Arachnos Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Concealment
Ancillary Pool: Leviathan 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 -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Combat Training: Defensive -- DefBuff-I(A), LkGmblr-Rchg+(13)
Level 6: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/EndRdx(15), Enf'dOp-Immob/Rng(15), Enf'dOp-Acc/Immob/Rchg(17), Enf'dOp-Acc/Immob(17)
Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21), Achilles-ResDeb%(23)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(25), RedFtn-EndRdx(27)
Level 12: Venom Grenade -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(27), AirB'st-Dmg/Rchg(29), Det'tn-Acc/Dmg(29), Det'tn-Dmg/Rchg(31), Posi-Dmg/Rchg(31)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Assault -- EndRdx-I(A), EndRdx-I(31)
Level 20: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx(34)
Level 22: Mental Training -- Empty(A)
Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(36), RedFtn-EndRdx(36)
Level 26: Maneuvers -- RedFtn-EndRdx/Rchg(A), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(39)
Level 28: Super Jump -- Jump-I(A)
Level 30: Surveillance -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(39), AnWeak-Acc/Rchg(39), AnWeak-DefDeb/EndRdx/Rchg(40)
Level 32: Wolf Spider Armor -- S'fstPrt-ResKB(A)
Level 35: Recall Friend -- EndRdx-I(A)
Level 38: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 41: School of Sharks -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Bile Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
Level 47: Arctic Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Vengeance -- RedFtn-Def/Rchg(A), S'dpty-Def/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(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 -- Mrcl-Rcvry+(A), Numna-Heal(40), Numna-Regen/Rcvry+(40)
Level 2: Stamina -- EndMod-I(A), EndMod-I(43), P'Shift-End%(45)
------------



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Globals: @Midnight Mystique/@Magik13

 

Posted

@EricHough

How do you like the Huntsman build ?

Do you feel your doing some DPS ?

I can see your at defense cap so getting toe to toe with mobs is not an issue. But are you killing them fast enough or at a comfortable rate ?

I have both a Traps AR Defender and a AR Device Blaster at 50. Though in some instances my Blaster is clearing out some mobs the survivability of defense cap cannot be beat with my Defender.. Though Trip mine may be a 5 sec cast and at 6 sec recharge. I can use it much more often because of defense cap then I can with my Blaster.

So I am wondering where you build stands.


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

Quote:
Originally Posted by plainguy View Post
@EricHough

How do you like the Huntsman build ?

Do you feel your doing some DPS ?

I can see your at defense cap so getting toe to toe with mobs is not an issue. But are you killing them fast enough or at a comfortable rate ?

I have both a Traps AR Defender and a AR Device Blaster at 50. Though in some instances my Blaster is clearing out some mobs the survivability of defense cap cannot be beat with my Defender.. Though Trip mine may be a 5 sec cast and at 6 sec recharge. I can use it much more often because of defense cap then I can with my Blaster.

So I am wondering where you build stands.
The build I posted above is one of two builds on that character - the second is a more 'pure' bane build that uses the mace attacks. The above build is my group build - his single target DPS isn't so huge but his AE DPS is insane. Venom Grenade + arctic breath + bile spray just melts groups, I almost don't need heavy burst. He also gives +20% def, +15% to hit and +30% damage boosts to his team- add that to the 35% resistance debuff from venom grenade+arctic breath and you get an awesome group character. For hard targets you can stack up the 20% resistance debuff from surveillance on top of the other debuffs.

The huntsman build CAN solo - but does better when in a group. I usually switch over to the mace build when soloing - that build isn't as optimized as my huntsman but it takes on hard targets pretty well. Surviellance -> Build up -> shatter (with its crit from hide) followed by shatter armor (mace mastery pool attack) will take out most bosses and reduce an EB's health considerably. If you alternate shatter and crowd control you will keep most mobs knocked down, which helps a lot before you get your melee def capped.

As for how they compare to blasters/corruptors its hard to say - I know my huntsman is a lot more survivable than a blaster - I actually can't stand soloing most blasters past the mid-20's due to thier squishiness. I suspect that blasters will do more damage on thier own, but will be hard put to match the group contribution of the huntsman (the +20% def, +30% damage and 35% resistance debuff which basically multiples ALL group damage by 1.35). A corruptor will make similar group contributions but won't do as much damage on thier own, as they have an AT damage mod of 0.85 vs the VEATs 1.0.

Ultimately I think it boils down to playstyle - I know my soldier was a far safer, easier ride up from 1-50 then any blaster and was a bit easier than my fire/dark corruptor. At L50 its actually pretty much an even choice between the fire/dark or the huntsman - although in a group without a way to keep aggro off the squishies the huntsman will be somewhat safer. My only L50 blaster is my archery/devices and that is a much different character - she spends a lot of time sneaking in, planting mines and the opening up with RoA - but even with some serious IO's to push her range def up to the low 30's she is still pretty squishy.

I would say if you can handle the 'kill or be killed' style of a blaster and like to be the one doing the huge orange numbers, then go with that, especially if you solo a lot - solo the blaster is going to get more out of their higher damage mod (1.125 vs the soldiers 1.0), combined with defiance and the burst damage boost provided by the better versions of aim/build up that they get - provided you can survive:-). If you want a good, fairly safe solo character that will excel in a group the huntsman is a good choice, especially if you want a 'gun toting' character type. That is why I went with the hunstman as well - I kept trying assault rifle blasters and corruptors but I really didnt' like the assault rifle models and at low levels the blasters and corruptors where just to much work to keep alive, so when I stumbled across Asynia's huntsman guide it seemed tailor made.


Globals: @Midnight Mystique/@Magik13

 

Posted

Personally I would take survivability over damage any day.. There comes a time where you just do not have the right inspirations to make a wake. You can only have so many wakes until you run out.. I think the moment that occurs with your blaster or a non capped toon your either waiting for someone to ress you or running back from hospital. Once that starts occurring your dps is going to drop down because of all the down time from ressing or running back.. So I'm in the mind set of doing less dps but hardly dieing always wins out.. Without a doubt there are times my blaster is zipping through some missions and then I get caught up with Long bow or Malta Group and I am cursing at the screen because of the number of faceplants.

It does seem like a toon I would be into.. So thanks for taking the time to give me a feel of how to toon runs..


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

Most of the Huntsman builds I've seen don't use Bayonet in the attack chain. Bayonet seems to have pretty good damage per activation (although some of the damage is in DoT).

Any of you use Bayonet often in attack chain?


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

Quote:
Originally Posted by Jibikao View Post
Most of the Huntsman builds I've seen don't use Bayonet in the attack chain. Bayonet seems to have pretty good damage per activation (although some of the damage is in DoT).

Any of you use Bayonet often in attack chain?
I played around with it early on when I was first levelling up but I ended up dropping it fairly soon (like, L12-13 by switching to a second build that didn't have it) because it was at odds with the 'keep them at a distance' playstyle I found best suited a huntsman build, at least at lower levels. My standard tactic when solo was to webnade things in place then mow them down with ranged attacks - sure, occasionally something would close with me and it would have been nice to have it then but at lower levels you are pretty tight on both slots and power selections, so I would have had to drop one of the ranged attacks in order to fit it in and slot it up and for an attack I might use once a fight its not worth it. Venom grenade + heavy burst + frag grenade would melt most of a mob and single shot + burst was usually enough to clean up what was left - so even if something didn't get caught in WaWG it usually didn't last long.

Most of this was prior to L24 - as I mentioned in my first post I run a dual build bane, with my second build using the mace attacks. Without the redraw bayonet might be a nice attack to fill out your attack chain but its not hard to get a solid chain out of bash->pulverize->shatter and once you add in crowd control you have a pretty full attack chain without needing to mess around with all the ugly redraw - and going from the gun to the mace is about as ugly as it gets.

EDIT: My brain is fried - it wasn't bayonet I played around with at early levels, it was pummel - which was a nice filler attack until you had a full chain of single shot, burst, heavy burst and venom grenade. The same theory applies though - by the time you have the previous chain + WaWG you don't have the slots available for bayonet and even when just on DO's an unslotted attack really isn't worth it. Pummels primary advantage prior to L12 was the stun more than the damage - I kept it until about L13 then switched to my unused build and dropped it in favor of WaWG. The nice thing about VEATs is you can play around with multiple builds prior to L24 and then get a free respec on both of them at 24, since its part of the level up process.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by EricHough View Post
Pummels primary advantage prior to L12 was the stun more than the damage - I kept it until about L13 then switched to my unused build and dropped it in favor of WaWG. The nice thing about VEATs is you can play around with multiple builds prior to L24 and then get a free respec on both of them at 24, since its part of the level up process.
Ditto. I am thinking of using Bayonet and Pummel on my Huntsman's normal build as replacements for the Bane attacks on his Bane build, as he plans on using the Cloaking Device in both. So unlike the "go in guns blazing" kind of Huntsman he will be a sort of Huntsman/Bane cross. Then again, he's an undercover hero infiltrating Arachnos, and his true identity is a MA/SR Scrapper with Stealth.

The lack of any strong defense outside of Manuevers in the early levels, though, made Pummel's stun a pretty handy thing to have.


 

Posted

I brought up Bayonet because I only want to take two aoe attack and one of them for sure is Venom Grenade. I can't decide between Heavy Burst and Frag Grenade yet.

If it's just Single Shot and Burst, I feel my ST damage is too low so I want to take one more ST attack. I've only tried Bayonet once when SoA came out and it was a long time ago. I remember the total damage isn't bad after all the DoT.


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

Thanks for all the replies. I've been working on the build on and off, and came up with this:

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

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Single Shot -- Entrpc-Dmg/EndRdx(A), Entrpc-Heal%(11), Entrpc-Acc/Dmg(40), Entrpc-Dmg/Rchg(43), Entrpc-Dmg/EndRdx/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Burst -- Decim-Acc/EndRdx/Rchg(A), Decim-Dmg/Rchg(3), Decim-Dmg/EndRdx(3), Decim-Acc/Dmg(5), Decim-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
Level 4: Combat Training: Defensive -- Ksmt-ToHit+(A)
Level 6: Build Up -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-Rchg(7), AdjTgt-ToHit/Rchg(7), AdjTgt-ToHit(37), AdjTgt-EndRdx/Rchg(40)
Level 8: Heavy Burst -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-Acc/Rchg(9), HO:Centri(9), HO:Centri(11), Det'tn-Dmg/EndRdx/Rng(37), ShldBrk-Acc/EndRdx/Rchg(37)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Venom Grenade -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(13), Posi-Acc/Dmg(13), Posi-Dam%(17), Posi-Acc/Dmg/EndRdx(17), RechRdx-I(36)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Wide Area Web Grenade -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Rchg(48), Enf'dOp-Acc/Immob(48), Enf'dOp-Acc/Immob/Rchg(50)
Level 18: Frag Grenade -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(19), Posi-Acc/Dmg(19), Posi-Dam%(34), Posi-Acc/Dmg/EndRdx(36), FrcFbk-Rechg%(36)
Level 20: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), EndRdx-I(34)
Level 22: Tactical Training: Leadership -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-EndRdx/Rchg(23), AdjTgt-ToHit(23), AdjTgt-ToHit/EndRdx(27), AdjTgt-ToHit/Rchg(34)
Level 24: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), EndRdx-I(27)
Level 26: Mental Training -- Run-I(A)
Level 28: Surveillance -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-DefDeb/EndRdx/Rchg(29), AnWeak-Acc/Rchg(29), AnWeak-Acc/DefDeb(33)
Level 30: Bayonet -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/Rchg(31), T'Death-Dmg/EndRdx(31), T'Death-Acc/Dmg(31), T'Death-Dam%(33), T'Death-Dmg/EndRdx/Rchg(33)
Level 32: Boxing -- Acc-I(A)
Level 35: Tough -- S'fstPrt-ResKB(A)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), EndRdx-I(39)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), EndRdx-I(42)
Level 44: Call Reinforcements -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Rchg(45), ExRmnt-EndRdx/Dmg/Rchg(45), ExRmnt-Dmg/EndRdx(45)
Level 47: Tactical Training: Assault -- EndRdx-I(A)
Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
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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+(50)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(46)
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Good recharge, only violated rule of 5 on a 10% regen, picked up some more melee def to help with higher cons/debuffs, surveilance, call reinforcements, and webnade. Thinking going cardiac as well.

Thoughts?


 

Posted

Not to derail the thread, but does anyone know for certain whether Bayonet can crit from hide or not, assuming your Huntsman dipped into the Bane secondary for Cloaking Device (and related goodies)?

As to your most recent build, Alexandras... the bulk of it looks alright, but there are certain strange slot choices. You've got a generic endurance slot in your +def toggles, in addition to three LotGs. If you swapped to a fourth LotG (def/end/rech, which is missing) you could grab huge chunks of extra +acc and a bit more defense for only ~.02 higher EPS per toggle (~.03 EPS for Weave). Similarly, you have two end redux in Assault, when the second one just gives .06 EPS. Remember, end redux becomes exponentially less impressive the more you have of it, and if you DO plan on taking Cardiac, these slots will be even less important. You could slide some slots around to add to Call Reinforcements (more dam/rech would be nice), or add some to Tough (if you plan on using it as more than a -KB mule and stepping stone to Weave). You could also add a Performance Shifter proc to Stamina, if you're worried about endurance usage; swapping from 3 generics to 1 generic, along with Perf. Shifter +end, +end/*, and the proc can add an effective +.11 EPS, along with slightly faster movespeed and 20 max hp. Oh, and if you're not too attached to the heal proc, you can sub out the Entropic Chaos set in Single Shot for Devastation like you have in Burst - you'll get way more accuracy, and trade out the redundant +10% regen for more max hp. Alternatively, you could shake it up and add in some procs - Achilles Heel, Lady Grey, Shield Breaker, Devastation, and Apocalypse are all possibilities.

Btw, I really like your creative slotting in Heavy Burst. I may just need to borrow that for some of my cones.


Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.

 

Posted

Quote:
Originally Posted by Doctor_Kumquat View Post
Not to derail the thread, but does anyone know for certain whether Bayonet can crit from hide or not, assuming your Huntsman dipped into the Bane secondary for Cloaking Device (and related goodies)?
I have both Cloaking Device and Bayonet on my Huntsman, and can verify that it does indeed crit from hide.


 

Posted

Thanks for pointing out the fourth LotG slot, forgot to swap out one of them- I already have 4 +9% from the Posi's and Adj Target. I slotted the E.C.s because I was already capped for the HP bonus in Devastation, and the +HP chance seemed best put in my quickest recharge attack.

So to tighten it up a bit:
Drop slot from assault, add to Stamina, and slot 3 P.S. there
Swap in 1 more LoTG D/E/R
Drop the EndRed from Cloaking Device, Add recharge to Call Reinforcements= 4 second downtime


Anything else?