A Crab Build


BenRGamer

 

Posted

Okay, I decided to make up a Recharge-Intensive Crab build--money is no object, but I was able to get up to 183% global recharge while only using one purple set.

Anyway, leave comments, critiques, or suggestions please.

The build has i19 in mind and thus I didn't take fitness--and saved 2 slots to represent 3-slotting stamina with EndMod IOs, and that's all.

Villain Plan by Mids' Villain Designer 1.81
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: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Channelgun

  • (A) Decimation - Accuracy/Damage
  • (3) Decimation - Damage/Endurance
  • (3) Decimation - Damage/Recharge
  • (5) Decimation - Accuracy/Endurance/Recharge
  • (5) Decimation - Accuracy/Damage/Recharge
  • (34) Devastation - Accuracy/Damage/Recharge
Level 1: Crab Spider Armor Upgrade
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 2: Longfang
  • (A) Decimation - Accuracy/Damage
  • (7) Decimation - Damage/Endurance
  • (7) Decimation - Damage/Recharge
  • (9) Decimation - Accuracy/Endurance/Recharge
  • (9) Decimation - Accuracy/Damage/Recharge
  • (34) Devastation - Accuracy/Damage/Recharge
Level 4: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed
Level 6: Aim
  • (A) Recharge Reduction IO
  • (11) Recharge Reduction IO
Level 8: Suppression
  • (A) Positron's Blast - Accuracy/Damage
  • (11) Positron's Blast - Damage/Recharge
  • (13) Positron's Blast - Damage/Endurance
  • (13) Positron's Blast - Damage/Range
  • (15) Positron's Blast - Accuracy/Damage/Endurance
  • (33) Analyze Weakness - Accuracy/Recharge
Level 10: Tactical Training: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (15) Red Fortune - Defense
  • (17) Red Fortune - Endurance
  • (17) Red Fortune - Defense/Endurance
  • (19) Red Fortune - Defense/Recharge
  • (19) Red Fortune - Defense/Endurance/Recharge
Level 12: Venom Grenade
  • (A) Positron's Blast - Accuracy/Damage
  • (21) Positron's Blast - Damage/Endurance
  • (21) Positron's Blast - Damage/Recharge
  • (23) Positron's Blast - Damage/Range
  • (23) Positron's Blast - Accuracy/Damage/Endurance
  • (29) Detonation - Damage/Recharge
Level 14: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Red Fortune - Defense/Endurance
  • (25) Red Fortune - Defense
  • (27) Red Fortune - Endurance
  • (27) Red Fortune - Defense/Recharge
  • (29) Red Fortune - Defense/Endurance/Recharge
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO
Level 18: Frag Grenade
  • (A) Kinetic Crash - Damage/Knockback
  • (31) Kinetic Crash - Accuracy/Knockback
  • (31) Kinetic Crash - Recharge/Knockback
  • (31) Kinetic Crash - Recharge/Endurance
  • (33) Kinetic Crash - Damage/Endurance/Knockback
  • (33) Kinetic Crash - Accuracy/Damage/Knockback
Level 20: Tactical Training: Leadership
  • (A) Endurance Reduction IO
Level 22: Mental Training
  • (A) Run Speed IO
Level 24: Fortification
  • (A) Resist Damage IO
Level 26: Hasten
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 28: Serum
  • (A) Doctored Wounds - Heal/Endurance
  • (37) Doctored Wounds - Heal/Recharge
  • (39) Doctored Wounds - Heal
  • (39) Doctored Wounds - Recharge
  • (39) Doctored Wounds - Heal/Endurance/Recharge
Level 30: Assault
  • (A) Endurance Reduction IO
Level 32: Omega Maneuver
  • (A) Absolute Amazement - Stun
  • (40) Absolute Amazement - Stun/Recharge
  • (40) Absolute Amazement - Accuracy/Stun/Recharge
  • (42) Absolute Amazement - Accuracy/Recharge
  • (42) Absolute Amazement - Endurance/Stun
Level 35: Summon Spiderlings
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (36) Expedient Reinforcement - Accuracy/Damage
  • (37) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (37) Expedient Reinforcement - Endurance/Damage/Recharge
Level 38: Call Reinforcements
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (42) Call to Arms - Accuracy/Recharge
  • (43) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (43) Call to Arms - Accuracy/Damage/Recharge
  • (43) Expedient Reinforcement - Endurance/Damage/Recharge
  • (46) Expedient Reinforcement - Accuracy/Damage
Level 41: Web Envelope
  • (A) Recharge Reduction IO
Level 44: Mace Blast
  • (A) Kinetic Crash - Damage/Knockback
  • (45) Kinetic Crash - Accuracy/Knockback
  • (45) Kinetic Crash - Recharge/Knockback
  • (45) Kinetic Crash - Recharge/Endurance
  • (46) Kinetic Crash - Damage/Endurance/Knockback
  • (46) Kinetic Crash - Accuracy/Damage/Knockback
Level 47: Summon Blaster
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (48) Call to Arms - Accuracy/Recharge
  • (48) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (48) Call to Arms - Accuracy/Damage/Recharge
  • (50) Expedient Reinforcement - Endurance/Damage/Recharge
  • (50) Expedient Reinforcement - Accuracy/Damage
Level 49: Shatter Armor
  • (A) Recharge Reduction IO
  • (50) Damage Increase IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 1: Conditioning
Level 4: Ninja Run
------------


 

Posted

You are trying too hard. Crab can perma Hasten and the Pets without making sacrifices like slotting damage powers with Kinetic Crash or Omega with the Stun Purple.

This is the build planned for my Crab. I made no sacrifices, every power is used and useful and every power is slotted with a set to improve its effect. Also I have much higher defense values.

I used two purples but they aren't really necessary, just nice. Remember this isn't a Perma-dom we are talking about, there is no absolute rush to get hasten every time its up. Without a purple it is a couple seconds short of perma hasten and perma pets. With one purple it has hasten recharging one second before ending and the pets are fully perma. Two purples has hasten recharging 4 seconds before ending.

This build does use more endurance so I have 4 slots open. 1 to fit both Miracle and Numina in Health, 3 to slot 3 endmod and a P'shifter in Stamina.

Villain Plan by Mids' Villain Designer 1.803
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: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Channelgun

  • (A) Devastation - Accuracy/Damage
  • (3) Devastation - Damage/Endurance
  • (3) Devastation - Accuracy/Damage/Endurance/Recharge
  • (5) Devastation - Accuracy/Damage/Recharge
  • (5) Achilles' Heel - Chance for Res Debuff
Level 1: Crab Spider Armor Upgrade
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (37) Steadfast Protection - Knockback Protection
Level 2: Longfang
  • (A) Devastation - Accuracy/Damage
  • (7) Devastation - Damage/Endurance
  • (7) Devastation - Accuracy/Damage/Endurance/Recharge
  • (9) Devastation - Accuracy/Damage/Recharge
  • (9) Achilles' Heel - Chance for Res Debuff
Level 4: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed
Level 6: Combat Jumping
  • (A) Luck of the Gambler - Defense
  • (11) Luck of the Gambler - Recharge Speed
Level 8: Suppression
  • (A) Positron's Blast - Accuracy/Damage
  • (11) Positron's Blast - Accuracy/Damage/Endurance
  • (13) Positron's Blast - Damage/Endurance
  • (13) Positron's Blast - Damage/Recharge
  • (15) Positron's Blast - Damage/Range
  • (15) Achilles' Heel - Chance for Res Debuff
Level 10: Tactical Training: Maneuvers
  • (A) Red Fortune - Defense/Endurance
  • (21) Red Fortune - Defense/Recharge
  • (21) Red Fortune - Endurance
  • (23) Red Fortune - Defense/Endurance/Recharge
  • (34) Red Fortune - Defense
  • (34) Luck of the Gambler - Recharge Speed
Level 12: Venom Grenade
  • (A) Ragnarok - Damage
  • (17) Ragnarok - Damage/Recharge
  • (17) Ragnarok - Accuracy/Damage/Recharge
  • (19) Ragnarok - Accuracy/Recharge
  • (19) Ragnarok - Damage/Endurance
Level 14: Kick
  • (A) Empty
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO
Level 18: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (43) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense/Endurance/Recharge
Level 20: Tactical Training: Leadership
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (25) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (27) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 22: Mental Training
  • (A) Run Speed IO
Level 24: Fortification
  • (A) Aegis - Resistance/Endurance
  • (29) Aegis - Resistance
  • (29) Aegis - Resistance/Endurance/Recharge
Level 26: Tough
  • (A) Steadfast Protection - Knockback Protection
Level 28: Assault
  • (A) Endurance Reduction IO
  • (37) Endurance Reduction IO
Level 30: Weave
  • (A) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense/Endurance/Recharge
  • (31) Luck of the Gambler - Recharge Speed
Level 32: Serum
  • (A) Doctored Wounds - Heal
  • (33) Doctored Wounds - Heal/Endurance
  • (33) Doctored Wounds - Endurance/Recharge
  • (33) Doctored Wounds - Heal/Recharge
  • (34) Doctored Wounds - Heal/Endurance/Recharge
Level 35: Summon Spiderlings
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (36) Expedient Reinforcement - Endurance/Damage/Recharge
  • (36) Expedient Reinforcement - Accuracy/Damage
Level 38: Call Reinforcements
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (39) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (39) Expedient Reinforcement - Endurance/Damage/Recharge
  • (39) Expedient Reinforcement - Accuracy/Damage
  • (40) Recharge Reduction IO
Level 41: Gloom
  • (A) Apocalypse - Damage
  • (42) Apocalypse - Damage/Recharge
  • (42) Apocalypse - Accuracy/Damage/Recharge
  • (42) Apocalypse - Accuracy/Recharge
  • (43) Apocalypse - Damage/Endurance
Level 44: Dark Obliteration
  • (A) Positron's Blast - Accuracy/Damage
  • (45) Positron's Blast - Damage/Endurance
  • (45) Positron's Blast - Damage/Recharge
  • (45) Positron's Blast - Damage/Range
  • (46) Positron's Blast - Accuracy/Damage/Endurance
Level 47: Summon Widow
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (48) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (48) Expedient Reinforcement - Endurance/Damage/Recharge
  • (48) Expedient Reinforcement - Accuracy/Damage
  • (50) Recharge Reduction IO
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Conditioning
Level 4: Ninja Run
------------



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Posted



I think I took it to literal.


 

Posted

Thanks for the help, but, taking a look at that build, a couple of problems...

I meant it when I said that money was no object--but Ragnarok/Apocalypse are 3 to 4 times as expensive as the Absolute Amazement set, as well as the Immobilization purple set.

You also seem to drop some of the crab's AoE attacks, why?

That said, looking over some things I am being pretty wasteful in the build. I'll make a cleaned up version in the morning.

Quote:
Originally Posted by Hot_Head_Mike View Post


I think I took it to literal.
Way too literal. That's a lobster.


 

Posted

I am aware that they are Amazingly Expensive (pun intended) that is why I noted the recharge times without them in my blurb. 2 second downtime on Hasten isn't going to kill a Crab and while I say perma on the pets, you need to wait till they time out to recast them anyways so a 5-10 second downtime doesn't really hurt.

As for the AoE's I skipped the reasons are simple:

First to note, I don't need that many different AoE powers with the level of recharge in this build.

As for the individual powers.

Heavy Burst has Redraw, nuff said.
Arm Lash and Frenzy are Melee AoE, you'll notice melee defense isn't capped like ranged is. I could cap it if i took these powers but its really not needed. Plus to use the powers I would need to run around a lot more. Currently with my build the only power I need to worry about position for is Suppression and Sup's cone is huge.
The AoE radius of Frag Grenade is tiny. Basicly only enemies in melee range of the primary target get hit. Frag Grenade barely qualifies as an AoE attack.

Venom Nade on the other hand is a no brainer of course.
Supression is pretty long activation but you can stick an Achilles heel into it and its cone is huge.
Dark Obliteration has a larger radius than Frag Grenade, doesn't do uncontrollable knockback, activates in 1 second and does Negative Energy damage. Also Dark Oblit's pre-requisite for aquisition is Gloom, a simply amazing single target ranged attack that immensely improves the Crab Spider's rather weak single target power.


 

Posted

Ben, what is the point of the recharge intensive ?

I can see the pets are at perma, but they are not that great that would make it a must to have them out all the time.

Your endurance ratio is weak so your going to have powers to use at will but your going to run out of endurance fast because your at 1 point value difference between use and recovery.

Your defenses are middle of the road, which really do nothing for you. You need to get in the high 30s at least to have something useful and noticeable.

Not the end of the world buy you picked up a few powers which are going to cause a redraw. Again I have no issues persay as I play a AR Traps Defender.

If money is not an issue why not go defense cap and high DPS by adding in purple damage IOs and such. Or spend that money and have a Defense cap Bane and Crab build.

What I would suggest is pull up one of the several builds here on the forums and then swap out any IOs that do on contribute to your defenses and replace them with purple IOs. Or cut out those purple IO sets and buy one purple PvP Gladiator +3 to all Defenses IOs to combine with your steadfast protection +3 to defenses IO.

Purples really don't mean anything with ED present as your only going to get so much damage and such. I mean really what is the difference between 101% stun with a purple IO set and 90% stun from another set or Frankenslotting.

I am running a non purple IO build ( actually all my builds are non purple IOs ) and can run +1 /+8 on my SOA or just about any of my Defense cap toons. If your gonna spend money just to spend it, then just give it to me


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by plainguy View Post
I can see the pets are at perma, but they are not that great that would make it a must to have them out all the time.
This is not true, at all.

Having all 3 pets out with double assault/double maneuvers running is a VERY VERY good thing. Many people complain that crabs have weak single target damage so they can't do much against EBs or AVs, but then many times skip out on the pets. Hmm...

Even when not fighting hard targets, having 6 pets out with 20% def and 20% res greatly reduces the amount of incoming damage you'll be seeing. I've seen my spiderlings tie up bosses many times. We tried fighting Chimera without pets just for giggles and it went so slow. Finally we got bored, pulled out the pets, and Chimera began to cry.

Also, if you're teaming with other VEATs running double assault/maneuvers the pets have just become even more ridiculous. My friend and I both run leadership stacked gun crabs w/pets and we duo'd the entire Maria Jenkins AV arc with little problem.


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

Quote:
Originally Posted by BenRGamer View Post
Thanks for the help, but, taking a look

Way too literal. That's a lobster.
Oh yeah right


This fits better. It appears to be a build bad on Endurance


 

Posted

Do not underestimate the pets. I use the Widow and until she runs out of end she nearly matches me for single target damage by herself.

Also note that Mids does not take into account the Crab Inherent. We have higher than base end recovery and recovery boosts increase that highere than base end recovery. A Crab can afford an amazing amount of toggles worry not and even if a build is end tight, Cardiac alpha slot will fix that anyways.


 

Posted

Quote:
Originally Posted by plainguy View Post
Your endurance ratio is weak so your going to have powers to use at will but your going to run out of endurance fast because your at 1 point value difference between use and recovery.
Er, you do know this build is a plan for after i19 goes live, and Stamina is inherent (I even saved a couple of slots to put in Stamina), right?


 

Posted

Unfortunately, I've been sidelined with a nasty cold these past few days, but, I was able to come up with a new build.

Since they pushed i19 back, I re-introduced fitness into the build, when it comes out I'll replace it with Fighting.

Regardless, even with Fighting defenses aren't quite as high as Wiccania's build, but I found Aim (with it's +50% Damage Boost) pretty good, and I didn't want to pass it up.

Villain Plan by Mids' Villain Designer 1.81
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: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Channelgun

  • (A) Devastation - Accuracy/Damage
  • (3) Devastation - Accuracy/Damage/Recharge
  • (3) Devastation - Damage/Recharge
  • (5) Devastation - Accuracy/Damage/Endurance/Recharge
  • (5) Achilles' Heel - Chance for Res Debuff
Level 1: Crab Spider Armor Upgrade
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 2: Longfang
  • (A) Thunderstrike - Accuracy/Damage
  • (7) Thunderstrike - Damage/Endurance
  • (7) Thunderstrike - Damage/Recharge
  • (9) Thunderstrike - Accuracy/Damage/Recharge
  • (9) Achilles' Heel - Chance for Res Debuff
Level 4: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed
Level 6: Aim
  • (A) Recharge Reduction IO
Level 8: Suppression
  • (A) Positron's Blast - Accuracy/Damage
  • (11) Positron's Blast - Damage/Endurance
  • (11) Positron's Blast - Damage/Recharge
  • (17) Positron's Blast - Damage/Range
  • (17) Positron's Blast - Accuracy/Damage/Endurance
Level 10: Tactical Training: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (19) Red Fortune - Defense
  • (19) Red Fortune - Endurance
  • (23) Red Fortune - Defense/Endurance
  • (23) Red Fortune - Defense/Recharge
  • (43) Red Fortune - Defense/Endurance/Recharge
Level 12: Venom Grenade
  • (A) Positron's Blast - Accuracy/Damage
  • (13) Positron's Blast - Damage/Endurance
  • (13) Positron's Blast - Damage/Recharge
  • (15) Positron's Blast - Damage/Range
  • (15) Positron's Blast - Accuracy/Damage/Endurance
Level 14: Swift
  • (A) Run Speed IO
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO
Level 18: Health
  • (A) Healing IO
Level 20: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (21) Efficacy Adaptor - EndMod/Recharge
  • (21) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (45) Efficacy Adaptor - Accuracy/Recharge
  • (45) Efficacy Adaptor - EndMod/Accuracy
  • (46) Efficacy Adaptor - EndMod/Endurance
Level 22: Mental Training
  • (A) Run Speed IO
Level 24: Fortification
  • (A) Impervious Skin - Resistance/Endurance
  • (25) Impervious Skin - Resistance/Recharge
  • (25) Impervious Skin - Endurance/Recharge
  • (40) Impervious Skin - Resistance/Endurance/Recharge
  • (43) Impervious Skin - Status Resistance
Level 26: Tactical Training: Leadership
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 28: Serum
  • (A) Doctored Wounds - Heal
  • (29) Doctored Wounds - Recharge
  • (29) Doctored Wounds - Heal/Endurance
  • (31) Doctored Wounds - Endurance/Recharge
  • (34) Doctored Wounds - Heal/Recharge
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 32: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (33) Red Fortune - Defense
  • (33) Red Fortune - Endurance
  • (33) Red Fortune - Defense/Endurance
  • (34) Red Fortune - Defense/Recharge
  • (34) Red Fortune - Defense/Endurance/Recharge
Level 35: Summon Spiderlings
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (36) Expedient Reinforcement - Accuracy/Damage
  • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (36) Expedient Reinforcement - Endurance/Damage/Recharge
  • (37) Call to Arms - Defense Bonus Aura for Pets
  • (40) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 38: Call Reinforcements
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (39) Expedient Reinforcement - Accuracy/Damage
  • (39) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (39) Expedient Reinforcement - Endurance/Damage/Recharge
  • (45) Recharge Reduction IO
Level 41: Web Envelope
  • (A) Gravitational Anchor - Immobilize/Endurance
  • (42) Gravitational Anchor - Chance for Hold
  • (42) Gravitational Anchor - Immobilize
  • (42) Gravitational Anchor - Immobilize/Recharge
  • (43) Gravitational Anchor - Accuracy/Recharge
Level 44: Disruptor Blast
  • (A) Accuracy IO
  • (46) Damage Increase IO
  • (46) Damage Increase IO
  • (50) Endurance Reduction IO
  • (50) Recharge Reduction IO
Level 47: Summon Blaster
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (48) Expedient Reinforcement - Accuracy/Damage
  • (48) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (48) Expedient Reinforcement - Endurance/Damage/Recharge
  • (50) Recharge Reduction IO
Level 49: Assault
  • (A) Endurance Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Conditioning
Level 4: Ninja Run
------------


 

Posted

I like this new build Ben. Aim is one of my regrets for not being able to fit in my build. However picking it up means giving up a defense power like CJ and I would need to heavily re-tool my build to make up for the loss and keep ranged defense capped. Plus I wouldn't be able to recover the lost melee and AoE def.

On your Disruptor Blast slotting. If you aren't going to go for Ragnarok to save the money (I don't blame you) than look into frankenslotting. The triples from Posi's and Detonation and the Dmg/Rech's from both sets will net you rather nice gains in every performance category and get you the Recovery set bonus from Posi's.


 

Posted

Actually, when i19 comes out I'll need to pull a couple of slots out of Disruptor Blast to 6-slot weave and keep Stamina 3-slotted, so I didn't put any expensive sets in there (ranged def will be capped at exactly 45%, too, after I get fighting in there)


 

Posted

Quote:
Originally Posted by Wiccania View Post
Heavy Burst has Redraw, nuff said.
I don't think that's actually nuff. The biggest problem I see with H Burst is its arc is half of Suppression.

Even with drawing the gun with the worst possible animation time, the DPA on H Burst is only about 10% less than Suppression. If the gun is already drawn, it's the opposite (H Burst would be about 10% more). So if your build has any other reason to draw the gun (Wide Area Web Grenade or reduce the KB of Frag Grenade) then there's no reason to skip H Burst. In fact, if you could form a consistent attack chain, the only reason not to take H Burst over Supp is, again, the smaller arc.

I personally like H Burst, Supp, and Venom because that's three different damage typesover wide areas.
On another build I have WAWG and WE from Mace Mastery to immobilize everything and bring their recharge way down.

I also don't see any problem with building for more recharge than you need for perma pets because... pets don't always die because they run out of time. Occasionally they will get killed the old fashion way.

The only thing I don't like about the second build is the investment in Gaussian's in a build that didn't shoot for soft-capped anything, or even a ton extra positional defense. Granted, there's not a ton of really good places to put those slots instead. Numina's in Health or Recharge IOs/Procs in your attacks, perhaps.

The only thing I know I would give up a slot there for is The Call to Arms proc in one of your pets with an open slot. Giving a horde of pets 5% defense seems better than giving yourself 2.5%.


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

 

Posted

Well, like I said earlier, once I replace fitness with fighting, I'll have Ranged softcapped.

I don't really know how I can get the other positional defenses softcapped, though, which is really annoying.

Anyway, the Call to Arms/Expediant Reinforment procs are already in the Summon Spiderlings power, since it didn't need an extra recharge IO.


 

Posted

Sorry your feeling under.

Let me clarify, I am not saying pets stink, I just do not think they are as good maybe persay as Mastermind mind pets. My first build with my crab had the pets and Omega.. Lots of stuff out there and all the defenses. But the pets died fast enough with the right kind of mobs.. AVs would wipe them out with one AOE blow. Granted you can resummon them, but I don't think they have enough to survive a AV fight. Personally I think you will be spending more endurance just resummoning them.


But is it about the pets ? Is this the point of the build ? You mentioned recharge intensive I was thinking you were looking to have some tier 9 power up all the time or something, similar to what some shield electric scrappers try to do.

If your looking for defense cap but no pets I have a build that I play. I messed around with the pets and worked up a odd build. You did mention money was no cost. I got you defense capped but I could not get the pets to perma though.

I six slotted Rest to represent endurance six slotted with performance shifter for the defense it offers.

Not the best build as its the first build. Your endurance ratio is a close to a 2 point difference which is what some say is the target range you want to get at. Hopefully this can inspire someone to tweak it up to make it better.

Villain Plan by Mids' Villain Designer 1.81
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: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Channelgun

  • (A) Apocalypse - Damage
  • (9) Apocalypse - Accuracy/Damage/Recharge
  • (17) Apocalypse - Accuracy/Recharge
  • (19) Apocalypse - Damage/Endurance
  • (23) Apocalypse - Damage/Recharge
Level 1: Wolf Spider Armor
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 2: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed
  • (3) Luck of the Gambler - Defense
  • (3) Luck of the Gambler - Defense/Endurance
Level 4: Crab Spider Armor Upgrade
  • (A) Steadfast Protection - Knockback Protection
  • (5) Reactive Armor - Resistance/Endurance
  • (5) Reactive Armor - Resistance/Recharge
  • (7) Reactive Armor - Endurance/Recharge
  • (7) Reactive Armor - Resistance/Endurance/Recharge
Level 6: Kick
  • (A) Empty
Level 8: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (9) Luck of the Gambler - Defense
Level 10: Tactical Training: Maneuvers
  • (A) Serendipity - Defense/Endurance
  • (11) Serendipity - Defense/Recharge
  • (11) Serendipity - Endurance/Recharge
  • (15) Serendipity - Defense
  • (19) Serendipity - Defense/Endurance/Recharge
Level 12: Maneuvers
  • (A) Serendipity - Defense/Endurance
  • (13) Serendipity - Defense/Recharge
  • (13) Serendipity - Endurance/Recharge
  • (15) Serendipity - Defense/Endurance/Recharge
Level 14: Tough
  • (A) Titanium Coating - Resistance/Endurance
Level 16: Venom Grenade
  • (A) Positron's Blast - Accuracy/Damage
  • (17) Positron's Blast - Damage/Endurance
  • (25) Positron's Blast - Damage/Recharge
  • (25) Positron's Blast - Damage/Range
  • (31) Positron's Blast - Accuracy/Damage/Endurance
Level 18: Suppression
  • (A) Ragnarok - Damage
  • (23) Ragnarok - Damage/Endurance
  • (33) Ragnarok - Damage/Recharge
  • (34) Ragnarok - Accuracy/Damage/Recharge
  • (34) Ragnarok - Accuracy/Recharge
Level 20: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (21) Luck of the Gambler - Defense/Endurance
  • (21) Luck of the Gambler - Defense
Level 22: Mental Training
  • (A) Run Speed IO
Level 24: Fortification
  • (A) Titanium Coating - Resistance/Endurance
  • (33) Aegis - Resistance/Endurance
Level 26: Frenzy
  • (A) Obliteration - Damage
  • (27) Obliteration - Accuracy/Recharge
  • (27) Obliteration - Damage/Recharge
  • (29) Obliteration - Accuracy/Damage/Recharge
  • (29) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (31) Obliteration - Chance for Smashing Damage
Level 28: Serum
  • (A) Empty
  • (31) Empty
  • (33) Empty
Level 30: Tactical Training: Leadership
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (42) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 32: Super Jump
  • (A) Unbounded Leap - +Stealth
  • (42) Unbounded Leap - Jumping
Level 35: Summon Spiderlings
  • (A) Blood Mandate - Accuracy/Damage/Endurance
  • (36) Blood Mandate - Damage/Endurance
  • (36) Blood Mandate - Accuracy/Endurance
  • (36) Blood Mandate - Accuracy
  • (37) Blood Mandate - Accuracy/Damage
Level 38: Call Reinforcements
  • (A) Sovereign Right - Accuracy/Damage
  • (39) Sovereign Right - Damage/Endurance
  • (39) Sovereign Right - Accuracy/Endurance
  • (39) Sovereign Right - Accuracy/Damage/Endurance
  • (40) Sovereign Right - Accuracy
  • (40) Sovereign Right - Resistance Bonus
Level 41: Web Envelope
  • (A) Gravitational Anchor - Immobilize
  • (42) Gravitational Anchor - Immobilize/Recharge
  • (43) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (43) Gravitational Anchor - Accuracy/Recharge
  • (43) Gravitational Anchor - Immobilize/Endurance
Level 44: Shatter Armor
  • (A) Empty
  • (45) Empty
  • (45) Empty
  • (45) Empty
Level 47: Summon Blaster
  • (A) Call to Arms - Accuracy/Recharge
  • (48) Call to Arms - Accuracy/Damage
  • (48) Call to Arms - Damage/Endurance
  • (48) Call to Arms - Accuracy/Damage/Recharge
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
  • (46) Empty
  • (46) Empty
  • (46) Empty
  • (50) Empty
  • (50) Empty
Level 1: Conditioning
Level 4: Ninja Run
------------



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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Okay, from continual work on the build, I've almost got both Perma Pets and soft-capped positional defenses, I'm about half a second away from Perma, though. Hm.

Edit: Ah, I worked on it a little more and here we go. Capped positional defense, Perma pets, and, to top it all off, no purples whatsoever. Though it's got some drawbacks, too...

Villain Plan by Mids' Villain Designer 1.81
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: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Channelgun

  • (A) Shield Breaker - Defense Debuff
  • (3) Shield Breaker - Accuracy/Defense Debuff
  • (3) Shield Breaker - Accuracy/Endurance/Recharge
  • (5) Shield Breaker - Accuracy/Recharge
  • (5) Shield Breaker - Chance for Lethal Damage
  • (46) Shield Breaker - Defense Debuff/Endurance/Recharge
Level 1: Crab Spider Armor Upgrade
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 2: Longfang
  • (A) Ruin - Accuracy/Damage
  • (7) Ruin - Accuracy/Endurance/Recharge
  • (7) Ruin - Accuracy/Damage/Recharge
  • (9) Ruin - Damage/Recharge
  • (9) Ruin - Damage/Endurance
Level 4: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed
Level 6: Aim
  • (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 8: Suppression
  • (A) Positron's Blast - Accuracy/Damage
  • (11) Positron's Blast - Damage/Endurance
  • (11) Positron's Blast - Damage/Recharge
  • (17) Positron's Blast - Damage/Range
  • (17) Positron's Blast - Accuracy/Damage/Endurance
Level 10: Tactical Training: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (19) Red Fortune - Defense
  • (19) Red Fortune - Endurance
  • (23) Red Fortune - Defense/Endurance
  • (23) Red Fortune - Defense/Recharge
  • (43) Red Fortune - Defense/Endurance/Recharge
Level 12: Venom Grenade
  • (A) Positron's Blast - Accuracy/Damage
  • (13) Positron's Blast - Damage/Endurance
  • (13) Positron's Blast - Damage/Recharge
  • (15) Positron's Blast - Damage/Range
  • (15) Positron's Blast - Accuracy/Damage/Endurance
Level 14: Kick
  • (A) Force Feedback - Recharge/Endurance
  • (25) Force Feedback - Damage/Knockback
  • (25) Force Feedback - Recharge/Knockback
  • (40) Force Feedback - Accuracy/Knockback
  • (43) Force Feedback - Damage/Endurance/Knockback
  • (50) Force Feedback - Chance for +Recharge
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO
Level 18: Tough
  • (A) Resist Damage IO
Level 20: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (21) Red Fortune - Defense
  • (21) Red Fortune - Endurance
  • (45) Red Fortune - Defense/Endurance
  • (45) Red Fortune - Defense/Recharge
  • (46) Red Fortune - Defense/Endurance/Recharge
Level 22: Mental Training
  • (A) Run Speed IO
Level 24: Fortification
  • (A) Resist Damage IO
Level 26: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 28: Serum
  • (A) Doctored Wounds - Heal
  • (29) Doctored Wounds - Recharge
  • (29) Doctored Wounds - Heal/Endurance
  • (31) Doctored Wounds - Heal/Endurance/Recharge
  • (34) Doctored Wounds - Heal/Recharge
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 32: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (33) Red Fortune - Defense
  • (33) Red Fortune - Endurance
  • (33) Red Fortune - Defense/Endurance
  • (34) Red Fortune - Defense/Recharge
  • (34) Red Fortune - Defense/Endurance/Recharge
Level 35: Summon Spiderlings
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (36) Expedient Reinforcement - Accuracy/Damage
  • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (36) Expedient Reinforcement - Endurance/Damage/Recharge
  • (37) Call to Arms - Defense Bonus Aura for Pets
Level 38: Call Reinforcements
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (39) Expedient Reinforcement - Accuracy/Damage
  • (39) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (39) Expedient Reinforcement - Endurance/Damage/Recharge
  • (45) Recharge Reduction IO
Level 41: Web Envelope
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (42) Enfeebled Operation - Endurance/Immobilize
  • (42) Enfeebled Operation - Accuracy/Endurance
  • (42) Enfeebled Operation - Immobilize/Range
  • (43) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (46) Enfeebled Operation - Accuracy/Immobilize
Level 44: Disruptor Blast
  • (A) Accuracy IO
Level 47: Summon Blaster
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (48) Expedient Reinforcement - Accuracy/Damage
  • (48) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (48) Expedient Reinforcement - Endurance/Damage/Recharge
  • (50) Recharge Reduction IO
Level 49: Assault
  • (A) Endurance Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Endurance Modification IO
  • (40) Endurance Modification IO
  • (50) Endurance Modification IO
Level 1: Conditioning
Level 4: Ninja Run
------------
------------
Set Bonus Totals:
  • 20% DamageBuff(Smashing)
  • 20% DamageBuff(Lethal)
  • 20% DamageBuff(Fire)
  • 20% DamageBuff(Cold)
  • 20% DamageBuff(Energy)
  • 20% DamageBuff(Negative)
  • 20% DamageBuff(Toxic)
  • 20% DamageBuff(Psionic)
  • 5% Defense
  • 9.875% Defense(Smashing)
  • 9.875% Defense(Lethal)
  • 8% Defense(Fire)
  • 8% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 13% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 13% Defense(AoE)
  • 92.5% Enhancement(RechargeTime)
  • 29% Enhancement(Accuracy)
  • 3% Enhancement(Immobilize)
  • 4% Enhancement(Heal)
  • 10% FlySpeed
  • 32.13 HP (3%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Confused) 10%
  • MezResist(Held) 10%
  • MezResist(Immobilize) 16.6%
  • MezResist(Sleep) 10%
  • MezResist(Stun) 10%
  • MezResist(Terrorized) 16.6%
  • 10% (0.175 End/sec) Recovery
  • 10% (0.537 HP/sec) Regeneration
  • 8.19% Resistance(Fire)
  • 8.19% Resistance(Cold)
  • 1.875% Resistance(Negative)
  • 10% RunSpeed
  • 1% XPDebtProtection
------------
Set Bonuses:
Shield Breaker
(Channelgun)
  • 2.5% (0.044 End/sec) Recovery
  • Status Resistance 2.5%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 11% Enhancement(Accuracy)
  • 3.125% Defense(Melee), 1.563% Defense(Lethal), 1.563% Defense(Smashing)
Steadfast Protection
(Crab Spider Armor Upgrade)
  • 3% Defense(All)
Ruin
(Longfang)
  • MezResist(Terrorized) 1.65%
  • 12.05 HP (1.125%) HitPoints
  • 1% XPDebtProtection
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
Luck of the Gambler
(Combat Training: Defensive)
  • 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Aim)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 20.08 HP (1.875%) HitPoints
  • 2.5% (0.044 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Positron's Blast
(Suppression)
  • 2.5% (0.044 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Tactical Training: Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Tactical Training: Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Positron's Blast
(Venom Grenade)
  • 2.5% (0.044 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Force Feedback
(Kick)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • MezResist(Terrorized) 2.75%
  • 10% (0.537 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
Luck of the Gambler
(Weave)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Weave)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Doctored Wounds
(Serum)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Expedient Reinforcement
(Summon Spiderlings)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Call to Arms
(Summon Spiderlings)
  • 5% Defense
Expedient Reinforcement
(Call Reinforcements)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Enfeebled Operation
(Web Envelope)
  • 3% Enhancement(Immobilize)
  • 1.875% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
  • 3.125% Defense(Melee), 1.563% Defense(Lethal), 1.563% Defense(Smashing)
Expedient Reinforcement
(Summon Blaster)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

Plainguy I used the pets on a Citadel of Pain recently and they held up under the Aspect's PBAoE no problem. Yes they will die to AoE but they have enough HP and resists to survive anything once and as long as the heals are coming they will stick around.

Also nobody expects the Crab pets to be as good as MM pets, that is simple stupidity. However no MM has the single target damage capability of a Crab, let alone the AoE.

Ben you probably already knew I was gonna say this but here it is. Great that a Crab can both cap resists and perma extreme recharge powers. However your build sucks all the personal power out of the crab and thus IMO all the fun.


 

Posted

Yeah, there's a way around that, but it costs about 2 bil. The TP Resist/+3% Def Gladiator Armor enhancement.

So I'll probably go with the earlier one I had.


 

Posted

BenR - Im not sure exactly why you are trying for a recharge intensive crab so hard. My current build gives me 109% recharge bonus - perma spiderlings, and near perma arachnobots. My defense is more than acceptable (although not quite capped), my AoE damage is pretty high, my resistance is so-so and once I19 rolls around, my recharge should increase another 13.75 with an additional 5 slotted posi blast on bile spray and invis with a LotG + rch
At the rate Im at now, I can fire off 3 AoE powers, one single target power and by then my 3 AoEs are all ready to fire off again. After I19, my guess is that I will have 4 AoE powers that will be constantly rotating so that at least 1 is ready to fire at all times. Sorry I cant show the mids slotting since Im at work, but here is a breakdown for my rebuild AFTER I19 is released
Granted that from scratch this build is probably about 6 billion or more, but if you use drops that you have saved (recipes, rare salvage) and run a few vil tip missions, and use vil merits for some of the recipes, it shouldnt be near that much.

1 – Channel Gun – 1 3 13 = devastation
1 – Crab Spider Armor – 1 3 5 = steadfast protection
2 – Wolf Spider Armor - 2 - resistance
4 – Combat Training Defense – 4 5 = LotG
6 – Slice – 6 7 7 13 21 = hecatomb
8 – Suppression – 8 9 9 15 42 = raganrok
10 – Tactical Training – Maneuvers – 10 11 11 15 19 LotG
12 – air superiority – 12
14 – Fly – 14
16 – Venom grenade – 16 17 17 37 43 – posi blast
18 – Heavy Burst – 18 19 27 50 50 – posi blast
20 – Leadership – Maneuvers – 20 25 31 34 46 – LotG
22 – Mental Training – run
24 – Fortification – 24 25 37= titanium coating
26 – Arm Lash – 26 27 46 46 - Scirorroco
28 – Serum – 28 29 29 42 50 – 4 numina 1 rchrg
30 – Frenzy – 30 31 31 40 48 - armageddon
32 – Omega Maneuver – 32 33 33 33 48 - posi
35 – Summon Spiderlings – 35 36 36 36 40 – expedient reinforcement
38 – Cal Reinforcements – 38 39 39 39 40 – expedient reinforcement
41 – School of Sharks – 41 - Gravitational Anchor (immob/rchrg/acc)
44 – Bile Spray – 44 45 45 45 48 – posi
47 – Stealth – 47 – LotG+
49 – Invis – 49 – LotG+

Health – 21 23 34 37 42 43 - numina / miracle / regenerative tissue / 3 health IO
Stamina – 23 27 34 43 - performance shifter+ / performance shift-end mod / 2 IO end mod


Virtue Server Forever !
Pure White Lightning - Level 50 Electric Brute
Purple Drop - work in progress Axe/Shield brute
Blue Icefall - Level 50 Ice Tank
@Blue Lava

 

Posted

Blue Lava you have a lot of AoE's and most of them are long activation. It is better to have short activating powers with low cooldown. That is why I like Soul so much, both Gloom and Dark Oblit are 1 second activations and good damage. They shore up some of the shortcomings of Crab Spiders.

Plus you are underestimating the pets like far too many do. Having the Disruptors and a Patron pet perma is a big deal.


 

Posted

Quote:
Originally Posted by Wiccania View Post
Plus you are underestimating the pets like far too many do. Having the Disruptors and a Patron pet perma is a big deal.
I find the pets' performance to be highly dependent on the situation.

If I'm fighting solo in a target rich environment (i.e. x6 to x8 difficulty) I find they generally don't survive a single spawn. Even perma that's a short stint of damage vs a long downtime. So in that scenario they're not very good bang-for-buck. (possibly I'm doing it wrong)

On the other hand, if I'm fighting a single hard target or smaller volumes of enemies I find it much easier to keep them alive and they contribute a substantial volume of dps. The often cited weakness (or at least, slowness) vs bosses and elite bosses evaporates, and my targets drop in times competitive with most of my other characters. They even allowed me to solo a Rikti Pylon in a respectable (albeit not amazing) time, where without them I was in a stalemate.

Team scenarios, generally depends on the team - how much aggro control, buffs, debuffs, etc. Some teams they're dead in no time, others they survive and so contribute a good overall dps boost (though in the latter the team tends to be rocking either way).


 

Posted

Quote:
Originally Posted by Wiccania View Post
Blue Lava you have a lot of AoE's and most of them are long activation. It is better to have short activating powers with low cooldown.
I would say thats simply your personal opinion. Although they may have long activation time, when I hit a large mob, from the time I hit them with the Venom grenade til the time they are in melee range, most of them are dead due to my other 'slow activating' AoE powers

Quote:
Originally Posted by Wiccania View Post
Plus you are underestimating the pets like far too many do. Having the Disruptors and a Patron pet perma is a big deal.
Not sure how you think I am underestimating the pets. I can do enough damage and have enough defense and resistance to survive an extra 30 seconds or so before my disruptors are ready to drop again. And quite frankly, with disruptors, spiderlings and massive AoE, the DPS is good enough to get me through most mobs. And as I also mentioned, once I19 is redone, Ill have an additional 13.75 added to my recharge.

edit - also, Venom grenade lowers resistance to toxic damage, so when I shoot out some bile spray after that they'll drop like rocks which is why I took Mako's PP


Virtue Server Forever !
Pure White Lightning - Level 50 Electric Brute
Purple Drop - work in progress Axe/Shield brute
Blue Icefall - Level 50 Ice Tank
@Blue Lava

 

Posted

here is a build I came up with. It has almost all attacks types soft capped including melee, aoe, range, and S/L.

Also has almost perma hasten by 3 secs. It doesnt have all of the pets but does have the patron pet. Perma Serum for the +HP.

I have the hacked (leandro) mids planner, in case you see something weird when you load it. It only has two mules, brawl and boxing.

Let me knwo what you think,

Villain Plan by Mids' Villain Designer 1.803
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: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Channelgun -- Ruin-Acc/Dmg:40(A), Ruin-Dmg/EndRdx:40(3), Ruin-Dmg/Rchg:40(3), Ruin-Acc/EndRdx/Rchg:40(5), Ruin-Acc/Dmg/Rchg:40(11)
Level 1: Crab Spider Armor Upgrade -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(7), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9)
Level 2: Longfang -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(11), Thundr-Acc/Dmg:50(13), Thundr-Dmg/EndRdx:50(13)
Level 4: Wolf Spider Armor -- Aegis-ResDam:50(A), Aegis-Psi/Status:50(5), Aegis-ResDam/EndRdx:50(17), Aegis-ResDam/Rchg:50(17), Aegis-EndRdx/Rchg:50(19)
Level 6: Combat Training: Defensive -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(7), LkGmblr-Def/EndRdx:50(21)
Level 8: Suppression -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(25), Ragnrk-Acc/Dmg/Rchg:50(27), Ragnrk-Acc/Rchg:50(27), Ragnrk-Dmg/EndRdx:50(29)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx:50(34)
Level 12: Venom Grenade -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(15), Posi-Dam%:50(15), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(33)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(31)
Level 16: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 18: Super Speed -- Zephyr-ResKB:50(A)
Level 20: Tactical Training: Leadership -- GSFC-ToHit:50(A), GSFC-Rchg/EndRdx:50(23), GSFC-Build%:50(31), GSFC-ToHit/Rchg:50(34), GSFC-ToHit/EndRdx:50(36), GSFC-ToHit/Rchg/EndRdx:50(42)
Level 22: Mental Training -- Run-I:50(A)
Level 24: Fortification -- TtmC'tng-ResDam:50(A), TtmC'tng-EndRdx:50(25), TtmC'tng-ResDam/EndRdx:50(37), TtmC'tng-ResDam/Rchg:50(37), TtmC'tng-EndRdx/Rchg:50(37), TtmC'tng-ResDam/EndRdx/Rchg:50(39)
Level 26: Frenzy -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-%Dam:50(39), Oblit-Dmg:50(39), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40)
Level 28: Serum -- Dct'dW-Heal/Rchg:40(A), Numna-Heal/Rchg:40(42), Mrcl-Heal/Rchg:40(42)
Level 30: Combat Training: Offensive -- Acc-I:50(A)
Level 32: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
Level 35: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 38: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50), LkGmblr-Def/EndRdx:50(50)
Level 41: Gloom -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(43), Apoc-Acc/Dmg/Rchg:50(43), Apoc-Acc/Rchg:50(46), Apoc-Dmg/EndRdx:50(46)
Level 44: Dark Obliteration -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dam%:50(45), Posi-Acc/Dmg/EndRdx:50(46)
Level 47: Summon Widow -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(48), BldM'dt-Acc/Dmg:50(48), BldM'dt-Dmg/EndRdx:50(48), BldM'dt-Acc/EndRdx:50(50)
Level 49: Stealth -- LkGmblr-Rchg+:50(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(31), KntkC'bat-Dmg/Rchg:35(36)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 1: Ninja Run
Level 1: Swift -- Run-I:50(A)
Level 1: Hurdle -- Jump-I:50(A)
Level 1: Health -- Mrcl-Rcvry+:40(A)
Level 1: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(29), P'Shift-EndMod:50(43)
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Set Bonus Totals:

  • 9.5% DamageBuff(Smashing)
  • 9.5% DamageBuff(Lethal)
  • 9.5% DamageBuff(Fire)
  • 9.5% DamageBuff(Cold)
  • 9.5% DamageBuff(Energy)
  • 9.5% DamageBuff(Negative)
  • 9.5% DamageBuff(Toxic)
  • 9.5% DamageBuff(Psionic)
  • 16.1% Defense(Smashing)
  • 16.1% Defense(Lethal)
  • 13.6% Defense(Fire)
  • 13.6% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 3% Defense(Psionic)
  • 16.1% Defense(Melee)
  • 7.38% Defense(Ranged)
  • 16.8% Defense(AoE)
  • 75% Enhancement(RechargeTime)
  • 49% Enhancement(Accuracy)
  • 10% FlySpeed
  • 168.7 HP (15.7%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 6.6%
  • MezResist(Sleep) 2.2%
  • MezResist(Stun) 6.05%
  • MezResist(Terrorized) 1.65%
  • 15% (0.26 End/sec) Recovery
  • 46% (2.47 HP/sec) Regeneration
  • 5.67% Resistance(Fire)
  • 5.67% Resistance(Cold)
  • 3% Resistance(Psionic)
  • 15% RunSpeed
  • 3.5% XPDebtProtection



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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