Huntsman/Crab?


Adeon Hawkwood

 

Posted

So I'm thinking of trying a SoA and while I'm not interested in any of the Bane aspects, I am interested in both a Crab or Huntsman build but can't really decide between them. This got me to thinking of trying a hybrid build, so what I want to ask is: is a Huntsman/Crab dual build viable? And if it is what is its strengths and weaknesses? What powers are a must and which ones are skipable? Etc. etc.

Pre-thanks to any help.


I can't be bothered to think of something amazingly wise or witty to show how much of a genius I am, just take my word for it.

 

Posted

Do you mean a build with both soldier and crab attacks or two separate builds, a full soldier build and a full crab build?

I've seen people with soldier and crab powers and it seems to be working well, I would personally just take heavy burst and the burst powers from soldier pool.

As for having 2 separate builds, I don't see why. One of the reasons people play soldier builds is to avoid having the legs on your back, which will happen if one of your builds is a crab. Like people say, if you have the legs, you might as well go for the crab.
I've played a crab and my most used character at the moment is a soldier, but I don't think soldier does anything that much better than crab. In my experience Crab is more sturdier, but soldier gets cloack and exectioners strike (or bayonet critical.) So I would say that soldier has slightly higher ST damage than a crab. The crab and soldier have a big AOE potential though. The soldier build also cycles through attacks pretty fast, but you have to take redraw into the account, especially if you take BU.

When comparing to a normal bane build though, I would say huntsman/soldier/gunbane is better or at least more enjoyable build.

Edit: As for skippable powers, well depends what kind of build you are talking about. The only powers which I wouldn't take on soldier build no matter what are Call Reinforcements and the passive +acc power.


 

Posted

I was referring to a build with both crab and solider attacks. It seems to me that that at least some of the first powers powers are pretty much identical stat wise between the two, as well as the frag and venom grenades so I'm curious whether it would make much difference to take either.

Another two question I have: firstly, about redraw on a huntsman/crab, does using crab attacks force you to redraw the rifle for huntsman attacks? And secondly, can a huntsman/crab or even just a full crab play well without pets? Or does it severely hurt them?


I can't be bothered to think of something amazingly wise or witty to show how much of a genius I am, just take my word for it.

 

Posted

Quote:
Originally Posted by Brightwel View Post
I was referring to a build with both crab and solider attacks. It seems to me that that at least some of the first powers powers are pretty much identical stat wise between the two, as well as the frag and venom grenades so I'm curious whether it would make much difference to take either.

Another two question I have: firstly, about redraw on a huntsman/crab, does using crab attacks force you to redraw the rifle for huntsman attacks? And secondly, can a huntsman/crab or even just a full crab play well without pets? Or does it severely hurt them?
My first Crab build is using Burst from soldier and the rest are crab powers. If you use crab attacks and then use soldier's, you will draw Rifle out but not vice versa. If you use Soldier attack first and then crab, there is no redraw.


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

Yeah, Jibikao pretty much explained it.

As for pets, crab can still function well without pets. My crab had no pets and it didn't slow the character down one bit. The small bots are OK, but I have a big disliking for the 2 bigger bots, since they get wrecked in an instant.

Edit: Also I remember someone saying that the channelgun (if I remember correctly) is inferior to the burst. I can't verify though.


 

Posted

Quote:
Originally Posted by Gaspard View Post
Edit: Also I remember someone saying that the channelgun (if I remember correctly) is inferior to the burst. I can't verify though.
I suspect you mean Longfang since that is the power equivalent to Burst. It is slightly worse due to a longer animation time (2s compared to 1s) however the lack of redraw might make it preferable.


 

Posted

Quote:
Originally Posted by Brightwel View Post
And secondly, can a huntsman/crab or even just a full crab play well without pets? Or does it severely hurt them?
A Crab can be perfectly fine without pets. Personally I like having them out but I don't feel particuarly weak while waiting for them to recharge.


 

Posted

Quote:
Originally Posted by Gaspard View Post

Edit: Also I remember someone saying that the channelgun (if I remember correctly) is inferior to the burst. I can't verify though.
Quote:
Originally Posted by Adeon Hawkwood View Post
I suspect you mean Longfang since that is the power equivalent to Burst. It is slightly worse due to a longer animation time (2s compared to 1s) however the lack of redraw might make it preferable.
Both crab single target attacks are inferior to the equivalent attack in the soldier tree as they both have a lot longer activation, longfang is simply the worst offender at 2s to bursts 1s. The primary 'value' to the huntsman build, whether you are a crab or a bane, is the fast activating attacks in the soldier tree. If you want to do a huntsman crab, I would suggest picking up most of your attacks form the soldier tree to cut down on redraw and capitalize on the faster attacks.

I do have a huntsman build on my crab, as I wanted to see if that felt superior to my bane hunstsman and my conclusion is that its hard to tell. I basically gave up cloaking device and surveilance for fortification and serum. I also dropped a pool attack so I could take suppression, which was pretty much the only power I took from the crab primary tree. The result is a huntsman that provides about the same amount of group buffs, a little less debuffs (the 20% in surviellance and 15% in arctic breath, which I dropped for suppression) but is a lot tougher when enemies do close. Here is my crab hunstman build:

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

Click this DataLink to open the build!

Midnight Carnage: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
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: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(7)
Level 2: Burst -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(11), Mael'Fry-Dmg/EndRdx/Rchg(11)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 6: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/EndRdx(13), Enf'dOp-Immob/Rng(15), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-Acc/Immob(17)
Level 8: Heavy Burst -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(17), Det'tn-Dmg/Rng(19), Det'tn-Acc/Dmg/EndRdx(19), RechRdx-I(21), Achilles-ResDeb%(21)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(23), LkGmblr-Rchg+(23)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(27), RechRdx-I(29)
Level 14: Suppression -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(29), Det'tn-Dmg/Rng(31), Det'tn-Acc/Dmg/EndRdx(31), AnWeak-Acc/Rchg/EndRdx(31)
Level 16: Boxing -- Empty(A)
Level 18: Tough -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(33), ResDam-I(33)
Level 20: Weave -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(33), LkGmblr-Rchg+(34)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(36)
Level 26: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(36)
Level 28: Serum -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(37)
Level 30: Tactical Training: Leadership -- GSFC-ToHit/EndRdx(A), GSFC-Rchg/EndRdx(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-ToHit(39), GSFC-ToHit/Rchg(40), GSFC-Build%(40)
Level 32: Super Jump -- Winter-ResSlow(A)
Level 35: Summon Spiderlings -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(42), RechRdx-I(42)
Level 38: Maneuvers -- LkGmblr-Def/EndRdx(A), S'dpty-Def(43), LkGmblr-Def(43)
Level 41: School of Sharks -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-Acc/Immob(43), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Rchg(45), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Immob/Rng(46)
Level 44: Bile Spray -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(46), Det'tn-Dmg/Rchg(46), Det'tn-Acc/Dmg/EndRdx(48), RechRdx-I(48)
Level 47: Tactical Training: Assault -- EndRdx-I(A)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48), Heal-I(50)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50), P'Shift-End%(50)
Level 1: Conditioning
Level 4: Ninja Run
------------



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As you can see I didn't go totally petless - spiderlings are just to nice and are a cheap place to get a 6.25% global recharge bonus for only 4 slots.


Globals: @Midnight Mystique/@Magik13

 

Posted

I did something similar, but sacrificed more on the offensive side to cap out all three vectored defenses.
I also ended up trading in Aid Self in order to fit in all the powers and slots. I have Rebirth +Regeneration T4.
I Kept both sets of pets, but did drop one slot in the Reinforcements.
I'm still deciding between Frag or Suppression in that power pick. If Frag doesn't annoy me too much, it has the better activation time, otherwise I'll deal with suppression and redraw.

I have another version that's more offensive once I pick up the PVP defense IO.
I could also pick back up Aid Self once I get the PvP defense IO, but for now I think Rebirth +Regeneration T4 will have to do. It is a debate, resist or healing or both.

Personally, I currently prefer the bane version with more offense, with aid self, and no resist; but I'm keeping this one on the back burner in the alternate build slot to try the different variations for comparison.

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

Click this DataLink to open the build!

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

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



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Posted

I notice that neither of the provided builds have any crab melee powers, and I've read elsewhere that they're the worst of the three paths (though I don't see how hitting someone with a rifle butt is supposed to be more effective than slashing them with MASSIVE MECHANICAL CLAWS), is this true? And is it truly worth taking any of them?


I can't be bothered to think of something amazingly wise or witty to show how much of a genius I am, just take my word for it.

 

Posted

Quote:
Originally Posted by Linea_Alba View Post
Personally, I currently prefer the bane version with more offense, with aid self, and no resist; but I'm keeping this one on the back burner in the alternate build slot to try the different variations for comparison.
Linea, could you post your Bane build (referenced above) for comparison please?


 

Posted

It's not a "Bane" build, but a Bane Armor based Huntsman. "Bane" Builds are my least favorite, even though they were my first builds for Soldiers.

This is the version without the PvP IO. The PvP IO helps with a bit more defense and recharge in the build. It and the change in slotting it allows would close the gap in the Melee Mace Attack Chain. But I honestly don't feel like the gain is worth the cost for this build, where as the PvP IO gives the Crab Version another AoE to use. I can only afford 1 PvP IO, so I have to choose carefully where and which build to use it.

I typically solo +4x8 with the exception of:
Carnies: There are just too many holds for 4 status protection. A spawn of all Master Illusionists can even hold through 16 status protection, 4 is just pathetic. The Fortunata typically eats these for lunch, but every now and then they get the better of her, when they get lucky.
Arachnos: I have to be very careful of the Psy based -defense. If even one lands, it's bad news. The Fortunata is not nearly so sensitive to -defense.
Cheat DE (as opposed to regular DE): Even the Fortunata struggles with these, and she has almost Apexe Defense Levels. She has to make sure Aura of Confusion is up before she tackles them.
Cimerorans: I can hunt these, but I have to stay on my toes, move around, and kite more than I'd like. It's inefficient. Better to just drop them a level to +2 or +3 and mow them down like weeds. Otherwise, one lucky hit and I'm cascading to dead in a blink.
There may be others, but I don't recall them right now.

I use 3 different attack chains depending on the situation, and to minimize the redraw. Redraw really does kill the overall performance is you aren't careful. But, redraw and all, I love the versatility. I have good damage regardless, and good -resistance. I can stay at range, or I can dive in and put the extra -resist and a few good thumps on hard targets when needed.

I'm generally either using the ranged attacks, sometimes with Bayonet, sometimes not; or I'm closing into Melee for Shatter->Crowd Control->Shatter Armor->Shatter->Crowd Control->back to ranged.

It's by no means "optimal", there's nothing optimal about a huntsman build. It's more of a "not best at anything, but really good at several things".

Or you can look through the archives of builds I've collected, probably even some of your builds, at:

https://docs.google.com/leaf?id=0B1O...NmM5ODVi&hl=en (Google Docs/Gmail Login may be required)

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

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Wlyfen - Lucia 2A: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Single Shot -- Ruin-Acc/Dmg:40(A), Ruin-Dmg/EndRdx:40(3), Ruin-Dmg/Rchg:40(3), Ruin-Acc/EndRdx/Rchg:40(5), Ruin-Acc/Dmg/Rchg:40(5), Achilles-ResDeb%:20(7)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+:30(A)
Level 2: Combat Training: Defensive -- Ksmt-ToHit+:30(A), Krma-ResKB:30(50)
Level 4: Burst -- Ruin-Acc/Dmg:33(A), Ruin-Dmg/EndRdx:33(11), Ruin-Dmg/Rchg:33(11), Ruin-Acc/EndRdx/Rchg:33(13), Ruin-Acc/Dmg/Rchg:33(13), Achilles-ResDeb%:20(15)
Level 6: Hasten -- RechRdx-I:40(A), RechRdx-I:40(15), RechRdx-I:40(17)
Level 8: Heavy Burst -- Det'tn-Dmg/EndRdx/Rng:40(A), Det'tn-Dmg/EndRdx:40(17), Det'tn-Dmg/Rchg:40(19), Det'tn-Acc/Dmg:40(19), Det'tn-Acc/Dmg/EndRdx:40(21), Achilles-ResDeb%:20(21)
Level 10: Tactical Training: Maneuvers -- HO:Enzym(A), LkGmblr-Def/EndRdx:50(23), LkGmblr-Rchg+:25(23)
Level 12: Venom Grenade -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(25), Ragnrk-Acc/Dmg/Rchg:50(25), Ragnrk-Acc/Rchg:50(27), Ragnrk-Dmg/EndRdx:50(27), Posi-Dam%:40(29)
Level 14: Bayonet -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(29), T'Death-Dmg/Rchg:40(31), T'Death-Acc/Dmg/EndRdx:40(31), T'Death-Dmg/EndRdx/Rchg:40(31), T'Death-Dam%:40(33)
Level 16: Aid Other -- HO:Golgi(A)
Level 18: Aid Self -- Numna-Heal/EndRdx/Rchg:40(A), Dct'dW-Heal/EndRdx/Rchg:40(33), Numna-Heal/EndRdx:40(33), Numna-Heal/Rchg:40(34)
Level 20: Maneuvers -- HO:Enzym(A), LkGmblr-Def/EndRdx:50(34), LkGmblr-Rchg+:25(34)
Level 22: Combat Jumping -- HO:Enzym(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Rchg+:25(36)
Level 24: Cloaking Device -- HO:Enzym(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Rchg+:25(37)
Level 26: Tactical Training: Leadership -- GSFC-ToHit:40(A), GSFC-ToHit/Rchg:40(37), GSFC-ToHit/Rchg/EndRdx:40(37), GSFC-Rchg/EndRdx:40(39), GSFC-ToHit/EndRdx:40(39), GSFC-Build%:40(39)
Level 28: Mental Training -- Run-I:40(A)
Level 30: Shatter -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(40), T'Death-Dmg/Rchg:40(40), T'Death-Acc/Dmg/EndRdx:40(40), T'Death-Dmg/EndRdx/Rchg:40(42), T'Death-Dam%:40(42)
Level 32: Crowd Control -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(42), Erad-Dmg/Rchg:30(43), Erad-Acc/Dmg/Rchg:30(43), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Erad-%Dam:30(45)
Level 35: Surveillance -- Acc-I:35(A)
Level 38: Call Reinforcements -- S'bndAl-Acc/Dmg/Rchg:50(A), S'bndAl-Acc/Rchg:50(45), S'bndAl-Dmg/EndRdx:50(45), ExRmnt-Acc/Dmg/Rchg:40(46), ExRmnt-EndRdx/Dmg/Rchg:40(46), C'Arms-+Def(Pets):30(46)
Level 41: Web Envelope -- Acc-I:40(A)
Level 44: Shatter Armor -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(48), T'Death-Dmg/Rchg:40(48), T'Death-Acc/Dmg/EndRdx:40(48), T'Death-Dmg/EndRdx/Rchg:40(50), T'Death-Dam%:40(50)
Level 47: Assault -- EndRdx-I:40(A)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Dmg-I:40(A)
Level 1: Sprint -- ULeap-Stlth:40(A)
Level 2: Rest -- Heal-I:40(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I:40(A)
Level 2: Hurdle -- Jump-I:40(A)
Level 2: Health -- Numna-Regen/Rcvry+:40(A), Mrcl-Rcvry+:40(7)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(9), P'Shift-End%:50(9)
------------



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Posted

Thanks this is very helpful.

I keep bouncing around the idea of a AR/NRG blaster and then abandoning it because either (1) Fire/MM is so much better (and I already have one of those) or (2) I keep thinking a Huntsman build could do similar dmg with more versatility and survivability. But I can't find a Huntsman build I really like that feels like it can pump out the dmg.


 

Posted

It's not the raw damage, it's the (damage * -resistance) plus self-armor, team buffs, and team damage multiplication.
My ST damage on paper should be close to 200 st dps, but I suspect in-game it's closer to 180. AoE is around 600 aoe dps the way I measure it, while a Fire Blaster would be ... 180 to 220 st dps and 800 aoe dps. So call the huntsman 80% of the blaster performance. Then the huntsman damage type will most likely be more heavily resisted, so maybe 65% to 70% of the top of the line blaster, would be more fair. On the other hand, that number will be closer to 80%, or even higher, when compared to the more average blaster. Futher against the huntsman, the Huntsman has to work harder to do his offensive best, using all those debuffs. On the plus side, the huntsman is more easily armored, and brings a great deal of that armor to the team, and significantly boosts the teams damage output as well through both +damage and -resistance; all those debuffs that slow the huntsman down solo, speed the team up. In the end you have to decide if what you gain worth what you lose ?

I build as much, or more, for defense as offense. I also tend to emphasize ST capability for taking out Hard Targets, while the team deals with the AoE. However, at the same time I like to have appreciable AoE. You could definitely drop some defense in favor of recharge, AoE powers, and probably Hover. With the Crab you could drop even more defense for recharge, AoE powers, and Hover.

Fire/MM with soft-capped Ranged and AoE as high as possible if you can manage it. No, Huntsman/Crab isn't going to approach Top Tier Fire Blaster levels of offense, but they do fit solidily into the blaster range, and depending on how you build them, put out significant levels of offense as well as defense.

The following contains a graph I did for i16. Huntsman has gained one more -resistance ST power since then, in Shatter Armor. It's not gospel or anything, it's conceptual based on various builds I through together, likely including many mistakes. But it should help you visualize that not only is damage of an AT actually range and based on how you build, but where in those ranges other ATs can fit. Fire is cream of the crop for damage. AR is nice, if an only if, you can immobilize your target, but that isn't really shown in the graph. Ice is nice all around of the non-fire choices, and pretty much my default if I don't pick fire. Archery is nice in it's own way, but only after Rain of Arrows and only because Rain of Arrows is Rain of Arrows. All of which wraps back around to why I'm a huntsman, I didn't want fire, and Huntsman was like the improved AR.
http://www.repeat-offenders.net/foru..._1#entry132339


 

Posted

Here's what I respecced into based on your hovertank build. Running musculature T3 at present. Definitely not endo-sustainable solo. But on teams seems just fine. Reasonable ST chain with SingleShot-Burst-Bayonet. Empty slot in Venom is for a Rag KD, and I'll build up to the whole Rag set if I care. I burned over 1B today buying all the dang IOs you see.


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Posted

This is my current Bane/Soldier build. Extremely team-friendly with loads of -resistance debuff, aoe damage, ST damage (which is surprisingly good) and some good soft controls in Web.

I am using Cardiac right now only because that's what my first Bane build uses. I haven't had time to test Musculature. I understand +damage and -resistance stack well but I do use a lot of endurance and most of Soldier's attacks are fast but kinda lower damage so the +damage won't increase that much. I rather carry lots of Red inspirations and only one blue just in case. With Cardiac, I can probably take one of each slot in Assault leadership out but I am lazy to change the build as I am saving salvages for other Incarnate stuff. I don't know about you but I am more annoyed when my blue bar is low than having a bit lower damage.

Defense-wise, it's no Fortunata but his offensive contribution is way higher. I don't have to be the tank of the team. My role is to KILL and my defense is decent. I mostly carry just purple and red inspirations.

I haven't bought chance for knockdown purple yet. I am still considering it. I think it's worth the try even though at the expense of +recharge. Venom Grenade's radius is so large that 25% kb can be good.

Another point I want to make is that even though I took Aid Other and Aid Self, I rarely use them. I think I am better off with Tough but it's no biggie. My Bane uses Tough.

Villain Profile:
------------
Level 1: Single Shot
(A) Touch of Lady Grey - Chance for Negative Damage
(3) Achilles' Heel - Chance for Res Debuff
(3) Thunderstrike - Accuracy/Damage
(5) Thunderstrike - Damage/Endurance/Recharge
(5) Thunderstrike - Accuracy/Damage/Recharge
(7) Thunderstrike - Damage/Recharge


Level 1: Bane Spider Armor Upgrade
(A) Steadfast Protection - Resistance/+Def 3%
(13) Steadfast Protection - Knockback Protection
(13) Resist Damage


Level 2: Combat Training: Defensive
(A) Kismet - Accuracy +6%
(15) Luck of the Gambler - Recharge Speed
(43) Defense Buff


Level 4: Burst
(A) Thunderstrike - Accuracy/Damage
(7) Thunderstrike - Damage/Recharge
(9) Thunderstrike - Damage/Endurance/Recharge
(9) Thunderstrike - Accuracy/Damage/Recharge
(11) Touch of Lady Grey - Chance for Negative Damage
(11) Achilles' Heel - Chance for Res Debuff


Level 6: Wide Area Web Grenade
(A) Enfeebled Operation - Accuracy/Recharge
(34) Enfeebled Operation - Endurance/Immobilize
(36) Enfeebled Operation - Immobilize/Range
(36) Enfeebled Operation - Accuracy/Endurance
(36) Enfeebled Operation - Accuracy/Immobilize/Recharge
(37) Enfeebled Operation - Accuracy/Immobilize


Level 8: Wolf Spider Armor
(A) Resist Damage


Level 10: Tactical Training: Maneuvers
(A) Red Fortune - Defense/Endurance
(15) Red Fortune - Defense
(43) Red Fortune - Endurance
(43) Luck of the Gambler - Recharge Speed
(46) Red Fortune - Defense/Recharge
(48) Red Fortune - Defense/Endurance/Recharge


Level 12: Venom Grenade
(A) Positron's Blast - Accuracy/Damage
(17) Positron's Blast - Damage/Endurance
(17) Positron's Blast - Damage/Recharge
(19) Positron's Blast - Accuracy/Damage/Endurance
(19) Positron's Blast - Chance of Damage(Energy)
(39) Ragnarok - Chance for Knockdown


Level 14: Bayonet
(A) Touch of Death - Accuracy/Damage
(23) Touch of Death - Damage/Endurance
(25) Touch of Death - Damage/Recharge
(25) Touch of Death - Accuracy/Damage/Endurance
(27) Touch of Death - Damage/Endurance/Recharge
(27) Touch of Death - Chance of Damage(Negative)


Level 16: Tactical Training: Assault
(A) Endurance Reduction
(29) Endurance Reduction


Level 18: Frag Grenade
(A) Positron's Blast - Accuracy/Damage
(29) Positron's Blast - Chance of Damage(Energy)
(31) Positron's Blast - Damage/Endurance
(31) Positron's Blast - Damage/Recharge
(31) Positron's Blast - Accuracy/Damage/Endurance
(33) Explosive Strike - Chance for Smashing Damage


Level 20: Hasten
(A) Recharge Reduction
(33) Recharge Reduction
(33) Recharge Reduction


Level 22: Hover
(A) Luck of the Gambler - Recharge Speed


Level 24: Mental Training
(A) Run Speed


Level 26: Build Up
(A) Recharge Reduction
(34) Recharge Reduction
(34) Recharge Reduction


Level 28: Surveillance
(A) Analyze Weakness - Accuracy/Recharge
(42) Analyze Weakness - Accuracy/Endurance/Recharge
(48) Analyze Weakness - Accuracy/Defense Debuff
(48) Analyze Weakness - Defense Debuff/Endurance/Recharge


Level 30: Tactical Training: Leadership
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(42) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 32: Assault
(A) Endurance Reduction
(37) Endurance Reduction


Level 35: Pummel
(A) Stupefy - Accuracy/Endurance


Level 38: Call Reinforcements
(A) Expedient Reinforcement - Accuracy/Recharge
(39) Expedient Reinforcement - Accuracy/Damage
(39) Expedient Reinforcement - Damage/Endurance
(40) Expedient Reinforcement - Accuracy/Damage/Recharge
(45) Expedient Reinforcement - Endurance/Damage/Recharge
(45) Expedient Reinforcement - Resist Bonus Aura for Pets


Level 41: Maneuvers
(A) Red Fortune - Defense/Endurance
(45) Red Fortune - Defense
(46) Red Fortune - Endurance
(46) Luck of the Gambler - Recharge Speed
(50) Red Fortune - Defense/Recharge
(50) Red Fortune - Defense/Endurance/Recharge


Level 44: Aid Other
(A) Doctored Wounds - Heal/Recharge


Level 47: Aid Self
(A) Doctored Wounds - Heal/Endurance
(50) Doctored Wounds - Heal/Recharge


Level 49: Vengeance
(A) Luck of the Gambler - Recharge Speed


------------
Level 1: Brawl
(A) Empty


Level 1: Sprint
(A) Empty


Level 2: Rest
(A) Empty


Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift
(A) Empty


Level 2: Hurdle
(A) Empty


Level 2: Health
(A) Miracle - +Recovery
(23) Numina's Convalescence - +Regeneration/+Recovery


Level 2: Stamina
(A) Endurance Modification
(21) Endurance Modification
(21) Endurance Modification


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




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

http://www.cohplanner.com/mids/downl...4DF90B3495EB7B


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.