Quick question.
Not sure how much help I'm going to be but... I can say from my experience so far that my spider has CT:Offensive & TT Leadership.
With 1 SO Acc enhancement in each attack I hit fine, I would guess that missing CT:Offensive would require adding another Acc into each attack but I'm no number cruncher ;P
I currently have 2 Acc SOs, 3 Dmg SOs and an Achilles Heel: -res proc in each attack.
I'd do a quick build on test and see if your ACC is ok, I would say yes looking at 2 SO's in each attack and TT Leadership slotted for ACC.
Nope, there are only 2 reasons to take CT: O.
1) For the -acc resistance
2) To save a few slots that you might spend on +acc enhancements for something else.
As a rule of thumb, I find that anything over about +30% is sufficient, and anything over +40% is overkill. After that you will get more benefit from +To Hit powers.
I really should do something about this signature.
[ QUOTE ]
For the -acc resistance
[/ QUOTE ]So I'm good as long as I stay far away from any CoT.
Thanks for the info, guys.
I have CT: Offensive (and leadership).
When I solo my my hit chance is usually maxed to 95% and thats with only 1 acc. enh. and without running leadership.
But CT: Offensive and leadership is great for fighting purples esp. when in large teams.
Will my Crab underperform without CT: Offensive?
I've got TT: Leadership for a team ToHit buff. CT: Offensive is a passive self-only Accuracy buff.
Not only have I heard that ToHit buffs are better than Accuracy buffs for actually hitting things, but TT: Leadership is also enhanceable, grants Confuse/Terrorize resistance and perception, as well as allowing ToHit sets to be slotted. Of course, being better is to be expected as it's a toggle, not a passive.
So, will I miss horribly without CT: Offensive or is it unnecessary with accuracy enhancements in my attacks combined with the ToHit toggle? Trying to save as many power choices as possible because VEATs just get too many attractive choices...