Crab/Bane duo, help please! :)


HK008

 

Posted

Hey there fellow heroes and villains alike my cousin and i are in the process of making a team of a cra played by me and him playing a bane my question is, could a bane/crab duo take out archvillains by themselves if properly enhanced? and if so what would be some build powers that would be needed to achieve this goal?


Jordon Justice

 

Posted

More than likely. With both sets of auras running you should be more than soft capped defense wise if built properly. As long as your DPS beats their regen rate you should be able to.


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Posted

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More than likely. With both sets of auras running you should be more than soft capped defense wise if built properly. As long as your DPS beats their regen rate you should be able to.

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If built right is so vague. If the OP is refering to enhanced properly as in using IO sets/bonuses then yes the duo should work. The damage is going to be there especially after IO's. It will be the staying power, and survival that you want to plan for.

For the Crab I would suggest looking into some of the Crabtank builds in this forum. The idea is that you will layer some resistance with Fortification, and Fighting pool Tough (and really consider Weave). Serum increases your max hit points, and if you build for enough recharge you can have access to those bonus hit points often. It's also a sexy heal. You'll want enough personal defense so that the Bane can get you to 45% or higher. You will need soft cap (45% to melee/range/aoe) defenses to survive. Stacking defense buffs is a strength of the VEAT. Play to it. Be aware of what game you are hunting and what sort of debuffs they can place on you. SoA's have no resistance to defense debuffs so that is why I say "or higher" than 45%. Some other IO stuff to think about, Achille's Heel procs in your attacks. So many of the Crab attacks debuff defense. You might as will attempt to debuff their resistance as well to stack with your Venom Grenade (and Bane Surveillance). You'll want recharge to increase your damage out put, Serum up time, and pet up time (if you have room to bring Spiderling along, but at least try to fit in Reinforcements). You'll want recovery to sustain the toggles, and your attack chain. An AV fight can last several minutes, and you'll want the endurance to keep on doing your thing.

The Bane will be more of a support debuff/damage role. Crabs just have the advantage over Banes in the realm of resistance. Let him take the damage, but there is nothing wrong with trying to share some. This doesn't mean that a soft capped Bane is a wuss. You still have a base 20% hp boost which is nice, but Serum does give more HP. I'd highly recommend the Bane take Aid Self (I'd say the Crab might consider it for when Serum isn't ready). Aid Other (you'll need this or Stimulant anyway) isn't a bad option either, but hopefully Crabbykins will be self contained. Aid self will let the Bane heal up for when the hits occasionally land. If you get hit by an AV it will hurt, and you don't want to ignore it. Stick to the mace melee attacks, but do take Poisonous Ray (you can slot this with an Achille's Heel proc). Do take Surveillance as it is an awesome debuff tool, and consider taking Venom Grenade from the Wolf pool. The redraw from VG is annoying, but you both can stack that debuff. Try to fit in your pets. You'll have an easier time soft capping yourself so look out for your buddy, and consider taking the Leadership: Maneuvers to bring him up to 45% defense. Going over the defense cap doesn't hurt if you want to fight defense debuffing targets. You will also want some recovery bonuses, and recharge doesn't hurt. The attack animations are long, but I am talking about making Placate/Surveillance/Build Up recharge faster.

So there are some ideas off the top of my head. The scrapper in me suggests this with the idea of doing this with no inspirations. So take the ideas with that in mind.