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nebber

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Posts posted by nebber

  1. Ah cool, I had seen that Lore list but didn't realise it had DPS numbers.  Looks like the pure ranged Lores are middle-ground at best on the DPS list, but I imagine that it's better to have midrange DPS than no DPS because your dumb pets charged the AV.   So... Longbow, Nemesis, Clockwork, Drones, Seers, Storm, Vanguard, Warworks do ranged.  I think Longbow it is, then.  I do like the mega-cannon-blast that bigguns uses, and more -regen is good to stack with LR (I think...)

     

    Thanks!

  2. well, since no one rushed in with the answers, I decided to drag myself to test and do pylon tests with the different combos.  Three runs of each combo tested at T4, with occassional swearing each time the drop ship one-shotted me.

     

    EF&RI on the pylon, chain: shriek, scream, shriek, shout - LR / AM / Hasten activated when recharged, then back to the chain.

    Build as above, just swapped in more KB enh as the pylon was knocking me back.

    Musculature Core & Assault equiped (but not activated), then:

    Degenerative Core - 5:22 average

    Reactive Core - 5:32 average

    Reactive Radial - 4:47 average

     

    So looks like the fire DoT under reactive is the winner -- I suspected the bit of extra -res from Core was minor relative to the heavy rad & sonic -res.

     

    Then to test assaults, I kept it with reactive radial, then:

    Assault radial active - 4:21 avg

    Assault core active - 4:40 avg

     

    Core looks like it added very little extra damage even though I usually hovered around 3-4 stacks.  Doublehit shaved more time off.

     

    So, thought I'd post this in case anyone else was curious. 

     

    I'd still welcome Lore pet suggestions for AV battling though!

     

  3. Hi all!

     

    I just hit 50 with my rad/sonic. I want him to be team friendly, but also want to be able to take down AVs solo since this is this combo's party trick. 

    So, my ultimate goal is really increasing single target damage.

     

    My obvious choices are: alpha = musculature, destiny = clarion, judgement = ion.  After that, I could use some advice!

     

    Interface.  Reactive?  I'm already doing a lot of -res, so... is more -res good or, like, diminishing returns at that point?  Would degenerative be better to spread the debuffing over -res and -hp? 

    Or would the fire DoT under the Radial side under reactive help my damage more?

     

    Hybrid.  Assault - I gather from the TL:DR of the 'What the hell is doublehit' guide that Radial (doublehit) is berter for lower damage scale, single-target oriented heroes.  Does that still apply here or does anything about the rad/sonic dynamic make the Core damage-stacks better?

     

    Lore.  In a long AV fight solo, can the 'touchable' pets survive, when rad debuffs are out there, or do they get too much aggro?  Was thinking Longbow for even more -recovery to stack with lingering radiation.  Any other good ideas?

     

    My build:

    https://www.midsreborn.com/builds/download.php?uc=1414&c=694&a=1388&f=HEX&dc=78DA65934B4F135114C7EF4CEF50DAF26EA1BC69A1BC2C0E2D605C1A0534513048D59D69C67628136BA7694B2CEAC60FE04617AE30D128F8485CF8FC2E6224312E454DD44417A69ECEFFD8347AD3E9EFCC3D8FFB3FF7CE5D2E2F343D3B71E388505AE6B346B1985C30D7CC5CDA2C68CB46C64A89EA70D313FA3B9F3CB6B1B6A6AF1A69CB2859762EB978D92A16C9E8AF05AC1AB98C99D61376CE4A258F964A46EA92F0ADD876563F9EB532EB25AF6327F2A6996E75CC25D3A0BCE2BA956F465835CACA65FA16F3564A9FB70B858D7CC92E2413F64636B96C144B6661B39B3445E8B9A2D29F525559D1C41932E252A8ABCC0428CF32CF810DE7C1B7AAE05171894312BE38D838C3DC2277DC23362956C13AAAF2493A73DEDB2A78132C135C88515C870914D6C6DC259F86B5A41643EDB659B0638E7957380C4CB91C5EA51C37D77387A123C07C473E0FEA691E97E6C47749A606763730DD606F23E8A103F5712FBE4EEC456F753388FDBBA08F629A515F69FEC7F79ED0CA6BB76E41F3206B1FBCC78C2336C4BD849EA0C761AADBCE3DB547D14B88799D52FC7C1EFE1DC5990B3F85BE701475C3DBF43E20453BD5E9E473EFE41E46DA9801E48E9CC2DA91DFC2C9897CC3BB9F7283AC21781F3A238F40957C3DD0A0F6543F2EBF146365E626E8A2983EE4CBBE20F48CFD42EDF1EFCC1FCC9FA0A49C01DEF301D63BC97A2703A0E81262086B8B218ED9A3258779AF871F40E3E443F0C0367387C93D4C3D063F10463977F439744CBD60BE040FBE62BE66BE01CB8409DEDF8938E6F439E62C383DCD8C3167C08F4D4244F9DB89F2B9C598D74893CE3DEA3CD7417B13C35A2216C65CBFACDD4DFAD1104BFFCD9C96B5BB5F59916C925771BCFBDEDA8D15CA08AA7EF1D6DDE27DA86D0A334F92635C8ACFF57913C8FB5A9F770BBBDB72871942CC8AD751E6A8B950671B75F6C53A7B2F58EBA7F2074CFFD21E

     

    Thanks!

  4. Update to above... after running various content over the last two weeks, I decided that mag 12 kb protection and 70% slow resist is much more valuable than trying to max out the various resistance levels.   If taking damage beyond healing flames can manage, then I can rely on inspirations.  But being slowed to a crawl or knocked around, there's no inspirations to stop that from happening. 

     

    Revised build:

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Lunge -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(3), SprBlsCol-Acc/Dmg/EndRdx:50(3), SprBlsCol-Acc/Dmg/Rchg:50(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(5)
    Level 1: Fire Shield -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(7), UnbGrd-Rchg/ResDam:50(7), UnbGrd-ResDam/EndRdx/Rchg:50(9), StdPrt-ResDam/Def+:30(9), StdPrt-ResKB:30(11)
    Level 2: Spine Burst -- SprUnrFur-Acc/Dmg:50(A), SprUnrFur-Acc/Dmg/Rchg:50(11), SprUnrFur-Dmg/EndRdx/Rchg:50(13), SprUnrFur-Acc/Dmg/EndRdx/Rchg:50(13), SprUnrFur-Rchg/+Regen/+End:50(15)
    Level 4: Super Speed -- WntGif-ResSlow:50(A), BlsoftheZ-ResKB:50(19)
    Level 6: Blazing Aura -- SprBrtFur-Dmg/Rchg:50(A), SprBrtFur-Acc/Dmg/Rchg:50(19), SprBrtFur-Acc/Dmg/EndRdx/Rchg:50(21), Mlt-Acc/Dmg/EndRdx:50(21)
    Level 8: Healing Flames -- DctWnd-Heal/Rchg:50(A), Prv-Heal/Rchg/EndRdx:50(23), Prv-Heal/Rchg:50(23), DctWnd-Heal/EndRdx/Rchg:50(25)
    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
    Level 12: Kick -- KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx:35(27), KntCmb-Dmg/Rchg:35(27), KntCmb-Dmg/EndRdx/Rchg:35(29)
    Level 14: Build Up -- RechRdx-I:50(A), RechRdx-I:50(29)
    Level 16: Plasma Shield -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(31), UnbGrd-ResDam/EndRdx/Rchg:50(31), UnbGrd-Max HP%:50(31), UnbGrd-Rchg/ResDam:30(33), StdPrt-ResKB:30(50)
    Level 18: Quills -- SprBrtFur-Acc/Dmg:50(A), SprBrtFur-Dmg/EndRdx/Rchg:50(33), SprBrtFur-Rech/Fury:50(33), Mlt-Acc/Dmg/EndRdx:50(34)
    Level 20: Consume -- PreOptmz-Acc/Rech:50(A)
    Level 22: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx/Rchg:50(34), UnbGrd-ResDam/EndRdx:50(34), UnbGrd-Rchg/ResDam:30(36)
    Level 24: Weave -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Def/Rchg+:50(36), LucoftheG-Def:50(36), Rct-ResDam%:50(37), ShlWal-ResDam/Re TP:50(37), Ksm-ToHit+:30(37)
    Level 26: Ripper -- Obl-Dmg:50(A), Obl-Acc/Rchg:50(39), Obl-Dmg/Rchg:50(39), Obl-Acc/Dmg/Rchg:50(39), Obl-Acc/Dmg/EndRdx/Rchg:50(40), Obl-%Dam:50(40)
    Level 28: Burn -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(40), Arm-Acc/Dmg/Rchg:50(42), Arm-Acc/Rchg:50(42), Arm-Dmg/EndRdx:50(42), Arm-Dam%:50(43)
    Level 30: Maneuvers -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Def/Rchg+:50(43)
    Level 32: Tactics -- EndRdx-I:50(A)
    Level 35: Electrifying Fences -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Acc/Dmg/Rchg:50(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(45)
    Level 38: Combat Jumping -- LucoftheG-Def/Rchg+:50(A)
    Level 41: Ball Lightning -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(45), Rgn-Acc/Dmg/Rchg:50(45), Rgn-Acc/Rchg:50(46), Rgn-Dmg/EndRdx:50(46), Rgn-Knock%:50(46)
    Level 44: Mu Lightning -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(48), Apc-Acc/Rchg:50(48), Apc-Dmg/EndRdx:50(48), Apc-Dam%:50(50)
    Level 47: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(50)
    Level 49: Temperature Protection -- GldArm-3defTpProc:30(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: Fury
    Level 1: Sprint -- Clr-EndRdx:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End:50(A), Prv-Absorb%:50(15), Mrc-Rcvry+:40(17)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(17)
    ------------

  5. Late to the party on this one, but thought I'd share mine.  The above two suggested builds have some better S/L/cold resistance, about the same nrg/neg res as me, but I have better psi and toxic res.  Also, mine has S/L softcap def on top of melee softcap.  And healing flames with 95% heal/recharge, absorb proc, scaling resist proc... so, preeeetty survivable in a lot of content... until it's not.  Ranged/AOE exotic damage without a smashing/lethal component will be your undoing on +4/8, but if I turn it down a notch or two I can usually get through.   S/L-based enemies you can steamroll.  

     

    I play it mostly solo, and with a farm-like attack chain -- get 'em all together, then: burn, spine burst, electric fence, ball lightning, repeat, until there's not much left standing.  The single target chain is so-so (but that's spines for you); Ripper/Mu/Lunge and burn patches work well enough for whatever survives the AOEs.   Blue bar drains quickly but well-timed consumes can manage that, or ageless incarnate.

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Lunge -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(3), SprBlsCol-Acc/Dmg/EndRdx:50(3), SprBlsCol-Acc/Dmg/Rchg:50(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(5)
    Level 1: Fire Shield -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(7), UnbGrd-Rchg/ResDam:50(7), UnbGrd-ResDam/EndRdx/Rchg:50(9), UnbGrd-EndRdx/Rchg:50(9), GldArm-3defTpProc:50(11)
    Level 2: Spine Burst -- SprUnrFur-Acc/Dmg:50(A), SprUnrFur-Dmg/Rchg:50(11), SprUnrFur-Acc/Dmg/Rchg:50(13), SprUnrFur-Dmg/EndRdx/Rchg:50(13), SprUnrFur-Acc/Dmg/EndRdx/Rchg:50(15), SprUnrFur-Rchg/+Regen/+End:50(15)
    Level 4: Super Speed -- BlsoftheZ-ResKB:50(A)
    Level 6: Blazing Aura -- SprBrtFur-Dmg/Rchg:50(A), SprBrtFur-Acc/Dmg/Rchg:50(19), SprBrtFur-Acc/Dmg/EndRdx/Rchg:50(19), Mlt-Acc/Dmg/EndRdx:50(21)
    Level 8: Healing Flames -- DctWnd-Heal/Rchg:50(A), Prv-Heal/Rchg/EndRdx:50(21), Prv-Heal/Rchg:50(23), DctWnd-Heal/EndRdx/Rchg:50(23)
    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
    Level 12: Kick -- KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx:35(25), KntCmb-Dmg/Rchg:35(27), KntCmb-Dmg/EndRdx/Rchg:35(27)
    Level 14: Build Up -- RechRdx-I:50(A), RechRdx-I:50(29)
    Level 16: Plasma Shield -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(29), UnbGrd-Rchg/ResDam:50(31), UnbGrd-ResDam/EndRdx/Rchg:50(31), UnbGrd-Max HP%:50(31), StdPrt-ResDam/Def+:30(33)
    Level 18: Quills -- SprBrtFur-Acc/Dmg:50(A), SprBrtFur-Dmg/EndRdx/Rchg:50(33), SprBrtFur-Rech/Fury:50(33), Mlt-Acc/Dmg/EndRdx:50(34)
    Level 20: Consume -- PreOptmz-Acc/Rech:50(A)
    Level 22: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx/Rchg:50(34), UnbGrd-ResDam/EndRdx:50(34), UnbGrd-Rchg/ResDam:50(36), UnbGrd-EndRdx/Rchg:50(36)
    Level 24: Weave -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Def/Rchg+:50(36), LucoftheG-Def:50(37), Rct-ResDam%:50(43), ShlWal-ResDam/Re TP:50(45), Ksm-ToHit+:30(45)
    Level 26: Ripper -- Obl-Dmg:50(A), Obl-Acc/Rchg:50(37), Obl-Dmg/Rchg:50(37), Obl-Acc/Dmg/Rchg:50(39), Obl-Acc/Dmg/EndRdx/Rchg:50(39), Obl-%Dam:50(39)
    Level 28: Burn -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(40), Arm-Acc/Dmg/Rchg:50(40), Arm-Acc/Rchg:50(40), Arm-Dmg/EndRdx:50(42), Arm-Dam%:50(42)
    Level 30: Maneuvers -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Def/Rchg+:50(42)
    Level 32: Tactics -- EndRdx-I:50(A)
    Level 35: Electrifying Fences -- Bmbdmt-Dam:50(A), Bmbdmt-Acc/Dam/Rech/End:50(43), Bmbdmt-Acc/Dam/Rech:50(43)
    Level 38: Combat Jumping -- LucoftheG-Def/Rchg+:50(A)
    Level 41: Ball Lightning -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(45), Rgn-Acc/Dmg/Rchg:50(46), Rgn-Acc/Rchg:50(46), Rgn-Dmg/EndRdx:50(46), Rgn-Knock%:50(48)
    Level 44: Mu Lightning -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(48), Apc-Acc/Rchg:50(50), Apc-Dmg/EndRdx:50(50), Apc-Dam%:50(50)
    Level 47: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(48)
    Level 49: Rise of the Phoenix -- Prv-Absorb%: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: Fury
    Level 1: Sprint -- Clr-EndRdx:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(17)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(17)
    ------------

     

     

     

     

  6. On 12/2/2020 at 5:59 PM, Icono04 said:

    If you do end up making some changes based on the comments in this thread, please post the revised build here. I have been looking for a build like this for a while. 

     

    Sure!  I have been tweaking since.  I tried Arm Lash as a substitute for Bayonet, but ended up picking Omega Manuevers over those two.

     

    Bayonet did good single-target damage with the procs, but... it was just unsatisifying to use.  The redraw really messes up the flow.  Arm Lash's narrow cone was hard for me to position, and the attack was just OK single target.  But the thing with it and Bayonet: I had to be right up in the enemy's face to do a single target chain.  I now prefer my whole single target chain to be ranged (longfang, mu lightning, channelgun, venom grenade).  So, I invested more slots to proc out Mu and Channelgun more.  Those two attacks don't have the best proc rate, but it's enough to give my ST chain just enough oomph to be "good enough".  And, then I don't have to keep ping-ponging target to target like a crabby-scrapper ("scrabber"? "crapper"?).  The only thing I position myself for is Frenzy, which is great with the procs. 

     

    So, I went Omega Manuever.  It adds to the AOE carnage, is a joy to use, and I really like how it can be used strategically to take the alpha.  And, 5-slotted Superior Frozen Blast in Omega took me over the 45% AOE softcap, so now I'm soft-capped for all positionals. 

     

    Here's what I'm running now:

     

    Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Channelgun -- Thn-Acc/Dmg:50(A), Dmg-I:50(3), TchofLadG-%Dam:50(3), ShlBrk-%Dam:30(21), GldJvl-Dam%:50(50)
    Level 1: Crab Spider Armor Upgrade -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(5)
    Level 2: Longfang -- SprWntBit-Acc/Dmg/EndRdx:50(A), SprWntBit-Acc/Dmg:50(5), Apc-Dam%:50(7), TchofLadG-%Dam:50(7), GldJvl-Dam%:50(9), AchHee-ResDeb%:20(9)
    Level 4: Combat Training: Defensive -- Ksm-ToHit+:30(A), Krm-ResKB:30(15), LucoftheG-Def/Rchg+:50(15), ShlWal-ResDam/Re TP:50(17)
    Level 6: Boxing -- Empty(A)
    Level 8: Wide Area Web Grenade -- EnfOpr-Acc/Immob/Rchg:50(A), TraoftheH-Acc/Immob/Rchg:50(17)
    Level 10: Tactical Training: Maneuvers -- Rct-ResDam%:50(A), LucoftheG-Def/Rchg+:50(19), Rct-Def:50(21), Rct-Def/EndRdx:50(19)
    Level 12: Venom Grenade -- SprSpdBit-Acc/Dmg:50(A), SprSpdBit-Dmg/Rchg:50(23), SprSpdBit-Acc/Dmg/Rchg:50(23), SprSpdBit-Dmg/EndRdx/Rchg:50(25), SprSpdBit-Acc/Dmg/EndRdx/Rchg:50(25), SprSpdBit-Rchg/Global Toxic:50(27)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27)
    Level 16: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(29)
    Level 18: Frag Grenade -- DmnofArc-Rchg/-DmgFear:50(A), DmnofArc-Dmg/Rchg:50(29), DmnofArc-Acc/Dmg/Rchg:50(31), DmnofArc-Dmg/EndRdx/Rchg:50(31), DmnofArc-Acc/Dmg/EndRdx/Rchg:50(31), OvrFrc-Dam/KB:50(33)
    Level 20: Tactical Training: Leadership -- EndRdx-I:50(A)
    Level 22: Mental Training -- Run-I:50(A)
    Level 24: Fortification -- Ags-ResDam/EndRdx:50(A), Ags-ResDam/EndRdx/Rchg:50(33), Ags-ResDam:50(33), Ags-ResDam/Rchg:40(34), Ags-Psi/Status:50(34), Ags-EndRdx/Rchg:50(34)
    Level 26: Frenzy -- Arm-Dam%:50(A), FuroftheG-ResDeb%:50(36), TchofLadG-%Dam:50(36), ScrDrv-Acc/Dmg:50(36), ScrDrv-Acc/Dmg/EndRdx:50(37), ScrDrv-Dam%:50(37)
    Level 28: Serum -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(37), Prv-EndRdx/Rchg:50(39), Prv-Heal/Rchg:50(39), Prv-Heal/Rchg/EndRdx:50(39), Prv-Absorb%:50(40)
    Level 30: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(40), UnbGrd-ResDam/EndRdx/Rchg:50(40), UnbGrd-Max HP%:50(42)
    Level 32: Weave -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Def:50(42), LucoftheG-Def/Rchg+:50(43)
    Level 35: Mu Lightning -- Apc-Dmg:50(A), GldJvl-Dam%:50(42), Apc-Dmg/Rchg:50(43), Apc-Acc/Dmg/Rchg:50(43), Apc-Acc/Rchg:50(45), Apc-Dmg/EndRdx:50(45)
    Level 38: Electrifying Fences -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(45), Rgn-Acc/Dmg/Rchg:50(46), Rgn-Acc/Rchg:50(46), Rgn-Dmg/EndRdx:50(46), GrvAnc-Immob:50(48)
    Level 41: Omega Maneuver -- SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(A), SprFrzBls-Acc/Dmg/Rchg:50(48), SprFrzBls-Rchg/ImmobProc:50(48), SprFrzBls-Acc/Dmg:50(50), SprFrzBls-Dmg/EndRdx:50(50)
    Level 44: Aim -- GssSynFr--Build%:50(A)
    Level 47: Combat Jumping -- LucoftheG-Def/Rchg+:50(A)
    Level 49: Tactical Training: Assault -- EndRdx-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 -- Qck-EndRdx/RunSpd:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(11), NmnCnv-Regen/Rcvry+:50(11)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- PrfShf-EndMod:50(A), EndMod-I:50(13), PrfShf-End%:50(13)
    Level 50: Musculature Radial Paragon
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 0: Marshal
    Level 0: Megalomaniac
    ------------
    ------------

     

     

     

  7. 1 hour ago, Two Dollar Bill said:

    It sounds like the build is doing what you want it to do, and if you spend most of your time playing as a duo, maybe it doesn't matter as much that your AoE defense isn't soft-capped.

    Ya, I previously planned to put Frozen Blast instead of Ragnarok in Fences to get AOE >45%, but decided that the +10 %recharge and +15% accuracy was better.  While I'm not terribly hurting for recharge, I don't have any good accuracy bonuses otherwise.  If I weren't duo'd with a /time I'd probably chose the AOE cap.  Way back in my Super Reflexes days on live, I skimped on AOE def figuring that AOE was overall lower damage relative to melee/ranged... maybe I'm still a bit biased from that old way of thinking.

     

    1 hour ago, Two Dollar Bill said:

    I do not share your love of procs

    I'm not much of a proc-max'er myself, but found myself here for the crab, to try to find a way around the 'meh' levels of single target damage.

     

    1 hour ago, Two Dollar Bill said:

    Now, if I were making a Crab who was usually playing as a duo and if I were in charge of pulling and aggro management, I would definitely want that often-overlooked pet power: Omega Maneuver! Admittedly, I like it because it's fun, but it's really quite a strong opener as long as you don't have a bunch of impatient teammates messing it up, and with your high global recharge you could use it every fight. Hitting everything with a Mag 3 stun would also help keep the squishy teammate safe.

     

    I played with Omega for a while in my 30s and quite enjoyed it for the giggle factor.  I respeced out to pick more consistent attacks, but perhaps you're right that with my endgame recharge it'd be there more often.  I'll give it a go on the test server to see if it'd be better overall than having Frenzy.

     

    1 hour ago, Two Dollar Bill said:

    I do wonder why you went with Bayonet for a melee attack rather than Arm Lash. Just different procs?

     

    Mostly it was due to the base damage difference -- 173 (Bayo) vs 95 (Arm L).  But yeah, different procs also figures in, since I used Amageddon dmg proc in Frenzy, then I couldn't use it again in Arm Lash.  But, if I swap frenzy for omega maneuver, then I could invest those good procs in AL. 

     

    thanks for the reply!  It's so hard to pick the final bunch of crab powers, when there's so much good stuff to choose from.  So I wanted to share what worked for me, but also wanted to hear what other crabbers like so I could think about some improvements.

     

  8. I thought I would put my crab spider build out there; when I was looking through the forum I didn't see any build that quite suited what I was looking for.  I duo with a friend (ice/time corruptor) and I'm the main herder / enemy botherer while he's more damage and buff.  So, I wanted to be pretty tank-y, have good single target damage, decent global recharge, and go petless (they get in the way of herding and get thrashed at +4). 
     
    What I like about it:
    Double immob: Once I herd, I lead in with wide area web grenade and electrifying fences.  The double-whammy helps keep mobs (including bosses!) in place for AOEs.  Fences then gets added into attack rotation to keep'em in place, and does damage as a bonus.  The double immob option also helps overcome that each immob has a 10 enemy limit, when normally I pull the aggro cap. 
     
    AOEs galore - venom, frag, electrifying fences, and procced-out Frenzy (including res debuff).  I'm normally in the thick of it and prefer frenzy, but for the suppression cone fans, you can get nearly the same effect with 3x annihilation and damage procs from bombardment, javelin volley, and posi's blast.  However, Frenzy does have more base damage and a better proc rate, plus has a 4.5ppm dmg proc option (Armageddon).  That's why I went Frenzy in the end.
     
    Proc'ed out longfang and bayonet for ST damage - these have 58% and 56% chances each activation, respectively, of firing 3.5ppm procs.  Then, Mu lighting as a filler attack (or chanelgun when exemped) and venom grenade cycled in.
     
    Tanky - 45% def melee/range, 41.5% AOE; resists: 65% S/L/F/C, 52% E/N, 53% tox, 22% psi. The psi is kinda a weak point, one of my trade-offs.  Also have the good survivability stuff of absorb proc, scaling damage resist, unbreakable guard +7.5% HP, and perma-serum. 
     
    The other tradeoffs are: no travel power (I'm fine with sprint & beast run), 165% haste is okay but not great - like 10 seconds hasten downtime, and gotta watch the blue bar (like most crabs).
     
    This is my proposed final build that I'm still working towards.  Any comments or tweaks welcome!
     

    Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Channelgun

    • (A) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
    • (3) Devastation - Accuracy/Damage/Recharge: Level 50
    • (3) Devastation - Damage/Endurance: Level 50

    Level 1: Crab Spider Armor Upgrade

    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (5) Gladiator's Armor - TP Protection +3% Def (All): Level 50

    Level 2: Longfang

    • (A) Superior Winter's Bite - Accuracy/Damage/Endurance: Level 50
    • (5) Superior Winter's Bite - Accuracy/Damage: Level 50
    • (7) Apocalypse - Chance of Damage(Negative): Level 50
    • (7) Touch of Lady Grey - Chance for Negative Damage: Level 50
    • (9) Gladiator's Javelin - Chance of Damage(Toxic): Level 50
    • (9) Achilles' Heel - Chance for Res Debuff: Level 20

    Level 4: Combat Training: Defensive

    • (A) Kismet - Accuracy +6%: Level 30
    • (15) Karma - Knockback Protection: Level 30
    • (15) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
    • (17) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50

    Level 6: Boxing

    • (A) Empty

    Level 8: Wide Area Web Grenade

    • (A) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
    • (17) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 50

    Level 10: Tactical Training: Maneuvers

    • (A) Reactive Defenses - Scaling Resist Damage: Level 50
    • (19) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
    • (19) Reactive Defenses - Defense: Level 50
    • (21) Reactive Defenses - Defense/Endurance: Level 50
    • (21) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

    Level 12: Venom Grenade

    • (A) Superior Spider's Bite - Accuracy/Damage: Level 50
    • (23) Superior Spider's Bite - Damage/RechargeTime: Level 50
    • (23) Superior Spider's Bite - Accuracy/Damage/RechargeTime: Level 50
    • (25) Superior Spider's Bite - Damage/Endurance/RechargeTime: Level 50
    • (25) Superior Spider's Bite - Accuracy/Damage/Endurance/RechargeTime: Level 50
    • (27) Superior Spider's Bite - RechargeTime/Global Toxic: Level 50

    Level 14: Hasten

    • (A) Recharge Reduction IO: Level 50
    • (27) Recharge Reduction IO: Level 50

    Level 16: Bayonet

    • (A) Mako's Bite - Accuracy/Damage: Level 50
    • (29) Mako's Bite - Damage/Endurance: Level 50
    • (29) Mako's Bite - Chance of Damage(Lethal): Level 50
    • (31) Hecatomb - Chance of Damage(Negative): Level 50
    • (31) Gladiator's Strike - Chance for Smashing Damage: Level 50
    • (31) Touch of Death - Chance of Damage(Negative): Level 40

    Level 18: Frag Grenade

    • (A) Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize: Level 50
    • (33) Dominion of Arachnos - Damage/Recharge: Level 50
    • (33) Dominion of Arachnos - Accuracy/Damage/Recharge: Level 50
    • (33) Dominion of Arachnos - Damage/Endurance/Recharge: Level 50
    • (34) Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge: Level 50
    • (34) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50

    Level 20: Tactical Training: Leadership

    • (A) Endurance Reduction IO: Level 50

    Level 22: Mental Training

    • (A) Run Speed IO: Level 50

    Level 24: Fortification

    • (A) Aegis - Resistance/Endurance: Level 50
    • (34) Aegis - Resistance/Endurance/Recharge: Level 50
    • (36) Aegis - Resistance: Level 50
    • (36) Aegis - Resistance/Recharge: Level 40
    • (36) Aegis - Psionic/Status Resistance: Level 50
    • (37) Aegis - Endurance/Recharge: Level 50

    Level 26: Frenzy

    • (A) Armageddon - Chance for Fire Damage: Level 50
    • (37) Fury of the Gladiator - Chance for Res Debuff: Level 50
    • (37) Touch of Lady Grey - Chance for Negative Damage: Level 50
    • (39) Scirocco's Dervish - Accuracy/Damage: Level 50
    • (39) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
    • (39) Scirocco's Dervish - Chance of Damage(Lethal): Level 50

    Level 28: Serum

    • (A) Preventive Medicine - Heal: Level 50
    • (40) Preventive Medicine - Heal/Endurance: Level 50
    • (40) Preventive Medicine - Endurance/RechargeTime: Level 50
    • (40) Preventive Medicine - Heal/RechargeTime: Level 50
    • (42) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50
    • (42) Preventive Medicine - Chance for +Absorb: Level 50

    Level 30: Tough

    • (A) Unbreakable Guard - Resistance: Level 50
    • (42) Unbreakable Guard - Resistance/Endurance: Level 50
    • (43) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50
    • (43) Unbreakable Guard - +Max HP: Level 50

    Level 32: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
    • (43) Luck of the Gambler - Defense/Endurance: Level 50
    • (45) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (45) Luck of the Gambler - Defense: Level 50

    Level 35: Mu Lightning

    • (A) Apocalypse - Damage: Level 50
    • (45) Apocalypse - Damage/Recharge: Level 50
    • (46) Apocalypse - Accuracy/Damage/Recharge: Level 50
    • (46) Apocalypse - Accuracy/Recharge: Level 50
    • (46) Apocalypse - Damage/Endurance: Level 50

    Level 38: Electrifying Fences

    • (A) Ragnarok - Damage: Level 50
    • (48) Ragnarok - Damage/Recharge: Level 50
    • (48) Ragnarok - Accuracy/Damage/Recharge: Level 50
    • (48) Ragnarok - Accuracy/Recharge: Level 50
    • (50) Ragnarok - Damage/Endurance: Level 50
    • (50) Gravitational Anchor - Immobilize: Level 50

    Level 41: Maneuvers

    • (A) Endurance Reduction IO: Level 50
    • (50) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50

    Level 44: Aim

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

    Level 47: Combat Jumping

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50

    Level 49: Tactical Training: Assault

    • (A) Endurance Reduction IO: Level 50

    Level 1: Brawl

    • (A) Empty

    Level 1: Prestige Power Dash

    • (A) Empty

    Level 1: Prestige Power Slide

    • (A) Empty

    Level 1: Prestige Power Quick

    • (A) Empty

    Level 1: Prestige Power Rush

    • (A) Empty

    Level 1: Prestige Power Surge

    • (A) Empty

    Level 1: Conditioning


    Level 1: Sprint

     

    • (A) Quickfoot - Endurance/RunSpeed: Level 50
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run

    Level 2: Swift
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