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Huntsman Concept Build


Erydanus

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After chatting about builds in Gulbasaur's topic on widows I have been working on a Wolf Spider Huntsman (Arbiter track, thank you). Basically I like the general gameplay of the AT but I don't like the cybernetic spider arms or the bane spider mace (though at least THAT weapon is customizable). So I've been trying to develop a viable (though obviously not optimal) build just using the Huntsman powers and the couple Bane secondaries that don't invoke the dreaded mace. Unfortunately this means Build-Up is not available as I checked the animation on the test server and it whips out the mace upon use.

 

I considered 2 major ways of "plugging the holes" in the build from not having the Bane mace attacks (and having no Tier 9 attack!) and they were to go deep into fighting or/and leadership. Coupled with the 20% recharge passive the huntsman got I thought this would be a piece of cake to get perma-hasten on, as it would be trivial to find room for 5 LOTGs in a build with double maneuvers and weave, and in fact I tried slotting several powers with 5 Red Fortune + a LOTG procs (that's 5%+7.5%) however I ran out of slots for attacks by a pretty severe measure. (Well I don't normally take fighting or bulk up on LOTGs so this was probably inevitable). And in truth I was struggling to find a reason for perma-hasten though of course more recharge = more ability to spam everything in general.

 

That said after I abandoned that iteration it did occur to me that you really could do a great support oriented build on a huntsman. Skip fighting but go ahead and take double leadership and add the medicine pool, and focus the slots in your attacks into the AoE attacks with the idea that you're going to be a "leadership beacon" and just lay down suppressing fire with your grenades while passively buffing people and doing combat medic work. It could be a really good build in a static group that was low on support but could benefit from stacked leadership, someone to "clear mind" the one controller or defender in there with you; heck if you were to play with an Illusion controller the AoE web grenade would be setting up containment for them and boosting their damage output a lot.

 

But anyway, back to the drawing board. One thing that was clear from the weird mix of powers that Huntsmen get was that they are primo candidates for proc-fu, and I opened up Gulbasaur's guide to the survivability procs and I started the build by loading literally all of them into the build. This let me 6-slot the bane spider armor with the full set of Unbreakable Guard and then turn around and cram Steadfast and Gladiator's Armor in the weaker Wolf Spider Armor passive. I then six slotted health with literally every health proc (including the regenerative tissue one) and then sticking a 2nd preventive medicine (heal) in for a little bit of actual enhancement and a single smash/lethal resist bonus.

 

At this point I thought I had a decent middle of the road huntsman build on track and was thinking about what to do for higher level damage and I looked at Call Reinforcements sitting there at 38 and the Speed pool in Mids right next to it resting on Hasten... and saw Burnout. And then I knew. Taking a page from the Crabbermind build (right? that's what I'm doing here, right?) my goal became to then squeeze Burnout into the build and toss the fighting and leadership stuff so I could take a patron pet power and make the theme of the build to use hasten to use burnout to use the 2 pets which are on 15 minute timers faster. (Not that I would go incarnate crazy with such a niche build, but I assume Burnout affects Lore pets too?). From there it was mainly a case of making sure the 2 ATO sets were in powers that could use them and then just fill in something that looked expensive and overpowered in the other attacks. (Seriously I hit the wall, I could probably frankenslot some of the attacks to reclaim slots for webnade and soul tentacles and even tacticsbut I am fried...)  Clearly some good powers are slot starved and actual play would probably reveal a lot. For instance I am probably overdoing it with +recovery procs but at the time I put that in I was expecting to run 6 leadership toggles and be attacking sooooo....

 

Villain Plan by Mids' Villain Designer 1.962
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: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Pummel -- CrsImp-Dmg/EndRdx/Rchg:50(A), CrsImp-Acc/Dmg/EndRdx:50(3), CrsImp-Acc/Dmg/Rchg:50(3), CrsImp-Dmg/Rchg:50(5), CrsImp-Acc/Dmg:50(5), Dsrnt-I:50(7)
Level 1: Bane Spider Armor Upgrade -- UnbGrd-Max HP%:50(A), UnbGrd-ResDam/EndRdx/Rchg:50(7), UnbGrd-Rchg/ResDam:50(9), UnbGrd-EndRdx/Rchg:50(9), UnbGrd-ResDam/EndRdx:50(11), UnbGrd-ResDam:50(11)
Level 2: Burst -- WntBit-Dmg/EndRdx/Acc/Rchg:50(A), WntBit-Acc/Dmg/Rchg:50(13), WntBit-Dmg/Rchg:50(13), WntBit-Acc/Dmg/EndRdx:50(15), Dcm-Acc/Dmg/Rchg:40(15), Dcm-Build%:40(17)
Level 4: Wolf Spider Armor -- StdPrt-ResDam/Def+:30(A), StdPrt-ResKB:30(25), GldArm-3defTpProc:50(25)
Level 6: Single Shot -- Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(27), Thn-Dmg/Rchg:50(27), Thn-Acc/Dmg/Rchg:50(29), Thn-Acc/Dmg/EndRdx:50(29), Thn-Dmg/EndRdx/Rchg:50(31)
Level 8: Heavy Burst -- DmnofArc-Acc/Dmg:50(A), DmnofArc-Dmg/Rchg:50(31), DmnofArc-Acc/Dmg/Rchg:50(31), DmnofArc-Dmg/EndRdx/Rchg:50(33), DmnofArc-Acc/Dmg/EndRdx/Rchg:50(33), DmnofArc-Rchg/-DmgFear:50(33)
Level 10: Tactical Training: Maneuvers -- Rct-ResDam%:50(A), Rct-Def:50(34), Rct-Def/EndRdx/Rchg:50(34), Rct-Def/EndRdx:50(34)
Level 12: Venom Grenade -- Rgn-Knock%:50(A), Rgn-Dmg/EndRdx:50(36), Rgn-Dmg:50(36), Rgn-Dmg/Rchg:50(36), Rgn-Acc/Dmg/Rchg:50(37), Rgn-Acc/Rchg:50(37)
Level 14: Bayonet -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(37), Hct-Acc/Dmg/Rchg:50(39), Hct-Acc/Rchg:50(39), Hct-Dmg/EndRdx:50(39), Hct-Dam%:50(40)
Level 16: Wide Area Web Grenade -- GrvAnc-Acc/Rchg:50(A), GrvAnc-Acc/Immob/Rchg:50(40)
Level 18: Frag Grenade -- SpdBit-Acc/Dmg:50(A), SpdBit-Dmg/Rchg:50(40), SpdBit-Acc/Dmg/Rchg:50(42), SpdBit-Dmg/EndRdx/Rchg:50(42), SpdBit-Acc/Dmg/EndRdx/Rchg:50(42), SpdBit-Rchg/Global Toxic:50(43)
Level 20: Combat Training: Defensive -- ShlWal-ResDam/Re TP:50(A), LucoftheG-Rchg+:50(43)
Level 22: Mental Training -- Run-I:50(A)
Level 24: Cloaking Device -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(43)
Level 26: Tactical Training: Leadership -- GssSynFr--Build%:50(A)
Level 28: Surveillance -- AnlWkn-Acc/Rchg:50(A), AnlWkn-Acc/Rchg/EndRdx:50(45)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45)
Level 32: Super Speed -- EndRdx-I:50(A)
Level 35: Burnout -- RechRdx-I:50(A), RechRdx-I:50(45)
Level 38: Call Reinforcements -- HO:Lyso(A), Dmg-I:50(46), Dmg-I:50(46), RechRdx-I:50(46), RechRdx-I:50(48), ExpRnf-Acc/Dmg/Rchg:50(48)
Level 41: Soul Tentacles -- Acc-I:50(A)
Level 44: Darkest Night -- EndRdx-I:50(A)
Level 47: Summon Widow -- SlbAll-Build%:50(A), SlbAll-Acc/Rchg:50(48), SlbAll-Acc/Dmg/Rchg:50(50), SlbAll-Dmg/Rchg:50(50), SlbAll-Dmg:50(50)
Level 49: Tactical Training: Assault -- EndRdx-I:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+:40(A), Pnc-Heal/+End:50(17), Prv-Absorb%:50(19), NmnCnv-Regen/Rcvry+:50(19), RgnTss-Regen+:30(21), Prv-Heal:50(21)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(23), EndMod-I:50(23)
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See me on Excelsior as Eridanus - Whisperkill - Kid Physics - Ranger Wilde - The Hometown Scrapper - Firewatch - and more!

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My concept was similar, but I did decide to go with Build-Up.  I adjusted my current build to replace Build-Up with Burnout.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Mercenary 2: 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: Medicine

Hero Profile:
Level 1: Single Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(5), Dcm-Acc/EndRdx/Rchg(25), Dcm-Acc/Dmg/Rchg(37), Dcm-Build%(46)
Level 1: Bane Spider Armor Upgrade -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(13)
Level 2: Burst -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(34), Thn-Dmg/EndRdx/Rchg(50)
Level 4: Super Speed -- BlsoftheZ-ResKB(A)
Level 6: Pummel -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(7), TchofDth-Dmg/Rchg(7), TchofDth-Acc/Dmg/EndRdx(27), TchofDth-Dmg/EndRdx/Rchg(43), TchofDth-Dam%(43)
Level 8: Heavy Burst -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Acc/Dmg/EndRdx/Rchg(9), SprSpdBit-Acc/Dmg/Rchg(9), SprSpdBit-Dmg/EndRdx/Rchg(23), SprSpdBit-Rchg/Global Toxic(29), AchHee-ResDeb%(33)
Level 10: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), DefBuff-I(11)
Level 12: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), Ksm-ToHit+(33), Rct-ResDam%(34), ShlWal-ResDam/Re TP(45)
Level 14: Bayonet -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(15), TchofDth-Dmg/Rchg(15), TchofDth-Acc/Dmg/EndRdx(27), TchofDth-Dmg/EndRdx/Rchg(40), TchofDth-Dam%(43)
Level 16: Wide Area Web Grenade -- HO:Endo(A), HO:Endo(17), HO:Endo(17)
Level 18: Venom Grenade -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(19), SprDmnofA-Acc/Dmg/Rchg(19), SprDmnofA-Acc/Dmg/EndRdx/Rchg(31), SprDmnofA-Rchg/DmgFear%(45)
Level 20: Frag Grenade -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(21), SprFrzBls-Acc/Dmg/EndRdx(23), SprFrzBls-Acc/Dmg/Rchg(31), SprFrzBls-Dmg/EndRdx/Acc/Rchg(42), SprFrzBls-Rchg/ImmobProc(45)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 26: Burnout -- RechRdx-I(A)
Level 28: Surveillance -- HO:Lyso(A), AchHee-ResDeb%(33)
Level 30: Cloaking Device -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(46)
Level 32: Mental Training -- Run-I(A)
Level 35: Tactical Training: Leadership -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(36), GssSynFr--ToHit/Rchg/EndRdx(36), GssSynFr--Rchg/EndRdx(36), GssSynFr--ToHit/EndRdx(37), GssSynFr--Build%(37)
Level 38: Call Reinforcements -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(39), ExpRnf-Acc/Dmg(39), SlbAll-Dmg/Rchg(40), SlbAll-Acc/Rchg(40)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42)
Level 44: Injection -- RechRdx-I(A)
Level 47: Aid Self -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(48), DctWnd-Heal/EndRdx/Rchg(48), DctWnd-Heal(48), DctWnd-Rchg(50)
Level 49: Tactical Training: Assault -- EndRdx-I(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 -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Clr-Stlth(A)
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+(13), Pnc-Heal/+End(29), Prv-Absorb%(34)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21)
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Cardiac Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Cimeroran Core Superior Ally
Level 50: Ageless Core Epiphany
Level 50: Assault Core Embodiment
------------
------------

 

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