Looking for a TankerCrab Build


BenRGamer

 

Posted

Hi, I'm trying to make a build for my Crab Spider to turn it into a tank (I've heard people say they can use crabs to solo just about anything, that's the kind of crab I'm trying to make) but keep a good mix of melee/ranged attacks and have all three pet powers, but I'm having some trouble.

Is there any good current build guide or just a build I can use as a base for some inspration or something out there?


 

Posted

Ah, there isn't a page 2 in that thread.


 

Posted

If you want, I can give you my build. 5 pets, provoke, softcapped defence, never have end issues, and I tank iTrials on her.


 

Posted

If you could share your build Trilby it will be fine


 

Posted

This is a topic that comes up quite frequently. The Turning an SoA into a tank. thread has a discussion of tank Crabs, some builds, and links to even more of our previous tank Crab threads.


 

Posted

Quote:
Originally Posted by Trilby View Post
If you want, I can give you my build. 5 pets, provoke, softcapped defence, never have end issues, and I tank iTrials on her.
Sure, that'd be great. I could make a build based on that. Is there anything it's weak against, though?


 

Posted

This is with INCARNATE AGILITY ON . I usually do not post with incarnates on as it gives people a bit of misinformation if they don't catch it. In this instance I am showing with it on because at level 50 and having Agility Incarnate active it shows that you could remove several slots from powers and reslot others. So you could free up 2, 3 or even 4 slots and place them in channel gun or some other attack.

With Agility Incarnate your perma pets except one which is one second off perma. If you can slot one purple set for the recharge you will be perma pet on that one pet.

If you look at the pets slotting its for a reason. Basically your pets will be at 20% resistance and 30% defense from your buffs. Of course if you went Barrier which I would suggest it will make your pets super pets. I have barrier on a huntsman build and it makes the pets massive.

Of course your limited in attacks.

The 2nd build is defense capped with all attacks no pets. It shows 1 point off defense cap on paper but I am capped out in game, don't as me. No clue.

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Petless

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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

Okay, after looking over some builds, I was able to throw something together.

I even managed to pick up a Patron Pool, mainly for the pet, but also I think Darkest Night could be used to counter Defense Debuffs/ToHit Buffs. Plus Gloom is fast enough and with no redraw I could potentially use it to replace one of the crab attacks if I need another power.

What do ya think?

Edit: Oh. I have a set of SoA ATOs that I have in Suppression, Mids doesn't seem to have them yet, at least not that I could see, so I subbed Ragnarok in the build.

Villain Plan by Mids' Villain Designer 1.953
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: Flight
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Channelgun -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(3), Ruin-Dmg/Rchg(7), Ruin-Acc/EndRdx/Rchg(40), Ruin-Acc/Dmg/Rchg(42)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResKB(A)
Level 2: Longfang -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(3), Ruin-Dmg/Rchg(5), Ruin-Acc/Dmg/Rchg(5), Ruin-Acc/EndRdx/Rchg(15)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(7)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Suppression -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(9), Ragnrk-Acc/Rchg(9), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Dmg/EndRdx(11), Ragnrk-Knock%(13)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(15), LkGmblr-Rchg+(17), LkGmblr-Def/Rchg(17)
Level 12: Venom Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(27), Det'tn-Dmg/Rchg(34), Det'tn-Dmg/Rng(42), Det'tn-Acc/Dmg/EndRdx(43)
Level 14: Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(45)
Level 16: Boxing -- Empty(A)
Level 18: Arm Lash -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(45)
Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(23), GSFC-Build%(25)
Level 22: Mental Training -- Empty(A)
Level 24: Fortification -- TtmC'tng-ResDam/EndRdx/Rchg(A), TtmC'tng-ResDam/EndRdx(33), TtmC'tng-ResDam/Rchg(33), TtmC'tng-EndRdx/Rchg(33), TtmC'tng-ResDam(46), TtmC'tng-EndRdx(46)
Level 26: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(46)
Level 28: Serum -- H'zdH-Heal/EndRdx(A), H'zdH-Heal/EndRdx/Rchg(29), H'zdH-EndRdx/Rchg(29), H'zdH-Heal/Rchg(31), H'zdH-Heal(31)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), LkGmblr-Rchg+(34)
Level 35: Summon Spiderlings -- EdctM'r-PetDef(A), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-Acc/Dmg/Rchg(36), C'Arms-Acc/Dmg/Rchg(36), ExRmnt-+Res(Pets)(37), C'Arms-+Def(Pets)(37)
Level 38: Call Reinforcements -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc(39), BldM'dt-Dmg(39), BldM'dt-Dmg/EndRdx(39), BldM'dt-Acc/EndRdx(40), BldM'dt-Acc/Dmg/EndRdx(40)
Level 41: Gloom -- HO:Nucle(A)
Level 44: Darkest Night -- ToHitDeb-I(A), ToHitDeb-I(50)
Level 47: Summon Widow -- SvgnRt-Acc(A), SvgnRt-Acc/Dmg(48), SvgnRt-Dmg/EndRdx(48), SvgnRt-Acc/EndRdx(48), SvgnRt-PetResDam(50), SvgnRt-Acc/Dmg/EndRdx(50)
Level 49: Tactical Training: Assault -- Empty(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(13), P'Shift-EndMod/Rchg(42)
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
------------
Set Bonus Totals:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 10% Defense
  • 10.81% Defense(Smashing)
  • 10.81% Defense(Lethal)
  • 12.69% Defense(Fire)
  • 12.69% Defense(Cold)
  • 6.75% Defense(Energy)
  • 6.75% Defense(Negative)
  • 3% Defense(Psionic)
  • 18.63% Defense(Melee)
  • 10.5% Defense(Ranged)
  • 19.56% Defense(AoE)
  • 33% Enhancement(Accuracy)
  • 3% Enhancement(Heal)
  • 45% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 120.5 HP (11.25%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 6.9%
  • MezResist(Held) 10.75%
  • MezResist(Immobilize) 5.25%
  • MezResist(Sleep) 9.1%
  • MezResist(Stun) 11.3%
  • MezResist(Terrorized) 5.8%
  • 12% (0.21 End/sec) Recovery
  • 30% (1.61 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 22.52% Resistance(Fire)
  • 22.52% Resistance(Cold)
  • 21.88% Resistance(Energy)
  • 20% Resistance(Negative)
  • 25% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 10% RunSpeed
  • 3% XPDebtProtection



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Posted

OK, couple of things.


I don't think the single pet is worth 6 slotting, really. I would personally drop it for Frenzy 6 slots or an Omega Bomb 5 slots.

Frenzy because it is a nice PBAoE and can be 6 slotted for melee defence. Omega Bomb because it is a good tanking tool.

With Omega Bomb, you can use the bomb to take the alpha strike or tank 2 spawns at once. Good, no?

Also, lose the end/recharge slot in stamina, stick it into health, numina and miracle proc, you come out better over all.

And if you are gonna be hover tanking, I would suggest dropping your melee defence down a bit. Stay within 1 purple of it, but drop some melee defence for recharge/res.

What incarnate power you going to be using? Cause there are 2 options.
Agility will boost your defence, recharge and end mod. You are sitting at about 3 eps and you are costing 1.2 eps, so end is unlikely to be a problem and because you are slotted for proc that give you end, the end reduction won't be so much. However, you do gain some defence which means you can unslot and move your slots around a little.

But if you go for cardiac, you will never have to worry about end ever. Even versus sappers and you will get some bonuses to resistance.


 

Posted

It's been awhile, but I've been getting my crab up there. Lvl 39 atm. It's going well, I'm still going by my build so far, with some adjustments

Quote:
Originally Posted by Trilby View Post
OK, couple of things.

I don't think the single pet is worth 6 slotting, really. I would personally drop it for Frenzy 6 slots or an Omega Bomb 5 slots.

Frenzy because it is a nice PBAoE and can be 6 slotted for melee defence. Omega Bomb because it is a good tanking tool.

With Omega Bomb, you can use the bomb to take the alpha strike or tank 2 spawns at once. Good, no?
I don't know if I'm going to be 6 or 5 slotting them, but I don't want Frenzy. I don't like that it's one of those AoEs you can start without anyone in it's range.

I had Frenzy before when I was just playing around on the crab while I was getting up to levels where I could actually start to make the build, and I missed with it half the time because of that.

I don't know about Omega Bomb, either. I'd like to get the pet, they can draw aggro and deal more damage over time than just the bomb, but I might wind up dropping it for something else, Leadership Maneuvers to free up some slots

Quote:
Originally Posted by Trilby View Post
Also, lose the end/recharge slot in stamina, stick it into health, numina and miracle proc, you come out better over all.
Got one from the market, trying to get the other.

Quote:
Originally Posted by Trilby View Post
And if you are gonna be hover tanking, I would suggest dropping your melee defence down a bit. Stay within 1 purple of it, but drop some melee defence for recharge/res.
I'm not gonna be hover tanking. I was forced to do stuff like that in the earlier levels... it wasn't so fun. I droped Hover/Flight for CJ/SJ

Quote:
Originally Posted by Trilby View Post
What incarnate power you going to be using? Cause there are 2 options.
Agility will boost your defence, recharge and end mod. You are sitting at about 3 eps and you are costing 1.2 eps, so end is unlikely to be a problem and because you are slotted for proc that give you end, the end reduction won't be so much. However, you do gain some defence which means you can unslot and move your slots around a little.

But if you go for cardiac, you will never have to worry about end ever. Even versus sappers and you will get some bonuses to resistance.
I'm thinking of trying for a third option, the Incarnate Recharge boost. To see how close I could push the pets to being perma while keeping softcapped defenses.


 

Posted

Now that the Enhancement Converters are coming out with i22 and that PvP IOs are apparently considered purple (at least, that's what I've been told) and can be used for it. I think I may need to rework my build for the Gladiator Armor +3% Def IO


 

Posted

Quote:
Originally Posted by BenRGamer View Post
Now that the Enhancement Converters are coming out with i22 and that PvP IOs are apparently considered purple (at least, that's what I've been told) and can be used for it. I think I may need to rework my build for the Gladiator Armor +3% Def IO
I want to say that PvP IOs are in their own category for conversions. I was playing with it on beta a week ago but dont remember for sure now.


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

OK, I'm just gonna point out some problems in your build.

I think you will have end troubles without cardiac. You are running a lot of toggles. Unless you invest in the ageless destiny, I would suggest cardiac. And then, even if you do get ageless, I would then suggest musculature. It boosts damage and damage on your pets, while cardiac gives you great all around bonuses (end, res and range).

Your pets are heavily invested with the defence bonuses etc, but they aren't perma or anything. With those 6 slots, you could have got some extra defence and recharge, and then been able to boost attack or get some more recharge else where.

I've had a go at a modified build, given it provoke (which is highly useful to a tanking crab), and 2 of the powers you wanted.

But I really don't like the extra pet. Bang for buck, I find it rather lacking. As a slot mule, it is lacking.

This build keeps up the defence and is almost perma spiderlings.

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

Click this DataLink to open the build!

TankerCrab: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Presence
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Channelgun -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(3), ShldBrk-Acc/Rchg:30(3), ShldBrk-DefDeb/EndRdx/Rchg:30(5), ShldBrk-Acc/EndRdx/Rchg:30(5), ShldBrk-%Dam:20(7)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(7)
Level 2: Combat Training: Defensive -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(9)
Level 4: Longfang -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(11), ShldBrk-Acc/Rchg:30(13), ShldBrk-DefDeb/EndRdx/Rchg:30(13), ShldBrk-Acc/EndRdx/Rchg:30(15), ShldBrk-%Dam:30(15)
Level 6: Boxing -- Dmg-I:50(A)
Level 8: Suppression -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(17), Posi-Dmg/Rchg:50(17), Posi-Dmg/Rng:50(19), Posi-Acc/Dmg/EndRdx:50(19), Posi-Dam%:50(21)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx:50(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46)
Level 14: Tough -- ResDam-I:50(A), ResDam-I:50(23), S'fstPrt-ResKB:30(25)
Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
Level 18: Venom Grenade -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(27), Posi-Acc/Dmg/EndRdx:50(29), Posi-Dmg/Rchg:50(29), Posi-Dam%:50(31), Posi-Dmg/Rng:50(50)
Level 20: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31)
Level 22: Mental Training -- Run-I:50(A)
Level 24: Fortification -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(27), Aegis-EndRdx/Rchg:30(33), Aegis-ResDam/EndRdx/Rchg:50(33), Aegis-ResDam:50(46)
Level 26: Arm Lash -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(36)
Level 28: Provoke -- Mocking-Taunt:50(A), Mocking-Acc/Rchg:50(50)
Level 30: Tactical Training: Leadership -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(37)
Level 32: Tactical Training: Assault -- EndRdx-I:50(A)
Level 35: Gloom -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(39), Decim-Dmg/Rchg:40(39), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(40), Cloud-%Dam:30(46)
Level 38: Summon Spiderlings -- SvgnRt-Acc/Dmg:50(A), SvgnRt-Dmg/EndRdx:50(40), SvgnRt-Acc/EndRdx:50(40), SvgnRt-Acc/Dmg/EndRdx:50(42), SvgnRt-Acc:50(42), SvgnRt-PetResDam:50(42)
Level 41: Call Reinforcements -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(43), BldM'dt-Acc/Dmg:50(43), BldM'dt-Dmg/EndRdx:50(43), BldM'dt-Acc/Dmg/EndRdx:50(45), BldM'dt-Acc/EndRdx:50(45)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitDeb:50(45)
Level 47: Serum -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(48), Dct'dW-Heal:50(48), Dct'dW-Rchg:50(48), Dct'dW-EndRdx/Rchg:50(50)
Level 49: Super Jump -- Zephyr-ResKB:50(A)
Level 50: Void Radial Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Cardiac Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Dmg-I:50(A)
Level 1: Conditioning
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(9)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(11)
------------



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Posted

Melee Attacks
If you plan to be controlling aggro and fighting in melee (standard Tanker things) then you will want Frenzy. Slice and Arm Lash are good attacks, but they are not enough to keep you busy in melee, and they certainly won't deliver the minion-slaughtering blast of AoE damage that Frenzy will. Frenzy will never miss if you simply wait until you're surrounded by a pack of foes before hitting it. Ideally, I recommend using Venom Grenade first. The combination is devastating and finishes melee combats much more quickly than you ever could with just Slice and Arm Lash.

Defense
Maneuvers (Pool) will give you a 5% global defense bonus with minimal slotting. I can't think of any good reason to ever skip it.

AoE Defense
You have a lot of sets that grant very small bonuses to AoE Defense... Ruin, Detonation, Harmonized Healing. All sets with junk bonuses like mez resist and debt protection. The Aegis set (five slots) is worth 4.69% AoE defense and you can slot it twice (Fortification, Tough).

Speaking of Tough
Tough is important to any Crab that plans to stand there and take a lot of aggro. It really needs to be slotted like you mean it. Right now it will cost you 0.33 end/second for a sub-par bonus.

Omega Maneuver
My experience has been that when I am using Omega Maneuver on a team, my teammates have little desire to roast marshmallows and exchange campfire stories while waiting for the thing to go off. They run in and pull aggro away from the bomb, hurl the mobs around with knockback and just generally ruin the intended "group hug the bomb" effect. I find it very skippable.

Unique Set IOs
Things like the Miracle and Numina's Convalescence uniques are generally easiest to get with Villain Merits. Run tip missions during idle bits of downtime, and do a Signature Story Arc once a week, and soon they will be yours. If your Crab is a Rogue/Vigilante, then you will need an alt to get the recipes.

Pets
Right now you have all of your pets six-slotted and none of them are giving you the very desirable 6.25% recharge bonus that recharge intensive pets can grant. If you fit Maneuvers (Pool) into your build (5% to all positional defenses) you won't need those pet damage sets for their defense bonuses. You could four-slot all three sets with Expedient Reinforcement, gain 18.75% global recharge, significantly increase the recharge of your pet powers, squeeze in a few defense/resistance uniques (slot 5) and still free up some extra slots (the now-unused slot #6) for other projects.

Enhancement Converters and PvP IOs
I would test that first before making any plans for PvP IOs. The PvP versions have always been in a category of their own for a reason... they are supposed to be earned in PvP. I suspect the best deal you will get is to buy other Gladiator's Armor IOs and do in-set conversions. Of course lots of other people have this idea too and have stocked up on them.


 

Posted

Quote:
Originally Posted by Two_Dollar_Bill View Post
Melee Attacks
Omega Maneuver
My experience has been that when I am using Omega Maneuver on a team, my teammates have little desire to roast marshmallows and exchange campfire stories while waiting for the thing to go off. They run in and pull aggro away from the bomb, hurl the mobs around with knockback and just generally ruin the intended "group hug the bomb" effect. I find it very skippable.
I dunno, group engages one spawn, you omega bomb the other. The bomb pops and begins to taunt.

If your group finishes the first spawn before the bomb goes over, they have still avoided the 2nd groups alpha strike and can just go in.

If the bomb has gone off, you have damaged the whole spawn and stunned a fair few of them. And they are coming for you, not a squishy blaster.

But what do you take instead of Omegabomb?


 

Posted

Quote:
Originally Posted by Trilby View Post
I dunno, group engages one spawn, you omega bomb the other. The bomb pops and begins to taunt.

If your group finishes the first spawn before the bomb goes over, they have still avoided the 2nd groups alpha strike and can just go in.

If the bomb has gone off, you have damaged the whole spawn and stunned a fair few of them. And they are coming for you, not a squishy blaster.

But what do you take instead of Omegabomb?
I'd love to take Omega as a single slot investment utility power, but I just can't find the room for it. It wouldn't be a main focus on my build but would be fun to have. I've toyed with the idea of dropping boxing/tough to make room for it and 1 other pick (vengeance with a 5th LotG recharge?) but I know that's just crazy talk... right?

I know Tough is great to have but it's just a boring power and I hate having to waste a power pick on Boxing to get there. Boxing is the only power in my build I do not use and I HATE that sense of inefficiency it gives me. Im pretty survivable without tough, but I just know its a bad idea to drop it.


Currently on Virtue:
Jinrazuo - Crab Spider

RWZ All-Pylon Solo Run

 

Posted

I didn't take any special Omega Maneuver replacement power. I just hit every spawn with Venom Grenade and Suppression, then finish them off in melee. I'm fine taking alpha strikes since 95% of them miss, and I can weather a few lucky shots. If I'm concerned the alpha strike might actually be dangerous, I will hit Serum first.

Since my Crab is melee-oriented, I don't especially want my foes stunned and wandering around drunkenly. I want them to gather around me where I can savage them with Frenzy.


 

Posted

So, I hit 50 last week, and I'm running around DA working on some other stuff, but I'm about to change my build again. I'm just a couple of points off softcap, waiting for Enhancement Converters to come out. But here's my new build plan:

Villain Plan by Mids' Villain Designer 1.954
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

  • (A) Ruin - Accuracy/Damage
  • (3) Ruin - Damage/Endurance
  • (3) Ruin - Damage/Recharge
  • (5) Ruin - Accuracy/Endurance/Recharge
  • (5) Ruin - Accuracy/Damage/Recharge
Level 1: Crab Spider Armor Upgrade
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (43) Steadfast Protection - Resistance/+Def 3%
  • (43) Steadfast Protection - Knockback Protection
Level 2: Longfang
  • (A) Ruin - Accuracy/Damage/Recharge
  • (7) Ruin - Accuracy/Damage
  • (7) Ruin - Damage/Endurance
  • (9) Ruin - Damage/Recharge
  • (9) Ruin - Accuracy/Endurance/Recharge
Level 4: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (11) Luck of the Gambler - Defense
Level 6: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed
  • (11) Luck of the Gambler - Defense
Level 8: Suppression
  • (A) Empty
  • (13) Empty
  • (13) Empty
  • (15) Empty
  • (15) Empty
  • (17) Achilles' Heel - Chance for Res Debuff
Level 10: Tactical Training: Maneuvers
  • (A) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Endurance
  • (23) Luck of the Gambler - Defense/Recharge
  • (25) Luck of the Gambler - Recharge Speed
Level 12: Venom Grenade
  • (A) Superior Dominion of Arachnos - Accuracy/Damage
  • (17) Superior Dominion of Arachnos - Damage/Recharge
  • (19) Superior Dominion of Arachnos - Accuracy/Damage/Recharge
  • (19) Superior Dominion of Arachnos - Damage/Endurance/Recharge
  • (21) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge
  • (21) Superior Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize
Level 14: Boxing
  • (A) Empty
Level 16: Tough
  • (A) Aegis - Resistance/Endurance
  • (31) Titanium Coating - Resistance/Endurance
  • (31) Impervium Armor - Resistance/Endurance
  • (43) Reactive Armor - Resistance/Endurance
Level 18: Weave
  • (A) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance
  • (27) Luck of the Gambler - Defense/Recharge
  • (27) Luck of the Gambler - Recharge Speed
Level 20: Maneuvers
  • (A) Luck of the Gambler - Defense
  • (29) Luck of the Gambler - Defense/Endurance
  • (29) Luck of the Gambler - Defense/Recharge
  • (31) Luck of the Gambler - Recharge Speed
Level 22: Mental Training
  • (A) Empty
Level 24: Fortification
  • (A) Titanium Coating - Resistance/Endurance
  • (33) Titanium Coating - Resistance/Recharge
  • (33) Titanium Coating - Endurance/Recharge
  • (33) Titanium Coating - Resistance/Endurance/Recharge
  • (34) Titanium Coating - Resistance
  • (34) Titanium Coating - Endurance
Level 26: Tactical Training: Leadership
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (37) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 28: Serum
  • (A) Numina's Convalescence - Heal/Recharge
  • (37) Doctored Wounds - Heal/Recharge
  • (37) Miracle - Heal/Recharge
  • (39) Harmonized Healing - Heal/Recharge
Level 30: Tactical Training: Assault
  • (A) Empty
Level 32: Super Jump
  • (A) Empty
Level 35: Summon Spiderlings
  • (A) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (39) Expedient Reinforcement - Accuracy/Recharge
  • (39) Expedient Reinforcement - Accuracy/Damage
  • (40) Expedient Reinforcement - Endurance/Damage/Recharge
  • (40) Recharge Reduction IO
Level 38: Call Reinforcements
  • (A) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (40) Expedient Reinforcement - Accuracy/Recharge
  • (42) Expedient Reinforcement - Accuracy/Damage
  • (42) Expedient Reinforcement - Endurance/Damage/Recharge
  • (42) Recharge Reduction IO
Level 41: Spirit Shark
  • (A) Empty
Level 44: Arctic Breath
  • (A) Shield Breaker - Defense Debuff
  • (45) Shield Breaker - Accuracy/Defense Debuff
  • (45) Shield Breaker - Accuracy/Recharge
  • (45) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (46) Shield Breaker - Accuracy/Endurance/Recharge
  • (46) Shield Breaker - Chance for Lethal Damage
Level 47: Bile Spray
  • (A) Air Burst - Damage/Recharge
  • (48) Detonation - Accuracy/Damage
  • (48) Endurance Reduction IO
  • (48) Recharge Reduction IO
  • (50) Air Burst - Accuracy/Damage
  • (50) Positron's Blast - Accuracy/Damage
Level 49: Assault
  • (A) Empty
Level 50: Cardiac Core Paragon
Level 50: Ageless Radial Epiphany
------------
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (46) Miracle - +Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (50) Performance Shifter - Chance for +End
Level 1: Brawl
  • (A) Empty
Level 1: Conditioning
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
------------
------------
Set Bonus Totals:
  • 12.5% DamageBuff(Smashing)
  • 12.5% DamageBuff(Lethal)
  • 12.5% DamageBuff(Fire)
  • 12.5% DamageBuff(Cold)
  • 12.5% DamageBuff(Energy)
  • 12.5% DamageBuff(Negative)
  • 12.5% DamageBuff(Toxic)
  • 12.5% DamageBuff(Psionic)
  • 14.13% Defense(Melee)
  • 10.06% Defense(Smashing)
  • 10.06% Defense(Lethal)
  • 10.38% Defense(Fire)
  • 10.38% Defense(Cold)
  • 7.25% Defense(Energy)
  • 7.25% Defense(Negative)
  • 6% Defense(Psionic)
  • 8.5% Defense(Ranged)
  • 14.75% Defense(AoE)
  • 2% Enhancement(Knockback)
  • 2% Enhancement(Knockup)
  • 53% Enhancement(Accuracy)
  • 60% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 128.5 HP (12%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 7.5%
  • MezResist(Held) 10.25%
  • MezResist(Immobilize) 7.5%
  • MezResist(Sleep) 9.7%
  • MezResist(Stun) 9.7%
  • MezResist(Terrorized) 10.8%
  • 6.5% (0.11 End/sec) Recovery
  • 50% (2.68 HP/sec) Regeneration
  • 2.52% Resistance(Toxic)
  • 2.52% Resistance(Psionic)
  • 10% RunSpeed
  • 2% XPDebtProtection



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I'm not sure if I can, but I'm going to see if I can slot both a catalyzed Superior ATO and an uncatalyzed Normal ATO (6-slotted in Venom, 5-Slotted in Suppression)

How is it?


 

Posted

Each of the ATO enhancements is a unique and catalyzing it does not make it a different enhancement. So, you cannot have more than one set in the same build.

The idea behind frankenslotting is that double, triple and quad enhancements have more total bonus than singles. The more things an enhancement does, the better its total value is. So, there's no reason to use a plain End Cost Reduction IO in Bile Spray when there are Acc/Damage/End triples available. Detonation even has an Acc/Damage/Range triple that would allow you to sneak some range bonus in... always helpful on cone attacks.

However, there is another (or maybe complimentary) way to push your enhancement values into the red. Enhancement Boosters will give you even more bonus from each slot, allowing you to move some slots elsewhere (like maybe some procs in your filler attacks). Anyway, you may find that some of the powers that you have pushed into the red with frankenslotting could still be maxed out with one less enhancement slot.

You could use an extra slot for end cost reduction in Assault (pool) and I think Super Jump is a lot more fun and user-friendly if you slot it for serious use.

I also think that you have enough ranged attacks that you could get rid of Longfang and never miss it. You could replace it with Arm Lash to deal with opponents that get too frisky and want to melee, or you could get the old standby... Hasten.


 

Posted

Tell me what you are aiming for, and I'll have a go at building you something tanker crab.

And for the record. 1 +5 and 1 +2 = one new none set IO, so for hasten, if you 2 slot it with level 50 recharges, and boost 1 to +5 and 1 to +2, have basically 3 slotted it.


 

Posted

Quote:
Originally Posted by Trilby View Post
Tell me what you are aiming for, and I'll have a go at building you something tanker crab.

And for the record. 1 +5 and 1 +2 = one new none set IO, so for hasten, if you 2 slot it with level 50 recharges, and boost 1 to +5 and 1 to +2, have basically 3 slotted it.
Pretty much, I'm looking for a softcapped crab that still deals good damage without relying on the Alpha slot to boost either of them (I've already got Cardiac Boost in there). I don't have a problem running things at +1/x3 or more, except for having to use purples from time to time against DA enemies with their inherent ToHit buff.

Quote:
Originally Posted by Two_Dollar_Bill View Post
I also think that you have enough ranged attacks that you could get rid of Longfang and never miss it. You could replace it with Arm Lash to deal with opponents that get too frisky and want to melee, or you could get the old standby... Hasten.
And, yeah, I found that out about ATOs the hard way. I just wound up Frankenslotting both it and Bile Spray. I'd like to avoid having to rely on Spirit Shark, too, it's got 2x as long an activation time as channelgun/longfang, and even together they aren't quite fast enough to make a chain on their own, much less channelgun on it's own.