Crab Build eyeballing
But I'm not making a mace/shield brute...
You go to bed!
(This character already exists, and he's level 39, and a bane spider, and makes me )
A bit of weirdness. Have you decided whether you want to be a melee or a ranged Crab? The reason I ask is because you have Frenzy and Suppression. Just for the heck of it, I did respec mine into a melee crab once and I hated it due to the lack of a taunt aura and no way to control the scatter. Although with a Brute holding aggro it might be different.
Also, there isn't much ranged softcapping, which is actually quite easy to do if you are so inclined.
In addition, you can go for an absolutely devastating cone chain if u start with Venom Grenade and switch to Arctic Breath (for the stacking res debuff), Bile Spray (which is toxic damage that venom grenade gives double -res debuffs for), School of Sharks and then cycle back to Suppression. Needless to say the tunnel ambush spawn kill for Reichman is one of my favorites on this toon.
You went for Gloom, which I'm guessing you did to cover the single target DPS hole, but it's quite unnecessary because having pets means they will focus fire any single target left behind after your AOE. I'd recommend you go for heavier recharge and maybe pick up hasten to help with keeping Serum recharged and make Channelgun and Longfang a single target attack chain (although I think it's still worth using the venom grenade and arctic air -res debuff on single targets). Plus with a Brute around those res debuffs will be awesome; not to mention they help your pet dps too!
If that makes any sense to you and u want my build, send me a PM, but I'm sure u can whip up something just as good in a few mins.
Um, it is soft-capped to range. With a brute around, my melee defences aren't that big a deal.
Um, it is soft-capped to range. With a brute around, my melee defences aren't that big a deal.
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Can u post the datachunk?
Sure. That's weird.
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Oh that's so much better.
Call Reinforcements needs recharge; maybe one less posi set and 5 slot expedient reinforcement with a Call to Arms frankenslot. Hasten would probably help this and perma Serum as well.
Everything else looks dandy (if ur not going for the cone chain and are going the way of frenzy).
For my crab spider I was building for recharge so that I could keep the pets up consistently because they provide a lot of damage and survivability. The fast recharge options for slotting are really good and cheap and also give global recharge benefits. I too thought frenzy was a bit odd for a choice in there.
I had to sacrifice some bonuses, but here's what I currently got:
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Crab Build: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Hold%(7)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(13), Dev'n-Hold%(13)
Level 4: Combat Training: Defensive -- DefBuff-I(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dam%(19), Posi-Acc/Dmg/EndRdx(23), LdyGrey-%Dam(43)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-EndRdx(17)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(27), Posi-Dmg/Rchg(33), Ragnrk-Knock%(46)
Level 14: Health -- RgnTis-Regen+(A)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Combat Jumping -- Krma-ResKB(A)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(25), TtmC'tng-EndRdx(25), TtmC'tng-ResDam(37)
Level 26: Super Jump -- Zephyr-ResKB(A)
Level 28: Serum -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Rchg(33)
Level 30: Aim -- RechRdx-I(A), AdjTgt-ToHit/Rchg(31), AdjTgt-Rchg(31)
Level 32: Omega Maneuver -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34), Zinger-Dam%(40)
Level 35: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-+Res(Pets)(37)
Level 38: Call Reinforcements -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), C'Arms-Acc/Dmg/Rchg(40), RechRdx-I(40)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Hold%(43)
Level 44: Dark Obliteration -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(45), Det'tn-Acc/Dmg(45), Det'tn-Dmg/EndRdx(45), RechRdx-I(46), RechRdx-I(46)
Level 47: Soul Tentacles -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(48), TotHntr-Acc/EndRdx(48), TotHntr-Immob/Acc(48), TotHntr-Acc/Immob/Rchg(50), TotHntr-Dam%(50)
Level 49: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 1: Ninja Run
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I can't check out the build in-depth atm but just eyeballing it (as requested ) I've noticed a few minor things.
I'd drop the LG damage proc from Suppression and put in an Achilles proc. Or in Venom Nade, whichever your preference.
Try to fit in the Leadership pool if you can. Double Maneuvers + double Assault = hooray. Good for you, good for your pets, good for the team. Smiles all round. I tend to think of Crabs as a mobile support/fire platform. Massive AoEs and -res debuffs, buffs for the team and the pets. You can afford to run the Leadership toggles due to Conditioning making +end and +rec that much more effective.
How set are you on GW for your Patron? I ask because if you're going the pet route with your Crab, the third pet is an awesome addition to your arsenal. The AoE blast having KB and redraw is a pain, but tbh you've got more than enough AoE hurt in your primary.
Hope that helps, I'll try to take a look at the build more thoroughly later on.
The Melee Teaming Guide for Melee Mans
I'd drop the LG damage proc from Suppression and put in an Achilles proc. Or in Venom Nade, whichever your preference. |
I wasn't super-set on GW except in that I know Gloom is very, very good for ST. With a pile of AoEs, ST is handy to have. I also want to avoid redraw, because I am a snob.
Remember that I'm gunna have a teammate here, a shield/macer - he's already high defence, so I don't need to push him all the way up with doubles.
How's the end consumption on dubs assault/maneuvers?
You can't put it in Venade. :| My inclination towards the LGrey proc is that the achilles heel proc works best on a creature that's going to survive another hit, or maybe another two hits - whereas the AOE damage procs might shove it an extra third...? Ah, I dunno. It's something of a math question. The concepts are solid in my mind but I'm not sure I'm expressing it.
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The way I figure it, Crabs have plenty of AoE (and your duo will too) so the chance for added debuff is worth more than an additional damage proc.
I wasn't super-set on GW except in that I know Gloom is very, very good for ST. With a pile of AoEs, ST is handy to have. I also want to avoid redraw, because I am a snob.
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I don't think I ever really used the mace blast(s), they were just set mules and prereqs for the pet.
Remember that I'm gunna have a teammate here, a shield/macer - he's already high defence, so I don't need to push him all the way up with doubles.
How's the end consumption on dubs assault/maneuvers? |
I dunno what the end consumption is on running double A/M but it's very manageable.
Double A/M is fantastic for teams in general, so just think of your mini army of pets as the rest of your team They benefit greatly from the added defense and damage.
The Melee Teaming Guide for Melee Mans
The whole res debuff thing is the reason why I am such a big proponent of Levi for Crabs. Arctic Breath is -15% res debuff, and it's AOE and up way more frequently than an Achilles Heel proc would be in Supression (although u can add it in there in addition to everything else). It also stacks nicely with Venom Grenade and Bile Spray (which btw is a 16 target cone) is toxic, so at least 10 of its targets benefit from -40% res debuff from Venom Grenade and 15% debuff from Arctic Breath.
On my crab I actually use the power pool assault instead of Omega Manuever, since that power has such a freaking long recharge time with out the Bang to back it up. Plus OM too often goes off after things are dead.
That 15% bonus from assault is a nice buff for me, my pets, and team. It ends up adding much more to the overall damage than OM over the course of a TF or whatever.
(edit) Not to mention that it free's up 4 or 5 slots.
Anyone mind casting their eyes over this? The character is going to be teaming with a mace/shield brute most of the time.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Crab Build: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Hold%(7)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(13), Dev'n-Hold%(13)
Level 4: Combat Training: Defensive -- DefBuff-I(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dam%(19), Posi-Acc/Dmg/EndRdx(23), LdyGrey-%Dam(40)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-EndRdx(17)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Acc/Dmg/EndRdx(27), Posi-Dmg/Rchg(33), Posi-Dam%(33), Ragnrk-Knock%(40)
Level 14: Health -- RgnTis-Regen+(A), Heal-I(46)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Combat Jumping -- Krma-ResKB(A)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- ResDam-I(A), ResDam-I(25), ResDam-I(25)
Level 26: Frenzy -- C'ngBlow-Dmg/Rchg(A), Erad-Dmg(27), Erad-Acc/Rchg(29), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(31), LdyGrey-%Dam(43)
Level 28: Serum -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(34), Dct'dW-Rchg(37)
Level 30: Aim -- RechRdx-I(A), AdjTgt-ToHit/Rchg(31), AdjTgt-Rchg(31)
Level 32: Omega Maneuver -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(39), Posi-Dam%(39), Posi-Acc/Dmg/EndRdx(39), Zinger-Dam%(40)
Level 35: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-+Res(Pets)(37)
Level 38: Super Jump -- EndRdx-I(A)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Hold%(43)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46), Cloud-%Dam(46)
Level 47: Call Reinforcements -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(48), BldM'dt-Acc(50), BldM'dt-Dmg(50)
Level 49: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 1: Ninja Run
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