Is it a bad Crab move/build


EricHough

 

Posted

To pick up both the ranged and melee powers? It just seems rather appealing and I'm not attempting to build the greatest crab ever made, nor do I want one that is really horrible. Just one that suits my character concept some and is still effective even if they aren't min/maxed to the extreme.

One of the key things I suppose is that I don't plan on taking a travel power at all, nor picking up spiderlings and I'm not greatly interested in Patron powers other than grabbing one of the AoE immobilizes probably the Mu Electric cages.

This is what I've come up with so far, not to concerned with slots atm until I sort out which powers I'm taking.

1Channelgun

1Crab Spider Armor Upgrade

2Longfang

4Combat Training: Defensive

6Hurdle

8Suppression

10Tactical Training: Maneuvers

12Venom Grenade

14Health

16Tactical Training: Assault

18Frag Grenade

20Stamina

22Mental Training

24Fortification

26Kick

28Serum

30Tough

32Omega Maneuver

35Weave

38Call Reinforcements

41Slice

44Arm Lash

47Frenzy

49Electrifying Fences


 

Posted

It's not a bad move, just unnecessary. Crabs are pretty easy to build for the Ranged softcap and for constant, ranged AoE and ST chains, so melee isn't needed.

Of course, play whatever you find fun.


 

Posted

I went with a mix of melee and range on my crab - frenzy and arm lash are just too good to pass up and I found that all the mobs tended to close up anyway so I prefer those to frag grenade. I also took the fighting pool (boxing, tough, weave) so I could push my smashing/lethal resistance up and cap all positions with some careful IO slotting.

The cost of this is that I didn't go for a pet build - I never remember to summon the things anyway so I decided to go for more of a tank than a mini-MM.


Globals: @Midnight Mystique/@Magik13