Critique my SoA pls


blueruckus

 

Posted

I solo'd the ITF with this guy but it was painful. 64 h 30m 50 defeats. (ok that time did include pauses for doing other things and it took liberal applications of nukes/temps etc)

So I looked at his build and he was only about 35% S/L def and only +18% damage

So I've reworked him and on paper the results are pleasing. Frag Grenade is 5 slotted with SoA ATIOs.

I've already had comments about the high recovery - but I'm pretty happy with that - one cannot have too much End in my experience


Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/

Huntsman Strauss v4: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Mace Mastery

Villain Profile:
------------
Level 1: Pummel
(A) Kinetic Combat - Accuracy/Damage
(3) Kinetic Combat - Damage/Endurance
(3) Kinetic Combat - Damage/Recharge
(5) Kinetic Combat - Damage/Endurance/Recharge


Level 1: Wolf Spider Armor
(A) Steadfast Protection - Resistance/Endurance
(5) Steadfast Protection - Resistance/+Def 3%
(7) Steadfast Protection - Knockback Protection
(7) Impervium Armor - Resistance/Endurance
(9) Impervium Armor - Resistance


Level 2: Combat Training: Defensive
(A) Luck of the Gambler - Recharge Speed
(9) Gift of the Ancients - Run Speed +7.5%
(11) Gift of the Ancients - Defense


Level 4: Hasten
(A) Recharge Reduction
(42) Recharge Reduction


Level 6: Burst
(A) Thunderstrike - Accuracy/Damage
(11) Thunderstrike - Damage/Endurance
(13) Thunderstrike - Damage/Recharge
(13) Thunderstrike - Accuracy/Damage/Recharge
(15) Thunderstrike - Accuracy/Damage/Endurance
(15) Thunderstrike - Damage/Endurance/Recharge


Level 8: Wide Area Web Grenade
(A) Enfeebled Operation - Accuracy/Recharge
(17) Enfeebled Operation - Endurance/Immobilize
(17) Enfeebled Operation - Accuracy/Endurance
(19) Enfeebled Operation - Immobilize/Range
(19) Enfeebled Operation - Accuracy/Immobilize/Recharge
(21) Enfeebled Operation - Accuracy/Immobilize


Level 10: Heavy Burst
(A) Shield Breaker - Defense Debuff
(21) Shield Breaker - Accuracy/Defense Debuff
(23) Shield Breaker - Accuracy/Recharge
(23) Shield Breaker - Defense Debuff/Endurance/Recharge
(25) Shield Breaker - Accuracy/Endurance/Recharge
(25) Shield Breaker - Chance for Lethal Damage


Level 12: Tactical Training: Maneuvers
(A) Luck of the Gambler - Recharge Speed
(27) Gift of the Ancients - Defense
(27) Gift of the Ancients - Run Speed +7.5%


Level 14: Venom Grenade
(A) Ragnarok - Damage
(29) Ragnarok - Damage/Recharge


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


Level 18: Frag Grenade
(A) Empty
(29) Empty
(31) Empty
(31) Empty
(31) Empty


Level 20: Bane Spider Armor Upgrade
(A) Reactive Armor - Resistance/Endurance
(33) Reactive Armor - Resistance/Recharge
(33) Reactive Armor - Endurance/Recharge
(33) Reactive Armor - Endurance


Level 22: Tactical Training: Leadership
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(46) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 24: Cloaking Device
(A) Luck of the Gambler - Recharge Speed
(36) Luck of the Gambler - Defense/Endurance


Level 26: Bayonet
(A) Mako's Bite - Accuracy/Damage
(36) Mako's Bite - Damage/Endurance
(37) Mako's Bite - Damage/Recharge
(37) Mako's Bite - Accuracy/Endurance/Recharge
(50) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(50) Mako's Bite - Chance of Damage(Lethal)


Level 28: Surveillance
(A) Shield Breaker - Defense Debuff
(39) Shield Breaker - Accuracy/Defense Debuff


Level 30: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(39) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 32: Recall Friend
(A) Endurance Reduction


Level 35: Mental Training
(A) Run Speed IO


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


Level 41: Web Envelope
(A) Gravitational Anchor - Immobilize/Endurance
(42) Gravitational Anchor - Chance for Hold


Level 44: Disruptor Blast
(A) Force Feedback - Damage/Knockback
(45) Force Feedback - Accuracy/Knockback
(45) Force Feedback - Recharge/Knockback
(45) Force Feedback - Recharge/Endurance
(46) Force Feedback - Damage/Endurance/Knockback
(46) Force Feedback - Chance for +Recharge


Level 47: Summon Blaster
(A) Soulbound Allegiance - Damage
(48) Soulbound Allegiance - Chance for Build Up
(48) Soulbound Allegiance - Damage/Recharge
(48) Soulbound Allegiance - Accuracy/Damage/Recharge


Level 49: Combat Training: Offensive
(A) Accuracy IO


Level 50: Musculature Core Paragon
------------
Level 2: Swift
(A) Run Speed IO


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


Level 2: Hurdle
(A) Jumping IO


Level 2: Stamina
(A) Efficacy Adaptor - EndMod
(34) Performance Shifter - EndMod
(34) Performance Shifter - Chance for +End


Level 1: Brawl
(A) Empty


Level 1: Conditioning
Level 1: Sprint
(A) Endurance Reduction


Level 2: Rest
(A) Empty


Level 4: Ninja Run
------------



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"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

I would refer to this character as a "Huntsman" in the title so people know what they are looking at up front. And I have to ask... what made you choose the Bane Spider path when you are ignoring pretty-much everything that makes Bane Spiders useful? You have Cloaking Device but you can't deliver an Assassin's Strike. You have low damage output but you skipped taking Build Up. And I promise you, Crowd Control is just plain awesome even if you prefer to fight at long range.

The problem with your painfully low damage, besides the lack of Assassin's Strike and Build Up, is how your attacks are slotted. You could be doing amazing damage with Heavy Burst if you slotted it like a real attack. Venom Grenade is also a significant damage dealing power and it's only got two enhancement slots. Frag Grenade is frankly the weakest and least useful of the three. Disruptor Blast could also deal amazing damage if it were slotted with a damage-dealing IO set. On the other hand, if you want to use the assault rifle for attacks, I would strip all the enhancement slots out of Disruptor Blast and remove it from your hot bar, then max out Venom Grenade. You're going to be shooting Venom Grenade to debuff things anyway, why not make it a useful attack?

In terms of defenses, it looks to me like you are relying way too much on IO sets for defense bonuses, when you could take Maneuvers (Pool) for far better effect. You could also slot your defensive powers for more defense. Cloaking Device and Combat Jumping aren't even being affected by ED yet. Combat Training: Defensive and Tactical Training: Maneuvers are taking a small hit from ED but if you can squeeze one more percentage point out of Maneuvers, that's equivalent to the bonus you get from a whole IO set. (1% to all positionals as opposed to 3% to a single defense.)

You can ignore S/L Defense completely and concentrate on positional defenses. There's no advantage to being "close but not quite" in both categories. Ditch Kinetic Combat and slot Pummel with Mako's Bite or Touch of Death... something that adds a useful defense bonus.

Damage Resistance is nice, but Wolf Spider Armor provides a really small base value to be slotting it so heavily. You've pushed its resistance well into the red for ED purposes, which is better than you have slotted the much superior Bane Spider Armor Upgrade.

Hmmm... I would get rid of Combat Training: Offensive, take the previously-touted Maneuvers (Pool), and slot it with a few LotG (which will give you five). Get the extra slots from Wolf Spider Armor.


 

Posted

Well I threw this up primarily to show a friend in a convenient way.

I take your point about the Huntsman - that's the theme for the character and I really didn't want much Bane stuff in it. I don't want him to be wielding a mace if I can help it. His role is primarily big guns and pets.

However I'm not sure how you can say that +190% damage is "painfully low." Sure I can increase it at the expense of some defence and if I tweak a great deal then my Def overall reduces, to no good end.

You're suggesting relying on Set bonuses is a bad thing - I've tried combos of slotting the Def powers for more defence but I'm not getting anywhere close to the level of defence I've got with the bonuses. Feel free to enlighten me



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Temporarily remove the Gas Chance for BU when looking at your totals since you won't have that proc-ing anywhere nearly constantly. You'll see that you only have a +10% damage bonus. Base damage is low for us soldiers anyways, so I wouldn't worry about it too much.

This first thing I noticed was that you could drop Mako's Bite for Touch of Death have have both your Melee and Ranged Soft Capped.

I didn't go into further detail, because personally, I would have built totally different, but I'm just assuming you have you reasons for power selection.


T. Hayes
@The Cleansing

 

Posted

Dont understand the slotting behind Heavy Burst. Venom Grenade in to Heavy Burst will put a world of hurt on your enemies so you should be slotting for damage. I recommend 3 dmg/range Hami-Os for an 80 ft max damage cone. You should start of all your encounters with Venom for the res debuff. 2 slots in it is an injustice especially when you're throwing 6 in to web grenade.


Damage modifier on SoA is 1.0 range and melee so I wouldn't call that low. If you build high recharge you can spam AoEs for a high damage output. Combine that with pets and you're steamrolling. I run Musculature alpha so that puts my enhancement damage value at 130ish on attacks. With double assault and damage bonuses that's another 50 putting me at +180% damage on all my attacks. As was mentioned, your Gaussian build up should not be calculated in to your dmg as it doesn't proc often enough to be reliable. If you want more reliable boosts go with build up (if you can deal with the mace animation).

Sad to see that you're not doubling up on your maneuvers/assault, especially as a Huntsman as that's kinda their shtick. SoA get good values out of power pools so by not taking assault and maneuvers you're missing out on +15 dmg/5 plus def on your pets and teammates.

There's other ways I would go with this but I jus wanted to point out my main concerns with this build.


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
However I'm not sure how you can say that +190% damage is "painfully low."
The term "painful" I got from your original post. The main things that stood out immediately when I looked at your build was your best AoE attack slotted for zero damage bonus, and only two enhancement slots in Venom Grenade. I assumed that your ITF was painful because you were doing so much less damage than you could be.

Quote:
Originally Posted by Scarlet Shocker View Post
Sure I can increase it at the expense of some defence and if I tweak a great deal then my Def overall reduces, to no good end.

You're suggesting relying on Set bonuses is a bad thing - I've tried combos of slotting the Def powers for more defence but I'm not getting anywhere close to the level of defence I've got with the bonuses. Feel free to enlighten me
Getting individual positional defense bonuses from IO sets is the hard way, and it should only be done after you have exhausted all the easy ways. For example, you don't really want mace attacks but you have Disruptor Blast six-slotted. I assume this is because you want the 3.13% AoE defense bonus. There are better ways to get that bonus.

The easiest place to get defense bonuses is from global defense toggles like Maneuvers. As long as you care about all three positional defenses, you can think of any of these powers as being worth triple its face value.
For example, Combat Jumping is about the most feeble defensive toggle there is, but with a little slotting it can easily provide you with 3.75% global defense. An IO set with genuinely good defensive bonuses (Mako's Bite, Thunderstrike) will give you 3.75% defense to a single vector if you six-slot it. Three-slotted Combat Jumping gives you triple that. You do have Combat Jumping but you could be getting more defense bonus out of it. Maneuvers (Pool) can generate 5% or more global defense. How many IO set bonuses would you need to get 15% defense?


Below is your build with a few tweaks. Defenses are better in spite of using fewer set bonuses to get them. Damage resistance is higher, in spite of using two less enhancement slots. Heavy Burst and Venom Grenade are real attacks that deal their full damage. Best of all, you never have to draw that pesky mace. I recommend using the Dominion of Arachnos set in Heavy Burst because the fear proc will cover the largest area that way.

Endurance efficiency is worse on paper. A whole new toggle was added and some of those small recovery bonuses were lost. However, your old build does relatively low damage per attack activation, which wastes endurance. The revised build does considerably more damage per activation and most of the attacks (especially Venom Grenade) are cheaper as well.

I didn't include Build Up because I wasn't sure what you would have dropped for it. If you have no emotional/thematic attachment to the patron pet, I would drop the whole patron pool, which is mostly filler, in order to get Build Up and Assault (Pool). Neither of them require much slotting and they would increase your DPS far more than the pet does.

Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/

Click this DataLink to open the build!

Huntsman Strauss v4: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Pummel -- 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(7), T'Death-Dam%(9)
Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(5)
Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(9)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 6: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)
Level 8: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/EndRdx(17), Enf'dOp-Immob/Rng(19), Enf'dOp-Acc/Immob/Rchg(19), Enf'dOp-Acc/Immob(21)
Level 10: Heavy Burst -- Empty(A), Empty(11), Empty(21), Empty(23), Empty(23), Empty(25)
Level 12: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(45), LkGmblr-Rchg+(46)
Level 14: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31)
Level 20: Bane Spider Armor Upgrade -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(33), Aegis-EndRdx/Rchg(33), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(45)
Level 22: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(46)
Level 24: Cloaking Device -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(36)
Level 26: Bayonet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(36), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(50)
Level 28: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(39)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(36), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(39), LkGmblr-Def(46)
Level 32: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(45), EndRdx-I(50)
Level 35: Mental Training -- Run-I(A)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 41: Web Envelope -- Acc-I(A)
Level 44: Disruptor Blast -- Acc-I(A)
Level 47: Summon Blaster -- S'bndAl-Dmg(A), S'bndAl-Build%(48), S'bndAl-Dmg/Rchg(48), S'bndAl-Acc/Dmg/Rchg(48)
Level 49: Recall Friend -- EndRdx-I(A)
Level 50: Musculature Core Paragon
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(34), P'Shift-End%(34)
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------



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Posted

Thanks. That's interesting and helps me firm up what I'm looking for.

I want the pet, it goes very well with the theme and makes the character - I've got the Arachnos Lore Pets and I usually have a Backup Radio for fun too... it gives me a small Arachnos army to stomp on stuff... with added HVAS.

I'm always a bit iffy about BU. I know it adds a lot for a short moment but I prefer consistency - I guess that's possibly a contentious stance to take but it tends to work for me.

Also Stealth... I'm trying to lose that because it's not how I see the Huntsman role. Sure, good for defence but in any conflict between build and theme, theme wins for me.

I've got 5 Ragnaroks for Heavy Burst now, and I've catalyzed my five Dominion of Arachnos but sadly they aren't in Mids yet



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
Thanks. That's interesting and helps me firm up what I'm looking for.

I want the pet, it goes very well with the theme and makes the character - I've got the Arachnos Lore Pets and I usually have a Backup Radio for fun too... it gives me a small Arachnos army to stomp on stuff... with added HVAS.

I'm always a bit iffy about BU. I know it adds a lot for a short moment but I prefer consistency - I guess that's possibly a contentious stance to take but it tends to work for me.

Also Stealth... I'm trying to lose that because it's not how I see the Huntsman role. Sure, good for defence but in any conflict between build and theme, theme wins for me.

I've got 5 Ragnaroks for Heavy Burst now, and I've catalyzed my five Dominion of Arachnos but sadly they aren't in Mids yet
I feel the same about BU, personally but I can see both sides of the argument.

Also, I'm a big fan of the pet. On my crab I run Spiderlings Reinforcements,Blaster for 6 spiders. Also I have the Arachnos lore for Tarantula boss and bane LT. Like you, I keep Backup Radio stocked and also Lord Recluse signature summon (with his own bane he spawns). It's really a sight to behold having 11 Arachnos Pets all buffed with dual leadership going to town on their poor victims.


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

This is my newest version, with revisions taking into account your help for whcih I'm grateful chaps.

Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/

Huntsman Strauss: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Mace Mastery

Villain Profile:
------------
Level 1: Pummel
(A) Kinetic Combat - Accuracy/Damage
(3) Kinetic Combat - Damage/Endurance
(3) Kinetic Combat - Damage/Recharge
(5) Kinetic Combat - Knockdown Bonus


Level 1: Wolf Spider Armor
(A) Steadfast Protection - Resistance/Endurance
(5) Steadfast Protection - Resistance/+Def 3%
(7) Steadfast Protection - Knockback Protection


Level 2: Combat Training: Defensive
(A) Gift of the Ancients - Defense/Endurance/Recharge
(7) Gift of the Ancients - Run Speed +7.5%
(9) Luck of the Gambler - Defense
(9) Luck of the Gambler - Recharge Speed


Level 4: Hasten
(A) Recharge Reduction IO
(11) Recharge Reduction IO


Level 6: Burst
(A) Thunderstrike - Accuracy/Damage
(11) Thunderstrike - Damage/Endurance
(13) Thunderstrike - Damage/Recharge
(13) Thunderstrike - Accuracy/Damage/Recharge
(15) Thunderstrike - Accuracy/Damage/Endurance
(15) Thunderstrike - Damage/Endurance/Recharge


Level 8: Wide Area Web Grenade
(A) Enfeebled Operation - Accuracy/Recharge
(17) Enfeebled Operation - Endurance/Immobilize
(17) Enfeebled Operation - Accuracy/Endurance
(19) Enfeebled Operation - Immobilize/Range
(19) Enfeebled Operation - Accuracy/Immobilize/Recharge
(21) Enfeebled Operation - Accuracy/Immobilize


Level 10: Heavy Burst
(A) Ragnarok - Damage/Recharge
(21) Ragnarok - Accuracy/Recharge
(23) Ragnarok - Chance for Knockdown
(23) Ragnarok - Damage
(25) Ragnarok - Damage/Endurance


Level 12: Tactical Training: Maneuvers
(A) Gift of the Ancients - Endurance/Recharge
(25) Gift of the Ancients - Defense
(27) Luck of the Gambler - Defense
(27) Luck of the Gambler - Recharge Speed


Level 14: Venom Grenade
(A) Empty
(29) Empty
(29) Empty
(31) Empty
(31) Empty


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


Level 18: Single Shot
(A) Devastation - Accuracy/Damage
(31) Devastation - Accuracy/Damage/Recharge


Level 20: Frag Grenade
(A) Positron's Blast - Accuracy/Damage/Endurance
(33) Positron's Blast - Accuracy/Damage
(33) Positron's Blast - Chance of Damage(Energy)
(33) Positron's Blast - Damage/Endurance
(34) Positron's Blast - Damage/Range


Level 22: Tactical Training: Leadership
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(36) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 24: Build Up
(A) Rectified Reticle - Increased Perception
(37) Rectified Reticle - To Hit Buff


Level 26: Bayonet
(A) Empty
(37) Empty
(37) Empty
(39) Empty
(39) Empty
(39) Empty


Level 28: Bane Spider Armor Upgrade
(A) Titanium Coating - Resistance
(40) Titanium Coating - Endurance
(40) Titanium Coating - Endurance/Recharge
(40) Titanium Coating - Resistance/Endurance/Recharge
(42) Titanium Coating - Resistance/Recharge
(42) Titanium Coating - Resistance/Endurance


Level 30: Combat Jumping
(A) Luck of the Gambler - Defense
(42) Luck of the Gambler - Recharge Speed
(43) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 32: Mental Training
(A) Run Speed IO


Level 35: Maneuvers
(A) Luck of the Gambler - Defense/Recharge
(43) Luck of the Gambler - Recharge Speed
(43) Gift of the Ancients - Endurance/Recharge


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


Level 41: Web Envelope
(A) Gravitational Anchor - Immobilize
(46) Gravitational Anchor - Immobilize/Recharge


Level 44: Disruptor Blast
(A) Force Feedback - Chance for +Recharge


Level 47: Summon Blaster
(A) Soulbound Allegiance - Damage
(48) Soulbound Allegiance - Damage/Recharge
(48) Soulbound Allegiance - Accuracy/Damage/Recharge
(48) Soulbound Allegiance - Chance for Build Up


Level 49: Teleport
(A) Endurance Reduction IO


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


Level 1: Sprint
(A) Run Speed IO


Level 2: Rest
(A) Empty


Level 2: Swift
(A) Run Speed IO


Level 2: Hurdle
(A) Jumping IO


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


Level 2: Stamina
(A) Efficacy Adaptor - EndMod
(50) Performance Shifter - EndMod
(50) Performance Shifter - Chance for +End


Level 1: Conditioning
Level 4: Ninja Run
------------



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Notes: Venom Grenade is slotted with Superior Dominion of Arachnos sans proc & Bayonette is slotted with Mako's Bite giving me a total of 54.88% Ranged Def and 41.16% Smashing/Lethal & Melee

I landed a Ragnarok on the TPN last night hence I've got 5 slotted.


We ran an ITF at +4/x8 with my guy effectively leading (there was a lvl 45 SO'd WP tank on the team but he couldn't cope with the Alphas. It went great.

I'm not **** kicking with damage, but it's by no means shabby. Certainly not up to the standard of my Ice/En blaster but higher than Scarlet.

The one other power I'd take if I could would have been Surveillance - but what to drop? I am a huge fan of the pets so they had to stay - to me this is what makes the Huntsman and SoA generally so much fun.

This is the first toon I can solo a Pylon with and I'm doing it with difficulty at max (not sure if that actually affects Pylons) but he's one of my toughest characters now.

Question: Combat Training: Defensive seems to only affect ranged damage, so currently the Enhancements there seem to really only be doing much for the bonuses, but it's almost 12% bonus in Mids. How much benefit would I get dropping that and getting the Surveillance power?



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

never mind... bit of jiggling and I can lose Single Shot and it working nice.



"You got to dig it to dig it, you dig?"
Thelonious Monk