I needed to copy/paste the v3 build from the code selection into a RTF and edit it for formatting so I could see everything and start working out what your set bonuses were doing for you.
Villain Arachnos Soldier
Build plan made with Mids' Reborn v3.7.5 rev. 21
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Primary powerset: Crab Spider Soldier
Secondary powerset: Crab Spider Training
Pool powerset (#1): Flight
Pool powerset (#2): Leadership
Pool powerset (#3): Speed
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Powers taken:
Level 1: Single Shot
A: Devastation: Accuracy/Damage
3: Devastation: Damage/Endurance
5: Devastation: Damage/Recharge
11: Devastation: Accuracy/Damage/Recharge
48: Devastation: Accuracy/Damage/Endurance/Recharge
Level 1: Crab Spider Armor Upgrade
A: Steadfast Protection: Knockback Protection
7: Steadfast Protection: Resistance/+Def 3%
48: Unbreakable Guard: +Max HP
Level 2: Burst
A: Superior Spider's Bite: Accuracy/Damage
3: Superior Spider's Bite: Damage/RechargeTime
5: Superior Spider's Bite: Accuracy/Damage/RechargeTime
11: Superior Spider's Bite: Damage/Endurance/RechargeTime
43: Superior Spider's Bite: Accuracy/Damage/Endurance/RechargeTime
43: Superior Spider's Bite: RechargeTime/Global Toxic
Level 4: Combat Training: Offensive
A: Invention: Accuracy
Level 6: Wide Area Web Grenade
A: Gravitational Anchor: Immobilize
7: Gravitational Anchor: Immobilize/Recharge
40: Gravitational Anchor: Accuracy/Immobilize/Recharge
42: Gravitational Anchor: Immobilize/Endurance
42: Gravitational Anchor: Chance for Hold
42: Debilitative Action: Disorient Bonus
Level 8: Heavy Burst
A: Rolling Barrage: Accuracy/Damage
9: Rolling Barrage: Accuracy/Endurance/Recharge
9: Superior Witchcraft: Chance for Res Debuff1
5: Achilles' Heel: Chance for Res Debuff
29: Centriole Exposure
31: Centriole Exposure
Level 10: Hover
A: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 12: Venom Grenade
A: Annihilation: Accuracy/Damage
13: Annihilation: Chance for Res Debuff
13: Annihilation: Accuracy/Damage/RechargeTime
15: Annihilation: Accuracy/Damage/Endurance
25: Annihilation: Accuracy/Damage/Endurance/RechargeTime
29: Positron's Blast: Chance of Damage(Energy)
Level 14: Tactical Training: Maneuvers
A: Reactive Defenses: Defense
17: Reactive Defenses: Defense/Endurance
17: Reactive Defenses: Endurance/RechargeTime
27: Reactive Defenses: Defense/RechargeTime
27: Reactive Defenses: Defense/Endurance/RechargeTime
31: Reactive Defenses: Scaling Resist Damage
Level 16: Fly
A: Superior Winter's Gift: Slow Resistance (25%)
Level 18: Frag Grenade
A: Superior Dominion of Arachnos: Accuracy/Damage
19: Superior Dominion of Arachnos: Accuracy/Damage/Endurance/Recharge
19: Superior Dominion of Arachnos: Accuracy/Damage/Recharge
21: Superior Dominion of Arachnos: Damage/Endurance/Recharge
21: Superior Dominion of Arachnos: Recharge/Chance for -Dmg and Terrorize
23: Force Feedback: Chance for +Recharge
Level 20: Tactical Training: Leadership
A: Cytoskeleton Exposure
Level 22: Maneuvers
A: Red Fortune: Defense/Endurance
23: Red Fortune: Defense/Recharge
25: Red Fortune: Endurance
31: Red Fortune: Defense/Endurance/Recharge
34: Red Fortune: Defense
34: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 24: Tactical Training: Assault
A: Invention: Endurance Reduction
Level 26: Tactics
A: Adjusted Targeting: To Hit Buff
43: Adjusted Targeting: To Hit Buff/Recharge
48: Adjusted Targeting: To Hit Buff/Endurance/Recharge
50: Adjusted Targeting: Endurance/Recharge
50: Adjusted Targeting: To Hit Buff/Endurance
50: Adjusted Targeting: Recharge
Level 28: Assault
A: Invention: Endurance Reduction
Level 30: Hasten
A: Invention: Recharge Reduction
46: Invention: Recharge Reduction
Level 32: Serum
A: Preventive Medicine: Heal
33: Preventive Medicine: Heal/Endurance
33: Preventive Medicine: Endurance/RechargeTime
33: Preventive Medicine: Heal/RechargeTime
34: Preventive Medicine: Heal/RechargeTime/Endurance
37: Preventive Medicine: Chance for +Absorb
Level 35: Summon Spiderlings
A: Expedient Reinforcement: Accuracy/Recharge
36: Expedient Reinforcement: Accuracy/Damage
36: Expedient Reinforcement: Damage/Endurance
36: Expedient Reinforcement: Accuracy/Damage/Recharge
37: Expedient Reinforcement: Endurance/Damage/Recharge
37: Expedient Reinforcement: Resist Bonus Aura for Pets
Level 38: Call Reinforcements
A: Expedient Reinforcement: Accuracy/Recharge
39: Expedient Reinforcement: Damage/Endurance
39: Expedient Reinforcement: Accuracy/Damage/Recharge
39: Expedient Reinforcement: Endurance/Damage/Recharge
40: Endoplasm Exposure
40: Peroxisome Exposure
Level 41: Fortification
A: Ribosome Exposure
Level 44: Aerobatics
A: Red Fortune: Defense/Endurance
45: Red Fortune: Defense/Recharge
45: Red Fortune: Endurance/Recharge
45: Red Fortune: Defense/Endurance/Recharge
46: Red Fortune: Endurance
46: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 47: Mental Training
A: Invention: Run Speed
Level 49: Vengeance
A: Luck of the Gambler: Defense/Increased Global Recharge Speed
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Inherents:
Level 1: Brawl
(Empty)
Level 1: Conditioning
Level 1: Sprint
A: Invention: Endurance Reduction
Level 2: Rest
(Empty)
Level 2: Swift
A: Invention: Run Speed
Level 2: Health
A: Panacea: +Hit Points/Endurance
8: Miracle: +Recovery
16: Numina's Convalesence: +Regeneration/+Recovery
Level 2: Hurdle
A: Invention: Jumping
Level 2: Stamina
A: Performance Shifter: Chance for +End
12: Performance Shifter: EndMod
22: Performance Shifter: EndMod/Recharge
Level 44: Afterburner
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Incarnates:
Agility Radial Paragon
Ion Radial Final Judgement
Diamagnetic Core Flawless Interface
Robotic Drones Core Superior Ally
Rebirth Radial Epiphany
Control Radial Embodiment
===
Set Bonuses:
+9% Accuracy (Adjusted Targeting: 4)
+15% Accuracy (Gravitational Anchor: 4)
+15% Accuracy (Superior Dominion of Arachnos: 2)
= +39%
+2% Damage (Red Fortune: 4)
+2% Damage (Adjusted Targeting: 2)
+2% Damage (Red Fortune: 4)
+3% Damage (Devastation: 4)
+3% Damage (Expedient Reinforcement: 3)
+3% Damage (Expedient Reinforcement: 3)
+4% Damage (Superior Spider's Bite: 2)
+4% Damage (Superior Dominion of Arachnos: 4)
= +23%
+5% Melee Defense, +2.5% L/S Defense (Superior Spider's Bite: 4)
+3.125% Ranged Defense, +1.5625% E/N Defense (Expedient Reinforcement: 6)
+3% Endurance Reduction (Annihilation: 5)
+3.75% Endurance Reduction (Reactive Defenses: 5)
+3.75% Endurance Reduction (Preventive Medicine: 5)
= +10.5%
+1.35% Max Endurance (Annihilation: 2)
+3.6% Max Endurance (Superior Spider's Bite: 6)
= +4.95%
+1.875% Max Health (Reactive Defenses: 3)
+1.875% Max Health (Preventive Medicine: 3)
+1.875% Max Health (Performance Shifter: 3)
+2.25% Max Health (Devastation: 3)
+3% Max Health (Superior Spider's Bite: 3)
+3% Max Health (Superior Dominion of Arachnos: 3)
= +13.875%
+7.5% Movement (Performance Shifter: 2)
+7.5% Range (Rolling Barrage: 2)
+5% Recharge (Red Fortune: 5)
+5% Recharge (Adjusted Targeting: 5)
+5% Recharge (Red Fortune: 5)
+6.25% Recharge (Expedient Reinforcement: 4)
+6.25% Recharge (Expedient Reinforcement: 4)
+7.5% Recharge (Luck of the Gambler: 1)
+7.5% Recharge (Luck of the Gambler: 1)
+7.5% Recharge (Luck of the Gambler: 1)
+8.75% Recharge (Reactive Defenses: 6)
+8.75% Recharge (Preventive Medicine: 6)
+10% Recharge (Gravitational Anchor: 5)
+10% Recharge (Superior Dominion of Arachnos: 5)
= +87.5%
+1.5% Recovery (Steadfast Protection: 2)
+4% Recovery (Gravitational Anchor: 2)
= +9.5%
+10% Regeneration (Annihilation: 4)
+10% Regeneration (Expedient Reinforcement: 5)
+12% Regeneration (Devastation: 2)
+16% Regeneration (Superior Spider's Bite: 5)
= +32%
+1.5% L/S Resist, +2.5% Mez Resist (Reactive Defenses: 2)
+1.5% L/S Resist, +2.5% Mez Resist (Red Fortune: 2)
+1.5% L/S Resist, +2.5% Mez Resist (Red Fortune: 2)
+2.25% L/S Resist, +3.75% Mez Resist (Preventive Medicine: 2)
+3.75% L/S Resist, +6.25% Mez Resist (Adjusted Targeting: 6)
= +10.5%
+1.5% E/N Resist, +2.5% Mez Resist (Expedient Reinforcement: 2)
+1.5% E/N Resist, +2.5% Mez Resist (Expedient Reinforcement: 2)
+2.25% E/N Resist, +3.75% Mez Resist (Annihilation: 3)
+3% E/N Resist, +5% Mez Resist (Adjusted Targeting: 3)
= +8.25%
+3.75% F/C Resist, +6.25% Mez Resist (Devastation: 5)
+1.5% F/C Resist, +2.5% Mez Resist (Red Fortune: 3)
+1.5% F/C Resist, +2.5% Mez Resist (Red Fortune: 3)
+3% F/C Resist, +5% Mez Resist (Reactive Defenses: 4)
+3% F/C Resist, +5% Mez Resist (Preventive Medicine: 4)
+6% F/C Resist, +10% Mez Resist (Gravitational Anchor: 3)
= +18.75%
This is definitely better than what you had previously.
However, there are still some build choices that I find questionable.
Level 1: Crab Spider Armor Upgrade
A: Steadfast Protection: Knockback Protection
7: Steadfast Protection: Resistance/+Def 3%
48: Unbreakable Guard: +Max HP
Level 16: Fly
A: Superior Winter's Gift: Slow Resistance (25%)
Level 41: Fortification
A: Ribosome Exposure
===
What I would do instead is:
Level 1: Crab Spider Armor Upgrade
A: Unbreakable Guard: Resistance
?: Unbreakable Guard: +Max HP
Level 16: Fly
A: Blessing of the Zephyr: -4 Knockback Protection
Level 41: Fortification
A: Unbreakable Guard: Resistance
?: Unbreakable Guard: Resistance/Endurance
The reason why I would do that is because of the Unbreakable Guard 2-slot set bonus ... +2.5% Endurance Discount ... and with this slotting you can get it TWICE.
In fact, if you were willing to drop a power from this build, you could replace (and reshuffle) so as to add Wolf Spider Armor into the mix as well and 2-slot it with Unbreakable Guard (Resistance and +Max HP, so as to to do Resistance and Resistance/Endurance in Crab Spider Armor upgrade) you could have THREE 2-slot set bonuses from Unbreakable Guard. Only the +Max HP is unique, so ... do you have objections to getting +7.5% more global endurance reduction (+18% total instead of only +10.5%) compared to the above build?
You would need to pull 1 slot from somewhere, and the most easy to sacrifice power would be Vengeance for this (although that would also cost a LotG +7.5% recharge, but I'm thinking the trade would be worth it).
Level 26: Tactics
A: Adjusted Targeting: To Hit Buff
43: Adjusted Targeting: To Hit Buff/Recharge
48: Adjusted Targeting: To Hit Buff/Endurance/Recharge
50: Adjusted Targeting: Endurance/Recharge
50: Adjusted Targeting: To Hit Buff/Endurance
50: Adjusted Targeting: Recharge
+2% Damage (Adjusted Targeting: 2)
+3% E/N Resist, +5% Mez Resist (Adjusted Targeting: 3)
+9% Accuracy (Adjusted Targeting: 4)
+5% Recharge (Adjusted Targeting: 5)
+3.75% L/S Resist, +6.25% Mez Resist (Adjusted Targeting: 6)
Level 2: Stamina
A: Performance Shifter: Chance for +End
12: Performance Shifter: EndMod
22: Performance Shifter: EndMod/Recharge
+7.5% Movement (Performance Shifter: 2)
+1.875% Max Health (Performance Shifter: 3)
===
Counter-proposal.
If the reason why you're 6-slotting Adjusted Targeting into Tactics is for the 6-slot set bonus of +5% global recharge, there's actually an easier way of doing that.
Level 26: Tactics
(A) Hamidon Origin: Cytoskeleton Exposure (+Defense/+ToHit/Endurance Reduction)
Level 2: Stamina
A: Efficacy Adaptor: EndMod
12: Efficacy Adaptor: EndMod/Recharge
22: Efficacy Adaptor: EndMod/Recharge/Accuracy
?: Efficacy Adaptor: Recharge/Accuracy
?: Efficacy Adaptor: EndMod/Accuracy
?: Efficacy Adaptor: EndMod/Endurance
+1.125% Max Health (Efficacy Adaptor: 2)
+1.5% Recovery (Efficacy Adaptor: 3)
+10% Regeneration (Efficacy Adaptor: 4)
+2.5% Damage (Efficacy Adaptor: 5)
+5% Recharge (Efficacy Adaptor: 6)
So instead of spending +5 slots on Tactics, you spend +3 slots on Stamina.
That then gives you 2 more slots to spend elsewhere in your build, which then makes it possible to have:
- Wolf Spider Armor with 2-slot Unbreakable Guard
- Crab Spider Armor Upgrade with 2-slot Unbreakable Guard
- Fortification with 2-slot Unbreakable Guard
... and you've still got 1 slot left over to add to something in a way that looks appealing, such as putting the +3% Defense (all) resistance IO into one of those 3 resistance powers.
Doing that in combination with the global buffing of Alpha T4 Agility Radial will go a LONG way towards solving any endurance problems you might have, because your set bonuses would be doing this for you:
+2.5% Endurance Reduction (Unbreakable Guard: 2)
+2.5% Endurance Reduction (Unbreakable Guard: 2)
+2.5% Endurance Reduction (Unbreakable Guard: 2)
+3% Endurance Reduction (Annihilation: 5)
+3.75% Endurance Reduction (Reactive Defenses: 5)
+3.75% Endurance Reduction (Preventive Medicine: 5)
= +18%
Ion Radial Final Judgement
The thing about Ion Judgement is that it is really fickle, because it chains. In my experience, unless your Foes are somewhat ideally positioned, you're almost never going to hit the max targets limit (you will sometimes, but it won't be all that common). Another thing is that Ion Judgement has an animation casting time delay before it strikes and starts to chain, which can result in "corpse blasting" in ways that reduce the max number of (alive) $Targets that get hit by the chains. Ion Judgement CAN be used to chain damage around corners, but that is highly situational and rarely makes a difference in actual gameplay when running iTrials (Underground has only a few spots where this might happen).
From memory of playing my own Huntsman, there are incentives to "hang back" as far as is practical so as to "widen" your Heavy Burst cone attack at long range. In other words, you aren't exactly rushing into melee with the front line ... you tend to hang back for a good overview of the field of battle and pick your location (almost always above the ground, Hovering) to deliver your AoEs to best effect with the most situational awareness.
Because of that "support from the rear/second line" factor, I honestly think you'd be better off with Judgement T4 Vorpal Radial. This is a 120ft range, 120º cone attack with up to 40 max targets that does not require a $Target to use (so you can "point and judge" with your camera view, not your selection of a $Target!) and the Radial will give you temporary +Defense to help ward off retaliatory return fire. All of these factors are IDEAL for a ranged attacker who is operating as a CHOOSER OF THE SLAIN from range.
Point your camera at what you want to hurt.
Click.
Kick the cramps out of everything in view almost +50% beyond your weapon range (because 80ft normal vs 120ft vorpal).
If it's recharged and there's a pile of $Targets herded together, throw a Venom Grenade into them (for -Resistance debuffing) and then kick/judge them with Vorpal Radial. Optional to use Heavy Burst and/or Terror Frag Grenade before judgment Vorpal Radial in order to maximize your opportunities for -Resistance debuffing before judging them ... depends on the circumstances (and how quickly $Targets are getting mowed down). Unless the herd is really close, you don't even have to worry about Terror Frag Grenade knockback scatter, because the wide cone on Vorpal Radial will (probably) still hit everyone in the direction your camera is facing.
Level 1: Sprint
A: Invention: Endurance Reduction
This is wasteful.
Either slot a +Stealth IO (for "on demand" aggro radius reduction) or a common Run IO into Sprint.
The endurance cost of Sprint is low enough to "not be a problem" if you're just traveling using Sprint (plus Ninja Run). If you're Sprinting, you want to get to your destination faster.