Melee Crab?


BeornAgain

 

Posted

So, this is a lil' bit of a silly build. Tried going for Melee Crabbing... Is this viable, bunk, or somewhere in between?

Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Channelgun -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(5), Thundr-Dmg/Rchg:40(7), Thundr-Acc/Dmg/Rchg:40(23), Thundr-Acc/Dmg/EndRdx:40(31), Thundr-Dmg/EndRdx/Rchg:40(34)
Level 1: Crab Spider Armor Upgrade -- Aegis-Psi/Status:40(A), Aegis-ResDam:40(3), Aegis-ResDam/EndRdx:40(17)
Level 2: Wolf Spider Armor -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(3), ImpArm-ResDam:40(48), ImpArm-ResDam/EndRdx:40(50)
Level 4: Longfang -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/Rchg:40(5), Thundr-Dmg/EndRdx:40(7), Thundr-Acc/Dmg/Rchg:40(23), Thundr-Acc/Dmg/EndRdx:40(31), Thundr-Dmg/EndRdx/Rchg:40(34)
Level 6: Aim -- RechRdx-I:40(A)
Level 8: Slice -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Knock%:35(17), P'ngS'Fest-Acc/Dmg:30(46), P'ngS'Fest-Dmg/EndRdx:30(48)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(11), HO:Cyto(11)
Level 12: Venom Grenade -- Posi-Acc/Dmg:40(A), Posi-Dmg/EndRdx:40(13), Posi-Dmg/Rchg:40(13), Posi-Acc/Dmg/EndRdx:40(40), Posi-Dam%:40(40)
Level 14: Arm Lash -- Sciroc-Acc/Dmg/EndRdx:40(A), Sciroc-Dmg/EndRdx:40(15), Erad-Dmg/Rchg:30(15), Erad-Acc/Dmg/Rchg:30(43), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Erad-%Dam:30(45)
Level 16: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Knock%:35(34)
Level 18: Tough -- Aegis-ResDam:40(A), Aegis-ResDam/EndRdx:40(19), Aegis-ResDam/Rchg:40(19)
Level 20: Weave -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(21), HO:Cyto(21)
Level 22: Mental Training -- Run-I:40(A)
Level 24: Fortification -- Aegis-ResDam:40(A), Aegis-ResDam/EndRdx:40(25), Aegis-ResDam/EndRdx/Rchg:40(25), ImpArm-ResDam/EndRdx:40(50), ImpArm-ResDam/EndRdx/Rchg:40(50)
Level 26: Frenzy -- Sciroc-Acc/Dmg/EndRdx:40(A), Sciroc-Dmg/EndRdx:40(27), Erad-Dmg/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(40), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Achilles-ResDeb%:20(45)
Level 28: Serum -- Numna-Heal/Rchg:40(A), Numna-Heal/EndRdx/Rchg:40(29), Numna-EndRdx/Rchg:40(29), Mrcl-Heal/Rchg:40(45), Mrcl-Heal/EndRdx/Rchg:40(46)
Level 30: Tactical Training: Assault -- EndRdx-I:40(A)
Level 32: Hasten -- RechRdx-I:40(A), RechRdx-I:40(33), RechRdx-I:40(33)
Level 35: Mace Blast -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(36), Thundr-Dmg/Rchg:40(36), Thundr-Acc/Dmg/Rchg:40(36), Thundr-Acc/Dmg/EndRdx:40(37), Thundr-Dmg/EndRdx/Rchg:40(37)
Level 38: Maneuvers -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(39), HO:Cyto(39)
Level 41: Shatter Armor -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Knock%:35(42), P'ngS'Fest-Acc/Dmg:30(46), P'ngS'Fest-Dmg/EndRdx:30(48)
Level 44: Assault -- EndRdx-I:40(A)
Level 47: Combat Jumping -- LkGmblr-Rchg+:40(A)
Level 49: Vengeance -- LkGmblr-Rchg+:40(A)
------------
Level 2: Swift -- Run-I:40(A)
Level 2: Health -- Numna-Regen/Rcvry+:40(A)
Level 2: Hurdle -- Jump-I:40(A)
Level 2: Stamina -- P'Shift-End%:40(A), P'Shift-EndMod/Acc:40(37), P'Shift-EndMod:40(39)
Level 1: Brawl -- Acc-I:40(A)
Level 1: Conditioning
Level 1: Sprint -- ULeap-Stlth:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 4: Ninja Run
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I am the 99%. Occupy the World.
Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Looks like a good build.

Not a major issue, but you think you can get fire and cold 2% higher at the sacrifice of energy negative. At least this way you will be fully typed defense capped. You can put Maelstrom in Longfang and Multistrike in frenzy to cap out.

I moved some IOs around to show you. Nothing crazy. I'm not to sure about the LOTG+recharge IOs since your not perma hasten. It all helps I guess.

I also removed vengeance and placed super speed with stealth IO. It will allow you to run into a group of mobs unnoticed for the most part and start your attacks first. Regardless you will get more out of SS then you would Vengeance. Stealth runs, Jetpack+SS stealth runs. I have vengeance on a Huntsman but only because I needed another LOTG+recharge for perma pets.

You will without a doubt need cardiac regardless of which build your might consider.

Further I don't know how much you worked this build. I would suggest remaking the build a few times to tighten it up. I went in several directions and was able to make changes so to me it still needs work until you get a final build. Also I would look or attempt to get positional defense cap to see if it is possible and compare the numbers you get.

As an example you might want to six slot endurance with efficiency adapters for the recharge and endurance bonus.

Again if you can still make all those changes and not modify or improve the build it isn't done and needs to be reworked. Compare what it looks like 4 or 5 slotting compared to 6 slotting a power DPS wise.

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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

Good build. I have a "tank crab" that is similar. The dual leadership and other defense pool powers, plus provoke, make it a very good tank.

And, remember, VEATS and EATS can cap resists at 85%. Brutes and Tanks are 90%, but scrappers and alllll the other ATs are 75%.


 

Posted

I think it's a viable build, but it's FAR more expensive than it needs to be, and ties up a lot of slots on mule powers that you won't use.

You really don't need three sets of Kinetic Combat when you can soft cap all of your positional defenses using cheaper sets.

Cytoskeleton Exposures are also crazy expensive and you don't need them. Luck of the Gambler IOs may not be as efficient as Hami-O's but they will get the job done and give you set bonuses to boot. Extra hit points are always welcome.

You could make the case that more damage resistance is always good, but the main advantage of both of the "Armor" powers is status resistance. Wolf Spider Armor is really redundant and gives you a trivial amount of resistance for the enhancement slots you are investing.

I would not skip Suppression. It's your biggest and best AoE attack, and can get the attention of a large number of victims so they run in close for Frenzy.
I'm not sure I would give up Tactical Training: Leadership either. All of the Soldier versions of the Leadership pool powers are superior to the original versions and well worth having, for the sake of your team if not yourself.

I think you have way too many attack powers slotted up to make an attack chain. Things like Boxing and Mace Blast are just mule powers that will never be used. I think if you reorganized your IO sets to soft-cap your positional defenses you could put those power choices and enhancement slots to good use on powers you will really use.

-----

This is what I'm currently pondering for my melee Crab's next respec. It has a lot of odd quality of life features that most people won't care about, but you can see that it soft-caps all positional defenses without using Combat Jumping and it manages 50% smashing and lethal resistance without Wolf Spider Armor. 86% global recharge is fast enough that I don't need Hasten.

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