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Team-Friendly Crab Spider Build


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Maybe nobody remembers me, but I'm back and I have a new Crab Spider.
A few notes about this build:
- I'm trying to abuse the I24 endurance discount sets to run ALL the toggles.
- I exemplar a lot. Incarnate powers are fine, but I want to rock those weekly strike targets. I am accumulating attuned versions of these sets.
- I have a lot of attacks and no pets, so I've skimped on the recharge.
- I love Super Jump and never turn it off.

 

Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Borelli 200928 Updated: Level 50 Science Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Fighting

Villain Profile:
Level 1: Channelgun -- ShlBrk-Acc/DefDeb:30(A), ShlBrk-Acc/Rchg:30(3), ShlBrk-DefDeb/EndRdx/Rchg:30(3), ShlBrk-Acc/EndRdx/Rchg:30(45)
Level 1: Crab Spider Armor Upgrade -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(5), GldArm-3defTpProc:50(50), StdPrt-ResDam/Def+:30(50)
Level 2: Slice -- SpdBit-Acc/Dmg:50(A), SpdBit-Acc/Dmg/Rchg:50(5), SpdBit-Dmg/EndRdx/Rchg:50(7), SpdBit-Acc/Dmg/EndRdx/Rchg:50(42), SpdBit-Rchg/Global Toxic:50(43)
Level 4: Combat Training: Defensive -- ShlWal-ResDam/Re TP:50(A)
Level 6: Super Jump -- BlsoftheZ-Travel:50(A), BlsoftheZ-Travel/EndRdx:50(7), BlsoftheZ-ResKB:50(9), EndRdx-I:50(39)
Level 8: Suppression -- PstBls-Acc/Dmg:50(A), PstBls-Dmg/EndRdx:50(9), PstBls-Dmg/Rchg:50(11), PstBls-Dmg/Rng:50(40), PstBls-Acc/Dmg/EndRdx:50(40), Range-I:50(40)
Level 10: Tactical Training: Maneuvers -- Rct-Def:50(A), Rct-Def/EndRdx:50(11), Rct-EndRdx/Rchg:50(13), Rct-Def/Rchg:50(23), Rct-Def/EndRdx/Rchg:50(31), Rct-ResDam%:50(31)
Level 12: Arm Lash -- Obl-Dmg:50(A), Obl-Acc/Rchg:50(13), Obl-Dmg/Rchg:50(15), Obl-Acc/Dmg/Rchg:50(43), Obl-Acc/Dmg/EndRdx/Rchg:50(43), Obl-%Dam:50(46)
Level 14: Venom Grenade -- DmnofArc-Acc/Dmg:50(A), DmnofArc-Acc/Dmg/Rchg:50(19), DmnofArc-Dmg/EndRdx/Rchg:50(19), DmnofArc-Acc/Dmg/EndRdx/Rchg:50(46), DmnofArc-Rchg/-DmgFear:50(46), DmnofArc-Dmg/Rchg:50(48)
Level 16: Recall Friend -- RechRdx-I:50(A)
Level 18: Frag Grenade -- Ann-Acc/Dmg:50(A), Ann-Dmg/Rchg:50(21), Ann-Acc/Dmg/Rchg:50(21), Ann-Acc/Dmg/EndRdx:50(48), Ann-Acc/Dmg/EndRdx/Rchg:50(48), Ann-ResDeb%:50(50)
Level 20: Wolf Spider Armor -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(23)
Level 22: Mental Training -- Run-I:50(A)
Level 24: Fortification -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(25), UnbGrd-EndRdx/Rchg:50(25), UnbGrd-Rchg/ResDam:50(36), UnbGrd-ResDam/EndRdx/Rchg:50(37), UnbGrd-Max HP%:50(37)
Level 26: Maneuvers -- Rct-Def:50(A), Rct-Def/EndRdx:50(27), Rct-EndRdx/Rchg:50(27), Rct-Def/Rchg:50(33), Rct-Def/EndRdx/Rchg:50(34)
Level 28: Serum -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(29), Prv-EndRdx/Rchg:50(29), Prv-Heal/Rchg:50(34), Prv-Heal/Rchg/EndRdx:50(34), Prv-Absorb%:50(36)
Level 30: Tactical Training: Assault -- EndRdx-I:50(A)
Level 32: Tactical Training: Leadership -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(33), GssSynFr--ToHit/Rchg/EndRdx:50(33), GssSynFr--Rchg/EndRdx:50(37), GssSynFr--ToHit/EndRdx:50(39), GssSynFr--Build%:50(39)
Level 35: Assault -- EndRdx-I:50(A), EndRdx-I:50(36)
Level 38: Kick -- Acc-I:50(A)
Level 41: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(42), EndRdx-I:50(42)
Level 44: Weave -- DefBuff-I:50(A), DefBuff-I:50(45), EndRdx-I:50(45)
Level 47: Aim -- RechRdx-I:50(A)
Level 49: Victory Rush -- EndMod-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 -- Clr-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- RgnTss-Regen+:30(A), Mrc-Rcvry+:40(15), NmnCnv-Regen/Rcvry+:50(17)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(17), EndMod-I:50(31)
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I don't know a lot of soldiers.

 

I do think you're a bit low on defense. Yes, you're soft capped, but at higher levels the debuffs are nasty.

 

Or stay out of melee as much as you can.

 

I am for 55% positional, but that's expensive. I was able do it with a bane. Of course, you have a lot more hps to soak up damage.

 

Just my two cents.

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I definitely could go higher on defenses and resistance. I admit this Crab build has a strange focus on endurance efficiency rather than heavy survival. It's strictly intended for teams where helpful teammates might chip in and increase my defense/resistance, and it's been successful so-far. One key to playing a Crab, I think, is keeping your positional defense numbers displayed on the screen all the time and if you start taking damage, find out immediately if your defenses have been debuffed and hit your inspirations as needed. In instances where the defense debuffs are really flying, Venom Grenade, Frag Grenade and Suppression make a decent attack chain for hiding in back.

 

Despite packing this build with endurance discounts, it still has endurance issues. For example, the whole Obliteration set has a rather lackluster 18.55% end cost reduction, and spamming Arm Lash is a real drain during a long boss fight. I'm working on a revised version with even better endurance efficiency to keep nine toggles running at once.

A couple other issues I need to address:

- Channelgun with no damage enhancement is too weak, even for a really weak filler attack, so I'm fixing that.

- Frag Grenage is currently causing raw knockback, which is sometimes helpful and sometimes just can't be used to avoid annoying the tanker. I'm going to convert that to knockdown.

 

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Given your comments, you're probably fine on defense.

 

I should have noticed your Frag Grenade slotting. See if you can find some AOE defense elsewhere.

 

Then proc FG with Overwhelming power KB->KB, FF +recharge, Posi proc, Explosive Strike proc, Bombard procs and damage.

 

The damage piece is optional. You could use that slot somewhere else.

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22 hours ago, KaizenSoze said:

I should have noticed your Frag Grenade slotting. See if you can find some AOE defense elsewhere.

 

Then proc FG with Overwhelming power KB->KB, FF +recharge, Posi proc, Explosive Strike proc, Bombard procs and damage.

 

The damage piece is optional. You could use that slot somewhere else.

If you are already having endurance consumption issues, I wouldn't be too quick to add the Forced Feedback %+Recharge proc. When trying for maximum %proc-slotting I'd give that up before giving up a Damage IO.

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Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Borelli 201009: Level 50 Science Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Fighting

Hero Profile:
Level 1: Channelgun -- SprSpdBit-Acc/Dmg:50(A), SprSpdBit-Dmg/EndRdx/Rchg:50(3), SprSpdBit-Acc/Dmg/EndRdx/Rchg:50(36), SprSpdBit-Rchg/Global Toxic:50(45)
Level 1: Crab Spider Armor Upgrade -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(5), GldArm-3defTpProc:50(50), StdPrt-ResDam/Def+:30(50)
Level 2: Slice -- SprDmnofA-Acc/Dmg:50(A), SprDmnofA-Dmg/Rchg:50(3), SprDmnofA-Acc/Dmg/Rchg:50(5), SprDmnofA-Dmg/EndRdx/Rchg:50(7), SprDmnofA-Acc/Dmg/EndRdx/Rchg:50(42), SprDmnofA-Rchg/DmgFear%:50(43)
Level 4: Combat Training: Defensive -- ShlWal-ResDam/Re TP:50(A)
Level 6: Super Jump -- BlsoftheZ-Travel:50(A), BlsoftheZ-Travel/EndRdx:50(7), BlsoftheZ-ResKB:50(9), EndRdx-I:50(39)
Level 8: Suppression -- Ann-Dmg/Rchg:50(A), Ann-Acc/Dmg/Rchg:50(9), Ann-Acc/Dmg/EndRdx:50(11), Ann-Acc/Dmg/EndRdx/Rchg:50(40), Ann-ResDeb%:50(40), Range-I:50(40)
Level 10: Tactical Training: Maneuvers -- Rct-Def:50(A), Rct-Def/EndRdx:50(11), Rct-EndRdx/Rchg:50(13), Rct-Def/Rchg:50(23), Rct-Def/EndRdx/Rchg:50(31), Rct-ResDam%:50(31)
Level 12: Arm Lash -- ScrDrv-Dmg/EndRdx:50(A), ScrDrv-Dmg/Rchg:50(13), ScrDrv-Acc/Rchg:50(15), ScrDrv-Acc/Dmg/EndRdx:50(43), ScrDrv-Dam%:50(43), AchHee-ResDeb%:20(46)
Level 14: Venom Grenade -- Ann-Acc/Dmg:50(A), Ann-Dmg/Rchg:50(19), Ann-Acc/Dmg/Rchg:50(19), Ann-Acc/Dmg/EndRdx:50(46), Ann-Acc/Dmg/EndRdx/Rchg:50(46), Ann-ResDeb%:50(48)
Level 16: Recall Friend -- BlsoftheZ-ResKB:50(A)
Level 18: Frag Grenade -- Ann-Dmg/Rchg:50(A), Ann-Acc/Dmg/Rchg:50(21), Ann-Acc/Dmg/EndRdx:50(21), Ann-Acc/Dmg/EndRdx/Rchg:50(48), Ann-ResDeb%:50(48), OvrFrc-Dam/KB:50(50)
Level 20: Wolf Spider Armor -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(23)
Level 22: Mental Training -- Run-I:50(A)
Level 24: Fortification -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(25), UnbGrd-EndRdx/Rchg:50(25), UnbGrd-ResDam/EndRdx/Rchg:50(37), UnbGrd-Max HP%:50(37)
Level 26: Maneuvers -- Rct-Def:50(A), Rct-Def/EndRdx:50(27), Rct-EndRdx/Rchg:50(27), Rct-Def/Rchg:50(33), Rct-Def/EndRdx/Rchg:50(34)
Level 28: Serum -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(29), Prv-EndRdx/Rchg:50(29), Prv-Heal/Rchg:50(34), Prv-Heal/Rchg/EndRdx:50(34), Prv-Absorb%:50(36)
Level 30: Tactical Training: Assault -- EndRdx-I:50(A)
Level 32: Tactical Training: Leadership -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(33), GssSynFr--ToHit/Rchg/EndRdx:50(33), GssSynFr--Rchg/EndRdx:50(37), GssSynFr--ToHit/EndRdx:50(39), GssSynFr--Build%:50(39)
Level 35: Assault -- EndRdx-I:50(A), EndRdx-I:50(36)
Level 38: Kick -- Acc-I:50(A)
Level 41: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(42), EndRdx-I:50(42)
Level 44: Weave -- DefBuff-I:50(A), DefBuff-I:50(45), EndRdx-I:50(45)
Level 47: Aim -- RechRdx-I:50(A)
Level 49: Vengeance -- DefBuff-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 -- Clr-Stlth: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(15), NmnCnv-Regen/Rcvry+:50(17)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(17), EndMod-I:50(31)
------------
------------

Well, what's new in this version of the build? Even more endurance discounts! And four attacks with -Resist procs. I believe that boosting the whole team's damage with dual-Assault and debuffing enemy damage resistance will generate more damage than using procs to generate damage directly.
I found Victory Rush quite feeble and difficult to use, so I replaced it with Vengeance.

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13 hours ago, Two Dollar Bill said:

Well, what's new in this version of the build? Even more endurance discounts! And four attacks with -Resist procs. I believe that boosting the whole team's damage with dual-Assault and debuffing enemy damage resistance will generate more damage than using procs to generate damage directly.
I found Victory Rush quite feeble and difficult to use, so I replaced it with Vengeance.

Note that the -Res procs of the same name do not stack.  So having 3 Annihilations is a bit of a waste, especially when you could put the Gladiator's Fury -Res in Arm Lash and the Achilles Heel -Res in Suppression.  Not to mention that Annihilation has the worst stats (lowest PPM and value) of the 3 -Res procs.

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I'm using Annihilation in order to get the 3% endurance discount, so I need to slot five of the six. I can either drop the proc or I can drop the Accuracy/Damage IO, which is the one most eroded by Enhancement Diversification.

 

Speaking of endurance discounts, Mids indicates that I should have 30.25% but in-game combat statistics show 24.66%, which I guess means they are being applied individually for diminishing returns.
- Annihilation 3% discount x 3
- Preventive Medicine 3.75% discount x 1
- Reactive Defenses 3.75% discount x2
- Unbreakable Guard 2.5% discount x 4

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4 hours ago, Two Dollar Bill said:

Speaking of endurance discounts, Mids indicates that I should have 30.25% but in-game combat statistics show 24.66%, which I guess means they are being applied individually for diminishing returns.
- Annihilation 3% discount x 3
- Preventive Medicine 3.75% discount x 1
- Reactive Defenses 3.75% discount x2
- Unbreakable Guard 2.5% discount x 4

That's not what's going on, and it's also why I haven't made suggestions regarding the base concept, because I feel that this is a really non-optimal way to handle your endurance concerns.  

 

Endurance reduction, by the base nature of how it is calculated by the game, always has diminishing returns.  

 

End Cost = Base Cost * (1 ÷ [1+End Reduction%])

 

So in your example it's base * (1/1.3025) or 0.7678% of base cost.  That's where you get the ~24% reduction instead of the 30% you expect.  And it just gets worse as you add more end reduction via enhancements.  

 

You get WAAAY better bang for you buck going for +Endurance bonuses, such as the one in Annhilation 2-slot. Increasing your total End pool acts as a psuedo end reduction, while also boosting overall recovery and the benefit from the +End procs (Panacea and Performance Shifter).  

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Shortly after I respecced to version 2 I went on a Penelope Yin TF and as soon as that was done, I went on a BAF. During the BAF I marveled at how effortlessly I was keeping up all my toggles while also spamming my attack chain non-stop against the AVs. Then I noticed that Tough, Weave and Assault had shut off when I exemplared and I'd forgotten to turn them back on.

 

I do want people to tell me if my theories are all wrong. I've largely forgotten all the finer points of CoH math.

 

Some combination of better end cost reduction in Arm Lash and more +End and End Discount from Annihilation does make this version run my nine toggles better than version 1. I don't find myself converting all my other inspirations into Catch a Breath anymore.

 

Many of the +End set bonuses are pretty puny and/or carried in lower-level sets, like Eradication. I'm not sure how many of my current sets I'm willing to give up to get those, but they will be a consideration for version 3. I'm sure I can find a way to squeeze all six slots of Superior Spider's Bite in there somewhere, since that's the biggest +End set bonus available. The accolades are going on my to-do list!

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1 hour ago, Two Dollar Bill said:

Shortly after I respecced to version 2 I went on a Penelope Yin TF and as soon as that was done, I went on a BAF. During the BAF I marveled at how effortlessly I was keeping up all my toggles while also spamming my attack chain non-stop against the AVs. Then I noticed that Tough, Weave and Assault had shut off when I exemplared and I'd forgotten to turn them back on.

 

I do want people to tell me if my theories are all wrong. I've largely forgotten all the finer points of CoH math.

 

Some combination of better end cost reduction in Arm Lash and more +End and End Discount from Annihilation does make this version run my nine toggles better than version 1. I don't find myself converting all my other inspirations into Catch a Breath anymore.

 

Many of the +End set bonuses are pretty puny and/or carried in lower-level sets, like Eradication. I'm not sure how many of my current sets I'm willing to give up to get those, but they will be a consideration for version 3. I'm sure I can find a way to squeeze all six slots of Superior Spider's Bite in there somewhere, since that's the biggest +End set bonus available. The accolades are going on my to-do list

I would focus on the accolades first, before anything else, including wasting another respec.  10 more end is huge. 

 

Also, as you accidentally noticed you won't have all of your toggles when you exemp, so you shouldn't discount the effect of Incarnates.  At lower levels, you won't have Incarnate powers, but l you'll also have only 2/3 of your toggles, so it balances.  The only times you will likely have or need all of those toggles is at 50 or near to it. 

 

Cardiac Alpha and Ageless Destiny will do more for your end management than any amount of set bonuses will ever do.  Heck, even Musculature Radial Alpha and the 10% End reduction in Support Hybrid will do more for you than nickel and diming set bonuses will.

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