Whale's Guide to the Crab Soldier


blueruckus

 

Posted

Whale's Guide to the Crab Soldier

Overview

Hey everyone. I don't post on the forums, but many of you know and chat with me on the Virtue server. My global chat handle is failwhale.

The Crab Spider is possibly the most versitile of the Villain Epic Archetypes (commonly referred to as VEATs). Crabs may be customized very specifically to your playstyle, moreso than any other archetype that I have played.

I want to start off by thanking Lobster for his excellent guide. Lobster has a different playstyle and perspective so there's a real advantage to reading his guide and comparing it to mine. I aso based my guide's structure around this guide. http://boards.cityofheroes.com/showthread.php?t=124467 The smiley faces indicate my personal preference.

Crab Soldiers are the swat or storm trooper branch of Arachnos. They can take a fair amount of damage in even the least defensive build, and deal a decent amount of damage. There are three main styles that are easy to build around. Each have common sub-styles. Here's a short list:

Ranged AOE (most common)
* Ranged AOE + Ranged Defense (very common, inexpensive, fun!)
* Ranged AOE + Recharge (uncommon, expensive, fun!)

Defense (common)
* Solid Defense + Weak AOE (very common, inexpensive, not my cup of tea)
* Solid Defense + Moderate AOE and ST (rare, very expensive, very fun)

Recharge and Pets (uncommon due to expense)
* Amazing Recharge + Pets + Moderate AOE (uncommon, very expensive, very fun!)
* Amazing Recharge + Pets + Moderate Defense + weak AOE (common, very expensive, no advantage - this is a flashy build but I find it boring)

Notice that I did not list a melee build here. Melee crabs can work, but they'll do far less damage than a ranged crab. If you simply must have a melee crab you'll want to design a build around:

* Melee + Recharge + All Pets
* Melee + Recharge + Defensive + 2 Pets

I'll go through each power and provide my thoughts and recommendations. Keep in mind that the most important aspect of designing your build is to tailor it to your playstyle. My recommendation is to determine early on which one of the main styles you find the most fun and design your build accordingly.

Powers

I'm not going to include numbers in the first draft of my guide. I may modify it in the future to include basic statistics based on a level 50 with no slotting.

Level 1.a Single Shot
A basic starting ranged attack that deals lethal damage. It's not a bad attack: the recharge is fairly quick and the animation time is low which means you deal more damage per second.

Level 1.b Channelgun
The Crab Spider basic ranged attack. I recommend you take this power over Single Shot. Channelgun deals energy damage which is far less resisted than lethal damage at all levels. It also looks much cooler, if you find that important. I do.

Level 1.c Pummel
Pummel is a fun mele attack because each time you use it there's a 66% chance of a mag 3 stun. I find that the stun really helps with liutenants at the lower levels. Only take this power if you're building a melee crab. There's no use for it in most builds.

Level 1.d Slice
Slice does the same damage as Pummel, but it uses one of your crab legs. It has a foe -def component instead of a stun which means this power serves as both a damage dealer and a light debuff. Only take this power if you're building a melee crab. I recommend this power over Pummel due to its wider range of slotting possibilities and the -def component which you WILL need as a melee crab.

Level 1.e Wolf Spider Armor
Level 1.f Crab Spider Armor
Both armors provide passive status protection to most effects. Wolf armor provides mag 2 protection and Crab armor provides mag 4 protection. The armors ARE stackable, but I don't feel that it's worth giving up one of your other powers just for the mild protection improvement.

Both provide 3% smashing, 3% lethal, and 2% psionic resistance. Keep in mind that crabs are defense-based, NOT resistance-based. Resistance will not have as big of an impact on your survivability as a crab. It's not worth slotting these.

Level 2. a Burst
Burst is a good single target attack. It includes a -def component which gives it some interesting slotting possibilities. It's lethal damage which is often resisted at higher levels.

Level 2. b Longfang
Longfang is another good single target attack with a -def component. It also deals lethal damage. I recommend taking Longfang over Burst for one reason: the shots fire from a crab leg instead of from your gun. That's just cooler.


Level 4. a Combat Training: Defensive
Take this power. Take it. It adds 10% ranged defense even with minimal slotting.

Level 4. b Combat Training: Offensive
There is absolutely no reason to take this power. Tactical Training: Leadership provides better set bonuses, and the advantages TT:L provides apply to your entire team. Why would you take this power? Why?

Level 6. a Aim
Aim provides a +To Hit and +DMG bonus for ten seconds. I can't see a reason to ever take this power. With good slotting you'll be doing plenty of damage, and it's not worth taking over another power.

Level 6. b Wide Area Web Grenade
A good immobilization power with a -fly and -recharge component. It will bring flying enemies to the ground. I recommend taking at least one immobilization power, and Wide Area Web Grenade is possibly the best choice. AOE builds should have this power. I couldn't fit it into my defense build. Melee builds should take this power so that they don't have to run after fleeing enemies.

Level 8. a Heavy Burst
Heavy burst is a cone attack with very good damage. It deals lethal damage. I personally hate this power because of its tiny 30 foot cone radius. In practice it winds up being a single target attack most of the time.

Level 8. b Suppression
Suppression is amazing. It's a cone attack with a 60 degree arc that has a very cool animation. The only problem with this power is the long animation time. Still, with slots you can get the damage on this power high enough that you can clear crowds with it. Suppression deals energy damage. I would recommend that every build take this power.

Level 10. Tactical Training: Maneuvers
TT:M is the single greatest defense power a crab spider gets. It also requires minimal slotting to be at its most effective. With four slots in this power you will have 15% defense against everything, AND you'll provide that same defense to your team. The downside? It's a toggle. Take this power.

Level 12. a Bayonet
Bayonet is a great single target attack. It deals lethal damage with a small DoT component thrown in for good measure. Ranged builds will have no need for this power. Melee builds should take it without question.

Level 12. b Arm Lash
A great melee attack with a cool animation. Your crab legs lash out at the enemy. Ranged builds should skip this power. Melee builds should take it.

Level 12. c Venom Grenade
Note: this power is available in both the soldier and crab pools. Take the crab pool version as it animates faster and has a cooler animation in general. Take this power. It provides a -20% resist all debuff, and a 40% resist toxit debuff. Take this power.

Level 16. Tactical Training Assault
TT:A is a good power. It provides a 15% damage buff that helps both you AND your team. I find room for it in my AOE builds. Take it if you're focusing on AOE, keep it at its single slot, and run with it.

Level 18. Frag Grenade
Note: this power is available in both the soldier and crab power pools. Take the crab version. It loads faster and has a more fun animation. Frag Grenade is a decent attack with a tiny AOE radius of 10ft. It deals lethal and smashing damage, the two types that are most resisted. I almost never take Frag Grenade because of its tiny radius, but if you need another attack to fill out your chain this is not a bad choice.

Level 20. Tactical Training: Leadership

Take this power. I'll repeat, take this power. TT:L is often skipped over for TT:A. That is a mistake. Properly slotted TT:L will provide a greater damage buff, ensure that your accuracy for ALL powers is phenomenal, increase your perception tremendously, plus whatever set bonuses you swing.

To give you some idea, slotted with Gaussian's this power will give you a 55.8% ToHit buff, 69.2% perception buff, 80% damage buff, 51% ResEffect Perception buff, Mag -5 confusion buff, Mag -5 fear buff, 60.55% Mez / confusion resist buff, plus the set bonuses.

Level 22. Mental Training
Mental Training is a power every build should take. It adds +recharge, +run speed, + fly speed, and 40% resistance to slow debuffs.

Level 24. Fortification
Take this power. It provides hefty resistance to all damage types but psionic. With minimal slotting you will get an 35% resistance to all but psionic.

Level 26. Frenzy
Frenzy is the iconic melee attack power. It deals lethal and energy damage. It's a fun power that has your character lash out in, well, a frenzy at your enemies. That being said, it has a tiny aoe size of 8 which means you'll only hit enemies that are physically hitting you. Take it if you're a melee crab, ignore it if you're not.

Level 28. Serum
Serum provides a hefty health bonus and a heal. If you slot serum so that it permanently recharges you have a health bonus of at least 600. Recharge builds can achieve this without a lot of effort. Defense builds can either attempt to either have it on permanently, or use it as an occasional heal. I always take this power.

Level 32. Omega Maneuver
Omega Maneuver is the Crab Soldier's “nuke”. It deals superior smashing and energy damage with a mag 3 stun. The animation has your bomb run out, taunt all nearby enemies with a mag 4 taunt, and then explode. The damage is less than a true nuke, but there's no crash and the endurance is light. I would take this power for the fun of it if you can fit it in. Don't plan on using it for many real-world applications. Defense builds will usually skip it.

Level 35. Summon Spiderlings
Three mechanical spiderlings drop down from above. They're two levels lower than you. Spiderlings are a fun pet, but they're easy to skip. The damage they deal is minimal, and they die quickly in large groups. The damage they deal is lethal so most level 50 enemies will not even feel it. They will not be able to hit strong lieutenants or bosses. The only advantage of these pets is that they are easy to have out permanently with hasten, but since they provide such little benefit I find that this advantage is moot.

Summary: take this power if you want it for the fun of the pets, not for the damage they bring.

Don't use this power if you already have Spiderlings out. The power will use up your endurance and no additional spiders will appear.

Level 38. Call Reinforcements
These are the REAL spiders! These Arachnobot Disruptors have a moderate amount of health, so they stick around for a while. Each spider has an electric hold, a web grenade immobilize, a single target electric attack, and an AOE electric attack. Sound good? That's because they are.

On defense-heavy builds these pets will pick up your TT:M and TT:L bonuses making them little powerhouses. They can easily take lieutenants on their own. Recharge builds will have these out permanently. AOE builds should take them for the damage bonus. Melee builds should take them because it's nice to have SOME ability to hit ranged targets.

Power pools

Leadership. Maneuvers is an obvious choice. Throwing this into your build will provide a 5.5 defense increase to all but psionic (slotted). The buff will also spread to your team. That means you'll be giving a 21% def to all bonus (slotted) to the entire team. Teams will love you. Two spiders will cap anyone's defense making your team untouchable for all damage types other than psionic.

Fitness: (Swift or Hurdle), Health, Stamina. Take both health and stamina. You'll need it. I four or five slot both health and stamina for the set bonuses and regeneration, but that's only useful for defense builds.

Leaping: Combat Jumping will provide a 2.8% (slotted) defense to all for minimal endurance.

Flight: Hover will provide a 2.8% (slotted) defense to all for minimal endurance.

Fighting: (Boxing or Kick), Tough, Weave. Tough will provide 20% (minimal slotting) resistance to smashing and lethal. Weave will provide 7-8% defense to all.

Patron Power Pools (PPP)

Crab spiders receive the same patron power pools as Brutes. There are certain power pools that work better with crab spiders due to lack of redraw and helpfulness. The following is a list in order of usefulness when combined with your other powers:

Captain Mako (Leviathan):

School of Sharks. A decent immobilize. Remember how I said you should have at least one immobilize? If you didn't take Wide Area Web Grenade you should take this. It does not protect against knockback which means that frag grenade will not play nice with this power.

Bile Spray. Cone damage. The single strongest attack a crab spider can get. Use venom grenade then Bile Spray and you will clear a room in two hits. Seriously.
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Scirroco (Mu Mastery):

Mu Lightning. A good single target attack that deals energy damage. Take this if you need to improve your single target attack chain. An -endurance debuff is encluded.

Ball Lightning: A good targeted AOE with a small radius. An -endurance debuff is included.

Electrifying Fences. A good immobilize. Take this if you didn't take Wide Area Web Grenade. It prevents knockback which means it will play nicely with your frag grenade.

Summon Striker. A good pet. Mu Strikers deal energy damage that saps enemy endurance.
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Black Scorpion (Mace Mastery):

All Black Scorpion powers cause redraw which slows down your attacks slightly. If this weren't the case I would place this patron pool above Mu Mastery.

Web Envelope. A decent immobilize. Take this if you didn't take Wide Area Web Grenade. It does not prevent knockback which means that you shouldn't follow up with a frag grenade.

Disruptor Blast. a good AOE attack that deals smashing and energy damage. The knockback component is annoying because it sort of ruins the effect of the Web Envelope.

Summon Blaster: Your very own Arachnobot. It deals energy damage. This is a great pet to have.
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Ghost Widow (Soul Mastery):

The Soul Mastery PPP has the most versatility, but it doesn't offer crabs as much as the other pools. In short, these are good powers, just not as helpful as what the other pools offer.

Gloom. An amazing Damage over Time (DoT) attack. It deals negative energy which is rarely resisted. It also includes an -Accuracy debuff.

Soul Tentacles. An immobilize that does less than the other patron pool immobilization powers, but includes more damage. Since you'll be slotting this for immobilization the damage component isn't much help. Take this if you didn't take Wide Area Web Grenade.

Dark Obliteration. A ranged AoE that deals good damage and has a -Accuracy debuff.

Darkest Night: A very nice toggle! It debuffs enemy damage and tohit in the immediate area.
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Slotting

The following sets are recommendations only. Mix and match to create bonuses that compliment each other. Also, check out Lobster's guide for some great recommendations: http://boards.cityofheroes.com/showthread.php?t=124467


General
* 6 slotting Thunderstrike in Channelgun, Longfang, or your patron power single target attack will provide great damage at a low cost. It will also provide 2.5% ranged defense per set. This will help you cap defenses easily.
* 5-6 slotting Devastation in Channelgun or Longfang (recommended: Longfang) provides a hit point bonus, 3% overall damage buff, 3.75% psionic defense, and 12% regeneration.
* 6 slotting Gaussian's in TT:L provides a 2.5% defense bonus to the most common types (Mele, AOE.
* 4-slotting Gift of the Ancients in TT:M provides recovery, endurance, and a 56% defense boost.
* 5-slot Aegis in Fortification to receive 3.13% defense to AoE.
* 1-2 slot Combat Jumping with Defense/Endurance and Endurance/Recharge.
* 1-slot Steadfast Protection: Resistance/Def 3% in Crab Spider Armor
* 4-5 slot Stamina for 10% hp regeneration, 1.5% endurance recovery.
* 1 slot Stamina with Perforamce Shifter: Chance for + End.
* 1 slot Sprint: for Unbound Leap +Stealth for a reliable 30ft stealth power.

AOE
* Positron's Blast. 5 or 6 slot a power with Positron's and enjoy the carnage! Recommended: Venom Grenade and/or Suppression.
* Detonation is a great set for any of your AOE powers. 5 slot it for 1.88 AoE defense.

Recharge
* Positron's Blast. 5 or 6 slot a power with Positron's and enjoy the carnage! Recommended: Venom Grenade and/or Suppression.
* 6-slot Decimation in Channelgun or Longfang for 6.25% recharge. Recommended: Longfang.
* 6-slot Entropic Chaos in Channelgun or Longfang for 6.25% recharge. Recommendation: Longfang, unless you go with both Entropic Chaos AND Decimation (very expensive!!!).
* 5-slot Red Fortune in CT and TT:M for 2.5% ranged and 5% recharge per set.

Defense
* 6 slotting Shield Breaker on Channelgun or Longfang (recommended: Channelgun) effectively turns a power into a defense debuff. It also provides 2.5 defense to AOE, 3.13 defense to melee, and a few other defense bonuses. Expensive, but you're now able to debuff AND you're tougher.
* 4-slot Gift of the Ancients in Maneuvers.
* 3-slot Aegis Resistance in Tough
* 3-slot Health with Numina's. Try to get Numina's +Regeneration/+Recovery.
* 1-slot Health with Miracle +Recovery.
* 6-slot Enfeebled Operation in your immobilize. You did take an immobilize as I recommended, right? 3.13% melee,
* 5-slot Red Fortune in CT and TT:M for 2.5% ranged and 5% recharge per set.
* 2-slot Luck of the Gambler anywhere for 10% HP regeneration. Recommendation: TT:M.

Pets
* 4-slot Call to Arms for 6% enhanced recharge.
* 2-slot Expedient Reinforcements with recharge. With Call to Arms 4-slotted you'll have a total of 19.30% recharge.

Melee
* 5-6 slot Scirocco in Frenzy or Arm Lash for 3.13% AoE defense, 10% regeneration, accuracy.
* 6 slot Mako in Frenzy, Slice, or Arm Lash for 3.75% melee defense.
* 6 slot Touch of Death in Frenzy, Slice, or Arm Lash for 3.13 melee defense.
* 6 slot Crushing Impact in Frenzy, Slice, or Arm Lash for +Recovery, + Accuracy, some much-needed psionic resistance, and +5 recharge! (Inexpensive compared to the other options.)
* 6-slot Multi-Strike for 1.88% defense to AoE and melee. (Inexpensive.)

Builds

I'm not going to post any example builds unless there's a significant demand. I find that designing builds is a personal act and each build should be tailored to your particular playstyle. Read Lobster's guide for examples of good starting builds: http://boards.cityofheroes.com/showthread.php?t=124467

Edit: Okay, I've already received requests for builds. See below.


 

Posted

Whale's Recharge + Pets build

This Build is based on Lobster's "Mad Recharge" build. I substituted Frag Grenade for Maneuvers and slotted the build so that a team would receive the benefit of the Red Fortune sets. 40 ranged defense, 30 AoE, 27.5 Mele. 195% recovery and 193.8% recharge.

The only downside is that the Disruptors have an 8 second gap. To make the Disruptors permanent simply replace the Expedient Reinforcements: Resist Bonus Aura for Pets with a IO Recharge Reduction. I thought that 8 seconds was worth the 3% ranged defense.

This build solos and teams well as long as it doesn't get overwhelmed. Use pets to mitigate damage. Teams will love you for your buffs and sustained damage. Elite bosses are difficult. You'll rely heavily on your pets.

Villain Plan by Mids' Villain Designer 1.803

http://www.cohplanner.com/

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Channelgun -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(17)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Longfang -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(17)
Level 4: Combat Training: Defensive -- LkGmblr-Def(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(34)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(19), LkGmblr-Rchg+(46)
Level 12: Venom Grenade -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(13), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(15), Ragnrk-Dmg/EndRdx(27)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/Rchg(23), Mrcl-Rcvry+(43)
Level 18: Super Jump -- ULeap-Jump(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod/Rchg(31)
Level 22: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(23), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-Rchg(40)
Level 24: Fortification -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25), ImpArm-EndRdx/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(27)
Level 26: Mental Training -- Run-I(A)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Serum -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(37), Dct'dW-Rchg(46)
Level 32: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(43), LkGmblr-Rchg+(50)
Level 35: Summon Spiderlings -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(36), C'Arms-Dmg/EndRdx(36), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(37), C'Arms-+Def(Pets)(37)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-Dmg/EndRdx(40), ExRmnt-+Res(Pets)(40)
Level 41: Electrifying Fences -- GravAnch-Immob(A), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/Rchg(42), GravAnch-Immob/EndRdx(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rng(46)
Level 47: Summon Striker -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
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Fail Whale's Impervious Build

This build was made for tanking. It has Ranged, Mele, AoE, Cold, and fire soft-capped. Smashing and lethal are at 41.7%. Recovery is 200% and regen is 223%. The damage on this build is moderate - it is higher per hit than the recharge build, but can't sustain the same level in a long-term fight.

This build performs extremely well both solo and in teams. Teams will love you for your buffs and your durability, but you won't deal over-the-top damage as with the recharge build.

Lastly, and this is a dark subject on these forums, this build can farm with ease. Electrifying fences will hold the crowd, follow it up with a venom grenade, ball lightning, and suppression. Everything will be dead. Elite Villains are solo-able as long as they're not psi.

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Fail Whale Impervious: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Channelgun -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(3), ShldBrk-Acc/Rchg(5), ShldBrk-DefDeb/EndRdx/Rchg(7), ShldBrk-Acc/EndRdx/Rchg(9), ShldBrk-%Dam(19)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Longfang -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(7), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Dev'n-Hold%(45)
Level 4: Combat Training: Defensive -- GftotA-Def(A), GftotA-Run+(43)
Level 6: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), GftotA-Def(29), GftotA-Def/EndRdx(34)
Level 8: Hurdle -- Jump-I(A)
Level 10: Tactical Training: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(11), GftotA-Def(17), GftotA-Run+(17)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
Level 14: Suppression -- Posi-Dmg/Rng(A), Posi-Dmg/Rchg(19), Posi-Dmg/EndRdx(21), Posi-Acc/Dmg(23), Posi-Dam%(40), Posi-Acc/Dmg/EndRdx(43)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/Rchg(21), Mrcl-Rcvry+(37), Numna-Heal/EndRdx(40)
Level 18: Boxing -- Empty(A)
Level 20: Stamina -- P'Shift-End%(A), Efficacy-EndMod(23), Efficacy-EndMod/Acc(25), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/EndRdx(27)
Level 22: Tactical Training: Leadership -- GSFC-Build%(A), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(31), GSFC-ToHit/Rchg(36), GSFC-ToHit(37), GSFC-ToHit/Rchg/EndRdx(39)
Level 24: Fortification -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(33), Aegis-ResDam/Rchg(34)
Level 26: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(33), Aegis-EndRdx/Rchg(33)
Level 28: Serum -- H'zdH-Heal(A), H'zdH-Heal/Rchg(34)
Level 30: Weave -- GftotA-Def(A), GftotA-Def/EndRdx/Rchg(31), GftotA-Def/EndRdx(36), GftotA-Run+(37)
Level 32: Combat Jumping -- Ksmt-Def/EndRdx(A), Ksmt-EndRdx/Rchg(36)
Level 35: Super Jump -- Jump-I(A)
Level 38: Call Reinforcements -- C'Arms-Acc/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(39), C'Arms-Acc/Dmg/Rchg(39), C'Arms-Dmg/EndRdx(40), ExRmnt-Acc/Rchg(42), ExRmnt-Acc/Dmg/Rchg(43)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob(42), Enf'dOp-Immob/Rng(42), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/EndRdx(46)
Level 44: Ball Lightning -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/Rchg(46), Det'tn-Dmg/EndRdx(46), Det'tn-Acc/Dmg(48)
Level 47: Summon Striker -- C'Arms-Acc/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(48), C'Arms-Acc/Dmg/Rchg(48), C'Arms-Dmg/EndRdx(50), ExRmnt-Acc/Rchg(50), ExRmnt-Acc/Dmg/Rchg(50)
Level 49: Mental Training -- Run-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 0: Ninja Run
------------





 

Posted

You come at Crabs with a lot of perspective I share, but there was something
critically important to be pointed out:

Quote:
Originally Posted by failwhale View Post
Whale's Guide to the Crab Soldier

Overview

Level 20. Tactical Training: Leadership

Take this power. I'll repeat, take this power. TT:L is often skipped over for TT:A. That is a mistake. Properly slotted TT:L will provide a greater damage buff, ensure that your accuracy for ALL powers is phenomenal, increase your perception tremendously, plus whatever set bonuses you swing.

To give you some idea, slotted with Gaussian's this power will give you a 55.8% ToHit buff, 69.2% perception buff, 80% damage buff, 51% ResEffect Perception buff, Mag -5 confusion buff, Mag -5 fear buff, 60.55% Mez / confusion resist buff, plus the set bonuses.
Gaussian's doesn't provide the massive to-hit and damage buff on a permanent
basis when slotted. That's a side-effect of the way Mids(and possibly other hero
planners) handle the data. Those extra boosts come from the chance for build
up proc in the set.

I'm a big proponent of it, I think it's an excellent slotting choice for TTL, but you
will not be getting a consistant damage boost or the extra to-hit. These bonus'
will only happen the proc fires off, which is a small random chance, but very
nice when it happens.


 

Posted

I kinda wtf'd when I read this too. TT:L is NOT a direct damage buff. You'll get about 15 tohit when slotted properly. For damage I recommend all spiders grab both assaults.


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

Thank you for the great feedback! I took the numbers directly from Mids in an attempt to be accurate. Please let me know if any of the percentages I copied over are off. I'll fix the TT:L paragraph today.


 

Posted

Pets
* 4-slot Call to Arms for 6% enhanced recharge.
* 2-slot Expedient Reinforcements with recharge. With Call to Arms 4-slotted you'll have a total of 19.30% recharge.
------------------------------

Could you provide some clarification on this? Both of these IO Sets provide a 6.25% recharge bonus at the 4th slot. I'm not sure where this 19.30% number is coming from.


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

I posted this in Luminara's Archery Guide originally, but the effects and principles translate just as wonderfully over here in Crab-land. I basically use this particular configuration of frankenslotting on just about every character with a Cone attack now. The difference is quite phenomenal, since hardly ANYTHING in the game will give you any sort of Range Buff for Target AoE slotting.

One of the few variants I've come up with is to swap out the two commons for Taunt/Range/Recharge set IOs on my Tankers, since there's pretty much nothing else in sets that will offer Range/Recharge. Using Taunt/Range/Recharge on Cone attacks of course makes for a very nice Punchvoke enhancement.

-----

  • Detonation - Accuracy/Damage/Endurance: Level 50
  • Detonation - Damage/Endurance/Range: Level 50
  • Positron's Blast - Damage/Range: Level 50
  • Positron's Blast - Accuracy/Damage/Endurance: Level 50
  • Range IO: Level 50
  • Recharge Reduction IO: Level 50
Detonation @ 50
MezResist(Sleep) 1.65%

Positron's Blast @ 50
2.5% (0.04 End/sec) Recovery

Enhancement Totals
  • Accuracy: 42.40%
  • Damage: 88.07% (Pre-ED: 90.10%)
  • Endurance Reduction: 63.60%
  • Range: 51.93% (Pre-ED: 54.19%)
  • Recharge: 42.40%
Increased Cone Range by +50% increases area of effect (ft^2 area) held at risk by more than double.
Increased Width of Cone At Range means more targets can be attacked simultaneously, increasing damage throughput of Cone Attacks.

Being able to hit even a single extra target beyond base range approximately equals the amount of additional damage gained from a Positron Proc, particularly when adding Leadership: Assault into the mix.


It's the end. But the moment has been prepared for ...

 

Posted

I was wondering if anyone had seen a decent build geared towards blapping. Possibly with pets, possibly without. I'm not terribly sure what route I want to go with my Crab, but I'm definitely keen on the thought of picking up Slice, Frenzy, and Arm lash.

Has anyone played or seen a build like this around? It'll help me finally decide the direction I'm going with my Crab, who's been languishing at 38 for months.


"Iron defenses and a crappy attitude do not, a tanker, make."

Proud Leader and founder of The Gangbusters Super Group and The Madhouse Villain Group: Ask me about becoming a member!