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Huntsman (pre- and post- Level 24 branch Crab builds)


Redlynne

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Well ... a lot has been discovered since I recovered my Huntsman build post from the original City of Heroes forums currently on the wayback machine.  There has been an incredible amount of research done into procs using the PPM formulas, and how to tweak builds to take advantage of those changes, now that procs aren't fixed percentages anymore.  There's also been a number of other discoveries made with respect to how debuff procs stack (or don't), what kind of impact that can have on an overall build plan ... and more.

 

And I've had more time (and experience with the new Build Planner(!) to learn some new tricks and shift some priorities around and, well ... ye ken hoo i'tis.

The old post needed an update ... mainly because I'm using this build and I want to incorporate all the knowledge I've gained (and, let's be honest here, REgained!) since Homecoming went public just a few scant months ago.  So here we are.

 

 

 

The first major change that I'm making with this new build is that ... now ... I KNOW PROC FU.
I've even gotten pretty darn good at calculating it myself, so I can "run a build up the flagpole" and see what kind of proc chances are in play before finalizing the build into a format that I find most pleasing for how I'd want to play.  That then lets me know if I need to rejigger the choices of enhancements within sets that I want to use (and the Level I want to slot them as) in order to control those proc chances in a way to maximize their yield in the context of the overall build.

 

Also, since there's been a recovery of a (unverified) PPM List I can review what sets offer procs that will best fit the recharge times and area factors of various powers.  This is an incredibly valuable resource, since it now means that I can "tailor" the enhancement of my powers and "know" in advance how things ought to work together.  The PPM List also answers some extremely important and rather basic questions, like ... exactly what does the Spider's Bite proc actually DO, and how does it "work" (per se)?  It also helps explain what the Dominion of Arachnos proc does.  And even better yet, it answers the all important question of what the difference is between the Superior and non-Superior versions of the respective sets is so as to be able to predict, with confidence, how upgrading to the Superior version will modify performance (for the better).

 

 

So the first (obvious) change relative to the previous build plan is that I dropped the Entropic Chaos sets entirely from Single Shot and Burst.  Part of the reason for this is thanks to the pioneering work I did on my Ninja/Time/Mace Mastermind build in which I found that putting the Decimation proc into fast recharging powers that are used A LOT has a very high rate of return on investment, particularly when looking at it from the standpoint of buffing an attack chain with one (or preferrably, more than one) attack in the 5.25s of Build Up buff duration being an AoE attack that can multiply the benefit of the Build Up proc extremely efficiently.  Also, due to the structure of the PPM proc system, it quickly became apparent that the best place to put the Spider's Bite would be in a fast recharging power that otherwise would have a very poor performance if slotted with a proc.  The combination of these two factors made Single Shot the best candidate for Decimation, due to how the attack rotation chains at lower levels of Exemplar where you'll often times be doing a Single Shot/Burst/Single Shot rotation while waiting for other attack powers to recharge.  In these limited circumstances, making more attacks (even at a lower proc chance per attack) is a superior option when trying to get the most out of the Decimation proc for a Build Up buff.  Likewise, practically by process of elimination, Burst became the best place to put the (full) Spider's Bite set so as to enable a global proc chance on every attack(!) for additional Toxic damage (8% in non-Superior, 12% in Superior versions) and which is NOT subject to PPM rules.  Theoretically, I could swap the slotting for these two powers (Spider's Bite in Single Shot and Decimation in Burst) with the only difference being how often Single Shot gets used during attack rotations (once or twice per rotation, basically).  This is a Your Mileage May Vary negotiable point.

 

And since I was looking for places to put the ATO sets, it started coming down to where to put the Dominion of Arachnos set.  Single Shot and Burst were already "taken" for slotting.  Heavy Burst (in my opinion) REQUIRES frankenslotting in order to get enough Range enhancement into the power to give it enough "reach" to match the rest of the attack powers so you don't need to get closer in order to use Heavy Burst at all (and with the longer range you get a "wider" cone arc at the extreme limit of range, letting you hit more $Targets, potentially).  That left only Venom Grenade and Frag Grenade as candidates for where to put the Dominion of Arachnos set ... and I'd only have 5 slots to do it in either way, since I wanted to have an Annihilation proc in Venom Grenade (lower PPM, larger radius, but much longer base recharge to compensate) and a Force Feedback proc in Frag Grenade (the ONLY place in the entire build where I could slot in the Force Feedback proc).  The final consideration then was that the Dominion of Arachnos features a -Damage debuff and a Terrorized status effect and that it would be more advantageous to put that kind of a proc into Venom Grenade with its 20ft radius rather than into Frag Grenade with its 10ft radius.  Fortunately this let me 5-slot the Dominion of Arachnos set (and get the global recharge set bonus) into Venom Grenade AND 5-slot a Positron's Blast into Frag Grenade (for another global recharge set bonus).  After that, it was simply a matter of selecting enhancements from each set that would MINIMIZE recharge enhancement values (from the enhancements themselves) so as to be able to maximize the proc chances of the procs slotted into Venom Grenade and Frag Grenade.  If I didn't have access to the proc formulas courtesy of @Bopper and others like @Sir Myshkin doing their extensive research on how procs function here on Homecoming, I wouldn't have been able to reach the conclusions (and build plan) I have here with the confidence to know that it's about as optimal as I can get given the mix of options.

 

 

 

Another thing that I wanted to take a second look at was the choice of "timing" for taking a travel power, which historically had been Hover (for what ought to be obvious reasons), and determine if it made sense to switch to Mystic Flight for the all-in-one Fly+Teleport power (which is just fantastic!).  While I was making the build you'll see below, I actually did go through a couple of iterations where I had "too many Luck of the Gambler global recharges" and had to drop one ... so I swapped out Hover for Mystic Flight.  I even considered removing the Steadfast Knockback protection IO from Crab Spider Armor and instead slotting a Blessing of the Zephyr Knockback protection IO into Mystic Flight so as to reshuffle what my Resistance slots were doing for me.  However, eventually I swapped the slotting in Maneuvers to be a full set of Reactive Defenses instead of a second Red Fortune plus Luck of the Gambler slotting like I have in Tactical Training: Maneuvers (which offers a much higher Defense value aura).  In this case, I wanted the Scaling Resistances that Reactive Defenses offers, which then meant I had a free slot for another Luck of the Gambler global recharge and went ahead and swapped back to Hover.  However, in the process of researching that option, I managed to squeeze an extra slot out of the build so as to put it into Fortification (now moved to Level 24, its earliest availability) and 2-slot an Unbreakable Guard into Fortification so as to get the 2 slot set bonus of global endurance reduction on every power (useful!) and have a place to put the +Max HP global enhancement, which in turn augments the rate of HP return via Regeneration and also works to multiply the HP gain from Serum(!), yielding a seriously increased return on investment.  The increase in Resist All from this slotting in Fortification is for all intents and purposes almost a byproduct of the set bonus and global enhancement I was reaching for here.

 

And speaking of Serum, I switched it from being 5 slotted with Doctored Wounds (for the global recharge set bonus) to being 6 slotted with the Preventive Medicine set, which thanks to its proc will just spawn Absorb shields every 90 seconds or so (the lockout time on the proc) simply because Serum has such a long recharge time that it'll proc almost every time the lockout expires.  And it doesn't hurt that Preventive Medicine set offers a larger global recharge set bonus AND a global endurance reduction set bonus all in one power.  Gimmie!

 

In order to shore up the Ranged Defense hole that some of these changes opened, I had to go with a full set of Expedient Reinforcement on Call Reinforcements, sacrificing their enhanced mez power I'd had in the previous build courtesy of HO slotting ... and doing that then essentially "pushed" me to change Summon Spiderlings over to using a full Call to Arms set, since the Pet Aura globals are unique to their respective sets (meaning I can't use the entire set twice).  Hopefully this will enhance the survival rate of these Pets above the baseline, particularly while within 60ft of my Huntsman (and therefore, my Defense aura powers), so they aren't quite so squishy.

 

 

 

Owing to the changes in slotting for Health and Stamina, which dramatically improved the endurance recovery rate for the build, and the combination of set bonuses that yielded a very nice 10% global endurance reduction to all powers(!) helping to balance the endurance recovery equation in favor of longevity in heavy combat ... I decided to drop the Victory Rush power and swap in Stealth instead.  This then makes it possible to "ninja" missions in relative safety when combined with the Stealth IO in Sprint.

 

The "price" for doing all of this wonderful stuff was "harvesting" slots from other power(s) where they weren't as needed ... which in this case meant ... sorry, Tactics ... because with a whole other aura doing the job that Tactics does, you don't need Tactics for slotting in the Gaussian's Synchronized Fire-Control set into.  And, seriously, if you're not slotting Gaussian's into Tactics, you're left with 5 slotting Adjusted Targeting (for the global recharge set bonus), but that's a whole lot of slots just to get a +5% global recharge set bonus.  The alternative is to just turn Tactics into a 1 slot wonder power, accept the loss of a pittance of +ToHit buffing and reclaim 4 whole enhancement slots to be used elsewhere in the build ... which as you can see I did ... to increase the amount of endurance recovery (by adding a slot to Health) and increasing the global endurance discount from set bonuses and being able to 6 slot enough attack powers to make full use of the ATO sets and just generally squeeze little extra bits of performance out of the build around the margins to yield an overall superior result to the previous effort(s) I've made on this topic.  So yeah ... sorry Tactics.  I'm keeping you as one of my power picks, but you aren't getting extra slots anymore, since I've got better things to do with those slots.  Totally not sorry, given how things turned out, but if I had more slots to play with I'd put them into Tactics again, okay?  But since that's not happening, Tactics is reduced to being a 1 slot wonder power at Level 47(!).

 

 

 

Only other thing I feel obliged to mention is that with the slotting I've got in Hasten here, Hasten is perma even without procs from Force Feedback ... so ... yay.

 

 

 

Anyway, enough babbling from me about things hardly anyone is interested in ... let's have a look at the results of all this effort, shall we?

Edited by Redlynne
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Villain Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Spoiler

 


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Level 1-23 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Flight

Villain Profile:


Level 1:    Single Shot    
 (A) Accuracy IO: Level 25
 (3) Endurance Reduction IO: Level 25
 (3) Damage Increase IO: Level 25
 (5) Damage Increase IO: Level 25
 (23) Decimation - Chance of Build Up: Level 25


Level 1:    Wolf Spider Armor    
 (A) Steadfast Protection - Resistance/+Def 3%: Level 10
 (7) Steadfast Protection - Knockback Protection: Level 10
 (7) Gladiator's Armor - TP Protection +3% Def (All): Level 10


Level 2:    Burst    
 (A) Accuracy IO: Level 25
 (9) Endurance Reduction IO: Level 25
 (9) Damage Increase IO: Level 25
 (11) Damage Increase IO: Level 25
 (11) Damage Increase IO: Level 25
 (13) Spider's Bite - RechargeTime/Global Toxic: Level 10


Level 4:    Combat Training: Offensive    
 (A) Accuracy IO: Level 25


Level 6:    Hover    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25


Level 8:    Wide Area Web Grenade    
 (A) Accuracy IO: Level 25


Level 10:    Tactical Training: Maneuvers    
 (A) Defense Buff IO: Level 25


Level 12:    Heavy Burst    
 (A) Accuracy IO: Level 25
 (13) Endurance Reduction IO: Level 25
 (15) Range IO: Level 25
 (15) Damage Increase IO: Level 25
 (17) Damage Increase IO: Level 25
 (19) Achilles' Heel - Chance for Res Debuff: Level 10


Level 14:    Venom Grenade    
 (A) Accuracy IO: Level 25
 (21) Endurance Reduction IO: Level 25
 (21) Damage Increase IO: Level 25
 (23) Damage Increase IO: Level 25


Level 16:    Tactical Training: Assault    
 (A) Endurance Reduction IO: Level 25


Level 18:    Frag Grenade    
 (A) Accuracy IO: Level 25


Level 20:    Tactical Training: Leadership    
 (A) To Hit Buff IO: Level 25


Level 22:    Mental Training    
 (A) Run Speed IO: Level 25


Level 24:    [Empty]    
 (A) Empty


Level 26:    [Empty]    
 (A) Empty


Level 28:    [Empty]    
 (A) Empty


Level 30:    [Empty]    
 (A) Empty


Level 32:    [Empty]    
 (A) Empty


Level 35:    [Empty]    
 (A) Empty


Level 38:    [Empty]    
 (A) Empty


Level 41:    [Empty]    
 (A) Empty


Level 44:    [Empty]    
 (A) Empty


Level 47:    [Empty]    
 (A) Empty


Level 49:    [Empty]    
 (A) Empty

 

Spoiler

 

Level 1:    Brawl    
 (A) Accuracy IO: Level 25


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Run Speed IO: Level 25


Level 1:    Conditioning    
Level 1:    Sprint    
 (A) Celerity - +Stealth: Level 15


Level 2:    Rest    
 (A) Recharge Reduction IO: Level 25


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Run Speed IO: Level 25


Level 2:    Health    
 (A) Panacea - +Hit Points/Endurance: Level 10
 (17) Miracle - +Recovery: Level 20


Level 2:    Hurdle    
 (A) Jumping IO: Level 25


Level 2:    Stamina    
 (A) Endurance Modification IO: Level 25
 (5) Endurance Modification IO: Level 25
 (19) Performance Shifter - Chance for +End: Level 21

 

 

Spoiler

Set Bonus Totals:
35.34 Toxic Damage (8% chance, CancelOnMiss)
6% Defense(Melee)
6% Defense(Smashing)
6% Defense(Lethal)
6% Defense(Fire)
6% Defense(Cold)
6% Defense(Energy)
6% Defense(Negative)
6% Defense(Psionic)
6% Defense(Ranged)
6% Defense(AoE)
7.5% Enhancement(RechargeTime)
Knockback (Mag -4)
Knockup (Mag -4)
1.5% (0.03 End/sec) Recovery

 

Spoiler

 

Set Bonuses:
Steadfast Protection
(Wolf Spider Armor)
  1.5% (0.03 End/sec) Recovery
  3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
  Knockback (Mag -4), Knockup (Mag -4)


Gladiator's Armor
(Wolf Spider Armor)
  3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)


Spider's Bite
(Burst)
  35.34 Toxic Damage (8% chance, CancelOnMiss)


Luck of the Gambler
(Hover)
  7.5% Enhancement(RechargeTime)

 

 

Huntsman 1 - Arachnos Soldier - Wolf Spider.mxd

Edited by Redlynne

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Villain Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Spoiler



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Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Concealment

 

Villain Profile:


Level 1:    Single Shot    
 (A) Decimation - Accuracy/Damage: Level 27
 (3) Decimation - Damage/Endurance: Level 27
 (3) Decimation - Damage/Recharge: Level 27
 (5) Decimation - Accuracy/Damage/Recharge: Level 27
 (23) Decimation - Chance of Build Up: Level 25


Level 1:    Crab Spider Armor Upgrade    
 (A) Steadfast Protection - Resistance/+Def 3%: Level 10
 (7) Steadfast Protection - Knockback Protection: Level 10
 (7) Gladiator's Armor - TP Protection +3% Def (All): Level 10


Level 2:    Burst    
 (A) Spider's Bite - Accuracy/Damage: Level 27
 (9) Spider's Bite - Damage/RechargeTime: Level 27
 (9) Spider's Bite - Accuracy/Damage/RechargeTime: Level 27
 (11) Spider's Bite - Damage/Endurance/RechargeTime: Level 27
 (11) Spider's Bite - Accuracy/Damage/Endurance/RechargeTime: Level 27
 (13) Spider's Bite - RechargeTime/Global Toxic: Level 10


Level 4:    Combat Training: Offensive    
 (A) Accuracy IO: Level 50+5


Level 6:    Hover    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25


Level 8:    Wide Area Web Grenade    
 (A) Trap of the Hunter - Accuracy/Recharge: Level 27
 (48) Trap of the Hunter - Endurance/Immobilize: Level 27
 (48) Trap of the Hunter - Accuracy/Endurance: Level 27
 (50) Trap of the Hunter - Immobilize/Accuracy: Level 27
 (50) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 27
 (50) Trap of the Hunter - Chance of Damage(Lethal): Level 20


Level 10:    Tactical Training: Maneuvers    
 (A) Red Fortune - Defense/Endurance: Level 27
 (33) Red Fortune - Defense/Recharge: Level 27
 (33) Red Fortune - Defense/Endurance/Recharge: Level 27
 (34) Red Fortune - Defense: Level 27
 (34) Red Fortune - Endurance: Level 27
 (34) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25


Level 12:    Heavy Burst    
 (A) HamiO: Centriole Exposure (+2 Dam/Range)
 (13) HamiO: Centriole Exposure (+2 Dam/Range)
 (15) Detonation - Damage/Endurance/Range: Level 50+5
 (15) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 27
 (17) Shield Breaker - Accuracy/Endurance/Recharge: Level 27
 (19) Achilles' Heel - Chance for Res Debuff: Level 10


Level 14:    Venom Grenade    
 (A) Dominion of Arachnos - Accuracy/Damage: Level 27
 (21) Dominion of Arachnos - Accuracy/Damage/Recharge: Level 27
 (21) Dominion of Arachnos - Damage/Endurance/Recharge: Level 27
 (23) Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge: Level 27
 (25) Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize: Level 10
 (27) Annihilation - Chance for Res Debuff: Level 20


Level 16:    Tactical Training: Assault    
 (A) Endurance Reduction IO: Level 50+5


Level 18:    Frag Grenade    
 (A) Positron's Blast - Accuracy/Damage: Level 27
 (29) Positron's Blast - Damage/Endurance: Level 27
 (29) Positron's Blast - Damage/Range: Level 27
 (31) Positron's Blast - Accuracy/Damage/Endurance: Level 27
 (31) Positron's Blast - Chance of Damage(Energy): Level 20
 (33) Force Feedback - Chance for +Recharge: Level 21


Level 20:    Tactical Training: Leadership    
 (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27
 (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27
 (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27
 (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27
 (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27
 (48) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21


Level 22:    Mental Training    
 (A) Run Speed IO: Level 50+5


Level 24:    Fortification    
 (A) Unbreakable Guard - Resistance: Level 27
 (25) Unbreakable Guard - +Max HP: Level 20


Level 26:    Maneuvers    
 (A) Reactive Defenses - Defense: Level 27
 (43) Reactive Defenses - Defense/Endurance: Level 27
 (43) Reactive Defenses - Endurance/RechargeTime: Level 27
 (43) Reactive Defenses - Defense/RechargeTime: Level 27
 (45) Reactive Defenses - Defense/Endurance/RechargeTime: Level 27
 (45) Reactive Defenses - Scaling Resist Damage: Level 20


Level 28:    Serum    
 (A) Preventive Medicine - Heal: Level 27
 (37) Preventive Medicine - Heal/Endurance: Level 27
 (40) Preventive Medicine - Endurance/RechargeTime: Level 27
 (42) Preventive Medicine - Heal/RechargeTime: Level 27
 (42) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
 (42) Preventive Medicine - Chance for +Absorb: Level 20


Level 30:    Hasten    
 (A) Recharge Reduction IO: Level 50+5
 (31) Recharge Reduction IO: Level 50+5


Level 32:    Combat Training: Defensive    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25


Level 35:    Summon Spiderlings    
 (A) Call to Arms - Accuracy/Recharge: Level 27
 (36) Call to Arms - Accuracy/Damage: Level 27
 (36) Call to Arms - Damage/Endurance: Level 27
 (36) Call to Arms - Accuracy/Damage/Recharge: Level 27
 (37) Call to Arms - Endurance/Damage/Recharge: Level 27
 (37) Call to Arms - Defense Bonus Aura for Pets: Level 10


Level 38:    Call Reinforcements    
 (A) Expedient Reinforcement - Accuracy/Recharge: Level 31
 (39) Expedient Reinforcement - Accuracy/Damage: Level 31
 (39) Expedient Reinforcement - Damage/Endurance: Level 31
 (39) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31
 (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31
 (40) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30


Level 41:    Assault    
 (A) Endurance Reduction IO: Level 50+5


Level 44:    Tactics    
 (A) HamiO: Cytoskeleton Exposure (+2 Def/EndToHit)


Level 47:    Stealth    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25


Level 49:    Vengeance    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25

 

 

Spoiler

 

Level 1:    Brawl    
 (A) Accuracy IO: Level 50


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Run Speed IO: Level 50+5


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Run Speed IO: Level 50+5


Level 1:    Conditioning    
Level 1:    Sprint    
 (A) Celerity - +Stealth: Level 15


Level 2:    Rest    
 (A) Interrupt Reduction IO: Level 50


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Run Speed IO: Level 50+5


Level 2:    Health    
 (A) Panacea - +Hit Points/Endurance: Level 10
 (17) Miracle - +Recovery: Level 20
 (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30


Level 2:    Hurdle    
 (A) Jumping IO: Level 50+5


Level 2:    Stamina    
 (A) Endurance Modification IO: Level 50+5
 (5) Performance Shifter - EndMod: Level 27
 (19) Performance Shifter - Chance for +End: Level 21


Level 0:    Born In Battle    
Level 0:    High Pain Threshold    
Level 0:    Invader    
Level 0:    Marshal

 

 

Spoiler

Set Bonus Totals:
35.34 Toxic Damage (8% chance, CancelOnMiss)
13% DamageBuff(Smashing)
13% DamageBuff(Lethal)
13% DamageBuff(Fire)
13% DamageBuff(Cold)
13% DamageBuff(Energy)
13% DamageBuff(Negative)
13% DamageBuff(Toxic)
13% DamageBuff(Psionic)
11.63% Defense(Melee)
5% Defense
8.81% Defense(Smashing)
8.81% Defense(Lethal)
8.5% Defense(Fire)
8.5% Defense(Cold)
10.38% Defense(Energy)
10.38% Defense(Negative)
6% Defense(Psionic)
14.75% Defense(Ranged)
11% Defense(AoE)
5.4% Max End
5% Enhancement(Immobilized)
25% Enhancement(Accuracy)
93.75% Enhancement(RechargeTime)
10% Enhancement(Max EnduranceDiscount)
15% SpeedFlying
GrantPower Preventive Medicine (10% chance, if Scourge)
232.9 HP (21.75%) HitPoints
15% JumpHeight
15% SpeedJumping
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 42.5%
MezResist(Held) 42.5%
MezResist(Immobilized) 42.5%
MezResist(Sleep) 42.5%
MezResist(Stunned) 42.5%
MezResist(Terrorized) 42.5%
11.5% (0.2 End/sec) Recovery
24% (1.29 HP/sec) Regeneration
22.75% Resistance(Smashing)
22.75% Resistance(Lethal)
19.75% Resistance(Fire)
19.75% Resistance(Cold)
13% Resistance(Energy)
13% Resistance(Negative)
10% Resistance(Toxic)
10% Resistance(Psionic)
0% Resistance(Smashing)
0% Resistance(Lethal)
0% Resistance(Fire)
0% Resistance(Cold)
0% Resistance(Energy)
0% Resistance(Negative)
0% Resistance(Toxic)
0% Resistance(Psionic)
15% SpeedRunning

 

Spoiler

 

Set Bonuses:
Decimation
(Single Shot)
  1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  12.05 HP (1.12%) HitPoints
  2.25% Max End
  6.25% Enhancement(RechargeTime)


Steadfast Protection
(Crab Spider Armor Upgrade)
  1.5% (0.03 End/sec) Recovery
  3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
  Knockback (Mag -4), Knockup (Mag -4)


Gladiator's Armor
(Crab Spider Armor Upgrade)
  3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)


Spider's Bite
(Burst)
  2.5% DamageBuff(All)
  24.1 HP (2.25%) HitPoints
  3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
  14% (0.75 HP/sec) Regeneration
  3.15% Max End
  35.34 Toxic Damage (8% chance, CancelOnMiss)


Luck of the Gambler
(Hover)
  7.5% Enhancement(RechargeTime)


Trap of the Hunter
(Wide Area Web Grenade)
  5% Enhancement(Immobilized)
  20.08 HP (1.87%) HitPoints
  9% Enhancement(Accuracy)
  3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%
  3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)


Red Fortune
(Tactical Training: Maneuvers)
  1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  2% DamageBuff(All)
  5% Enhancement(RechargeTime)


Luck of the Gambler
(Tactical Training: Maneuvers)
  7.5% Enhancement(RechargeTime)


Shield Breaker
(Heavy Burst)
  2.5% (0.04 End/sec) Recovery


Dominion of Arachnos
(Venom Grenade)
  7% Enhancement(Accuracy)
  20.08 HP (1.87%) HitPoints
  3% DamageBuff(All)
  8.75% Enhancement(RechargeTime)


Positron's Blast
(Frag Grenade)
  2.5% (0.04 End/sec) Recovery
  2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  9% Enhancement(Accuracy)
  6.25% Enhancement(RechargeTime)


Gaussian's Synchronized Fire-Control
(Tactical Training: Leadership)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  20.08 HP (1.87%) HitPoints
  2.5% (0.04 End/sec) Recovery
  2.5% DamageBuff(All)
  2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)


Unbreakable Guard
(Fortification)
  2.5% Enhancement(EnduranceDiscount)
  80.32 HP (7.5%) HitPoints


Reactive Defenses
(Maneuvers)
  1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  20.08 HP (1.87%) HitPoints
  3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  3.75% Enhancement(EnduranceDiscount)
  8.75% Enhancement(RechargeTime)
  0% Resistance(All)


Preventive Medicine
(Serum)
  2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  20.08 HP (1.87%) HitPoints
  3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  3.75% Enhancement(EnduranceDiscount)
  8.75% Enhancement(RechargeTime)
  GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)


Luck of the Gambler
(Combat Training: Defensive)
  7.5% Enhancement(RechargeTime)


Call to Arms
(Summon Spiderlings)
  2.5% (0.04 End/sec) Recovery
  16.06 HP (1.5%) HitPoints
  6.25% Enhancement(RechargeTime)
  3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%
  2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  5% Defense


Expedient Reinforcement
(Call Reinforcements)
  1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  3% DamageBuff(All)
  6.25% Enhancement(RechargeTime)
  10% (0.54 HP/sec) Regeneration
  3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  10% Resistance(All)


Luck of the Gambler
(Stealth)
  7.5% Enhancement(RechargeTime)


Luck of the Gambler
(Vengeance)
  7.5% Enhancement(RechargeTime)


Performance Shifter
(Stamina)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning

 

Spoiler

Single Shot: Decimation (1PPM)

  • 1 * ((4 / ( 1 + 37.91 / 100 )) + 1.056) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 6.59%

 

Burst: Spider's Bite (global 8% chance (12% chance for Superior) for Toxic damage on ALL attacks, does not use PPM)

 

Wide Area Web Grenade: Trap of the Hunter (3.5PPM)

  • 3.5 * ((30 / ( 1 + 58.98 / 100 )) + 1.848) / (60 * (0.25 + 0.75 * (1 + 10 * (11 * 360 + 540) / 30,000))) = 56.88%

 

Heavy Burst: Achilles' Heel (3.5PPM)

  • 3.5 * ((12 / ( 1 + 33.70 / 100 )) + 2.904) / (60 * (0.25 + 0.75 * (1 + 50 * (11 * 30 + 540) / 30,000))) = 33.20%

 

Venom Grenade: Dominion of Arachnos (4PPM), Annihilation (3PPM)

  • 4 * ((24 / ( 1 + 53.56 / 100 )) + 1.848) / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 35.85%
  • 3 * ((24 / ( 1 + 53.56 / 100 )) + 1.848) / (60 * (0.25 + 0.75 * (1 + 20 * (11 * 360 + 540) / 30,000))) = 26.89%

 

Frag Grenade: Poistron's Blast (3.5PPM), Force Feedback (2PPM)

  • 3.5 * ((16 / ( 1 + 0 / 100 )) + 1.848) / (60 * (0.25 + 0.75 * (1 + 10 * (11 * 360 + 540) / 30,000))) = 48.99%
  • 2 * ((16 / ( 1 + 0 / 100 )) + 1.848) / (60 * (0.25 + 0.75 * (1 + 10 * (11 * 360 + 540) / 30,000))) = 28.00%

 

Tactical Training: Leadership (Gaussian's Synchronized Fire-Control 1PPM)

  • 1 * ((15 / ( 1 + 0 / 100 )) + 1.718) / (60 * (0.25 + 0.75 * (1 + 60 * (11 * 360 + 540) / 30,000))) = 6.5% (Pre-clamp: 3.60%) upon activation per teammate
  • 1 x 10 / (60 * (0.25 + 0.75 * (1 + 60 * (11 * 360 + 540) / 30,000))) = 6.5% (Pre-clamp: 2.15%) per ~10s per teammate
     
    • Team-1: 1 - (1 - 0.065)^1 = 06.5% chance to proc every 10 seconds
    • Team-2: 1 - (1 - 0.065)^2 = 12.5% chance to proc every 10 seconds
    • Team-3: 1 - (1 - 0.065)^3 = 18.2% chance to proc every 10 seconds
    • Team-4: 1 - (1 - 0.065)^4 = 23.5% chance to proc every 10 seconds
    • Team-5: 1 - (1 - 0.065)^5 = 28.5% chance to proc every 10 seconds
    • Team-6: 1 - (1 - 0.065)^6 = 33.1% chance to proc every 10 seconds
    • Team-7: 1 - (1 - 0.065)^7 = 37.5% chance to proc every 10 seconds
    • Team-8: 1 - (1 - 0.065)^8 = 41.5% chance to proc every 10 seconds
       
    • League-16: 1 - (1 - 0.065)^16 = 65.8% chance to proc every 10 seconds
    • League-24: 1 - (1 - 0.065)^24 = 80.0% chance to proc every 10 seconds
    • League-32: 1 - (1 - 0.065)^32 = 88.3% chance to proc every 10 seconds
    • League-34: 1 - (1 - 0.065)^34 = 89.8% chance to proc every 10 seconds
    • League-35: 1 - (1 - 0.065)^35 = 90.0% (90.4%) chance to proc every 10 seconds

 

 

Arachnos Crab Spider Soldier.mxd

Edited by Redlynne
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I'm interested, never stop babbling, Red!

 

I don't really agree with some of your slotting (personal opinion), mostly Heavy Burst. I'm not as fussed about range, and don't see the point in slotting for -defense when we already are so deep in accuracy (even barely slotted Heavy Burst has 231% accuracy, and I vaguely recall +4 (I think) requiring 195% to 'softcap' accuracy), while also going on thinking that a single hard target is where -res shines and a cone AoE is not something we spam on a single hard target but rather our ST attack chain, so the -res would look better in Single Shot.

 

Single Shot and Burst are pretty much interchangeable since both recharge so fast that we can make an attack chain with just those two.

 

I also vaguely recall you saying you placed your IOs at level 27 for exemplar friendliness, but with the advent of attuned IOs where the IOs and their bonus are available since the moment that they can be slotted why do you still put up with the diminished stats of hard locking to 27 even when at level 50?

Edited by Sovera
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4 hours ago, Sovera said:

I don't really agree with some of your slotting (personal opinion), mostly Heavy Burst. I'm not as fussed about range

Most people aren't, but I've played enough with range enhanced Cones to know (and feel!) the added value of range enhancement in Cone attacks.  I actually learned that trick from Frost on an Ice/Ice Tanker, and have been living by it ever since.  Let's put it this way ... the "width" of the Cone increases with range, so the farther it reaches the "wider" it gets.  How much wider?  Well ... I hope you remember your trigonometry class math and know how to use the sin function on your calculator.

 

Range * sin(arc/2) * 2 = "approximate" Cone Width @ Range

50 * sin(30/2) * 2 = 25.88 ft Cone Width @ 50 ft Range

78.15 * sin(30/2) * 2 = 40.45 ft Cone Width @ 78.15 ft Range

An inexact rule of thumb then would be that for every 2 ft of range to $Target, the Cone width increases by ~1 ft at that distance.

 

Cross-compare that performance with what you can get out of Suppression (the Crab backpack counterpart attack) with the exact same slotting.

50 * sin(60/2) * 2 = 50 ft Cone Width @ 50 ft Range

78.15 * sin(60/2) * 2 = 78.15 ft Cone Width @ 78.15 ft Range

You basically wind up with an equilateral triangle shape (even though it's actually a Cone) where the inexact rule of thumb is that for every 1ft of range to $Target, the Cone width increases by ~1ft at that distance.

 

The other thing is, the longer range on Heavy Burst lets me hang back at around 78ft distant from the action, which is barely closer than the 80ft range of Single Shot, Burst, Wide Area Web Grenade and Venom Grenade (in this build Frag Grenade has a 90.1ft range due to the slots chosen in Positron's Blast to avoid any recharge on the enhancements).  This then "synchronizes" the ranges of all of the important attack powers as closely as possible, so you don't wind up with a "dead zone" for Heavy Burst between 50ft and the 80+ft of every other attack you'd be using.  Without range enhancement in Heavy Burst, if you're going to use Heavy Burst as a part of your "regular" attack rotation, then you'd in effect limit yourself to needing to fight everything from 50ft away instead of almost 80ft away ... and that has consequences.  I LIKE not needing to interrupt my attack chain to move 30ft closer to a $Target in order to use Heavy Burst on it (and everything around it).  Nudging forwards to go from 80ft away to 78ft away takes next to no time and is rarely an issue, which gives me a LOT more freedom of position to be able to engage piles of aggro (drawn by the Aggro Magnet and/or Immobilized by Wide Area Web Grenade) so that I can unload into them with Heavy Burst with relative impunity from almost anywhere that all of my other attacks can "reach" from.  It's really a simple quality of life upgrade, and it's one of those things you have to experience yourself before you really "get" how much of an improvement it is, because it isn't going to be something "obvious" at first.

5 hours ago, Sovera said:

and don't see the point in slotting for -defense when we already are so deep in accuracy (even barely slotted Heavy Burst has 231% accuracy, and I vaguely recall +4 (I think) requiring 195% to 'softcap' accuracy)

Actually, the reason for slotting the Analyze Weakness set is for the Accuracy and Endurance enhancement, since Damage and Range are already handled (and capped out) elsewhere.  However, Endurance Reduction is the primary "need" for the two slots aside from the proc, so as to be able to keep using Heavy Burst repeatedly in sustained combat as part of a regular attack rotation (yes, even against a single $Target).  I also wanted the 2 slot set bonus to Regeneration from Analyze Weakness, hence why I chose the enhancements for the job that I did.  And, honestly, there really isn't "anywhere else to go" for Accuracy and Endurance enhancement, aside from common IOs ... but doing that instead only reduces the endurance cost of Heavy Burst by a mere -0.62 endurance per activation (which amounts to about -0.21 end/s reduction during the animation time) while losing the +10% Regeneration set bonus from Analyze Weakness that I kind of want because there are no healing powers (or procs) in this build anymore.

 

And yes, there's all kinds of +Accuracy and +ToHit flowing in from elsewhere in the build (set bonuses, powers, etc.) shoring up Heavy Burst here, but if you're really wanting to have an Exemplar friendly build, you want to assume that not all of that extra buffing out of the build will be "available" at all times.  As is, Heavy Burst is getting +15.3% Accuracy (not +ToHit, it's +Accuracy) out of Combat Training: Offensive ... and it's getting another +17.60% Accuracy out of that lone Analyze Weakness enhancement that buffs Accuracy/Endurance/Recharge ... for a grand and glorious total of +32.90% Accuracy before adding in any +ToHit buffs or global set bonuses on top of all of that.  That's falling into the "just good enough" range of being workable when Exemplared down to Level 7, which is the minimum Level that Heavy Burst can be used at.

 

Also, you want to be careful with looking at things like Accuracy and Damage numbers with all of the toggles turned on, in part because of how the Build Planner will factor in the Gaussian's Build Up proc into everything "full time" even when it actually isn't going to be buffing everything full time.  Also, since Tactics arrives "late" in the build, it will only be relevant at Exemplar Levels 42+ and therefore can't "always" be relied upon to buff up the chance to hit on Heavy Burst at all times either.

5 hours ago, Sovera said:

while also going on thinking that a single hard target is where -res shines and a cone AoE is not something we spam on a single hard target but rather our ST attack chain, so the -res would look better in Single Shot.

If that's your preference of playstyle, I'd honestly recommend reshuffling some of the powers and slotting then.

 

Remove the Achilles' Heel proc from Heavy Burst.

Swap the slotting of Single Shot and Burst ... and then add the Achilles' Heel proc to Burst (with the 5 slot Decimation set) for a full 6 slots there instead.

This would give you a 6 slot Spider's Bite in Single Shot ... 6 slots of Decimation plus Achilles' Heel proc in Burst ... and 5 slots in Heavy Burst.

 

Such a slotting would optimize more towards keeping the Achilles' Heel proc up on a single target, rather than spreading it to multiple targets for faster beatdowns en masse.  Obviously, I'm reaching for a build here that is oriented towards ... high volume trash disposal ... rather than being oriented around AV/GM single target debuffing as the primary focus of the build.

 

Your mileage may vary on this choice.

5 hours ago, Sovera said:

Single Shot and Burst are pretty much interchangeable since both recharge so fast that we can make an attack chain with just those two.

Yes, but at very low Levels I find myself doing Single Shot/Burst/Single Shot rotations.  I actually calculated it out after swapping the slotting, and the doubling up on Single Shot like that offers a greater chance to proc the Decimation Build Up than a single Burst.  However, at higher Levels where you've got the attack chain filled out better, this 2:1 advantage to Single Shot in effect "disappears" but there will always be edge cases, particularly when Exemplared, where you'll wind up using Single Shot as a "filler" attack more often than you might otherwise think, and that kind of behavioral pattern gives Single Shot the "edge" over Burst as being the place to put the Decimation set, in my opinion.

 

For the record, the difference between Single Shot and Burst when swapping the slotting for Decimation and Spider's Bite is around +3% proc chance on the Build Up, so it's not nothing.

5 hours ago, Sovera said:

I also vaguely recall you saying you placed your IOs at level 27 for exemplar friendliness, but with the advent of attuned IOs where the IOs and their bonus are available since the moment that they can be slotted why do you still put up with the diminished stats of hard locking to 27 even when at level 50?

Because I'm old fashioned that way ... and because it helps remind people, in a very obvious way, that this is a leveling build that's meant to be exemplar friendly, rather than just a Level 50 Purple Incarnate Only build.  If you open up a build and see that ALL of the enhancements are set for Level 50, you're going to (rightly?) assume that the build is only ever meant to be played at Level 50 (and above?).  It's all about expectations, and the managing of them.

 

Plus there's the fact that I'm not THAT skilled at manipulating the build planner, nor can I "enforce" certain things when the build is loaded up in other people's copy of the build planner.

 

And then there's that whole "Get off my mutant Devouring Earth lawn!" around Terra Volta cantankerousness of mine that stubbornly clings to the idea that Levels 27 and 31 are still in any way "relevant" to build planning anymore when making Exemplar friendly builds.

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I still hate the backpack. So I kinda built off your original design, and then stuffed it full of procs and new knowledge. Plus I hate being forced to take hasten... I'd rather auto my pet.

I tried to make a backpackless huntsman that's still exemplar-friendly, but I hate that soldiers are not given any defense debuff protection. To me, that is a big fat POINTLESS hole that the devs left in because they just never touched the VEAT after it went to live.

So I built in a little 'excess' defense. meaning it's not only softcapped psitionally, but darned close to softcapped typed defense as well.... and it's extra leeway to deal with the stupid like ITF spearmen. Yes, it's resistance sucks, but with a huge mass of extra HP and regen it should live a fairly long while.

The Damage is as high as I can drag it, with some of your more recent suggestions, and is chock full of -resist everywhere I could put it.


I just finished building it, and while it still cannot handle being stress-tested on a +4/8 s/l farm without it's incarnates, it is MORE than capable of handling exemplar content all the way down to 'who will die?" 1 solo, while remaining a serious asset to a team.

While the build doesn't show it, I have everything that isn't boosted attuned (I don't know how to show it in mids). Kinda expensive, but when you exemplar down all the time it's definitely worth it as my 'main'. I also just couldn't bring myself to sacrifice even more for capped range on heavy burst, but that's okay, because my 'engagement range' is generally close enough to the action that the melees still get the benefit of my auras...especially at low levels. The 62' range on heavy burst targetting 'the guy in the back' is sort of a signal that I am still close enough to help the melees.

I am still trying to keep the theme of '100% natural human' so no extra travel powers.... not so much of a problem blueside, since a 75 mph run speed and 14 foot hang(snicker. Natural) is plenty fast enough to get between missions and to reposition FAST inside missions. And if I have a long trip, I have a rocket board. Once you get 'used' to always having serious speed available, you don't do the 'nosecorner dance' that people usually do when someone surprises them with speed boost. It's also relatively easy to keep pace and perfect positioning even with a steamroller team where the tanker is in love with superspeed (I am sure you have dealt with those)

For high-end content I have an invulnerable Tsoo sorcerer to keep my health topped off. and on incarnates I can just turn on stealth and have an extra few points of defense to play with. Most stuff (even without hasten) recharges much faster than i can use it, even when exemplared... ageless takes care of incarnate end, and below that I lose powers at the same rate that I lose end, so it works out okay.

I still would rather team, but soloing isn't painful. And I am still a gun-toting badass.

 


 
 

 


Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Glitch Girl: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting

Hero Profile:
Level 1: Single Shot -- Dcm-Build%:40(A), Dcm-Acc/Dmg/Rchg:40(3), Dcm-Acc/EndRdx/Rchg:40(3), Dcm-Dmg/Rchg:40(5), Dcm-Dmg/EndRdx:40(5)
Level 1: Bane Spider Armor Upgrade -- Ags-ResDam/EndRdx:50(A), StdPrt-ResDam/Def+:30(7), GldArm-3defTpProc:50(7), Ags-ResDam:50(9), Ags-Psi/Status:50(9), Ags-ResDam/EndRdx/Rchg:50(21)
Level 2: Burst -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(11), Apc-Acc/Rchg:50(13), Apc-Dmg/EndRdx:50(13), Apc-Dam%:50(27)
Level 4: Combat Training: Offensive -- Acc-I:50(A)
Level 6: Build Up -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(31), GssSynFr--ToHit/Rchg/EndRdx:50(31), GssSynFr--Rchg/EndRdx:50(31), GssSynFr--ToHit/EndRdx:50(34), GssSynFr--Build%:50(34)
Level 8: Maneuvers -- LucoftheG-Def/Rchg+:50(A)
Level 10: Tactical Training: Maneuvers -- Rct-Def/Rchg:50(A), Rct-ResDam%:50(11), Rct-Def/EndRdx:50(36), Rct-Def:50(37), Rct-EndRdx/Rchg:50(40), Rct-Def/EndRdx/Rchg:30(50)
Level 12: Heavy Burst -- Rgn-Knock%:50(A), Rgn-Dmg/Rchg:50(25), Rgn-Acc/Dmg/Rchg:50(37), Rgn-Acc/Rchg:50(37), Rgn-Dmg/EndRdx:50(39), Range-I:50(39)
Level 14: Venom Grenade -- SprSpdBit-Rchg/Global Toxic:50(A), SprSpdBit-Acc/Dmg/EndRdx/Rchg:50(15), SprSpdBit-Dmg/EndRdx/Rchg:50(15), SprSpdBit-Acc/Dmg/Rchg:50(17), SprSpdBit-Dmg/Rchg:50(17), SprSpdBit-Acc/Dmg:50(25)
Level 16: Combat Jumping -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(27), LucoftheG-Def/EndRdx:50(34)
Level 18: Frag Grenade -- SprDmnofA-Acc/Dmg:50(A), SprDmnofA-Rchg/DmgFear%:50(19), SprDmnofA-Acc/Dmg/EndRdx/Rchg:50(19), SprDmnofA-Dmg/EndRdx/Rchg:50(23), SprDmnofA-Acc/Dmg/Rchg:50(23), FrcFdb-Rechg%:50(36)
Level 20: Tactical Training: Leadership -- ToHit-I:50(A)
Level 22: Mental Training -- Run-I:50(A)
Level 24: Cloaking Device -- LucoftheG-Def/Rchg+:50(A), Krm-ResKB:30(43)
Level 26: Tactical Training: Assault -- EndRdx-I:50(A)
Level 28: Surveillance -- ShlBrk-DefDeb:30(A), ShlBrk-Acc/DefDeb:30(29), ShlBrk-Acc/Rchg:30(29), ShlBrk-Acc/EndRdx/Rchg:30(43)
Level 30: Kick -- Empty(A)
Level 32: Tough -- UnbGrd-ResDam/EndRdx/Rchg:50(A), UnbGrd-ResDam/EndRdx:50(33), UnbGrd-ResDam:50(33), UnbGrd-Max HP%:50(33)
Level 35: Weave -- LucoftheG-Def:50(A), LucoftheG-Def/Rchg+:50(36), LucoftheG-Def/EndRdx:50(39)
Level 38: Assault -- EndRdx-I:50(A)
Level 41: Wide Area Web Grenade -- GrvAnc-Immob/Rchg:50(A), GrvAnc-Acc/Immob/Rchg:50(42), GrvAnc-Acc/Rchg:50(42), GrvAnc-Immob/EndRdx:50(42), GrvAnc-Hold%:50(43)
Level 44: Combat Training: Defensive -- ShlWal-ResDam/Re TP:50(A), LucoftheG-Def/Rchg+:50(45), LucoftheG-Def:50(45), LucoftheG-Def/EndRdx:50(46)
Level 47: Call Reinforcements -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(48), ExpRnf-Acc/Dmg/Rchg:50(48), ExpRnf-EndRdx/Dmg/Rchg:50(48), CaltoArm-EndRdx/Dmg/Rchg:30(50), CaltoArm-Acc/Rchg:30(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+:50(A)
Level 1: Brawl -- Empty(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:50(A)
Level 2: Rest -- Empty(A)
Level 2: Health -- RgnTss-Regen+:30(A), NmnCnv-Regen/Rcvry+:40(21), Pnc-Heal/+End:50(40), Mrc-Rcvry+:40(46)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(40), PrfShf-EndMod/Acc:50(45), PrfShf-EndMod/Rchg:50(46)
Level 2: Swift -- Run-I:50(A)
Level 4: Ninja Run
Level 50: Musculature Radial Paragon
Level 50: Ion Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Tsoo Radial Superior Ally
Level 50: Ageless Radial Epiphany
Level 50: Assault Core Embodiment
------------
------------

 

 

 

Edited by Frostweaver
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It is, of course, perfectly possible to make a Bane based Huntsman, rather than a Crab based Huntsman ... the trick is the differences in the available powers on the Bane side and how you'd want to use them.  The combination plays QUITE differently, since you don't have Serum and the extra Spiderlings (among other things).  So long as you're happy with what you've made for yourself, then my efforts in this arena have not been wasted.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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  • 3 weeks later

Thank you for the updated build, Redlynne.  I must admit I'm sad to see the alternate Bane version of the build get left behind though.  The backpack just doesn't fit my conception of my current Huntsman so she's been using that variant.  Perhaps I'll take a stab at creating some sort of updated version of the Bane variant based on what you've done here, even though my understanding of how to create set builds is nonexistent.

 

In the meantime, I found out some old friends from live are playing on a different server than I'm currently on and I've been meaning to roll a new character or three over there, which sounds like a perfect excuse to use this new hotness with which you've so kindly graced us...

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4 hours ago, fxds said:

Thank you for the updated build, Redlynne.  I must admit I'm sad to see the alternate Bane version of the build get left behind though.  The backpack just doesn't fit my conception of my current Huntsman so she's been using that variant.  Perhaps I'll take a stab at creating some sort of updated version of the Bane variant based on what you've done here, even though my understanding of how to create set builds is nonexistent.

 

In the meantime, I found out some old friends from live are playing on a different server than I'm currently on and I've been meaning to roll a new character or three over there, which sounds like a perfect excuse to use this new hotness with which you've so kindly graced us...

It only got "left behind" simply because in order for me to produce these build posts takes MULTIPLE DAYS of free time per build in order to post them.  That's time which I can't use to be playing in game.  In this case, I just ran out of time to build a Bane counterpart.  I probably will someday, but that day is not today (or this week, likely).  I've got other priorities competing for my attention span (which is limited) and free time (which is even more limited).  Finite resources meet nigh infinite demand for those resources.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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I'm another one of those players with severe crabpackophobia, so my Huntsman is Bane-based. I recently hit 50 with her (first Homecoming 50!) and hacked together a build mostly by copying Redlynne's build and dredging up what little I could recall about building from the Before Days.


 

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.2
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

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: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
Level 1: Single Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(7), Dmg-I(43), Dcm-Acc/EndRdx/Rchg(46), Dcm-Acc/Dmg/Rchg(46), Dcm-Build%(46)
Level 1: Bane Spider Armor Upgrade -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(45), StdPrt-ResKB(48)
Level 2: Burst -- SpdBit-Acc/Dmg(A), SpdBit-Dmg/Rchg(3), SpdBit-Acc/Dmg/Rchg(3), SpdBit-Dmg/EndRdx/Rchg(5), SpdBit-Acc/Dmg/EndRdx/Rchg(5), SpdBit-Rchg/Global Toxic(7)
Level 4: Combat Training: Defensive -- ShlWal-ResDam/Re TP(A)
Level 6: Hover -- LucoftheG-Def/Rchg+(A)
Level 8: Heavy Burst -- HO:Centri(A), Ann-Acc/Dmg/EndRdx/Rchg(9), Ann-Acc/Dmg(9), Ann-Acc/Dmg/Rchg(43), Ann-Acc/Dmg/EndRdx(45), AchHee-ResDeb%(45)
Level 10: Tactical Training: Maneuvers -- RedFrt-Def(A), RedFrt-EndRdx(11), RedFrt-Def/EndRdx(11), RedFrt-Def/EndRdx/Rchg(37), RedFrt-Def/Rchg(37), LucoftheG-Def/Rchg+(40)
Level 12: Venom Grenade -- DmnofArc-Rchg/-DmgFear(A), DmnofArc-Acc/Dmg/EndRdx/Rchg(13), DmnofArc-Dmg/EndRdx/Rchg(13), DmnofArc-Acc/Dmg/Rchg(36), DmnofArc-Acc/Dmg(36), Ann-ResDeb%(37)
Level 14: Wide Area Web Grenade -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(15), EnfOpr-Acc/EndRdx(15), EnfOpr-Immob/Rng(17), EnfOpr-Acc/Immob/Rchg(17), EnfOpr-Acc/Immob(34)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(19), RedFrt-EndRdx(19), RedFrt-Def/EndRdx/Rchg(31), RedFrt-Def(31), LucoftheG-Def/Rchg+(31)
Level 20: Tactical Training: Leadership -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(21), GssSynFr--Rchg/EndRdx(23), GssSynFr--ToHit/EndRdx(23), GssSynFr--Build%(29)
Level 22: Mental Training -- Flight-I(A)
Level 24: Frag Grenade -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(25), PstBls-Dmg/Rng(25), PstBls-Acc/Dmg/EndRdx(27), PstBls-Dam%(27), FrcFdb-Rechg%(29)
Level 26: Cloaking Device -- LucoftheG-Def/Rchg+(A)
Level 28: Surveillance -- AnlWkn-Acc/Rchg(A)
Level 30: Boxing -- Dsrnt(A)
Level 32: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam(33), Ags-ResDam/EndRdx/Rchg(33), Ags-ResDam/Rchg(33), Ags-Psi/Status(34), GldArm-3defTpProc(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 38: Call Reinforcements -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(39), CaltoArm-Dmg/EndRdx(39), CaltoArm-Acc/Dmg/Rchg(39), CaltoArm-EndRdx/Dmg/Rchg(40), CaltoArm-+Def(Pets)(40)
Level 41: Weave -- Rct-Def(A), Rct-Def/EndRdx(42), Rct-EndRdx/Rchg(42), Rct-Def/Rchg(42), Rct-Def/EndRdx/Rchg(43), Rct-ResDam%(50)
Level 44: Assault -- EndRdx-I(A)
Level 47: Tactics -- EndRdx-I(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(48), NmnCnv-Regen/Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50), PrfShf-EndMod/Acc(50)
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
------------
------------

 

 

 

A few notes/comments:

 

-The build is supposed to be relatively cheap. I've been playing the converter lottery as I leveled and have a couple of LotGs and the cheaper uniques and procs, but even the ATO sets are gonna take me a while to save up for.

-Softcapped without Cloaking Device. Because of no DDR, I like to have a little extra to (hopefully) delay cascading defence failures. With Cloaking and an Agility Alpha, I hope to be close enough incarnate softcap.

-It may be better to drop some melee defence and grab more ranged by replacing Enfeebled Operation for Trap of the Hunter. With big bucks, Gravitational Anchor I guess.

-No buildup. This is probably not a terribly smart choice from an optimisation perspective, but I dislike redraw almost as much as I dislike the crab pack.

-The empty slot in CT:Defensive is there because I have no idea what to with it. I'm fairly sure I don't need a Kismet +acc?

-Hasten is 4ish seconds off perma but the Force Feedback in Frag Grenade should take care of that in most situations.

 

Any feedback will be mucho apreciado!

 

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On 9/22/2019 at 1:55 PM, Redlynne said:

It only got "left behind" simply because in order for me to produce these build posts takes MULTIPLE DAYS of free time per build in order to post them.  That's time which I can't use to be playing in game.  In this case, I just ran out of time to build a Bane counterpart.  I probably will someday, but that day is not today (or this week, likely).  I've got other priorities competing for my attention span (which is limited) and free time (which is even more limited).  Finite resources meet nigh infinite demand for those resources.

I completely understand and I sincerely apologize if my comment sounded critical or entitled.  That was not my intention at all.  I'm one of those who, as I mentioned, has never even begun to understand how set builds are created, and as such I'm nothing but grateful to those like yourself who are generous enough to share with us the time and effort you've put into builds.  This is especially true for you in particular, as I've used several of the builds you've posted here.

 

I worked in IT for more than thirty years, and on occasion I've personally encountered much the same sort of entitled attitude I've often seen directed at build/guide writers, mod creators, and similar folks who share their time and effort with the community, so I have at least some idea what it's like.  I've always tried to be careful to make sure any comments I make don't contribute to that sort of abusive atmosphere.  Apparently I failed this time, and for that I'm intensely sorry.

 

Thank you for sharing your builds with the community.  We're infinitely richer for it, and not enough of us express our gratitude.

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It's alright, I wasn't offended or anything.  On the contrary, I simply wanted to be very clear on what my position was (and is) regarding the builds that I post, mainly for all the lurkers who aren't replying and who might have thoughts along similar lines.  It's the age old story of being "competent" at what you do, which I like to summarize like so as one of my catchphrases:

Quote

Just because I make it LOOK easy, doesn't mean it IS easy.

If you've been buried in IT for 30+ years, you've almost certainly had cause to feel the same way.  It's one of the hazards of creative endeavors, whether it be programming, build creation or artistic pursuits.  It takes a lot less time and effort to "consume" (or even appreciate) a particular piece of work than was required to create it in the first place.

 

Quick to read ... takes "forever" to compose, by comparison.

That's just the way it goes.

 

And while I do post my builds for everyone to "learn" what they can from them (and some people are even brave enough to try them), in a lot of ways my main motivation is to leave a record that I myself can use and reference.  However, I've found that public posting of builds like I do can have unexpected benefits to it as wide ranging as inspiring someone else in a way that rebounds back to my benefit when they discover something from what I did that then goes on to help me discover something that even I hadn't known or been aware of.  So publicly posting builds helps push back the "frontiers" of not only knowledge in general but also sometimes overturns the generally accepted Conventional Wisdom™ in ways that are just as beneficial as they are unforeseen.

 

Or to put it another way, I post these builds for myself just as much as I'm posting them for everyone else to learn from and enjoy.  Share the wealth of what you "know" and we all become "richer" for that shared "knowing" of the game.

 

Everything after that is pontificating on the relative merits of myriad alternative approaches to the age old question of ... how do YOU want to play YOUR game?

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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  • 2 weeks later

First of all I'd like to say I love your work Red.  Your approach is thoughtful and methodical.  I'm running a 1:1 copy of your current build posted (minus catalyzed enhancements).

 

 

I've read your thoughts on incarnates and wanted to get your opinion on the matter in a bit more detail specifics kind of way.

 

Regarding incarnates, the choice to build up to certain thresholds with incarnate bonuses filling in the difference is usually my approach when I create my own builds.  However this not being my build, I was curious if there were any specifics incarnates that would top off any key stats.  Ageless destiny probably being the most obvious as it would close the gap for call reinforcements and settle any and all Endurance issues.

 

Or - are they any incarnate packages that you feel really make this build shine in one way or another? Musc/assault/degen for example for upping dps (which imo is probably not the best for what this build entails).

Edited by Bronana16969
Sp/grm
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4 hours ago, Bronana16969 said:

First of all I'd like to say I love your work Red.  Your approach is thoughtful and methodical.

We make every pretense of competency around here ...  😎

4 hours ago, Bronana16969 said:

I'm running a 1:1 copy of your current build posted

Fun ... isn't it?  😎

4 hours ago, Bronana16969 said:

I've read your thoughts on incarnates and wanted to get your opinion on the matter in a bit more detail specifics kind of way.

My Soldier of Arachnos is still Level 10 at this point ... mainly because I've got 9 alts to feed, not enough hours in the day to play, and because I keep playing the forums more than I play the game(!).

 

Which is a long winded way of saying I haven't even gotten to a point where Incarnates are relevant to ANY of my builds.  I've had to reroll a couple of them, and I'm doing a Play All The Things™ route with my alts where I don't want to leave content behind and then have to circle back to do it later.  On top of that I'm perfectly happy to be "taking my time" getting up to 50, since I'm not in a rush to get to max level.

 

So my thoughts on Incarnate slotting are ... do whatever makes you happy.

No seriously.

It's your character, even if I made the underlying build for it ... so you might as well do what pleases you most with your Incarnate slot choices.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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5 hours ago, Bronana16969 said:

I've read your thoughts on incarnates and wanted to get your opinion on the matter in a bit more detail specifics kind of way.

Check the below thread regarding Crab build Incarnate discussion.  

As a quick summary, I run Musculature, Rebirth, Ion, Warworks, Reactive and Support.  Rebirth and Support help keep the pets alive, Musculature and Reactive boost damage and Warworks and Ion are just metagamey, top tier picks.

 

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2 hours ago, Redlynne said:

 So my thoughts on Incarnate slotting are ... do whatever makes you happy.

No seriously.

It's your character, even if I made the underlying build for it ... so you might as well do what pleases you most with your Incarnate slot choices.

So coy with your secrets.. one day I'll get them.. and that meddling dog too!

 

Musculature - Ageless/Rebirth - Support-Degen/Reactive seem like the most straightforward to me, ateast from what ive gathered in my time picking around the forums.

 

As for lore I don't think I'll be able to help going for the Arachnos pair considering that we're running around as a huntsman.

 

Judgement - I know Ion is meta, but I hate losing a chain do to a mob dying.  This will probably boil down to pyronic for me unless I see a secondary effect I really like.

 

Anyway thanks for the awesome build, it's been a total peach so far.

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  • 1 month later

Please pardon the noobish question here. I'm trying out this build (love your tri-form PB build! BTW), and I just respec'd at level 24. I swapped out flight for hover in the process. I get the idea that hover might affect the pet AI to make them stay closer to you as you're not on the ground.

My question is, how exactly does this build get around in TFs and other teams? Hover + Mental Training isn't going to keep up with the "GoGoGo!" frantic pace I'm encountering (not complaining but this doesn't seem like it will ever be fast enough to keep up). Is there a P2W temp power one can buy, or are you relying on the free steam jump type power?

 

Anyways, I'm having a blast with the build! Guns 'n Grenades (and spiders eventually) is a nice break from the tri-form PB. 🙂

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15 minutes ago, Bengosha said:

Please pardon the noobish question here. I'm trying out this build (love your tri-form PB build! BTW), and I just respec'd at level 24. I swapped out flight for hover in the process. I get the idea that hover might affect the pet AI to make them stay closer to you as you're not on the ground.

My question is, how exactly does this build get around in TFs and other teams? Hover + Mental Training isn't going to keep up with the "GoGoGo!" frantic pace I'm encountering (not complaining but this doesn't seem like it will ever be fast enough to keep up). Is there a P2W temp power one can buy, or are you relying on the free steam jump type power?

 

Anyways, I'm having a blast with the build! Guns 'n Grenades (and spiders eventually) is a nice break from the tri-form PB. 🙂

Beast Run/Ninja Run + Jump Pack from the P2W, with Sprint and Mental Training (and a smattering of IO bonus run/jump speeds) will get you plenty far.  My Crab doesn't have any travel powers, but Beast+Sprint+MT+IO bonuses means I usually outrun straight fliers without Afterburner, and keep pace with SJers. 

 

I've even run him through all of the Shadow Shard TFs and hes always been fine.  You can always buy temporary jetpacks from the P2W if the Jump Pack isn't cutting it for you.  They're pretty cheap in the grand scheme and you can keep up to 8 hours of charge.

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On 11/14/2019 at 1:07 PM, Bengosha said:

(love your tri-form PB build! BTW)

Eh ... I dabble from time to time ... 🤣

On 11/14/2019 at 1:07 PM, Bengosha said:

I get the idea that hover might affect the pet AI to make them stay closer to you as you're not on the ground.

Hover basically serves multiple purposes.  It gives you a way to go UP that isn't reliant upon Jumping.  This gives you a way to get out of Caltrops patches that would otherwise mire you in Slows on the ground.  It also allows you to "hang in the air the way that bricks don't" so as to stay out of melee range (since melee attacks typically do more damage than ranged or AoE attacks).  Above and beyond that, Hover can be slotted with a Luck of the Gambler global recharge IO, which Fly and Mystic Flight can't be slotted with.  On top of all of that, Hover is the cheapest way to hold position in the sky.

 

Pets that can't fly will simple scuttle around below you on the ground (or try to find a path to jump up to you if you get too far away from them).

On 11/14/2019 at 1:07 PM, Bengosha said:

My question is, how exactly does this build get around in TFs and other teams? Hover + Mental Training isn't going to keep up with the "GoGoGo!" frantic pace I'm encountering (not complaining but this doesn't seem like it will ever be fast enough to keep up). Is there a P2W temp power one can buy, or are you relying on the free steam jump type power?

Most of my travel is done using a combination of Ninja Run + Sprint (pick one) which will even with minimal slotting get up to around some 60+ mph of running speed which is often quite adequate, especially with the extra jump height and air control of Ninja Run for controlling jumps.  It lets you hop rooftops rather effectively once you get some practice at it ... and if you miss a landing you can toggle on Hover and get right back into the run/jump of things.  After that, it's mainly a matter of learning to navigate around zones (learning the "routes" to get to places).

 

Back on Virtue I would somewhat routinely beat superspeeders to mission doors using just Ninja Run + Sprint + Quickness simply because I knew how to navigate from Here to There along a shorter route than they did.  As I always liked to say about the comparative advantages of flight to superspeed ... superspeed may be faster in a straight line, but flight moves in straigher lines ...

 

To be honest, the only times you're going to want to reach for a movement option other than Ninja Run + Sprint backed up by Hover is if you're someplace where there isn't "enough ground" to stand on (like the Shadow Shard) or you simply want to fly LONG distances without bothering with being close to the ground (The Hollows comes to mind for this, along with other hazard zones).  But for the most part, Ninja Run + Sprint suffices for me as "speedy enough" travel to get around most zones (that aren't the Shadow Shard, and even then knowing how to navigate using the geysers can make up for a lot of deficiencies).

On 11/14/2019 at 1:07 PM, Bengosha said:

Anyways, I'm having a blast with the build! Guns 'n Grenades (and spiders eventually) is a nice break from the tri-form PB. 🙂

Glad to hear you're enjoying more than one of my builds. 😎

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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