MORE DAKKA, or baby's first bane build


Cuddlemuffin

 

Posted

Been fighting with builds for my SoA for a while, and I think I've hit a compromise between relative cheapness, durability, single target effectiveness, and aoe effectiveness that I might like.

This fellow is (barely) softcapped to positionals without the two 3% IOs; with them he's comfortably safe from a few def debuffs. 97.5% global recharge before Hasten, and enough attacks of the ranged, melee, and aoe sorts to make him nice and killy in multiple situations. And, besides the aforementioned 3% DEFs and the ATOs, the only seemingly expensive bit is the LOTGs, but I can build those up as I go.

This is only the second or so time I've really tried to do a build for 50 so I'd really appreciate any input!

Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

MORE DAKKA bane: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5)
Level 1: Bane Spider Armor Upgrade -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(11)
Level 2: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9), Decim-Dmg/EndRdx(9)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 6: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(11)
Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(42), DefBuff-I(43)
Level 12: Venom Grenade -- DoArach-Acc/Dmg(A), DoArach-Dmg/Rchg(17), DoArach-Acc/Dmg/Rchg(19), DoArach-Dmg/EndRdx/Rchg(19), DoArach-Acc/Dmg/EndRdx/Rchg(25), DoArach-Rchg/-DmgFear(27)
Level 14: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(34)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(23), GSFC-Build%(25)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- LkGmblr-Rchg+(A)
Level 26: Boxing -- Empty(A)
Level 28: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(37), ShldBrk-Acc/Rchg(40), ShldBrk-DefDeb/EndRdx/Rchg(40), ShldBrk-Acc/EndRdx/Rchg(42), ShldBrk-%Dam(42)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), Aegis-Psi/Status(31)
Level 32: Crowd Control -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(40)
Level 35: Weave -- LkGmblr-Rchg+(A), DefBuff-I(36), DefBuff-I(36)
Level 38: Call Reinforcements -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(43), C'Arms-Acc/Dmg/Rchg(43), C'Arms-EndRdx/Dmg/Rchg(46), C'Arms-+Def(Pets)(46)
Level 41: School of Sharks -- Empty(A)
Level 44: Arctic Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Bile Spray -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/EndRdx/Rng(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(50), DefBuff-I(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(36), EndMod-I(37)
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
------------
Set Bonus Totals:

  • 10.5% DamageBuff(Smashing)
  • 10.5% DamageBuff(Lethal)
  • 10.5% DamageBuff(Fire)
  • 10.5% DamageBuff(Cold)
  • 10.5% DamageBuff(Energy)
  • 10.5% DamageBuff(Negative)
  • 10.5% DamageBuff(Toxic)
  • 10.5% DamageBuff(Psionic)
  • 19.13% Defense(Melee)
  • 5% Defense
  • 12.56% Defense(Smashing)
  • 12.56% Defense(Lethal)
  • 14.13% Defense(Fire)
  • 14.13% Defense(Cold)
  • 7.88% Defense(Energy)
  • 7.88% Defense(Negative)
  • 6% Defense(Psionic)
  • 9.75% Defense(Ranged)
  • 17.56% Defense(AoE)
  • 4.5% Max End
  • 45% Enhancement(Accuracy)
  • 77.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 112.4 HP (10.5%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 8%
  • MezResist(Immobilize) 13.5%
  • MezResist(Sleep) 4.15%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 12.5% (0.22 End/sec) Recovery
  • 10% (0.54 HP/sec) Regeneration
  • 1.89% Resistance(Smashing)
  • 1.89% Resistance(Lethal)
  • 3.15% Resistance(Fire)
  • 3.15% Resistance(Cold)
  • 1.88% Resistance(Energy)
  • 3.13% Resistance(Negative)
  • 2.21% Resistance(Toxic)
  • 5.21% Resistance(Psionic)
  • 15% RunSpeed
  • 1% XPDebtProtection



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Posted

I'm curious why you picked the Wolf ranged attacks over the Bane ranged attacks. It seems like the 50/50 mix of the two would result in excessive redraw.


 

Posted

Running all those defense toggles with no end reduction is really going to cramp your style. Use the Luck of the Gambler Def/End and Def/End/Recharge IOs instead of the generic Defense IOs. Slot Cloaking Device the same way. Even when it suppresses in combat, it gives your nearly the same bonus as Maneuvers (Pool) for less endurance, so it should not be neglected.
If you still need a bit more defense, the best power to slot into ED territory is TT:Maneuvers since it has the largest base value.

From a thematic standpoint, if you really want your character's focus to be on the dakka, and not on vomiting superhuman amounts of stomach acid, I would fully slot all of your SMG attacks and drop the patron powers. I think the extra toxic damage from Bile Spray can be more than replaced by taking both versions of Assault and slotting your SMG attacks to their true potential.
- Single Shot and Burst can both accept procs, like the -Resist proc from Achiles' Heel or the Negative Energy proc form Touch of Lady Grey.
- Heavy Burst is a cone and it benefits greatly from range enhancements, so leave out the Damage/End and keep the Damage/Range IO from Positron's Blast. For Slot #6 I recommend the Damage/End/Range IO from Detonation.
- If you feel like you need another attack, Frag Grenade is AoE, comes with some crowd control, and it doesn't require the redrawn of the patron attacks.

Tactical Training: Assault gives yourself, your pets and your team +15% damage, and it doesn't even require any extra enhancement slots. Both of my Soldiers take both versions of Assault, but I urge everyone to take the superior SoA version at the very least.