Survivable Crab Blapper Build?
Is this even possible? Aside from all the "Why would you skip pets?" and "Blappers suck!" That This thread may accrue, I would like to know if anyone out there has tried this and how successful it was.
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Long version: Blapper usually refers to a Blaster who emphasizes attacking in melee, despite the fact that they have none of the shields and so forth that the melee archetypes do. Of course, it also is sometimes expanded to include other squishier ATs with good melee attacks, like Peacebringers.
However, Crabs aren't squishy. They DO have those shields. There's no reason to think you couldn't very easily build an effective melee crab. That's going to play a lot like a Scrapper w/o Criticals, or a Brute w/o Fury, with the added bonus of awesome team buffs and possibly pets.
I think melee crabs are just less common because the ranged modifier is the same as the melee modifier for crabs, and they have quite a bit more AoE at range. That combined with their passive offering ranged defense, they are considerably more survivable at range, before IO defenses come into play.
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
Would this build be called a 'Crapper'?
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run
Hm. So what would you build for? Positionals? Smashing/lethal?
"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!
Positionals obviously. Crab gets a ton of positional defense built in and its very easy to to get Positional defense with high level IOs. Oblit in Frenzy/Arm Lash and Touch of Death in Slice and you'll be set with melee defense. You can softcap ranged defense without even getting any IO set bonuses for it.
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
I've played one, and i can say she was one of the nastier melee characters i have played. She might not have had alot of melee attacks from her AT, but near tanker/tanker level resist, defense, and mez protection.
You'd be surprised how many people don't know how tough crabs can be when built properly. I created a tanker substitute, complete with pool power taunt. Definitely not as ubar as a tank, but about as close as one can get.
For my crab I didn't go pure melee, but I did take all the melee attacks and after my initial AoE volley I usually charge in and start meleeing (interspersed with further AoE if needed). It worked out fairly well for my crab levelling up, and since hitting 50 and piling on the IOs he's become a bit of a monster.
On mine I built for positional defense, a moderate amount of recharge, and 1-2 procs in each attack. Well, I say I built for positional defense, but I actually didn't have it too much higher than the base for quite a long time. It meant certain bosses etc required a bit of kiting and jousting, but for the most part it still worked out fine, I was still rushing into melee on a regular basis and coming out on top.
Since reaching 50 I've respecced into the fighting pool and tweaked my build a bit to increase survivability - still not actually soft capped, but a lot closer. Besides large spawns of PPD Kheldians (so much -def ) and to a lesser extent Cimerorans, it no longer makes much difference what I'm fighting; pretty much everything gets a faceful of slashy crab arms now
My crab is a pure melee concept, and although I didn't sink a ton of infamy into him I was able to put together a crazy (read:expensive) build on mids for him with permahasten, 2200 hps w/ perma serum, 70% S/L resists (yes you read that correct), and softcapped defenses.
Took all the melee crab attacks, the crab version of VG, aim and, for the hard targets, shatter armor. Took provoke and the 6 pets as well and was going to play him as an in-your-face-take-no-sh** Arachnos mastermind. I figure that with the muscular core Alpha he could do some great damage (remember it affects pet damage as well) while being largely indestructable.
Sadly, the project has been sidelined. Maybe someday I can put the build together and see how it performs with a billion inf budget. It should do well, seeing how the common IO version was pretty robust.
This is the way I am going with my second build. Build 1 is a pure ranged AoE Centric Crab his Alpha slot will be End Redux. Build 2 will be a mini tank build.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
I tried at this for quite a while, but there just doesn't appear to be enough slots to swing it. Again, I'm not TERRIBLY good with this sort of thing, so any help would be appreciated. Here's a sloppy, quick shot at a Positional cap build.
Couldn't put slots in Health at all, and I feel like I skimped a bit on other important stuff, but I don't know.
EDIT: I JUST noticed if I moved a slot from Channelgun I would still be softcapped at range, and I could move it to health, put the Miracle and Numina Unique's in there, and use the other Miracle in Serum to get the AoE Def bonus. So. Yeah. Carry on!
Villain Plan by Mids' Villain Designer 1.90
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: Leadership
Villain Profile:
Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(25)
Level 1: Wolf Spider Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(15)
Level 2: Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 4: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 6: Crab Spider Armor Upgrade -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9), RctvArm-EndRdx(13)
Level 8: Suppression -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(11), Det'tn-Dmg/Rchg(43), Det'tn-Dmg/Rng(45), Det'tn-Acc/Dmg/EndRdx(45)
Level 10: Combat Training: Defensive -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(13)
Level 12: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 14: Super Jump -- Jump-I(A)
Level 16: Arm Lash -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(21)
Level 18: Venom Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(42), Det'tn-Dmg/Rchg(42), Det'tn-Dmg/Rng(43), Det'tn-Acc/Dmg/EndRdx(43)
Level 20: Frag Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(31), Det'tn-Dmg/Rchg(34), Det'tn-Dmg/Rng(40), Det'tn-Acc/Dmg/EndRdx(42)
Level 22: Combat Training: Offensive -- Acc-I(A)
Level 24: Fortification -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(37), RctvArm-EndRdx(37)
Level 26: Frenzy -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
Level 28: Serum -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(45), Mrcl-Heal(46), Mrcl-Heal/EndRdx/Rchg(46), Mrcl-Rcvry+(46)
Level 30: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(33)
Level 32: Omega Maneuver -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(50), Det'tn-Dmg/Rng(50), Det'tn-Acc/Dmg/EndRdx(50)
Level 35: Tactical Training: Assault -- EndRdx-I(A)
Level 38: Tactical Training: Leadership -- EndRdx-I(A)
Level 41: Mental Training -- Run-I(A)
Level 44: Aim -- RechRdx-I(A)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(40), P'Shift-End%(40)
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"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!
You could dump Wolf Spider Armor (Very little resist, mez protections moot due to Fortification), Omega (hella long cooldown, unrelyable) and Super Jump (Ninja Run) to fit Fighting in there. Weave will give you a great deal of flexibility in capping defense and tough is a good mule for steadfast.
Do that and you can free up slots by avoiding direct ranged defense bonuses, get a Gaussians into TT: Leadership. I think the only ranged defense set bonus on my Crab is Gaussians and I am a little bit over the cap. (FYI the proc works in TT: Leadership)
On endurance use. With Miracle + Numina in Health, 3 slotted Stamina + Pshifter and both end max accolades on my Crab. I run Fort, Both Maneuvers, Both Assaults, TT: Leadership, Combat Jumping and Weave. I just barely surpass my end consumption with all of that, I was eating a little bit faster than gaining until I got Portal Jockey.
Thanks Wiccania. I discovered after taking a re-look at the build that I'd completely forgotten about the Aegis set. This build is better, I think. Check it out!
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Silver Meshweaver Redux: 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
Villain Profile:
Level 1: Channelgun -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 1: Crab Spider Armor Upgrade -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(40), Aegis-ResDam/EndRdx/Rchg(40), Aegis-ResDam(42)
Level 2: Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 4: Longfang -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 6: Aim -- RechRdx-I(A)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(11)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(15), LkGmblr-Rchg+(15)
Level 12: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(13), LkGmblr-Rchg+(13)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Arm Lash -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(21)
Level 18: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25)
Level 20: Tactical Training: Assault -- EndRdx-I(A)
Level 22: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
Level 24: Mental Training -- Run-I(A)
Level 26: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(27), Aegis-ResDam/EndRdx/Rchg(27), Aegis-ResDam(34), Aegis-EndRdx/Rchg(34)
Level 28: Serum -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(46), Numna-Heal/EndRdx/Rchg(48), Numna-Heal(50)
Level 30: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(33)
Level 32: Frenzy -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 35: Combat Training: Offensive -- Acc-I(A)
Level 38: Combat Training: Defensive -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 41: Boxing -- Acc-I(A)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(33), Numna-Heal(33), Numna-Regen/Rcvry+(42)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-End%(29)
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Set Bonus Totals:
- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 9.875% Defense(Smashing)
- 9.875% Defense(Lethal)
- 13.63% Defense(Fire)
- 13.63% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 16.75% Defense(Melee)
- 5.5% Defense(Ranged)
- 14.88% Defense(AoE)
- 66.25% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 10% FlySpeed
- 184.73 HP (17.25%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 9.35%
- MezResist(Immobilize) 2.75%
- MezResist(Stun) 4.4%
- 14% (0.245 End/sec) Recovery
- 98% (5.258 HP/sec) Regeneration
- 4.725% Resistance(Fire)
- 4.725% Resistance(Cold)
- 20% RunSpeed
- 5% XPDebtProtection
Set Bonuses:
Devastation
(Channelgun)
- 12% (0.644 HP/sec) Regeneration
- 24.1 HP (2.25%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
(Crab Spider Armor Upgrade)
- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
- 2.5% XPDebtProtection
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Slice)
- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Longfang)
- 12% (0.644 HP/sec) Regeneration
- 24.1 HP (2.25%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
(Suppression)
- 2.5% (0.044 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Tactical Training: Maneuvers)
- 10% (0.537 HP/sec) Regeneration
- 12.05 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)
- 10% (0.537 HP/sec) Regeneration
- 12.05 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Super Jump)
- Knockback Protection (Mag -4)
(Arm Lash)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Venom Grenade)
- 2.5% (0.044 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Tactical Training: Leadership)
- 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)
(Fortification)
- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
- 2.5% XPDebtProtection
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Serum)
- 12% (0.644 HP/sec) Regeneration
- 20.08 HP (1.875%) HitPoints
- 6% Enhancement(Heal)
(Frag Grenade)
- 2.5% (0.044 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Frenzy)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Combat Training: Defensive)
- 10% (0.537 HP/sec) Regeneration
- 12.05 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Tough)
- 1.5% (0.026 End/sec) Recovery
- 3% Defense(All)
- Knockback Protection (Mag -4)
(Weave)
- 10% (0.537 HP/sec) Regeneration
- 12.05 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Maneuvers)
- 10% (0.537 HP/sec) Regeneration
- 12.05 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Health)
- 2.5% (0.044 End/sec) Recovery
(Health)
- 12% (0.644 HP/sec) Regeneration
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 20.08 HP (1.875%) HitPoints
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"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!
First the easy suggestions.
Combat Training: Offensive is a wasted power pick in your build. All of your powers are slotted with Accuracy, you are running TT: Leadership and you are getting accuracy set bonuses.
I suggest you pick up Leadership: Assault in its place.
Yank a slot from CJ and TT: Defensive. Your defenses will still be above cap and you still will have the regen bonus from LotG. Use those two slots to double slot Assault for Endredux and add another slot to Stamina for another P'shifter. You will have the end to handle it, I do the same on my Crab and we have the exact same end recovery and consumption (if you make this change).
I personally slotted Channelgun and Longfang with Devastation as well, however I put Procs in place of the Dmg/Recharge pieces (I run with Muscle alpha slot so works wonderfully). Best part is they can take Achilles' Heel.
Now the harder suggestion.
I dislike Frag Grenade. The knockback is radial and the radius is tiny. It is simply put a very poor AoE attack. I suggest you get Dark Obliteration. Larger Radius, better damage type and no knockback.
Now Dark Oblit requires you to pick another power from Soul Mastery. Luckily Soul also has one of the best single target blasts in the game: Gloom. It would take a rebuild and reslotting in Mids but it is definately possible to dump either Channelgun or Longfang (whichever you like less) and replace it with Gloom and replace Frag Grenade with Dark Oblit. Would use the exact same amount of slots and you'd be able to use the same sets so the only change would be you'd be replacing two powers with better ones.
This suggestion would leave you short a ranged attack if your level gets cut below 37, however you'll still have plenty of attacks to swing around and while doing high level stuff Gloom and Dark Oblit will serve you very well.
Heres what i roll, I use webnade+elec fences to hold and then go to town with aoes, and then finish off rest with arm lash.
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Is this even possible? Aside from all the "Why would you skip pets?" and "Blappers suck!" That This thread may accrue, I would like to know if anyone out there has tried this and how successful it was.
"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!