Huntsman Bane or Huntsman Crab?
Crab has less offense due to having less debuffs.
A select number of bane melee attacks are very good offensively.
You'll have redraw issues between the gun, crab, and patron attacks.
I build my Huntsman/Bane for offense, and Crab/Tank for Defense. Now I'm using them to solo a +4x8 ITF.
Crab/Tank sounds like fun to me. I'm not gonna be topping any damage charts but I'm thinking I can get along nicely with Heavy Burst, Venom, Dark Oblit for AoE and a good mix of ST attacks between Bayonet, Gloom, Burst and Slice. I moved the kismet slot I had in CJ over to Heavy Burst for the -res proc.
Fighting AND Leadership pools ... on top of all your VEAT toggles? How quickly are you going to be gasping for Catch a Breath? I haven't even put this into Mids' yet, and I'm frightened of what your endurance costs are going to do to your build.
You've also left Hasten until 49? I have a hard time putting off Hasten any later than Level 30, so that I can have it operational on Level 25 TFs/SFs.
My Crab has Tough, Weave and Manouevers from Leadership and doesn't use any of the end aiding incarnate abilities and I have no issue with endurance.
Fighting AND Leadership pools ... on top of all your VEAT toggles? How quickly are you going to be gasping for Catch a Breath? I haven't even put this into Mids' yet, and I'm frightened of what your endurance costs are going to do to your build.
You've also left Hasten until 49? I have a hard time putting off Hasten any later than Level 30, so that I can have it operational on Level 25 TFs/SFs. |
Well happy to report that my Huntsman Crab is a resounding success. I have the build above pretty much slotted outside of a few of the more expensive uniques (lucky Ragnarok drop on an ITF made that a lot less painful). I'm suprised at how survivable he is. With the defense cap for M/R/AoE/F/C, 40% to S/L and >35% def to E/NE/Psi I haven't died yet. The only things I really see killing me are extremely high damage lucky shots, and even then I have Serum to help widen that gap. That's not to mention my very high resistance to every damage type but Psi.
Now I'm not super specialized in anything particular like Linea's 4/8 ITF solo'er, but for general play I can't really think of anything that is tougher than this outside of something like a fully saturated DM/Invuln. Any concerns about endurance management can go out the window. Before cardiac I couldn't go one spawn to the next without being drained. Did 3 BAFs and with a lucky rare I was able to get T3 core and it might as well just take my endurance bar away. Don't need it!
Damage is great for something this tough. No pet powers but I'm not hurting for damage in either ST or AoE and the Radial Reactive tree is only improving upon this.
Don't wanna sound like I'm bragging. I'm just happy I found a niche for my SoA after years of respecs and trying to find a good fit for me.
A soldier build is a lot stronger than I thought. Single Shot and Burst are very fast. The bullets hit almost instantly (no traveling time).
I've thought of Soldier/Crab build for more survival but I end up going with Bane because I am mostly hovering in air which already gives me enough survival. I am all range except for one Bayonet which I use to finish off a hard target.
How does Gloom do in your build? Doesn't it cause weapon redraw? You may have a smoother attack chain with just Single Shot?
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.
Gloom does cause redraw but I don't really mind it that much. It does decent damage and I like the set bonuses I'm getting out it. I feel like I have a good st chain when I need it and that's pretty much thanks to bayonet.
well take out the aid self and aid other and get he other pets and also get the omega manuever
i like your slotting on it i think i might use this for a new farmer
Having the legs sort of defeats the purpose behind going Huntsman IMO. May as well just go Crab.
I can't decide for everyone, but my personal definition of a Huntsman build is all Wolf powers with Bane powers added for support. Putting on the Crab legs defeats the purpose to me.
BTW if anyone is interested.. now that I'm back, once I do all the Incarnate stuff, I plan to update my Huntsman guide to match all the changes and additions since its last update, which has been some time.
I'm only ladylike when compared to my sister.
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
BTW if anyone is interested.. now that I'm back, once I do all the Incarnate stuff, I plan to update my Huntsman guide to match all the changes and additions since its last update, which has been some time.
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Feel free to use any of my builds, although most of my current ones are likely overkill for the average player.
Hi all. I recently respec'd my Huntsman Bane into more of a straight up Bane, keeping only Heavy Burst and Venom Grenade. I went full bore on the ST attacks, thinking the great damage combined with debuffs and survivability would be a cool combo. Well it was! But the problem was my tendency to play a lot of Brutes kind of burned me out on playing my Bane so I wanna swing back into Huntsman mode.
My issue is whether I should go crab or Bane. I don't really mind the backpack but what I'm really wondering is if the extra damage resistance, dull pain power, Omega Maneuver and Spiderlings are worth sacrificing all of the extra defense from Cloaking Device. It's gonna be a lot harder and more expensive to reach the soft-cap on a crab. Thoughts?
Edit: Here's a potential build I came up with. Almost perma-hasten recharge. No pet powers but I'm soft-capped to S/L/F/C/M/R/AoE, have tons of resistance, and a crapload of +HP with perma-serum. Tell me why I never considered a crab before. Screw the Bane. I'm gonna stick with Crab. Any advice for this build?
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Slice -- T'Death-Dam%(A), T'Death-Acc/Dmg(3), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36)
Level 1: Wolf Spider Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(48)
Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 4: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(37)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(9), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(19)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(11)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(13), Posi-Dmg/EndRdx(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(19)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(17), Aegis-ResDam/EndRdx/Rchg(34), Aegis-EndRdx/Rchg(34)
Level 18: Tactical Training: Assault -- EndRdx-I(A)
Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Rchg+(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25), Aegis-ResDam/EndRdx/Rchg(27), Aegis-Psi/Status(36)
Level 26: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 28: Serum -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(37)
Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31)
Level 32: Omega Maneuver -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34)
Level 35: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 38: Bayonet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
Level 41: Gloom -- DarkWD-ToHitDeb/Rchg(A), DarkWD-Rchg/EndRdx(42), DarkWD-ToHitdeb/Rchg/EndRdx(42), DarkWD-Slow%(42), Thundr-Acc/Dmg(48), Dev'n-Acc/Dmg(48)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Assault -- EndRdx-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 50: Cardiac Core Paragon
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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), Mrcl-Rcvry+(27)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), P'Shift-End%(23)
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