Crab AoE Attacks


Biowraith

 

Posted

Hi,

I have a few questions about Crab Spider AoE attacks, I've never played a SoA but was looking at having a go, I like the look of Crabs and I've heard they are good at AoE.

I've had a look in MIDs but I'm not sure where the crab's AoE comes from, I was hoping someone could give me a run down of the AoE powers and a what a typical chain would be.

My confusion stems from the hodge-podge of melee and ranged AoEs and cones. Does a crab focus on a choice of either PBAoE or ranged AoE, or does he mix and match and use them all?

TIA


 

Posted

The main two are Venom Grenade and Suppression. Both have a decent area of effect and relatively unresisted damage types (toxic & energy), with the former also having the all-important -res element.

Frag Grenade is also an option as it's fairly good damage (better than M30 that more people are familiar with), but it's got a smaller radius and a knockback chance, so some people bypass it.

Some people also take Heavy Burst from the Wolf tree as it's similar to Suppression but with the downside of lethal damage and the upside of slightly faster animation.

Quite a few people also go for the Leviathan patron pool as Bile Spray covers a wide area, and Venom Grenade does extra -resistance to toxic damage.

Most stick to the ranged options - an un-IO'd Crab has superior ranged defense, and more/better options for ranged AoE. But if you do expect to spend some time in melee you have Arm Lash (good damage, but generally tricky to hit more than 2 or 3 targets) and Frenzy (easier to hit multiple targets, average damage, small radius) - I took both on my Crab, but at least judging by forum posts I'm in the minority. You'd also maybe be struggling for slots if you took both - I found things very tight on my build.


 

Posted

I agree with Bio...slots don't come cheap on a Crab depending on the build. I often dual-build with one being mostly AoE and the other being ranged plus 1 melee attack for pasky rushers. The Ranged Def on a Crab is mighty and on a team mine becomes a fire-support platform.


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

Venom Grenade + Suppression + Bile Spray + Frost Breath, with a high enough recharge build, gives a full AoE attack chain plus 35% AoE resist debuffing. They all work at range since they are all targeted or cone, and this plays to the strength of a Crabs best base defenses. You need a heck of a End Recovery IO build to keep that chain up for long though.

With less recharge, or if you want an AoE chain below 40th level, add in Frag Grenade (if you don't mind knockback, just use it at the end of your chain) and/or Heavy Burst.

Only a few blaster or corruptor powersets can rival or exceed the AoE a Crab can put out, and with much less safety. Plus you boost team defense and team offense (AoE resist debuffs). I've seen blasters and scrappers turned down for teams, I've never seen a Crab turned down unless the last slot was being saved for a tank.


 

Posted

By far the most popular Crab Spider spec seems to be "ranged AoE fire platform with soft-capped ranged defense". However, I'm glad to say there is no "right" spec for Crabs, and many different tactics are viable. Mine started out with lots of pets, ranged attacks and Leadership pool but has slowly evolved into a rather tank-like character that engages most foes in melee after softening them up with ranged attacks/debuffs.

All of a Crab's attacks are AoE except for the first few rapid filler attacks, so you can choose which ones you like. I agree that Venom Grenade (Resistance Debuff) and Suppression (Defense Debuff) are critical powers that should not be skipped. Other than that, pick whatever suits your tactics.

I do like Arm Lash, even as a single-target attack. It has unusually long range for a melee attack and I always left it on auto-attack as a sort of point-defense system for my ranged spec to finish off things that got too close. And, really, what's the point of having giant mechanical spiked arms without the ability to impale people with them?

Some powers that work great solo are not as desirable on teams. Omega Manuever is fun when solo, but it's too slow to be effective on a big team. By the time it goes off, your team has rolled through the group of mobs and/or completely scattered them with knockback and competing sources of aggro. Likewise, Frenzy is great when solo since you control the aggro and can get a large group of targets to pile in around you. Not as ideal on a team, though my current spec does have Frenzy but not Omega.


 

Posted

Speaking of Omega, how would you slot that?

Also, I'm tempted to get Frenzy and Arm Lash, but wondering if getting Tough and Weave would be better? I can cap ranged def with Weave, but having those arms not actually slicing things makes me sad.


 

Posted

Can you share your build please Two_Dollar_Bill. I seen a lot of AoE Crab but I would like a "Tank-like". I tried to make a good build but never have enough defense.

I have a bane with "Musculature" (in french lol +damage) and would like to play Crab, possibly with Frenzy and Omega Maneuver, and Mu Mastery


 

Posted

Quote:
Originally Posted by Dr_Occult View Post
Speaking of Omega, how would you slot that?

Also, I'm tempted to get Frenzy and Arm Lash, but wondering if getting Tough and Weave would be better? I can cap ranged def with Weave, but having those arms not actually slicing things makes me sad.
For Omega I just have 3 dam/rech IOs slotted. I'd like to have had a bit of accuracy in there too, but slots are very tight on my build (e.g. I didn't make the decision you did in your next question - I took all four). It seems to be effective despite that.

Also note that Frenzy's animation doesn't involve any arm slicing. Rather you kinda charge up then unleash a red energy burst - the arms curl down in front of you when you're charging then fly out when you unleash, but there's no slashy/slicey stuff going on. Arm Lash is very slicey though, which was the original reason I couldn't pass it up

But Tough + Weave are also definitely worth considering. Adding those to my build made a noticeable difference in the difficulty levels I could solo (and my survivability on TFs and the like) - he's not quite fully soft capped (range 45.77, melee 38.29, aoe 42.66) but combined with Fortification+Tough's resists it doesn't seem to matter much (and for the times it does, there's Serum and purple inspirations).


 

Posted

Here's what I have so far, but I still have the nagging feeling I'm missing something:

Villain Plan by Mids' Villain Designer 1.93
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
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Channelgun -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(3), Decim-Dmg/Rchg(5), Decim-Dmg/EndRdx(5), Decim-Acc/Dmg(7)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Longfang -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(9), Thundr-Acc/Dmg(11), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(17)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(17)
Level 8: Suppression -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Dmg/EndRdx(21), Posi-Acc/Dmg(23)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25)
Level 12: Venom Grenade -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(27), Det'tn-Dmg/EndRdx(27), Det'tn-Acc/Dmg(29), Det'tn-Dmg/Rchg(29), Det'tn-Dmg/Rng(31)
Level 14: Super Jump -- Jump-I(A)
Level 16: Heavy Burst -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Dmg/EndRdx(31), Det'tn-Acc/Dmg(31), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/Rchg(33), Det'tn-Dmg/Rng(33)
Level 18: Frag Grenade -- Det'tn-Dmg/EndRdx(A), Det'tn-Acc/Dmg(34), Det'tn-Dmg/EndRdx/Rng(34), Det'tn-Dmg/Rchg(34), Det'tn-Dmg/Rng(36), Det'tn-Acc/Dmg/EndRdx(36)
Level 20: Tactical Training: Leadership -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(36)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(37), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam/Rchg(37)
Level 26: Kick -- Empty(A)
Level 28: Serum -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx(39), H'zdH-Heal/Rchg(40), RechRdx-I(40)
Level 30: Tactical Training: Assault -- EndRdx-I(A)
Level 32: Omega Maneuver -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(43), Stpfy-Acc/Rchg(46), Rope-Acc/Rchg(50)
Level 35: Tough -- S'fstPrt-ResKB(A)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(50), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 41: School of Sharks -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Dmg/EndRdx(42), Det'tn-Acc/Dmg(42), Det'tn-Dmg/Rchg(42), Det'tn-Dmg/Rng(43), Det'tn-Acc/Dmg/EndRdx(43)
Level 44: Bile Spray -- Posi-Dam%(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg(46), Posi-Acc/Dmg/EndRdx(46)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), P'Shift-EndMod/Acc(9)
------------



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Posted

I would like my Crab to do "everything" including ranged, melee and pets, so both powers and slots are tight and trade-offs must be made.

Villain Plan by Mids' Villain Designer 1.93
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: Teleportation
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Channelgun -- Thundr-Acc/Dmg (A), Thundr- Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(9)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt- ResDam/Def+(A), S'fstPrt-ResKB(5)
Level 2: Slice -- T'Death-Acc/Dmg (A), T'Death- Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(11) , T'Death- Dmg/EndRdx/Rchg(27), T'Death- Dam%(29)
Level 4: Combat Training: Defensive -- LkGmblr- Def(A), LkGmblr- Rchg+(5)
Level 6: Combat Jumping -- LkGmblr-Def (A), LkGmblr- Rchg+(9)
Level 8: Recall Friend -- Winter-ResSlow (A)
Level 10: Tactical Training: Maneuvers -- LkGmblr- Def(A), LkGmblr- Rchg+(11)
Level 12: Arm Lash -- Oblit-Dmg (A), Oblit- Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(31) , Oblit- Acc/Dmg/EndRdx/Rchg(33), Oblit- %Dam(34)
Level 14: Super Jump -- Zephyr-Travel (A), Zephyr- Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Venom Grenade -- Posi-Acc/Dmg (A), Posi- Dmg/EndRdx(17), Posi- Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34)
Level 18: Suppression -- ShldBrk-DefDeb (A), ShldBrk- Acc/DefDeb(19), ShldBrk-Acc/Rchg(19), ShldBrk-DefDeb/EndRdx/Rchg(36) , ShldBrk- Acc/EndRdx/Rchg(37), ShldBrk- %Dam(37)
Level 20: Tactical Training: Leadership -- GSFC- ToHit(A), GSFC- ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(25) , GSFC-Rchg/EndRdx (37), GSFC- ToHit/EndRdx(39), GSFC-Build%(40)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- Aegis- ResDam/EndRdx(A), Aegis- ResDam/Rchg(25), Aegis-ResDam/EndRdx/Rchg(27), Aegis-ResDam(40) , Aegis-Psi/Status (40)
Level 26: Kick -- Acc-I(A)
Level 28: Serum -- Numna-Heal/Rchg (A), Numna- Heal/EndRdx/Rchg(29)
Level 30: Tough -- Aegis- ResDam/EndRdx(A), Aegis- ResDam/Rchg(31), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(42) , Aegis-ResDam (42)
Level 32: Weave -- LkGmblr- Def/EndRdx(A), LkGmblr- Def(33), LkGmblr- Rchg+(33)
Level 35: Frenzy -- Oblit-Dmg (A), Oblit- Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(42) , Oblit- Acc/Dmg/EndRdx/Rchg(43), Oblit- %Dam(43)
Level 38: Call Reinforcements -- ExRmnt- Acc/Rchg(A), ExRmnt- Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(43) , ExRmnt- EndRdx/Dmg/Rchg(45), ExRmnt- +Res(Pets)(46)
Level 41: Web Envelope -- Enf'dOp- Acc/Immob/Rchg(A)
Level 44: Shatter Armor -- T'Death-Acc/Dmg (A), T'Death- Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(46) , T'Death- Dmg/EndRdx/Rchg(46), T'Death- Dam%(48)
Level 47: Summon Blaster -- BldM'dt-Acc/Dmg (A), BldM'dt- Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(50) , BldM'dt-Acc (50), BldM'dt- Dmg(50)
Level 49: Tactical Training: Assault -- EndRdx -I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Conditioning
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I (A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal (A), Numna- Regen/Rcvry+(23)
Level 2: Hurdle -- Jump-I (A)
Level 2: Stamina -- EndMod-I (A), P'Shift- EndMod(21), P'Shift-End%(21)
------------


Defense and Resistance
In terms of defenses, this build has Tough and Weave but lacks Leadership pool Maneuvers. All positional defenses are slightly over soft cap. It also has 50% resistance to smashing and lethal, due largely to 5-slotted Tough and Fortification.
Without Manuevers you have to get a little creative with IO sets to improve Melee and Area defenses. Shield Breaker improves both. Aegis and Blood Mandate are great for AoE. Obliteration and Touch of Death are good for Melee. And if you don't mind 6-slotting Leadership, Gaussian's Synchronized Fire Control adds 2.5% to all positionals.

Attacks
As I said, this build is really more concerned about melee combat than ranged AoE. I open with Suppression and Venom Grenade, then charge in to melee with Slice, Arm Lash, Frenzy and Shatter Armor. I perfer to have a lot of attacks instead of using Hasten to spam just two or three.

Omega Maneuver
Before I gave up using it, I slotted Omega Maneuver a few different ways. The only major advice I would give is... slot it for range. There's a fine line between dropping the bomb in the middle of a group... and having the group aggro on you and run away from the bomb to attack you. This is even more problematic if you have trigger-happy pets in tow. Just a small increase in range can make the power a lot easier to use when solo.

Serum
I did have it much better slotted before I20 came out. I reduced it to a mere two slots after I fell in love with my Destiny power (Rebirth).

Pets
I would like to have all possible pets, but I've sworn off Spiderlings in this build because they often survive only seconds before being pulverized.


 

Posted

as mentioned, a crab is sort of a Heavy Weapons specialist/ light tank

the melee powers aren't great but aren't bad either, and would otherwise wouldn't be a bad home for set bonuses, except for one small thing, like all VEAT builds, its slot hungry, both my Widow and Soldier, are the only alts of mine at 50, whom I would love a lot more slots on, at least to their degree. and a purpled up, incarnated up Crab, can become quite a scary beast


 

Posted

Quote:
Originally Posted by Wooden_Replica View Post
both my Widow and Soldier, are the only alts of mine at 50, whom I would love a lot more slots on, at least to their degree.
Clearly you have neither a Tri-form Warshade, nor a Quad-form Peacebringer. Khelidans made the slot pressures on VEATs look like recreational sport.


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

 

Posted

actually I do have a 50 WS ;-), in all honestly I forgot about the HEATs, I'll amend my statement, VEATS and HEATs are a lot more slot hungary than you standard AT's( i'd love to be able to sacrifice a power slot in the 41-50 range for 3 enhancement slots).


 

Posted

Why stop at 3? Let's shoot for 12.