New to VEATs, how's this for a Crab build?


dave_p

 

Posted

I really never played red-side much (highest is like a 27 MM that I haven't touched in 2+ years), but I recently started up a SS/SD brute to bring over to blue side, and I plan on following up w/a Soldier. I read some of the guides and it looks like a Crab would suit my style the best--I love support roles that can also solo, and tend to favor AoE damage. I'm really surprised what these guys are capable of; I remember teaming w/Crabs on ITFs or LGTFs and wondering how the hell my Sonic defender had like 65% def all of a sudden.

Anyway, here's my build--I'm not entirely sure what I should be aiming towards, so I went w/a high ranged/AoE def build (good resists too) w/tons of AoE attacks and fast summoning pets. Any critiques would be appreciated.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

SoA Build: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Channelgun -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(13), Decim-Build%(31)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dam%(9), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rng(23)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(17)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(43)
Level 14: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(15), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(34), Posi-Dam%(37)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(19), RgnTis-Regen+(23), Mrcl-Heal(46)
Level 20: Frag Grenade -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(21), Posi-Dam%(21), Posi-Acc/Dmg(34), Posi-Acc/Dmg/EndRdx(40)
Level 22: Mental Training -- Run-I(A)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), EndMod-I(25)
Level 26: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(27)
Level 28: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(29), Aegis-Psi/Status(29), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam/Rchg(40)
Level 30: Serum -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Mrcl-Heal/Rchg(34)
Level 32: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(37), GSFC-Build%(42)
Level 35: Summon Spiderlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Dmg/EndRdx(37), BldM'dt-Dmg(42)
Level 38: Call Reinforcements -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Rchg(39), ExRmnt-Acc/Dmg(39), ExRmnt-+Res(Pets)(40), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(45)
Level 41: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(46)
Level 44: School of Sharks -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46)
Level 47: Bile Spray -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/Rng(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/EndRdx(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Conditioning
------------



| Copy & Paste this data into Mids' Hero Designer to view the build |
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An Offensive Guide to Ice Melee

 

Posted

There's certainly nothing wrong with it.

I prefer Call to Arms in Spiderlings. Then you get two proc auras with manuevers and the spiderlings are out almost all the time. Because it has a 6.25% recharge on it, then I'd put Thunderstrike into Channelgun, to make up some of the defense and not overdo the 6.25% recharge bonuses.

I'm pretty sure statistically you're better off with a third EndMod in Stamina than the Performance Shifter proc. Granted, the proc will randomly be way better, over time it's not as good.

I'd probably take Guardian over Bile Spray cause you have such a healthy amount of recharge that that's probably more attacks than you could use.

Again though, nothing wrong with. Just some thoughts.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

Quote:
Originally Posted by Gilia View Post
I'm pretty sure statistically you're better off with a third EndMod in Stamina than the Performance Shifter proc. Granted, the proc will randomly be way better, over time it's not as good.
Actually, only if you're slotting low-level EndMods. At level 50 you're hitting ED that makes the third generic IO not really as impressive as the second. Also, if you want to max out your benefit from Stamina, 4 slots with performance shifter proc, end mod, em/acc, em/rech gives more than 3x end mod and more than proc+3endmod. Plus you have the proc to help during any effect that turns off recovery, which is most useful for blasters/corrs/defenders but sometimes useful for everyone.

Somewhere in the scrapper forums there was a great breakdown of all the different ways you can slot stamina for 2, 3, and 4 slots and what was the stam/sec from it. For 3 slots the ideal is proc, and 2xend mod. Might as well use the second perf shifter since you get the set bonus.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

The Performance Shifter proc works out to about 13% recovery over time. Numina offers 10%, Miracle offers 15%, except it should be noted that the Numina/Miracle bonuses are reliable and constant increases to your recovery while the PShifter proc is a simple boost to your endurance. Still, over time it will average out to a decent amount of endurance gained back, and it costs far less than the Numina or Miracle pieces do. Assuming you already have two level 50 endmod IOs in Stamina, adding a 3rd level 50 IO would increase your end recovery from 45% to about 49%. In short, the Performance Shifter piece is a better use of the 3rd slot if you're using higher-level generic IOs. Ideally you could 4-slot Stamina with PShifter pieces to get extra movement, HP, and a recovery boost, but that's neither here nor there.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Thanks for the input guys.

I'll have to look at Call To Arms more closely--I almost have perma-Spiderlings w/Blood Mandate and better acc/dam #s. I'll have to see where the BotZ changes put me (should still be capped for range) and decide if I wanna even bother w/AoE.

Bile Spray seems to do a lot of damage, and I wanted a complete AoE attack chain. I honestly have no idea what a Crab attack chain should look like, and I haven't done any DPA/DPS calcs for red-side. It does seem like I have enough attacks to go gapless. Hell, maybe I'll pick up SJ for another BotZ set to make up for some of the nerf.


An Offensive Guide to Ice Melee

 

Posted

I'm going to suggest Mu Mastery (Electric Fences and Ball Lightning) instead of Leviathan Mastery. I know Bile Spray is toxic damage, and Venom Grenade does -40% res to toxic, but Bile and School of Sharks are cones, which mean you need to do more maneuvering in combat to get the best mileage out of them, which isn't a requirement for the Mu AoEs (the Mu AoEs will also have a higher target cap - 16 vs 10 - than the Leviathan AoEs as they are targeted and not cones).


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Heavy Burst and Suppression are cones as well. So I don't mind the shark cones since I'm lining up anyway.


Global = Hedgefund (or some derivation thereof)

 

Posted

Yeah, I've been playing cone-heavy blasters & defenders for years, hell even my Spines scrapper who has to constantly move around to maximize his cone & PBAoEs. I don't mind moving for cones.

IIRC, the 2 shark cones are the same radius, so lining those up is cake. Suppression is wider, but shorter, so it's kinda like lining up for the Dark, TT + Nightfall cones, and actually a bit easier since the shark cones are a bit wider than Nightfall. The max mobs hit is annoying, I admit.

Mostly tho, it's all about that -40% toxic res. That's just too tasty not to take advantage of.


An Offensive Guide to Ice Melee

 

Posted

Okay, I finally did my DPA calcs for VEATs and the patron powers. Seems that Ball Lightning kicks Bile Spray's behind, 42.97 vs. 22.98 (lvl 50 base DPA). Even with the extra 20% of tox res debuff, BL comes out way ahead. Plus the Mu immob prevents KB from Frag Grenades, and it just fits my concept better anyway, and it looks like Mu is by far the winner. Oh, and the 16 max targeting thing is nice too.

Modified build, which hits AoE def cap too, at least til I17, after which it should still be close.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

SoA Build: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Channelgun -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(13), Decim-Build%(31)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dam%(9), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rng(23)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(17)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(43)
Level 14: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(15), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(34), Posi-Dam%(37)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(19), RgnTis-Regen+(23)
Level 20: Frag Grenade -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(21), Posi-Dam%(21), Posi-Acc/Dmg(34), Posi-Acc/Dmg/EndRdx(40)
Level 22: Mental Training -- Run-I(A)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), EndMod-I(25)
Level 26: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(27)
Level 28: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(29), Aegis-Psi/Status(29), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam/Rchg(40)
Level 30: Serum -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Mrcl-Heal/Rchg(34)
Level 32: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(37), GSFC-Build%(42)
Level 35: Summon Spiderlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Dmg/EndRdx(37), BldM'dt-Dmg(42)
Level 38: Call Reinforcements -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Rchg(39), ExRmnt-Acc/Dmg(39), ExRmnt-+Res(Pets)(40), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(45)
Level 41: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(46)
Level 44: Electrifying Fences -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Dmg/Rchg(45), Det'tn-Acc/Dmg/EndRdx(46), Det'tn-Dmg/EndRdx/Rng(46)
Level 47: Ball Lightning -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Acc/Dmg(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/EndRdx(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Conditioning
------------



| Copy & Paste this data into Mids' Hero Designer to view the build |
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An Offensive Guide to Ice Melee