Prelim Crab build


JayLeonHart_EU

 

Posted

This is my first thoughts on a crab build would just like to see ppls oppinion. this build seems good.

Ow and dont comment on the obvious lack of travel its done intentionally (and dont say it dont work cuz i have done it on my reflex scrapper and i am plenty fast enough)

This build can team and solo. my only worry was damage mitigation

1)crab armour
1)Channel gun
2)Combat Training: Defensive
4)longfang
6)swift
8)Combat Training: Offensive
10)Tactical Training: Maneuvers
12)Suppression
14)health
16)Arm lash
18)Wolf Spider Armor
20)stamina
22)Mental Training
24)Fortification
26)Tactical Training: Leadership
28)Serum
30)Tactical Training: Assault
32)Omega Maneuver
35)Summon Spiderlings
38)Call Reinforcements
41)Electrifying fences
44)mu lighting
47)summon striker
49)frenzy


 

Posted

No travel power? A bold move.

While I was doing builds, I thought I have a bash at a crab. This build isn't really intended for play below level 28 or so.

1) Channelgun
1) Crab Spider Armor Upgrade
2) Longfang
4) Combat Training: Defensive
6) Combat Jumping
8) Suppression
10) Tactical Training: Maneuvers
12) Venom Grenade
14) Superjump
16) Mental Training
18) Tactical Training: Assault
20) Hurdle
22) Health
24) Fortification
26) Stamina
28) Serum
30) Tactical Training: Leadership
32) Omega Maneuver
35) Summon Spiderlings
38) Call Reinforcements
41) School of Sharks (LM)
44) Bile Spray (LM)
47) Summon Guardian (LM)
49) Aim

Edit: having given it some thought, I think there is a lot to be said for a pure ranged build. A melee build would also be an option.


I really should do something about this signature.

 

Posted

Done a melee crab build too.

1) Slice
1) Crab Spider Armor Upgrade
2) Wolf Spider Armor
4) Combat Training: Offensive
6) Boxing
8) Combat Jumping
10) Tactical Training: Maneuvers
12) Venom Grenade
14) Superjump
16) Arm Lash
18) Hurdle
20) Tactical Training: Assault
22) Health
24) Fortification
26) Stamina
28) Serum
30) Frenzy
32) Omega Maneuver
35) Summon Spiderlings
38) Call Reinforcements
41) Tough
44) Aim
47) Mental Training
49) Weave


I really should do something about this signature.

 

Posted

[ QUOTE ]
No travel power? A bold move.

While I was doing builds, I thought I have a bash at a crab. This build isn't really intended for play below level 28 or so.

1) Channelgun
1) Crab Spider Armor Upgrade
2) Longfang
4) Combat Training: Defensive
6) Combat Jumping
8) Suppression
10) Tactical Training: Maneuvers
12) Venom Grenade
14) Superjump
16) Mental Training
18) Tactical Training: Assault
20) Hurdle
22) Health
24) Fortification
26) Stamina
28) Serum
30) Tactical Training: Leadership
32) Omega Maneuver
35) Summon Spiderlings
38) Call Reinforcements
41) School of Sharks (LM)
44) Bile Spray (LM)
47) Summon Guardian (LM)
49) Aim

Edit: having given it some thought, I think there is a lot to be said for a pure ranged build. A melee build would also be an option.

[/ QUOTE ]

i like this build altho it has a few powers i would take (the reason i dint take travel) left out
your builds seem ok but the reasoning behind them passes me by whereas you run by numbers i run by experience (yea i know everyones got that) and logic based on that experience (advantages of asphergers )
but we come to the same conclusion ...this time! (except your sheild nerfs i dont care for them)


 

Posted

Looking over it, I think leaving out a travel power might be a good idea. It's just a matter of having enough slots for Swift, Mental Training and Sprint.
Noticed mental Training isn't available to 22 though. Here is a revamp of my ranged build without a travel power.

1) Channelgun
1) Crab Spider Armor Upgrade
2) Longfang
4) Combat Training: Defensive
6) Sprint
8) Suppression
10) Tactical Training: Maneuvers
12) Venom Grenade
14) Aim
16) Hasten
18) Tactical Training: Assault
20) Health
22) Mental Training
24) Fortification
26) Stamina
28) Serum
30) Tactical Training: Leadership
32) Omega Maneuver
35) Summon Spiderlings
38) Call Reinforcements
41) School of Sharks (LM)
44) Bile Spray (LM)
47) Summon Guardian (LM)
49) Assault (Leadership pool)

NB, I had a very good reason for going with Mako as patron. The Venom Grenade is -20% resistance, but -40% resistance to toxic. Goes very nicely with Bile Spray.


I really should do something about this signature.

 

Posted

I'm still looking at the below for a Ranged Crab build:

1) Channelgun
1) Crab Spider Armor
2) Longfang
4) Combat Training: Defensive
6) Hurdle
8) Combat Jumping
10) Tactical Training: Maneuvers
12) Venom Grenade
14) Aim
16) Health
18) Frag Grenade
20) Stamina
22) Mental Training
24) Fortification
26) Tactical Training: Assault
28) Serum
30) Tactical Training: Leadership
32) Omega Maneuver
35) Summon Spiderlings
38) Call ReinForcements
41) Electrifying Fences
44) Ball Lightning
47) Summon Striker
49) Hasten

Hasten is great to get the pets up sooner. And although I can do without a real travel power, I can't do without having at least Combat Jumping + Hurdle.

I've tried a Cone heavy build before (with Spines toons) but find myself preferring actual AoEs given the choice... therefore I'm not dead keen on Suppression. Less damage and shorter range than Frag Grenade with a much longer cast time. And it's a cone versus Frag's AoE. Admittedly, it's Energy damage rather than Smashing/Lethal damage, but I'd say the advantages of Frag makes up for it. Particularly with Venom Grenade's -resist.

There are loads of AoEs in the above build, and all save Electrifying Fences have a range of 80 feet. Frag Grenade, Venom Grenade and Ball Lightning all do decent damage. Electrifying Fences frankenslotted doesn't do badly either. I went Mu for the immobilise, since it's the only ranged one that prevents knockback (From Frag Grenade and the Spiderlings) and the fact that the pet flies and deals ranged damage. I'd looked at Mako, but theres only one cone and it doesn't animate as quickly as Mu's two AoEs... and Mu's pet is much better for a ranged build.


 

Posted

[ QUOTE ]
Looking over it, I think leaving out a travel power might be a good idea. It's just a matter of having enough slots for Swift, Mental Training and Sprint.
Noticed mental Training isn't available to 22 though.

[/ QUOTE ]

this is my worry but its only prelim and until 50 and IO sets wont need to be slotting Acc into powers so 3 dam will be plenty in attacks and defences arent as routine as a tankers wont need to 3 slot them all tactics and assault wont have 3 in (untill free slots for tactics).
only powers i am thinking need 6 slotting are the pets and serum.
not gunna sit here counting up slots and putting them in the right position cba


 

Posted

I haven't seen anyone post any numbers that factor in IOs yet... so I thought I'd give it a shot.
I've been looking at a "proper" crab build... and it's beginning to look like a great farming toon.

My "completed" Crab build has about +80% Global Recharge from IOs and MT, plus Hasten.
In terms of survability, I'm looking at:

[u]Defensive Stats[u]
46.3% Fire/Cold Resists,
39.1% Energy/Negative/Toxic Resists
26.4% S/L Resists.

30.4% Ranged Defence,
18.6% Defence to all others.

250% Regeneration, 3.40 End/Sec Recovery
Permanently at the HP cap (Serum recharges in 104 secs)
Hasten downtime of 8 secs.
Mez protection to everything except End Drain.

Over a 10 second period you personally can deal out this kind of punishment:

[u] Ranged AoE Chain[u]
[Venom Grenade fired to apply pre-emptive -resistance]
Aim --> Elec Fences, Frag Grenade, Ball Lightning, Venom Grenade, Elec Fences, Frag Grenade.
[Buff from Aim expires]

Total Raw Damage within Aim Cycle (Excluding Procs) - 933.4 Damage
Total Damage within Aim cycle including -20% resist - 1120.1 Damage
Total Damage, including -20% resist + average Procs - 1200.5 Damage
"Maximum Possible Damage", assumes all Procs 'Fire' - 1522.1 Damage

So the average AoE damage works out at 1200.5 for a ten second long chain. (Note that without "Aim", the same chain would deal 1002.2 damage, so you are not as dependant on Aim for damage as it might appear).

Plus any damage from Pets (buffed by your 2x Assault auras) and the "Omega Maneuver" nuke.


Same deal for a ST chain, using Longfang and Channelgun + filling-in with AoEs when needed:

[u] Ranged ST Chain[u]
[Venom Grenade fired to apply pre-emptive -resistance]
Aim --> Longfang, Channelgun, Frag Grenade, Longfang, Channelgun, Ball Lightning, Longfang.
[Buff from Aim expires]

Total Raw Damage within Aim Cycle (Excluding Procs) - 1434.2 Damage
Total Damage within Aim cycle including -20% resist - 1721.0 Damage
Total Damage, including -20% resist + average Procs - 1807.2 Damage
"Maximum Possible Damage", assumes all Procs 'Fire' - 2151.8 Damage


Power list - (Haven't attempted an IO build export since Mids is very heavily tweaked at present)

Villain Profile:
Level 1: Channelgun
Level 1: Crab Spider Armor Upgrade
Level 2: Longfang
Level 4: Combat Training: Defensive
Level 6: Swift
Level 8: Aim
Level 10: Tactical Training: Maneuvers
Level 12: Venom Grenade
Level 14: Health
Level 16: Tactical Training: Assault
Level 18: Frag Grenade
Level 20: Stamina
Level 22: Mental Training
Level 24: Fortification
Level 26: Assault
Level 28: Serum
Level 30: Tactical Training: Leadership
Level 32: Omega Maneuver
Level 35: Summon Spiderlings
Level 38: Call ReinForcements
Level 41: Electrifying Fences
Level 44: Ball Lightning
Level 47: Summon Striker
Level 49: Hasten


 

Posted

Glad to see its not just me who is going to go travel powerless


 

Posted

I decided on going without fitness pool and taking the SJ. Basically all crab attacks and the travel power that can be found on Recluse, sj. I did wonder how interesting combat kick may look on a crab come to think of it but went cj. With less acc needed, more end slots could be added so gimped depending on how much my end drain looks to end recovery but I just fancied it. Unhastened and forgetting numbers, I am settling for something that plays totally different to my other characters.

Slice
Channelgun
Longfang
Aim
Suppression
Venom Grenade
Arm Lash
W.A.W.G
Frag Grenade
Frenzy
Omega Maneuver

Wolf Spider Armor
Combat Training: Defensive
Combat Training: Offensive
Tactical Training: Maneuvers
Tactical Training: Assault
Tactical Training: Leadership
Mental Training
Call Reinforcements

Crab Spider Armor Upgrade
Fortification
Serum
Summon Spiderlings

CJ
SJ

I am more known for my dpm than my dps anyway XD .


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Without being able to test one myself I had a little look on ParagonWiki and came up with this:

Crab Spider Soldier
Channelgun
Slice
Longfang
Aim
Suppression
Arm Lash
Venom Grenade
Frenzy
Omega Maneuver

Training and Gadgets
Wolf Spider Armor
Combat Training: Defensive
Combat Training: Offensive
Mental Training
Call Reinforcements

Crab Spider Training
Crab Spider Armor Upgrade
Fortification
Serum
Summon Spiderlings

Mace Mastery
Mace Blast
Disruptor Blast
Summon Blaster

Fitness
Hurdle (or Swift, not sure)
Health
Stamina

So many powers that look tempting...


@Jay Leon Hart
Kerensky: this has nothing to do with underwear
Zwillinger: I put on my robe and wizard hat...
Synapse: I had to resist starting my last post off with "Yo dawg!"

 

Posted

[ QUOTE ]
Mace Mastery

[/ QUOTE ]
Unfortunately the Crab Spider (unlike the Bane) will still have redraw issues with Mace Mastery. I'd advise Mu instead, you get a decent blast, another AoE (choice of two actually) and a Ranged Pet. Or go Mako if you want to stack cones (Bile Spray rocks, as Praf's already stated) and don't mind a melee pet.

[ QUOTE ]
Hurdle (or Swift, not sure)

[/ QUOTE ]
Given three slot choices I'd go with Hurdle, CJ and SJ and feel completely ungimped.
Given two slot choices I'd either go with Hurdle + CJ or Swift + SS (assuming I'm taking Hasten).
Given one slot choice I'd go with Swift, slot a RunSpeed into Sprint and live with my gimpiness.

In my build above I went for Leadership Pool Assault rather than CJ, but I was thinking of dropping Aim for it. Then I thought: "heck, it's Redside... there's always Infinite Sky Raider Packs from Ouroboros". And if worst comes to the worst, I can always roll that Kinetic Corruptor on my second account... SB, Fulcrum, IR and ID are almost custom-made for Crab Spiders, to say nothing of Transfusion/Transference.


 

Posted

As with every other character of mine, it's all about the concept

The Mace Mastery pet seems to follow suit for the other 2 summons for a new kind of tankermind. I'm not even sure I'd slot the mace powers themselves, let alone use them.

I think it's time to download the unofficial Mid's update and have a looksee...


@Jay Leon Hart
Kerensky: this has nothing to do with underwear
Zwillinger: I put on my robe and wizard hat...
Synapse: I had to resist starting my last post off with "Yo dawg!"

 

Posted

Any chance someone can draw up a preliminary build for banes? ^^ something with strong melee and defences preferably thanks in advance


 

Posted

Whats right for one isn't good for all. It all comes down to intentions. People vary on what powers they would actually like and ask themselves "What would if they have to consider dropping something to meet those intentions, drop?"

Priorities: Looking at the build you had I thought ouch I would want knockback protection by 20 myself so I can SF whenever with the VG. Maybe you do too, maybe you don't but if you did, what would you consider the least essential to fit that power in? I would of looked at the attack chain, and see how it went, is it gappy? Is it the most economical? Have I more attacks than I need? Can I, by slotting differently close the gaps in it and lose an attack I really didn't fancy anyway? Are you taking a power because there was not much else to take? Are you sure you really need the levels of say acc or tohit you do in that level range or have you slotted it needlessly too early?

I'll tell you now, when I looked at your build, I didn't look at the pretty pictures and say yeah that looks right. I read the figs. I found that personally if I had to exemp and to the first SF I'd rather have acrobatics or some form of kb protection coming from my toon in order to enjoy it. Whilst going through the attack chain what is the endurance bar doing and how much are the end slots you put in really saving? Could I save more by putting end slots elsewhere? And so decided to not do what looks right or feels right but what I gain from the figures. Other people may find stamina more urgent and would sacrifice other things to get it and so on. Once sorted on how to roughly slot things you then have a build that can be used as a guideline. Some guidelines work out better than others.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

If someone intends to solo well, i could probably enjoy their build