PrincessDarkstar

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  1. PrincessDarkstar

    i-Crab

    Quote:
    Originally Posted by blueruckus View Post
    Well considering your scrapper iTrial experience I can understand the survival obsession. If you change your mind and want to go damage heavy that wouldn't be so awful either since Crabstermind can put out the damage in buckets.

    Here's a link on the RWZ all pylon solo run I just completed if you'd like to know a bit more on the setup. http://boards.cityofheroes.com/showthread.php?t=286886
    That is very impressive!

    I think your posts on the pylon soloing thread a while ago were the ones that finally killed of my bane and turned him into a crab actually.
  2. PrincessDarkstar

    i-Crab

    Quote:
    Originally Posted by blueruckus View Post
    Patron pet is pretty much a given for my perma-pet setup. I mean, it's another pet and at boss level so I don't see why I wouldn't include it. SoA's are all about force multipliers so the more the merrier.
    That is a good way of looking at it.

    I am pretty sure if I realise that I am going OTT with defence I will switch to a build quite similar to your.

    For now though I am trying to defence* and started my respec last night, I should be finished that by the weekend and ready to start getting some incarnate stuff unlocked and see how I like it.

    *Probably worth explaining my defence obsession. I quit the game not long after incarnates came out because my formerly unkillable Elec/Shield scrapper started dying a lot and it really annoyed me. I don't like dying and since coming back have definitely been sacrificing damage and utility for survivability which is something I would never have done before.
  3. PrincessDarkstar

    i-Crab

    I think for most people dropping Aim wouldn't be a great choice, but I never remember to click powers like that anyway, so it isn't a huge loss.

    My first incarnation of the build managed to fit 2 pet uniques in, but the new one only gets one yet has more procs in the attacks which I think is better:

    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Villain Profile:
    Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Achilles-ResDeb%(45)
    Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc(A)
    Level 2: Burst -- Apoc-Dmg/Rchg(A), Apoc-Dmg(7), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(9), Apoc-Dam%(9), Achilles-ResDeb%(34)
    Level 4: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
    Level 6: Wide Area Web Grenade -- GravAnch-Immob(A), GravAnch-Immob/Rchg(11), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(13), GravAnch-Immob/EndRdx(13)
    Level 8: Heavy Burst -- SDoArach-Acc/Dmg(A), SDoArach-Dmg/Rchg(15), SDoArach-Dmg/EndRdx/Rchg(15), SDoArach-Acc/Dmg/EndRdx/Rchg(17), SDoArach-Rchg/DmgFear%(17), Achilles-ResDeb%(27)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
    Level 12: Venom Grenade -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(19), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(21), JavVoll-Dam%(46)
    Level 14: Hover -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(27), LkGmblr-Def(46)
    Level 16: Boxing -- Empty(A)
    Level 18: Frag Grenade -- Posi-Dmg/Rng(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25), JavVoll-Dam%(46)
    Level 20: Tactical Training: Assault -- EndRdx-I(A)
    Level 22: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 24: Mental Training -- Run-I(A)
    Level 26: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
    Level 28: Serum -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(29), Panac-Heal/Rchg(29), Panac-Heal/EndRedux/Rchg(31), Panac-Heal(31)
    Level 30: Hasten -- RechRdx-I(A)
    Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
    Level 35: Summon Spiderlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), EdctM'r-PetDef(37)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), S'bndAl-Dmg/EndRdx(40), S'bndAl-Build%(40)
    Level 41: Combat Training: Defensive -- LkGmblr-Rchg+(A)
    Level 44: Tough -- HO:Ribo(A)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Assault -- EndRdx-I(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Agility Core Paragon
    ------------
    Level 1: Brawl -- HO:Nucle(A)
    Level 1: Conditioning
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48), Panac-Heal/+End(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(34), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(40), P'Shift-End%(42)
    ------------



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  4. PrincessDarkstar

    i-Crab

    Quote:
    Originally Posted by Kinrad View Post
    If you were to dropping "AIM" and pick up "Combat Training Defensive", and slot that with an LOTG 7.5% recharge you would see the following improvements:

    1) Ranged DEF goes from 54.6% to 64.8% (which is over 59% cap, so you could pull a thunderstrike from somewhere and add another proc).

    2) Hasten becomes permanent
    Now thats the kind of thinking I am after!

    Good spot
  5. PrincessDarkstar

    i-Crab

    I can't bring myself to drop Tough and Weave, nor can I fit in any range IO's into Heavy Burst, or any more Achilles' Heel procs unfortunately, but I have manged to get the defence numbers I am aiming for.

    I do appreciate everyone saying that 45% is enough, especially with Barrier but I think that is something I will need to find out for myself. I haven't even unlocked the Alpha slot on this toon yet so will be running (Hovering) about at ~50% defence for a while and I will see how that does me before making my final decision.

    But for now I plan on 59% using the below build, the only real annoying issue is being ~2 seconds away from perma-Hasten (Including Agility Alpha) so I am looking for ways to squeeze in more recharge, which I think is possible.

    I am not so sure I have enough wiggle room to fit the procs in though.

    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Villain Profile:
    Level 1: Single Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(27)
    Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc(A)
    Level 2: Burst -- Apoc-Dmg/Rchg(A), Apoc-Dmg(7), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(9), Apoc-Dam%(9), Achilles-ResDeb%(45)
    Level 4: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
    Level 6: Wide Area Web Grenade -- GravAnch-Immob(A), GravAnch-Immob/Rchg(11), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(13), GravAnch-Immob/EndRdx(13)
    Level 8: Heavy Burst -- SDoArach-Acc/Dmg(A), SDoArach-Dmg/Rchg(15), SDoArach-Dmg/EndRdx/Rchg(15), SDoArach-Acc/Dmg/EndRdx/Rchg(17), SDoArach-Rchg/DmgFear%(17)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
    Level 12: Venom Grenade -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(19), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(21)
    Level 14: Hover -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(27)
    Level 16: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(34), Amaze-Acc/Stun/Rchg(46), Amaze-Acc/Rchg(46), Amaze-EndRdx/Stun(50)
    Level 18: Frag Grenade -- Posi-Dmg/Rng(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25)
    Level 20: Tactical Training: Assault -- EndRdx-I(A)
    Level 22: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 24: Mental Training -- Run-I(A)
    Level 26: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
    Level 28: Serum -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(29), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(31), Numna-Heal(31), Numna-Regen/Rcvry+(46)
    Level 30: Hasten -- RechRdx-I(A)
    Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
    Level 35: Summon Spiderlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), S'bndAl-Acc/Dmg/Rchg(40), S'bndAl-Build%(40)
    Level 41: Aim -- RechRdx-I(A)
    Level 44: Tough -- HO:Ribo(A)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Assault -- EndRdx-I(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Agility Core Paragon
    ------------
    Level 1: Brawl -- HO:Nucle(A)
    Level 1: Conditioning
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Panac-Heal/+End(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(34), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(40), P'Shift-End%(42)
    ------------



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  6. PrincessDarkstar

    i-Crab

    Quote:
    Originally Posted by blueruckus View Post
    My build might be something along the lines of what you're looking for. It's not a melee pure-tank build, but rather a hover-gun crabstermind dps build. I have perma-hasten, perma-pets, +185 recharge, 43.6 ranged defense, perma-serum, high damage AoE attack chain, all 4 pet IOs and have little endurance issues running Musculature. With this build I'm able to solo a pylon in about 1:20 mins, 30-40 seconds with Lore pets. You'll make scrappers/brutes/stalkers cry.

    I'm not as stacked on defense as other builds in exchange for recharge/damage, but with perma-serum, fast-hover mobility, and 80' fast recharging cone attacks, I don't find myself dying often at all. On the other hand, I normally find myself being one of the last standing during disastrous iTrials, especially now that my most recent tweak has added Vengeance. If you're the type who rarely dies, having Vengeance is a great idea, especially for the pets who put out a good chunk of DPS.

    I had Tough on my previous build but just found it unnecessary (for my playstyle) and anything that ended up killing me, would've killed me with or without Tough. I haven't looked back since ditching it for Omega Maneuver and Vengeance.

    Any questions, just ask.
    I am not sure about dropping Tough and Weave, but I do like the way you have slotted some powers, particularly Heavy Burst.

    Do you find the ATIO proc works best in the Heavy Burst? That is what I was considering but I was waiting until we get confirmation of how PPM procs work in cones before making my mind up.

    You also have more Achilles' Heel procs than me, I was worried about them overlapping and being wasted, but you might be on to something.

    Last question: How good is the patron pet?
  7. Quote:
    Originally Posted by Charlotta Fireheart View Post
    How close to 32% to all are you? Seems like you would have to be well short for Darkest Night + Fearsome Stare stacking To Hit Debuffs not to put you effectively well over (even with the debuff resisted). Doesn't Fearsome Stare take Acc To Hit Debuff sets, I'd slot the To Hit Debuff over the Fear portion.
    I am about 30% to all, and I know the debuffs will keep me safe as houses, but I really need a build goal and 32.5% seems the most sensible.

    Quote:
    Originally Posted by Charlotta Fireheart View Post
    TT - Since you are slotting for damage (vs the purple Immob set) find a 6th slot and add the To Hit Debuff damage proc.
    I can easily free up a slot by moving the Gaussian proc from Soul Drain, so I would probably slot a lethal damage proc over an extra tohit debuff proc.

    Quote:
    Originally Posted by Charlotta Fireheart View Post
    Enhancement boosters?
    Setting all my defence giving IO's to +5 still doesn't hit the target because I am hitting the ED cap on everything but Combat Jumping already.

    Quote:
    Originally Posted by Charlotta Fireheart View Post
    Likewise I would slot Fluffy for To Hit Debuff ... pretty much everything he does debuffs To Hit.
    Quote:
    Originally Posted by Zombie Man View Post
    Slotting Fluffy for Heal is a crap shoot. He doesn't fire it off where and when you need it. The common wisdom is to slot him for -ToHit to make him an even greater black hole of no-hit zone. Six slot him with Siphon Insight for better Defense, or Cloud Senses to get to perma-Hasten.
    Quote:
    Originally Posted by Garent View Post
    To elaborate on this, Dark Servant has an ability called "chill of the night" which is a to-hit debuff of things that are close enough to him. This debuff has the same power as the two other big debuffs in dark miasma, darkest night and fearsome stare, so it's a big deal.
    He already has ~50% enhancement for -tohit, the slotting I am using buffs everything he does and I agonised over slotting him years ago when I first made the character. I am pretty settled on his slotting unless I need a set bonus.
  8. PrincessDarkstar

    i-Crab

    Quote:
    Originally Posted by Granite Agent View Post
    I'm surprised to hear that because one of the most uber players I know on Crabs, @Linea, has a ~45% super tough crab that was getting shredded by the def-debuffing DA mobs that hit hard ...described as "like Romans" but with higher to-hit. Tsoo, no problem. But the Knives/Talons (whichever do the debuffing) and the BP, hard.
    This is my experience too, especially on my new scrapper I am just winding up the difficulty and am only on +0/6 at the moment while I size the enamies up and if the BP actually land a debuff I already find myself running away. The other DA mobs aren't so bad, but one of the Knives land some kind of DoT power that always makes me pop my heal to cover their alphas.

    I will probably be able to take my time and do most of the content on +4/x8 eventually, but the BP are the worst mobs I have faced so far.
  9. PrincessDarkstar

    i-Crab

    Quote:
    Originally Posted by Trilby View Post
    For the record, incarnate softcap is bloody hard to do and un-needed on a crab. With all the buffs flying around and a good deal of res, you are fine.
    I should mention that I don't play on trials, so there are no buffs flying around unless I cast them.

    I have incarnate softcap on my elec scrapper and still get cascading failure a lot so I think the i-cap is pretty much the minimum, even with the crabs resists.
  10. This is what I have come up with so far, I am missing perma-Hasten, missing my defence by a bit too, and generally feel like I am wasting potential because I am having to slot what I consider to be cheap sets

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Dark Infliction: Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Dark Blast
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(3), Panac-Heal/Rchg(3), Panac-Heal/EndRedux/Rchg(5), Panac-Heal(5), Nictus-Acc/Heal(37)
    Level 1: Dark Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(9)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(36)
    Level 4: Gloom -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(11), SDefendersB-Dmg/EndRdx/Rchg(11), SDefendersB-Acc/Dmg/EndRdx(13), SDefendersB-Acc/Dmg/EndRdx/Rchg(13), SDefendersB-Rchg/Heal%(36)
    Level 6: Howling Twilight -- RechRdx-I(A), RechRdx-I(40)
    Level 8: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), Aegis-ResDam/EndRdx(21), Aegis-ResDam(43), Aegis-ResDam/EndRdx/Rchg(43)
    Level 10: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(42), DarkWD-Rchg/EndRdx(42), DarkWD-ToHitDeb/EndRdx(42)
    Level 12: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(15), Abys-Acc/EndRdx(15), Abys-Fear/Rng(17), Abys-Acc/Fear/Rchg(17)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(36), SW-ResDam/Re TP(37)
    Level 16: Tenebrous Tentacles -- Posi-Dmg/Rng(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25)
    Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(34)
    Level 20: Night Fall -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(27), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(29), Ragnrk-Dmg/EndRdx(29), Posi-Dam%(37)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(43)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 30: Dark Pit -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(39), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(39), Amaze-EndRdx/Stun(40)
    Level 32: Dark Servant -- HO:Endo(A), HO:Endo(33), ToHitDeb-I(33), ToHitDeb-I(33), Heal-I(34), Heal-I(34)
    Level 35: Assault -- EndRdx-I(A)
    Level 38: Oppressive Gloom -- HO:Endo(A)
    Level 41: Dark Consumption -- P'Shift-EndMod/Acc(A), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc/Rchg(46), P'Shift-EndMod/Rchg(50)
    Level 44: Dark Embrace -- GA-3defTpProc(A), GA-ResDam(45), GA-End/Res(45)
    Level 47: Soul Drain -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Acc/Rchg(48), Armgdn-Dmg/EndRdx(48), Armgdn-Dam%(50), GSFC-Build%(50)
    Level 49: Soul Transfer -- RechRdx-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Musculature Radial Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(40), EndMod-I(45)
    Level 1: Brawl -- HO:Nucle(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 1: Vigilance
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run



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  11. PrincessDarkstar

    i-Crab

    Quote:
    Originally Posted by Kinrad View Post
    stuff...
    Is your toon really called Itsy? I can't believe I never thought of that
  12. Hi All,

    I am mostly a scrapper player, but I have decided that now is the time to complete the build on my D4 so that I have a good choice of characters to pick from.

    My thinking currently is to aim for Perma-Hasten, 32.5% defence to all positions, and sustainable endurance, but I am used to setting myself more goals and that is bothering me.

    So what should I aim for with this build?

    Money is never an object, even more so with converters

    My current build was just a cheap build, and is so old it doesn't even have inherant stamina but I have never really felt the need to change it (I still don't need to, I am just doing this for ego really) and is posted below.

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Dark Infliction: Level 50 Science Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Dark Blast
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Teleportation
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- Nictus-Heal(A), Acc-I(15), Nictus-Heal/HP/Regen/Rchg(39), Nictus-Acc/Heal(40), Nictus-Acc/EndRdx/Heal/HP/Regen(40), Nictus-Acc/EndRdx/Rchg(40)
    Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(39)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
    Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(5), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-Rchg/EndRdx(11)
    Level 6: Howling Twilight -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(9), RedFtn-Def/EndRdx(9), TtmC'tng-ResDam/EndRdx(11), Aegis-ResDam/EndRdx(13), Aegis-ResDam(15)
    Level 10: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(37)
    Level 12: Fearsome Stare -- HO:Endo(A), HO:Endo(13), HO:Lyso(45)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(25)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(25)
    Level 22: Stamina -- P'Shift-EndMod(A), EndMod-I(27), P'Shift-End%(36)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(27), Ksmt-ToHit+(43)
    Level 26: Super Jump -- Zephyr-ResKB(A)
    Level 28: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(33), Rope-Acc/Stun/Rchg(36)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Dark Servant -- HO:Endo(A), HO:Endo(33), ToHitDeb-I(33), ToHitDeb-I(34), Heal-I(34), Heal-I(34)
    Level 35: Super Speed -- Run-I(A)
    Level 38: Recall Friend -- Range-I(A)
    Level 41: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(46)
    Level 44: Dark Embrace -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(45), Aegis-ResDam(45), S'fstPrt-ResDam/Def+(46)
    Level 47: Soul Drain -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-Dmg(50)
    Level 49: Soul Transfer -- HO:Endo(A), HO:Endo(50), HO:Endo(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 0: LEGACY BUILD



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  13. PrincessDarkstar

    i-Crab

    Hi all,

    I am in the process of updating my Crab for incarnate content, so I am hoping someone can see some tweaks that can be done to my build to accomodate my aims, which are:

    Must have:
    Perma-Hasten
    Perma-Pets (Both Spiderlings and Call Reinforcements)
    Sustainable endurance for single target attack chain (I haven't worked the attack chain out yet however)
    59% defence to all positions (Or all types) using whatever Incarnate powers you want
    Perma-Serum (IE: Capped HP)
    -res proc in either Single Short or Burst
    95% chance to hit +3's (Not that you can fail with all the +ToHit)
    Mag 4 KB protection

    Nice to have:
    Mag 12 KB protection
    Omega Maneuver
    Darkest Night
    Travel Power (I can live without if I must)
    Soulbound Allegience proc in Call Reinforcements (I would call this a must have if I didn't think it would be so hard to fit in)
    All the other pet unique IO's

    I have decided to pick up Hover instead of Combat Jumping, which allows me to prioritise AoE and Ranged defence over melee defence, and kind of gets over the KB hole without having to slot for it, but I would massively prefer Combat Jumping if I can still hit my defence goals.

    [Edit] I will be using Barrier to help with the defence, though I would prefer not to. I am also using Agility Alpha for both recharge and defence, but I would prefer Muscalature obviously [/Edit]

    The targets I have achieved so far are above in orange, and would appreciate any help meeting the rest:

    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Villain Profile:
    Level 1: Single Shot -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5), Achilles-ResDeb%(27)
    Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc(A)
    Level 2: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
    Level 4: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
    Level 6: Wide Area Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(11), TotHntr-Acc/EndRdx(11), TotHntr-Immob/Acc(13), TotHntr-Acc/Immob/Rchg(13), TotHntr-Dam%(45)
    Level 8: Heavy Burst -- SDoArach-Acc/Dmg(A), SDoArach-Acc/Dmg/Rchg(15), SDoArach-Dmg/EndRdx/Rchg(15), SDoArach-Acc/Dmg/EndRdx/Rchg(17), SDoArach-Rchg/DmgFear%(17)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
    Level 12: Venom Grenade -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(19), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(21)
    Level 14: Hover -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(27), LkGmblr-Def(34), LkGmblr-Def/EndRdx(50)
    Level 16: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(45), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(46)
    Level 18: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25)
    Level 20: Tactical Training: Assault -- EndRdx-I(A)
    Level 22: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 24: Mental Training -- Run-I(A)
    Level 26: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
    Level 28: Serum -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(29), Panac-Heal/Rchg(29), Panac-Heal/EndRedux/Rchg(31), Panac-Heal(31)
    Level 30: Hasten -- RechRdx-I(A)
    Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
    Level 35: Summon Spiderlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), S'bndAl-Acc/Dmg/Rchg(40), S'bndAl-Build%(40)
    Level 41: Aim -- RechRdx-I(A)
    Level 44: Tough -- HO:Ribo(A)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Assault -- EndRdx-I(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Agility Core Paragon
    ------------
    Level 1: Brawl -- HO:Nucle(A)
    Level 1: Conditioning
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(34), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(40), P'Shift-End%(42)
    ------------



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  14. Quote:
    Originally Posted by OneWhoBinds View Post
    let Scrappers inflict an enemy target of their choice with a form of Scrapperlock!
    I was thinking this lol, but wasn't sure how to work it.
  15. A run speed boost so we always get to the spawn ahead of tankers

    They would love that lol
  16. Quote:
    Originally Posted by ClawsandEffect View Post
    The idea of increased Critical chance as the scrapper's health gets lower is intriguing as well, and might be the better route to go.

    Neither of those things would be a gimmick that you need to pay any more attention to than the current Critical Hit mechanic, though I could see some scrappers intentionally remaining low on health to leverage it, much like blasters used to do.
    I wanted to read all this thread before commenting, but couldn't let this slip by: No no no no no! No!

    This would be exactly the type of thing that means I would have to change my playstyle to take account of and thus exactly the type of thing I never want to see.

    At the moment I only play scrappers because they are the only AT that just are irrespective of how I play. Let's PLEASE keep it that way.
  17. PrincessDarkstar

    SS/Fire ATO

    It is probably best in a single target power, but what attack chain do you use?

    If you use something twice as often as KO Blow then it might be better in that power assuming the proc chance is >50%.

    The rest of the set (Assuming you don't want whatever the 6th bonus is) can be split up to get lots of s/l defence, or kept together for the +recharge. The bonus' in the IO's are bigger than purple set bonus' so it almost entirely depends on build and attack chains where they are best.
  18. Quote:
    Originally Posted by Scarlet Shocker View Post
    Excellent info.

    I wonder if using the - key in the same manner allows us to reduce the level of an IO; useful when considering procs I think.

    *runs off to check*

    <No, it doesn't>
    Could be a good suggestion for them to add though, the basic code must be in place already.

    Any idea how to make suggestions?
  19. Quote:
    Originally Posted by Kheldarn View Post
    Um... you DO realize that YOU don't have to play the character? That particiular hell falls on Arbiter Hawk's shoulders...
    I just can't make a build unless I can visualise exactly how I plan on playing it. Looking forward to seeing a 'build me a scrapper' or 'build me a warshade' though
  20. I have also recently been pointed in the direction of Ageless, which will probably sort all my endurance issues while also providing enough recharge to still run the chain, which leaves the door open for Musclature!

    I will leave that to in game testing to see which one works best because I can't be bothered to do the maths on the dimishing returns from Ageless. Though I suspect that at the tail end I will have gaps in the attack chain, which will be more than made up by the damage previously caused by Muscalature.
  21. Quote:
    Originally Posted by PrincessDarkstar View Post
    One consideration from the last discussion is the slotting in Follow Through and Rend Armor.

    I currently have 6 Hecatomb's in Follow Through and 5 of the ATIO set in Rend Armor, with the PPM Hecatomb proc having a 100% chance in Rend Armor that looks a good place, but it has an ~80% chance in Follow Through, which is used twice in each chain so is the best place for it.

    I could swap the 5 ATIO's for the rest of the Hecatomb set though, and each power will still have enough accuracy, but the difference in damage is ~1 (Not 1 dps, just 1) and the recharge boost only closes the gap by .01 seconds, while I lose out on 5% toxic resistance.

    I am thinking the toxic resistance wins out, but I am not sure yet.
    I plugged the numbers for both slotting options into my DPS spreadsheet and 6 slotting Hecatomb wins out (Only by ~1dps but still) and still gives the extra 5% toxic resist bonus.

    And that was taking the current 33% proc chance into account, the numbers will swing even more in favour of this slotting if they release the PPM Hecatomb proc as planned.
  22. PrincessDarkstar

    TW/DA Build

    Quote:
    Originally Posted by Combat View Post
    Using Ageless as the destiny basically eliminates endurance problems, as it gives a base +100% to recovery, equivalent to 1.67 eps before adding in +end powers. For half of the duration, it will give at least double that. Usually, that is more than enough to cover any end problems (most builds have between 2 and 3 eps after toggles, so this will essentially double your net endurance recovery).

    And yes, more recharge = more burn. For instance, Whirling Smash burns about 1 eps with no enhancement, but adding in 300% of recharge (100% from enhancement, 200% from agility + set bonuses) will quadruple that to 4 eps before endurance reduction.
    Ooh so that might let me get away with Muscalature Alpha ... something to think about
  23. Quote:
    Originally Posted by DreadShinobi View Post
    The only thing I feel scrappers need are taunt components in their damage auras. Otherwise they are fine.
    Haha and I was just reading a thread about Tankers wishing Brutes didn't have one!

    But yeah I would love this too.
  24. Quote:
    Originally Posted by New Dawn View Post
    I can get an average life expectency in an ambush farm and use that.
    You really need the life expectancy on a mission where you move from spawn to spawn, because that is how most people play, and it also means that even in Nova form because you will do the first attack you will get the aggro and eat the alpha and your fluffies will attack from range so not only live longer but get better use from their AoE.

    I don't think I ever struggled to keep my fluffies alive unless it was an AV, and there was a time when I farmed the Battle Maiden map (Because I actually found it fun!). So the life expectancy for my fluffies was however long they last (90s? 120s? I don't have mids open at the moment so can't remember).

    Ambush farms are really badly suited because there are so many mobs you will have no chance of holding the aggro on them all and it will spill over to the fluffies.
  25. Hi Rockshock,

    I would suggest downloading mids hero designer from here and trying to put your current build in there so we can see where you are starting from.