dropping spiderlings... good or bad idea?
Well no your not crazy to drop them but that isn't a good reason. Their damage is a lot like a cone attack so you don't see them take down enemies quickly but they do contribute quite a lot to the mob as a whole.
The fact that they are uncontrollable and constantly suiciding is a better reason to drop them .
I use them about 1/2 the time. I find them good at annoying the enemy and making them not focus on me. Now that I'm all Incarnatey-goodness though I don't really *need* them.
Still, makes me happy to have my little army of 5 spiders running around.
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Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)
I love pets and they are one of the things that attracted me to Crab Spiders to begin with. Even so, I dropped Spiderlings from my spec about the time I started doing Incarnate trials. They only last a few seconds before they're killed, and a dead pet contributes 0 DPS.
However... fast forward to Issue 20.5 and doing Keyes Island Reactor trials all the time. None of my pets can survive long enough to be useful. I hate to drop all my pets, but they are useless... or worse if I catch them chewing on Former Praetor Keyes during their brief existence.
So, I am going to have two permanent specs. The "bring home the bacon" spec with no pets, and the "lightweight" spec with all the pet powers and the Leadership pool.
I guess that's my answer. If you're doing Incarnate trials and want pets for their DPS, forget it. If you're playing regular missions for fun, keep them around and watch them chew on the ankles of your foes instead of staying at range and blasting.
My 2 cents, drop all pets asap.. make your crab a tanker with 90% aoe attacks and take lore for pets. I used to farm Liberate TV mish at +2/8 on my crab, thats way b4 any incarnates.
With any tough foes, your pets are gonna die too fast to even make it worth having, id rather slot my crab for melee/ranged/aoe def and use aoes to handle mobs. In the end its better damage and better survivability imo.
And the arachnos lore pets look good for a cool theme to the crab spider.
As some mentioned, it really depends on your build and play style. I went full positional cap and I had no room for them.
If you just intend on running on SO's or not bothering with defenses or whatever then it really does not matter.
But if your going in some specific direction with the build then you need to determine which power is going to benefit you more in the long run.
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
It depends a lot on your preferences and style. My Crab has all three pets and I've got enough recharge (plus Hasten) to keep them out permanently (unless they get killed). The combination of pet resistance/defense aura IOs and Rebirth Destiny helps me keep them alive in most non-Incarnate content. They do die more in Incarnate content but I still find them useful for drawing aggro and a bit of extra damage.
Now if your main concern is being as personally powerful as possible in Incarnate content I'd say drop the pets and take the Fighting pool.
Personally I would never drop them, having a small army of robot spiders (including Arachnos Lore) is what makes my Crab Spider fun to play.
I remember a thread awhile back showing that the spiderlings did more damage than fire imps with comparable survivability. Would you drop them on a fire dom/troller?
Level 50s: to many to remember at this point
It depends a lot on your preferences and style. My Crab has all three pets and I've got enough recharge (plus Hasten) to keep them out permanently (unless they get killed). The combination of pet resistance/defense aura IOs and Rebirth Destiny helps me keep them alive in most non-Incarnate content. They do die more in Incarnate content but I still find them useful for drawing aggro and a bit of extra damage.
Now if your main concern is being as personally powerful as possible in Incarnate content I'd say drop the pets and take the Fighting pool. Personally I would never drop them, having a small army of robot spiders (including Arachnos Lore) is what makes my Crab Spider fun to play. |
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
How are you getting call reinforcements perma ? I was able to get close with 2 purple sets but I even had hasten 5 slotted. I was 4 seconds short but again 2 purple set.
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That being said my definition of perma for those powers would be "likely to be recharged by the time I notice the pet has died" anyway so I'd consider 4 seconds off to be good enough.
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I've got 4 purple sets, 5 x 6.25% bonuses (3 Positron's and 2 Expedient Reinforcement) and 3 LotG 7.5%s. I only have two slots in Hasten but it's close enough to perma (120.1s recharge so it's technically down for 0.83s) which gives me a 235s recharge in Call Reinforcements and 232.8s in Summon Blaster (they have slightly different slotting since I used Soulbound Allegiance pieces to bring up the numbers).
That being said my definition of perma for those powers would be "likely to be recharged by the time I notice the pet has died" anyway so I'd consider 4 seconds off to be good enough. |
Very expensive build Adeon on your part but with 5 pets from powers and getting 1 from patron powers and 2 other from incarnate not bad having 8 pets out and not being a mastermind. I might have to look around a bit more and see what I can do.
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
I'd say it's a pretty bad idea. Interface procs go off for pet attacks just like they do for your own attacks. So the more minions you have attacking the more you get out of Interface.
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go the double manuevers double assault route throw in all the pet procs that give +def and
+res then grab barrier and you little spiderlings became a whole heck of a lot harder to drop.
Even so, I dropped Spiderlings from my spec about the time I started doing Incarnate trials. They only last a few seconds before they're killed, and a dead pet contributes 0 DPS.
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However... fast forward to Issue 20.5 and doing Keyes Island Reactor trials all the time. None of my pets can survive long enough to be useful. I hate to drop all my pets, but they are useless... or worse if I catch them chewing on Former Praetor Keyes during their brief existence.
So, I am going to have two permanent specs. The "bring home the bacon" spec with no pets, and the "lightweight" spec with all the pet powers and the Leadership pool.
I guess that's my answer. If you're doing Incarnate trials and want pets for their DPS, forget it. If you're playing regular missions for fun, keep them around and watch them chew on the ankles of your foes instead of staying at range and blasting.[/QUOTE]
I dunno. The spiderlings, combined with the Incarnate pets make for a HELL of a door/chokepoint defense force in the BAF.
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On top of that, you could also grab a Patron pet like the mu striker for example who is great because he hangs back at range and just blasts.
Obviously some players want Spiderlings, Call Reinforcements, Lore Pets & a Patron pet - in that case go for it, but I don't think you are losing all that much dropping the Spiderlings in particular.
I have love in me the likes of which you can scarcely imagine and rage the likes of which you would not believe. If I cannot satisfy the one, I will indulge the other.
Don't ditch the pets.
Don't think of them as pets, think of them as long lasting DoTs. With reactive interface think of them as long lasting DoTs that do incredible damage.
There isn't another power available to a crab that will do more damage and with the right build you give up virtually nothing to do it.
I have all my defenses soft capped, I have enough +recharge to keep my pets and hasten on perma and full attack chains in both aoe and single target damage.
My build isn't even particularly expensive - in the time since 20.5 dropped, the fact that with my pets prisoners never escape during BAF has erned me enough extra alpha merits to buy and sell lotgs to pay for my build a couple of times over.
Unless they think running off and suiciding sounds like a solid plan, they aren't overly hard to keep alive with double manouevers running, an additional +10% defense from the IOs and the destiny heal.
Fully slotted, 3 spiderlings will do a total of about 70 DPS. They actually do the most damage out of any none-Lore pet available to crabs. Disruptors (Call Reinforcements) do about 40 while a Blaster (patron pet) does only 17.
Of course, this only holds true when you can keep them alive... I don't have trouble doing pylons with them, but never had much success with AVs.
Actually they do a good bit of damage. No don't expect them to take down a boss while you aren't looking but I have launched into a mob and taken out the Lieutenant only to discover the 2 minions were gone by the time I was done.
Are they mandatory.. No but I enjoy my small army of spiders.. 3 spiderlings and 2 Arachnobot Disruptors plus my Archnobot I got from having Black Scorpion as my Patron. Add in the 2 pets I got from Lore and I have as many minons as most Masterminds.
The spiderlings are the weakest of course but still do misdirect some aggro from me and add damage. Sadly like all non MM pets they go where ever they feel like going so I do tend to pick the situations I use them in but Elite Bosses drop l.ike flies when I launch all 8 pets along with my own attacks. All those pets make me a very popular addition to the prisoner phase pf any BAF trial
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No don't expect them to take down a boss while you aren't looking
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I recentl did the portal jockey accolade on my Crab. I didn't go extreme or anything only +0 and the AVs were only EBs but there wasn't a single EB in there I bothered helping the pets with and they handled it quite fine, not a single one of them died.
That is partially why I love the pets so much, it is good to be lazy once in a while and if you can do it without sacrificing your blasting power or defensive power, why not?
I have all my defenses soft capped, I have enough +recharge to keep my pets and hasten on perma and full attack chains in both aoe and single target damage.
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Best,
MT
Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."
My Crab on Guardian called Nephila, never had pets.
25Bill build, team orientated, 4 purple sets, 4 PvP sets.
Tanked A-M during a Keyes run, with a fender on me just like the tanks get.
Went in solo to get nades during Lambda, 0 deaths while the 8 man team had 3 wipes.
Can solo a door on BAF with my T4 Arachnos Lore.
Spider pets? When u'r on a team, u don't need them.
Teams like buffs, and that's what i do :P
But.. i agree with most posts. It's all personal preference!
SoA's are so versatile, it's awesome! Can go 3 ways, Huntsman, Bane or Crab. And even in those we have choices. I love my Crab, best toon i have.
But my Crab will not be for everyone, just like those pets are not for me.
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They're cute and all but they don't seem to contribute a lot of damage... Would I be a crazy fool to drop the spiderlings for an awesome single attack like Gloom? Need advice from a Crab vet before I burn a respec.