Building a SoA


devil dingo

 

Posted

ok guys, need some clarity here.

once you ding 24 and can choose which path to progress, how does it work?

do you choose all powers and slots again or just pick a new power? as i'm trying to make a build but am confused as all heck...


 

Posted

Basically as soon as you talk to the arbiter at 24 you will automatically have to respec your character.

This time however you will have new powers to choose from, basically the Bane or Crab powers (or you can go back and pick the same wolf powers as well) and the powers you can choose from start at level 1.

So for instance for your level 1 power you can pick Single Shot/Pummel from the Solider set, Channelgun /Slice from the crab set, or Bash/Mace Beam from the Bane set.

However once you've chosen Bane or Crab you are locked into that, and cannot pick from the other set, either your a Bane or you are a crab. You will still be able to pick powers from the Solider set regardless.

Word of advice if you are considering trying both playstyles be aware that once you pick Crab powers you are stuck with the arms, even if you later go back and change to a Bane (or Huntsman).


 

Posted

ok thanks. so basically i don't have to keep wolf spider powers then, only choose the ones i want. sweet thanks


 

Posted

Correct except for TT:M!!!!!!!


 

Posted

Yep at 24 I went Crab and this is basically how my build looked after the respec (minus slotting):

Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 23 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness

Villain Profile:
Level 1: Channelgun -- Empty(A)
Level 1: Crab Spider Armor Upgrade -- Empty(A)
Level 2: Longfang -- Empty(A)
Level 4: Combat Training: Defensive -- Empty(A)
Level 6: Swift -- Empty(A)
Level 8: Suppression -- Empty(A)
Level 10: Tactical Training: Maneuvers -- Empty(A)
Level 12: Venom Grenade -- Empty(A)
Level 14: Health -- Empty(A)
Level 16: Tactical Training: Assault -- Empty(A)
Level 18: Frag Grenade -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Mental Training -- Empty(A)
Level 24: Fortification -- Empty(A)
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 6: Ninja Run
------------

You can see I kept grabbing the Leadership powers from the Solider, but grabbed the attacks and armor from the Crab set.

Also be aware that if you decide on a crab there is a difference in the venom and frag grenade, if you grab it from the solider section you will be firing it from your gun, if you grab it from the crab you shoot it from your arms.


 

Posted

ahh ok.

will help loads thanks a bunch guys


 

Posted

Quote:
Originally Posted by _Klaw_ View Post
Correct except for TT:M!!!!!!!

LOL Whats the deal with so many people not taking TT:M??
During the weekend i was on a team with 2 crabs, a widow, and a bane....all over level 35 and only 1 of the 4 had TT M (1 of the crabs). I was kinda dumbfounded. lol


 

Posted

You can save the second build until you hit 24 and then use that to train up the Crab or Bane powers and save the respec. Then your original build can be a Huntsman or otherwise specialize with the machine gun. I'm pretty sure with my Crab though I went ahead and used the respec to switch out a couple of powers, though, even on my original build.


 

Posted

Quote:
Originally Posted by devil dingo View Post
LOL Whats the deal with so many people not taking TT:M??
During the weekend i was on a team with 2 crabs, a widow, and a bane....all over level 35 and only 1 of the 4 had TT M (1 of the crabs). I was kinda dumbfounded. lol
I agree - I can barely see it on a Widow as you only get 5% def from the power (which is quite a bit compared to the pool manuevers, but small enough I can see folks thinking it is less important) but the Soldier version gives you 10% to all positions at a fairly low end cost (.21 end/sec) - that one power is almost as good as both def toggles on a shield scrapper/brute


Globals: @Midnight Mystique/@Magik13

 

Posted

Couldn't imagine skipping it, heck I didn't skip any of the leadership powers on my crab, they add so much for so little.


 

Posted

ok here's what i've come up with.

please note i hate using the fighting pool.

hence why it's not used.

also i like resists alot so that explains the slotting on crab and wolf armor... blame my invul tanker mentality

Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Leaping

Villain Profile:
Level 1: Channelgun -- Acc-I(A), Dmg-I(3), Dmg-I(5), Dmg-I(7), EndRdx-I(9), RechRdx-I(39)
Level 1: Crab Spider Armor Upgrade -- ResDam-I(A), ResDam-I(40), ResDam-I(50)
Level 2: Longfang -- Acc-I(A), Dmg-I(3), Dmg-I(5), Dmg-I(7), EndRdx-I(9), RechRdx-I(39)
Level 4: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(40)
Level 6: Swift -- Run-I(A)
Level 8: Combat Jumping -- EndRdx-I(A), DefBuff-I(46)
Level 10: Suppression -- Acc-I(A), Dmg-I(11), Dmg-I(11), Dmg-I(13), EndRdx-I(13), RechRdx-I(23)
Level 12: Tactical Training: Maneuvers -- EndRdx-I(A), DefBuff-I(43), DefBuff-I(48)
Level 14: Super Jump -- EndRdx-I(A), Jump-I(15), Jump-I(15)
Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(17)
Level 18: Venom Grenade -- Acc-I(A), Dmg-I(19), Dmg-I(19), Dmg-I(23), EndRdx-I(36), RechRdx-I(36)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- EndRdx-I(A), ResDam-I(25), ResDam-I(25), ResDam-I(27)
Level 26: Aim -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 28: Serum -- RechRdx-I(A), Heal-I(29), RechRdx-I(31), Heal-I(31), RechRdx-I(31), Heal-I(34)
Level 30: Combat Training: Offensive -- Acc-I(A), Acc-I(40)
Level 32: Omega Maneuver -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(34), RechRdx-I(34)
Level 35: Frenzy -- Acc-I(A), Dmg-I(36), Dmg-I(37), Dmg-I(37), EndRdx-I(37), RechRdx-I(39)
Level 38: Call Reinforcements -- RechRdx-I(A), RechRdx-I(48)
Level 41: Slice -- Acc-I(A), Dmg-I(42), Dmg-I(42), Dmg-I(42), EndRdx-I(43), RechRdx-I(43)
Level 44: Arm Lash -- Acc-I(A), Dmg-I(45), Dmg-I(45), Dmg-I(45), EndRdx-I(46), RechRdx-I(46)
Level 47: Summon Spiderlings -- RechRdx-I(A), RechRdx-I(48)
Level 49: Wolf Spider Armor -- ResDam-I(A), ResDam-I(50), ResDam-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 6: Ninja Run
------------


 

Posted

Before I get into any build or power specifics could I ask what your main goal is with your crab? Teaming? Soloing? Little bit of both?

Main reason I ask is because depending on what your doing you are going to find very little need or use out of the arm attacks and especially Wolf Armor.


 

Posted

little bit from a, little bit from b.


 

Posted

Ok well here is my opinion:

First the arm attacks generally just aren't worth it. I grabbed one earlier on to simply help me with an extra single target attack when a mob closed in, but I later dropped it when I got my pets. I probably would have been better of grabbing one of the rifle powers from the solider set (specifically burst and/or heavy burst) but I really didn't want to bother with the rifle anymore, however if drawing out your rifle on occasion doesn't bother you, grabbing both burst and heavy burst will probably be more effective in killing things.

Regarding the armors, wolf armor simply isn't going to add much to your surviability. The extra resistance is worth next to nothing, and while the extra status protection could be useful, your near scrapper level resistance with crab armor and fortification, unless you plan on PVPing (something I think crab would not excell in, though I could be wrong) your not going to get much bang for you buck grabbing and certainly not slotting the wolf armor. Also slotting crab armor isn't going to get you much either. You probably would be better off grabbing either TT Assault and/or TT Leadership over Wolf Armor, as this will buff you, and your pets solo allowing you to kill things faster (the ultimate defense) and of course will make you even more valuable in teams.

Regarding CT: Offensive, I personally didn't take it, though I do wish I could fit it in, I went with TT Leadership instead, again because it buffs my pets (and team members) grant it running all the toggles can be tricky earlier on, but once I got stamina slotted and endurance reducers in my attacks and toggles I really haven't had any issues (except against the Mu, but thats a different story). Having said that I don't think CT Offensive is a bad power and I wouldn't tell you to drop it out right, but make sure you consider the benefits of your alternatives.

For me Aim fell into the same category at CT: Offensive I wish I could get it in, but with my particular build I just couldn't quite fit it in, but I'm not going to tell you to drop it.

I wouldn't bother putting an endurance reducer in Combat Jumping, it's pretty cheap as is.

Your pets are pretty weakly slotted, they won't be useless, but if you can find someway to get them some extra slots it would go along way to boost just how good they can be. The Disruptors in particular (Call Reinforcements) do nice damage, I do mainly use the spiderlings as fodder though (hey why should I take the alpha strike).

Another power you may want to consider is hasten, though again it can be tough to fit in, but getting your pets back out faster is always nice, especially solo.


 

Posted

Quote:
Originally Posted by HeavyTank View Post
also i like resists alot so that explains the slotting on crab and wolf armor... blame my invul tanker mentality
I like resist as much as the next guy but the two extra slots you have in each power is only adding 0.98% resistance to smashing/lethal - this is a truly sad gain for a huge investment. It is a safe bet you can get a LOT more out of these slots somewhere else in the build.

Really, the best use of these powers if you feel you need to take both (and the wolf armor is pretty much a total waste on a crab) is to put a Steadfast protection +3% def IO and a Steadfast protection -KB IO in each of the default slots and leave them at that. The first one is about the cheapest way to add 3% def to all through an IO and the second is good because NONE of the soldier armor powers offer knockback resistance.

Personally, I would leave the crab spider armor at 1 slot, put the steadfast +def in it, drop the wolf spider armor and slot a karma -KB IO in combat jumping.

Other comments:

1. The end reduction in combat jumping is a total waste, it's base end cost is so small as to be insignificant (0.07 end/sec which is about 1/4th of most toggles). Even if you don't slot a karma -KB IO in this I would just put a single def in it and leave it at that.
2. Two leap IO's in super jump is way overkill - I am pretty sure that 1 will put you pretty close to the cap, if not at the cap. The end reduction is not needed unless you plan on leaving SJ on while in combat - end costs while traveling are generally never an issue.
3. Mental training gives you the equivalent of swift already, I much prefer taking hurdle on soldiers as hurdle + CJ + mental training makes you very mobile in combat. Plus the movement bonus from hurdle is an order of magnitude better than that from swift.
4. You have way overslotted many powers - level 50 IO's give you a lot more bonus than an SO would so any power where you are only enhancing one aspect (say, recharge in aim) you are losing a LOT of bonus by going with 3 L50 IO's, particularly for something like recharge where you get diminishing returns the more you slot. You could easily go with 2 L50 IO's in powers like aim and still get nearly as much return on the slotting where the third level 50 IO is only reducing the recharge on the power by 2 seconds.
5. Even if you don't want to go for IO set bonuses by L50 you are generally better off at least frankenslotting your attacks with cheap IO sets instead of using common IO's. You can get a lot more ehancement value for a lot cheaper investment - for example, in most of your attacks you have 42% acc/end reduction/recharge reduction and have way overslotted damage as you are losing about 30% enhancement to ED. The following IO slotting in longfang will get you 62% accuracy, 61% end discount, 80% recharge and capped damage:

L40 Ruin IO's: Acc/Dam, Dam/End, Dam/Rech, Acc/Dam/Rech, Acc/End/Rech
L35 Maelstrom's Fury: Dam/End/Rech

I don't know what pre-crafted 50's are going for on the market these days but the crafting cost alone on a L50 damage IO is 465K (232K if you have the recipe memorized) and I know that Ruin IO's go for a LOT less than this even on the redside market.


Globals: @Midnight Mystique/@Magik13

 

Posted

thanks

been an insightful chat

suddenly i'm glad i can't put my main tankers build into mids no more

file went lost in the move from win vista to 7.

it's been tweaked so many times it's blerrie madness