Really expensive, highly survivable BANE build
I no longer run Bane builds, but If I was I'd run something like the following:
Wlyfen - Lucia 1A
Musculature Radial Paragon - for the endmod and damage.
Cardiac Boost (any) - Only if Musculature wasn't enough wind, and the Recovery Serum temp still wasn't enough
Nerve Radial Boost (or higher) - for the defense buff, then you could remove the pvp and remain soft-capped.
Spiritual (Any)- To get the big hitters up more often.
You could also look at Vengeance for the last power, for an added defense buffer against debuffs when the team starts taking damage. My personal preference would likely be vengeance.
I put this build together today since I am back playing my SoA after several months. I went Bane single target and mostly melee and it should be very survivable. I haven't made it to 50 yet, so can't tell you for sure how well this build will work.
Villain Plan by Mids' Villain Designer 1.92
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: Leadership
Power Pool: Teleportation
Villain Profile:
Level 1: Bash -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(3), Stpfy-EndRdx/Stun(3), Stpfy-Stun/Rng(5), Stpfy-Acc/Stun/Rchg(43), Dmg-I(46)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(50)
Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(7)
Level 4: Wolf Spider Armor -- S'fstPrt-ResKB(A)
Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), GSFC-ToHit/Rchg(7), Rec'dRet-ToHit/Rchg(9)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(34)
Level 12: Pulverize -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(21), Stpfy-Acc/Stun/Rchg(23), Dmg-I(43)
Level 14: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(27), Decim-Build%(40)
Level 16: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(46)
Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dmg/EndRdx(21), P'ngS'Fest-Acc/Dmg(23), P'ngS'Fest-Dmg/Rchg(37)
Level 20: Tactical Training: Assault -- EndRdx-I(A)
Level 22: Assault -- EndRdx-I(A)
Level 24: Mental Training -- Run-I(A)
Level 26: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(50)
Level 28: Surveillance -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-DefDeb/EndRdx/Rchg(31), AnWeak-Acc/Rchg(34), AnWeak-Acc/DefDeb(45), ShldBrk-DefDeb/EndRdx/Rchg(45), ShldBrk-DefDeb(46)
Level 30: Placate -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(50)
Level 32: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34), GSFC-Build%(48)
Level 35: Crowd Control -- FrcFbk-Rechg%(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 38: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(39), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(40)
Level 41: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(42), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-+Res(Pets)(45)
Level 44: Super Jump -- EndRdx-I(A)
Level 47: Recall Friend -- EndRdx-I(A)
Level 49: Vengeance -- Mrcl-Rcvry+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(48), Numna-Heal(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc(9), Efficacy-EndMod/EndRdx(40)
Level 4: Ninja Run
------------
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I'll assume you're using the first two attacks as set mules, and you plan on an attack chain of Pulverize, Poison Ray, Shatter, Crowd Control. After Suppression your melee defense of of 36m/49r/36a is too low for a melee character. You skipped VG which is nearly unfathomable, but maybe you're hoping the extra recharge makes up for the loss. While your regen is a touch above average, it's not enough to make up the survivability gap.
You'll be taking 2.8x more damage than if you softcap, while recovering 60% less health. Total Survivability between the two being in the 120 for your build vs 500 to 1000 for a softcap build with more regen or aid-self.
I know when they changed BotZ, it dropped my ranged/AoE to 38 from 45, The end result being I was twice as vulnerable, both subjectively and objectively. I was no longer able to solo the cysts in the ITF (+2x8) with impunity without inspirations. Nor was I able to bounce around +2x8 Rikti on the LGTF without pausing if they got in a few extra lucky shots. On the other hand, I was still very sturdy, just less so than before. Once I resealed my defenses to soft-cap or a bit over, I was once again able to pop cysts when I wanted to. However, even soft-capped, a small purple is still useful to help cover the massive debuffs from the Cimerorans causing cascading defense failure.
On the positive side, with the massive recharge you'll be running 150 x 1.2 = 180 dps, a bit more with procs. A more defensive build would have to sacrifice some of that raw offense and would likely range closer to 120 * 1.4 = 170 dps, considerably less raw damage, but compensated for by greater -res.
This is the Bane build I'm planning for Bane of the Living, my Soldier. I like having the option of going either Bane or Crab so I'm going to be making a Crab build later as well.
Goals of the Bane build:
- Cap positional defense. All three are 51% or higher, which translates down to a bit over 45% after suppression hits Cloaking Device.
- Big single target damage. The Mace melee attacks cover this nicely, and I also picked up Poisonous Ray since it combos so nicely with Venom Grenade.
- Debuff. This is Venom Grenade (40% resist debuff to Toxic and 20% to everything else) and Surveillance (23% defense debuff and 20% resist debuff). Poisonous Ray also has a 11% defense debuff, although that's just an added bonus on top of the damage.
- Team buff. Since most of my personal defense comes from the two Maneuvers, this is an added bonus from the defense cap. Additionally, I picked up the Soldier Tactics and both Assaults. 21% defense, 15.75% To-Hit, and 30% Damage buff for everyone.
- Recharge. Between Mental Training, Hasten, and set bonuses, total additional recharge is 140%. Not quite enough for perma-Hasten, but only about 20 seconds downtime.
- End Recovery. Thanks to Conditioning, Stamina, and plenty of boosts from IOs, recovery is almost 2 per second even with all the toggles running.
Added benefit of this build...it's not hugely expensive. I know the OP said money was no object, but for anyone with a budget, this will be a lot easier to find than a build that uses a lot of Hami-Os, purple sets, and/or PvP IOs.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Bane of the Living-BANEPLAN: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Villain Profile:
Level 1: Bash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(13), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(15)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(3), S'fstPrt-ResKB(3), ImpSkn-Status(5), Aegis-Psi/Status(5), ResDam-I(7)
Level 2: Combat Training: Defensive -- Krma-ResKB(A)
Level 4: Wolf Spider Armor -- ResDam-I(A)
Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(7), RechRdx-I(9)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(40)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(11), DefBuff-I(15)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42)
Level 14: Pulverize -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(40), S'ngH'mkr-Dmg/Rchg(40), S'ngH'mkr-Dmg/EndRdx/Rchg(43)
Level 16: Poisonous Ray -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(45), LdyGrey-DefDeb/Rchg(45), LdyGrey-DefDeb/Rchg/EndRdx(45)
Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(43)
Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(27), GSFC-Build%(29)
Level 22: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(23), LkGmblr-Rchg+(23)
Level 24: Cloaking Device -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(25)
Level 26: Mental Training -- Run-I(A)
Level 28: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(33), ShldBrk-Acc/Rchg(34), ShldBrk-DefDeb/EndRdx/Rchg(34), ShldBrk-Acc/EndRdx/Rchg(34), ShldBrk-%Dam(37)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 32: Crowd Control -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(46), Sciroc-Dmg/Rchg(46), Sciroc-Acc/Dmg/EndRdx(46), Sciroc-Dam%(48)
Level 35: Web Cocoon -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(37)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), S'bndAl-Dmg/Rchg(50)
Level 41: Tactical Training: Assault -- EndRdx-I(A)
Level 44: Assault -- EndRdx-I(A)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Placate -- RechRdx-I(A), RechRdx-I(50)
Level 50: Musculature Radial Paragon
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Conditioning
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(17), P'Shift-EndMod/Acc/Rchg(31), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc(33), P'Shift-End%(37)
------------
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Iron Eagles
Here's the 2nd build as a Bane I'm considering for my current crab.
Soft-capped to M/R/A with Cloaking up. Has Aid Self to help with survivability. Double-armors to help with mezzes.
Abandoned Poison Ray because of the heinous animation time + redraw that makes the whole Venom+PR combo feel like it takes FOREVER.
My biggest concerns here are the lack of AOE in the build but I guess that's what the Crab build (my current build) is for. I wish Shatter had a cone like on War Mace.
I also wish I could get the pet recharge down more.
Villain Plan by Mids' Villain Designer 1.92
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: Speed
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Bash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg(7), C'ngImp-Dmg/EndRdx(21)
Level 1: Wolf Spider Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(46)
Level 2: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(43)
Level 4: Bane Spider Armor Upgrade -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-EndRdx/Rchg(5), Aegis-ResDam/Rchg(9), Aegis-ResDam/EndRdx/Rchg(13)
Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(25)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(23)
Level 14: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(19)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25)
Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(31)
Level 20: Aid Other -- Heal-I(A)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37)
Level 26: Tactical Training: Assault -- EndRdx-I(A)
Level 28: Surveillance -- Achilles-DefDeb(A), ShldBrk-Acc/EndRdx/Rchg(40), ShldBrk-Acc/Rchg(43), ShldBrk-DefDeb/EndRdx/Rchg(43), ShldBrk-Acc/DefDeb(50)
Level 30: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
Level 32: Crowd Control -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), FrcFbk-Rechg%(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 38: Call Reinforcements -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg(39), C'Arms-+Def(Pets)(40), EdctM'r-PetDef(40)
Level 41: Web Envelope -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42)
Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
Level 47: Summon Blaster -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg(48)
Level 49: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-End%(3)
------------
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If you want to make a "tough" Bane, Tough is a must.
I used to think my Fortunata already survives so well but there were times when Battle Maiden killed me in one hit but with my new build (with Tough), she needs 2 hits to kill me which buys me a lot more time to eat inspirations and run away.
That S/L resistance is going to decide whether you die in one hit or not. Most late-game AVs do S/L damage. ITF is a good example of how valuable Tough is in terms of survival. Those sword attacks can reduce your defense greatly and you'll need resistance to back up your survival.
However, I am not saying Tough is a must-take. My current Bane build doesn't have Tough. I chose to take double Maneuver and Assault and Shatter Armor route because I value team buffs/debuffs more.
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.
Great insight guys. I appreciate it.
I have reworked my build to include Venom Grenade and Shatter Armor. It is still very expensive with all the procs and massive recharge, but should be very survivable.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Arbiter Gruum(Bane Build): Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Bash -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(3), Stpfy-EndRdx/Stun(3), Stpfy-Stun/Rng(5), Stpfy-Acc/Stun/Rchg(43)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(50)
Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(7)
Level 4: Wolf Spider Armor -- S'fstPrt-ResKB(A)
Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), GSFC-ToHit/Rchg(7), Rec'dRet-ToHit/Rchg(9)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(34)
Level 12: Pulverize -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(21), Stpfy-Acc/Stun/Rchg(23)
Level 14: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(27), Decim-Build%(40)
Level 16: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(46)
Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dmg/EndRdx(21), P'ngS'Fest-Acc/Dmg(23), P'ngS'Fest-Dmg/Rchg(37)
Level 20: Tactical Training: Assault -- EndRdx-I(A)
Level 22: Assault -- EndRdx-I(A)
Level 24: Mental Training -- Run-I(A)
Level 26: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(50)
Level 28: Surveillance -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-DefDeb/EndRdx/Rchg(31), AnWeak-Acc/Rchg(34), AnWeak-Acc/DefDeb(42), ShldBrk-DefDeb/EndRdx/Rchg(43), ShldBrk-Acc/EndRdx/Rchg(45)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(50)
Level 32: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34), GSFC-Build%(42)
Level 35: Crowd Control -- FrcFbk-Rechg%(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 38: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
Level 41: Web Envelope -- RtngG-Acc/Rchg(A), RtngG-Acc/EndRdx(42), RtngG-Acc/Immob/Rchg(43), RtngG-EndRdx/Immob(48)
Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(46)
Level 47: Super Jump -- EndRdx-I(A)
Level 49: Vengeance -- Mrcl-Rcvry+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(48), Numna-Heal(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc(9), Efficacy-EndMod/EndRdx(40)
Level 4: Ninja Run
------------
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I've taken up your challenge, and come up with a build that is even tougher:
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PS: Yes, I took Mace Blast instead of Poisonous Ray, mainly because for this character's one ranged attack, I wanted something front-loaded and far reaching. For something only 40 meters away, I'll just fly over and klonk him upside the head. I want something that will bring down runners from a lot further off.
PPS: My defense totals don't include Cloaking Device at all, so it's possible that with that running he's totally positionally capped.
Here, I did some more fiddling, and now this build is 100% positional capped and sports a hair more smashing/lethal resistance, plus marginally lower end-costs for toggles, thanks to Aegis in Tough.
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When you abosolutely, POSITIVELY, GOTSTA tank Tower-Buffed Lord Recluse without defense buffs from your teammates.
Villain Plan by Mids' Villain Designer 1.92
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: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Bash -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(3), T'Death-Dmg/Rchg:35(3), T'Death-Acc/Dmg/EndRdx:35(5), T'Death-Dmg/EndRdx/Rchg:35(39), T'Death-Dam%:35(40)
Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam:40(5), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11)
Level 2: Bane Spider Armor Upgrade -- GA-3defTpProc:50(A), RctvArm-ResDam:40(15), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19)
Level 4: Combat Training: Offensive -- Acc-I:50(A), Acc-I:50(21)
Level 6: Combat Training: Defensive -- DefBuff-I:50(A), DefBuff-I:50(7), DefBuff-I:50(7)
Level 8: Boxing -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(43), Mako-Dmg/Rchg:40(43), Mako-Acc/EndRdx/Rchg:40(45), Mako-Acc/Dmg/EndRdx/Rchg:40(45), Mako-Dam%:40(45)
Level 10: Tactical Training: Maneuvers -- HO:Enzym(A), HO:Enzym(11)
Level 12: Pulverize -- T'Death-Dam%:35(A), T'Death-Acc/Dmg:35(13), T'Death-Dmg/EndRdx:35(13), T'Death-Dmg/Rchg:35(15), T'Death-Acc/Dmg/EndRdx:35(40), T'Death-Dmg/EndRdx/Rchg:35(40)
Level 14: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(23), Aegis-ResDam/Rchg:50(25), Aegis-EndRdx/Rchg:50(27), Aegis-ResDam/EndRdx/Rchg:50(27)
Level 16: Tactical Training: Assault -- EndRdx-I:50(A), EndRdx-I:50(23)
Level 18: Combat Jumping -- HO:Enzym(A), HO:Enzym(19)
Level 20: Weave -- HO:Enzym(A), HO:Enzym(21)
Level 22: Shatter -- T'Death-Dmg/EndRdx/Rchg:35(A), T'Death-Acc/Dmg:35(37), T'Death-Dmg/EndRdx:35(39), T'Death-Dmg/Rchg:35(39), T'Death-Acc/Dmg/EndRdx:35(42), T'Death-Dam%:35(42)
Level 24: Cloaking Device -- HO:Enzym(A), HO:Enzym(25)
Level 26: Placate -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(43)
Level 28: Surveillance -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(29), ShldBrk-Acc/Rchg:30(29), ShldBrk-DefDeb/EndRdx/Rchg:30(31), ShldBrk-Acc/EndRdx/Rchg:30(31), ShldBrk-%Dam:30(33)
Level 30: Maneuvers -- HO:Enzym(A), HO:Enzym(31)
Level 32: Crowd Control -- Oblit-Acc/Dmg/Rchg:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Sciroc-Acc/Dmg/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(34), Erad-Acc/Dmg/Rchg:30(34)
Level 35: Tactical Training: Leadership -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(37)
Level 38: Poisonous Ray -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(48), Dev'n-Acc/Dmg/EndRdx/Rchg:50(48)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(46), RechRdx-I:50(46)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg/Rchg:50(A)
Level 47: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(50)
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(50), Efficacy-EndMod:50(50)
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Ugh. Too many tradeoffs, imo. Yes, you have some debuff protection in your insanely high defenses, but you're giving up global recharge and damage, and some of the powers you slot are garbage. Is it really worth it to 5-slot wolf spider armor for 1.7% resist to S/L? Or to 6-slot boxing, really? I could see sucking up some redraw for Venom Grenade, but boxing to push your already ridiculous ranged defense over 70%?
Survivability is one thing, but you're leaving tons of damage on the table to pick up defenses that are ridiculously above the cap, just so you can stand in front of an AV you can't actually hurt, because you don't have any powers to debuff his regeneration. Leave the tanking to the tankers, the Bane is a stalker with a bit of corrupter mixed in.
Ugh. Too many tradeoffs, imo. Yes, you have some debuff protection in your insanely high defenses, but you're giving up global recharge and damage, and some of the powers you slot are garbage. Is it really worth it to 5-slot wolf spider armor for 1.7% resist to S/L? Or to 6-slot boxing, really? I could see sucking up some redraw for Venom Grenade, but boxing to push your already ridiculous ranged defense over 70%?
Survivability is one thing, but you're leaving tons of damage on the table to pick up defenses that are ridiculously above the cap, just so you can stand in front of an AV you can't actually hurt, because you don't have any powers to debuff his regeneration. Leave the tanking to the tankers, the Bane is a stalker with a bit of corrupter mixed in. |
I didn't say the build was a GOOD build (or even a relatively playable build). It's simply a corner-case build, and pretty much useless in general play.
Problem is Hyper, banes don't get energy mastery APP... wish mids would update that oversight.
For a top end, well rounded bane I'd say you are looking at a number of things: high hps (close to 1800ish), perma-hasten, softcapped defenses, 30+ regen/sec and decent resists. And, if possible, mag 10 KB protection and perma-pets (why I don't really know, as they tend to melt soon after you summon them... but considering most banes tout this as their "dps" I threw it in as a challenge).
Numbers to shoot for, as it's all completely doable except for the mag 10 KB I think (which is just 3 pieces of Glad Armor in two resists + a steadfast KB IO - I ran mag 4 only, which served me well until pylons or MI pets attacked me). It's the number my bane ran when I thought it was something I wanted to play.
Problem is Hyper, banes don't get energy mastery APP... wish mids would update that oversight.
For a top end, well rounded bane I'd say you are looking at a number of things: high hps (close to 1800ish), perma-hasten, softcapped defenses, 30+ regen/sec and decent resists. And, if possible, mag 10 KB protection and perma-pets (why I don't really know, as they tend to melt soon after you summon them... but considering most banes tout this as their "dps" I threw it in as a challenge). Numbers to shoot for, as it's all completely doable except for the mag 10 KB I think (which is just 3 pieces of Glad Armor in two resists + a steadfast KB IO - I ran mag 4 only, which served me well until pylons or MI pets attacked me). It's the number my bane ran when I thought it was something I wanted to play. |
Single Shot only takes 0.9s, Burst is 1s and Bayonet is 1.67s. Bayonet's base damage after DoT is actually "decent".
I am thinking of 3 proc damage: Chance for lethal, negative and maybe AH proc.
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.
For a top end, well rounded bane I'd say you are looking at a number of things: high hps (close to 1800ish), perma-hasten, softcapped defenses, 30+ regen/sec and decent resists. And, if possible, mag 10 KB protection and perma-pets (why I don't really know, as they tend to melt soon after you summon them... but considering most banes tout this as their "dps" I threw it in as a challenge).
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Here you all go, my take on the ultimate bane build: 30 hp/sec regen, 119 sec rech on hasten, 244 sec rech on pets, 10 KB protection, 1784 hps, SCed to all postionals, and 40% S/L resists. Should be end sustainable. Expensive as hell though.
Also Jibikao I don't play soldier and haven't tried a wolf spider at all, but I can try a build if you give me more details.
Anyway, here's my bane attempt:
Edit: Tried tweaking the build a bit, got hps up to 1824 and s/l resists to almost 47% but at the cost of about 15% recharge. I think the link I posted (found linked in the below post) is the best balance all around.
Here you all go, my take on the ultimate bane build: 30 hp/sec regen, 119 sec rech on hasten, 244 sec rech on pets, 10 KB protection, 1784 hps, SCed to all postionals, and 40% S/L resists. Should be end sustainable. Expensive as hell though.
Also Jibikao I don't play soldier and haven't tried a wolf spider at all, but I can try a build if you give me more details. Anyway, here's my bane attempt: http://www.cohplanner.com/mids/downl...10E37F3FDAF9D9 |
So, welcome to the 24 BILLION dollar Bane... whoa!
So, According to inflation, the 6 million dollar man would cost, today, around 24 million...
So, welcome to the 24 BILLION dollar Bane... whoa! |
But that's nothing compared to one of my widow builds (the blood widow with some fort powers mixed in), probably 25 billion + invested in her by the current market value. But it is the craziest build I've ever come up with. Currently she's only at 1440 hps, but is not only softcapped to all positionals, she's running base 26% resists to S/L (which is nice when coupled with sliding resists) and 85% to psionics <--- yes she's resist capped to psi. Also is permahasten and can hit +160 damage on her own. Powerful toon.
Anyways, yeah hopefully that bane build is of some use to you all.
Impressive. Just one question though:
What percentage of Cloaking Device's defense is suppressed during combat? Is it just half?
Okay, I have a request, in keeping with this concept...
What about a survivable (nearly) melee-only Bane that would be sort of the place-keeper whilst getting the inf together to turn it into the bad @$$ above?
I have a Bane that just hit 48, and he is melee only and has no pets, but has double leadership, hasten & SS, mace mastery (again, no pet), and fighting.
So, until I get the SERIOUS cash to outfit him (and honestly, I have 3 50s to outfit before I get to him, but I still want to play him), I want a build that will be servicable until the inf may be set aside for him.
Ideas?
Here you all go, my take on the ultimate bane build: 30 hp/sec regen, 119 sec rech on hasten, 244 sec rech on pets, 10 KB protection, 1784 hps, SCed to all postionals, and 40% S/L resists. Should be end sustainable. Expensive as hell though.
Also Jibikao I don't play soldier and haven't tried a wolf spider at all, but I can try a build if you give me more details. Anyway, here's my bane attempt: Edit: Tried tweaking the build a bit, got hps up to 1824 and s/l resists to almost 47% but at the cost of about 15% recharge. I think the link I posted (found linked in the below post) is the best balance all around. |
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.
post a copy of the Fortunata, too. I'd be interested to see it.
I'm looking for a Bane build with high ST damage and great survivability. Cost is not an issue. If you have anything close, please post your build.
Thanks.