yet another crab build, hover huntscrab with pets


Eternal_Wilting

 

Posted

I've been banging my head on this for the past two hours so I figure I might as well toss it out for feedback.

Goals were as follow:

Hover
Soft capped Ranged
Seamless AoE attack chain
Perma Pets
Soft Capped AoE
Single Target damage that isn't terrible
Avoid useless powers and set mules as much as possible (it's just a pet peeve of mine, I hate taking powers I'm never going to use just for set bonuses.)

I'm mostly there. I don't think the AoE chain is seamless but I couldn't figure out a way to keep both suppression and heavy burst in the build. I have both in my SO build at the moment but I'm hoping with that much recharge I won't miss not having Heavy Burst. Or maybe it's worth dropping Frag Grenade (the 10 radius drives me nuts)

I'm frankly at a loss as to how to slot the pets. Do they need acc? How much does slotting damage in them matter?

My only rule is no more than 5 enhancement boosters. I'm not looking to spend paragon points/money right now (and my stipend is going towards costume packs WHICH ARE FAR MORE IMPORTANT) and 5 is what I have right now. There's two empty slots left that I don't know what to do with, so there's some room to play with.

My biggest concern atm is the crushing endurance consumption of all those toggles. Hover speed too.

/brain dump

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@Oblivion Herald

 

Posted

I think you can squeeze a bit more defense out of it, and a tad more recharge. I think it's generally agreed that 4 points of knockback protection is as good as 8. TT:Maneuvers is such a good power, it's worth pushing its defense bonus into the red, while you don't need three slots in CT: Defensive at all.
The Entropic Chaos self-heal proc has a ridiculously low chance to fire, and when it does fire it will frequently do nothing since your hit points will be full. I'm not a huge fan of the Achilles' Heel proc, but at least it fires 4x as much and it does do something for yourself and your teammates when it fires. You may want to re-think the whole proc thing for I24 when they all go procs-per-minute pro-rated for AoE.
Hasten was losing far too much to ED. If you want to use five enhancement boosters, apply them to Hasten to push it back into serious ED territory.


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Posted

I posted a hover crab a while back pretty much what your asking. It might be on the 5th page maybe ? This forum doesn't revolve that much.

When I get home I will post it. A hovering /flying crab is spooky with his arms shaking up and down.


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

Quote:
Originally Posted by Two_Dollar_Bill View Post
I think you can squeeze a bit more defense out of it, and a tad more recharge. I think it's generally agreed that 4 points of knockback protection is as good as 8. TT:Maneuvers is such a good power, it's worth pushing its defense bonus into the red, while you don't need three slots in CT: Defensive at all.
The Entropic Chaos self-heal proc has a ridiculously low chance to fire, and when it does fire it will frequently do nothing since your hit points will be full. I'm not a huge fan of the Achilles' Heel proc, but at least it fires 4x as much and it does do something for yourself and your teammates when it fires. You may want to re-think the whole proc thing for I24 when they all go procs-per-minute pro-rated for AoE.
Hasten was losing far too much to ED. If you want to use five enhancement boosters, apply them to Hasten to push it back into serious ED territory.
Thanks for the reply. Wish I'd seen it before I started slotting the build, but I was expecting to have to fine tune it anyway. A few thoughts:

Thanks for the heads up on the proc changes, I haven't been paying attention.

Entropic proc: After seeing this in action, agreed, though with the proc changes coming up, I wonder if the proc floor chance would be higher than 5%, making this more attractive.

TT:Manoeuvres v CT: Defensive : your slotting trades 1% ranged for .4 everything else, which is basically .4 AoE and psionic. It's pretty marginal, but I think I'd rather have the 1% ranged.

After playing the character I've also learned that less than 40 MPH on hover is pretty much painful. I've slotted hover with two BotZ for speed and speed/endurance as a way to get the speed while keeping some defense.

But the biggest thing to come to light is the endurance issues. I was right to be worried about it. I'm sitting at 3.88 e/sec at the moment and I can empty my endurance bar without a single toggle running. With everything running it took 50 seconds on the Rikti practice dummies. This locks me into either Cardiac or Ageless on incarnate powers if I want to make up the difference (and I really wanted to go Musculature/ageless radial), though at this point I'm starting to wonder whether it's not better to just take Agility, drop Weave and Manoeuvres and make up the difference in defense with set bonuses.


@Oblivion Herald

 

Posted

Heal Proc
Someone did mention the low proc chance for Entropic Chaos in the proc revision thread. I have not heard anything specific about what might be done with it. If they make the proc too good, it will create characters that are nigh-indestructable due to insane levels of proc-generated regen, so I wouldn't anticipate the revised proc being terribly impressive.

Endurance
Purple sets like Apocalypse and Ragnarok don't give you very good endurance discounts. Gravitational Anchor is no prize either, and you left out the only IO of the set that grants any endurance discount. Since your build is set up to rapidly cycle powers with bad endurance efficiency, it does seem like you have doomed yourself to an endurance-friendly Alpha slot. Of course you could slot an End Cost Reduction IO instead of a proc in the 6th slot of these attacks. I'd rather have a power that works reliably for the whole fight than one that wears you out and produces an unreliable random bonus effect.

I think all high-recharge purple-set builds suffer from this problem, but fights are usually short enough that your endurance doesn't bottom out and you can recover rapidly between fights. My own Crab has fewer purple sets and lacks Hasten, so his more leisurely attack chain of lower-cost powers doesn't burn his endurance as rapidly.

Using fewer toggles
The defense bonuses from Weave and Maneuvers are what allow you to take purple sets. Without the toggles, you'll need to choose non-purple sets that contribute defense bonuses. Before you consider dropping your defensive toggles, you should try slotting your endurance-hungry toggles for better efficiency. You're paying 0.27 end/sec for Assault, and a whopping 0.31 end/sec for Maneuvers.
It can take a lot of set bonuses to make up for the loss of Maneuvers or Weave. And the toggles do improve your melee defense. While flying melee combatants are rare, even hover blasters have to fight in hallways where they can't gain any elevation and melee combat cannot be avoided.