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What are the pros and cons SoA class

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I was looking to make a new character and I was thinking about the SoA, but I have heard feedback on banes, crabs, etc and all were good. I would like to try out a crabbermind, but I have a no clue on where to start for a build for one and plus I have no real time on one either. I did a SoA back on live but only like lvl 10.


I was going to ask what the pros and  cons of a crabbermind for soloing, pve, tf's, av, gm. I would like to have a kick butt SoA, but I don't know if I should go crabbermind, plain old crabber or bane.  Can SoA handle 3/8 depending on crabbermind, plain old crab or bane. Does anyone have a good build for crabbermind and bane. Money is not a problem for me either at this time.

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I ran a huntswoman. Because of the ease you can break the SoA rifle attacks, it basically plays like a  high speed FPS. Pew pew pew. That was a huntswoman though, so no weird bane attacks, and zero crab backpack. I regularly group with a crabbermind, and shes pretty insane.

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Here's a pet-positive Crab build to start from.  Pretty good leadership, defense, and resistance; five pets w/o lore.  Could trade the toughness for another pet and/or taunt.


This Villain build was built using Mids Reborn


Click this DataLink to open the build!

Silver Spider: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership

Villain Profile:
Level 1: Channelgun -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7)
Level 1: Crab Spider Armor Upgrade -- UnbGrd-ResDam(A), UnbGrd-Max HP%(7), ImpArm-ResPsi(9)
Level 2: Longfang -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Dmg/Rchg(11), SprSpdBit-Acc/Dmg/Rchg(11), SprSpdBit-Dmg/EndRdx/Rchg(13), SprSpdBit-Acc/Dmg/EndRdx/Rchg(13), SprSpdBit-Rchg/Global Toxic(15)
Level 4: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), Ksm-ToHit+(21)
Level 6: Wolf Spider Armor -- GldArm-3defTpProc(A), ImpArm-ResPsi(21)
Level 8: Suppression -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(23), SprDmnofA-Acc/Dmg/Rchg(23), SprDmnofA-Dmg/EndRdx/Rchg(25), SprDmnofA-Acc/Dmg/EndRdx/Rchg(25), SprDmnofA-Rchg/DmgFear%(27)
Level 10: Boxing -- Empty(A)
Level 12: Arm Lash -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(29), Obl-Acc/Dmg/Rchg(29), Obl-Acc/Dmg/EndRdx/Rchg(31), Obl-%Dam(31)
Level 14: Super Jump -- BlsoftheZ-ResKB(A)
Level 16: Venom Grenade -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(31), Bmbdmt-Dam/Rech(33), Bmbdmt-Acc/Dam/Rech(33), Bmbdmt-Acc/Dam/Rech/End(33), Bmbdmt-+FireDmg(34)
Level 18: Frag Grenade -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(34), OvrFrc-Acc/Dmg/End(34), OvrFrc-Dmg/End/Rech(36), OvrFrc-Acc/Dmg/End/Rech(36), OvrFrc-Dam/KB(36)
Level 20: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(37), RedFrt-Def/EndRdx/Rchg(37), RedFrt-Def(37)
Level 22: Tactical Training: Assault -- EndRdx-I(A)
Level 24: Tactical Training: Leadership -- GssSynFr--Build%(A)
Level 26: Mental Training -- Run-I(A)
Level 28: Fortification -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(39), TtnCtn-ResDam(39), TtnCtn-EndRdx(39), StdPrt-ResDam/Def+(40)
Level 30: Serum -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(42)
Level 32: Tough -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(42), TtnCtn-ResDam(42), TtnCtn-EndRdx(43)
Level 35: Summon Spiderlings -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(43), ExpRnf-Dmg/EndRdx(43), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(45), ExpRnf-+Res(Pets)(45)
Level 38: Call Reinforcements -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(46), ExpRnf-Dmg/EndRdx(46), SlbAll-Acc/Dmg/Rchg(46), ExpRnf-EndRdx/Dmg/Rchg(48), SlbAll-Build%(48)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(48), Rct-ResDam%(50)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(50), RedFrt-Def/EndRdx/Rchg(50)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Conditioning | Hidden 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A), Clr-EndRdx(9)
Level 2: Rest -- EndMod-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(17)
Level 2: Stamina -- EndMod-I(A), EndMod-I(17), PrfShf-End%(19)
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 4: Ninja Run 
Level 50: Intuition Radial Paragon 
Level 50: Pyronic Core Final Judgement 
Level 50: Reactive Radial Flawless Interface 
Level 50: Arachnos Radial Superior Ally 
Level 50: Barrier Radial Epiphany 
Level 50: Support Radial Embodiment 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |

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Ooh, right up my alley 😃

I've tried most of the combinations of soldiers: Huntsman + Mu, Crab + Mu, Crab + Mace, Bane + Mace, Huntsman-Crab + no patrons, and a Huntsman with no patron powers (SG purposes). My 7th one is still a lowbie, but he'll be a huntsman as well, not sure about patrons yet though... maybe soul, I dunno. 

Of my 7 spiders, my strongest would be my tankermind crab + Mace mastery and Pure Bane + Mace mastery. both of them have armour until next Tuesday and are quite tough. I think I'm a bit partial to Mace Mastery for the pet spider though. Both of them can solo and handle AVs in their own way. the crab is just a walking army of 8-legged freaks. he's got range + melee, ST + AoE and he can handle mobs like nobody's business. Bosses and AVs tend to give him trouble, but he's patient and crafty. the bane is the opposite: solos +4 AVs with ease, but tends to have trouble with large mobs, only because the mace attacks animate slow. She can one-hit +4 lieutenants from the hidden crit. I once went AFK in a hurry, leaving my bane in the middle of a mob. her health didn't budge one bit by the time I got back maybe half an hour later.

Unfortunately, I don't have mids, so I can't easily share builds. and I'm too lazy to type everything down as a list (sorry). that said, you're welcome to ask specific questions on my build, though I would warn you, I'm not of the min-max camp and I have 101 toons, so inf and IOs are in short supply. I tend to prefer cheap builds and rarely have any purples. Even with my cheap builds, these spiders are very very enjoyable.

hmm... pros and cons.
I like spiders because they're so versatile. you can go ST, AoE, range, melee. but that could also be their downfall. the more types you pick, the more middle-of-the-road you are and will have a hard time maxing out damage or efficacy of your attacks. 

they don't have a no redraw option. a way around it is lining up similar weapon attacks (i.e. my huntsman crab or huntsman mu does all all rifle chain then all crabby legs or mu attacks to minimise redraw since the rifle doesn't redraw when you shot and use nades). I also prefer huntsman even though they're arguably weaker, but the attack chain seems more fluid for me. besides, the crabby legs are heavy to lug around on yer back. 😃

with spiders, I never seem to have enough slots (more so than any other AT). 


spider pets are not controllable unlike MM pets. they tend to do be on Aggressive and Attack Everything mode all the time. there are tricks to getting them to follow your lead, though.

and for teaming, your double-dipped Leadership makes everyone happy just by you showing up. Any damage you do is just gravy on top. 

Hope that helps. feel free to ask anything. I'll try to oblige with my noob's wisdom. 😃

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9 hours ago, Six-Six said:

spider pets are not controllable unlike MM pets. they tend to do be on Aggressive and Attack Everything mode all the time. there are tricks to getting them to follow your lead, though.


This is a key point! Crabberminds get (recharge intensive) Pets (including a Patron pet) and NOT Henchmen. This results in a few key differences to be aware of (and not sob about, dear new recruits):

  • They can't be ordered like henchmen
  • There is no bodyguard mode
  • Some Incarnates you might expect to work for the pets don't work like you might expect them to work
  • They are on a timer, unlike pets from other AT (e.g. Singularity, Fire Imps)
  • For the powers that spawn multiples, if you resummon 'replacements' before any surviving 'originals' expire, they will all expire at the same time as the (surviving) originals.
  • You have to put some effort into defense, search this subforum for lots of discussion on 'keeping the pets alive'

Crabberminds can be a LOT of fun, but you have to adjust your expectations.


I enjoy the Bane builds, with the AoE/Debuffing focus on the rifle attacks the most.

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