Crab Build


Adeon Hawkwood

 

Posted

Hello,
i have a Bane that is very fun to play (good build/incarnate) very strong against single target. i want to make a second build as a Crab Spider but i have got some problems.

a big endurance consommation. i have actually "Musculature Core paragon" alpha and Barrier for destiny (and my play time is really short)

and i don't have super jump

here is my beast build

Villain Plan by Mids' Villain Designer 1,94
http://www.cohplanner.com/

Click this DataLink to open the build!

Bane/Crab: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(23)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(3), S'fstPrt-ResKB(9)
Level 2: Wolf Spider Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(3)
Level 4: Longfang -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(7)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(23), LkGmblr-Def/Rchg(37)
Level 8: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(43)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/Rchg(37)
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: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(36)
Level 16: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 18: Tactical Training: Assault -- EndRdx-I(A)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(36)
Level 26: Kick -- Empty(A)
Level 28: Frenzy -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(36)
Level 30: Serum -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(31), Mrcl-Heal/Rchg(31), Mrcl-Heal/EndRdx/Rchg(31), Mrcl-Heal(33)
Level 32: Omega Maneuver -- Amaze-Stun(A), Amaze-Stun/Rchg(33), Amaze-Acc/Stun/Rchg(33), Amaze-Acc/Rchg(34), Amaze-EndRdx/Stun(34)
Level 35: Summon Spiderlings -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(39), S'bndAl-Dmg/Rchg(46)
Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Rchg(42), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(46)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Summon Striker -- C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Dmg/Rchg(48), C'Arms-Acc/Rchg(48), C'Arms-Acc/Dmg(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-EndRdx/Rchg(50)
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 0: Marshal
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
------------
------------
Set Bonus Totals:

  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 10,19% Defense(Smashing)
  • 10,19% Defense(Lethal)
  • 9,875% Defense(Fire)
  • 9,875% Defense(Cold)
  • 4,25% Defense(Energy)
  • 4,25% Defense(Negative)
  • 4,875% Defense(Psionic)
  • 13,63% Defense(Melee)
  • 5,5% Defense(Ranged)
  • 12,06% Defense(AoE)
  • 4,5% Max End
  • 76,25% Enhancement(RechargeTime)
  • 5% Enhancement(Heal)
  • 60% Enhancement(Accuracy)
  • 3% Enhancement(Immobilize)
  • 5% FlySpeed
  • 180,71 HP (16,87%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 2,75%
  • MezResist(Immobilize) 5,5%
  • 19,5% (0,342 End/sec) Recovery
  • 66% (3,541 HP/sec) Regeneration
  • 5,67% Resistance(Fire)
  • 5,67% Resistance(Cold)
  • 5% Resistance(Negative)
  • 10% RunSpeed



Code:
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Posted

There are different schools of thought on the usefulness of purple sets, but I feel that slotting up a junk power just to serve as a parking space for a purple set is a waste of perfectly good slots and it ultimately makes the character weaker.

Case in point: Omega Maneuver may be the world's worst crowd control power. It works best if nobody has aggro and if you have time to wait around for it to go off. Instead of slotting up a useless power as a parking space for a Absolute Amazement, I would take Suppression and slot it with regular old Positron's Blast. This will give you a useful AoE attack, which is the whole point of this build, after all.

I'm not sure if you have used Summon Spiderlings, but I quit using them on my own Crab because they race into melee and get killed almost instantly, so they really do not contribute any useful amount of DPS. I would much rather have Super Jump. You could also slot Super Jump for knockback resistance which would allow you to remove a slot of KB resistance from one of the Armor Upgrade powers and put it in to Stamina.


 

Posted

Quote:
Originally Posted by Two_Dollar_Bill View Post
I'm not sure if you have used Summon Spiderlings, but I quit using them on my own Crab because they race into melee and get killed almost instantly, so they really do not contribute any useful amount of DPS.
I use them a lot on mine and I find that solo at least they tend to last for a reasonably long time. Even on teams I tend to find that I've still got one or two alive by the time it's recharged.

That being said I find the Disruptor Bots more useful so given the choice of one I'd probably take them over the Spiderlings.


 

Posted

It's usually in the new incarnate stuff that they die in seconds. I changed my build completely now due to the incarnates.

You didn't need purples in your build. With some minor changes and losing the useless omega maneuver, you now are capped to positional defense and have a faster recharge than if you had the purples.

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Bane/Crab: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(23)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(9)
Level 2: Wolf Spider Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(3)
Level 4: Longfang -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(7)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(23), LkGmblr-Def/Rchg(37)
Level 8: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(43)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/Rchg(37)
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: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(36)
Level 16: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 18: Tactical Training: Assault -- EndRdx-I(A)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-EndRdx(36)
Level 26: Kick -- Empty(A)
Level 28: Frenzy -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(36)
Level 30: Serum -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(31), Dct'dW-Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(33)
Level 32: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(34)
Level 35: Summon Spiderlings -- C'Arms-Acc/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(37), C'Arms-Acc/Dmg(39), C'Arms-+Def(Pets)(40), C'Arms-Dmg/EndRdx(43), C'Arms-Acc/Dmg/Rchg(46)
Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Rchg(42), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(46)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Summon Striker -- C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Dmg/Rchg(48), C'Arms-Acc/Rchg(48), C'Arms-Acc/Dmg(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-EndRdx/Rchg(50)
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 0: Marshal
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
------------



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

Additionally, if you don't have cardiac, just turn off tough. You will still have about 30ish resist to s/l but will save a ton in end consump. If you are fighting heavy s/l mobs and want to have it on for safety, you can just toggle it on as needed.