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Huntsman: The attempt to shore up offense.

Started by EDekar, Nov 19, 2024, 09:16 AM

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EDekar

Huntsman is one of my two 'main' characters, and I've been feeling a bit weaker on the offensive side of things of late.  Since he's one of my originals, he's long overdue for a respec anyway what with inherent fitness slots and pool power changes and additions.  What follows is my current best attempt to do so while leaving him still a potent and effective Huntsman.  If you're not sure just why someone would choose Huntsman, I would advise you to look up Redlynne's guide to them (not found here, alas).

Level 1: Single Shot
A: Superior Dominion of Arachnos: Accuracy/Damage
3: Superior Dominion of Arachnos: Accuracy/Damage/Recharge
17: Superior Dominion of Arachnos: Damage/Endurance/Recharge
36: Superior Dominion of Arachnos: Accuracy/Damage/Endurance/Recharge
36: Superior Dominion of Arachnos: Recharge/Chance for -Dmg and Terrorize
45: (10)Achilles' Heel: Chance for Res Debuff

Level 1: Bane Spider Armor Upgrade
A:  (27)Aegis: Resistance/Endurance
40: (27)Aegis: Endurance/Recharge
40: (27)Aegis: Resistance/Endurance/Recharge
46: (25)Aegis: Psionic/Status Resistance
46: (27)Aegis: Resistance

Level 2: Burst
A:  Superior Spider's Bite: Accuracy/Damage/Endurance/RechargeTime
3:  Superior Spider's Bite: Accuracy/Damage/RechargeTime
5:  Superior Spider's Bite: Damage/Endurance/RechargeTime
34: Superior Spider's Bite: RechargeTime/Global Toxic
36: (20)Entropic Chaos: Chance of Heal Self
45: (21)Touch of Lady Grey: Chance for Negative Damage

Level 4: Combat Training: Defensive
A:  (10)Kismet: Accuracy +6%
5:  (10)Karma: Knockback Protection

Level 6: Wide Area Web Grenade
A:  (27)Trap of the Hunter: Accuracy/Recharge
7:  (27)Trap of the Hunter: Endurance/Immobilize
7:  (27)Trap of the Hunter: Accuracy/Endurance
34: (27)Trap of the Hunter: Immobilize/Accuracy
34: (20)Trap of the Hunter: Chance of Damage(Lethal)
37: Superior Winter Storm: Recharge/Chance for Cold Damage

Level 8: Heavy Burst
A:  (27)Rolling Barrage: Accuracy/Endurance/Recharge
9:  (27)Rolling Barrage: Damage/Endurance/Recharge
9:  (50)Centriole Exposure
33: (50)Enzyme Exposure
33: (10)Achilles' Heel: Chance for Res Debuff
33: (21)Touch of Lady Grey: Chance for Negative Damage

Level 10: Tactical Training: Maneuvers
A:  (27)Reactive Defenses: Defense
11: (27)Reactive Defenses: Defense/Endurance
11: (27)Reactive Defenses: Endurance/RechargeTime
27: (27)Reactive Defenses: Defense/RechargeTime
27: (27)Reactive Defenses: Defense/Endurance/RechargeTime
46: (20)Reactive Defenses: Scaling Resist Damage

Level 12: Venom Grenade
A:  (27)Rolling Barrage: Accuracy/Endurance/Recharge
13: (27)Rolling Barrage: Damage/Endurance/Recharge
13: (27)Rolling Barrage: Accuracy/Damage/Recharge
15: (27)Rolling Barrage: Damage/Endurance
15: (20)Annihilation: Chance for Res Debuff
17: (20)Positron's Blast: Chance of Damage(Energy)

Level 14: Hover
A:  (25)Luck of the Gambler: Defense/Increased Global Recharge Speed
40: (15)Freebird: +Stealth

Level 16: Fly
A: Superior Winter's Gift: Slow Resistance (25%)
37: Superior Winter's Gift: Run Speed, Jump, Flight Speed, Range/Endurance
37: Superior Winter's Gift: Run Speed, Jump, Flight Speed, Range

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

Level 20: Aerobatics
A:  (25)Luck of the Gambler: Defense/Increased Global Recharge Speed
21: (27)Luck of the Gambler: Defense/Endurance
21: (27)Luck of the Gambler: Defense/Recharge
23: (27)Luck of the Gambler: Endurance/Recharge
23: (27)Luck of the Gambler: Defense/Endurance/Recharge

Level 22: Mental Training
A:  (50)Invention: Flight Speed

Level 24: Cloaking Device
A:  (25)Luck of the Gambler: Defense/Increased Global Recharge Speed
25: (27)Luck of the Gambler: Defense/Endurance
25: (27)Luck of the Gambler: Defense/Recharge
42: (27)Luck of the Gambler: Endurance/Recharge
42: (27)Luck of the Gambler: Defense/Endurance/Recharge

Level 26: Build Up
A:  (50)Membrane Exposure
45: (21)Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 28: Surveillance
A:  (50)Enzyme Exposure
29: (20)Achilles' Heel: Chance for Res Debuff
29: (21)Touch of Lady Grey: Chance for Negative Damage
50: (10)Shield Breaker: Chance for Lethal Damage

Level 30: Tactical Training: Assault
A:  (50)Invention: Endurance Reduction

Level 32: Tactical Training: Leadership
A:  (27)Adjusted Targeting: To Hit Buff
42: (27)Adjusted Targeting: To Hit Buff/Recharge
43: (27)Adjusted Targeting: To Hit Buff/Endurance/Recharge
43: (27)Adjusted Targeting: Endurance/Recharge
43: (27)Adjusted Targeting: To Hit Buff/Endurance

Level 35: Combat Training: Offensive
A:  (50)Invention: Accuracy

Level 38: Call Reinforcements
A:  (50)Expedient Reinforcement: Accuracy/Recharge
39: (50)Expedient Reinforcement: Accuracy/Damage
39: (50)Expedient Reinforcement: Damage/Endurance
39: (50)Expedient Reinforcement: Endurance/Damage/Recharge

Level 41: Boxing
(Empty)

Level 44: Tough
A:  (50)Aegis: Resistance/Endurance
48: (50)Aegis: Resistance/Recharge
48: (50)Aegis: Endurance/Recharge
48: (50)Aegis: Resistance/Endurance/Recharge

Level 47: Maneuvers
A:  (50)Cytoskeleton Exposure
50: (50)Cytoskeleton Exposure
50: (50)Cytoskeleton Exposure

Level 49: Wolf Spider Armor
A: (30)Steadfast Protection: Resistance/+Def 3%

──────────────────────────────

Inherents:

Level 1: Conditioning


Level 1: Brawl
(Empty)

Level 1: Sprint
(Empty)

Level 2: Rest
(Empty)

Level 2: Swift
A:  (50)Invention: Flight Speed

Level 2: Hurdle
A:  (50)Invention: Jumping

Level 2: Health
A:  (20)Preventive Medicine: Chance for +Absorb
8:  (20)Miracle: +Recovery
16: (30)Numina's Convalesence: +Regeneration/+Recovery

Level 2: Stamina
A:  (21)Performance Shifter: Chance for +End
12: (50)Performance Shifter: EndMod
22: (50)Invention: Endurance Modification

Level 20: Afterburner

──────────────────────────────
Incarnates:

Musculature Core Paragon
Ion Core Final Judgement
Spectral Radial Flawless Interface
Arachnos Core Superior Ally
Clarion Radial Epiphany
Assault Radial Embodiment

Redlynne

Quote from: EDekar on Nov 19, 2024, 09:16 AMIf you're not sure just why someone would choose Huntsman, I would advise you to look up Redlynne's guide to them (not found here, alas).

Is THIS the one you're thinking of (dated end of 2010)?
If so, I would ... make a few tweaks to that ... for use here on Rebirth.

Quote from: EDekar on Nov 19, 2024, 09:16 AMI've been feeling a bit weaker on the offensive side of things of late.

Often times, that feeling of "weak offense" is a function of "inadequate AoE output" rather than a result of low damage enhancement. In the context of a Huntsman, that is most often going to be a result of inadequate global recharge stacking, rather than a matter of "I just need to add Musculature to solve all my problems" with a build.

To be honest, I rarely want to add Hasten to my own builds ... but there are a few build types that I'll make an exception for it. Peacebringer, Warshade and Huntsman (Bane and/or Crab) top the list for builds that really "want" Hasten in order to make things work consistently. Time Manipulation builds are another that benefits "too much" from Hasten, in order to make Farsight and Chrono Shift perma, to leave Hasten out of the build.

Consider ... that if you had Heavy Burst, Venom Grenade, Frag Grenade and Web Grenade all recharging faster (because you had perma Hasten on autofire) ... would you still consider yourself "underpowered" offensively? I suspect that if your 4 AoE attacks were available more often (due to faster recharge times) you would feel a LOT more offensively effective at laying down a blanket of fire that's hurting EVERYTHING (because AoEs).



Back on Virtue server, I was using Hasten AND T4 Alpha Spiritual Core to try and get the most recharge stacked into my own Huntsman build that I possibly could, so that I could be using my AoEs as often as possible. That shift meant that Single Shot and Burst became the "filler" attacks in most situations, while Heavy Burst, Venom Grenade, Frag Grenade and Web Grenade were the "main features" of my preferred attack chain. Getting enough Range enhancement into Heavy Burst thus became critical, so that I could "hang back" and not need to get too close in order to use Heavy Burst on $Targets, letting the "longer cone" get WIDER at the far end to catch more widely spaced Foes who needed to be receiving fire.

So looking at this build, my suspicion is that you simply need more global recharge stacking, rather than that you need more damage enhancement stacking. Spending more of your animation time on AoEs rather than on single target attacks will do wonders for your sense of offensive throughput. 8)

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 1: Single Shot
A: Superior Dominion of Arachnos: Accuracy/Damage
3: Superior Dominion of Arachnos: Accuracy/Damage/Recharge
17: Superior Dominion of Arachnos: Damage/Endurance/Recharge
36: Superior Dominion of Arachnos: Accuracy/Damage/Endurance/Recharge
36: Superior Dominion of Arachnos: Recharge/Chance for -Dmg and Terrorize
45: (10)Achilles' Heel: Chance for Res Debuff

This is actually rather clever.
You're trading off the 6 slot bonus (6% Toxic/Psi Res, 10% Mez Res) for an Achilles' Heel proc. However, as an inevitable analysis of alternatives, I have to wonder if that's the best proc opportunity to put into that 6th slot. Other options include the Decimation Build Up, Devastation Hold, Apocalypse Negative Energy and even Superior Winter's Bite -Speed & -Recharge (and that's just the Ranged damage sets). The "best" answer would depend upon the computed proc chances for each and how your attack rotation "builds" together as a chain. If you're using Single shot repeatedly per rotation cycle, even low proc chances "can work" well because of the Chuck Lots o' Dice!! phenomenon. But if you're using Single Shot once per attack rotation, then the opportunities to proc from this power falls off dramatically, because Single Shot has a short (base) recharge time and you're slotting a lot of recharge into the power. However, this can conversely be an opportunity for low PPM procs to shine (such as Decimation Build Up) where the proc chance computes out to be below the minimum (under 6.5% for 1 PPM) and thus you actually benefit from a higher proc chance than you "should be getting" from the power with that recharge enhancement. So there are ways to ... finesse ... this question, but you need to the power and enhancement value details in order to generate that answer.

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 1: Bane Spider Armor Upgrade
A:  (27)Aegis: Resistance/Endurance
40: (27)Aegis: Endurance/Recharge
40: (27)Aegis: Resistance/Endurance/Recharge
46: (25)Aegis: Psionic/Status Resistance
46: (27)Aegis: Resistance

I see the global set bonus you're reaching for here, but I have to wonder if there might be a better way to achieve it via different means. The actual (base) resistance you're getting out of Bane Spider Armor is ... not that much, so spending this many slots on the power feels almost counterproductive (powers are plentiful, slots are precious). In terms of the resistance offered by the power, I would personally prefer to stack the Bane/Crab armor power with the Wolf armor power (take both powers) for the extra Mez protection and resist, using both powers as One Slot Wonders™ for Resist set IOs with special bonuses on them.

What I would do instead would be to 6-slot either Single Shot or Burst with the Superior Spider's Bite set, which gives 2.5% Ranged AND AoE Defense ... in addition to that tasty proc adding in some soft control (movement and recharge debuffing) that then works to your own advantage. Which one would be better depends on your attack rotation (again). 2x low proc in Single Shot chances can often times wind up being better for stacking procs than 1x higher proc in Burst chances, simply because of how frequently you use the two attacks.

For example (numbers chosen for illustration purposes):
If the same slotting in 2 similar powers yields 12% (faster recharge) and 20% (slower recharge) proc chances, if you're using the faster recharge power 2x per 1x of the slower recharge power, even though the proc chance is lower you should slot the proc into the faster recharging power.

Here's why:
1 - (1-0.12) * (1-0.12) = 0.2256 = 22.56% chance to proc (once) per 2x uses
0.12 * 0.12 = 0.0144 = 1.44% chance to proc (twice) per 2x uses
1 - (1-0.2) = 0.2 = 20% chance to proc (once) per 1x use

So depending on the "tempo" of usage in an attack rotation, the "use twice" faster power has more opportunities to proc than the "use once" slower power does in the same attack rotation. Additionally, there is a (small!) chance for a double proc stacking during an attack rotation cycle versus a zero chance for a double proc stacking during an attack rotation cycle. It all starts getting very ... fiddly ... around the edges of probabilities, but the net result is something that you can FEEL when playing in actual combat.

Details will tend to vary for different builds, but the foundational principle is the same. Fast recharging powers that you USE A LOT in your attack rotations are not necessarily bad locations for putting procs ... but you want to know all the details before making decisions about "Best Fit" for procs in different powers.

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 2: Burst
A:  Superior Spider's Bite: Accuracy/Damage/Endurance/RechargeTime
3:  Superior Spider's Bite: Accuracy/Damage/RechargeTime
5:  Superior Spider's Bite: Damage/Endurance/RechargeTime
34: Superior Spider's Bite: RechargeTime/Global Toxic
36: (20)Entropic Chaos: Chance of Heal Self
45: (21)Touch of Lady Grey: Chance for Negative Damage

In my estimation, this is a sub-optimal slotting. My reason for saying that is the 5 and 6-slot bonuses for Superior Spider's Bite. Increased Regeneration is vital for Defense builds that lack a self-heal (Entropic Chaos is "nice to have" but nowhere NEAR enough!). Consequently, my personal opinion is that Superior Spider's Bite works better in either Venom Grenade or Frag Grenade, where you can 6-slot Superior Spider's Bite to get the bonus Regeneration and Max Endurance (which will help solve "blue bar" problems with high recharge stacking).

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 4: Combat Training: Defensive
A:  (10)Kismet: Accuracy +6%
5:  (10)Karma: Knockback Protection

Good choices.

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 6: Wide Area Web Grenade
A:  (27)Trap of the Hunter: Accuracy/Recharge
7:  (27)Trap of the Hunter: Endurance/Immobilize
7:  (27)Trap of the Hunter: Accuracy/Endurance
34: (27)Trap of the Hunter: Immobilize/Accuracy
34: (20)Trap of the Hunter: Chance of Damage(Lethal)
37: Superior Winter Storm: Recharge/Chance for Cold Damage

When I wrote my original guide (back in 2010), the Winter Storm set didn't exist yet (or I couldn't obtain it). Nowadays, I reach for Superior Winter Storm FIRST. However, putting a 6-slot Superior Winter's Bite into Single Shot or Burst could go a long way towards "reshuffling" the set bonuses you need in order to hit the defense softcaps (45% and 59%) for normal and incarnate content, making different set choices available in a variety of different powers.

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 8: Heavy Burst
A:  (27)Rolling Barrage: Accuracy/Endurance/Recharge
9:  (27)Rolling Barrage: Damage/Endurance/Recharge
9:  (50)Centriole Exposure
33: (50)Enzyme Exposure
33: (10)Achilles' Heel: Chance for Res Debuff
33: (21)Touch of Lady Grey: Chance for Negative Damage

I would recommend this slotting instead:
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (-) Rolling Barrage - Damage/Endurance: Level 27+5
  • (-) Superior Witchcraft - Chance for Resist Debuff (6.0 PPM): Attuned
    • 6.0 * ((12 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 50 * (11 * 30 + 540) / 30,000))) = 69.46% per $Target
  • (-) Force Feedback - Chance of +Recharge (2.0 PPM): Level 21
    • 2.0 * ((12 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 50 * (11 * 30 + 540) / 30,000))) = 23.15% per $Target
  • (-) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • (-) Hamidon Origin: Centriole Exposure++ (Damage/Range)

    That gets you +43.6% Range (post-ED) on the enhancements, with an additional +7.5% Range global set bonus.
    Heavy Burst is a 30º cone with a 50ft radius.
    50 * (1+0.436+0.075) = 75.55ft radius
    This is "close" to an 80ft range, the default for most of your attacks ... so you don't need to close that far from your single target and grenade attacks max range in order to unload Heavy Burst into stuff, and the cone is "wider" at the far end. This makes Heavy Burst MUCH more User Friendly™ in actual gameplay.

    Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 10: Tactical Training: Maneuvers
    A:  (27)Reactive Defenses: Defense
    11: (27)Reactive Defenses: Defense/Endurance
    11: (27)Reactive Defenses: Endurance/RechargeTime
    27: (27)Reactive Defenses: Defense/RechargeTime
    27: (27)Reactive Defenses: Defense/Endurance/RechargeTime
    46: (20)Reactive Defenses: Scaling Resist Damage

    I actively go out of my way to find a place for 6-slot Reactive Defense AND 6-slot Preventative Medicine in my builds, because of the global set bonuses.

    Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 12: Venom Grenade
    A:  (27)Rolling Barrage: Accuracy/Endurance/Recharge
    13: (27)Rolling Barrage: Damage/Endurance/Recharge
    13: (27)Rolling Barrage: Accuracy/Damage/Recharge
    15: (27)Rolling Barrage: Damage/Endurance
    15: (20)Annihilation: Chance for Res Debuff
    17: (20)Positron's Blast: Chance of Damage(Energy)

    If you really need AoE Defense, take another look at 5/6-slot Superior Frozen Blast.

    Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 14: Hover
    A:  (25)Luck of the Gambler: Defense/Increased Global Recharge Speed
    40: (15)Freebird: +Stealth

    I typically put the +Stealth IO into Sprint, so as to be able to fine control the use of it.

    Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 16: Fly
    A: Superior Winter's Gift: Slow Resistance (25%)
    37: Superior Winter's Gift: Run Speed, Jump, Flight Speed, Range/Endurance
    37: Superior Winter's Gift: Run Speed, Jump, Flight Speed, Range

    I've often times found Hover to be sufficient to my mobility needs, with Fly winding up being something of an extravagance (especially after Ninja Run became available). Ninja Run+Sprint with Stealth IO is remarkably effective for easing mobility issues in most zones (Shadow Shard being an exception). Personally, I wouldn't be spending a power pick or slots for this, since I would prefer to double up on the Training and Leadership toggles (all 3 of each) for maximum buffing (of self and others), instead.

    Consider that a Musculature Alpha is going to add +30% (Core) or +22% (Radial) Damage enhancement not subject to Enhancement Diversification. Compare and contrast that with +15% Damage enhancement for Leadership: Assault AND Tactical Training: Assault (each!) ... and realize that both powers are One Slot Wonders™, freeing up precious slots for use elsewhere.

    Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 18: Frag Grenade
    A:  (27)Rolling Barrage: Accuracy/Endurance/Recharge
    19: (27)Rolling Barrage: Damage/Endurance/Recharge
    19: (27)Rolling Barrage: Damage/Endurance
    31: (27)Rolling Barrage: Accuracy/Damage/Recharge
    31: (21)Force Feedback: Chance for +Recharge
    31: (20)Positron's Blast: Chance of Damage(Energy)

    Ironically, I honestly think that a better choice for Frag Grenade is ... 6-slot Force Feedback.
    My reason for that is that you've got Web Grenade for "knockback suppression" when you need it. But there are going to be times when you really want to "pitch & toss" a pile of Foes for tactical advantage reasons, so being able to REALLY RAGDOLL $Targets with Frag Grenade can be its own kind of useful (especially when teamed with anchor powers, so as to play "goalie"). The Force Feedback proc is an absolute MUST on this power!

    Note that this means that an alternative of 5-slot Superior Dominion of Arachnos plus the Force Feedback proc is an option for slotting into Frag Grenade ... in which case, your Frag Grenade will also have a chance to proc -Damage debuff and Terrorize on $Targets, in addition to chances to proc Force Feedback onto yourself.

    On second thought, "Terror Frag" Grenade sounds like a better option, in part because it offers a measure of soft control/debuffing via AoE, rather than just against single targets.

    Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 20: Aerobatics
    A:  (25)Luck of the Gambler: Defense/Increased Global Recharge Speed
    21: (27)Luck of the Gambler: Defense/Endurance
    21: (27)Luck of the Gambler: Defense/Recharge
    23: (27)Luck of the Gambler: Endurance/Recharge
    23: (27)Luck of the Gambler: Defense/Endurance/Recharge

    A more expensive option would be to 4-slot (or 5-slot!) Shield Wall plus the Luck of the Gambler global recharge.

    Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 22: Mental Training
    A:  (50)Invention: Flight Speed

    Just like with Swift, it's better to put a common Run IO here than a Flight IO. The actual throughput into increased flying speed is pretty marginal (difficult to notice), while the increase to running speed is actually sufficient to feel and appreciate.

    Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 24: Cloaking Device
    A:  (25)Luck of the Gambler: Defense/Increased Global Recharge Speed
    25: (27)Luck of the Gambler: Defense/Endurance
    25: (27)Luck of the Gambler: Defense/Recharge
    42: (27)Luck of the Gambler: Endurance/Recharge
    42: (27)Luck of the Gambler: Defense/Endurance/Recharge

    As a Soldier of Arachnos, you shouldn't be hurting for Accuracy (especially with doubled up "leadership" toggles). Consequently, I'm not convinced that the 4-slot Accuracy bonus is something you need to be going out of your way to obtain multiple copies of. I also understand the idea of wanting to increase Smash/Lethal Resistance, but there has to be a more efficient way to do so than this.

    Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 26: Build Up
    A:  (50)Membrane Exposure
    45: (21)Gaussian's Synchronized Fire-Control: Chance for Build Up

    Personally, I would rearrange the build to make it possible to have either 6-slot Gaussian's or just 1-slot the Build Up proc by itself. The reason to 6-slot would be for the set bonuses, but also the recharge, so as to have Build Up available every 30-40 seconds for a really decent uptime. Would do A LOT for your AoE damage throughput to use Build Up right before Venom Grenade+Heavy Burst+Frag Grenade for some SERIOUS smackdownage on the regular.

    Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 28: Surveillance
    A:  (50)Enzyme Exposure
    29: (20)Achilles' Heel: Chance for Res Debuff
    29: (21)Touch of Lady Grey: Chance for Negative Damage
    50: (10)Shield Breaker: Chance for Lethal Damage

    This power doesn't auto-hit, so it needs (some) Accuracy in it. However, with double "leadership" toggles and the Kismet +6% to hit IO, along with global accuracy set bonuses ... depending on the rest of your build, you could potentially save a slot here.

    One important thing to remember though is that ALL Achilles' Heel procs are exclusive of each other ... they overwrite rather than stack. So if you want to put the Achilles' Heel proc here, it might be best to use different -Resistance debuff procs in other powers so you don't with up with a "proc conflict" condition of procs overwriting each other rather than stacking. Since Surveillance can ONLY take Defense Debuff type sets, it's best to use the Achilles' Heel proc here.

    Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 30: Tactical Training: Assault
    A:  (50)Invention: Endurance Reduction

    Level 32: Tactical Training: Leadership
    A:  (27)Adjusted Targeting: To Hit Buff
    42: (27)Adjusted Targeting: To Hit Buff/Recharge
    43: (27)Adjusted Targeting: To Hit Buff/Endurance/Recharge
    43: (27)Adjusted Targeting: Endurance/Recharge
    43: (27)Adjusted Targeting: To Hit Buff/Endurance

    Level 35: Combat Training: Offensive
    A:  (50)Invention: Accuracy

    Personally, I prefer to get Combat Training: Offensive as early as Level 4 to improve accuracy early on while struggling with TOs and DOs.

    Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 38: Call Reinforcements
    A:  (50)Expedient Reinforcement: Accuracy/Recharge
    39: (50)Expedient Reinforcement: Accuracy/Damage
    39: (50)Expedient Reinforcement: Damage/Endurance
    39: (50)Expedient Reinforcement: Endurance/Damage/Recharge

    Personally, I would 6-slot Call Reinforcements with the Overwhelming Force universal damage set.
    20% chance per attack for the Spiderlings to inflict Knockdown? GIMMIE!
    Turns the "brats" into soft controllers.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Redlynne

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 41: Boxing
(Empty)

Level 44: Tough
A:  (50)Aegis: Resistance/Endurance
48: (50)Aegis: Resistance/Recharge
48: (50)Aegis: Endurance/Recharge
48: (50)Aegis: Resistance/Endurance/Recharge

I know that "everyone does it" ... but I still object to reaching for the Fighting Pool. I honestly think these power picks would have been better spent on Leadership: Assault and Tactics. Yes, YOU have lower Smash/Lethal Resistance as a result of that choice, but EVERYONE AROUND YOU is more "reliable" in their attacks and hits harder because of your presence. Assault and Tactics can both be One Slot Wonder™ powers if you want.

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 47: Maneuvers
A:  (50)Cytoskeleton Exposure
50: (50)Cytoskeleton Exposure
50: (50)Cytoskeleton Exposure

I see where you're going with that, but I honestly think you can do better.
You'd be surprised by what a 4-slot Gift of the Ancients set can do for your "blue bar woes" if you let it (especially if you get more than 1!).

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 49: Wolf Spider Armor
A: (30)Steadfast Protection: Resistance/+Def 3%

Heh.
Better late than never, eh? ;)

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 1: Sprint
(Empty)

As mentioned previously, I always try to put a +Stealth IO here. That way I can "conceal on demand" when it's useful. I'll typically go for Stealth with a 1-slot Luck of the Gambler global recharge enhancement for maximum "you can't see me" flexibility, but you already have Cloaking Device in the build, so you don't "need" Stealth for that feature.

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 2: Rest
(Empty)

Inexhaustability can be slotted as early as Level 2 ... and makes a HUGE difference during gameplay at ALL levels. Currently very expensive on the AH (50 million INF type bidding), but it's worth it.

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 2: Swift
A:  (50)Invention: Flight Speed

As mentioned previously, the flight speed increase is so pitiful you'll barely notice it (like 1-2 mph extra). Consequently, I slot Run 50+5 into Swift for better mobility on the ground, with Hover in reserve for vertical motion when necessary/useful.

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 2: Hurdle
A:  (50)Invention: Jumping

Pretty standard.
I like to +5 the common Jumping IO myself once I can slot a 50.

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 2: Health
A:  (20)Preventive Medicine: Chance for +Absorb
8:  (20)Miracle: +Recovery
16: (30)Numina's Convalesence: +Regeneration/+Recovery

Seeing Preventative Medicine by itself here is just ... saddening.
You honestly want Regenerative Tissue: +Regeneration here instead.

As for Preventative Medicine, if I had to pick up Aid Other in order to 6-slot the set, that's what I'd do. If I had enough power picks left over (1) to get Aid Self, I'd 6-slot Preventative Medicine into Aid Self instead. Even though Aid Self has an Interrupt, NO GET HITSU!! levels of high Defense can mitigate a tremendous amount of "Interrupt Annoyance" (because incoming has to hit you in order to interrupt). In my experience, the main causes of interrupt on Aid Self in a high Defense build are ... moving (too early) while casting, and standing in damage patches (like Caltrops). With some experience, you learn to time the Interrupt window on Aid Self such that you cast, wait 1 second (the Interrupt interval) and then start moving WHILE the animation is still playing, so you don't have to stay rooted to the spot during the entire animation.

I'd like to think that I've identified enough "shake these powers and slots loose" opportunities in this build that if you really wanted to you could pick up Aid Other or even Aid Self so as to be able to 6-slot Preventative Medicine and reap the rewards of all those tasty (tasty!) set bonuses for yourself.

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 2: Stamina
A:  (21)Performance Shifter: Chance for +End
12: (50)Performance Shifter: EndMod
22: (50)Invention: Endurance Modification

This is a curious one.
If you use Mids' to do a cross comparison, you'll see that the difference between 2-slot and 3-slot Performance Shifter is actually quite small in terms of End/s recovery throughput. In my own builds, I prefer to 3-slot Performance Shifter, take the marginal hit on endurance recovery throughput and get a larger health pool (meaning larger regeneration per 5% tick) for increased survivability. You are trading one for the other (blue for green), but so long as your "blue expenses" get paid and your recovery rate doesn't fall "too far negative" while in heavy combat, that's a trade that's worth making, in my opinion. Depends on the rest of your build, of course.

Quote from: EDekar on Nov 19, 2024, 09:16 AMLevel 20: Afterburner

Playing so much in Praetoria (the zones for which are actually small!) has demonstrated that overcapping movement speeds is a luxury that I personally can do without. Afterburner may be "nice to have" in places like First Ward/Night Ward as well as the Shadow Shard (and Independence Port) for being able to get around, but it's hardly a necessity ... and it's quite useless inside of instance maps, generally. I would find it very easy to ditch Afterburner and rely instead on Ninja Run+Sprint (with Stealth IO)+Cloaking Device and Hover for being able to "get around town" as quickly as is practical. Might not be FIRST to every mission door, but there are no prizes awarded for doing that anyway.

Quote from: EDekar on Nov 19, 2024, 09:16 AMMusculature Core Paragon

Try Agility Radial Paragon on for size ... and tell me what you think. ;)

Quote from: EDekar on Nov 19, 2024, 09:16 AMIon Core Final Judgement

I personally prefer the Radial for this one. The (chance for) bonus damage on the Core is rarely "decisive" enough to finish off $Targets that get hit by it, and you're not really "quickening" their defeat by more than an attack animation (or 2) even when the bonus damage procs, which is a really short window of "time gained" by the bonus damage. In contrast, the bonus Hold proc can wind up buying "more time" than is needed for a group to finish off piles of $Targets, offering a safety buffer on the Radial which is not present on the Core. This is why you'll see "red balls of lightning" popping up around stuff in iTrials, because I use the Ion Radial on Redlynne (and have color coded the effect in the costume creator).

One side benefit of using the Ion Radial for the "lightning balls" is that those effects can draw the attention of others wielding AoEs for maximum beatdown, so there's a "social signal flare" side effect that can help draw (friendly) fire onto $Targets when there is LOTS of "lightning balls" clustered together, marking them as easy prey for AoEs to get poured into (which then delivers WAY MORE damage dealt than the Core bonus damage proc could have!).

Quote from: EDekar on Nov 19, 2024, 09:16 AMSpectral Radial Flawless Interface

A good choice if your objective is bonus damage.
However, there are 2 other choices you may want to consider.

Diamagnetic (-ToHit, -Regeneration) is REALLY GOOD on high Defense builds, particularly ones which lack heavy DDR protection. With 3 damage AoEs to spread around (Heavy Burst, Venom Grenade, Frag Grenade), a Huntsman can output some pretty serious debuff throughput onto masses of $Targets, making them even more "impotent" as combatants (especially if you've got "double leadership" toggles running for extra defense) against anyone near you.

Gravitic (-Recharge, -Recovery, -Speed or -Special) gets rather interesting when you can blend it with other slow powers and procs. -Recharge stacked to -75% causes Foes to take 4x as long to recharge their powers, which can basically "shut them off" (offensively) without actually applying any Hold mag to them. The trick is that (some) mobs can have mag protection against Holds, but most have ZERO protection against Slows and Recharge debuffing (aside from Purple Patch modifiers). Additionally, -Speed debuffing (augmented by Superior Winter's Bite) can make for a decent anti-runner effect, making it easier for Melee Monsters™ to remain in "contact" with Foes until they're defeated. I use Gravitic Core on Redlynne (to boost her Threat because of all the stacked debuffing) and it does a decent job of reducing "scatter" by runners (unwanted knockback is still a problem though). However, Gravitic DOES make a difference in the "tempo" of attacks that affected $Targets can make, and with 3 AoEs pouring in, that can make a LARGE difference VERY QUICKLY. (Offer not valid against PToD).

Quote from: EDekar on Nov 19, 2024, 09:16 AMArachnos Core Superior Ally

Going for that theme, I see. ;)
I personally REALLY LIKE Robotic Drones Core. The drones both have 120ft single target attacks on short recharge (3s and 5s) times and 60ft cone attacks on reasonably short (8s) recharge times. This makes them incredibly good at harming masses of Foes clumped together and at sniping runners trying to get away. Not the best when trying to beat down Rikti Pylons, but absolutely decisive against BAF Prisoners trying to escape en masse. The Robotic Drones also fly ... and in the absence of commands to do otherwise, will tend to stay near you (useful on builds that Hover). I've worked up a standardized set of keybinds to issue commands so as to be able to have greater control over Lore Pets on archetypes other than Mastermind, and it's working a treat.

Quote from: EDekar on Nov 19, 2024, 09:16 AMClarion Radial Epiphany

I honestly have to wonder if you'd get more mileage out of Rebirth Radial here. It's what I use on Redlynne and the +Regeneration boost makes an INCREDIBLE difference on a build that has no self-heal power in it. High regeneration on high defense just makes an awesome synergy. And because it's a PBAoE boost to Regeneration, I'm not the only one gaining from it (although I do seem to be the only one casting it).

It's really hard to quantify just how much of a difference Rebirth Radial is making, but in a lot of situations I'm able to use it to keep more than just myself alive. I tried Rebirth Core for a while, but the regeneration throughput just wasn't comparable and so I switched back to Rebirth Radial. Taking MASSIVE HITS from AVs (Marauder, Keyes, etc.) and then watching my green bar just passively recover back to full in a few seconds without requiring any animation time is so incredibly satisfying on a NO GET HITSU!! build. So long as the Big Hit™ doesn't faceplant you, the odds are in your favor that you'll survive (thanks to increased Regeneration).

That's part of the key to Redlynne's build ... combining high Defense with high Regeneration.
Even if the hits "get through" her defenses, she'll just regenerate the damage away in short order and just keep going without stopping.

Quote from: EDekar on Nov 19, 2024, 09:16 AMAssault Radial Embodiment

If you find you're still having Blue Bar Issues™ after completing your build, try switching to Support Radial. You'll get a passive +10% Endurance Reduction global boost to ALL powers and be able to add +8% to Damage, Defense (all), Accuracy, Healing and Mez durations to everyone within an 80ft PBAoE while you've got the power toggled on. Might not sound like much, but +8% Damage to a league will yield more damage throughput than you can dish out alone with Assault affecting only yourself. So with "double assault" toggles, plus Support Radial, you'd be adding +30-38% Damage in PBAoE range as a matter of routine ... which is comparable to giving everyone around you an "extra Musculature Alpha slot" in terms of effectiveness.

And just in case you're wondering, I use Control Core on Redlynne ... because Martial Arts does lots of (chance to) mez stuff (mostly stuns). That then yields chance for +1 mag on mez powers, but also a chance for bonus psionic damage. I have tested the bonus psionic damage using powers that deal no mez and it still procs for extra damage. The passive +40% Mez Resist does not suck when tanking Warwalkers in the Underground iTrial or shrugging off Terrorize status when fighting AVs in Mother of Mayhem or Dilemma Diabolique iTrials ... or breaking out of "Three Warnings" Holds administered during Behavioral Adjustment Facility by Siege and Nightstar (for building too much Threat).

On a Huntsman, if you're using Control, I would recommend going Radial, so as to (mass) proc Fear, Immobilize and Stuns through your 3 damaging AoEs for some serious crowd control applications ... which then redound to the benefits of any nearby Controllers (see: Containment).


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Redlynne

Quote from: Redlynne on Nov 19, 2024, 01:22 PMOn a Huntsman, if you're using Control, I would recommend going Radial, so as to (mass) proc Fear, Immobilize and Stuns through your 3 damaging AoEs for some serious crowd control applications ... which then redound to the benefits of any nearby Controllers (see: Containment).

Decided to do a little experiment on Rikti Test Dummies in the Vanguard Base with Redlynne this morning and the results were ... somewhat egregious. Not sure if I've stumbled onto a coding error or not.

As mentioned above, I've been using Interface Gravitic Core and Hybrid Control Core on Redlynne to help build up additional threat. I also use Alpha Nerve Radial to try and assist with additional Threat generation so as to better hold aggro during iTrials when I need to be the Main Tank. I also use Genesis Socket to boost Interface proc chances by +10%.



For this particular test, I decided to swap Interface to Cognitive Core to see if there were any synergies available between the Control Core chance for +1 mag on Controls and the Interface Cognitive procs for Confuse. For the testing, I toggled on the Hybrid Control Core and started using Storm Kick exclusively (which has no mez effects).

Results ... were disappointing. :(

I would see the intermittent WAYLAY for additional Psionic damage popping up, but the Control effect for bonus +1 Mag to Mez NEVER procced while using Storm Kick. From this, I concluded that the power itself must have a Control effect (natively) in order to enable the +1 Mag proc to enable ... so Interface "does not matter" for this.

However, when I switched over to using Crippling Axe Kick, which inflicts an Immobilize effect, the +1 Mag to Mez ALSO NEVER procced while using Crippling Axe Kick. From this, I concluded that Hybrid Control Core might have a programming fault such that Immobilize may not be included in the list of things that can be Controlled ... until I looked at the City of Data v2.0 page for Control Core Embodiment.

Control Core Embodiment seems to do something EXCEPTIONALLY WEIRD in the way it is coded, to the point of seeming to be counterproductive.

There is a 33% chance to apply the +1 Mag to Confuse, Fear, Hold, Immobilize, Sleep AND Stun ... but only if the those mez effects are not already confusing/fearing/holding/immobilizing/sleeping/stunning a Foe. In other words, the +1 Mag to Mez only applies to $Targets that are @ Mez Mag zero.

You can still get the Waylay damage bonus (which is 30% of a melee damage hit from your AT) if a $Target has SOME Mez Mag stacked onto them (which the +1 Mag proc will do for you, but at Mag 1 will not "do anything" noticeable). So there's this weird 2 step process going on where the +1 Mag "enables" the Waylay proc, but the +1 Mag proc is "prevented" from compounding on itself or "bonus buffing" on anything that has already been Mezzed ... which is WEIRD.

I was able to confirm this weirdness by the fact that Thunder Kick, which has only a 10% chance to proc a Stun would proc the CONTROL effect of +1 Mag Stun pretty reliably every 10 seconds or so ... but Crippling Axe Kick and Eagle's Claw would NEVER proc the CONTROL effect of +1 Mag Immobilize or Stun respectively, because they both apply their Mez effects 100% of the time, so Hybrid Control Core was "prevented" from applying an extra +1 Mag (and thus the CONTROL notice never appeared). However, all the OTHER Mez effects were getting applied as a Mag 1, enabling the WAYLAY bonus damage proc to happen without actually overcoming the Mez Threshold to actually Mez the Rikti Test Dummy. Kind of a roundabout way of programming it, but it works (in a computer logic sort of way).

The key point is that on a Tanker, the WAYLAY proc for bonus damage was somewhat intermittent (so not 100% chance) and I was seeing ~25-31 extra damage per proc (difference due to Tanker Bruising debuffing Resistances), which was actually pretty paltry, all things considered.



So for my next test, I swapped to Interface Spectral Radial for Immobilize+Negative Energy damage (emphasis on the damage proc) and swapped to Hybrid Control Radial (Immobilize, Fear, Stun), just to see if that would work in a way that was anything like as advertised. I still had Genesis Socket slotted to boost Interface proc chances by +10%, which makes a tremendous difference to the damage proc throughput. Changing from 75% to 85% chance to hit on DoTs that will cancel on miss makes an enormous difference! I was seeing most DoTs run the full 5 ticks of bonus damage, which was adding ~63 damage per proc with all 5 damage ticks hitting (so already 2x what WAYLAY procs were doing in Hybrid Control Core).

The results were kind of dramatic.
Most attacks were applying the DoT bonus damage, but the 10s Immobilize Mag 2, then 10s Fear Mag 2, then 10s Stun Mag 5 were getting applied rather consistently. I would like to think that the occasional Interface Spectral procs for a 4.3s Immobilize Mag 2 were "helping" by adding in more Immobilization, and Crippling Axe Kick has a 100% chance for a 11.92s Immobilize Mag 2 (50% chance for additional +1 Mag) on a Tanker. But the upshot was that I was seeing VERY CONSISTENT Immobilize and Fear procs happening, and quite a lot of Stun procs coming out of Hybrid Control Radial, making for a LOT of control throughput. Immobilize and Fear are considered "soft" controls, while Stun is considered a "hard" control, due to the denial of ability for the $Target to attack. The Interface Spectral was also generating WAY MORE damage throughput than the Hybrid Control Core WAYLAY mechanic had been, so overall I'm thinking that this combination might be more effective at Threat generation on a Tanker than what I had been using previously.



Dragging this back around to your Huntsman ... I'm now thinking that in addition to the "Terror Frag" Grenade I mentioned above, you might be very well served by choosing:
  • Alpha: Agility Radial
  • Judgement: Vorpal Radial
  • Interface: Spectral Radial
  • Lore: Robotic Drones Core
  • Destiny: Rebirth Radial
  • Hybrid: Control Radial or Support Radial
  • Genesis: Socket Core
The reason why I'm not recommending Hybrid Assault Radial is because the DoubleHit mechanic operates on a 6.0 PPM basis, which means that recharge enhancement (on slots) reduces the proc chances ... and Alpha Agility (Core or Radial) enhances recharge on every power you have, so the proc chances for DoubleHit go down. Under those conditions, it's probably best for you to be able to exert more battlefield "control" (via Immobilize to Fear to Stun stacking with every attack) with better Mez Resistance ... or ... to increase your PBAoE Aura power (+8% Damage, Defense (all), Accuracy, Healing and Mez durations) with better Endurance Reduction in all of your powers.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

EDekar

To preface: thanks for the in-depth analysis and review, Redlynne!  I'd like to cover a few mentalities and build concepts before I get into the reeds.

As a character builder and long-time player, I've come to the realization that Defense is far easier to come by in a team setting than Resistance, so I usually only lean heavily into Defense stats if the build already has a good amount naturally.  Huntsman does not, so while I don't mind taking Aerobatics and other similar powers for a bit of additional, I am otherwise entirely reliant on TT:Manuevers and L:Manuevers.  These certainly aren't nothing, but they're not a dedicated defense-based armour set either!  Taken together, this means that a Huntsman will generally have 'middling' defense naturally (excluding set bonuses, essentially).  I don't see this as a problem since a Huntsman never wants to be in melee and will naturally take less hits as a consequence.

Adding to the above, when I look at typical team compositions, the most common buffs I see are Recharge and Defense.  I only very rarely see any Resistance buffs, and even less to such an extent that I can expect to cap those values.  Defense, on the other hand, I commonly see move into 200%+ values in Incarnate Trials.

You're probably thinking 'But what about when you're malefactored down?  Caps don't get reached at lower levels!', and you'd be right, they usually aren't.  Alas, redside is deadside, and I can count the number of times I have malefactored down on one hand.  This being the case, I don't typically try to build strictly malefactor friendly anymore (despite what the build plan may say!) because there's no one for me to team with.  One day perhaps, but it hasn't happened since Rebirth launch yet!

QuoteIs THIS the one you're thinking of (dated end of 2010)?
If so, I would ... make a few tweaks to that ... for use here on Rebirth.

Not actually that one, though I have read it from way back in the day!

QuoteQuote from: EDekar on Nov 19, 2024, 09:16 AM
Level 1: Single Shot
A: Superior Dominion of Arachnos: Accuracy/Damage
3: Superior Dominion of Arachnos: Accuracy/Damage/Recharge
17: Superior Dominion of Arachnos: Damage/Endurance/Recharge
36: Superior Dominion of Arachnos: Accuracy/Damage/Endurance/Recharge
36: Superior Dominion of Arachnos: Recharge/Chance for -Dmg and Terrorize
45: (10)Achilles' Heel: Chance for Res Debuff
This is actually rather clever.
You're trading off the 6 slot bonus (6% Toxic/Psi Res, 10% Mez Res) for an Achilles' Heel proc. However, as an inevitable analysis of alternatives, I have to wonder if that's the best proc opportunity to put into that 6th slot. Other options include the Decimation Build Up, Devastation Hold, Apocalypse Negative Energy and even Superior Winter's Bite -Speed & -Recharge (and that's just the Ranged damage sets). The "best" answer would depend upon the computed proc chances for each and how your attack rotation "builds" together as a chain. If you're using Single shot repeatedly per rotation cycle, even low proc chances "can work" well because of the Chuck Lots o' Dice!! phenomenon. But if you're using Single Shot once per attack rotation, then the opportunities to proc from this power falls off dramatically, because Single Shot has a short (base) recharge time and you're slotting a lot of recharge into the power. However, this can conversely be an opportunity for low PPM procs to shine (such as Decimation Build Up) where the proc chance computes out to be below the minimum (under 6.5% for 1 PPM) and thus you actually benefit from a higher proc chance than you "should be getting" from the power with that recharge enhancement. So there are ways to ... finesse ... this question, but you need to the power and enhancement value details in order to generate that answer.

I am not impressed by the options available in Ranged Damage sets for procs.  Since Single Shot is my lowest priority attack, I don't want to put anything particularly valuable in there, especially since it's only going to be used if everything else is on cooldown (which isn't often, actually!).  Alas, no procs are going to be great here, but I didn't have a lot of other use for the slot.

QuoteQuote from: EDekar on Nov 19, 2024, 09:16 AM
Level 2: Burst
A:  Superior Spider's Bite: Accuracy/Damage/Endurance/RechargeTime
3:  Superior Spider's Bite: Accuracy/Damage/RechargeTime
5:  Superior Spider's Bite: Damage/Endurance/RechargeTime
34: Superior Spider's Bite: RechargeTime/Global Toxic
36: (20)Entropic Chaos: Chance of Heal Self
45: (21)Touch of Lady Grey: Chance for Negative Damage
What I would do instead would be to 6-slot either Single Shot or Burst with the Superior Spider's Bite set, which gives 2.5% Ranged AND AoE Defense ... in addition to that tasty proc adding in some soft control (movement and recharge debuffing) that then works to your own advantage. Which one would be better depends on your attack rotation (again). 2x low proc in Single Shot chances can often times wind up being better for stacking procs than 1x higher proc in Burst chances, simply because of how frequently you use the two attacks.

According to Mids, Superior Spider's Bite is currently 4 slotted into Burst.  This is granting me:
4% Damage Buff
3% HP
5% Defense (Melee), 2.5% Defense (L/S)

I did not take the 5 and 6 slot bonuses, which are:
16% Regeneration
  Significant, but not useful to a Soldier without inherently large HP pool and/or built-in regeneration naturally.
3.6% Endurance
  Useful, but not worth the opportunity cost of procs to me.

Since 6 slotting any power with a full set nearly always results in significant overcapping of enhancement values, the set bonuses have to be very valuable to me indeed, and neither of those two are doing it for me.  I'd love to have that 16% Regeneration bonus on my Radiation Armor Brute, but on a Soldier?  I don't see any natural regeneration anywhere in the set to stack it with, and our HP pools are average from what I can recall (we miss you, Wiki!).

QuoteQuote from: EDekar on Nov 19, 2024, 09:16 AM
Level 6: Wide Area Web Grenade
A:  (27)Trap of the Hunter: Accuracy/Recharge
7:  (27)Trap of the Hunter: Endurance/Immobilize
7:  (27)Trap of the Hunter: Accuracy/Endurance
34: (27)Trap of the Hunter: Immobilize/Accuracy
34: (20)Trap of the Hunter: Chance of Damage(Lethal)
37: Superior Winter Storm: Recharge/Chance for Cold Damage
In my estimation, this is a sub-optimal slotting. My reason for saying that is the 5 and 6-slot bonuses for Superior Spider's Bite. Increased Regeneration is vital for Defense builds that lack a self-heal (Entropic Chaos is "nice to have" but nowhere NEAR enough!). Consequently, my personal opinion is that Superior Spider's Bite works better in either Venom Grenade or Frag Grenade, where you can 6-slot Superior Spider's Bite to get the bonus Regeneration and Max Endurance (which will help solve "blue bar" problems with high recharge stacking).

Covered above.  To expound on this, Frag Grenade and Venom Grenade are, in my opinion, the best two proc delivery systems available to a Huntsman, having low activation times, good coverage, and enough base cooldown to work with.  This being the case, I really don't want to put sets that require full slotting to work into them; I want slots available for procs, especially Force Feedback in Frag Grenade and Achilles' Heel in Venom Grenade (because who doesn't want a one-two whammy of -res?!).

QuoteWhen I wrote my original guide (back in 2010), the Winter Storm set didn't exist yet (or I couldn't obtain it). Nowadays, I reach for Superior Winter Storm FIRST. However, putting a 6-slot Superior Winter's Bite into Single Shot or Burst could go a long way towards "reshuffling" the set bonuses you need in order to hit the defense softcaps (45% and 59%) for normal and incarnate content, making different set choices available in a variety of different powers.

Can't do what I don't have the resources for!  A six slot event set of any stripe is well out of my means to acquire.  I can sometimes manage a single proc here and there if I've gotten lucky or have a few converters (functionally never), but that's about the most I can stretch typically.

QuoteQuote from: EDekar on Nov 19, 2024, 09:16 AM
Level 8: Heavy Burst
A:  (27)Rolling Barrage: Accuracy/Endurance/Recharge
9:  (27)Rolling Barrage: Damage/Endurance/Recharge
9:  (50)Centriole Exposure
33: (50)Enzyme Exposure
33: (10)Achilles' Heel: Chance for Res Debuff
33: (21)Touch of Lady Grey: Chance for Negative Damage
I would recommend this slotting instead:
(A) Rolling Barrage - Accuracy/Damage: Level 27+5
(-) Rolling Barrage - Damage/Endurance: Level 27+5
(-) Superior Witchcraft - Chance for Resist Debuff (6.0 PPM): Attuned
6.0 * ((12 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 50 * (11 * 30 + 540) / 30,000))) = 69.46% per $Target
(-) Force Feedback - Chance of +Recharge (2.0 PPM): Level 21
2.0 * ((12 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 50 * (11 * 30 + 540) / 30,000))) = 23.15% per $Target
(-) Hamidon Origin: Centriole Exposure++ (Damage/Range)
(-) Hamidon Origin: Centriole Exposure++ (Damage/Range)

I -might- be able to scrape up a Witchcraft proc... maybe.  Depends on if I get lucky enough with the 3-4'ish halloween packs I have the resources to purchase.

I don't really want to buff two Centrioles exclusively for the Range bonus (since Damage is -deeply- overcapped).  It's certainly useful, but too hard on my limited resources!  I would agree that your slotting would be better though, should I ever find myself to have sufficient economy to allow for it.

QuoteQuote from: EDekar on Nov 19, 2024, 09:16 AM
Level 12: Venom Grenade
A:  (27)Rolling Barrage: Accuracy/Endurance/Recharge
13: (27)Rolling Barrage: Damage/Endurance/Recharge
13: (27)Rolling Barrage: Accuracy/Damage/Recharge
15: (27)Rolling Barrage: Damage/Endurance
15: (20)Annihilation: Chance for Res Debuff
17: (20)Positron's Blast: Chance of Damage(Energy)
If you really need AoE Defense, take another look at 5/6-slot Superior Frozen Blast.

See mention of event sets.  Also didn't really take 4 pieces of Rolling Barrage for that reason, I just couldn't find anything better to do with those two slots and I might as well get a set bonus for the enhancement value I still wanted.  I absolutely do want to keep a minimum of 2 pieces of Rolling Barrage for the Range bonus and what that does for Heavy Burst (and not anything else, unfortunately).  I could be convinced to take an entirely different slotting here if the value merits it, it's just a direct cost to my Range to do so.

QuoteI've often times found Hover to be sufficient to my mobility needs, with Fly winding up being something of an extravagance (especially after Ninja Run became available). Ninja Run+Sprint with Stealth IO is remarkably effective for easing mobility issues in most zones (Shadow Shard being an exception). Personally, I wouldn't be spending a power pick or slots for this, since I would prefer to double up on the Training and Leadership toggles (all 3 of each) for maximum buffing (of self and others), instead.

Consider that a Musculature Alpha is going to add +30% (Core) or +22% (Radial) Damage enhancement not subject to Enhancement Diversification. Compare and contrast that with +15% Damage enhancement for Leadership: Assault AND Tactical Training: Assault (each!) ... and realize that both powers are One Slot Wonders™, freeing up precious slots for use elsewhere.

While valid, I've tried to go the No Travel Power route and it annoyed the absolute hell out of me!  I know better than to try again considering the aggravation it caused me, haha.

It's worth noting that I probably don't have the resources to actually slot it the way indicated here (3 piece Winter's Gift), but it's another case of me having more slots than I strictly needed.  At the very least, I want to get the Winter's Gift unique in basically every character I can, because that's a massively valuable bonus to literally everyone.  Alas, reality prevents me from actually achieving this, but it's a nice goal for a slot I don't really need much!

QuoteIronically, I honestly think that a better choice for Frag Grenade is ... 6-slot Force Feedback.

My current slotting for Frag Grenade reports a damage of: 294.5
Force Feedback 6 slot would grant me: 261.1

Not as large a discrepancy as I expected, actually.  The amount of extra KB it's dealing concerns me, but the set bonuses are all useful.  I'll think on this one.  I know well enough to hoverblast from directly above to turn KB into KD, but that's not something I'm always able to do depending on the pace of the team (understanding that if they're going -that- fast, my positioning isn't terribly important anyway).  This will, of course, cost us some more Range from the loss of Rolling Barrage.

QuoteOn second thought, "Terror Frag" Grenade sounds like a better option, in part because it offers a measure of soft control/debuffing via AoE, rather than just against single targets.

I like this better too.  I think I'll implement that.

QuoteQuote from: EDekar on Nov 19, 2024, 09:16 AM
Level 20: Aerobatics
A:  (25)Luck of the Gambler: Defense/Increased Global Recharge Speed
21: (27)Luck of the Gambler: Defense/Endurance
21: (27)Luck of the Gambler: Defense/Recharge
23: (27)Luck of the Gambler: Endurance/Recharge
23: (27)Luck of the Gambler: Defense/Endurance/Recharge
A more expensive option would be to 4-slot (or 5-slot!) Shield Wall plus the Luck of the Gambler global recharge.

Resources I do not and fully expect to never have.

QuoteQuote from: EDekar on Nov 19, 2024, 09:16 AM
Level 24: Cloaking Device
A:  (25)Luck of the Gambler: Defense/Increased Global Recharge Speed
25: (27)Luck of the Gambler: Defense/Endurance
25: (27)Luck of the Gambler: Defense/Recharge
42: (27)Luck of the Gambler: Endurance/Recharge
42: (27)Luck of the Gambler: Defense/Endurance/Recharge
As a Soldier of Arachnos, you shouldn't be hurting for Accuracy (especially with doubled up "leadership" toggles). Consequently, I'm not convinced that the 4-slot Accuracy bonus is something you need to be going out of your way to obtain multiple copies of. I also understand the idea of wanting to increase Smash/Lethal Resistance, but there has to be a more efficient way to do so than this.

The accuracy bonus isn't the important part to me.  I'm chasing Resistance because it's the one thing I don't expect to ever regularly get from others.  If there's a better way to do so, I'm all ears...

QuoteQuote from: EDekar on Nov 19, 2024, 09:16 AM
Level 26: Build Up
A:  (50)Membrane Exposure
45: (21)Gaussian's Synchronized Fire-Control: Chance for Build Up
Personally, I would rearrange the build to make it possible to have either 6-slot Gaussian's or just 1-slot the Build Up proc by itself. The reason to 6-slot would be for the set bonuses, but also the recharge, so as to have Build Up available every 30-40 seconds for a really decent uptime. Would do A LOT for your AoE damage throughput to use Build Up right before Venom Grenade+Heavy Burst+Frag Grenade for some SERIOUS smackdownage on the regular.

Preference here.  I understand what you're saying, but I never 6 slot Build Up on any character, and I am even less likely to do so here because Build Up forces redraw into the Arachnos Mace, which already annoys me.  As powerful as Build Up is I don't want to straight remove it from the build, but I also don't want to use it any more than I have to, since every use breaks my flow and irritates me.  Since I'm also using it in conjunction with Surveillance, that's a double redraw.  ARGH.  Ideally, I'd want Build Up and Surveillance to have a very similar recharge time.  Unfortunately, Build Up has approximately twice the recharge of Surveillance, so I just use it on cooldown and grit my teeth.

QuoteQuote from: EDekar on Nov 19, 2024, 09:16 AM
Level 28: Surveillance
A:  (50)Enzyme Exposure
29: (20)Achilles' Heel: Chance for Res Debuff
29: (21)Touch of Lady Grey: Chance for Negative Damage
50: (10)Shield Breaker: Chance for Lethal Damage
This power doesn't auto-hit, so it needs (some) Accuracy in it. However, with double "leadership" toggles and the Kismet +6% to hit IO, along with global accuracy set bonuses ... depending on the rest of your build, you could potentially save a slot here.

You pretty much covered it.  With the set bonuses I currently have, I don't feel like I need to slot any direct Accuracy in this power (and it forces redraw so I don't like it as-is).  I don't mind dropping out the Achilles' Heel, but I don't know what else I would do with the slot.

QuotePersonally, I prefer to get Combat Training: Offensive as early as Level 4 to improve accuracy early on while struggling with TOs and DOs.

Agreed, but I also don't see it making any functional difference in my build for reasons covered above.  If I'm down at pre-SO levels, I'm working on a different lowbie redside character!  Heavens know I have several...

QuotePersonally, I would 6-slot Call Reinforcements with the Overwhelming Force universal damage set.
20% chance per attack for the Spiderlings to inflict Knockdown? GIMMIE!
Turns the "brats" into soft controllers.

Resources I don't have.  That said, a single Overwhelming Force proc could be good.  I haven't tried it, but since it summons two of them it might be useful.  I'm pretty sure I did something similar on my Crabbermind (a build I regret and need to cannibilize in favour of something more generally useful).  Having said that, these poor blighters frequently wander off and die since I can't control them.  I swear I see one spider far more often than the two it's supposed to have!

Redlynne

Quote from: EDekar on Nov 20, 2024, 01:01 PMI -might- be able to scrape up a Witchcraft proc... maybe.

I've got a few lying around in storage if you're short.

Quote from: EDekar on Nov 20, 2024, 01:01 PMAt the very least, I want to get the Winter's Gift unique in basically every character I can, because that's a massively valuable bonus to literally everyone.  Alas, reality prevents me from actually achieving this, but it's a nice goal for a slot I don't really need much!

I'm hard pressed to think of any Foes who dish out (meaningful) Slows during iTrials. What few Slow attacks there are feel more like "tickles" than something debilitating enough to devote a slot to countering.

Quote from: EDekar on Nov 20, 2024, 01:01 PMNot as large a discrepancy as I expected, actually.  The amount of extra KB it's dealing concerns me, but the set bonuses are all useful.  I'll think on this one.  I know well enough to hoverblast from directly above to turn KB into KD, but that's not something I'm always able to do depending on the pace of the team (understanding that if they're going -that- fast, my positioning isn't terribly important anyway).

Easily solved, just use Web Grenade first(!). 8)
  • Arachnos Soldier (rifle) Frag Grenade: 10 ft radius
    • 50% chance for Mag +1.402 to Knockback (all affected targets)
  • Wide Area Web Grenade: 25 ft radius
    • +10000% Knockup, Knockback Resistance (all affected targets) for 15s


You're Welcome8)

Quote from: EDekar on Nov 20, 2024, 01:01 PMHaving said that, these poor blighters frequently wander off and die since I can't control them.

The solution is KEYBINDS.
This is something I've added as a part of my standard default keybind set for ALL characters, not just my Masterminds.

z "petcomall attack$$em slash"
shift+z "petcomall aggressive$$em bringit"
x "petcomall goto$$em point"
shift+x "petcomall passive$$em stop"
ctrl+x "petcomall dismiss$$em buzzoff"
c "petcomall follow$$em throwconfetti"
shift+c "petcomall defensive$$em kissit"

I've inserted this into my keybinds.txt file so as to make it a "common feature" on all characters (and it works!).

ZXC
Shift+AggressivePassiveDefensive
No Shift+AttackGo ToFollow
Control+Dismiss

Because changing stances is a "rarer" command for me, I use the Shift+(ZXC) to command shifts in stances.
X as the "Go To" command is easy to remember because ... X marks the spot ... (or words to that effect).

Control+X is the command to force pets to despawn, Dismissing them. More useful on Masterminds when you want to dismiss and resummon.

The emotes are added just to make the commands more ... expressive ... when used. Feel free to edit any of them if you have other preferences you would like instead.

By dedicating the bottom left corner of my keyboard to these keybinds, directly under my movement controls, it makes it a LOT easier to "direct (pet) traffic" ... as a Mastermind or as any other archetype. I'm now using this on Redlynne so as to direct my Lore Robotic Drones to take up a postion away from doors during the Prisoner Escape phase of BAF, giving their cone attacks a "wider" span from a standoff position to hit all the escapees when they spawn in. That position closer to the road also means that any runners passing by will ALSO get attacked by my Robotic Drones using their longer ranged single target attacks and better positioning (closer to the road).


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

EDekar

#6
Well, after reading through all of this, giving it much thought, and discussion both in-game and out, I've settled on a follow-up build.  Some points first, however.

  • I'm experimenting by switching from Bane Spider (love me some stealth) over to Crab Spider (more and better defenses, but you lose Build Up and stealth).  Since I hate redraw anyway and the stealth isn't all that useful to me anymore, why not give it a shot?
  • I like to have a travel power.  This also unlocks Aerobatics, which is essentially a Weave+ analogue with improved aerial mobility and speed.  Taking Aerobatics also grants me Afterburner for free.  Aerobatics+Hover, on its own, frequently allows me to outspeed anyone without a travel power on, and do so with great accuracy thanks to the improved control.
  • Rebirth adjusted aerial speed caps so that things like Afterburner actually function.  Are they huge?  No, not especially, but it does mean that there is an actual difference before and after use!
  • My economy isn't as focused nor as deep as some folk's, so I'll use less expensive or more available sets in most cases.  Event sets are genuinely really great for a lot of things, but I am not presently able to leverage them.
  • I have recently been playing my experimental AR/Dev Blaster, which has accidentally scratched the itch I was trying to reach here: more damage!  I never would have thought the old classic would do it for me, but Rebirth's changes to both sets have made me quite happy.
  • The above point made, I've ultimately decided to play back to Huntsman's strengths: support and buff/debuff along with respectable damage.  We'll see how it plays out in practice, but I expect this thing will be a real terror.



Attachment size limitations are bothersome, so I'll have to text dump again.  It's currently deeply overcapped on defense, but I'm not actually seeing any particularly good replacement sets in most cases.

Villain Arachnos Soldier
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────
Primary powerset: Crab Spider SoldierSecondary powerset: Crab Spider TrainingPool powerset (#1): FlightPool powerset (#2): LeadershipPool powerset (#3): SpeedPool powerset (#4): FightingAncillary powerset: Mace Mastery

──────────────────────────────

Powers taken:

Level 1: Single Shot
A: Devastation: Accuracy/Damage3: Devastation: Damage/Endurance5: Devastation: Damage/Recharge11: Devastation: Accuracy/Damage/Recharge48: Devastation: Accuracy/Damage/Endurance/Recharge

Level 1: Crab Spider Armor Upgrade
A: Steadfast Protection: Knockback Protection7: Steadfast Protection: Resistance/+Def 3%48: Unbreakable Guard: +Max HP

Level 2: Burst
A: Superior Spider's Bite: Accuracy/Damage3: Superior Spider's Bite: Damage/RechargeTime5: Superior Spider's Bite: Accuracy/Damage/RechargeTime11: Superior Spider's Bite: Damage/Endurance/RechargeTime43: Superior Spider's Bite: Accuracy/Damage/Endurance/RechargeTime43: Superior Spider's Bite: RechargeTime/Global Toxic

Level 4: Combat Training: Offensive
A: Invention: Accuracy

Level 6: Wide Area Web Grenade
A: Gravitational Anchor: Immobilize7: Gravitational Anchor: Immobilize/Recharge40: Gravitational Anchor: Accuracy/Immobilize/Recharge42: Gravitational Anchor: Immobilize/Endurance42: Gravitational Anchor: Chance for Hold42: Debilitative Action: Disorient Bonus

Level 8: Heavy Burst
A: Rolling Barrage: Accuracy/Damage9: Rolling Barrage: Accuracy/Endurance/Recharge9: Superior Witchcraft: Chance for Res Debuff15: Achilles' Heel: Chance for Res Debuff29: Centriole Exposure31: Centriole Exposure

Level 10: Hover
A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 12: Venom Grenade
A: Annihilation: Accuracy/Damage13: Annihilation: Chance for Res Debuff13: Annihilation: Accuracy/Damage/RechargeTime15: Annihilation: Accuracy/Damage/Endurance25: Annihilation: Accuracy/Damage/Endurance/RechargeTime29: Positron's Blast: Chance of Damage(Energy)

Level 14: Tactical Training: Maneuvers
A: Reactive Defenses: Defense17: Reactive Defenses: Defense/Endurance17: Reactive Defenses: Endurance/RechargeTime27: Reactive Defenses: Defense/RechargeTime27: Reactive Defenses: Defense/Endurance/RechargeTime31: 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/Damage19: Superior Dominion of Arachnos: Accuracy/Damage/Endurance/Recharge19: Superior Dominion of Arachnos: Accuracy/Damage/Recharge21: Superior Dominion of Arachnos: Damage/Endurance/Recharge21: Superior Dominion of Arachnos: Recharge/Chance for -Dmg and Terrorize23: Force Feedback: Chance for +Recharge

Level 20: Tactical Training: Leadership
A: Cytoskeleton Exposure

Level 22: Maneuvers
A: Red Fortune: Defense/Endurance23: Red Fortune: Defense/Recharge25: Red Fortune: Endurance31: Red Fortune: Defense/Endurance/Recharge34: Red Fortune: Defense34: 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 Buff43: Adjusted Targeting: To Hit Buff/Recharge48: Adjusted Targeting: To Hit Buff/Endurance/Recharge50: Adjusted Targeting: Endurance/Recharge50: Adjusted Targeting: To Hit Buff/Endurance50: Adjusted Targeting: Recharge

Level 28: Assault
A: Invention: Endurance Reduction

Level 30: Hasten
A: Invention: Recharge Reduction46: Invention: Recharge Reduction

Level 32: Serum
A: Preventive Medicine: Heal33: Preventive Medicine: Heal/Endurance33: Preventive Medicine: Endurance/RechargeTime33: Preventive Medicine: Heal/RechargeTime34: Preventive Medicine: Heal/RechargeTime/Endurance37: Preventive Medicine: Chance for +Absorb

Level 35: Summon Spiderlings
A: Expedient Reinforcement: Accuracy/Recharge36: Expedient Reinforcement: Accuracy/Damage36: Expedient Reinforcement: Damage/Endurance36: Expedient Reinforcement: Accuracy/Damage/Recharge37: Expedient Reinforcement: Endurance/Damage/Recharge37: Expedient Reinforcement: Resist Bonus Aura for Pets

Level 38: Call Reinforcements
A: Expedient Reinforcement: Accuracy/Recharge39: Expedient Reinforcement: Damage/Endurance39: Expedient Reinforcement: Accuracy/Damage/Recharge39: Expedient Reinforcement: Endurance/Damage/Recharge40: Endoplasm Exposure40: Peroxisome Exposure

Level 41: Fortification
A: Ribosome Exposure

Level 44: Aerobatics
A: Red Fortune: Defense/Endurance45: Red Fortune: Defense/Recharge45: Red Fortune: Endurance/Recharge45: Red Fortune: Defense/Endurance/Recharge46: Red Fortune: Endurance46: 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


──────────────────────────────

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/Endurance8: Miracle: +Recovery16: Numina's Convalesence: +Regeneration/+Recovery

Level 2: Hurdle
A: Invention: Jumping

Level 2: Stamina
A: Performance Shifter: Chance for +End12: Performance Shifter: EndMod22: Performance Shifter: EndMod/Recharge

Level 44: Afterburner



──────────────────────────────
Incarnates:

Agility Radial Paragon
Ion Radial Final Judgement
Diamagnetic Core Flawless Interface
Robotic Drones Core Superior Ally
Rebirth Radial Epiphany
Control Radial Embodiment

  • Venom Grenade: Annihilation (5 pc).  This was a bit of a surprise for me, but it's offering decent Endurance reduction and the set bonuses are largely all useful to me.
  • I have three 'different' proc sources of -res in this.  Witchcraft, Annihilation, and Achilles' Heel (not to mention the innate value in Venom Grenade).  I'm hoping that since they're from different sets they'll count as different sources and therefore stack.  If they don't, it's probably better to shuffle some of them out for damage procs where viable.
  • Wide Area Web Grenade: This is running Gravitational Anchor (+proc)(5 pcs), plus a single Debilitative Action: Disorient Bonus.  Given that I'm immobilizing everything this hits anyway, getting additional random stuns to stack with the -other- random stuns from my Hybrid is likely going to get silly.  I'm looking forward to it.
  • Frag Grenade: Terror Grenade.  My inner demon is cackling.
  • Call Reinforcements: This has two HO's in it which aren't doing what most people would expect.  One is Acc/Mez, the other is Dmg/Mez.  Why mez?  Well, I looked Arachnobot Disruptors up on City of Data and wouldn't you know it, these spiders are packing both a Hold and an Immobilize all on their lonesome.  Not to mention the surprising amount of -recovery/-endurance they're packing, for all that such a bonus has any use.  What delightful little blighters.
  • Serum: Panacea (6 pcs).  This is, in my opinion, a little bit wasteful.  With only a 10% proc rate on the Absorb Barrier proc, it's not going to go off all that often.  See, at least in Mids that proc doesn't report having a PPM, so the long recharge on Serum isn't doing anything to benefit it.  Still, the 6 piece bonus is a pretty chunky bonus to Recharge and I don't grudge it the slot.

Looking at the Totals, I can tell this is going to be incredibly endurance hungry again, for all that we're doing something to help with that on the Agility Radial.  I'll see how it plays out, but my suspicion is that I'm still going to have to pack an awful lot of blue inspirations and/or rely on endurance boosting teammates to stay afloat.  Of course, I may also simply turn off Leadership: Assault and/or Leadership: Tactics in situations where I find them to be unnecessary due to other team buffs.

I've attached version 3 to the first post, but unfortunately had to cull the previous attachments due to size limitations.  If someone still wants version 2 for some reason, feel free to ping me!

Redlynne

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
──────────────────────────────
Primary powerset: Crab Spider Soldier
Secondary powerset: Crab Spider Training
Pool powerset (#1): Flight
Pool powerset (#2): Leadership
Pool powerset (#3): Speed

──────────────────────────────

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


──────────────────────────────

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



──────────────────────────────
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.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Kismet

Hey there! I'd no interest in reading through Redlynne's wall of text, so this may have been pointed out already, but the defense numbers you're displaying are inaccurate. Unfortunately, whenever you slot a power in Mids, it activates it. So, the 70+% you're displaying is due to Vengeance.

That said, the real numbers are all in the vicinity of the soft cap, so in regular content you'll be just fine. In incarnate content, however, you can expect to take some hits unless you're hanging out with people who are going to buff your defense, which, if you're running incarnate trials, is a pretty safe bet (as you pointed out).

I'd also mention that taking Agility for your Alpha means that you've got a significant amount of extra recharge slotted in ALL your powers, meaning that you've reduced the odds of any of your procs firing. Besides, any high damage scalar AT (like the VEATS) do really well with Musculature or Intuition Radial (the only ones that give a damage boost). Swapping to one of the damaging Alphas would reduce your defense a bit, as well as your recharge (which you've got plenty of), but the damage and the increased odds of your procs firing is well worth it, imho.

In fact, going Radial Intuition would give you a +20% range boost, in addition to the damage increase (as well as help with -def and -spd), meaning that you might find another more useful slotting for Heavy Burst. Honestly, I find the base 50' to be enough, but I get the idea of wanting to maximize the area of the cone.

I will say that I don't understand all the under-level enhancements. I can count on one hand the number of times that I exemplared down to do something (on live, Rebirth, or HC) and the content was any higher than +0. Level 50's, even when scaled down, retain immense power that allows them to destroy lower level content. Remember, those sub-40 enemies have fewer attacks and much less debilitating abilities than endgame foes. Damage procs alone are often enough to make those lower level enemies fold.

You've woefully under-slotted Fortification, which could give you really good all around resistances. I'd suggest that powers like Tactics are drastically over-slotted, so you could easily take some from there to bolster your resistance. Defense is designed to fail (the ole 1 in 20 chance to hit), but in comparison not all that much in the game reduces resistance, meaning that it essentially always works. Furthermore, since resistance acts as resistance against -res debuffs, the higher your resistance the less it'll be reduced (granted Hamitar and AM have unresistable res debuff abilities, but that's just two foes).

I hope you're planning on taking Ageless for your Destiny because your net end gain with your toggles running is only 1.1 end/sec. That's even with Agility slotted. The VEATS just chug the juice, right?

Anyhow, those are my thoughts. Hope any of them are helpful and that you have fun with your Crab Spider!

EDekar

#9
Quote from: Kismet on Nov 24, 2024, 10:24 PMHey there! I'd no interest in reading through Redlynne's wall of text, so this may have been pointed out already, but the defense numbers you're displaying are inaccurate. Unfortunately, whenever you slot a power in Mids, it activates it. So, the 70+% you're displaying is due to Vengeance.

That said, the real numbers are all in the vicinity of the soft cap, so in regular content you'll be just fine. In incarnate content, however, you can expect to take some hits unless you're hanging out with people who are going to buff your defense, which, if you're running incarnate trials, is a pretty safe bet (as you pointed out).

I'd also mention that taking Agility for your Alpha means that you've got a significant amount of extra recharge slotted in ALL your powers, meaning that you've reduced the odds of any of your procs firing. Besides, any high damage scalar AT (like the VEATS) do really well with Musculature or Intuition Radial (the only ones that give a damage boost). Swapping to one of the damaging Alphas would reduce your defense a bit, as well as your recharge (which you've got plenty of), but the damage and the increased odds of your procs firing is well worth it, imho.

In fact, going Radial Intuition would give you a +20% range boost, in addition to the damage increase (as well as help with -def and -spd), meaning that you might find another more useful slotting for Heavy Burst. Honestly, I find the base 50' to be enough, but I get the idea of wanting to maximize the area of the cone.

I will say that I don't understand all the under-level enhancements. I can count on one hand the number of times that I exemplared down to do something (on live, Rebirth, or HC) and the content was any higher than +0. Level 50's, even when scaled down, retain immense power that allows them to destroy lower level content. Remember, those sub-40 enemies have fewer attacks and much less debilitating abilities than endgame foes. Damage procs alone are often enough to make those lower level enemies fold.

You've woefully under-slotted Fortification, which could give you really good all around resistances. I'd suggest that powers like Tactics are drastically over-slotted, so you could easily take some from there to bolster your resistance. Defense is designed to fail (the ole 1 in 20 chance to hit), but in comparison not all that much in the game reduces resistance, meaning that it essentially always works. Furthermore, since resistance acts as resistance against -res debuffs, the higher your resistance the less it'll be reduced (granted Hamitar and AM have unresistable res debuff abilities, but that's just two foes).

I hope you're planning on taking Ageless for your Destiny because your net end gain with your toggles running is only 1.1 end/sec. That's even with Agility slotted. The VEATS just chug the juice, right?

Anyhow, those are my thoughts. Hope any of them are helpful and that you have fun with your Crab Spider!

Heya!  Thanks for pointing out that Vengeance was throwing me off; I'd actually caught it when I respecced to remove Vengeance in exchange for Wolf Spider Armor and noticed my numbers far lower.  Blasted thing.  No one should ever plan to have Vengeance on all the time, that's just silly.

Yeah, I'd thought of that on Agility.  I'll likely try both Radial Musculature and Core Agility to see how it does.  The lower proc rate isn't a notable concern to me because I'll be cycling through all of my attacks very quickly; limited more by activation time than by recharge time in many ways.  Since I don't have a lot of attack powers overall, the proc rate will still be pretty close to the reported rate (even though the actual per activation rate will be lower).

Don't mind the under-level enhancements too much.  My Huntsman does malefactor down to help people out on redside more often than you might think.  The Huntsman is -meant- to act as a fulcrum point to make teams amazing, after all, so I rarely run mine solo.  Beyond that, the level of enhancements slotted doesn't hurt if I'm still getting the enhancement value I care about from the set, so in many cases there's no real loss in slotting enhancements of a lower level.  What do I care if Tactics doesn't recharge .07 seconds faster, you know?  Beyond that, the levels are my 'ideal', but I don't have the merit economy to respec perfectly into what I'm building.  If the market only has sets available at a higher level, I'll usually have to go that route instead simply because infamy is much easier to come by than merits/recipes!

I would like to spare more slots for Fortification, yeah.  I've rebuilt it a bit into a 3 slot power with softcapped (barely) Resistance through leveraging the Unbreakable Guard set (2 pcs) for extra Endurance Reduction set bonus (plus a max level Res/Def unique out of Steadfast Protection), so it's doing all it can for now.  Still, my S/L Resistance is at 39% even with that (lower than I'd like), but I absolutely can't spare power selections to spec into Tough without cutting into something I find more valuable.

Another thought on the defenses is that the numbers aren't really telling the whole story.  I am rarely going to be the first target, and if I have access to my incarnate powers I am going to be dealing absolutely inane amounts of -toHit, -regen, immobilize, and stun, which is going to 'shore up' not only my defenses, but also that of my entire team.  This is accomplished through the Control Radial and Diamagnetic Core working in tandem to do ridiculous nonsense, and since most people don't take Diamagnetic at all, I don't have to worry about my targets being 'overstacked' to the Interface Proc limitation.  This is another one of the experimental parts of my build, but I think it's going to work out well!

Ageless is likely once I've seen how it works out in actual play.  My live build currently is running Cardiac, and even that barely keeps me afloat.  If I'm being externally recharge enhanced without endurance recovery support, my AoE rotation can and will bottom me out over a sustained fight.  Still, if the respec can keep up without Ageless/Cardiac, I'll be happy to keep Rebirth.  I doubt it, but I'll try!

Ultimately, I don't quite consider this a final build.  I'm doing some experimental things in it that need to be borne out in actual play.  Once that's done, I'll take the lessons learned and form it out into my theoretical 'final' ideal build and post that in a new thread.

Thanks for your input, Kismet!

Redlynne

Quote from: EDekar on Nov 25, 2024, 07:18 AMUltimately, I don't quite consider this a final build.

This is the right approach to take.
No build is "final FOREVER" ... at best it'll be "final for right NOW" until you think of something better.  8)


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.