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Posted

Hello, fellow Soldiers of Arachnos!

 

I had this crab back on Live I finally took out of moth balls and managed to finally level up. This is the current build the toon is running, and I would like to see if anyone has words of advice on it. I'm so used to playing stalkers and widows that have a Leroy Jenkins complex that this has been a switch up for me.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Spider-Cat: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery

Villain Profile:
------------
Level 1:    Channelgun    
 (A) Thunderstrike - Accuracy/Damage
 (7) Thunderstrike - Accuracy/Damage/Endurance
 (7) Thunderstrike - Damage/Endurance


Level 1:    Crab Spider Armor Upgrade    
 (A) Gladiator's Armor - TP Protection +3% Def (All)


Level 2:    Longfang    
 (A) Achilles' Heel - Chance for Res Debuff
 (9) Gladiator's Javelin - Chance of Damage(Toxic)
 (9) Thunderstrike - Accuracy/Damage
 (11) Thunderstrike - Accuracy/Damage/Endurance
 (11) Thunderstrike - Damage/Endurance
 (13) Touch of Lady Grey - Chance for Negative Damage


Level 4:    Super Jump    
 (A) Jumping IO
 (50) Jumping IO


Level 6:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (13) Shield Wall - +Res (Teleportation), +5% Res (All)


Level 8:    Suppression    
 (A) Positron's Blast - Accuracy/Damage
 (15) Positron's Blast - Damage/Endurance
 (15) Positron's Blast - Damage/Range
 (17) Positron's Blast - Accuracy/Damage/Endurance
 (17) Positron's Blast - Chance of Damage(Energy)
 (19) Positron's Blast - Damage/Recharge


Level 10:    Tactical Training: Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (19) Red Fortune - Endurance
 (21) Red Fortune - Defense/Endurance
 (21) Red Fortune - Defense
 (23) Red Fortune - Defense/Endurance/Recharge
 (23) Red Fortune - Endurance/Recharge


Level 12:    Venom Grenade    
 (A) Dominion of Arachnos - Accuracy/Damage
 (25) Dominion of Arachnos - Damage/Recharge
 (25) Dominion of Arachnos - Accuracy/Damage/Recharge
 (27) Dominion of Arachnos - Damage/Endurance/Recharge
 (27) Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge
 (29) Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize


Level 14:    Super Speed    
 (A) Run Speed IO


Level 16:    Kick    
 (A) Damage Increase IO


Level 18:    Frag Grenade    
 (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
 (29) Annihilation - Damage/RechargeTime
 (31) Annihilation - Accuracy/Damage
 (31) Annihilation - Accuracy/Damage/Endurance
 (31) Annihilation - Chance for Res Debuff
 (33) Annihilation - Accuracy/Damage/Endurance/RechargeTime


Level 20:    Tactical Training: Leadership    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 22:    Mental Training    
 (A) Run Speed IO


Level 24:    Tough    
 (A) Unbreakable Guard - +Max HP
 (33) Unbreakable Guard - Resistance/Endurance


Level 26:    Fortification    
 (A) Aegis - Resistance
 (33) Aegis - Resistance/Endurance
 (34) Steadfast Protection - Resistance/+Def 3%
 (34) Steadfast Protection - Knockback Protection


Level 28:    Serum    
 (A) Preventive Medicine - Heal
 (34) Preventive Medicine - Heal/Endurance
 (36) Preventive Medicine - Endurance/RechargeTime
 (36) Preventive Medicine - Heal/RechargeTime
 (36) Preventive Medicine - Heal/RechargeTime/Endurance
 (37) Preventive Medicine - Chance for +Absorb


Level 30:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (37) Luck of the Gambler - Defense
 (37) Luck of the Gambler - Defense/Endurance


Level 32:    Omega Maneuver    
 (A) Spider's Bite - Accuracy/Damage
 (39) Spider's Bite - Damage/RechargeTime
 (39) Spider's Bite - Accuracy/Damage/RechargeTime
 (39) Spider's Bite - Damage/Endurance/RechargeTime
 (40) Spider's Bite - Accuracy/Damage/Endurance/RechargeTime
 (40) Spider's Bite - RechargeTime/Global Toxic


Level 35:    Summon Spiderlings    
 (A) Expedient Reinforcement - Accuracy/Recharge
 (40) Expedient Reinforcement - Accuracy/Damage
 (42) Expedient Reinforcement - Damage/Endurance
 (42) Expedient Reinforcement - Accuracy/Damage/Recharge
 (42) Expedient Reinforcement - Endurance/Damage/Recharge
 (43) Expedient Reinforcement - Resist Bonus Aura for Pets


Level 38:    Call Reinforcements    
 (A) Call to Arms - Defense Bonus Aura for Pets
 (43) Expedient Reinforcement - Accuracy/Recharge
 (43) Expedient Reinforcement - Accuracy/Damage
 (45) Expedient Reinforcement - Endurance/Damage/Recharge
 (45) Expedient Reinforcement - Accuracy/Damage/Recharge
 (45) Sovereign Right - Resistance Bonus


Level 41:    School of Sharks    
 (A) Bombardment - Chance for Fire Damage


Level 44:    Bile Spray    
 (A) Positron's Blast - Accuracy/Damage
 (46) Positron's Blast - Damage/Endurance
 (46) Positron's Blast - Damage/Recharge
 (46) Positron's Blast - Damage/Range
 (48) Positron's Blast - Accuracy/Damage/Endurance
 (50) Positron's Blast - Chance of Damage(Energy)


Level 47:    Arctic Breath    
 (A) Pacing of the Turtle - Accuracy/Slow
 (48) Pacing of the Turtle - Endurance/Recharge/Slow
 (48) Pacing of the Turtle - Damage/Slow
 (50) Pacing of the Turtle - Chance of -Recharge


Level 49:    Combat Jumping    
 (A) Reactive Defenses - Scaling Resist Damage


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) Celerity - +Stealth


Level 2:    Rest    
 (A) Recharge Reduction IO


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Run Speed IO


Level 2:    Health    
 (A) Miracle - +Recovery
 (3) Numina's Convalesence - +Regeneration/+Recovery
 (3) Numina's Convalesence - Heal/Endurance


Level 2:    Hurdle    
 (A) Jumping IO


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (5) Performance Shifter - EndMod
 (5) Endurance Modification IO


Level 0:    Born In Battle    
Level 0:    Force of Nature    
Level 0:    Invader    
Level 0:    Marshal    
Level 50:    Ion Core Final Judgement    
Level 50:    Degenerative Core Flawless Interface    
Level 50:    Support Radial Embodiment    
Level 50:    Banished Pantheon Radial Superior Ally    
Level 50:    Barrier Core Epiphany    
Level 50:    Agility Radial Paragon    
------------
------------


image.png.c848b202b8fb7a6ad21426b7f0efdc3e.png

 

  • Like 1
Posted (edited)

Crabs can be varied, but only one part jumps out to me:

 

Level 2:    Health    
 (A) Miracle - +Recovery
 (3) Numina's Convalesence - +Regeneration/+Recovery
 (3) Numina's Convalesence - Heal/Endurance

 

Level 4:    Super Jump    
 (A) Jumping IO
 (50) Jumping IO

 

Level 26:    Fortification    
 (A) Aegis - Resistance
 (33) Aegis - Resistance/Endurance
 (34) Steadfast Protection - Resistance/+Def 3%
 (34) Steadfast Protection - Knockback Protection

 

I won't criticize anyone's choice of travel power (or slotting), but I would juggle things in these three powers:

 

1) Drop the slot from Health (3) Numina's Convalesence - Heal/Endurance, move it into Super Jump.

  • My experience is that extra slots in Health aren't usually getting much in terms of Regeneration or set bonuses.
  • If you put the +Max HP piece here, that frees up the slotting in Tough

2) Change the Sumper Jump set to Blessing of the Zephyr

  • This will include 4 points of Knockback protection
  • The three-set bonuses include more defenses (largest gains in positional defenses)
  • The non-uniques can be boosted to 50+5 each.

3) Convert the four slots in Fortification to Unbreakable Guard.

  • You will get an Endurance Discount and more Defense.

 

(You will have to find a home for the Steadfast Protection Global +Def, but I think you can do it, see Tough or Longfang for Example)

 

I chose to 6-slot TT:Maneuvers with the Reactive Defense Set for more Endurance reductions and an 8.75 Golabl +recharge. If you are just chasing Global +Recharge, I think the alterations I suggested above will allow you to move a LotG Global to another power.

 

I think you may be a little 'proc-sloppy' on Longfang (no insult intended, this is how I describe many of my own builds). It already has a base 8-second Recharge, so it isn't the friendliest proc-power. I have Dominion of Arachnos slotted in Longfang.

 

Here's an odd preference of mine: I slot Rest with an Interrupt IO, not Recharge.

Edited by tidge
  • Like 1
Posted
1 hour ago, tidge said:

I think you may be a little 'proc-sloppy' on Longfang (no insult intended, this is how I describe many of my own builds). It already has a base 8-second Recharge, so it isn't the friendliest proc-power. I have Dominion of Arachnos slotted in Longfang.

Some stuff in your post I agree with (eg if youre taking super jump, do something with it), and A LOT I disagree with, which I hope to come back to later, but the quoted part above is something I HARD disagree with.  That slotting in Longfang is what I run and it is perfect as is.  I don't know where the idea of "sloppy" comes into it when it comes to procs, but Longfang is a great candidate for procing.  The  base 8 second recharge and ~2 s animation gives Longfang more than a 50% chance of proccing the 3.5 ppm damage procs.  Nearly every time you fire, ome of them is going off and Crabs need the single target damage help.  

  • Like 1
Posted

S'all cool man. I didn't build my crab like yours (none of the Crabbermind, Mace-Bane or Gun-Bane builds are like yours), and I specifically didn't suggest different power choices.... I simply made some slotting suggestions on the defensive side. If you post the code for your build we can do actual tweaking.

 

I use the term 'proc-sloppy' to describe a power that has procs but isn't firing them off 'every time'. It isn't meant to be insulting, it is just a short-hand descriptor. Using MIDS, I replaced the slotting I used (6xSuperior Dominion of Arachnos) with your slotting for Longfang an the improvement (ain your favor) is only on the order of 10 more points of damage 306 v 296)...if the proc fires. I'm not factoring the single-target -Res, as I have -Res in the AoE Suppression.

 

In contrast, I compared your slotting of the (Superior) Dominion of Arachnos in Venom Grenade with my slotting of 5xRagnarok(counting no boosts, including the %Knockdown) + a Positron %Energy. Your build is roughly 178 and my build is roughly 175 (not counting the proc) to all targets. I think my proc-slotting is sloppy (because my recharge time on Venom grenade is almost 90% boosted) but a better choice because I would rather more-reliably AoE a %damage proc (or a -Res) than a -Dmg proc on a large group.

 

I have mixed opinions about the %Terrorize portion of the ATO. @Gulbasaurswears by it in Fortunata builds (in AoE powers) but on my Crabbermind it has little noticeable effect in-game; likewise on my no-pets Crab build. As I noted above, I have the soft-control of Knockdown in Venom Grenade instead. I see you have something similar in Frag Grenade, it is the same concept.

 

VEAT can be built in many different ways, but when you post a build asking for advice you might get some.

Posted
20 minutes ago, tidge said:

@Gulbasaurswears by it in Fortunata builds (in AoE powers) but on my Crabbermind it has little noticeable effect in-game; likewise on my no-pets Crab build. As I noted above, I have the soft-control of Knockdown in Venom Grenade instead. I see you have something similar in Frag Grenade, it is the same concept.

I know next to nothing about Crab spider builds, but I do like that proc - fears slow down the rate of attack dramatically, which is important for (primarily) defence-based sets. From memory, the proc rate lasts 10 seconds, so you're denying them about three attacks in that time. It works for me because I probably play about half the time scaled down in flashbacks or task forces so I can't rely on other forms of damage mitigation - having the ability to shut down a third of a spawn from the low teens is really very useful. 

 

Spiders are a bit tankier than widows out of the box I think, so it might be less pressing and if you're got knockdown lowering the attack rate then you should be fine. 

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Posted
1 hour ago, tidge said:

VEAT can be built in many different ways, but when you post a build asking for advice you might get some.

Not sure whats going on here, but I'm not the OP.  I didn't come in asking for advice.  I think you're pretty confused.

 

Either way, to some of your other points, you're missing a lot of nuance that the Mids numbers aren't going to be telling you.  For example, as Gulb pointed out, the Terrorize effect is at least twice as valuable as a knockdown as it is potentially cancelling 5 whole seconds of enemy agency.  Venom Grenade turns into a really devastating control power with the Dominion proc, way better than any KD proc.  That's not to discount the value of an extra Posi's for damage, but I've never felt that I needed any more AoE damage capability on my Crab.  Few things survive a single AoE attack chain as it is, so what's an extra Posi's doing for me in an AoE when I could reshuffle to bolster my anemic single target chain.

 

And you are severely undervaluing the Javelin proc in Longfang by ~30 points when it hits after a Venom Grenade that has dropped Toxic resist by 60%. 

 

And regarding -res in Suppression making the proc less valuable in Longfang somehow: How often are you using Suppression on AV fights vs Longfang?  And how long do you think the -res duration is?  Because in +3 content, even with an impossible 100% proc rate, you can't keep the debuff up permanently with Suppression alone because it expires before Suppression can recharge.  The -res procs on the AoEs should have no bearing on putting them in single target attacks.  

 

You do you though.  Any Crab is going to run circles around 90% of the other builds in the game.  

Posted

Well excuse me for mistaking @Omega-202for the OP... I actually didn't consider that a different poster would enter the thread to criticize my (original) very limited number of comments without actually having anything to say on their own about the original build, except that they approve of the slotting of Longfang (and strongly disapprove of my slight disapproval)!

Posted

<------ OP here... First off, thank you, @tidge, @Omega-202, and @Gulbasaur, for responding and for your insights. I didn't know that about Health so I might just go ahead and try Tidge's suggestion for sure. I had to skip Ragnarok because I wouldn't have had the funds at the time to cover it. Omega, I think the Longfang slotting I actually got from you so kudos for that because I've liked how it's worked in-game so far. Gulbasaur, I've used some of your info on my Night Widow and Fortunata characters so my thanks to you for that.

 

I think this is why I like the VEATs so much. Too many ways to build them and they all seem to be pretty effective. You'd think with them Arachnos would've won by now...

  • Like 1
Posted (edited)
On 5/21/2020 at 7:14 PM, Shockacon said:

Level 2:    Health    
 (A) Miracle - +Recovery
 (3) Numina's Convalesence - +Regeneration/+Recovery
 (3) Numina's Convalesence - Heal/Endurance

 

Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (5) Performance Shifter - EndMod
 (5) Endurance Modification IO

You could probably add Panacea endurance proc to Health and drop the 3rd slot from Stamina to put it elsewhere and still end up with very similar results

Edited by Seigmoraig
Posted (edited)
41 minutes ago, Substaticman said:

How do you keep pets alive in +4/x8 stuff?

Depends on what content you're running.  Are we talking standard PI radios at +4/8?  Tin/Pex?  Farms?  Outdoor portal missions?

 

For standard missions, I make sure I'm taking the alpha strike and just kill faster than the enemy can kill your pets.

 

Lead with either (1) Omega Manuever > Venom > Frag > Suppression w/Ragnarok or (2) Venom > Ion Judgement > Frag > Suppression.  In version (1), Omega bomb is taking the hits and knocking the enemies down when it blows, Venom is terrorizing them, and Frag and Suppression are also knocking them down.  In version (2), all minions are dead after the judgement and all Lts are all basically dead by the end of the opening, so they can't hurt you.  You have a bunch of mitigation built into the attacks.

 

For higher end content, I don't stress on the pets.  They're more of a bonus than a critical feature.  Respawn them when needed and just try to keep them as alive as possible.  They're not going to survive the Battle Maiden finale of Apex or the cyst mission in ITF, for example.  It just isn't happening, so don't try.  

 

Pets also won't survive a standard Mission Architect farm.  No way to deal with all of the extra aggro, so don't bother.

 

Otherwise, use your Destiny power to keep them up.  I use Rebirth to heal my pets being that they're already nearly defense capped without Barrier.  

 

Edited by Omega-202
Posted

I was gonna joke about, "I didn't expect roasted crab" or "needs butter", but decided to take a look at your build instead.

 

Super Jump - Is basically capped without any slots. maybe go for a Winter's Gift - Slow Resistance here?
TT: Maneuvers, that last Endurance/Recharge does nothing for you, shifting to Defense/Recharge would be better.
Health: Panacea is basically the equivalent of +65% Health and a huge endurance buff. If you dropped both Miracle and Numina's and replaced them with Panacea you would improve your recovery, regeneration, and have an extra slot to boot.
Stamina: Could probably drop the extra IO End Mod and not loose much.
Also, if you are running Sprint with Super Speed, it is capped as well, maybe throw a Zephyr - KB Reduction in there.
With those extra slots you could look at adding a LotG global recharge to Combat Jumping, adding a LotG Def/End to Maneuvers, and playing with your Tough & Fortification slotting.

 

Just some ideas...

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Posted (edited)
On 5/30/2020 at 12:04 PM, Omega-202 said:

Otherwise, use your Destiny power to keep them up.  I use Rebirth to heal my pets being that they're already nearly defense capped without Barrier.  

 

 

Can you explain how?

 

16% from Tactical Training

5% from Manuevours

2 x 5% from pet IOs

 

Thats 31% Def. Were are you getting the other 14%?

 

You can get up to 12% from Support Incarnate but that is only up 50% of the time.

Edited by Maxzero
Posted

Allow me to echo...

On 5/30/2020 at 12:04 AM, Omega-202 said:

For higher end content, I don't stress on the pets.  They're more of a bonus than a critical feature.  Respawn them when needed and just try to keep them as alive as possible.  

I can't write for others, but for me 'Crabbermind' is a more of a philosophy than an actual AT. It's a neat option, but the pets are more like an Epic pool add-on than a defining feature of the Crab sets. These pets only last for (max) 4 minutes, and it is possible to have the resummon (Disruptors and Patron) ready in less than that time with some effort.

Posted (edited)
1 hour ago, tidge said:

Allow me to echo...

I can't write for others, but for me 'Crabbermind' is a more of a philosophy than an actual AT. It's a neat option, but the pets are more like an Epic pool add-on than a defining feature of the Crab sets. These pets only last for (max) 4 minutes, and it is possible to have the resummon (Disruptors and Patron) ready in less than that time with some effort.

 

Easy to say that but all the Crab builds I have seen so far have awful ST rotations (if you could even call them that) which means you will be relying on Pet DPS for AVs and such.

 

A real optimised Crab build would have both solid personal DPS and pet DPS to maximise overall DPS.

 

The best ST Crab rotation I have found is:

 

Burst-Bayonet-Venom-Burst-Bayonet-Shatter.

 

Burst as a Proccer, Bayonet with Hecatomb +proc and Shatter with 6 x Winter set.

 

All the Crab ST attacks are garbage and would be a DPS loss to use.

 

I have a build (posted it yesterday on HC Discord) will put it up here later.

Edited by Maxzero
Posted
4 hours ago, Maxzero said:

 

Can you explain how?

 

16% from Tactical Training

5% from Manuevours

2 x 5% from pet IOs

 

Thats 31% Def. Were are you getting the other 14%?

 

You can get up to 12% from Support Incarnate but that is only up 50% of the time.

That's exactly it.  Yes, Support only has 50% up time, but I usually have it available when I need it. 

 

And you're ignoring teammates.  I very often team with another Crab and we're able to spot each other an extra 21% so Support isn't really crucial.  And if I'm not teaming with them, its also very common to have a Manuevers or two somewhere on the team to get my pets into the 40%+ range.  

3 hours ago, Maxzero said:

 

Easy to say that but all the Crab builds I have seen so far have awful ST rotations (if you could even call them that) which means you will be relying on Pet DPS for AVs and such.

 

A real optimised Crab build would have both solid personal DPS and pet DPS to maximise overall DPS.

 

The best ST Crab rotation I have found is:

 

Burst-Bayonet-Venom-Burst-Bayonet-Shatter.

 

Burst as a Proccer, Bayonet with Hecatomb +proc and Shatter with 6 x Winter set.

 

All the Crab ST attacks are garbage and would be a DPS loss to use.

 

I have a build (posted it yesterday on HC Discord) will put it up here later.

Procs.  The answer is Procc'ing out your attacks to the gills.  Especially if you're able to squeeze in Achilles and Gladiator's Javelin to take as much advantage of Venom Grenade's debuffs as possible.

 

But the truth is that Crabs will never be single target burst characters.  That's their one flaw, if you had to assign them one.  They're not sniper rifles, they're a combine harvester mowing through wide swaths of enemies.  What you lack in single target, you make up for in AoE.

 

And when it comes time for the AV fight, if you remembered to pack your unresistable Achilles and Anhilation procs (which Crabs can slot in damn near everything), you do perfectly fine damage.

Posted (edited)

 

Remember Anihilator and Ach Heel procs can only appear once on a target. Add to that Anihilation proc is pretty weak. PPM 3 and -12.5 res in AoE powers has a very low chance to fire. And by low I am talking like 9.5% (the minimum proc chance for a 3 PPM IO) proc chance for Anihilation -res in Venom nade with high slotted recharge.

 

My build:

 

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I edit my Mids to only show the 120 sec buffs of Barrier (5% Def and Res).

 

Around 200 base DPS in the ST target rotation. Throw in ATO proc and -60% (-80% toxic) resist and you should be pushing close to 300 DPS ST.

 

THEN you add pet DPS on top of that.

 

Don't fall into the trap of being an imitation MM. VEATS have good attacks, use them.

Edited by Maxzero
  • Like 2
Posted (edited)

 

Updated a bunch since then.

 

Basically I noticed that I didn't need my pets all the time only for specific situations (AVs and such) so why am I running Support? It's not going to keep them alive in day to day play and against AVs I am tanking while the pets stand back shooting. Add to that the actual impact of Hybrid support outside of +def is very low. +8% hit and damage is barely noticable. So why not get a Hybrid that has a big impact especially when fight AVs (which is when I used the pets mostly)? Assault Hybrid has a bigger impact (+10% damage) passively then Support does when it's active.

 

Thus:

 

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|-------------------------------------------------------------------|

 

Blessing of Tielekku gives me 45% def v all. 77% S/L res minimum with Barrier.

 

ST rotation is Burst-Bayonet-Arm Lash which is 219 base DPS in 4.884 seconds plus 2 chances to proc Ach Heel and Glad Fury every 10 seconds (gives good debuff uptime). 90% chance to proc Assault radial on Burst and Bayonet, 65% chance on Arm Lash.

 

4 AoEs with Ball Lightning being a -res Proc.

 

Basically I play like a Huntsman mostly blowing AoEing and killing regular mobs easily. When a hard target comes up, I pop Hybrid then pets and go to town.

 

Perma Pets are just for stuff like BAF, etc so I can just relax during the prisoner phase while my pets do all the work. In many ways this is not really just a Crab anymore but a true hybrid.

Edited by Maxzero
Posted (edited)

I'm glad that the build is working for you, I just have a few minor suggestions that aren't overhauls:

 

I would review the slotting of Call Reinforcements and Summon Striker. I believe that if you replace the 5-piece Call to Arms (lvl 10-30) set with a 4-piece Expedient Reinforcements (lvl 30-50) you will have improved recharge times such that the extra IO Recharges are not needed. You can still fit in the Call to Arms Defense Aura piece if you want. I have a slight criticism about using low-level IOs on pets you only get at high levels, especially if you say you are mostly only using them for AVs.

 

My Crabbermind pet slotting (also with a 2-slot Hasten) is:

 

Level 35: Summon Spiderlings -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(36), ExpRnf-Acc/Dmg/Rchg:50(36), ExpRnf-EndRdx/Dmg/Rchg:50(36), OvrFrc-Dam/KB:50(37), SlbAll-Build%:50(50)


Level 38: Call Reinforcements -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(39), ExpRnf-Acc/Dmg/Rchg:50(39), ExpRnf-EndRdx/Dmg/Rchg:50(39), EdcoftheM-PetDef:40(40)

Level 47: Summon Blaster -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg/Rchg:50(48), ExpRnf-EndRdx/Dmg/Rchg:50(48), ExpRnf-+Res(Pets):50(48)

I skipped the Call to Arms defense aura because if I believe the 20' radius, I found it rare that these pets will be that close to me. My Crabbermind was tight on slots, or I would consider adding it.

 

I would move one of the saved IO Recharge slots to Aim, as you will get a lot more damage from spamming Aim (with the %Build Up Proc in it). An extra %Damage proc in Venom Grenade or Frag Grenade could be considered (Frag Grenade accepts a Force Feedback +Recharge proc).

 

*IF* you opt to get the Global Recharge bonus from the 3 summons, you can reconsider the 5-slotting of Tactical Training: Maneuvers, which has more slots of LotG than I usually consider. TT: Maneuvers is usually where I look to 6-slot the Reactive Defenses set, as TT:Maneuvers starts with a bigger base Defense boost than (Pool) Maneuvers.

 

I would keep an eye on the Enhancement Diversification diminishing returns on the Defense buffs to find extra slots to steal. 6-slots of the Gaussian's set could very likely get you more (global) Defensive buffs than trying to eek out a few more fractional points of defense from the toggle powers. I think you might be able to get those slots from Weave and Maneuvers alone.

 

EDIT: I want to note that when running Tactical Training: Leadership, the Gaussian's %Build Up will have improved chances to trigger based on your teammates and/or pets. The Build Up is for you, not your pets/allies. It's your call on if you want the %Build Up on demand (it should be 90% in Aim) or a bonus granted by RNGesus via the Leadership power. As I wrote above, I lean to 6-slotting it in Aim for the on-demand boosts (and the set bonuses), but mileage varies.

Edited by tidge
misplellings
Posted
35 minutes ago, tidge said:

I'm glad that the build is working for you, I just have a few minor suggestions that aren't overhauls:

 

I would review the slotting of Call Reinforcements and Summon Striker. I believe that if you replace the 5-piece Call to Arms (lvl 10-30) set with a 4-piece Expedient Reinforcements (lvl 30-50) you will have improved recharge times such that the extra IO Recharges are not needed. You can still fit in the Call to Arms Defense Aura piece if you want. I have a slight criticism about using low-level IOs on pets you only get at high levels, especially if you say you are mostly only using them for AVs.

 

My Crabbermind pet slotting (also with a 2-slot Hasten) is:

 

Level 35: Summon Spiderlings -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(36), ExpRnf-Acc/Dmg/Rchg:50(36), ExpRnf-EndRdx/Dmg/Rchg:50(36), OvrFrc-Dam/KB:50(37), SlbAll-Build%:50(50)


Level 38: Call Reinforcements -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(39), ExpRnf-Acc/Dmg/Rchg:50(39), ExpRnf-EndRdx/Dmg/Rchg:50(39), EdcoftheM-PetDef:40(40)

Level 47: Summon Blaster -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg/Rchg:50(48), ExpRnf-EndRdx/Dmg/Rchg:50(48), ExpRnf-+Res(Pets):50(48)

I skipped the Call to Arms defense aura because if I believe the 20' radius, I found it rare that these pets will be that close to me. My Crabbermind was tight on slots, or I would consider adding it.

 

I would move one of the saved IO Recharge slots to Aim, as you will get a lot more damage from spamming Aim (with the %Build Up Proc in it). An extra %Damage proc in Venom Grenade or Frag Grenade could be considered (Frag Grenade accepts a Force Feedback +Recharge proc).

 

*IF* you opt to get the Global Recharge bonus from the 3 summons, you can reconsider the 5-slotting of Tactical Training: Maneuvers, which has more slots of LotG than I usually consider. TT: Maneuvers is usually where I look to 6-slot the Reactive Defenses set, as TT:Maneuvers starts with a bigger base Defense boost than (Pool) Maneuvers.

 

I would keep an eye on the Enhancement Diversification diminishing returns on the Defense buffs to find extra slots to steal. 6-slots of the Gaussian's set could very likely get you more (global) Defensive buffs than trying to eek out a few more fractional points of defense from the toggle powers. I think you might be able to get those slots from Weave and Maneuvers alone.

 

 

 

The 5 slot bonus for Call to Arms is 3.75% S/L resist. The idea being most of the time my pets are not out so at least I am getting 6.25% recharge and 3.75% S/L resist out of them. Same with the 5x lotg in TT: Man. Thats over 11% S/L resist from those 3 set bonuses. The Accuracy bonus is also useful at +4 as well. 5 x Lotg actually has a higher def bonus then 6x Reactive Defense because it has more +def bonus IOs and the one I dropped from lotg was the End/Rec.

 

Since I don't have the pets out as much I want to persoanlly be as tanky as reasonably possible.

 

As for Global recharge I have already given up the 10% from 5 slot Heca in Bayonet because I simply don't need it. My ST target rotation gains nothing from more recharge, neither do the pets. The AoE does not mind it but its not critical.

Posted
6 minutes ago, Maxzero said:

 

As for Global recharge I have already given up the 10% from 5 slot Heca in Bayonet because I simply don't need it. My ST target rotation gains nothing from more recharge, neither do the pets. The AoE does not mind it but its not critical.

Fair enough, but my point about getting recharge from the set enhancements themselves (lvl 50 v. lvl 30) and the set bonus was that you could drop the Recharge IOs. If those sets are essentially mules for a S/L resist, that is a completely different matter.

Posted (edited)
29 minutes ago, tidge said:

Fair enough, but my point about getting recharge from the set enhancements themselves (lvl 50 v. lvl 30) and the set bonus was that you could drop the Recharge IOs. If those sets are essentially mules for a S/L resist, that is a completely different matter.

 

I know its slightly unusual slotting but you really do notice the extra tankiness. The more resist you have the more powerful it is. If I could I would max it at 85% its that good. I still might if I could find a way.

 

At this point I can stand in the middle of +4 Cims with negative -20 def and still be fine whereas +4 Nictus with Energy/Neg Energy attacks I have to take out the def debuffers or its dangerous for me since I only have 56% E/NE resist.

 

Also I just tested in game all the Pet Auras have a 40' range. The descriptions are wrong.

Edited by Maxzero

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