Crab Tank
Honestly, your build looks to have some major problems. Lack of exemplaring, slots all over the place.
What is your budget? I can give you a pretty good build, just need to know your budget?
Issues of exact slotting aside, I'm curious to know what you feel makes a Crab a "tank". I like to damage and debuff everything with my ranged AoEs, then slaughter them with Frenzy and Arm Lash when they bunch up around me in melee. This works well because I encourage them to surround me and then allow them to do it. It doesn't work nearly as well if your victims have been knocked down with Ragnarok, rooted in place with Web Envelope, terrorized with the ATO proc and razzle-dazzled with Omega Maneuver. This build also lacks a melee attack chain. To me, this is a control Crab (Crabtroller?), not a tank. It may make your teammates safer, but it will also hurt DPS and drive the real tank on your team batty.
In any case, I think a "tank" Crab should be able to herd them up them for the team to destroy. But if you want to focus on crowd control that keeps them scattered and in various states of incapacitation, I think we could come up with a build that does that. There's always Wide Area Web Grenade and Call Reinforcements.
Proton Sentry Peacebringer:lvl 50+++ - Human Build / Triform Build
Quasar Sentry Warshade:lvl 50+- Human Build / Triform Build
Red Katipo Arachnos Soldier:lvl 50+++ - Crab Build / Bane Build
Black Katipo Arachnos Widowlvl 50+++ - Fortunata Build / Night Widow Build
Issues of exact slotting aside, I'm curious to know what you feel makes a Crab a "tank". I like to damage and debuff everything with my ranged AoEs, then slaughter them with Frenzy and Arm Lash when they bunch up around me in melee. This works well because I encourage them to surround me and then allow them to do it. It doesn't work nearly as well if your victims have been knocked down with Ragnarok, rooted in place with Web Envelope, terrorized with the ATO proc and razzle-dazzled with Omega Maneuver. This build also lacks a melee attack chain. To me, this is a control Crab (Crabtroller?), not a tank. It may make your teammates safer, but it will also hurt DPS and drive the real tank on your team batty.
In any case, I think a "tank" Crab should be able to herd them up them for the team to destroy. But if you want to focus on crowd control that keeps them scattered and in various states of incapacitation, I think we could come up with a build that does that. There's always Wide Area Web Grenade and Call Reinforcements. |
I guess it is more like a Crab Mage than a Crab Tank. I do have soft cap Melee, Range and AoE. I also have 53.6% S/L resist, 43.5% F/C Resist, and over 39% for E/N Resist. I figured I could grab aggro and Immob the mob and debuff them and the rest of the team can join in. I do not want to be the main tank on a team, but more of a fill in if needed. I usually Immob the mob before I use frag grenade and so I will not knock them everywhere. Omega is basically for slotting only. I do not plan on using it a lot, but I like to have it ready in case I need to.
Proton Sentry Peacebringer:lvl 50+++ - Human Build / Triform Build
Quasar Sentry Warshade:lvl 50+- Human Build / Triform Build
Red Katipo Arachnos Soldier:lvl 50+++ - Crab Build / Bane Build
Black Katipo Arachnos Widowlvl 50+++ - Fortunata Build / Night Widow Build
First, I would decide what your attack chain is really going to be and then get rid of attacks you don't need. Right now for ranged combat you have:
- Channelgun
- Longfang
- Suppression
- Venom Grenade
- Frag Grenade
- Web Envelope
- Provoke
All of them except provoke are slotted with 5 or 6 enhancements, often purples, but there's no way you can use all these attacks effectively, because there are just too many of them. I would pick out which ones you really plan to use, make an attack chain, and drop the others. I would say that Longfang is the most skippable, followed by Frag Grenade. You're stuck with Web Envelope as a prerequisite for Shatter Armor, but if you really don't plan to use it, you might as well unslot it and spend those enhancement slots on a power you actually like.
The 3.13% melee defense bonus from Enfeebled Operation could be more than replaced (3.75%) by adding one slot of Obliteration (Frenzy). The 1.25% ranged defense you are gaining from Thunderstrike (Longfang) could be replaced with an extra slot of Defense in Combat Training: Defensive.
With your newly free power and enhancement slots, get Assault and Maneuvers from the Leadership pool. How can you pass up an extra 15% damage bonus for the whole team? And an extra 5% defense from Maneuvers will allow you to soft-cap without being forced to take a specific Alpha slot power.
If you plan to use lots of crowd control procs and immobilization powers, I would drop Frenzy. You just won't be surrounded by enough foes to make it worth using. Arm Lash would be a better choice since it recharges faster and does more damage per activation to targets in a narrow cone. It also takes the Obliteration IO set.
If taunting really is going to be part of your routine in combat, there's no harm in being good at it... you could slot Provoke.
I'm not a big fan of Wolf Spider Armor for Crabs. It gives a very small bonus to damage resistance and you don't need any more status protection. You would be better protected by getting the Shield Wall +3% Resistance IO, which gives you damage resistance to exotic damage types that Wolf Spider Armor doesn't.
I disagree, longfan and channelgun, used with venom grenade (Longfang, channelgun, venom, longfang, channel repeat forever), forms the best single target attack chain.
As for tanking, I've come to realise that with the new updates on beta, provoke is nice but not really needed. I've been experimenting without provoke, but with hybrid (on beta) and a good dose of supression (on live) and venom and omega, I've been tanking high level groups through DA, tanked an ITF and a STF no problem, even managed to keep the patrons focused on me a fair bit.
If you are crab mage tank you should also look into pets, as they help keep aggro off team mates by attacking, and can immbolize and hold themselves.
Once again, I'm going to be pushing this build of mine.
It was built for the next set of ATOs, but if you swap the slotting in longfang to represent the next ATO with sheild breaker it is softcapped to all, 60% s/l, great damage (I solo AVs/GMs/tank iTrials all in this), good debuffing, as both my single and my PBAoE chain debuff res and def.
I also open with venom, omega or supression which mitigates the alpha greatly and does good damage.
http://www.cohplanner.com/mids/downl...63FC17B1E2E580
I disagree, longfan and channelgun, used with venom grenade (Longfang, channelgun, venom, longfang, channel repeat forever), forms the best single target attack chain.
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I think there's quite a lot of room for interpretation in what makes the "best" attack chain, but I think you'd agree that seven ranged attacks is excessive. You have four in your build and I have only three.
A Crab can attract and survive a lot of punishment by firing off an AoE before any teammates get aggro. My Crab does that, but I don't really feel like I can "tank" unless I can pull aggro off of a higher-DPS teammate. Without a real taunt power, how can you pull that Elite Boss off the team's Blaster? In my case, all I can do is give the Blaster "last rites" with Vengeance.
Yeah, 7 is a bit too many.
I am dropping Suppression, Omega, and Frag. I figured I will keep 2 ST range and 1 ST melee for bosses and AV's. I also kept 2 AoE's for mobs. I would get the pets, but I already have a pet build I am very happy with. Now I need to try to work something else in and try to get my defense back up. I have three extra powers I can pick and I have do decide what I would need.
Proton Sentry Peacebringer:lvl 50+++ - Human Build / Triform Build
Quasar Sentry Warshade:lvl 50+- Human Build / Triform Build
Red Katipo Arachnos Soldier:lvl 50+++ - Crab Build / Bane Build
Black Katipo Arachnos Widowlvl 50+++ - Fortunata Build / Night Widow Build
First, I would decide what your attack chain is really going to be and then get rid of attacks you don't need. Right now for ranged combat you have:
- Channelgun - Longfang - Suppression - Venom Grenade - Frag Grenade - Web Envelope - Provoke All of them except provoke are slotted with 5 or 6 enhancements, often purples, but there's no way you can use all these attacks effectively, because there are just too many of them. I would pick out which ones you really plan to use, make an attack chain, and drop the others. I would say that Longfang is the most skippable, followed by Frag Grenade. You're stuck with Web Envelope as a prerequisite for Shatter Armor, but if you really don't plan to use it, you might as well unslot it and spend those enhancement slots on a power you actually like. The 3.13% melee defense bonus from Enfeebled Operation could be more than replaced (3.75%) by adding one slot of Obliteration (Frenzy). The 1.25% ranged defense you are gaining from Thunderstrike (Longfang) could be replaced with an extra slot of Defense in Combat Training: Defensive. With your newly free power and enhancement slots, get Assault and Maneuvers from the Leadership pool. How can you pass up an extra 15% damage bonus for the whole team? And an extra 5% defense from Maneuvers will allow you to soft-cap without being forced to take a specific Alpha slot power. If you plan to use lots of crowd control procs and immobilization powers, I would drop Frenzy. You just won't be surrounded by enough foes to make it worth using. Arm Lash would be a better choice since it recharges faster and does more damage per activation to targets in a narrow cone. It also takes the Obliteration IO set. If taunting really is going to be part of your routine in combat, there's no harm in being good at it... you could slot Provoke. I'm not a big fan of Wolf Spider Armor for Crabs. It gives a very small bonus to damage resistance and you don't need any more status protection. You would be better protected by getting the Shield Wall +3% Resistance IO, which gives you damage resistance to exotic damage types that Wolf Spider Armor doesn't. |
Normally my first attack is Web Envelope after I am surrounded, then I use Venom, then Frag, then and then Frenzy (I will repeat if needed). Once the mob is immob they will not scatter when using a KB power. Whatever is left I then switch to single targets and clean up the rest. I dont use Suppression and Omega. Those two power were mainly for slotting mules I only used to get some bonuses. Any idea's what I should get next?
Proton Sentry Peacebringer:lvl 50+++ - Human Build / Triform Build
Quasar Sentry Warshade:lvl 50+- Human Build / Triform Build
Red Katipo Arachnos Soldier:lvl 50+++ - Crab Build / Bane Build
Black Katipo Arachnos Widowlvl 50+++ - Fortunata Build / Night Widow Build
I'll leave you a build here to give you an idea of how I made my "Tank" Crab. I didn't bother taking any taunts (Didn't have room) but I built for survivability and the ability to put out some hurt in melee. I used lower level enhancements so I can keep my bonuses down to level 30. I made some different choices than you, like focusing on keeping my pets up as often as possible, but this might offer you a few ideas for your build.
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I am think of dropping my Bane build and swapping it out for a crab tank build. Listed below is my build I am thinking of. Let me know if there is anything I missed. I did skip over the travel power because with mental training, sprint, swift and ninja run I am at 75mph. I think I should be good.
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Crab Tank: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Speed
Power Pool: Fighting
Power Pool: Presence
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Channelgun -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(3), Apoc-Dmg/Rchg:50(3), Apoc-Acc/Dmg/Rchg:50(5), Apoc-Acc/Rchg:50(7)
Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc:50(A), S'fstPrt-ResKB:30(40)
Level 2: Wolf Spider Armor -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(39)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+:50(A)
Level 6: Aim -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(7)
Level 8: Suppression -- SDoArach-Acc/Dmg:50(A), SDoArach-Rchg/DmgFear%:50(9), SDoArach-Dmg/EndRdx/Rchg:50(13), SDoArach-Acc/Dmg/EndRdx/Rchg:50(15), SDoArach-Acc/Dmg/Rchg:50(15)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(11), LkGmblr-Def/EndRdx:50(11)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39)
Level 14: Venom Grenade -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(17), Posi-Dam%:50(17), Posi-Dmg/EndRdx:50(27), Posi-Dmg/Rchg:50(34)
Level 16: Kick -- Acc-I:50(A)
Level 18: Frag Grenade -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/EndRdx:50(19), Ragnrk-Dmg/Rchg:50(19), Ragnrk-Acc/Dmg/Rchg:50(46), Ragnrk-Acc/Rchg:50(50)
Level 20: Tactical Training: Leadership -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(21), GSFC-ToHit/Rchg/EndRdx:50(21), GSFC-Rchg/EndRdx:50(23), GSFC-ToHit/EndRdx:50(23), GSFC-Build%:50(25)
Level 22: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(25), Aegis-ResDam/Rchg:50(29), Aegis-EndRdx/Rchg:50(29), Aegis-ResDam/EndRdx/Rchg:50(31)
Level 24: Fortification -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(31), Aegis-ResDam/Rchg:50(31), Aegis-EndRdx/Rchg:50(34), Aegis-ResDam/EndRdx/Rchg:50(36)
Level 26: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(39)
Level 28: Serum -- Panac-Heal:50(A), Panac-Heal/EndRedux:50(37), Panac-EndRdx/Rchg:50(40), Panac-Heal/Rchg:50(40), Panac-Heal/EndRedux/Rchg:50(43)
Level 30: Tactical Training: Assault -- EndRdx-I:50(A)
Level 32: Frenzy -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34)
Level 35: Longfang -- Thundr-Acc/Dmg:35(A), Thundr-Acc/Dmg/EndRdx:35(36), Thundr-Acc/Dmg/Rchg:35(36), Thundr-Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(37)
Level 38: Provoke -- Acc-I:50(A)
Level 41: Web Envelope -- Enf'dOp-Acc/Immob:50(A), Enf'dOp-Acc/Immob/Rchg:50(42), Enf'dOp-Acc/Rchg:50(42), Enf'dOp-EndRdx/Immob:50(42), Enf'dOp-Acc/EndRdx:50(43), Enf'dOp-Immob/Rng:50(43)
Level 44: Shatter Armor -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(45), T'Death-Dmg/Rchg:40(45), T'Death-Acc/Dmg/EndRdx:40(45), T'Death-Dmg/EndRdx/Rchg:40(46), T'Death-Dam%:40(46)
Level 47: Omega Maneuver -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(48), RzDz-Acc/EndRdx:30(48), RzDz-Stun/Rng:30(48), RzDz-Acc/Stun/Rchg:30(50), RzDz-Immob%:30(50)
Level 49: Mental Training -- Run-I:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I:50(A)
Level 4: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(13)
Level 4: Hurdle -- Jump-I:50(A)
Level 4: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(5), P'Shift-EndMod/Rchg:50(9)
Level 50: Agility Radial Paragon
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Degenerative Radial Flawless Interface
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Set Bonus Totals:
Proton Sentry Peacebringer:lvl 50+++ - Human Build / Triform Build
Quasar Sentry Warshade:lvl 50+- Human Build / Triform Build
Red Katipo Arachnos Soldier:lvl 50+++ - Crab Build / Bane Build
Black Katipo Arachnos Widowlvl 50+++ - Fortunata Build / Night Widow Build