New to SoA. What should I build?


Big_Soto

 

Posted

Generally when I play I would love to have the following three capabilities :
1. Survivability
2. Ability to handle large mobs
3. Be able to take down a difficult ST

Now those three things typically would make me want to play a brute... but I like something that SoAs have that a brute doesn't provide:

4: Team support

Double stacked leadership amongst other benefits seems like a lot of fun and would make me and my team perform better.

Other than that, I don't know what SoAs really has to offer.

What would you recommend for my kind of preferred playstyle?
Note: I'm not against range damage nor pets if that would help me achieve my goals, but I am not one to play as a hover blaster, typically I play more like a blapper if I'm using ranged attacks - so I'll be looking to softcap all the defenses (position or type).

Thanks


 

Posted

To be honest, any of them can fulfil those criteria.

But my personal favourite is Crab Spider.

They're probably the most survivable: relatively easily soft-capped defense, which all SoAs get, but also decent resists to everything but psionic, and a Dull Pain clone. They're strong at AoE, which is good for the large mobs aspect, and besides a knockback hole have mez protection somewhere between scrappers and tanks.

Their main weakness is single target damage, but bring out their pets (3 Spiderlings + 2 Disruptors) and they'll tear down hard targets pretty well too.

I've got one of each to 50 (well, except Huntsman, but I'm working on one of those) and they're all very capable though. Whatever you pick should do the job.

edit: as for what each has to offer, very generally:
Crabs - AoE, high survivability, the most pets. Feels the most tank-mage to me.
Banes - strong single target (comparatively weak aoe - fast recharging, but long animation times for lowish damage), mostly stalkerish gameplay but with extra buff/debuff, option of some pets.
Fortunata - most controllerish choice with numerous mezzes, decent ranged damage, moderate AoE with crashless mini-nuke. Kinda feels like a controllery psi blaster with more survivability, I guess.
Night Widow - Feels very much like a scrapper to me, with a touch of stalker - good single target, ok AoE - but with the added team buffs.

They all get good base defense, and are relatively easy to softcap via pool powers & IO set bonuses, and they all get mez protection of some degree. With just SOs, Crabs and Banes are higher defense vs range, while Fortunata & Night Widow are higher vs melee.


 

Posted

Short Answer: Any.

The Major Flavors are:
Crab Tank - They can be very tough, and still have respectable offense. Soft-cap, Resistances, HPS Replacement, and HP. The only thing they really lack is a taunt, Guantlet, or Guantlet Light. You can pick up the taunt pool, but as the builds are very tight, you have to give something else important up to do so.

Hover Crab AoE Specialist - Specializing in Ranged Defense and hover, while putting all the rest of your resources into AoEs, these can Rival Blaster for AoE destruction, but are weaker in ST damage, but are still capable of selective AV soloing.

Bane - My least favorite, I have such a strong preference for the Huntsman based on Bane Armor that I just simply can't enjoy Banes, or find any reason to favor them. Ask elsewhere if this is your preference.

Huntsman* - Master of None, but Good at everything. Good ST, Good AoE, Good Buffs, Good Debuffs, most of the strengths (but not all) of both a crab and a bane, but none of the weaknesses. *By far my overall favorite. I'd rather play this more often than anything else. It really isn't the best at anything, but it is so darn good at everything it just simply isn't a bad choice ever.

Control/Ranged Fortunata - One of the weaker, if not weakest, offensive choices it has the defensive strength equal to the Nightwidow with added control. This and the Melee Variant are two of the best choices for supporting weaker team-mates due to the added control. Fortunata and Nightwidows share the strongest buffs, but no debuffs.

Melee Fortunata - 90% of the offense of a Night Widow, second highest st offense, with just as much defense, and added control. The only reason to take a Night Widow over a Fortunata is a preference for Elude over Control. Fortunata and Nightwidows share the strongest buffs, but no debuffs.

Night Widow - Claws/SR scrapper light, with minimal team support. It's the highest ST offense. The main reason for taking NW over Melee Fort would be Elude, or the easier to perma faster recharging ML. The Night Widow build will almost certainly cost less than the Fortunata. Fortunata and Nightwidows share the strongest buffs, but no debuffs.


 

Posted

You guys have me very excited about the potential of a Crab Soldier. I think this character can be a lot of fun, so I decided to make a build with no expense holding me back (beware, this is going to be quite expensive but I believe if it has the potential to be one of your mains, then you would be willing to spend a month of playtime to give it everything you desire).

So this build is a perma-Hasten, perma-pets, soft-capped positional defenses, 53% S/L resistance (mid 40s% for everything else other than Psy), magnitude 8 KB protection, with 3 AoE attacks and 3 ST attacks (designed for taking down the really tough guys). Other than suppression, I went with all Wolf Versions for attack powers. I did this because in Mids, the arcana time said the powers were usually shorter in their cast times, and because suppression wasn't a part of my ST attack chain, I didn't think redraw would be an issue (granted, this assumption is only based on Mids, if I'm wrong, then I simply would go with the Crab version for the powers). The second reason for wanting to go with the wolf version, was because the KB on Frag Grenade was less; which is better because I don't have an immobilize AoE with -KB.

Another thing to take a look at, I have 3 enhancement slots I have yet to fill. I achieved what I wanted with the build and the last 3 slots are gravy. I leave it to you to help me decide where I should focus on putting them. I went with Cardiac Alpha for endurance help and Resistance boost, Reactive Interface for the +30DPS it provides on a single target (with pets, the added AoE DPS will be improved, but likely not quite the maxed out 30), and Void Radial Final Judgement for the 30 seconds of -50% damage (more survivability) and because Negative Energy isn't heavily resisted. [*NOTE* I was considering putting two of the extra slots into my pets, so that I could give them another resistance buff and a defense buff. Figure it would be good for survivability for them, but don't actually know if it's worth it. Otherwise, stamina could use some love, or I can put damage procs in my AoEs, or fill out my pets better for Damage and Accuracy. These are just my current ideas for the extra slots].

I also haven't decided a Destiny yet. I felt this could always be dependent on the situation I'm facing. Typically I expect to go with Rebirth, as it would be my only form of healing (didn't take serum or a medicine power pool). But then again, I could go Ageless Radial Epiphany and enjoy a two minute (100% of the duration of the power, or in other words permanent as the recharge is 2 minutes) 21.25% resistance to debuffs (DDR especially comes to mind) with 1 minute (50% of time) of 42.5% debuff resistance, and 30 seconds of 85% debuff resistance: All this, plus increased recharge rate (10% permanent) and a reloaded endurance bar every 2 minutes. Or I could go with Barrier, which would give me essentially 30 seconds of Elude + God Mode without the crash every two minutes. The other 90 seconds I enjoy a 5-7.5% Resistance boost and 5-7.5% defense padding (for when defense debuffers come around). So really, I have a few really good T4 Destiny options that provide me with additional survivability protection.

One thing you may be wondering is why I went with the Achille's Heel proc in my two blast ST attacks. Well, I figure if I face an AV I could focus my ST attack chain on him using my 2 blast ST attacks, Venom Grenade and Shatter Armor. Because of the high use of my blasts, I should be able to maintain a 60% -res debuff on him (not including the 25% chance for a 2.5% -res on each attack from reactive interface, which should provide an additional ~5% -res in my attack chain). This debuff, plus having all of my pets on him should make for a manageable battle; but I'll have to find out for myself (My biggest problem against an AV would likely be from not having any -regen anyways and I can't really fix that).

I also didn't take a travel power. Between sprint, ninja run, and mental training, I figure I should be able to get around plenty fast. Plus there are temp travel powers that I could always go with (or I hear there's a flying surfboard now, that may be of use :P ). So I decided against getting a travel power since the build is quite tight.

Please let me know what you think, this literally is my first attempt at a Crab, and I think this would be the goal I'd like to achieve. Granted, I haven't played one yet, so I may realize that what looks like min/maxing may not actually translate to productive game play... so I will have to keep that in mind and hope you could provide me advice if I missed anything.

*Note* My data links have not been working lately, so here I provide the data chunk and the long form build so no matter what you should be able to take a look at it or build it yourself in Mids if you're willing.

Hero Plan by Mids' Hero Designer 1.952
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: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Single Shot

  • (A) Apocalypse - Chance of Damage(Negative)
  • (3) Apocalypse - Damage/Endurance
  • (3) Apocalypse - Accuracy/Damage/Recharge
  • (5) Apocalypse - Damage/Recharge
  • (5) Apocalypse - Damage
  • (7) Achilles' Heel - Chance for Res Debuff
Level 1: Crab Spider Armor Upgrade
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (7) Steadfast Protection - Knockback Protection
  • (9) Gladiator's Armor - TP Protection +3% Def (All)
Level 2: Burst
  • (A) Decimation - Accuracy/Damage
  • (9) Decimation - Damage/Endurance
  • (11) Decimation - Damage/Recharge
  • (11) Decimation - Accuracy/Endurance/Recharge
  • (13) Decimation - Accuracy/Damage/Recharge
  • (13) Achilles' Heel - Chance for Res Debuff
Level 4: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed
Level 6: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (15) Karma - Knockback Protection
Level 8: Suppression
  • (A) Detonation - Damage/Endurance/Range
  • (15) Detonation - Accuracy/Damage/Endurance
  • (17) Detonation - Damage/Range
  • (17) Detonation - Damage/Recharge
  • (19) Detonation - Damage/Endurance
Level 10: Tactical Training: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (19) Red Fortune - Defense
  • (21) Red Fortune - Endurance
  • (21) Red Fortune - Defense/Endurance
  • (23) Red Fortune - Defense/Endurance/Recharge
  • (23) Red Fortune - Defense/Recharge
Level 12: Venom Grenade
  • (A) Ragnarok - Damage/Endurance
  • (25) Ragnarok - Accuracy/Recharge
  • (25) Ragnarok - Accuracy/Damage/Recharge
  • (27) Ragnarok - Damage/Recharge
  • (27) Ragnarok - Damage
Level 14: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (29) Luck of the Gambler - Defense
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO
Level 18: Frag Grenade
  • (A) Detonation - Accuracy/Damage
  • (29) Detonation - Damage/Endurance
  • (31) Detonation - Damage/Recharge
  • (31) Detonation - Damage/Endurance/Range
  • (31) Detonation - Accuracy/Damage/Endurance
Level 20: Assault
  • (A) Endurance Reduction IO
Level 22: Mental Training
  • (A) Run Speed IO
Level 24: Fortification
  • (A) Aegis - Psionic/Status Resistance
  • (33) Aegis - Resistance
  • (33) Aegis - Resistance/Endurance
  • (33) Aegis - Resistance/Endurance/Recharge
  • (34) Aegis - Resistance/Recharge
Level 26: Tactical Training: Leadership
  • (A) Rectified Reticle - To Hit Buff/Recharge
  • (34) Rectified Reticle - To Hit Buff
Level 28: Boxing
  • (A) Empty
Level 30: Tough
  • (A) Impervious Skin - Resistance/Endurance
  • (34) Impervious Skin - Status Resistance
  • (36) Impervious Skin - Endurance/Recharge
  • (36) Impervious Skin - Resistance/Endurance/Recharge
  • (36) Impervious Skin - Resistance/Recharge
Level 32: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (37) Luck of the Gambler - Defense
Level 35: Summon Spiderlings
  • (A) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (37) Expedient Reinforcement - Damage/Endurance
  • (37) Expedient Reinforcement - Accuracy/Damage
  • (39) Expedient Reinforcement - Endurance/Damage/Recharge
Level 38: Call Reinforcements
  • (A) Expedient Reinforcement - Endurance/Damage/Recharge
  • (39) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (39) Expedient Reinforcement - Accuracy/Recharge
  • (40) Expedient Reinforcement - Damage/Endurance
  • (40) Recharge Reduction IO
Level 41: Web Envelope
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (42) Enfeebled Operation - Endurance/Immobilize
  • (42) Enfeebled Operation - Accuracy/Endurance
  • (42) Enfeebled Operation - Immobilize/Range
  • (43) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (43) Enfeebled Operation - Accuracy/Immobilize
Level 44: Shatter Armor
  • (A) Touch of Death - Accuracy/Damage
  • (45) Touch of Death - Damage/Endurance
  • (45) Touch of Death - Damage/Recharge
  • (45) Touch of Death - Accuracy/Damage/Endurance
  • (46) Touch of Death - Damage/Endurance/Recharge
  • (46) Touch of Death - Chance of Damage(Negative)
Level 47: Summon Blaster
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (48) Expedient Reinforcement - Endurance/Damage/Recharge
  • (48) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (48) Expedient Reinforcement - Damage/Endurance
  • (50) Recharge Reduction IO
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 50: Cardiac Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Arachnos Core Superior Ally
Level 50: Void Radial Final Judgement
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
Level 1: Brawl
  • (A) Empty
Level 1: Conditioning
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
------------
------------
Set Bonus Totals:
  • 17.5% DamageBuff(Smashing)
  • 17.5% DamageBuff(Lethal)
  • 17.5% DamageBuff(Fire)
  • 17.5% DamageBuff(Cold)
  • 17.5% DamageBuff(Energy)
  • 17.5% DamageBuff(Negative)
  • 17.5% DamageBuff(Toxic)
  • 17.5% DamageBuff(Psionic)
  • 15.06% Defense(Melee)
  • 13.81% Defense(Smashing)
  • 13.81% Defense(Lethal)
  • 12.56% Defense(Fire)
  • 12.56% Defense(Cold)
  • 6% Defense(Energy)
  • 6% Defense(Negative)
  • 6% Defense(Psionic)
  • 6% Defense(Ranged)
  • 14.44% Defense(AoE)
  • 2.25% Max End
  • 15% Enhancement(Accuracy)
  • 3% Enhancement(Immobilize)
  • 96.25% Enhancement(RechargeTime)
  • 76.3 HP (7.12%) HitPoints
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 15%
  • MezResist(Held) 17.75%
  • MezResist(Immobilize) 22.7%
  • MezResist(Sleep) 20.5%
  • MezResist(Stun) 15%
  • MezResist(Terrorized) 15%
  • 5.5% (0.1 End/sec) Recovery
  • 36% (1.93 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 13.78% Resistance(Fire)
  • 13.78% Resistance(Cold)
  • 13.75% Resistance(Energy)
  • 11.88% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 13% Resistance(Psionic)
  • 5% RunSpeed
  • 6.5% XPDebtProtection




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Posted

Quote:
Originally Posted by Biowraith View Post
To be honest, any of them can fulfil those criteria.

But my personal favourite is Crab Spider.

They're probably the most survivable: relatively easily soft-capped defense, which all SoAs get, but also decent resists to everything but psionic, and a Dull Pain clone. They're strong at AoE, which is good for the large mobs aspect, and besides a knockback hole have mez protection somewhere between scrappers and tanks.

Their main weakness is single target damage, but bring out their pets (3 Spiderlings + 2 Disruptors) and they'll tear down hard targets pretty well too.

I've got one of each to 50 (well, except Huntsman, but I'm working on one of those) and they're all very capable though. Whatever you pick should do the job.

edit: as for what each has to offer, very generally:
Crabs - AoE, high survivability, the most pets. Feels the most tank-mage to me.
Banes - strong single target (comparatively weak aoe - fast recharging, but long animation times for lowish damage), mostly stalkerish gameplay but with extra buff/debuff, option of some pets.
Fortunata - most controllerish choice with numerous mezzes, decent ranged damage, moderate AoE with crashless mini-nuke. Kinda feels like a controllery psi blaster with more survivability, I guess.
Night Widow - Feels very much like a scrapper to me, with a touch of stalker - good single target, ok AoE - but with the added team buffs.

They all get good base defense, and are relatively easy to softcap via pool powers & IO set bonuses, and they all get mez protection of some degree. With just SOs, Crabs and Banes are higher defense vs range, while Fortunata & Night Widow are higher vs melee.
You are trying to speak favourably for the Crab which is a great sentiment but you are actually advertising them far short of their capabilities.
Firstly, aside from the KB hole, Crabs have higher magnitude mez protection than any Tank can achieve short of being a Stone tank running both Granite and Rooted.

Second, a single target focused Crab does around 250dps which is very, very impressive. That is taken before the achilles heel proc, reactive proc and pet damage is taken into account. The average Brute struggles to reach that kind of damage and no powerset combo in the game can destroy a pylon as fast as a Crab with the aid of his pets.

The thing about a Crab is, they can literally do anything and do it exceptionally well but they cannot do everything. You can't build a Crab to reach his aoe potential without sacrificing his single target damage. Most people take the aoe route because it is more player friendly and that is what gives the illusion of poor single target damage.


 

Posted

Quote:
Originally Posted by Giant2005 View Post
Second, a single target focused Crab does around 250dps which is very, very impressive. That is taken before the achilles heel proc, reactive proc and pet damage is taken into account.
Can you post a build ?



Quote:
Originally Posted by boppaholic View Post
Please let me know what you think, this literally is my first attempt at a Crab, and I think this would be the goal I'd like to achieve.
You're gonna be wheezing hard before you get your alpha. Make sure you pickup the accolades, and I think at least one slot should go to stamina. You may also need to look at Ageless +Recovery.

KB Protection, I tend to prefer 4 or 12. There's very little that 8 will protect you from that 4 won't, and if you want full protection, you'll need 12. I'd use one of those for Stamina.

You will need to double check with someone else, but It was my understanding that pets did not inherit global accuracy. With that in mind, I'd pull a slot from Hasten and use the other two slots to give the pets some accuracy (Expedient Acc/Dam).


 

Posted

Quote:
Originally Posted by Giant2005 View Post
You are trying to speak favourably for the Crab which is a great sentiment but you are actually advertising them far short of their capabilities.
Firstly, aside from the KB hole, Crabs have higher magnitude mez protection than any Tank can achieve short of being a Stone tank running both Granite and Rooted.
Well, that kinda depends. If you take both Wolf Spider Armor and Crab Armor Upgrade, then yeah, the Crab gets better mez protection than most Tankers. But frankly, Wolf Spider Armor is a waste of a power choice on a Crab (whose builds tend to be pretty tight as it is), so I don't generally include it in comparisons - you'll pretty much never actually get use of those 2 extra points of mez protection, and the +damres on Wolf is miniscule. Without Wolf Spider Armor, Crabs are just shy (less than a point) of Tanker levels against the main mez types (12.3 vs 12.98).

I'd be interested in seeing the build for the single target Crab too - are we including Incarnate stuff here? How much, if anything, does such a Crab give up in other areas? (my own pre-incarnate Crab doesn't clock that much even with Pets, based on the Scrapper forum's Pylon Test)


 

Posted

This is my Crab's single target build.
It really does give up a lot and I usually run my AOE build, this is purely for GM hunting.

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As an aside, I should mention the DPS I quoted isn't really confirmed. I haven't done a pylon test or anything, it is just the mathematical potential. I'll post the math too to make life easier for you (t4 musculature included in calculations btw):

Chain: Venom Grenade > Burst > Bayonet > Shatter Armor > Burst > Bayonet (10.42s)
Venom Grenade: 140.8 x 1.6 = 225.28 + (28.7 x 1.4) = 265.46
Burst: 269.4 x 1.4 = 377.16
Bayonet: 350.4 x 1.4 = 490.56
Shatter Armor: 443.6 x 1.4 = 621.04
= 251.626 dps + reactive procs + achilles procs + pet damage

Just realized I forgot to account for misses so that would actually drop it to: 239.0447 dps + reactive procs + achilles procs + pet damage


 

Posted

Quote:
Originally Posted by Linea_Alba View Post
You're gonna be wheezing hard before you get your alpha. Make sure you pickup the accolades, and I think at least one slot should go to stamina. You may also need to look at Ageless +Recovery.

KB Protection, I tend to prefer 4 or 12. There's very little that 8 will protect you from that 4 won't, and if you want full protection, you'll need 12. I'd use one of those for Stamina.

You will need to double check with someone else, but It was my understanding that pets did not inherit global accuracy. With that in mind, I'd pull a slot from Hasten and use the other two slots to give the pets some accuracy (Expedient Acc/Dam).
I was considerring this guy for mostly end-game content. On my way to 50 I would go with a friendlier build that doesn't push my limits nearly as much.
What is your opinion of the build after incarnates? Do you still think it would be an endurance hog (Only using Cardiac Alpha, not destiny... and if Cardiac Alpha wasn't chosen do you think Stamina alone would fix it?)? If not, I'll probably add another KB slot so he's always Mez protected against it and use the final two slots to make the pets more accurate (or swap out the Dam/End enhancement for a Dam/Acc enhancement).


 

Posted

Quote:
Originally Posted by boppaholic View Post
I was considerring this guy for mostly end-game content. On my way to 50 I would go with a friendlier build that doesn't push my limits nearly as much.
What is your opinion of the build after incarnates? Do you still think it would be an endurance hog (Only using Cardiac Alpha, not destiny... and if Cardiac Alpha wasn't chosen do you think Stamina alone would fix it?)? If not, I'll probably add another KB slot so he's always Mez protected against it and use the final two slots to make the pets more accurate (or swap out the Dam/End enhancement for a Dam/Acc enhancement).
I have similar toggle drain on my Crab and Cardiac cleared the endurance problems right up for me. It was a bit of a nightmare pre-Cardiac though - and that was with 4 slot Stamina (1 for the +end proc) *and* both Miracle & Numina uniques in Health.


 

Posted

Quote:
Originally Posted by Colonel-Confederate View Post
I just got to 24 on my Soldier and can respec him but not sure where to start. I'm wanting an Arbiter build and here's why and yea we need the capes to be customizable.
You could do worse than my Huntsman Build which you can find in Post #6.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Giant2005 View Post
This is my Crab's single target build.
It really does give up a lot and I usually run my AOE build, this is purely for GM hunting.

As an aside, I should mention the DPS I quoted isn't really confirmed. I haven't done a pylon test or anything, it is just the mathematical potential. I'll post the math too to make life easier for you (t4 musculature included in calculations btw):

Chain: Venom Grenade > Burst > Bayonet > Shatter Armor > Burst > Bayonet (10.42s)
Venom Grenade: 140.8 x 1.6 = 225.28 + (28.7 x 1.4) = 265.46
Burst: 269.4 x 1.4 = 377.16
Bayonet: 350.4 x 1.4 = 490.56
Shatter Armor: 443.6 x 1.4 = 621.04
= 251.626 dps + reactive procs + achilles procs + pet damage

Just realized I forgot to account for misses so that would actually drop it to: 239.0447 dps + reactive procs + achilles procs + pet damage
I really like the build. Granted you have no AoE other than Venom grenade, which let's face it, that's there for the debuff more than the AoE damage. But I was shocked, perma-everything, awesome ST damage, and softcapped. Makes me want to rethink my build. I do wonder though, what is your solution for endurance consumption during long GM fights? But wow, taking a second look at Serum... how has nobody laughed me off when I skipped that? +60% HP and it heals... that's gold. Alright, gonna go back to the drawing board...


 

Posted

Bop, Here's how I would do your build.
Pick Vengeance or TT:Assault, I prefer Vengeance.
Swap the worst pet for Serum.
Shore up endurance and pet accuracy.
Then Cardiac alone should cover the rest. It's possible Cardiac would cover it without the extra slots in health and stamina, but I haven't Run a build without both endurance uniques and at least 2 slots in stamina in ages. Those endurance uniques and 2 slotting stamina are 4 of the first things I do for any build.

You can also compare your build to the build in my sig for reference. My personal build has less purples, recharge, no perma-pets, but is still quite capable. I use Cardiac Core T4, Void -Damage T4, Rebirth +Regeneration T4, Reactive 75 Dot 25 Debuff T4, Various Lore.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!


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Posted

Giant:

  • Your chain isn't gapless, so you need to calculate in a more complex chain either filling the gaps or accounting for the gaps in some other way.
  • You may have used numbers that included a build-up proc going off, which will give false results.
  • Double Redraw nullifies the advantage of using Shatter Armor. You'll suffer redraw to pull out the mace, then additional redraw to pull the guns back out.
By the time I make those changes I get 146 to 147 raw damage (175 with -resistance). I used two differen chains, one with Shatter Armor, one without. The Shatter Armor variant would be superior when teamed or accounting for pets, even if it's break-even solo. A standard build will be 130 ish (155 with -resistance). At least for me, I'm not sure the loss doesn't outweigh the gain.


 

Posted

Quote:
Originally Posted by Linea_Alba View Post
Bop, Here's how I would do your build.
Pick Vengeance or TT:Assault, I prefer Vengeance.
Swap the worst pet for Serum.
Shore up endurance and pet accuracy.
Then Cardiac alone should cover the rest. It's possible Cardiac would cover it without the extra slots in health and stamina, but I haven't Run a build without both endurance uniques and at least 2 slots in stamina in ages. Those endurance uniques and 2 slotting stamina are 4 of the first things I do for any build.

You can also compare your build to the build in my sig for reference. My personal build has less purples, recharge, no perma-pets, but is still quite capable. I use Cardiac Core T4, Void -Damage T4, Rebirth +Regeneration T4, Reactive 75 Dot 25 Debuff T4, Various Lore.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!


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Linea Alba,

It's great to see we have similar ideas in our builds. Here's what I came up with. I didn't shore up the endurance recovery through stamina and health quite like you did, but according to my mids with my T4 Cardiac, I have 3.14 end/sec recovery with 1.17 end/sec usage. Compared to yours (granted you're using lvl 35 enhancements instead of lvl 50) 3.46 recovery 1.26 usage. So net, we did come out pretty similar which is nice. The difference I have are:
I kept the third pet (instead of taking vengeance).

That's about it. We have very similar builds, which gets me more excited knowing I'm slightly on track.

I did take your earlier advice though, getting my pets more accurate. They're still perma, but now all are more than 70% accurate and doing atleast 70% damage [actually, one pet is doing acc/dam at ~90/70, another ~90/90. and the last doing ~70/90]. All this while also giving them their unique bonuses (20% resistance for pets and 5% defense for pets).

Please take a look and let me know what you think. I feel like I'm getting really close on this build... granted, at 1 trillion influence (tongue in cheek) it should be close no matter.

Hero Plan by Mids' Hero Designer 1.952
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: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Single Shot -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Dmg/Rchg(5), Apoc-Dmg(5), Achilles-ResDeb%(7)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(7), GA-3defTpProc(9)
Level 2: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(13), Achilles-ResDeb%(13)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 6: Boxing -- Empty(A)
Level 8: Suppression -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(15), Posi-Dmg/Rng(15), Posi-Dmg/Rchg(17), Posi-Dmg/EndRdx(17)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
Level 12: Venom Grenade -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Acc/Rchg(21), Ragnrk-Acc/Dmg/Rchg(21), Ragnrk-Dmg/Rchg(23), Ragnrk-Dmg(23)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Frag Grenade -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Dmg/EndRdx(27), Posi-Acc/Dmg(29)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- Aegis-Psi/Status(A), Aegis-ResDam(29), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam/Rchg(31)
Level 26: Tactical Training: Leadership -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33)
Level 28: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33), Aegis-EndRdx/Rchg(34), Aegis-ResDam/EndRdx/Rchg(34)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 32: Serum -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36), Dct'dW-Heal/EndRdx(36), Dct'dW-Rchg(37)
Level 35: Summon Spiderlings -- SvgnRt-Dmg/EndRdx(A), SvgnRt-Acc/Dmg(37), SvgnRt-Acc/EndRdx(37), SvgnRt-Acc/Dmg/EndRdx(39), SvgnRt-Acc(39), SvgnRt-PetResDam(39)
Level 38: Call Reinforcements -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-Acc/Dmg(40), ExRmnt-Acc/Rchg(40), S'bndAl-Acc/Dmg/Rchg(42), C'Arms-+Def(Pets)(42)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(45)
Level 44: Shatter Armor -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(45), Hectmb-Acc/Rchg(45), Hectmb-Acc/Dmg/Rchg(46), Hectmb-Dmg/Rchg(46)
Level 47: Summon Blaster -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Acc/Dmg(48), S'bndAl-Dmg/Rchg(50), ExRmnt-+Res(Pets)(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 50: Cardiac Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Arachnos Core Superior Ally
Level 50: Void Radial Final Judgement
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
------------
Set Bonus Totals:
  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 14.44% Defense(Melee)
  • 5% Defense
  • 13.5% Defense(Smashing)
  • 13.5% Defense(Lethal)
  • 15.38% Defense(Fire)
  • 15.38% Defense(Cold)
  • 6% Defense(Energy)
  • 6% Defense(Negative)
  • 6% Defense(Psionic)
  • 6% Defense(Ranged)
  • 15.38% Defense(AoE)
  • 2.25% Max End
  • 48% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 3% Enhancement(Immobilize)
  • 107.5% Enhancement(RechargeTime)
  • 56.22 HP (5.25%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 7.75%
  • MezResist(Held) 7.75%
  • MezResist(Immobilize) 7.75%
  • MezResist(Sleep) 7.75%
  • MezResist(Stun) 7.75%
  • MezResist(Terrorized) 7.2%
  • 14.5% (0.25 End/sec) Recovery
  • 66% (3.53 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 29.45% Resistance(Fire)
  • 29.45% Resistance(Cold)
  • 20% Resistance(Energy)
  • 21.88% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 23% Resistance(Psionic)
  • 10% RunSpeed
  • 5% XPDebtProtection




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Posted

You should probably swap hasten and mental training. I'm fairly certain you'll get more from hasten when exemplaring.

You may want to look at the lower level enhancements for exemplaring, particularly the LotGs Global Recharge, and any other recharge sets you can manage to (whatever level + 3) you are most likely to exemplar to.

My benchmarks for many things, endurance included, are often well above average. With a Base_Empowerment:Recovery and/or Temp:Recovery_Serum, I'm able to fight essentially indefinitely. Meaning, it's unlikely you'd be unhappy with the endurance I would add to the build, but at the same time it is also likely you'll be equally happy with somewhat less. The trick will be finding your own benchmark.

I put the following temps on most characters (names are not exact): Kinetic Shield, Heal Self, Recovery, Resurrect Other, Backup, Power Analyzer, Veteran:Resurrect Self

I also like to add: HVAS, Shivan, Nukes.

If you're veteran enough you can also Bid and Leave lots of 10 Medium and Large candy in your WW to pickup using /auctionhouse between missions or hospital trips. Comes in very handy for those builds that need just that little bit more.

Beyond that, you'll have to play it to see if it fits your needs.


 

Posted

Quote:
Originally Posted by boppaholic View Post
I really like the build. Granted you have no AoE other than Venom grenade, which let's face it, that's there for the debuff more than the AoE damage. But I was shocked, perma-everything, awesome ST damage, and softcapped. Makes me want to rethink my build. I do wonder though, what is your solution for endurance consumption during long GM fights? But wow, taking a second look at Serum... how has nobody laughed me off when I skipped that? +60% HP and it heals... that's gold. Alright, gonna go back to the drawing board...
Ageless. Ageless cures endurance issues like Cardiac wishes it could and it gives a nice recharge boost of an average of just over 20%.


 

Posted

Quote:
Originally Posted by Giant2005 View Post
Ageless. Ageless cures endurance issues like Cardiac wishes it could and it gives a nice recharge boost of an average of just over 20%.
Awesome, I do love Ageless. It's nice to know I could go with that option if I ever want to switch out my alpha for more damage.


 

Posted

Quote:
Originally Posted by Linea_Alba View Post
Giant:
  • Your chain isn't gapless, so you need to calculate in a more complex chain either filling the gaps or accounting for the gaps in some other way.
  • You may have used numbers that included a build-up proc going off, which will give false results.
  • Double Redraw nullifies the advantage of using Shatter Armor. You'll suffer redraw to pull out the mace, then additional redraw to pull the guns back out.
By the time I make those changes I get 146 to 147 raw damage (175 with -resistance). I used two differen chains, one with Shatter Armor, one without. The Shatter Armor variant would be superior when teamed or accounting for pets, even if it's break-even solo. A standard build will be 130 ish (155 with -resistance). At least for me, I'm not sure the loss doesn't outweigh the gain.
I don't know how you think the chain isn't gapless?
The chain is over 10s long, which is considerably longer than the recharge of the two single used attacks of Venom Grenade and Shatter Armor, the recharge of Burst is shorter than the combined activation times of both Bayonet and Shatter Armor and Bayonet and Venom Grenade. The recharge of Bayonet is shorter than the combined activation times of both Burst/Venom Grenade and Burst/Shatter Armor.
I don't know if you miscalculated somewhere or mids bugged out the data chunk but the build has more recharge than required for the chain I provided.
The damage quoted is without any BU proc but it does include Musculature. I think your numbers are different because you forgot to toggle it on.
You do have a valid point about the redraw, that increases the chain length by 1.2s and lowers the DPS to 214.36 + reactive procs + achilles procs + pet damage.

Edit: After looking at your numbers some more, it also seems you are only accounting for a 20% resistance debuff. Between Venom Grenade and Shatter Armor, you are looking at a 40% resistance debuff to all attacks but venom grenade which gets a 60% debuff to it's damage type and needs to be calculated seperately from it's procs (as I did a few posts up).


 

Posted

Sorry to hi-jack this thread but Linna's pointing out of the redraw inspired me to change the build a little to get back some of that lost DPS. I traded in Wolf Spider Armor for the second Assault (which is something I should have been doing anyway in hindsight) to get this build:

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The DPS calculations are now as follows:

Chain: Venom Grenade > Burst > Bayonet > Shatter Armor > Burst > Bayonet (10.42s

+ 1.2s redraw = 11.62s)
Venom Grenade: 149 x 1.6 = 238.4 + (28.7 x 1.4) = 278.58
Burst: 283.1 x 1.4 = 396.34
Bayonet: 368.4 x 1.4 = 515.76
Shatter Armor: 466.6 x 1.4 = 653.24
Total Damage (2756.02) / time (11.62s) = 237.179 x accuracy (0.95) = 225.32 dps + Reactive Procs + Achilles Proc + Gaussian's Proc + pet damage

Adding in the second assault didn't really increase the DPS a whole lot but it does increase the DPS of the 6 pets too which I think will be a great improvement.

Thank you for the inspiration Linna (and to the OP too).


 

Posted

I missed Musculature, Ageless, and the extra -res.

239 with Venom and Shatter Armor

It should be fair enough to call achilles .07x

251 with Venom, Shatter Armor, and Achilles.

Reactive sans pets should add 40 ish, with pets more.
The pets should leverage more out of Reactive.
The Pets themselves are little beasts. I did test the pets for numbers once upon a time, and it was impressive enough that I decided to always include the pets, but I've long since forgotten the results.
Lore get double benefit from Assault.

PS:
I used the old build, only just noticed the new one.
The second assault will boost Lore pets something obnoxious

264 with the new build, not counting accuracy.
The extra assault will give you another 40 dps from Lore, and at least 10 from the other pets. Fair trade for a power you really didn't need anyway.

PPS:
Scratch the old estimate, I forgot to apply -res to the pets, Looks like you could crack 1000 dps with the new build.

Your 264
Cimmies 280 * 1.3 * 1.4 = 392
Spiders 150 * 1.15 * 1.4 = 241 (I'm guessing, as I don't recall what I measured years ago, but it should be no less than 100 nor more than 160 Base. I do recall the Summon Blaster was the worst of the lot, at the time I tested.)
Additional Reactive Leveraged = 50 (another guess, as I don't think anyone has finalized exactly how the post-patch reactive works. But if it's what the latest line of thinking suspects, this should be fair)

None of this accounts for the additional accuracy effect on pets due to tactics. That means your actual results could, or should be higher.

264 + 392 + 241 + 50 ~= 950 plus the effect of the additional accuracy from Tactics.

Darn it, now I'm going to have to go do that third build.


 

Posted

Quote:
Originally Posted by Linea_Alba View Post
Bane - My least favorite, I have such a strong preference for the Huntsman based on Bane Armor that I just simply can't enjoy Banes, or find any reason to favor them. Ask elsewhere if this is your preference.
Banes do really great ST damage and get the movement buffs of mental training. If you are just looking for a character to solo/duo morality missions to get your 5 for the day out the way in 10 mins flat (for all of them) bane is your choice. (Edit: To explain, the movement buff means you will be zipping through missions. Your ST damage means you will be killing things quickly. Your high defense means that you can attack the guys surrounding a hostage and then bring the hostage wherever you want them to be while ignoring anyone attacking you as you escort them so you don't have to waste time clearing the path. I am in a regular duo with my spouse where we both play banes and do our 5 morality missions together a night. The banes are just hell-on-wheels and perfect for this. Wham-bam-thank-you-ma'am and we are done for the night and can expect our LoTG or Miracle or whatever in 4 days with minimal time invested.)

See build below for an example (not claiming it is the greatest or anything) of a character who just hits hard. I even stayed in concept with just the mace (except for surveillance which I think is also in concept) and no guns or pets or whatever. You could certainly add these if you wanted to.

With the toggles and alpha slot, you do 455 with shatter, 451 with shatter armor, 352 with pulverize, 351 with aoe crowd control. And this is NOT INCLUDING executioner strikes from hide or placate, and extra damage from build up or surveillance or shatter armor. You hit HARD and still have team buffs galore. Seriously, I often find myself one-shotting things with just pulverize, and that is not even a top tier attack for the character. Elite bosses are a joke, and you can handle several of them at once at +4 difficulty solo.

I think AOE characters are great, but it is my honest opinion that many other different AT types AOE better than crabs and/or huntsmen or other arachnos types. Banes are nice in that they absolutely rule ST damage, and are up there with the best scrappers/stalkers in that regard, but still provide amazing team buffs. I have a hunstman, but to be honest I have so many other characters that AOE better and are about the same survivability-wise, that I can't bring myself to play it much.

I think all of the Arachnos choices are nice, by the way. I am just providing some motivation for Banes if people wanted to play one.

Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Mist: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
Level 2: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(7)
Level 4: Bane Spider Armor Upgrade -- ResDam-I(A)
Level 6: Assault -- EndRdx-I(A), EndRdx-I(13)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(17), GSFC-Build%(17)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(21), RedFtn-EndRdx(23)
Level 12: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(27), RedFtn-EndRdx(27)
Level 14: Combat Jumping -- Jump-I(A), ULeap-Stlth(29)
Level 16: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(29)
Level 18: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 20: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(36)
Level 22: Mental Training -- Run-I(A), Run-I(36)
Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(39)
Level 26: Placate -- RechRdx-I(A)
Level 28: Surveillance -- AnWeak-DefDeb/EndRdx/Rchg(A), AnWeak-Acc/DefDeb(39), AnWeak-Acc/Rchg(39), AnWeak-Acc/Rchg/EndRdx(40)
Level 30: Tactical Training: Leadership -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(40), Rec'dRet-Pcptn(40), Rec'dRet-ToHit/Rchg(42), EndRdx-I(42)
Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
Level 35: Aid Other -- Heal-I(A)
Level 38: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(46)
Level 41: Web Envelope -- Acc-I(A)
Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(46), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(48), T'Death-Dam%(50)
Level 47: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(50), EndRdx-I(50)
Level 49: Combat Training: Offensive -- Acc-I(A)
Level 50: Musculature Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A), Run-I(9)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A), Jump-I(9)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(11)
------------



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"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

 

Posted

Quote:
Originally Posted by _Ail_ View Post
Banes do really great ST damage and get the movement buffs of mental training. If you are just looking for a character to solo/duo morality missions to get your 5 for the day out the way in 10 mins flat (for all of them) bane is your choice. (Edit: To explain, the movement buff means you will be zipping through missions. Your ST damage means you will be killing things quickly. Your high defense means that you can attack the guys surrounding a hostage and then bring the hostage wherever you want them to be while ignoring anyone attacking you as you escort them so you don't have to waste time clearing the path. I am in a regular duo with my spouse where we both play banes and do our 5 morality missions together a night. The banes are just hell-on-wheels and perfect for this. Wham-bam-thank-you-ma'am and we are done for the night and can expect our LoTG or Miracle or whatever in 4 days with minimal time invested.)

See build below for an example (not claiming it is the greatest or anything) of a character who just hits hard. I even stayed in concept with just the mace (except for surveillance which I think is also in concept) and no guns or pets or whatever. You could certainly add these if you wanted to.

With the toggles and alpha slot, you do 455 with shatter, 451 with shatter armor, 352 with pulverize, 351 with aoe crowd control. And this is NOT INCLUDING executioner strikes from hide or placate, and extra damage from build up or surveillance or shatter armor. You hit HARD and still have team buffs galore. Seriously, I often find myself one-shotting things with just pulverize, and that is not even a top tier attack for the character. Elite bosses are a joke, and you can handle several of them at once at +4 difficulty solo.

I think AOE characters are great, but it is my honest opinion that many other different AT types AOE better than crabs and/or huntsmen or other arachnos types. Banes are nice in that they absolutely rule ST damage, and are up there with the best scrappers/stalkers in that regard, but still provide amazing team buffs. I have a hunstman, but to be honest I have so many other characters that AOE better and are about the same survivability-wise, that I can't bring myself to play it much.

I think all of the Arachnos choices are nice, by the way. I am just providing some motivation for Banes if people wanted to play one.
/signed

I rolled Bane for conceptual reasons, but all these reasons above are extremely good ones. Additionally, if you go Crab, you can't go back in terms o' the legs, which also pushed me away from it. I don't like havin' options locked in, personally.

Honestly, if I didn't have to contend with the legs, I would just have a second build for Crab so that when I wanted to dish out the AoE damage, I could. Or when I wanted to go ST, I could do that too.

That's what's great about the SoA VEATs. You have those options available to you.


"Champion (the Community Server... or GTFO) is like a small town where everyone knows each other's names, for better or worse." -kojirodensetsu.
"If all you have is a hammer, everything looks like a nail." - Maslow's Hammer

 

Posted

Quote:
Originally Posted by boppaholic View Post
Generally when I play I would love to have the following three capabilities :
1. Survivability
2. Ability to handle large mobs
3. Be able to take down a difficult ST

Now those three things typically would make me want to play a brute... but I like something that SoAs have that a brute doesn't provide:

4: Team support

Double stacked leadership amongst other benefits seems like a lot of fun and would make me and my team perform better.

Other than that, I don't know what SoAs really has to offer.

What would you recommend for my kind of preferred playstyle?
Note: I'm not against range damage nor pets if that would help me achieve my goals, but I am not one to play as a hover blaster, typically I play more like a blapper if I'm using ranged attacks - so I'll be looking to softcap all the defenses (position or type).

Thanks
I know you've already started down the crab hole but I figured I'd throw a Huntsman build at you to give you some variety. This is a strange build as I decided when making it that I wanted to have a lot of pets, which is usually something crabs do. I wanted to aim for a pet-centric Huntsman build because I can't stand the crab legs anymore and I think it could be fun.

This is no where near as tough as the Crab build. It lacks most of the resistance a crab gets and has no healing or +hp power. That said, with IO bonuses and accolades I've managed to squeeze out another +52% HP. Other than that it's at the defense soft cap for all damage types but psionic, which is near 40% (which is amazing for psi!) and is at the soft-cap for all 3 positions as well.

Not sure what the ST DPS would be, but I feel like this is a build that gets a taste of both worlds in regards to damage. Before pets it has solid ST and AoE damage that may not be the best in either, but still pretty good.

For incarnates I'd go for Reactive Radial, Cardiac Core, Ageless Destiny and whatever Lore you like most. I think Cims are best for adding ST damage, but more Arachnos would be fitting.

After reading Linea's comment about 8 KB protection not proving much more coverage than 4 I'm considering moving that slot somewhere else. I'm also going back and forth on Surveillance. The only time I'd even bother to use it is again AVs and such, but they resist the debuff by like 90%+ so it doesn't seem worthwhile to me. Well that said here's the build:

Villain Plan by Mids' Villain Designer 1.952
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: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Pummel -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(33)
Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(40), TtmC'tng-ResDam(43), TtmC'tng-ResDam/Rchg(45), TtmC'tng-ResDam/EndRdx(45)
Level 2: Bane Spider Armor Upgrade -- GA-3defTpProc(A), Aegis-ResDam(37), Aegis-ResDam/Rchg(37), Aegis-ResDam/EndRdx(37)
Level 4: Burst -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/EndRdx/Rchg(5), ShldBrk-DefDeb/EndRdx/Rchg(5), ShldBrk-%Dam(7), Thundr-Acc/Dmg/Rchg(29), Dev'n-Acc/Dmg/Rchg(36)
Level 6: Combat Jumping -- DefBuff-I(A), Krma-ResKB(40)
Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(9), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(19), Achilles-ResDeb%(34)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(11)
Level 12: Bayonet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(23)
Level 14: Boxing -- Empty(A)
Level 16: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(17), Posi-Dmg/EndRdx(17), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(23), RechRdx-I(34)
Level 18: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29)
Level 20: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Rchg+(25)
Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(27)
Level 28: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 30: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 32: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Rchg+(33)
Level 35: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 38: Gloom -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/Rchg(39), Decim-Acc/Dmg/Rchg(40)
Level 41: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(43)
Level 44: Call Reinforcements -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(45), C'Arms-Acc/Dmg/Rchg(46), C'Arms-EndRdx/Dmg/Rchg(46), C'Arms-+Def(Pets)(46)
Level 47: Summon Widow -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(48), C'Arms-Acc/Dmg/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(48), ExRmnt-+Res(Pets)(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 50: Cardiac Core Paragon
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 0: Invader
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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