Crab build, either/or


Happy_Thoughts

 

Posted

So I'm a little torn between 2 builds. Usually I solo/duo with my roommate. One build has mace mastery+teleport pool (I love crunching little minions that get in my face with the attitude readjuster, summoning the matching pet, and long range teleport, but I hate teleport as a travel and redraw from the mace)

and the other pool (That I haven't actually used yet) utilizes hovercrab technology with soul mastery (Love that widow, a -dmg/-hit toggle and I can slot damage into my immob aoe? What sorcery is this?)

Both builds have the Dominion of Arachnos slotted, I don't have that set yet (keep getting catalysts but taking my sweet time buying those IO's), in the meantime treat them as additional posi's blasts.

Using the first build, I usually keep a pair of pets out at any time (usually spiderlings and reinforcments), open with venom grenade and suppression, and use channelgun and longfang to pick off survivors.
Arm lash if anything gets close, or shatter armor>arm lash if I'm fighting boss/eb/av.
Serum at half health or before EB/AV pulls (End use is kind of harsh with posi's blast, put the proc from numina in to help with +recovery)

Dont like frag grenade for the knockback, frenzy is meh, and I can kill a double pull in the time it takes for the OM to go off. Hasten on perma, Aim before big pulls or extra painful armor shattering against EB/AV.


Build #1 (Teleport/Mace Mastery)
Villain Plan by Mids' Villain Designer 1.956
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: Speed
Power Pool: Teleportation
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Channelgun -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Dmg/Rchg(33), Dev'n-Dmg/EndRdx(34), Dev'n-Hold%(37)
Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc(A)
Level 2: Longfang -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Dmg/Rchg(33), Dev'n-Dmg/EndRdx(34), Dev'n-Hold%(37)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5)
Level 6: Combat Training: Defensive -- LkGmblr-Def/Rchg(A), Krma-ResKB(7)
Level 8: Suppression -- SDoArach-Acc/Dmg(A), SDoArach-Dmg/EndRdx/Rchg(9), SDoArach-Acc/Dmg/Rchg(9), SDoArach-Dmg/Rchg(17), SDoArach-Rchg/DmgFear%(19), Achilles-ResDeb%(23)
Level 10: Tactical Training: Maneuvers -- SW-ResDam/Re TP(A), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-Def/Rchg(11), LkGmblr-Def/EndRdx(43)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(19), Posi-Dam%(34), Ragnrk-Knock%(46)
Level 14: Teleport -- TSM'n-EndRdx(A), TSM'n-Rng(15), TSM'n-Stlth(15)
Level 16: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(17)
Level 18: Combat Training: Offensive -- Acc-I(A), Acc-I(23)
Level 20: Tactical Training: Leadership -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(21), GSFC-ToHit/EndRdx(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(25), S'fstPrt-ResKB(25)
Level 26: Arm Lash -- AnWeak-Acc/Rchg(A), AnWeak-DefDeb/EndRdx/Rchg(27), Oblit-Dmg(27), Oblit-Acc/Dmg/EndRdx/Rchg(40), LdyGrey-%Dam(40), Oblit-%Dam(43)
Level 28: Serum -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(31)
Level 30: Recall Friend -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Long Range Teleport -- RechRdx-I(A), RechRdx-I(33)
Level 35: Summon Spiderlings -- S'bndAl-Build%(A), S'bndAl-Dmg/Rchg(36), S'bndAl-Dmg/EndRdx(36), S'bndAl-Acc/Dmg/Rchg(36), EdctM'r-PetDef(37)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), SvgnRt-PetResDam(40)
Level 41: Web Envelope -- GravAnch-Immob(A), GravAnch-Hold%(42), GravAnch-Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Acc/Immob/Rchg(43)
Level 44: Shatter Armor -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 47: Summon Blaster -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-+Res(Pets)(50)
Level 49: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(50)
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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Empty(A)
Level 4: Health -- Empty(A)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- P'Shift-End%(A)
Level 50: Degenerative Partial Radial Conversion
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Core Paragon
------------
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Set Bonus Totals:

  • 27% DamageBuff(Smashing)
  • 27% DamageBuff(Lethal)
  • 27% DamageBuff(Fire)
  • 27% DamageBuff(Cold)
  • 27% DamageBuff(Energy)
  • 27% DamageBuff(Negative)
  • 27% DamageBuff(Toxic)
  • 27% DamageBuff(Psionic)
  • 6% Defense(Melee)
  • 5% Defense
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 6.94% Defense(Fire)
  • 6.94% Defense(Cold)
  • 10.06% Defense(Energy)
  • 10.06% Defense(Negative)
  • 6% Defense(Psionic)
  • 14.13% Defense(Ranged)
  • 7.88% Defense(AoE)
  • 39% Enhancement(Accuracy)
  • 38.75% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 192.8 HP (18%) HitPoints
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Confused) 5%
  • MezResist(Held) 8.3%
  • MezResist(Immobilized) 8.3%
  • MezResist(Sleep) 5%
  • MezResist(Stunned) 7.2%
  • MezResist(Terrorized) 5%
  • 12% (0.21 End/sec) Recovery
  • 90% (4.82 HP/sec) Regeneration
  • 23% Resistance(Smashing)
  • 27.1% Resistance(Fire)
  • 27.1% Resistance(Cold)
  • 23% Resistance(Energy)
  • 23% Resistance(Negative)
  • 23% Resistance(Toxic)
  • 23% Resistance(Psionic)
  • 23% Resistance(Lethal)



Shamcrab2 (with antigravity and more angsty darkness!)
Villain Plan by Mids' Villain Designer 1.956
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: Speed
Power Pool: Flight
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Channelgun -- Entrpc-Acc/Dmg(A), Entrpc-Heal%(3), Dev'n-Hold%(5), Dev'n-Acc/Dmg(23), Dev'n-Acc/Dmg/EndRdx/Rchg(31), Dev'n-Acc/Dmg/Rchg(43)
Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc(A)
Level 2: Longfang -- Entrpc-Acc/Dmg(A), Entrpc-Heal%(3), Dev'n-Hold%(7), Dev'n-Acc/Dmg(23), Dev'n-Acc/Dmg/EndRdx/Rchg(40), Dev'n-Acc/Dmg/Rchg(40)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5)
Level 6: Hover -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx(7)
Level 8: Suppression -- SDoArach-Acc/Dmg(A), SDoArach-Dmg/Rchg(9), SDoArach-Acc/Dmg/Rchg(9), SDoArach-Dmg/EndRdx/Rchg(15), SDoArach-Rchg/DmgFear%(17), Achilles-ResDeb%(19)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/Rchg(11), SW-ResDam/Re TP(46)
Level 12: Venom Grenade -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg(34), Posi-Dam%(37), Ragnrk-Knock%(37)
Level 14: Combat Training: Defensive -- Krma-ResKB(A), LkGmblr-Rchg+(15), LkGmblr-Def(31)
Level 16: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(17)
Level 18: Combat Training: Offensive -- Acc-I(A), Acc-I(19)
Level 20: Tactical Training: Leadership -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(21), GSFC-Build%(21)
Level 22: Mental Training -- Flight-I(A)
Level 24: Fortification -- ResDam-I(A), S'fstPrt-ResDam/EndRdx(25), S'fstPrt-ResDam/Def+(25), S'fstPrt-ResKB(46)
Level 26: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(27)
Level 28: Serum -- Numna-Regen/Rcvry+(A), Numna-Heal(29), Numna-Heal/Rchg(29), Numna-Heal/EndRdx(46)
Level 30: Afterburner -- Flight-I(A), Flight-I(31)
Level 32: Arm Lash -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), LdyGrey-%Dam(34)
Level 35: Summon Spiderlings -- EdctM'r-PetDef(A), S'bndAl-Build%(36), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Dmg/EndRdx(36), S'bndAl-Dmg/Rchg(37)
Level 38: Call Reinforcements -- SvgnRt-PetResDam(A), ExRmnt-Acc/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(40)
Level 41: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Dam%(43), GravAnch-Hold%(43)
Level 44: Darkest Night -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb/Rchg/EndRdx(45), DarkWD-ToHitDeb/EndRdx(45), DarkWD-Slow%(45)
Level 47: Summon Widow -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-+Res(Pets)(50)
Level 49: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(50)
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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Empty(A)
Level 4: Health -- Empty(A)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- P'Shift-End%(A)
Level 0: Marshal
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Born In Battle
Level 50: Spiritual Core Paragon
Level 50: Void Total Core Judgement
Level 50: Degenerative Partial Radial Conversion
Level 50: Ageless Invocation
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Set Bonus Totals:
  • 26% DamageBuff(Smashing)
  • 26% DamageBuff(Lethal)
  • 26% DamageBuff(Fire)
  • 26% DamageBuff(Cold)
  • 26% DamageBuff(Energy)
  • 26% DamageBuff(Negative)
  • 26% DamageBuff(Toxic)
  • 26% DamageBuff(Psionic)
  • 6% Defense(Melee)
  • 5% Defense
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 8.5% Defense(Fire)
  • 8.5% Defense(Cold)
  • 8.19% Defense(Energy)
  • 8.19% Defense(Negative)
  • 6% Defense(Psionic)
  • 10.38% Defense(Ranged)
  • 11% Defense(AoE)
  • 42.5% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 42% Enhancement(Accuracy)
  • 176.7 HP (16.5%) HitPoints
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilized) 5%
  • MezResist(Sleep) 5%
  • MezResist(Stunned) 5%
  • MezResist(Terrorized) 5%
  • 6.5% (0.11 End/sec) Recovery
  • 102% (5.46 HP/sec) Regeneration
  • 23% Resistance(Smashing)
  • 26.15% Resistance(Fire)
  • 26.15% Resistance(Cold)
  • 23% Resistance(Energy)
  • 26.13% Resistance(Negative)
  • 23% Resistance(Toxic)
  • 23% Resistance(Psionic)
  • 23% Resistance(Lethal)


This isn't a farm. This is a fight. You're not going to punch the other guys face until enhancements fall out.

Ain't no women on the web. just guys and police officers. and Chris Hansen.

 

Posted

Well, I feel like Mace Mastery is the most thematic patron pool, so that's my preference. However, neither of these builds has soft-capped ranged defense, so I can't recommend either. Crabs have lots of AoE damage and can grab a lot of aggro. Without solid defenses, you may not live to gloat over the still-smoking corpses of those who dared to oppose you. (The Soul build appears to have soft-capped ranged defense only because Afterburner is turned on, which is not going to be true in combat.)

For myself, I won't even play a character that lacks a fun movement power. Hate using Teleport to travel? Drop Aim and get Fly. On a build that relies heavily on pets for DPS, Aim may not be as powerful as it looks on paper anyway.

I always recommend that Soldiers of Arachnos take the Leadership pool. Maneuvers is an easy +5% to ALL your defenses, and your pets' and teammates' defenses. Those little 2% and 3% damage bonuses you're getting from IO sets are small change compared to the 15% you would get from Assault. Better yet, Assault applies to your pets and teammates.

While it may be helpful while leveling up, there's little point in taking Combat Training: Offensive at level 50. Your attacks should already have decent accuracy slotting, and many set bonuses give you added accuracy. You'll be hitting level 54 Rikti Drones with no difficulty, even without CT:O.

Even if you hate redraw, I think Shatter Armor is worth it, but Web Envelope isn't. I'd much rather use those slots putting a full set of Gaussian's in Tactical Training: Leadership for a 2.5% bonus to all your positional defenses.

Many of our fellow Crabs are obsessed with recharge and won't even look at a build that lacks perma-hasten or perma-pets. Since you seem to be willing to live without both, I suggest you ponder the benefits of less recharge and more defense. You could be getting defense bonuses (or better ones) from Arm Lash, Channelgun, Longfang, Fortification, all your pets and even Serum. There are serious benefits to real soft-capped defenses.


This build has slower-recharging pets that are much more dangerous than the quick ones (due to higher enhancement values, as well as more and better Leadership toggles). It has soft-capped ranged and AoE defenses, so you can blast away and laugh at your victims' feeble attempts to respond. The build also has a travel power you actually like (which I consider far more important than Aim) as well as Long Range Teleport.

Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/

Click this DataLink to open the build!

Mastercrab, Defense: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Channelgun -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(37)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(3)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(5), Zephyr-ResKB(5)
Level 6: Recall Friend -- Zephyr-ResKB(A)
Level 8: Suppression -- SDoArach-Acc/Dmg(A), SDoArach-Acc/Dmg/Rchg(9), SDoArach-Dmg/EndRdx/Rchg(9), SDoArach-Acc/Dmg/EndRdx/Rchg(27), SDoArach-Rchg/DmgFear%(36)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-Def(11), LkGmblr-Rchg+(36)
Level 12: Arm Lash -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
Level 14: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34)
Level 16: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-Rchg+(17)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(36)
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%(31)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(25), Aegis-ResDam/Rchg(27), Aegis-Psi/Status(31)
Level 26: Tactical Training: Assault -- EndRdx-I(A)
Level 28: Serum -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(29), Numna-EndRdx/Rchg(37)
Level 30: Teleport -- Zephyr-ResKB(A)
Level 32: Assault -- EndRdx-I(A), EndRdx-I(33)
Level 35: Web Envelope -- Acc-I(A)
Level 38: Call Reinforcements -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(39), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc/Dmg/EndRdx(39), BldM'dt-Acc(40), BldM'dt-Dmg(40)
Level 41: Shatter Armor -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
Level 44: Summon Blaster -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(45), BldM'dt-Acc/EndRdx(45), BldM'dt-Acc/Dmg/EndRdx(45), BldM'dt-Acc(46), BldM'dt-Dmg(46)
Level 47: Summon Spiderlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(48), BldM'dt-Acc(50), BldM'dt-Dmg(50)
Level 49: Long Range Teleport -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(46), EndMod-I(50)
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 -- Clrty-Stlth(A)
Level 1: Conditioning
Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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Posted

Quote:
Originally Posted by Shamrokc View Post
Dont like frag grenade for the knockback
Knockback suppression and -recharge are why I keep Wide Area Web Grenade on my crab. It's not 100% foolproof as you will get the occasional miss, but it definitely lets you get a lot more use out of Frag Grenade.


 

Posted

Quote:
Originally Posted by Happy_Thoughts View Post
Knockback suppression and -recharge are why I keep Wide Area Web Grenade on my crab. It's not 100% foolproof as you will get the occasional miss, but it definitely lets you get a lot more use out of Frag Grenade.
Well, I find that after Aim+Toxic Grenade+Suppression most of the enemies still alive are down to enough health that I can one shot them with either Channelgun or Longfang. I don't play at +4x8, I'm usually running +3x3 or x4 solo (and +4x6 with my ss/wp brute roommate) and I can't remember the last time I died outside an EB running up and giving me some facetime with an axe or something.


@Two_Dollar_Bill,
I like the build, but there's a few things that I'm concerned about.
My pets dont have the aura IO's anymore, was that intentional? I kind of liked giving them 20% res(all but psi) and 5% def(all). It's certainly noticeable when they run into the melee range and get hit with a melee aoe that knocks them down to a sliver instead of one-shotting them.

My current in-use build (with mace+teleport) isn't perma-hasten, but in-game with spiritual core paragon (alpha for +rech 45% and heal/stun 33%) I've gotten hasten down to about 12 seconds downtime, which I assumed was acceptable.

I have a ragnarok knockdown in the toxic grenade, is that bad? I kind of like seeing enemies trip over themselves when they get hit by it. And the -res proc in suppression looked good. chance for hold in each single target occasionally holds bosses, especially when the reinforcement pets use their holds also. And I like the numina proc in health, but since serum is almost perma I usually put it in that instead. Makes me remember to keep popping it since I put hasten to auto instead.

6 slotting gaussian into leadership? I could see it working, but is it absolutely necessary?

And not really a concern, but you slotted surge and sprint, but I can only use one.

All in all it looks like I'd lose personal use over softcapped defense... Feels like a mastermind instead of an assault/support. But I'll use one of my extra builds and see how it feels, thanks!


This isn't a farm. This is a fight. You're not going to punch the other guys face until enhancements fall out.

Ain't no women on the web. just guys and police officers. and Chris Hansen.

 

Posted

I feel that the best defense for your pets is for you to jump up and grab all the aggro before they make enemies they can't handle. To this end, I gave the Crab Spider solid defenses and let the pets merely bask in the double Maneuvers. Blood Mandate has nice defense bonuses (for you, not them) as long as you don't mind the lack of recharge. Still, I did go a little over soft cap on the defenses, so you could lose one of those sets of Blood Mandate, squeeze in a set of defense/resist procs and still manage to hit ranged and AoE soft-caps with minimal tinkering.

Gaussian's set, like Blood Mandate, gives you a lot of bang for you buck in terms of defense bonuses. Even so, you can lose a few bonuses without dropping below ranged or AoE soft caps. If you drop Gaussian's AND a set of Blood Mandate, you'll need to make up the lost defense bonuses somewhere else.

What level of not-quite-permanent-Hasten you consider acceptable is all up to you. My Crab has a melee build and a ranged/pet build and neither of them have Hasten. I rotate through my pets and only summon the whole swarm at once for major opponents. If you have enough attacks to make a seemless attack chain, do you really need Hasten?

I am personally not a big fan of procs unless the power's useful stats have been pushed into the red (getting eaten by Enhancement Diversification). My Crab's actual slotting for Suppression is Dominion of Arachnos 1-5 (no proc) and a 50+5 Range IO (Enhancement Boosters). With a cone attack, Range IS Damage if it means you can catch extra targets. I think that clobbering bosses with Shatter Armor works better than the spray and pray proc debuffing system, but most people love those procs.

I've never really used the Knockdown proc since my Crab's melee build likes to herd 'em up for Frenzy and knocking them down (or terrorizing them with the ATO proc) prevents them from gathering. If you need the crowd control, go for it.


 

Posted

*Update*
This is the current build I'm using right now, and it's working fantastically. Opening with Darkest Night(on highest ranked enemy)>Aim>Toxic Grenade>Soul Tentacles>Suppression chain each pull, then using Channelgun/Longfang for runners/survivors, with Arm Lash for anyone dumb enough to get close. Hasten/Serum/Spiderlings perma, Widow/Reinforcements almost perma. Just shy of defcap, the Darkest Night toggle should keep enemies from landing most hits. Pet defense should be about 25%(ish), so you shouldn't have to worry about them unless they decide to solo a +4x8 pull by themselves.

Villain Plan by Mids' Villain Designer 1.956
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: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Channelgun -- Dev'n-Hold%(A), Dev'n-Acc/Dmg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Acc/Dmg/Rchg(23)
Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc(A)
Level 2: Longfang -- Dev'n-Hold%(A), Dev'n-Acc/Dmg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Acc/Dmg/Rchg(7)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5)
Level 6: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(40), LkGmblr-Def(43)
Level 8: Suppression -- SDoArach-Acc/Dmg(A), SDoArach-Dmg/Rchg(9), SDoArach-Acc/Dmg/Rchg(9), SDoArach-Dmg/EndRdx/Rchg(15), SDoArach-Rchg/DmgFear%(17), Achilles-ResDeb%(23)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/Rchg(11), SW-ResDam/Re TP(31)
Level 12: Venom Grenade -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg(34), Posi-Dam%(37), Ragnrk-Knock%(37)
Level 14: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(15), LkGmblr-Rchg+(34)
Level 16: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(17)
Level 18: Teleport -- TSM'n-EndRdx(A), TSM'n-Rng(19), TSM'n-Stlth(19)
Level 20: Tactical Training: Leadership -- GSFC-ToHit/Rchg(A), GSFC-ToHit(21), GSFC-Build%(21), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- ResDam-I(A), S'fstPrt-ResDam/EndRdx(25), S'fstPrt-ResDam/Def+(25), S'fstPrt-ResKB(40)
Level 26: Recall Friend -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(27)
Level 28: Serum -- Numna-Regen/Rcvry+(A), Numna-Heal(29), Numna-Heal/Rchg(29), Numna-EndRdx/Rchg(31)
Level 30: Long Range Teleport -- RechRdx-I(A)
Level 32: Arm Lash -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(43)
Level 35: Summon Spiderlings -- EdctM'r-PetDef(A), S'bndAl-Build%(36), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Dmg/EndRdx(36), S'bndAl-Dmg/Rchg(37)
Level 38: Call Reinforcements -- SvgnRt-PetResDam(A), ExRmnt-Acc/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(40)
Level 41: Soul Tentacles -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43)
Level 44: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(45), DarkWD-Slow%(45), DarkWD-Rchg/EndRdx(46)
Level 47: Summon Widow -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-+Res(Pets)(50)
Level 49: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(50)
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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 0: Marshal
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Born In Battle
Level 50: Spiritual Core Paragon
Level 50: Void Total Core Judgement
Level 50: Degenerative Partial Radial Conversion
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
Level 50: Ageless Core Invocation
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This isn't a farm. This is a fight. You're not going to punch the other guys face until enhancements fall out.

Ain't no women on the web. just guys and police officers. and Chris Hansen.