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Crab: Ranged with soldier attacks only. FEEDBACK appreciated =)


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Hello SoA Veterans!

 

Looking for insight into optimizing my build with input from some SoA veterans.  I've got experience reaching softcaps on brutes/tanks but haven't tried so for SoAs. Really appreciate your time and feedback since I'm new to this archetype.  Although crabs seem to really need a review from devs due to redraw, bad animation time, I picked SoA attacks for the best damage per animation.  I also picked crab because of my brute/tank playstyle requiring the feeling of invulnerability with high defense/res/heal + 24/7 mez protection (e.g. can't stand Peacebringer lightform buff running out or not giving enough mez protection, or Defender builds must all be bubble or sonic primary due to 24/7 mez protection)

 

Goals:

- Softcap normal content defense without worrying about Incarnate defense softcap (due to overabundance of team Defense team buffs)

- 95% chance to hit everything when soloing +4 x8 in Dark Astoria missions

- Best team player: Leadership power pool + SoA leadership buffs are a must, slotting -resistance procs for single target damage powers when team is gunning through AVs or GMs

- Have great damage (unsure what is considered "great or good" damage for Crab using SoA-only attacks for best damage per animation + procs)

- No pets because I can't stand pet management and long recharge powers

- Exemping is still doable/fun

 

Alternative goals:

- Softcap

- Highest DPS possible for (without relying on pets or long recharge powers)

 

Attach Chain:

Single target: Single Shot --> Burst --> Single Shot --> Gloom (sometimes team recharge buffs allow attach chain to be Single Shot -> Burst -> Gloom)

AOE: Venom Grenade --> Frag Grenade --> Dark Obliteration

 

Questions:

- How does my build compare to other team-orientated SoA builds?

- How is the DPS compared to Widows or other high-end DPS types (blasters, regen scrappers)?

 

 

This Villain build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Single Shot

  • (A) Gladiator's Javelin - Chance of Damage(Toxic)
  • (5) Touch of Lady Grey - Chance for Negative Damage
  • (5) Shield Breaker - Chance for Lethal Damage
  • (7) Thunderstrike - Accuracy/Damage/Endurance
  • (7) Devastation - Damage/Endurance
  • (13) Achilles' Heel - Chance for Res Debuff

Level 1: Crab Spider Armor Upgrade

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (39) Steadfast Protection - Resistance/+Def 3%
  • (48) Impervium Armor - Psionic Resistance

Level 2: Burst

  • (A) Gladiator's Javelin - Chance of Damage(Toxic)
  • (9) Touch of Lady Grey - Chance for Negative Damage
  • (9) Shield Breaker - Chance for Lethal Damage
  • (11) Thunderstrike - Accuracy/Damage/Endurance
  • (11) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (13) Achilles' Heel - Chance for Res Debuff

Level 4: Super Speed

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 6: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (33) Shield Wall - Defense/Endurance
  • (33) Shield Wall - Defense/Recharge
  • (33) Shield Wall - Defense/Endurance/Recharge
  • (45) Shield Wall - Defense

Level 8: Stealth

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (50) Shield Wall - Defense
  • (50) Shield Wall - Defense/Endurance
  • (50) Shield Wall - Defense/Endurance/Recharge

Level 10: Tactical Training: Maneuvers

  • (A) Reactive Defenses - Scaling Resist Damage
  • (34) Reactive Defenses - Defense/Endurance/RechargeTime
  • (34) Reactive Defenses - Defense/RechargeTime
  • (34) Reactive Defenses - Endurance/RechargeTime
  • (37) Reactive Defenses - Defense/Endurance
  • (39) Reactive Defenses - Defense

Level 12: Venom Grenade

  • (A) Superior Spider's Bite - RechargeTime/Global Toxic
  • (15) Superior Dominion of Arachnos - Accuracy/Damage
  • (15) Superior Dominion of Arachnos - Damage/Recharge
  • (17) Superior Dominion of Arachnos - Accuracy/Damage/Recharge
  • (17) Superior Dominion of Arachnos - Damage/Endurance/Recharge
  • (23) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge

Level 14: Assault

  • (A) Endurance Reduction IO

Level 16: Tactical Training: Assault

  • (A) Endurance Reduction IO

Level 18: Frag Grenade

  • (A) Positron's Blast - Damage/Endurance
  • (19) Positron's Blast - Chance of Damage(Energy)
  • (19) Positron's Blast - Accuracy/Damage/Endurance
  • (21) Positron's Blast - Damage/Range
  • (21) Positron's Blast - Damage/Recharge
  • (23) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

Level 20: Tactical Training: Leadership

  • (A) Adjusted Targeting - To Hit Buff/Endurance
  • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 22: Boxing

  • (A) Empty

Level 24: Fortification

  • (A) Unbreakable Guard - RechargeTime/Resistance
  • (25) Unbreakable Guard - Resistance
  • (25) Unbreakable Guard - Resistance/Endurance
  • (27) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (27) Impervium Armor - Psionic Resistance

Level 26: Tough

  • (A) Unbreakable Guard - +Max HP
  • (39) Unbreakable Guard - Resistance
  • (40) Unbreakable Guard - Resistance/Endurance
  • (40) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (40) Impervium Armor - Psionic Resistance

Level 28: Serum

  • (A) Preventive Medicine - Chance for +Absorb
  • (29) Preventive Medicine - Heal/RechargeTime/Endurance
  • (29) Preventive Medicine - Heal/RechargeTime
  • (31) Preventive Medicine - Endurance/RechargeTime
  • (31) Preventive Medicine - Heal/Endurance
  • (31) Preventive Medicine - Heal

Level 30: Weave

  • (A) Shield Wall - Defense
  • (45) Shield Wall - Defense/Endurance
  • (46) Shield Wall - Defense/Recharge
  • (46) Shield Wall - Defense/Endurance/Recharge

Level 32: Combat Training: Defensive

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Red Fortune - Defense

Level 35: Gloom

  • (A) Apocalypse - Damage
  • (36) Apocalypse - Damage/Endurance
  • (36) Apocalypse - Accuracy/Recharge
  • (36) Apocalypse - Accuracy/Damage/Recharge
  • (37) Apocalypse - Chance of Damage(Negative)
  • (37) Gladiator's Javelin - Chance of Damage(Toxic)

Level 38: Hasten

  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO

Level 41: Dark Obliteration

  • (A) Ragnarok - Damage/Endurance
  • (42) Ragnarok - Damage
  • (42) Ragnarok - Damage/Recharge
  • (43) Ragnarok - Accuracy/Damage/Recharge
  • (43) Ragnarok - Accuracy/Recharge
  • (43) Positron's Blast - Chance of Damage(Energy)

Level 44: Mental Training

  • (A) Run Speed IO

Level 47: Grant Invisibility

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

Level 49: Infiltration

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

Level 1: Conditioning | Hidden


Level 1: Brawl

 

image.png.7d927ccb9e7cdef7b48e8efd413a67a3.png

 

image.png.78fc72b80488838cbb06239937625cdd.png

Edited by Obus Form
Edit: Add totals, add goals, add questions, add attack chain
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I am not a Crab soldier expert. So, I will restrict my comments to a few small things.

 

You can improve your stealth more by putting Celerity: Steath into sprint. You should be able to sneak up on most thing w/o super speed with stealth and celerity. I presume you took Stealth and Infiltration for slotting purposes.

 

I do not think mag 4 knockback protection is enough. You'll get knocked around soloing more than you expect. Carnies and Arachnos can overwhelm mag 4. I know. 🙂

 

If you can move a slot, add a steadfast KB protection for a total of 8.

 

I like how you have slotted your attacks and rotation.

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  • 4 weeks later
On 7/21/2021 at 6:45 PM, KaizenSoze said:

I am not a Crab soldier expert. So, I will restrict my comments to a few small things.

 

You can improve your stealth more by putting Celerity: Steath into sprint. You should be able to sneak up on most thing w/o super speed with stealth and celerity. I presume you took Stealth and Infiltration for slotting purposes.

 

I do not think mag 4 knockback protection is enough. You'll get knocked around soloing more than you expect. Carnies and Arachnos can overwhelm mag 4. I know.

 

If you can move a slot, add a steadfast KB protection for a total of 8.

 

I like how you have slotted your attacks and rotation.

afaik mag 8 KB protection is not good you should go either 4 or 12 mag 8 wont have a very significant impact 

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On 8/18/2021 at 5:21 AM, PainX said:

afaik mag 8 KB protection is not good you should go either 4 or 12 mag 8 wont have a very significant impact 


https://archive.paragonwiki.com/wiki/Knockback/Enemies_with_Knockback_Powers 

Mag 4+ KB Protection is "good enough for most content"

Mag 7 is the next notable breakpoint: "good enough for the vast majority of gameplay". It stops your Gales, Hurls, Lifts, Levitates, Energy Torrents, etc.

Mag 8 closes the gap a little bit further. That stops Hamidon's Electrolite Blasts, the Clockwork TK Blast/Antimatter beams, and Devouring Earth Hurls/Footstomp/Thorn Blasts; and Hurricane/Psi Tornados. At this point you're essentially covered against nearly all encounters versus the major enemy groups.

Mag 9 stops Longbow Warden's Force Bolts and Fake Nemesis' Staff Bolts, which is the last of the major enemy groups completely covered.

Mag 10 stops some specific AV abilities and Shivan Slams/Strikes/Smashes.

Mag 11 basically just stops another few specific AV abilites and Proximity Mines.
Anything above that (with the notable exception of a few Elite Boss "Longbow Warden" abilities at Mag 16) is firmly in the realm of specific AVs/GM abilities only.


...so really it's only worth going above Mag 8 if you regularly fight Nemesis or Longbow Bosses.
 

Edited by Maelwys
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  • 5 weeks later

Tweaked your build just a tiny bit.

 

Added a couple of set bonuses, added in some more KD protection, a little more recover, and seeing as you seem to be keen to patch Psi res hole, did some more of that too. Oh and swapped out one enh in frag grenade to get you closer to hit cap for +4 content!

 

Patching the KD has given you a tiny bit less def, but made up for in other benefits.

 

Have a look

 

This Villain build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Single Shot -- GldJvl-Dam%(A), GldJvl-Acc/Dmg(5), ShlBrk-%Dam(5), TchofLadG-%Dam(7), Dvs-Dmg/EndRdx(7), AchHee-ResDeb%(13)
Level 1: Crab Spider Armor Upgrade -- ImpArm-ResPsi(A), StdPrt-ResDam/Def+(39)
Level 2: Burst -- GldJvl-Dam%(A), TchofLadG-%Dam(9), ShlBrk-%Dam(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(11), SprWntBit-Acc/Dmg/EndRdx(11), AchHee-ResDeb%(13)
Level 4: Super Speed -- BlsoftheZ-ResKB(A)
Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(33), ShlWal-Def/EndRdx/Rchg(33), ShlWal-Def(45)
Level 8: Stealth -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), ShlWal-Def(50), ShlWal-Def/EndRdx(50), ShlWal-Def/EndRdx/Rchg(50)
Level 10: Tactical Training: Maneuvers -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(34), Rct-Def/Rchg(34), Rct-EndRdx/Rchg(34), Rct-Def/EndRdx(37), Rct-Def(39)
Level 12: Venom Grenade -- SprSpdBit-Rchg/Global Toxic(A), SprDmnofA-Acc/Dmg(15), SprDmnofA-Dmg/Rchg(15), SprDmnofA-Acc/Dmg/Rchg(17), SprDmnofA-Dmg/EndRdx/Rchg(17), SprDmnofA-Acc/Dmg/EndRdx/Rchg(23)
Level 14: Assault -- EndRdx-I(A)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Frag Grenade -- PstBls-Dmg/EndRdx(A), PstBls-Dam%(19), PstBls-Acc/Dmg/EndRdx(19), PstBls-Acc/Dmg(21), PstBls-Dmg/Rchg(21), OvrFrc-Dam/KB(23)
Level 20: Tactical Training: Leadership -- GssSynFr--ToHit/EndRdx(A), GssSynFr--Build%(46)
Level 22: Boxing -- Empty(A)
Level 24: Fortification -- UnbGrd-Max HP%(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(25), UnbGrd-ResDam/EndRdx/Rchg(27), ImpArm-ResPsi(27), UnbGrd-Rchg/ResDam(47)
Level 26: Tough -- GldArm-3defTpProc(A), GldArm-ResDam(39), GldArm-End/Res(40), GldArm-Res/Rech/End(40), ImpArm-ResPsi(40)
Level 28: Serum -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(29), Prv-Heal/Rchg(29), Prv-EndRdx/Rchg(31), Prv-Heal/EndRdx(31), Prv-Heal(31)
Level 30: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(45), ShlWal-Def/Rchg(46), ShlWal-Def/EndRdx/Rchg(46)
Level 32: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), RedFrt-Def(45)
Level 35: Gloom -- Apc-Dmg(A), Apc-Dmg/EndRdx(36), Apc-Acc/Rchg(36), Apc-Acc/Dmg/Rchg(36), Apc-Dam%(37), GldJvl-Dam%(37)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 41: Dark Obliteration -- Rgn-Dmg/EndRdx(A), Rgn-Dmg(42), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(43), Rgn-Acc/Rchg(43), PstBls-Dam%(43)
Level 44: Mental Training -- Run-I(A)
Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
Level 49: Infiltration -- LucoftheG-Def/Rchg+(A)
Level 1: Conditioning | Hidden
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- UnbLea-EndRdx(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3), NmnCnv-Regen/Rcvry+(42)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
Level 28: Speed Phase
Level 50: Cardiac Core Paragon
Level 50: High Pain Threshold
Level 50: Invader
Level 50: Born In Battle
Level 50: Marshal
------------
------------

 

 

 

 

 

 

 

Edited by Kachooman
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