i-Crab
Your build has many of the same goals as mine, and looks similar to mine. I offer you what I currently use as a point of comparison.
-=edited for horrible grammar=-
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Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
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)
British by act of union, English by grace of God, Northern by pure good fortune!
Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
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)
Something I whipped up as a testbed for a SoA I have called Madam Spider. The goal is to have all the spider pets and the Aracnos Lore pets.
As I understand it the new soft cap for iTrials is 59%. So I tried to get to that number, while making the pets, serum, hasten all perma. Not totally sure I like the build. But, it is my first try at it
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210 50s and still counting!
For the record, incarnate softcap is bloody hard to do and un-needed on a crab. With all the buffs flying around and a good deal of res, you are fine.
At 45% def to all postions, I solo pull entire floors of keyes, have tanked UG, murdered MoM and played pong with TPN.
For the record, incarnate softcap is bloody hard to do and un-needed on a crab. With all the buffs flying around and a good deal of res, you are fine.
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I have incarnate softcap on my elec scrapper and still get cascading failure a lot so I think the i-cap is pretty much the minimum, even with the crabs resists.
British by act of union, English by grace of God, Northern by pure good fortune!
I should mention that I don't play on trials, so there are no buffs flying around unless I cast them.
I have incarnate softcap on my elec scrapper and still get cascading failure a lot so I think the i-cap is pretty much the minimum, even with the crabs resists. |
With my current build, at +4x8 I'm having no trouble with DA content. Just long and boring is all.
But basically, what I do is jump near them, venom grenade, super jump to the next lot. That is one level clear of terminals no problem. My friends now just say "OK, keep clearing down below, Anansi has the terminals"
My build might be something along the lines of what you're looking for. It's not a melee pure-tank build, but rather a hover-gun crabstermind dps build. I have perma-hasten, perma-pets, +185 recharge, 43.6 ranged defense, perma-serum, high damage AoE attack chain, all 4 pet IOs and have little endurance issues running Musculature. With this build I'm able to solo a pylon in about 1:20 mins, 30-40 seconds with Lore pets. You'll make scrappers/brutes/stalkers cry.
I'm not as stacked on defense as other builds in exchange for recharge/damage, but with perma-serum, fast-hover mobility, and 80' fast recharging cone attacks, I don't find myself dying often at all. On the other hand, I normally find myself being one of the last standing during disastrous iTrials, especially now that my most recent tweak has added Vengeance. If you're the type who rarely dies, having Vengeance is a great idea, especially for the pets who put out a good chunk of DPS.
I had Tough on my previous build but just found it unnecessary (for my playstyle) and anything that ended up killing me, would've killed me with or without Tough. I haven't looked back since ditching it for Omega Maneuver and Vengeance.
Any questions, just ask.
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1651;769;1538;HEX;| |78DA65945B53525114C7F701140F88802860DE1584040FA04EBDD5989993970607B| |5A6998639C219391303CC393853BDF5159ACA7AE9F6019A29B3ECF6D0B768EAADB7| |1E4A2BABC7D3E2AC85EC94077E6BFFF7DAEBC6662F5E3BDBFA74F6E66926F8A78BB| |2AE67A73439572895F56CA65CCCAB8A66BF20573734B968658CB5CCA9254DBEB151| |B6C3227CD85397A635792D9BA9A87945AB8BE1654D564B6A693D3B2BE7D795EAFF4| |EF54DEFF95241D1945255AA1BEE74B95C94161419DCF4825A719AEB734575BD5075| |9876A6A228F9D6BA5B05A2F8672A6A4E5A9D995ACE2ECA3905BEF4AAA25D0F42B12| |9C67F8C2616B78028328B444C226D63C414B2F903D025B2E74E382698672D6C1C66| |E181BD00086E918582C05E88517761864DB86D35CFB7DC21DE453A3689F790AF20A| |E15E3326BA7606AED30DD26D29A0619D603B053EDF6495CB41E62DB7D8CD9B603EB| |0191796AB53B44F61A728854BB58CB1184BD0ECAE54136C3AE93E23BC7B1F7F6496| |4C704F124D27F82B883B58990DB45F15DD443F013FA043F23DF407037F5E4A69EFC| |002FE5F4520FC70EB12786BE3DB55C92C8FAA8A7B710CF87F16CBE0798A3EF21F11| |172E031F109F21D9CE9A41A3A8731EE166801D4AC81281811F00F230743C408D20B| |F574519F5D34C7419AE330CDF105C4EB269FEE15DACB1097904310A7177D845EEA2| |F44EC06F4E34CACFDDBA88D6E115F225334F76DC83544F31B3A853D86A690236788| |D3C4AFCCEC21FEC562DED5F770364C67C3BBE813D923FE20FE441EFF45FC8D31F6E| |19A45F12C8BAEE0DE33176331BAFBB111D4E211E4D82831468C22FF401C896A90A8| |8604D590A01A1254438A6A48EDD35D841926A98624DDB91EDBC1FF9BB1AB38A3495| |E13E16C1BCC91D70CF8B0D41165E288923CA22CF0CA18E64BDB0EDE0026D06FFACD| |011ADD3B81EEDD775E8BA2B6DBD004610E0C1FCC7C15DF96BDC69E45D8843E46A18| |F013C17BF05EB84C8E66D076F94217AE05DC13A8C8FBEFAFB671869472D3ADA5738| |5BE6EC35CE5EE2EC8B9C7D89B32F73B61E68E49AE7F2FEED68D8FF00D9A1087E| |-------------------------------------------------------------------|
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run
I'm surprised to hear that because one of the most uber players I know on Crabs, @Linea, has a ~45% super tough crab that was getting shredded by the def-debuffing DA mobs that hit hard ...described as "like Romans" but with higher to-hit. Tsoo, no problem. But the Knives/Talons (whichever do the debuffing) and the BP, hard.
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I will probably be able to take my time and do most of the content on +4/x8 eventually, but the BP are the worst mobs I have faced so far.
British by act of union, English by grace of God, Northern by pure good fortune!
I'm surprised to hear that because one of the most uber players I know on Crabs, @Linea, has a ~45% super tough crab that was getting shredded by the def-debuffing DA mobs that hit hard ...described as "like Romans" but with higher to-hit. Tsoo, no problem. But the Knives/Talons (whichever do the debuffing) and the BP, hard.
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I alternate my opening attacks against each group. 1st group Judgement Ion (T4), 2nd group Omega Manuever, 3rd group (I've got about 1 billion insps running by now), I just manhandle with Venom Grenade, Frag Grenade, Suppression. 2 volleys of those 3 powers and everything is dead.
I've got all my pets out for distractions, and Barrier when the fit hits the shan. I'm also level 50(+3) with T4 everything, so I'm sure that plays in my favor.
Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
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)
My build might be something along the lines of what you're looking for. It's not a melee pure-tank build, but rather a hover-gun crabstermind dps build. I have perma-hasten, perma-pets, +185 recharge, 43.6 ranged defense, perma-serum, high damage AoE attack chain, all 4 pet IOs and have little endurance issues running Musculature. With this build I'm able to solo a pylon in about 1:20 mins, 30-40 seconds with Lore pets. You'll make scrappers/brutes/stalkers cry.
I'm not as stacked on defense as other builds in exchange for recharge/damage, but with perma-serum, fast-hover mobility, and 80' fast recharging cone attacks, I don't find myself dying often at all. On the other hand, I normally find myself being one of the last standing during disastrous iTrials, especially now that my most recent tweak has added Vengeance. If you're the type who rarely dies, having Vengeance is a great idea, especially for the pets who put out a good chunk of DPS. I had Tough on my previous build but just found it unnecessary (for my playstyle) and anything that ended up killing me, would've killed me with or without Tough. I haven't looked back since ditching it for Omega Maneuver and Vengeance. Any questions, just ask. |
Do you find the ATIO proc works best in the Heavy Burst? That is what I was considering but I was waiting until we get confirmation of how PPM procs work in cones before making my mind up.
You also have more Achilles' Heel procs than me, I was worried about them overlapping and being wasted, but you might be on to something.
Last question: How good is the patron pet?
British by act of union, English by grace of God, Northern by pure good fortune!
I can't bring myself to drop Tough and Weave, nor can I fit in any range IO's into Heavy Burst, or any more Achilles' Heel procs unfortunately, but I have manged to get the defence numbers I am aiming for.
I do appreciate everyone saying that 45% is enough, especially with Barrier but I think that is something I will need to find out for myself. I haven't even unlocked the Alpha slot on this toon yet so will be running (Hovering) about at ~50% defence for a while and I will see how that does me before making my final decision.
But for now I plan on 59% using the below build, the only real annoying issue is being ~2 seconds away from perma-Hasten (Including Agility Alpha) so I am looking for ways to squeeze in more recharge, which I think is possible.
I am not so sure I have enough wiggle room to fit the procs in though.
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Second Gunman: 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: Speed
Power Pool: Leadership
Villain Profile:
Level 1: Single Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(27)
Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc(A)
Level 2: Burst -- Apoc-Dmg/Rchg(A), Apoc-Dmg(7), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(9), Apoc-Dam%(9), Achilles-ResDeb%(45)
Level 4: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
Level 6: Wide Area Web Grenade -- GravAnch-Immob(A), GravAnch-Immob/Rchg(11), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(13), GravAnch-Immob/EndRdx(13)
Level 8: Heavy Burst -- SDoArach-Acc/Dmg(A), SDoArach-Dmg/Rchg(15), SDoArach-Dmg/EndRdx/Rchg(15), SDoArach-Acc/Dmg/EndRdx/Rchg(17), SDoArach-Rchg/DmgFear%(17)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 12: Venom Grenade -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(19), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(21)
Level 14: Hover -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(27)
Level 16: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(34), Amaze-Acc/Stun/Rchg(46), Amaze-Acc/Rchg(46), Amaze-EndRdx/Stun(50)
Level 18: Frag Grenade -- Posi-Dmg/Rng(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25)
Level 20: Tactical Training: Assault -- EndRdx-I(A)
Level 22: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 24: Mental Training -- Run-I(A)
Level 26: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
Level 28: Serum -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(29), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(31), Numna-Heal(31), Numna-Regen/Rcvry+(46)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
Level 35: Summon Spiderlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), S'bndAl-Acc/Dmg/Rchg(40), S'bndAl-Build%(40)
Level 41: Aim -- RechRdx-I(A)
Level 44: Tough -- HO:Ribo(A)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Assault -- EndRdx-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Agility Core Paragon
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Level 1: Brawl -- HO:Nucle(A)
Level 1: Conditioning
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Panac-Heal/+End(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(34), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(40), P'Shift-End%(42)
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British by act of union, English by grace of God, Northern by pure good fortune!
If you were to dropping "AIM" and pick up "Combat Training Defensive", and slot that with an LOTG 7.5% recharge you would see the following improvements:
1) Ranged DEF goes from 54.6% to 64.8% (which is over 59% cap, so you could pull a thunderstrike from somewhere and add another proc).
2) Hasten becomes permanent
Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
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)
If you were to dropping "AIM" and pick up "Combat Training Defensive", and slot that with an LOTG 7.5% recharge you would see the following improvements:
1) Ranged DEF goes from 54.6% to 64.8% (which is over 59% cap, so you could pull a thunderstrike from somewhere and add another proc). 2) Hasten becomes permanent |
Good spot
British by act of union, English by grace of God, Northern by pure good fortune!
I think for most people dropping Aim wouldn't be a great choice, but I never remember to click powers like that anyway, so it isn't a huge loss.
My first incarnation of the build managed to fit 2 pet uniques in, but the new one only gets one yet has more procs in the attacks which I think is better:
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Second Gunman: 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: Speed
Power Pool: Leadership
Villain Profile:
Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Achilles-ResDeb%(45)
Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc(A)
Level 2: Burst -- Apoc-Dmg/Rchg(A), Apoc-Dmg(7), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(9), Apoc-Dam%(9), Achilles-ResDeb%(34)
Level 4: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
Level 6: Wide Area Web Grenade -- GravAnch-Immob(A), GravAnch-Immob/Rchg(11), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(13), GravAnch-Immob/EndRdx(13)
Level 8: Heavy Burst -- SDoArach-Acc/Dmg(A), SDoArach-Dmg/Rchg(15), SDoArach-Dmg/EndRdx/Rchg(15), SDoArach-Acc/Dmg/EndRdx/Rchg(17), SDoArach-Rchg/DmgFear%(17), Achilles-ResDeb%(27)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 12: Venom Grenade -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(19), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(21), JavVoll-Dam%(46)
Level 14: Hover -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(27), LkGmblr-Def(46)
Level 16: Boxing -- Empty(A)
Level 18: Frag Grenade -- Posi-Dmg/Rng(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25), JavVoll-Dam%(46)
Level 20: Tactical Training: Assault -- EndRdx-I(A)
Level 22: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 24: Mental Training -- Run-I(A)
Level 26: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
Level 28: Serum -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(29), Panac-Heal/Rchg(29), Panac-Heal/EndRedux/Rchg(31), Panac-Heal(31)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
Level 35: Summon Spiderlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), EdctM'r-PetDef(37)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), S'bndAl-Dmg/EndRdx(40), S'bndAl-Build%(40)
Level 41: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 44: Tough -- HO:Ribo(A)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Assault -- EndRdx-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Agility Core Paragon
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Level 1: Brawl -- HO:Nucle(A)
Level 1: Conditioning
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48), Panac-Heal/+End(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(34), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(40), P'Shift-End%(42)
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British by act of union, English by grace of God, Northern by pure good fortune!
I am not sure about dropping Tough and Weave, but I do like the way you have slotted some powers, particularly Heavy Burst.
Do you find the ATIO proc works best in the Heavy Burst? That is what I was considering but I was waiting until we get confirmation of how PPM procs work in cones before making my mind up. You also have more Achilles' Heel procs than me, I was worried about them overlapping and being wasted, but you might be on to something. Last question: How good is the patron pet? |
In terms of AH proc, I like having multiples of them because while I know they don't stack it just means I'll have more chances to apply the proc.
Patron pet is pretty much a given for my perma-pet setup. I mean, it's another pet and at boss level so I don't see why I wouldn't include it. SoA's are all about force multipliers so the more the merrier. Also, I run Musculature so my pets spawn in at +130% damage and then the extra 30% damage from double assault bumping them up to 160. Switching over to Vengeance on my most recent revision was a godsend. Pet damage bumps up to +195% and they become softcapped for 2 whole minutes. It's just a good feeling when you know that your pets alone are out DPS'ing many of your teammates, but unlike MMs you yourself are also dishing out a lot of damage.
In terms of Tough/Weave... if you drop them you'd probably be able to run Musculature without any real issues. Your build doesn't look like a tank-focus build, if you're planning on using heavy burst a lot you're going to be moving a lot to line up your cone. Hovering around will mitigate a lot of incoming damage as enemies chase you down. But as you mentioned, like having all that defense, this is one of those things that you'll just have to play for yourself to realize. I would suggest maybe dropping a slot out of Fortification so you can toss another Hami-O on Tough because it's a pretty pricey toggle on your end bar.
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run
Patron pet is pretty much a given for my perma-pet setup. I mean, it's another pet and at boss level so I don't see why I wouldn't include it. SoA's are all about force multipliers so the more the merrier.
|
I am pretty sure if I realise that I am going OTT with defence I will switch to a build quite similar to your.
For now though I am trying to defence* and started my respec last night, I should be finished that by the weekend and ready to start getting some incarnate stuff unlocked and see how I like it.
*Probably worth explaining my defence obsession. I quit the game not long after incarnates came out because my formerly unkillable Elec/Shield scrapper started dying a lot and it really annoyed me. I don't like dying and since coming back have definitely been sacrificing damage and utility for survivability which is something I would never have done before.
British by act of union, English by grace of God, Northern by pure good fortune!
Well considering your scrapper iTrial experience I can understand the survival obsession. If you change your mind and want to go damage heavy that wouldn't be so awful either since Crabstermind can put out the damage in buckets.
Here's a link on the RWZ all pylon solo run I just completed if you'd like to know a bit more on the setup. http://boards.cityofheroes.com/showthread.php?t=286886
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run
Well considering your scrapper iTrial experience I can understand the survival obsession. If you change your mind and want to go damage heavy that wouldn't be so awful either since Crabstermind can put out the damage in buckets.
Here's a link on the RWZ all pylon solo run I just completed if you'd like to know a bit more on the setup. http://boards.cityofheroes.com/showthread.php?t=286886 |
I think your posts on the pylon soloing thread a while ago were the ones that finally killed of my bane and turned him into a crab actually.
British by act of union, English by grace of God, Northern by pure good fortune!
I have looked at your build again Blueruckus, trying to plan ahead for what I would do if I settled on less defence (I would still aim for 45% to all though, thats like a religion to me) and realised you skipped Web Grenade.
I have noticed that a lot of mobs these days tend to fly and it is very annoying when you can't get to them (From my scrapper experiences it is mainly the PPD with damn -fly grenades then hovering up so you can't kill em!!!! And the new Knife birds too). Does simply having range stop them being so annoying, or do you miss the -fly? My new consideration is dropping it for Bayonet, but I am not sure because the whole idea of Hover was to keep things out of melee distance.
You took Supression over Frag Grenade, which is good because the cones compliment each other and you avoid the radial KB, but bad because Frag Grenade is faster. Is there redraw after using Supression? Because it is tempting to skip Frag Grenade, but factoring in redraw the animation time for Supression looks like double that of Frag Grenade and personally I am not sure about the tradeoff.
Having said that, using the VG > Heavy Burst > Something > Heavy Burst > Repeat chain would have gaps with Frag Grenade, but not with Supression so the cast time wouldn't be such an issue. Hmm.
The more I look at your build the more attractive it is becoming to stop at 45% defence.
I could even drop Single Shot from my attack chain and use Bayonet and Shatter Armor along with Burst, though I would have to work out the pro's and con's of dropping the 2nd Achilles' Heel proc. Shatter Armor would also definitely cause redraw, but Burst > Bayonet > Single Shot > repeat would put out some hefty damage! Approx 215 dps before -res procs, pets and interface!
I hate having to make decisions!
British by act of union, English by grace of God, Northern by pure good fortune!
Last questions*: Do you think the Soulbound proc is best off in the Spiderlings over the Disruptors? Does their faster rate of attack make up for them being weaker?
Is the Blaster the same level as you?
*Likely a lie!
British by act of union, English by grace of God, Northern by pure good fortune!
I have looked at your build again Blueruckus, trying to plan ahead for what I would do if I settled on less defence (I would still aim for 45% to all though, thats like a religion to me) and realised you skipped Web Grenade.
I have noticed that a lot of mobs these days tend to fly and it is very annoying when you can't get to them (From my scrapper experiences it is mainly the PPD with damn -fly grenades then hovering up so you can't kill em!!!! And the new Knife birds too). Does simply having range stop them being so annoying, or do you miss the -fly? My new consideration is dropping it for Bayonet, but I am not sure because the whole idea of Hover was to keep things out of melee distance. |
British by act of union, English by grace of God, Northern by pure good fortune!
Flying enemies don't pose a big issue to me, the cones have a large area so even if they're a bit off the ground, I can snag them and the ground level opponents in the same volley. Having that big range on the cones really makes a difference. Like you said, I do have Web Envelope if i just need to drop a bunch of fliers, but normally I would just back up and shoot them down.
Heavy Burst > Suppression there is no redraw. Suppression > Heavy Burst, there is very minimal redraw. Really, it's not a big issue after playing with it for so long. On +0 +1 stuff, by the time Suppression hits, most mobs are cleared. My only gripe with Suppression is it's long cast time (3 seconds!), but I've learned to deal with it and make the most of it. While it's casting I pay attention to how enemies are arranged so I start planning on how I'm going to line up my next cone volley.
In terms of redraw, Shatter Armor is the biggest culprit but I would never think of getting rid of it. I don't use it ALL the time, but only when going up against a Boss or higher THEN I start doing my single shot>burst> single shot chain, occasionally throwing in VG to keep the -RES going. SS and Burst are some of the highest DPA attacks out there.
The patron pet, I believe spawns at the same level as the caster since there is only 1 of them. Call reinforcements spawns at -1 since there's 2 of them. Spiderlings at -2 since there's 3. That's just the way pets work overall. Soulbound was thrown in to Spiderlings because the set doesn't give a whole lot of recharge. To get all pets perma and get all the unique IOs, I had to go Soulbound on Spiderlings since they're very easy to perma as opposed to the other 2 pets. Still, since there's 3 spiderlings, it's just more overall chances to build up. In the end, I think the overall damage ends up being around the same as all the pets attack at a fairly equal pace.
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run
Hi all,
I am in the process of updating my Crab for incarnate content, so I am hoping someone can see some tweaks that can be done to my build to accomodate my aims, which are:
Must have:
Perma-Hasten
Perma-Pets (Both Spiderlings and Call Reinforcements)
Sustainable endurance for single target attack chain (I haven't worked the attack chain out yet however)
59% defence to all positions (Or all types) using whatever Incarnate powers you want
Perma-Serum (IE: Capped HP)
-res proc in either Single Short or Burst
95% chance to hit +3's (Not that you can fail with all the +ToHit)
Mag 4 KB protection
Nice to have:
Mag 12 KB protection
Omega Maneuver
Darkest Night
Travel Power (I can live without if I must)
Soulbound Allegience proc in Call Reinforcements (I would call this a must have if I didn't think it would be so hard to fit in)
All the other pet unique IO's
I have decided to pick up Hover instead of Combat Jumping, which allows me to prioritise AoE and Ranged defence over melee defence, and kind of gets over the KB hole without having to slot for it, but I would massively prefer Combat Jumping if I can still hit my defence goals.
[Edit] I will be using Barrier to help with the defence, though I would prefer not to. I am also using Agility Alpha for both recharge and defence, but I would prefer Muscalature obviously [/Edit]
The targets I have achieved so far are above in orange, and would appreciate any help meeting the rest:
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Second Gunman: 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: Speed
Power Pool: Leadership
Villain Profile:
Level 1: Single Shot -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5), Achilles-ResDeb%(27)
Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc(A)
Level 2: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 4: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
Level 6: Wide Area Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(11), TotHntr-Acc/EndRdx(11), TotHntr-Immob/Acc(13), TotHntr-Acc/Immob/Rchg(13), TotHntr-Dam%(45)
Level 8: Heavy Burst -- SDoArach-Acc/Dmg(A), SDoArach-Acc/Dmg/Rchg(15), SDoArach-Dmg/EndRdx/Rchg(15), SDoArach-Acc/Dmg/EndRdx/Rchg(17), SDoArach-Rchg/DmgFear%(17)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 12: Venom Grenade -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(19), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(21)
Level 14: Hover -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(27), LkGmblr-Def(34), LkGmblr-Def/EndRdx(50)
Level 16: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(45), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(46)
Level 18: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25)
Level 20: Tactical Training: Assault -- EndRdx-I(A)
Level 22: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 24: Mental Training -- Run-I(A)
Level 26: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
Level 28: Serum -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(29), Panac-Heal/Rchg(29), Panac-Heal/EndRedux/Rchg(31), Panac-Heal(31)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
Level 35: Summon Spiderlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), S'bndAl-Acc/Dmg/Rchg(40), S'bndAl-Build%(40)
Level 41: Aim -- RechRdx-I(A)
Level 44: Tough -- HO:Ribo(A)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Assault -- EndRdx-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Agility Core Paragon
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Level 1: Brawl -- HO:Nucle(A)
Level 1: Conditioning
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(34), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(40), P'Shift-End%(42)
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British by act of union, English by grace of God, Northern by pure good fortune!