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Radament

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  1. I based my Huntsman/Bane on your Bane build and so felt like this was the most appropriate place to share what I have come up with. I hope it will be useful to anyone looking to add a little extra to the defensive layers of the Bane based Huntsman: Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Kithix: Level 50 Natural Arachnos Soldier Primary Power Set: Bane Spider Soldier Secondary Power Set: Bane Spider Training Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Flight Villain Profile: Level 1: Single Shot -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Acc/Dmg/EndRdx/Rchg(3), SprSpdBit-Acc/Dmg/Rchg(3), SprSpdBit-Dmg/EndRdx/Rchg(5), SprSpdBit-Rchg/Global Toxic(5) Level 1: Bane Spider Armor Upgrade -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(7), GldArm-3defTpProc(7), GldArm-ResDam(42), GldArm-RechRes(43) Level 2: Burst -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(9), Apc-Acc/Rchg(9), Apc-Dmg/EndRdx(13), Apc-Dam%(13) Level 4: Combat Training: Offensive -- Acc-I(A) Level 6: Wide Area Web Grenade -- TraoftheH-Acc/Rchg(A), TraoftheH-EndRdx/Immob(15), TraoftheH-Acc/EndRdx(15), TraoftheH-Immob/Acc(17), TraoftheH-Acc/Immob/Rchg(17), TraoftheH-Dam%(19) Level 8: Heavy Burst -- AnlWkn-DefDeb/EndRdx/Rchg(A), AnlWkn-Acc/Rchg/EndRdx(19), Dtn-Dmg/EndRdx/Rng(21), Dtn-Dmg/Rng(21), HO:Centri(23), AchHee-ResDeb%(23) Level 10: Tactical Training: Maneuvers -- Rct-EndRdx/Rchg(A), Rct-Def/EndRdx(43), Rct-Def(43), Rct-Def/Rchg(45), Rct-Def/EndRdx/Rchg(45), Rct-ResDam%(45) Level 12: Venom Grenade -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(25), SprDmnofA-Dmg/EndRdx/Rchg(27), SprDmnofA-Acc/Dmg/EndRdx/Rchg(29), SprDmnofA-Rchg/DmgFear%(29) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50) Level 16: Super Speed -- Run-I(A) Level 18: Frag Grenade -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(31), Ann-Acc/Dmg/Rchg(31), Ann-Acc/Dmg/EndRdx(33), Ann-Acc/Dmg/EndRdx/Rchg(33), Ann-ResDeb%(33) Level 20: Tactical Training: Leadership -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(34), GssSynFr--ToHit/Rchg/EndRdx(34), GssSynFr--Rchg/EndRdx(34), GssSynFr--ToHit/EndRdx(36), GssSynFr--Build%(36) Level 22: Mental Training -- Run-I(A) Level 24: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx/Rchg(39), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(40), RedFrt-EndRdx(40), LucoftheG-Def/Rchg+(40) Level 26: Cloaking Device -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx/Rchg(36), RedFrt-Def/EndRdx/Rchg(37), RedFrt-Def(37), RedFrt-EndRdx(37), LucoftheG-Def/Rchg+(39) Level 28: Tactical Training: Assault -- EndRdx-I(A) Level 30: Build Up -- RechRdx-I(A), RechRdx-I(31) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 35: Assault -- EndRdx-I(A) Level 38: Surveillance -- AnlWkn-DefDeb(A), AnlWkn-Acc/DefDeb(46), AnlWkn-DefDeb/EndRdx/Rchg(46), AnlWkn-Acc/Rchg/EndRdx(48) Level 41: Call Reinforcements -- ExpRnf-Acc/Rchg(A), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), HO:Endo(46) Level 44: Wolf Spider Armor -- UnbGrd-Max HP%(A) Level 47: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A) Level 49: Hover -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Acc-I(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Run-I(A) Level 1: Conditioning Level 1: Sprint -- Clr-Stlth(A), Clr-EndRdx(42) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(25), Pnc-Heal/+End(27), Prv-Absorb%(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(11), PrfShf-End%(11) Level 0: Marshal Level 0: Invader Level 0: Born In Battle Level 50: Cardiac Core Paragon Level 50: Assault Radial Embodiment ------------ ------------ The biggest change I made was the drop Tactics, Vengeance and Victory Rush. I used the power choices and slots this freed up, along with a couple other slots I felt could be pulled off other powers, to fit in a number of the defensive globals which were skipped in the original build. Since the new globalmule powers included some space for LotGs I was able to move the LotG out of TT:Maneuvers and slot in a full set of Reactive Defense. I also switched the set in Frag Grenade to Annihilation as I felt that the -res proc and set bonuses would be about as good as Force Feedback while avoiding enhancing KB. One of the major goals of my tweaks was to improve the build's resists. I did this by adding the Shieldwall global, slotting a couple Gladiator's armor pieces into Bane Spider Armor(I also wanted the extra kb protection), using Wolf Spider Armor as my mule for Unbreakable Guard +hp to take advantage of the few % of extra resists, slotting a full set of Reactive Defenses in TT:Maneuvers including the scaling res bonus, and switching one Centriole Exposure in Heavy Burst for a Detonation:Damage/Range(sacrificing a 3% range and 5% damage on the power for an extra S/L bonus. Finally I switched a couple of regular sets out for ATOs and a purple set since I have the inf laying around for it.
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