Critic Crab Spider--MIDS


Battle-Born

 

Posted

I recently finished building my fire/fire tank so for my next project I am thinking about a Crab Spider. I'm interested imostly in the pets and the AOEs. I am very new to running these. My main goal was to have Perma-Hasten, which i did get, but idk if the way I did it was just stupid and would leave to many holes else where. So, please take a quick look at the build in MIDS.



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Please remember I am new to this archetype but any help/information would be appreciated. Thanks


The Battle-Ready
Battle-Born

 

Posted

http://www.cohplanner.com/mids/downl...36FE0B7A45F4D7

I think you are nerfing your attacks and defence quite a bit, but here is my build, you might get some ideas. With that I can solo GMs and other nasties.

If you are going to be doing meleeing, you want to up all your defences, but if you just have 5 pets, then you can focus on range and take something else for PP, like Ghost Widow or Mu.


 

Posted

you've got 6.25% rech six times and 1.5% hp 6 times fyi


perma jump is ---> /up 1

 

Posted

The build you posted is very expensive and non optimal. I would not recommend you proceed with your build, it has too many non optimal errors to list.

Trilby's build is very good and optimized for defense with a good amount of offense.

My build is expensive and optimized for recharge(offense) and ranged defense. I have a full AOE attack chain, and perma serum/hasten/pets.

Either build will be amazing in any content.

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Bots/Traps Guide for I19.5
RO Network

 

Posted

My build is made to tank, and I do. If you want to be more ranged, you can move things around, drop some melee and AoE, but try and stay on the right side of 35%


 

Posted

I am looking to be more ranged and pets based. So, I was looking at Mephe's build and wondered if there was a reason you took the soldiers frag grenade instead of the crab's? wouldn't that cause redraw time?


The Battle-Ready
Battle-Born

 

Posted

There's a critic born every minute. What you need is a critique.


 

Posted

Well, I don't think there's any point in just borrowing someone's build if you don't know why certain design decisions were made. So, I have a few (okay, several) pointers:

Leadership
One of the major strengths of any Soldier of Arachnos is Leadership. You have superior versions of all the Leadership toggles in the Training and Gadgets powerset, and if you take the actual Leadership pool, you get very favorable numbers from all of those powers, better than most other archetypes. My own Crab has no pets and still runs five leadership toggles because they're just that good. A Mastercrab like the one you want to make should think long and hard before skipping any Leadership power.

Defenses
The main thing that keeps any Crab Spider alive is high defenses. Soft-capping your ranged defense is so easy and so vital that it should be considered one of the most basic requirements of an effective Crab build. Whether you need to worry about Melee or AoE defense depends on your play style, but it doesn't hurt.
- Tactical Training: Maneuvers is just plain amazing. With modest slotting, it should provide a massive 15% to all defenses for yourself, your pets and your team.
- Combat Training: Defensive is what makes capping ranged defense so easy. You can get better than 10% ranged defense with just two slots: the Defense IO and Global Recharge IO from LotG.
- Maneuvers (Pool) gives your whole team and all your pets better than 5% defense with minimal slotting.
- You may or may not need Combat Jumping, Hover or Weave. They don't benefit your team or pets, and you can cap out your ranged defense without them.

Damage Resistance
Crabs can have very respectable damage resistance, but not enough that they can rely on it for their survival like some Tankers. It is strictly a backup to good defenses.
- Fortification is like Tough, but on steroids. Every Crab should take it and slot it generously. (More generously than that.)
- Crab Spider Armor Upgrade is a good power, mainly for the status protection it provides. The enhanceable part of this power (3% S/L resistance, 2% psi) is really nothing to write home about. A good spot for 2 or 3 slots of Steadfast Protection, but that's it.
- Wolf Spider armor is an inferior knockoff of Crab Spider Armor upgrade (lower status protection values) and isn't really worth taking at all.
- Tough is a solid power, but that doesn't mean every Crab Spider requires it. For a ranged Crab, if your defenses are solid without Weave, you probably don't require Tough.

Attacks
I don't understand the way Channelgun, Longfang and Suppression are slotted. This is a ranged build. These are your ranged attacks. Slot them up to be useful as attacks.
- Some people do slot Channelgun and/or Longfang with Shield Breaker for the defense bonuses. They are single-target filler attacks, so it's not a huge loss. However...
- Suppression is your mega AoE attack that damages the whole room and lets everyone know that the Crab Spider has arrived. It will deliver a substantial portion of your total DPS, if you allow it to. Slotting it to be a feeble debuff should be a criminal offense.
- I actually like Arm Lash a lot, and you have it slotted just like mine, and Trilby's for that matter. However, if you really intend to fight from range, I would drop it and use Shatter Armor as your one melee attack.
- Shatter Armor covers a prerequisite for more pets, it hurts like heck and it delivers another big resistance debuff. Give it 6 slots.
- Venom Grenade is great and your slotting for it is fine. I like to add a sixth slot for recharge so I can debuff even more.
- Omega Maneuver is a strange sort of psuedo-pet power that I personally find very hard to use on a team. I encourage you to try it before you do your last big respec, that way you can drop it if you need to.

Pets!
I think that giving a Crab Spider a full set of "perma pets" is too costly in terms of other build priorities. You can do a whole lot of other cool things with your Crab if you're willing to give up a few seconds of recharge. Still, that's neither here nor there. Your build does make some very inefficient choices in the name of recharge:
- Hasten is really highly overslotted. Three recharge IOs is the maximum you should ever consider, due to the diminishing returns of enhancement diversification. For best slotting efficiency, two is not bad.
- Stamina is also overslotted, and many of those slots include useless bonuses like Accuracy and Recharge. Stamina is fine with three slots. Performance Shifter, with the proc, is the way to go on Stamina.
- The standard way to get lots of recharge bonuses is Luck of the Gambler. Crabs are defense-based so it's easy to fit in five of them.
- None of your pet powers is anywhere near capped-out in terms of its own recharge. If you really want them to recharge faster... make them recharge faster.


 

Posted

Quote:
Originally Posted by Battle-Born View Post
I am looking to be more ranged and pets based. So, I was looking at Mephe's build and wondered if there was a reason you took the soldiers frag grenade instead of the crab's? wouldn't that cause redraw time?
Thats an easy question! The answer is... Mids had/has a bug in it that wont allow me to pick the crab frag grenade attack. Dont pick the soldier one, it causes redraw.


Bots/Traps Guide for I19.5
RO Network

 

Posted

I got bored over lunch, built you this build.

Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Channelgun

  • (A) Decimation - Accuracy/Damage: Level 40
  • (3) Decimation - Damage/Endurance: Level 40
  • (3) Decimation - Damage/Recharge: Level 40
  • (5) Decimation - Accuracy/Endurance/Recharge: Level 40
  • (5) Decimation - Accuracy/Damage/Recharge: Level 40
  • (7) Achilles' Heel - Chance for Res Debuff: Level 20
Level 1: Crab Spider Armor Upgrade
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (7) Steadfast Protection - Knockback Protection: Level 30
Level 2: Longfang
  • (A) Decimation - Accuracy/Damage: Level 40
  • (9) Decimation - Damage/Endurance: Level 40
  • (9) Decimation - Damage/Recharge: Level 40
  • (11) Decimation - Accuracy/Endurance/Recharge: Level 40
  • (11) Decimation - Accuracy/Damage/Recharge: Level 40
  • (13) Achilles' Heel - Chance for Res Debuff: Level 20
Level 4: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (15) Defense Buff IO: Level 50
Level 6: Hover
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 8: Boxing
  • (A) Damage Increase IO: Level 50
Level 10: Tactical Training: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (17) Luck of the Gambler - Defense: Level 50
  • (17) Luck of the Gambler - Defense/Endurance: Level 50
Level 12: Suppression
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (19) Positron's Blast - Damage/Endurance: Level 50
  • (19) Positron's Blast - Damage/Recharge: Level 50
  • (21) Positron's Blast - Damage/Range: Level 50
  • (21) Positron's Blast - Accuracy/Damage/Endurance: Level 50
  • (23) Positron's Blast - Chance of Damage(Energy): Level 50
Level 14: Aim
  • (A) Adjusted Targeting - Endurance/Recharge: Level 50
  • (23) Adjusted Targeting - To Hit Buff: Level 50
  • (25) Adjusted Targeting - To Hit Buff/Recharge: Level 50
  • (46) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 21
  • (46) Adjusted Targeting - Recharge: Level 50
Level 16: Tough
  • (A) Impervious Skin - Resistance/Endurance: Level 30
  • (25) Impervious Skin - Resistance/Recharge: Level 30
  • (27) Impervious Skin - Endurance/Recharge: Level 30
  • (27) Impervious Skin - Resistance/Endurance/Recharge: Level 30
  • (29) Impervious Skin - Status Resistance: Level 30
Level 18: Weave
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (29) Luck of the Gambler - Defense: Level 50
  • (31) Luck of the Gambler - Defense/Endurance: Level 50
Level 20: Venom Grenade
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (31) Positron's Blast - Damage/Endurance: Level 50
  • (31) Positron's Blast - Damage/Recharge: Level 50
  • (33) Positron's Blast - Chance of Damage(Energy): Level 50
  • (33) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 22: Mental Training
  • (A) Run Speed IO: Level 50
Level 24: Fortification
  • (A) HamiO:Ribosome Exposure
  • (33) HamiO:Ribosome Exposure
Level 26: Tactical Training: Assault
  • (A) Endurance Reduction IO: Level 50
Level 28: Tactical Training: Leadership
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
  • (34) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 30: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (34) Luck of the Gambler - Defense/Endurance: Level 50
  • (34) Luck of the Gambler - Defense: Level 50
Level 32: Omega Maneuver
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (36) Positron's Blast - Damage/Endurance: Level 50
  • (36) Positron's Blast - Damage/Recharge: Level 50
  • (36) Positron's Blast - Damage/Range: Level 50
  • (37) Positron's Blast - Chance of Damage(Energy): Level 50
Level 35: Summon Spiderlings
  • (A) Blood Mandate - Accuracy/Damage: Level 50
  • (37) Blood Mandate - Damage/Endurance: Level 50
  • (37) Blood Mandate - Accuracy/Endurance: Level 50
  • (39) Blood Mandate - Accuracy/Damage/Endurance: Level 50
  • (39) Blood Mandate - Accuracy: Level 50
  • (39) Blood Mandate - Damage: Level 50
Level 38: Call Reinforcements
  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 30
  • (40) Recharge Reduction IO: Level 30
  • (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 30
  • (40) Call to Arms - Defense Bonus Aura for Pets: Level 30
  • (42) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30
  • (42) Recharge Reduction IO: Level 50
Level 41: Web Envelope
  • (A) Gravitational Anchor - Immobilize: Level 50
  • (42) Gravitational Anchor - Chance for Hold: Level 50
  • (43) Gravitational Anchor - Immobilize/Recharge: Level 50
  • (43) Gravitational Anchor - Accuracy/Recharge: Level 50
  • (43) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50
Level 44: Shatter Armor
  • (A) Crushing Impact - Damage/Endurance/Recharge: Level 50
  • (45) Crushing Impact - Damage/Endurance: Level 50
  • (45) Crushing Impact - Damage/Recharge: Level 50
  • (45) Crushing Impact - Accuracy/Damage/Recharge: Level 40
  • (46) Crushing Impact - Accuracy/Damage/Endurance: Level 50
Level 47: Summon Blaster
  • (A) Call to Arms - Accuracy/Recharge: Level 30
  • (48) Call to Arms - Accuracy/Damage/Recharge: Level 30
  • (48) Call to Arms - Endurance/Damage/Recharge: Level 30
  • (48) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50
Level 49: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50
Level 50: Cardiac Core Paragon
Level 50: Diamagnetic Core Flawless Interface
Level 50: Warworks Core Superior Ally
------------
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (13) Miracle - +Recovery: Level 40
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End: Level 50
  • (15) Performance Shifter - EndMod: Level 50
Level 1: Brawl
  • (A) Damage Increase IO: Level 50
Level 1: Conditioning
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run
------------
------------
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)
  • 3% Defense(Melee)
  • 5% Defense
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 6.75% Defense(Fire)
  • 6.75% Defense(Cold)
  • 4.88% Defense(Energy)
  • 4.88% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.75% Defense(Ranged)
  • 7.69% Defense(AoE)
  • 4.5% Max End
  • 93.75% Enhancement(RechargeTime)
  • 58% Enhancement(Accuracy)
  • 10% FlySpeed
  • 92.36 HP (8.62%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 10%
  • MezResist(Held) 10%
  • MezResist(Immobilize) 17.7%
  • MezResist(Sleep) 12.2%
  • MezResist(Stun) 11.65%
  • MezResist(Terrorized) 10%
  • 17% (0.3 End/sec) Recovery
  • 30% (1.61 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 17.25% Resistance(Fire)
  • 17.25% Resistance(Cold)
  • 11.26% Resistance(Energy)
  • 11.26% Resistance(Negative)
  • 13.13% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 10% RunSpeed
  • 2% XPDebtProtection




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Now, let me break it down for you.

This build is for hovering back and going pew pew mainly. I've managed to perma hasten, give good defence, have perma all pets and good team buffs.

The build isn't the cheapest there is, but I tried to keep the costs as low as possible while still keep what you wanted. If the purple immobilize set is too rich for your blood, you can swap it for 5 slots of Enfeebled Operation and still keep perma everything. Your biggest cost will be LoTG.

In this, you provide your team with some decent debuffs, ranged attacks, pets and you can use omega manuever to take the alpha strike.

The way I would play this is use hover to keep yourself at range for all but AVs. For AVs, you can throw in your shatter armour. And if you open your attack with the purple slotted immobilize, you have a chance to hold minions which means you can avoid alpha strikes and focus on those bosses at your leisure. Remember to attack before your pets so they don't eat Alphas and stay close enough for your def/res buffs for them to work. Your biggest threat status effect wise, will be knockback, so target them first.

Your toggles are you greatest strength and weakness. The Cardiac core will be amazing for you as it reduces end costs on an end heavy AT and adds much needed range. For destiny, rebirth heals your pets, ageless makes you recharge faster but isn't needed, barrier buffs your defences to godly for alpha strikes and cardiac isn't really needed.

Any suggestions/ideas?


 

Posted

Oh yeah. I 6 slotted supression for the new ATIO.

Basically, slot the whole set into it and then upgrade the proc for a nice 1.5% charge bonus and a 15% damage debuff proc on supression, then if you get 5 catalysts, use them all at once for full superior set.