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My Crab build: petless, but well-rounded


nebber

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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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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. I do not share your love of procs and would probably convert one of your multi-proc attacks to an actual IO set which could plug that AoE hole. You could also slot Maneuvers and Combat Jumping for better defense if you got rid of, say, Channelgun.

 

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 used to have Frenzy on my Crab in the old days but I decided that Venom Grenade and Frag Grenade can make perfectly serviceable melee attacks, and just have greater utility.

 

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

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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.

 

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My old Crab had Shatter Armor from Mace Mastery. The resist debuff and superior damage worked "okay" on hard targets. Today I just swat feebly at the bosses until some DPS character finishes them off. I just try to play the the Crab's strengths and accept my poor single-target damage as the cost of being awesome at AoE.

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  • 2 weeks later
On 11/18/2020 at 11:05 PM, nebber said:

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. 

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. 

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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
------------
------------

 

 

 

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