Tanky Bane/Huntsman - Build Guidance, Please?


Fireheart

 

Posted

Okay, let's pretend that I'm a Freemium player and that I've been dropped on my head a few times and know Nothing about SoAs. That's why we're building with SOs in this exercise.

Please, for the love of holiness, do not just plop down your Purple Incarnate PvP build and say, 'There, that's what you want!' I cannot use it.

My concept here, is to make a Melee Bane with a few AoE enhancements/grenades. At the moment, this character is level 39 - don't ask me how I got to 39 without learning anything about SoAs (see head-dropping). I do have a Ranged Huntsman, but that's a different character. My playstyle is solo and small teams in PvE missions, with a side of SF/TF.

I've been doing my research, reading about Huntsmen, Banes (& Crabs), checking out various builds, trying to figure out how to get what I want, but it's all very confused(ing) and there doesn't appear to be a lot of consensus. All of the builds are highly colorful, specialized and tweaked to within an inch of their lives. Here's what I have extracted from them so far - I do have a respec available, so major problems might be addressed.

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Grand Inquisitor Bob: Level 39 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Bash -- Acc(A), Acc(3), EndRdx(5), RechRdx(23), Dmg(27)
Level 1: Bane Spider Armor Upgrade -- ResDam(A), ResDam(3)
Level 2: Combat Training: Defensive -- DefBuff(A), DefBuff(5), DefBuff(7)
Level 4: Combat Jumping -- DefBuff(A)
Level 6: Wide Area Web Grenade -- Acc(A), Acc(7), EndRdx(11), RechRdx(21)
Level 8: Kick -- Acc(A), Acc(9), EndRdx(9), RechRdx(25), Dmg(34)
Level 10: Tactical Training: Maneuvers -- EndRdx(A), DefBuff(11), DefBuff(17)
Level 12: Pulverize -- Acc(A), Acc(13), EndRdx(13), RechRdx(23), Dmg(37)
Level 14: Venom Grenade -- Acc(A), Acc(15), EndRdx(15), RechRdx(21), Dmg(37)
Level 16: Super Jump -- EndRdx(A)
Level 18: Shatter -- Acc(A), Acc(19), EndRdx(19), RechRdx(25), Dmg(37)
Level 20: Tactical Training: Assault -- EndRdx(A)
Level 22: Tactical Training: Leadership -- EndRdx(A)
Level 24: Cloaking Device -- EndRdx(A)
Level 26: Mental Training -- Run(A)
Level 28: Tough -- EndRdx(A), EndRdx(29), ResDam(29), ResDam(34)
Level 30: Weave -- EndRdx(A), EndRdx(31), DefBuff(31), DefBuff(31)
Level 32: Crowd Control -- Acc(A), Acc(33), EndRdx(33), RechRdx(33), Dmg(34)
Level 35: Maneuvers -- EndRdx(A), EndRdx(36), DefBuff(36), DefBuff(36)
Level 38: Tactics -- EndRdx(A), EndRdx(39), ToHit(39), ToHit(39)

Level 41: Build Up -- Empty(A)
Level 44: Surveillance -- Empty(A)
Level 47: Combat Training: Offensive -- Empty(A)
Level 49: [Empty]
Level 1: Brawl -- Acc(A)

Level 1: Conditioning
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(17), EndMod(27)
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Be Well!
Fireheart


 

Posted

I did post an all-SO Crab Spider build back before Freedom came out, so I have given SO'ed VEATs some thought and I think they can perform pretty well. Banes have access to such a large number of defense toggles, you can almost soft-cap melee and AoE, even with SOs. As long as you're smacking down the debuffers and other difficult opponents with sneak attacks, your defenses are not going to be severely tested anyway.

Try to add a third Defense SO to both versions of Maneuvers and Weave. And don't neglect Cloaking Device. It does suppress to half value in combat, but that's still more defense than Combat Jumping, so it's worth slotting.

Since you are planning to run two different versions of Tactics, and Tactical Training Offensive, AND you have Build Up, I think it's safe to say that you don't need to double-slot your attacks for accuracy. One each should be sufficient. Convert all those extra accuracy SOs to damage.

If you want to maximize your melee damage, you'll want Placate so you can make multiple sneak attacks.

What is the purpose of Wide Area Web Grenade? Since this is a melee build, your DPS is going to be highest if you open with an Executioner's Strike and then allow your victims to bunch up for Crowd Control. Keeping them webbed to the ground so you have to go get them doesn't seem very useful. Mace Beam Blast, on the other hand, does damage and has useful crowd control applications, especially when you slot it with the Overwhelming Force KB-to-KD enhancement (it's not an IO).

I can see how you might need Kick as a filler attack since you lack set bonuses and Hasten, but there's no way I would slot it up like a main attack when your real heavy-duty attacks are still incomplete.

In general, I would try slotting all your melee attacks with 1 Accuracy, 3 Damage, 1 Recharge and 1 End Cost Reduction, then tweak as needed. If you give Bash a bit of extra recharge so it's consistently available between bigger attacks, you may be able to unslot Kick.

And, if this build were being played by a Premium player with some reward tokens... I actually think Sands of Mu would make a better backup attack than Kick. You have so many accuracy buffs that it should be sufficiently reliable.


 

Posted

Oh, excellent! I hoped you'd contribute, TDB.

Quote:
Originally Posted by Two_Dollar_Bill View Post
I did post an all-SO Crab Spider build back before Freedom came out, so I have given SO'ed VEATs some thought and I think they can perform pretty well. Banes have access to such a large number of defense toggles, you can almost soft-cap melee and AoE, even with SOs. As long as you're smacking down the debuffers and other difficult opponents with sneak attacks, your defenses are not going to be severely tested anyway.

Try to add a third Defense SO to both versions of Maneuvers and Weave. And don't neglect Cloaking Device. It does suppress to half value in combat, but that's still more defense than Combat Jumping, so it's worth slotting.

Since you are planning to run two different versions of Tactics, and Tactical Training Offensive, AND you have Build Up, I think it's safe to say that you don't need to double-slot your attacks for accuracy. One each should be sufficient. Convert all those extra accuracy SOs to damage.

If you want to maximize your melee damage, you'll want Placate so you can make multiple sneak attacks.
Hmm, I basically tossed in those final powers as leftovers from the various builds that I was cribbing from, including one you posted (with IOs). I'd definitely like to see a freshly crafted SO build, or a link to your old one!

If past experience is any guide, I will consistently forget to use Build Up, and possibly Placate, as well, but I'd happily port a solid build with Placate over to Test and try it out. Does it equate to 'Click to Crit', or...?
Quote:
What is the purpose of Wide Area Web Grenade? Since this is a melee build, your DPS is going to be highest if you open with an Executioner's Strike and then allow your victims to bunch up for Crowd Control. Keeping them webbed to the ground so you have to go get them doesn't seem very useful. Mace Beam Blast, on the other hand, does damage and has useful crowd control applications, especially when you slot it with the Overwhelming Force KB-to-KD enhancement (it's not an IO).
Exe-Who? I don't recall seeing that power in any builds, or in Mids.

As for WAWG, well I do have a L24 Huntsman that I brought up 'the hard way' and I loosely based this build off of that, replacing ranged attacks with melee. I do see your point about the web being counter-intuitive. I have fond memories of "Web! Venom! Frag! Spraay!" followed by maniacal laughter and the fall of spent brass.

That might not apply here, but I don't have experience with a Bane's fully-developed defenses, so I wasn't sure if they could stand up to a melee-scrum like my Tankers would enjoy. I like Tankers a lot, so I thought it might be fun to try building a Soldier to that spec, even if he comes out more equivalent to a Scrapper. I figured the Web would allow me to shape the battle a little better? Perhaps I can re-juggle things and slip Bayonet, or Frag, or Poisonous Ray into that space?
Quote:
I can see how you might need Kick as a filler attack since you lack set bonuses and Hasten, but there's no way I would slot it up like a main attack when your real heavy-duty attacks are still incomplete.
Well, I 'have to' take an attack from Fighting. If I must take it and I don't have something Obviously Better, then I may as well make it count and put it to work. The other thing that led me to give it a little priority, is imagining going on a DFB with only one attack - that's a long break between Bash and Pulverize and, I'm sorry, but the 'mace beam' attacks are pitiful - I'd be better off with the standard Soldier's gun.

As for slotting it, I haven't given it any priority over the main attacks - they all have 5 slots. (5 pieces of Crushing Impact would be my usual choice for melee powers, and occasionally a 6th slot for some special feature.)
Quote:
In general, I would try slotting all your melee attacks with 1 Accuracy, 3 Damage, 1 Recharge and 1 End Cost Reduction, then tweak as needed. If you give Bash a bit of extra recharge so it's consistently available between bigger attacks, you may be able to unslot Kick.
That would certainly work, if I never Exemplared or ran Ouroboros.
Quote:
And, if this build were being played by a Premium player with some reward tokens... I actually think Sands of Mu would make a better backup attack than Kick. You have so many accuracy buffs that it should be sufficiently reliable.
Yes, well, I do have all of the Vet attacks, so Sands, Blackwand, & Nemesis... And the To-Hit bonuses are more significant - good point about being able to get away with a little less Accuracy, I'll have to test that.

One issue with this concept, which does not apply with my other melee characters, is that this really doesn't have a full attack chain at low/middle levels, like a regular Tanker might. That might be mitigated by replacing WAWG with Bayonet - at least in the teens and beyond.

And ultimately, despite my initial plea for 'no IOs', I do plan to slot IOs. Only, every time I ask for build assistance without 'requiring' that it be SO Only, someone will come along and plonk down some 'ultimate' build, as if it were the be all and end all Answer to my problems... And they're always completely un-usable at whatever my level is and/or impossible without a lot more resources than I have available. Usually, I can't even use them as a Guide, because they're leveraging some particular aspect to be 'awesome' and sacrificing general utility in order to do it.

So, I build on SOs, with an eye towards IO Sets, but without going too far and a focus on being completely functional 'right now' at a given level and when Exemplared. I can always respec and re-balance when I reach that higher level, if necessary.

So, here's what I have now:

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Grand Inquisitor Bob: Level 39 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
Level 1: Bash -- Acc(A), Acc(3), EndRdx(3), RechRdx(5), Dmg(5)
Level 1: Bane Spider Armor Upgrade -- ResDam(A), ResDam(7)
Level 2: Combat Training: Defensive -- DefBuff(A), DefBuff(7), DefBuff(9)
Level 4: Kick -- Acc(A), Acc(11), EndRdx(13), RechRdx(13)
Level 6: Combat Jumping -- DefBuff(A)
Level 8: Super Jump -- EndRdx(A)
Level 10: Tactical Training: Maneuvers -- EndRdx(A), DefBuff(15), DefBuff(15)
Level 12: Pulverize -- Acc(A), Acc(17), EndRdx(17), RechRdx(19), Dmg(19)
Level 14: Bayonet -- Acc(A), Acc(21), EndRdx(21), RechRdx(23), Dmg(23)
Level 16: Venom Grenade -- Acc(A), Acc(25), EndRdx(25), RechRdx(27), Dmg(27)
Level 18: Shatter -- Acc(A), Acc(29), EndRdx(29), RechRdx(31), Dmg(31)
Level 20: Tactical Training: Assault -- EndRdx(A)
Level 22: Tactical Training: Leadership -- EndRdx(A)
Level 24: Cloaking Device -- EndRdx(A)
Level 26: Mental Training -- Run(A)
Level 28: Tough -- EndRdx(A), EndRdx(31), ResDam(33), ResDam(33)
Level 30: Weave -- EndRdx(A), EndRdx(33), DefBuff(34), DefBuff(34)
Level 32: Crowd Control -- Acc(A), Acc(34), EndRdx(36), RechRdx(36), Dmg(36)
Level 35: Maneuvers -- EndRdx(A), EndRdx(37), DefBuff(37), DefBuff(37)
Level 38: Tactics -- EndRdx(A), EndRdx(39), ToHit(39), ToHit(39)
Level 41: Placate --
Level 44: Build Up --
Level 47: Surveillance --
Level 49: Combat Training: Offensive --

Level 1: Brawl -- Acc(A)
Level 1: Conditioning
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(9), EndMod(11)
------------
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I'm interested in alternatives, if anyone has one, suggestions for improvement, and any other useful commentary anyone has to share!

Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Fireheart View Post
Hmm, I basically tossed in those final powers as leftovers from the various builds that I was cribbing from, including one you posted (with IOs). I'd definitely like to see a freshly crafted SO build, or a link to your old one!
The SO Build I posted last year was a Crab, but it might still be interesting for reference.

Quote:
Originally Posted by Fireheart View Post
If past experience is any guide, I will consistently forget to use Build Up, and possibly Placate, as well, but I'd happily port a solid build with Placate over to Test and try it out. Does it equate to 'Click to Crit', or...?
Part of the fun of the melee Bane is the staggering amount of burst damage you can do with a sneak attack. If you really want eye-popping damage numbers, you will need to hit your target with Surveillance and yourself with Build Up before using Shatter. I have them all laid out on my hotbar together so I can just push them in sequence.

Quote:
Originally Posted by Fireheart View Post
Exe-Who? I don't recall seeing that power in any builds, or in Mids.
Executioner's Strike is a sneak attack using Shatter. You can sneak attack with your other melee mace attacks, but this is the big one.

Quote:
Originally Posted by Fireheart View Post
As for WAWG, well I do have a L24 Huntsman that I brought up 'the hard way' and I loosely based this build off of that, replacing ranged attacks with melee. I do see your point about the web being counter-intuitive. I have fond memories of "Web! Venom! Frag! Spraay!" followed by maniacal laughter and the fall of spent brass.

That might not apply here, but I don't have experience with a Bane's fully-developed defenses, so I wasn't sure if they could stand up to a melee-scrum like my Tankers would enjoy. I like Tankers a lot, so I thought it might be fun to try building a Soldier to that spec, even if he comes out more equivalent to a Scrapper. I figured the Web would allow me to shape the battle a little better? Perhaps I can re-juggle things and slip Bayonet, or Frag, or Poisonous Ray into that space?
For a melee Bane, the maniacal laughter comes at the beginning of the fight when you cause a pesky Lieutenant to vanish in a red mist before he can even draw his weapon. Ranged weapons are mostly for mopping up fleeing minions that are beneath your dignity to chase down.

Quote:
Originally Posted by Fireheart View Post
Well, I 'have to' take an attack from Fighting. If I must take it and I don't have something Obviously Better, then I may as well make it count and put it to work. The other thing that led me to give it a little priority, is imagining going on a DFB with only one attack - that's a long break between Bash and Pulverize and, I'm sorry, but the 'mace beam' attacks are pitiful - I'd be better off with the standard Soldier's gun.
I agree that the ranged mace attacks are generally inferior to their assault rifle equivalents, but any of them are still far better than Kick. While you may be required to take Boxing or Kick, you are not required to waste enhancement slots on them or actually use them.
If you take Pulverize at level 12, you can still use it when exemplared as low as level 7. If you frequently use Ouro to re-run level 5 story arcs, that could be a problem. I suspect Sands of Mu and a Backup Radio would allow you to defeat the level 5 Hellions.

In terms of attack chains and attack choices:
- Since you are going to be using IO sets with +Recharge, I think you'll find that all four melee mace attacks will make a complete attack chain all by themselves. No need to use Kick or Bayonet. (I tried it for a while with just Bash, Shatter and Crowd Crontrol, no Hasten, but there were too many gaps.)
- Ranged attacks are somewhat more complicated. If you really want to embrace the stalker/scrapper lifestyle and do your dirty work in melee, you really don't need a ranged attack chain at all. Just a couple of ranged attacks for picking off stragglers may be sufficient. That's all my Bane has, and I went with those "pitiful" mace attacks for reasons of theme and redraw.

Quote:
Originally Posted by Fireheart View Post
And ultimately, despite my initial plea for 'no IOs', I do plan to slot IOs. Only, every time I ask for build assistance without 'requiring' that it be SO Only, someone will come along and plonk down some 'ultimate' build, as if it were the be all and end all Answer to my problems... And they're always completely un-usable at whatever my level is and/or impossible without a lot more resources than I have available. Usually, I can't even use them as a Guide, because they're leveraging some particular aspect to be 'awesome' and sacrificing general utility in order to do it.
Well, I can't promise that my own IO builds are any better, though I prefer to use non-purple sets because I'd rather have defense than recharge.

I guess the thing to work on as you level up is finding the right balance of ranged and melee attacks. My Bane and Crab play very differently, even though both are "melee characters" with some ranged attacks. I tried to give my Bane a mix of melee and ranged attacks, but once I got in there swinging with the mace, I found that I got a bad case of "scrapperlock" and just didn't switch back to ranged. Some attacks that are quite good on paper (Venom Grenade) just weren't very useful for the style of melee I was doing.


 

Posted

Well, I ported it over to Test and ran with the build I last posted... Sure enough, Kick is too many attacks for my tray. Except! When I exemplared to single-digits it took forever to kill stuff with only one attack. So I built a quick exemplared tray with extra 'junk' attacks and... it was still painful, but at least I had Bash and Kick!

Bayonet turned out to be every bit as fierce as I expected. Nice big chunk of damage... And it seemed like the whole game would just... pause, while the rifle was whipped out, readied, thrust, recovered, and then the mace was pulled out for the next attack... often while the enemy tried to run away. So, as good as that was, I think I shall choose a different attack for that slot.

General experience with the build: It does not exemplar to Low levels, well. Mid Teens was completely doable, but took a more cautious strategy. In the 30s... Wow, what a crazy ride.

Stealth makes strategic reconnaissance possible. You can go in and have a look at the mobs, make a plan, and Execute Them. Defense is really good, on SOs, but not quite up to diving into a big +X mob and surviving. 3-4 yellows was little trouble, 2 orange was okay, Reds and anything more... well, we'll call that 'exciting'.

As described, Hide + Surveillance + Shatter makes yellows and some oranges... just explode. Tougher ones, you might have to beat on a little, then Placate and Shatter again... and that's usually all it takes. Presumably Build-Up would make this even nastier, but I'm not sure if I'll have room for it - we'll see.

Most of the time, my strategy was to clear out smaller packets of minions and take the bosses nigh solo. If I pulled a larger crowd, popping Venom Grenade helped reduce the problem, but I did get overwhelmed a time or two. Sometimes, I'd play it with lures and running battles, duck away, wait for stealth to tick, turn back and SMASH! When I didn't have Stealth, leading off with Venom Grenade softened up clumps of mobs quite nicely. Bear in mind, this was Solo - If I'd been with a team it would have been a bit different.

So, barring further commentary and argument, I believe I will install this build on live... shortly.

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Grand Inquisitor Bob: Level 39 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Bash -- Acc(A), Acc(3), EndRdx(3), RechRdx(5), Dmg(5)
Level 1: Bane Spider Armor Upgrade -- ResDam(A), ResDam(7)
Level 2: Combat Training: Defensive -- DefBuff(A), DefBuff(7), DefBuff(9)
Level 4: Combat Jumping -- DefBuff(A)
Level 6: Kick -- Acc(A)
Level 8: Super Jump -- EndRdx(A)
Level 10: Tactical Training: Maneuvers -- EndRdx(A), DefBuff(11), DefBuff(13), DefBuff(13)
Level 12: Pulverize -- Acc(A), Acc(15), EndRdx(15), RechRdx(17), Dmg(17)
Level 14: Poisonous Ray -- Acc(A), Acc(19), EndRdx(19), RechRdx(21), Dmg(21)
Level 16: Venom Grenade -- Acc(A), Acc(23), EndRdx(23), RechRdx(25), Dmg(25)
Level 18: Shatter -- Acc(A), Acc(27), EndRdx(27), RechRdx(29), Dmg(29)
Level 20: Tactical Training: Assault -- EndRdx(A)
Level 22: Tactical Training: Leadership -- EndRdx(A)
Level 24: Cloaking Device -- EndRdx(A), DefBuff(31), DefBuff(31), DefBuff(31)
Level 26: Placate -- RechRdx(A), RechRdx(33), RechRdx(33)
Level 28: Mental Training -- Run(A)
Level 30: Surveillance -- Acc(A), EndRdx(33), RechRdx(34), RechRdx(34)
Level 32: Crowd Control -- Acc(A), Acc(34), EndRdx(36), RechRdx(36), Dmg(36)
Level 35: Tough -- EndRdx(A), EndRdx(37), ResDam(37), ResDam(37)
Level 38: Weave -- EndRdx(A), EndRdx(39), DefBuff(39), DefBuff(39)

Level 1: Brawl -- Acc(A)

Level 1: Conditioning
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(9), EndMod(11)
------------
------------



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Be Well!
Fireheart


 

Posted

Here's what I'm running on my Bane currently. It's an IO'ed version of your current SO build.

Villain Plan by Mids' Villain Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Arachnosanguinatus: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed

Villain Profile:
Level 1: Mace Beam -- Thundr-Acc/Dmg:45(A), Thundr-Acc/Dmg/Rchg:45(3), Thundr-Dmg/EndRdx:45(3), Thundr-Dmg/Rchg:45(5), Thundr-Dmg/EndRdx/Rchg:45(5), Thundr-Acc/Dmg/EndRdx:45(7)
Level 1: Wolf Spider Armor -- TtmC'tng-ResDam/EndRdx:46(A), TtmC'tng-ResDam/Rchg:45(7), TtmC'tng-EndRdx/Rchg:45(9), TtmC'tng-ResDam/EndRdx/Rchg:45(9), TtmC'tng-ResDam:45(11), TtmC'tng-EndRdx:45(11)
Level 2: Combat Training: Defensive -- LkGmblr-Def:45(A), LkGmblr-Rchg+:45(13), DefBuff-I:45(13)
Level 4: Combat Training: Offensive -- Acc-I:45(A), Acc-I:45(15)
Level 6: Bane Spider Armor Upgrade -- TtmC'tng-ResDam/EndRdx:46(A), TtmC'tng-ResDam/Rchg:45(15), TtmC'tng-EndRdx/Rchg:45(17), TtmC'tng-ResDam/EndRdx/Rchg:45(17), TtmC'tng-ResDam:45(19), TtmC'tng-EndRdx:45(19)
Level 8: Hover -- DefBuff-I:45(A), DefBuff-I:45(21)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def:45(A), LkGmblr-Rchg+:45(21), LkGmblr-Def/EndRdx:45(23), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 12: Pulverize -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(23), T'Death-Dmg/Rchg:40(25), T'Death-Acc/Dmg/EndRdx:38(25), T'Death-Dmg/EndRdx/Rchg:40(27), T'Death-Dam%:40(27)
Level 14: Build Up -- GSFC-ToHit:45(A), GSFC-ToHit/Rchg:45(29), GSFC-ToHit/Rchg/EndRdx:45(29), GSFC-Rchg/EndRdx:45(45), GSFC-ToHit/EndRdx:45(45), GSFC-Build%:45(46)
Level 16: Tactical Training: Assault -- EndRdx-I:45(A), EndRdx-I:45(31)
Level 18: Shatter -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(31), T'Death-Dmg/Rchg:40(31), T'Death-Acc/Dmg/EndRdx:38(33), T'Death-Dmg/EndRdx/Rchg:40(33), T'Death-Dam%:40(33)
Level 20: Tactical Training: Leadership -- EndRdx-I:45(A), EndRdx-I:45(34)
Level 22: Mental Training -- Flight-I:45(A)
Level 24: Cloaking Device -- LkGmblr-Def:45(A), LkGmblr-Rchg+:45(34), LkGmblr-Def/EndRdx:45(34), LkGmblr-Def/EndRdx/Rchg:45(36)
Level 26: Placate -- RechRdx-I:45(A), RechRdx-I:45(36), RechRdx-I:45(36)
Level 28: Surveillance -- Acc-I:45(A), EndRdx-I:45(37), RechRdx-I:45(37)
Level 30: Maneuvers -- LkGmblr-Def:45(A), LkGmblr-Rchg+:45(37), LkGmblr-Def/EndRdx:45(39), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 32: Crowd Control -- Erad-%Dam:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), M'Strk-Dmg/EndRdx/Rchg:45(40), M'Strk-Acc/Dmg/EndRdx:45(40), Oblit-Acc/Dmg/Rchg:45(40)
Level 35: Boxing -- Empty(A)
Level 38: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(45)
Level 41: Weave -- LkGmblr-Def:45(A), LkGmblr-Rchg+:45(42), EndRdx-I:45(42)
Level 44: Fly -- Flight-I:50(A)
Level 47: Mace Beam Volley -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Sprint -- Run-I:45(A)
Level 2: Rest -- RechRdx-I:45(A)
Level 2: Swift -- Flight-I:45(A)
Level 2: Hurdle -- Jump-I:45(A)
Level 2: Health -- Numna-Heal:45(A), Numna-Regen/Rcvry+:45(42), Mrcl-Rcvry+:40(43)
Level 2: Stamina -- EndMod-I:45(A), EndMod-I:45(43), EndMod-I:45(43)
Level 1: Conditioning
Level 4: Ninja Run
Level 50: Cardiac Core Paragon
------------
------------



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Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Interesting choices Hyperstrike. And it looks affordable, too.

I went ahead and applied the build I posted, then ran the Intro to Ouroboros arc again, on live. Only, this time I teamed with a friend, a L30 Crab... double Defense auras, double Leadership, double Assault... And I was prepared for the level-limits with proper trays and strategy...

So we left a bloody smear across time and space and had a blast.

However, Endurance was and is a continual problem. We were learning to manage it a little better - mostly by pacing ourselves.

Oh, and, something I didn't notice on Test, but with a full evening of adventures on Live, I noticed it - This character is Wicked Friking FAST! Mental Training stacks with Swift and there were times when I was checking to see if I'd been Speed-Boosted, or something, because I was almost flying right off ledges and zipping in and out of melee like my spider-cape was on fire, or something!

So, in anticipation of further levels, I finished the build.

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Grand Inquisitor Bob: 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

Hero Profile:
Level 1: Bash -- Acc(A), Acc(3), EndRdx(3), RechRdx(5), Dmg(5)
Level 1: Bane Spider Armor Upgrade -- ResDam(A), ResDam(7)
Level 2: Combat Training: Defensive -- DefBuff(A), DefBuff(7), DefBuff(9), DefBuff(40)
Level 4: Combat Jumping -- DefBuff(A)
Level 6: Kick -- Acc(A)
Level 8: Super Jump -- Jump(A)
Level 10: Tactical Training: Maneuvers -- EndRdx(A), DefBuff(11), DefBuff(13), DefBuff(13)
Level 12: Pulverize -- Acc(A), Acc(15), EndRdx(15), RechRdx(17), Dmg(17)
Level 14: Poisonous Ray -- Acc(A), Acc(19), EndRdx(19), RechRdx(21), Dmg(21)
Level 16: Venom Grenade -- Acc(A), Acc(23), EndRdx(23), RechRdx(25), Dmg(25), Dmg(40)
Level 18: Shatter -- Acc(A), Acc(27), EndRdx(27), RechRdx(29), Dmg(29)
Level 20: Tactical Training: Assault -- EndRdx(A), EndRdx(45)
Level 22: Tactical Training: Leadership -- EndRdx(A), ToHit(40), EndRdx(43), ToHit(43)
Level 24: Cloaking Device -- EndRdx(A), DefBuff(31), DefBuff(31), DefBuff(31)
Level 26: Placate -- RechRdx(A), RechRdx(33), RechRdx(33)
Level 28: Mental Training -- Run(A)
Level 30: Surveillance -- Acc(A), EndRdx(33), RechRdx(34), RechRdx(34)
Level 32: Crowd Control -- Acc(A), Acc(34), EndRdx(36), RechRdx(36), Dmg(36)
Level 35: Tough -- EndRdx(A), EndRdx(37), ResDam(37), ResDam(37)
Level 38: Weave -- EndRdx(A), EndRdx(39), DefBuff(39), DefBuff(39)
Level 41: Call Reinforcements -- Acc(A), Acc(42), EndRdx(42), RechRdx(42), Dmg(43)
Level 44: Build Up -- RechRdx(A), RechRdx(45), ToHit(45)
Level 47: Maneuvers -- EndRdx(A), EndRdx(48), DefBuff(48), DefBuff(48)
Level 49: Tactics -- EndRdx(A), EndRdx(50), ToHit(50), ToHit(50)
Level 1: Brawl -- Acc(A)
Level 1: Conditioning
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A), Heal(46), Heal(46), Heal(46)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(9), EndMod(11)

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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This character is just Begging for the Agility Alpha.

Be Well!
Fireheart


 

Posted

It seems you have spurned my accuracy slotting advice, but I assure you: Too much accuracy slotting means taking more swings for less damage, wasting endurance.

And there's no reason to starve yourself until 47th level, or longer. You can start assembling your +Endurance, +Recovery procs like Miracle, Numina's and Performance Shifter now, since their level doesn't affect their performance.


 

Posted

TD_Bill I'm sorry, I don't mean to 'spurn', it's mostly just ingrained habit. I agree that 140% Accuracy is probably plenty and 180% is overkill. Surveillance, with only one Acc (140%), is the only power that I Noticed missing occasionally. But since that's a stealthy debuff, I can just wait for it to recharge and try it again.

As for procs and other special bits, yes, I've already placed bids for things like Perf. Shifter and Steadfast. Numina's looks especially pricey, so I may look into getting that with Merits.

Here's another question: What if I drop the Leadership Pool? I could add Spring Attack? I could load TT: Leadership with a full set of Gaussian's?

Would teammates spurn Me, without the Pool buffs?

Be Well!
Fireheart


 

Posted

If you are serious about soft-capping your defenses, you should not even think about skipping the Leadership pool. Maneuvers is worth about 5% to each of your positional defenses... and it takes a lot of IO set bonuses to add up to 15% defense. Assault is also an amazing power for VEATS that should not be skipped. +15% damage for your entire team? Why would you skip that?

Both my Bane and my Crab, and some of my Defenders and Masterminds, have Gaussian's Synchronized Fire Control six-slotted in some version of Tactics. The set contains no junk bonuses, and it grants 7.5% in positional defense, which is as good as any IO set in the game. I'd rather have TT:Leadership really well slotted than to use Shield Breaker in my attacks or other desperate measures to get defense bonuses.

What good is Spring Attack to a mace Bane? Anything you open the fight with that breaks your stealth without delivering an Execution's Strike is a fail. Awesome burst damage is one of the defining strengths of the character, why fight it?


 

Posted

Quote:
Originally Posted by Two_Dollar_Bill View Post
What good is Spring Attack to a mace Bane? Anything you open the fight with that breaks your stealth without delivering an Execution's Strike is a fail. Awesome burst damage is one of the defining strengths of the character, why fight it?
The nice thing about Spring Attack is that it doesn't break the Hidden state. It uses the same pseudo-pet type of power that Lightning Rod does, if that helps.


 

Posted

It seems rather counter-intuitive that an AoE attack that involves jumping into the middle of a group of enemies would not break stealth... but I've never used it, or Lightning Rod, or the shield charge version. So, maybe it's an excellent power for a mace Bane?


 

Posted

Hmm! I have no idea. Perhaps I should port over to Test and try that.

Your argument 'against' is valid, TD_Bill, but if SaintTzu is correct, then it sounds like a Super one-tzu attack-chain...

My argument against Leadership is that I can use the freed-up slots to put 6x Gaussian's in Tactical Training and get +2.5% Def to everything while saving Endurance.

Be Well!
Fireheart


 

Posted

I have tested it and currently use Spring Attack on one of my Stalkers. It's the pet that does the damage. It is noticed and attracts aggro but does not in and of itself break the Hidden state.

... Unless there's something funky about the Soldier version of 'Hidden' (and I haven't tested this on mine) it should work the same way.


 

Posted

Okay, checked the numbers and Leadership: Maneuvers is giving me the last 5% Def to cap everything, so I probably want to keep it. Leadership: Tactics is a 50% Perception buff, which I really do like, along with 14% To-Hit - but I can live without it.

Done that way, and pulling extra slots from Build-Up, I can 6-slot Tactical Training: Leadership for a bit more +Defense and pick up Spring Attack...

One issue with Spiring Attack - How do I slot it? It's a Pet... with base accuracy '1'... (according to City of Data)... Mids shows no accuracy or damage to enhance... If I ignore that and slot it like a normal attack, does the 'Pet' benefit? Does the 'Pet' benefit from my global Accuracy buffs? It does accept a full range of regular Enhancements... Just confusing.

Be Well!
Fireheart


 

Posted

The 'pet' is just the behind-the-scenes way that the power is coded into the game. It's not a pet in the way most players use the term, so I apologize for being confusing.

You would slot it in the same way you'd slot any PBAoE attack. Although, the damage is not amazing and it's recharge is a bit on the long side so if you wanted to do the best you could for Accuracy and Recharge on two to four slots you'd be forgiven.

I consider its use as 'tactical/control' rather than its damage. You get the effect of a teleport into a group and have a good chance to knock a number of them down. This usually means that you're not going to get the full alpha from that group all at once when you Executioner's Strike your first target. Its not game-breakingly awesome but it's fun and useful.