-
Posts
710 -
Joined
-
[ QUOTE ]
[ QUOTE ]
What game are you talking about? I routinely have contact quit giving me missions even though I am still in to correct range for them. Have never received anything other than the 2 merits, and, an SO for a story arc completion, the SOs have even been minus 1 to my current trained level. Go to the market, availability has gone down and prices have gone up. The cost in merits needs to be reduced my %50 across the board. I priced out it merits the current build of my DA/EM tank, it does not have everything I want, still totaled over 7200 merits. How many TFs and story arc is that? As I see the current reward system is broken.
[/ QUOTE ]
If you only use merits to get every single recipe you need, then yeah, you'll have to play forever to get them. But you do get recipes as drops, as do other players. That's where the markets come into play.
Besides, I do believe the devs said they were keeping an eye on the merit system so they could make adjustments if necessary. The system needs to be in effect for a while before they can get an accurate reading of how much the price needs to be adjusted (assuming an adjustment needs to be made).
[/ QUOTE ]
I hope they make some adjustments soon. It's pretty frustrating for me, as a casual (timewise at least, I'm pretty hardcore as far as mechanics & builds go) player.
I'm VERY curious to see what direction these adjustments will take. -
<QR>
There was sales tax on this purchase? I live in Oregon (no sales tax)...I don't pay sales taxes on my monthly fees, and I don't *think* I did for the wedding pack.
Anyone know what's up here? -
[ QUOTE ]
Seriously, 8 merits for an SO is ridiculous.
Even more ridiculous is the fact that story arcs don't award them anymore. Seriously?? Story arcs aren't even worth a single enhancement??
The way things are now, it takes like 2-3 story arcs just to get enough merits for one enhancement. Yet, most of the enemies in those arcs are going to be dropping a ton of enhancements on their own, so how the hell are they suddenly so valuable that they can't be given out as arc rewards?
[/ QUOTE ]
I have to agree here.
The removal of arc-reward xp annoys the hell out of me.
I hate calling the contact just to get a "so what, you're done" message now. No reward xp, no SO. Heck I don't even use the SOs, but it at least makes it feel like you are getting a reward when you get that pop-up box. Psychology man!
IMHO, arc rewards should be either a choice of recipes from the mission-end drop pool (B I think), or at least a random from the Pool A or B pools. Heck, I think a Pool C random wouldn't be overpowered either. It would be a nice way to get some of those recipes back into the market - now that most of them have completely dried up post-merit (Touch of Death? Hello? Where are you??). Note that none of these recipe rewards would be given by flashbacks.
SOs should cost < 1 merit. Seriously. 8 is a special kind of insanity. My level 40 elec/shield brute has less than 8 merits (I did mostly papers). -
[ QUOTE ]
Can you cut corners by having tactics always on and not slotting anything for acc? I always get the Acc/To-Hit confused...It seems To-Hit is liek acc but better.
[/ QUOTE ]
I wouldn't. +16% tohit by itself won't get you far at all.
I would be less stressed about acc and potentially slot slightly less acc (40-50% instead of 60-80%) if I knew I were going to be running tactics all the time though.
The formula is (roughly):
chance to hit = (75 + tohit - enemy def -<debuffs, lvl diff, etc.>* 1+ACC.
Not counting the bonus you get for being a lowbie these days, etc.
I'm sure that's partially wrong, but it's roughly right, should give you a general idea: tohit is applied before acc (and therefore multiplied by it) basically, iirc. -
Quote:Hello! Sorry I don't check up on this thread as much as I used to.
Hey Lobster, still loving and using your guide! I had some questions for you, though-- I'm planning on going the "4.0.1 Mad Recharge: Pet power choices + recharge slotting" route, and was curious as to why you hadn't included any Soulbound Allegience in, say, the Call Reinforcements? I need to test this with Mids (I'm no good with numbers, even then), but even swapping a Damage, a Damage/Recharge, or a Damage/Recharge/Accuracy can only help the numbers, right? Plus give a 16% Regen boost?
Also, do you have any feedback re: the two new "Recharge Intensive Pet Set" IO Sets? Stay with what you have specced? Swap? Frankenslot?
Cheers!
T
Anyway, I just did some quick build change tests with the new sets and wasn't too impressed with anything. 6 slotting the recharge intensive pet sets doesn't cap your recharge or your damage, so you need 5+1 rech, which cuts out the +DEF bonuses (and you wind up with pets @ 88% dmg).
Also, in general, I try to use as few purples as possible in my builds, because I've never used/been able to afford any, nor do I expect to at any time in the future. However, since that was just a hypothetical build for people who have the inf for those things, I threw stuff in there to hit the magical "perma pets" zone.
If you aren't going for perma pets, or have another 25% or so recharge from somewhere (neither of the longer recharge pets is perma with out that last recharge according to the planner), they do offer nice set bonuses if you can afford them. -
<QR>
Looks good to me.
My evil half laughs wickedly at all the badge rushers that won't be able to "rush" these.
Mwa. Haha. mwahahaha.
The rested xp thing will do wonders for people with my playstyle (if others exist...): alt-aholics who cycle between 5-10 alts per week, and who don't care much about specific content because you've seen it all before, but just enjoy the chase of leveling a new character up.
I'm very curious to see how the bonus mission drops work out. -
I wouldn't try to solo one without a very serious build, but you'll be plenty useful on a team. Defense, -rech & -reg (if you took any of the darts), + any other leadership buffs are always good.
-
[ QUOTE ]
Hey Lobster, thank you very much for this guide and all the work it entailed. I noticed on some of your builds you did not choose TTLeadership. Was that an oversight or is the added accuracy not really needed for this AT? Again, I tip my hat to you. Thanks. After reading this I too may make a Fortunata.
[/ QUOTE ]
Tactics is almost never required for any build. I can't think of a single character I've made that "needed" tactics. It's just a very nice thing you can do for yourself and your team. Take it when you can, don't sweat it when you can't IMHO.
Thanks for the props, my fort was definitely fun to level up.
[ QUOTE ]
I think there was a copy/paste error, because looking at it, it seems as though your 4.1 Current Build, is the same as the 4.2 max Recharge build.
Nice guide though.
[/ QUOTE ]
Thanks and good call!! I must have messed it up when revising. Unfortunately I cannot edit it currently, I'll try to post the correct build from home this evening.
Here it is:
Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/
Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Telekinetic Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(23)
Level 1: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(7), LkGmblr-Rchg+(48)
Level 2: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(21)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-Def(9), RedFtn-EndRdx(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(15)
Level 6: Aim -- RechRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(46)
Level 12: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(23)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), EndMod-I(43), P'Shift-End%(43)
Level 22: Super Jump -- Jump-I(A)
Level 24: Foresight -- DefBuff-I(A), DefBuff-I(25), DefBuff-I(25), LkGmblr-Rchg+(50)
Level 26: Mind Link -- AdjTgt-Rchg(A), LkGmblr-Def/Rchg(27), RedFtn-Def/Rchg(27), LkGmblr-Rchg+(48)
Level 28: Scramble Thoughts -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(31), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(46)
Level 30: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(37), UbrkCons-EndRdx/Hold(40)
Level 32: Psychic Wail -- M'Strk-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(33), Sciroc-Dmg/Rchg(33), M'Strk-Dmg/EndRdx/Rchg(33), M'Strk-Dmg/Rchg(34)
Level 35: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(36), Mlais-Acc/EndRdx(36), Mlais-Conf/Rng(36), Mlais-Acc/Conf/Rchg(37), Mlais-Dam%(37)
Level 38: Aura of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(39), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(40), CoPers-Conf%(40)
Level 41: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(42), AdjTgt-EndRdx/Rchg(43)
Level 44: Soul Tentacles -- GravAnch-Immob(A), GravAnch-Immob/Rchg(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(46)
Level 47: Mask Presence -- S'dpty-Def/EndRdx(A), LkGmblr-Rchg+(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
------------
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1410;688;920;|
|>-JEE%E/$U$4Q^^40J&=ME1H"V4MLA9;Z9M+(B*T0@):;!6CR#B!B3 36F6;:!GP2]=4|
|')2JH<0$_@ENBW\KUQ8AGN38T^N_?^F9\[]WW/NG=NY]2E5B(UQH;1.%O1229NP]>|
|55TRII"_D5:\UU1B]7;+T@7$*(*(6TG*WGS;QY+9&V['+%U,MZ-=21,_0;:Y9]??\S&|
|0K,F*N&;9CEQ)\;-6-9A40Z7S:-4ND?/V8-O0BF;OJ1+1K&2BA5S"\G+J0F<EK6JA2T|
|.;U4-NR;;5#<"'SO0RM\[3G%%F!0.+8)#4\(!YX20L\(DVZ`0NEUHALP))R,!L;AH()|
|Y#U29!K9*C:V;;9O9MI5M4V!;Q^GU=6YR<'H(C3Z&G ^!6"3XO81,FJ>=1HGZ4JX!%=W|
|%]PC5,H31X-W%(:0K#39>(AP@/8;Q'SNKA(E4N4N4B?35%AG88,(573N'E;A^!D5]VZ|
|W_#_;WEU7M'Z'S/^$!P@4-`.@3ZJ<A&"+5PR-&RZ<!0K)>>Q+8<."8,"4'9:Y`;FX'& |
|PG(OPKSZ;35(<G7CD-<N\]I?DULD0$\BO,9RSQY#%QVRBXY;%.J^R]@@1&\3XG<(6RJ|
|N(:=W38%M4G2G"-$TH?\T86B:L`WI/3*]ITCKT&LRUAD50M0FG(2B^^3>]'VF"0]^87|
|QE?"/T?V?\()R"40-RU,`BS3MXA;'$T+BFJPR=,`VCAF5IPR]H@49>,EXQ=@FQ'</>|
|%-'9?IHAAP.S3/.,;*$>(YP`MP3G*XD?HE]"]X'>SHF-WV,W]]D#3J=U<,)'[C$[%^1|
|C+-ZTH1"D;/.ZAG]K^MC]:^A:1Z/?1;E/,H"RD642RB74191EE`TE+U/U='^(UC0491|
|C*,=1[F&2"T^?!T5%\:+X4/PHS2@M*"&4",ISE+W?0&?_C@``|
|-------------------------------------------------------------------|</pre><hr /> -
[ QUOTE ]
And maybe a Fortunata Guide?
[/ QUOTE ]
I just finished and posted mine.
Hopefully it will prove useful (or at the very least get Kranik to stop bugging me about it ;0 ). -
4.4 AOE Focus
This is a build using the above mentioned the various Follow-Up/Spin/stealth combos.
The ideal opener would be go in masked, aim, spin, follow-up, nuke or psi tornado then ball lightning or tornado->ball lightning. With or without nuke, it's a whole mess of aoe.
I've left psi scream in the build for the psi scream/tornado/ball lightning ranged attack, but a valid option would be swapping it out for Lunge for a decent out of mask opener when/if soloing or vs. large single targets. In that case, take IW @ 10 and Lunge @ 14, shuffling slots around as needed.
If taking Lunge, I would slot it with Touch of Death to cap melee defense. Range will be at ~35%, aoe ~30%. This is with Mind Link down of course, all capped with it up. Sans Lunge & ToD you are looking at ~42.5% melee def.
Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/
Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Telekinetic Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(34), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 1: Combat Training: Defensive -- DefBuff-I:50(A), DefBuff-I:50(3), DefBuff-I:50(7)
Level 2: Combat Training: Offensive -- Acc-I:50(A)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(5), RedFtn-EndRdx/Rchg:50(7), RedFtn-Def/EndRdx/Rchg:50(15), RedFtn-Def:50(42), RedFtn-EndRdx:50(42)
Level 6: Combat Jumping -- DefBuff-I:50(A)
Level 8: Follow Up -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/EndRdx:50(27), C'ngImp-Dmg/EndRdx/Rchg:50(34), F'dSmite-Acc/EndRdx/Rchg:40(39)
Level 10: Psychic Scream -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/Rchg:50(11), Det'tn-Dmg/Rng:50(11), Det'tn-Acc/Dmg/EndRdx:50(23), Det'tn-Dmg/EndRdx/Rng:50(34), RechRdx-I:50(40)
Level 12: Spin -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(13), M'Strk-Dmg/Rchg:50(13), M'Strk-Acc/EndRdx:50(21), M'Strk-Acc/Dmg/EndRdx:50(31), M'Strk-Dmg/EndRdx/Rchg:50(39)
Level 14: Indomitable Will -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(48)
Level 16: Dominate -- EoCur-Acc/Hold:50(A), EoCur-Acc/Hold/Rchg:50(17), Thundr-Dmg/Rchg:50(17), Ruin-Dmg/Rchg:40(23), Dmg-I:50(27), Thundr-Acc/Dmg/Rchg:50(29)
Level 18: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dmg/Rchg:50(19), Posi-Dmg/Rng:50(21), Posi-Acc/Dmg/EndRdx:50(31), RechRdx-I:50(37)
Level 20: Super Jump -- Jump-I:50(A)
Level 22: Hurdle -- Jump-I:50(A)
Level 24: Foresight -- DefBuff-I:50(A), DefBuff-I:50(25), DefBuff-I:50(25)
Level 26: Health -- Heal-I:50(A)
Level 28: Stamina -- EndMod-I:50(A), EndMod-I:50(29), EndMod-I:50(31)
Level 30: Mask Presence -- RedFtn-Def/EndRdx:50(A)
Level 32: Psychic Wail -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/Rchg:50(33), M'Strk-Dmg/EndRdx/Rchg:50(33), M'Strk-Acc/Dmg:50(33), C'ngBlow-Acc/Rchg:50(37), Rope-Acc/Stun/Rchg:50(37)
Level 35: Mind Link -- S'dpty-Def/Rchg:30(A), GftotA-Def/Rchg:40(36), RedFtn-Def/Rchg:50(36), LkGmblr-Def/Rchg:50(36), GftotA-Def/EndRdx/Rchg:40(48)
Level 38: Aim -- AdjTgt-EndRdx/Rchg:50(A), AdjTgt-ToHit/Rchg:50(39), AdjTgt-ToHit/EndRdx/Rchg:50(40), AdjTgt-Rchg:50(48)
Level 41: Mu Lightning -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(46), RechRdx-I:50(46)
Level 47: Tactical Training: Assault -- EndRdx-I:50(A)
Level 49: Tactical Training: Leadership -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(50), AdjTgt-ToHit/EndRdx:50(50), AdjTgt-ToHit/Rchg:50(50)
------------
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1414;704;940;|
|>-JEE-E/$U$4QF]IRTA7*M!"V3?+6N#-)9$0%B4!Q8A"U%@'J#"Q3G%F*O)@XA_@@U%|
|,?&'WU;AKHG^8\:F><[YKH_'12?O]9D[O=^?<<^[M_*.IB%)/QI6O?K)@NFYNPC%7-^|
|RBFUNRUHI;QB73*SEF01E*J4X)Y18=T[(M>ST[4W2\DFUZ9B74O)@W[V\5G7M__J9#B|
|5E[(^_D;2_[^R:R4"P6LG-Y<Y.L>BQ/#OONF$\%*SU#2\A][/V0\NU5JR"Y6W73V]:|
|J]GKTQ.+N?E2;MYTO;RSW4@)]M/W&2T'5SFH=@ECJFI/$-@7G#@0=!X*,D>"R1#!)ZX|
|JU0874`U,T0`?!BA?6D+3%/(C%/2'?/**L*`Z(HA%!?TQ("Y(4B6#>J(@YCZFE`V=LG|
|$'2:X(8JN"]!I2S@M.+1,RZ@6Y:K2KYHW\$GH+O!,DW\/U`0L=%+PF5UB[PIL2BCP`'|
|$&]*VCS\*Z28(:6&D72OFB2;EK52$JP0_/%]7SQN[+"VG4`Y4[N2+;I5GEJ0?%?DBNA|
|78F/$CKY"?B,++X@BZ^"'N2>HB+5P:7J^M`="C7H:C8@-$NYIG0K4RAPXU\PR-.D/4T|
|]*#>%FK6GN0.9`FW`^1`O%IY6]/H5K:%=KZ&](*,Z;`!%ZT!Y>XK`8W&-TT1=<`6ZRH|
|IG[>;MD%'=V#O="<&((<'G]))>#/?W'E9)2_8%F0/!R+'@AU^I/IU,'W9]/W;]`-HP@|
|,(/8-</8]?_)->@=@VB#4-HPQ#:,(0V#*,-PVC#!5I"5M<BVRFABQ0:U6F.[DE&8\AO|
|[`A`TBV!RN&D#UUJ[I_(0D"?1#YI$KD<J!S._[J^5?X::J[P>;_*<HUEB669Y0;+399|
|;++=9<BSE[Q5W_#0G=(;E+,LYEJ<\R."C%6L$198BQQEEJ6.I8D2YIE EZ7\"W"=!*|
|X`|
|-------------------------------------------------------------------|</pre><hr />
4.5 Cone Focus
Don't forget Dart Burst! Dart Burst + Psi Scream + Bile Spray + School of Sharks is a pretty decent mass of cone damage, if you can deal with the restrictions on School.
I'm not going to build out this variation specifically, but I thought I'd point it out.
The late blooming nature of it (although you can probably make do with Psi Tornado for a while right?) makes it tough to get into, but I think it's a plausible late 40s respec build, if you're into that kind of thing.
5.0 In closing
While I managed to keep myself away from actually playing during our Maui vacation, I did just finish and post this guide from there.
I hope it proves useful to the community, and especially for new folks just now trying out, or thinking about trying out Forts. They are definitely a hard non-squidlike organism to get a handle on (and it's tough to get said handle to do anything once attached!).
Thanks to all the folks that made playing & teaming with my Fort a blast - I hope everyone else enjoys theirs as much as I did!
-
4.3 Control Focus on a budget
Why on a budget? Because if you were going after uber control, and had the cash, you would have gone with a build similar to the Mad Recharge build! So this is a build "for the rest of us".
Personally, I wouldn't play this build, as I feel that control is best used as a supplement by forts, and not a focus, but that's just me.
In addition to fully slotting (althought not always fully maxing) the controls, this build is also heavy on ranged defense (capped without Mind Link) & accuracy. Nothing makes an aoe control suck more than having it miss most of the targets. And, since you're going to be relying on either 1-2s of confuse->Aura->conf & Dominate->Mass->Dominate to hold 1-2 bosses, you want to minimize the misses. Also, since you're going to be somewhat weaker solo, you're probably going this route for a group focused build, and should be fighting high cons most of the time.
We'll pick up an immob from the patron pools to grab another control option - it can help keep confused enemies locked down & provide extra set bonuses if nothing else. Any of them is fine really, but I prefer tentacles for this build for the following reasons: Mako immob requires you & targets to be on ground, Mu immob has a very small area & the Scorpion immob requires a weapon draw animation.
Some of the sets here are quite pricey, but still much more affordable than purples & LoTGs, etc.
Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/
Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Telekinetic Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Dmg/EndRdx/Rchg:50(37)
Level 1: Combat Training: Defensive -- DefBuff-I:50(A), DefBuff-I:50(3), DefBuff-I:50(11)
Level 2: Subdue -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(11), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(5), RedFtn-EndRdx/Rchg:50(9), RedFtn-Def/EndRdx/Rchg:50(9), RedFtn-Def:50(21), RedFtn-EndRdx:50(48)
Level 6: Combat Jumping -- DefBuff-I:50(A)
Level 8: Combat Training: Offensive -- Acc-I:50(A)
Level 10: Indomitable Will -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(50)
Level 12: Dominate -- EoCur-Acc/Hold:50(A), EoCur-Acc/Hold/Rchg:50(13), Thundr-Dmg/Rchg:50(13), Ruin-Dmg/Rchg:40(15), Dmg-I:50(25), Hold-I:50(37)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Scramble Thoughts -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(19), Stpfy-Acc/EndRdx:50(19), Stpfy-Stun/Rng:50(21), Stpfy-Acc/Stun/Rchg:50(25), Stpfy-KB%:50(31)
Level 20: Health -- Heal-I:50(A)
Level 22: Foresight -- DefBuff-I:50(A), DefBuff-I:50(23), DefBuff-I:50(23)
Level 24: Stamina -- EndMod-I:50(A), EndMod-I:50(43), EndMod-I:50(43)
Level 26: Total Domination -- Para-Acc/Hold/Rchg:30(A), NrncSD-Acc/Hold/Rchg:30(27), EoCur-Acc/Rchg:50(27), EoCur-Acc/Hold/Rchg:50(31), G'Wdw-Acc/Hold/Rchg:50(31), G'Wdw-EndRdx/Hold:50(34)
Level 28: Confuse -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(29), Mlais-Acc/EndRdx:50(29), Mlais-Conf/Rng:50(34), Mlais-Acc/Conf/Rchg:50(37), Mlais-Dam%:50(43)
Level 30: Mask Presence -- S'dpty-Def/EndRdx:40(A)
Level 32: Psychic Wail -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/Stun/Rchg:50(33), M'Strk-Dmg/Rchg:50(33), M'Strk-Dmg/EndRdx/Rchg:50(33), M'Strk-Acc/Dmg:50(34), C'ngBlow-Dmg/Rchg:50(46)
Level 35: Mind Link -- GftotA-Def/Rchg:40(A), RedFtn-Def/Rchg:50(36), LkGmblr-Def/Rchg:50(36), S'dpty-Def/Rchg:40(36)
Level 38: Aura of Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(39), Bfdlng-Acc/Conf/Rchg:30(39), C'phny-Acc/Conf/Rchg:30(39), Mlais-Acc/Conf/Rchg:50(40), Pplx-Acc/Conf/Rchg:50(40)
Level 41: Tactical Training: Leadership -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(42), AdjTgt-ToHit/EndRdx:50(42), AdjTgt-ToHit/EndRdx/Rchg:50(42)
Level 44: Soul Tentacles -- TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(45), TotHntr-Acc/EndRdx:50(45), TotHntr-Immob/Rng:50(45), TotHntr-Acc/Immob/Rchg:50(46), TotHntr-Dam%:50(46)
Level 47: Hasten -- RechRdx(A), RechRdx(48), RechRdx(48)
Level 49: Aim -- RechRdx(A), RechRdx(50), RechRdx(50)
------------
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1421;694;928;|
|>-JEE%E/$U$4QV\W2S=*+;3LE*6T@!1X<TE$9(E-0#%%,6*L`XPPL<XT,U.1)W%Y]$$|
|-`=2P?@S]/+[X9%Q?C/4LU\;BHY/V_YLY<\__GG-G[LP\G`@*L3$J'/7C!<6R\F.FLK|
|2J&U9^7ELVUKR7%;MD*@7A%4)T4B@_9RJ:KNDKF2G#M$N Z8BN54,N<JMQ?,\Q[?]^3H|
|4A67U5-5;<S?TZ"LX91R$RK2A%2^6)*LW75LOQTD2NJZG*$3K/Z`\W2%K6"9J_')HO:|
|4N;ZY-A</F>4"OD9Q5<[T1*NR#_POHAX^R1^P"1H1SCW!BGU![0*@[)/0<$<;]``=|
|E.44[9S'\C)=!>1]L'6SKKK+U5]FFV'82;%ULZW'Y'905(-0$&2%"?2UA*$R(P6I[.$|
|MX>/H),/+*D+>90E,0\G'(X8O!29L8B1,VH=:`K#5PERR#*PRY!)N`E &ALXR5($N(P:|
|XBS1"C-K4$H+&<-<V@+O"/2._*(3$]N,!YS*T\(C4\)[<\(7C"*2J-H#QEEH?P&N>(-|
|W&2L"C60$Y<#X@D*]5=A&TIIDJ4T+5#GS7<8BSPY-]U>('1JA`LP;XO,:OE,H=8OC*\|
|\[ANAYSNA_P?AO!]]N8&V7[1Z.S!]AS3JX)5(<-,)D^I+E`B=1<*@3A@%HR[.<G7A0T|
|Z);GXCNB.,,KE?A'%)Z9[D,GNYS-X/U&/O1T**RTQ](ER"K+1T3^\Y,=2WSSAB'!!^N|
|H08D.X#6Y1Z:INQPWA-&'S#>$OH@B>2X2QG!E\"MTL,'>,K6)5A.698Q D:.L=5=V:+P|
|@T-,_Q.9=5?VFW!0Y(J[LD7_ZWA7^4#XKN*NSZ%<0YE'N8%R$V4!Y1;*;90\2OE])3M|
|\&@LZ@W(6Y1S*<QSDQ<T70`FBA%!J4<(H=2A 1E!A*,\HN2ODW9FT%70``|
|-------------------------------------------------------------------|</pre><hr /> -
4.2 Mad Recharge & perma Mind Link
People seemed to like this angle on the last guide, so here we go again!
Boy is this build expensive. I will never have this build. But, you know, if anyone wants to spot me several LoTGs that's cool....
It's so tough to get Mind Link perma, I figure'd we might as well go for the perma hasten build, which is only 3 or 4 LoTGs past it! Plus, with perma-hasten we are assured that the brief hasten downtime won't cause ML to misfire by a few seconds (since, you know, for the purpose of this build we are pretending we are obsessed with the difference a few seconds make). I'm not math obsessed, so I could be quite wrong and your ML would stay perma anyway, even with some hasten downtime. But hey, we are dreaming on this build anyway right?
This build also has capped melee & range defense and about 35% aoe defense (don't forget that Mask is only 2.5% unsuppressed!). Capping melee & ranged is kind of the point of perma-ML anyway...although it certainly doesn't hurt that your teammates will have an extra 14% defense. I could have gotten another 1 or 2% def on ML, but I believe those slots are better spent on stamina, since you will be burning through end like some excessively descriptive metaphor.
Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/
Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Telekinetic Blast -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(3), Thundr-Dmg/Rchg:39(9), Thundr-Acc/Dmg/Rchg:39(25), Thundr-Acc/Dmg/EndRdx:39(34), Thundr-Dmg/EndRdx/Rchg:39(37)
Level 1: Combat Training: Defensive -- DefBuff-I:40(A), DefBuff-I:40(5), DefBuff-I:40(11)
Level 2: Subdue -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(3), Thundr-Dmg/Rchg:39(9), Thundr-Acc/Dmg/Rchg:39(25), Thundr-Acc/Dmg/EndRdx:39(31), Thundr-Dmg/EndRdx/Rchg:39(37)
Level 4: Tactical Training: Maneuvers -- GftotA-Def/EndRdx:39(A), GftotA-Def/Rchg:39(5), GftotA-Def/EndRdx/Rchg:39(11), GftotA-Run+:39(17)
Level 6: Dart Burst -- Det'tn-Acc/Dmg:39(A), Det'tn-Dmg/Rchg:39(7), Det'tn-Dmg/Rng:39(7), Det'tn-Acc/Dmg/EndRdx:39(19), Det'tn-Dmg/EndRdx/Rng:39(27), RechRdx-I:40(36)
Level 8: Hover -- Flight-I:40(A), Flight-I:40(48), Flight-I:40(48)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+:30(A)
Level 12: Dominate -- EoCur-Acc/Hold/Rchg:39(A), Para-Acc/Hold/Rchg:30(13), Mael'Fry-Dmg/EndRdx:35(13), Mael'Fry-Acc/Dmg:35(21), Mael'Fry-Dmg/Rchg:35(21), Dmg-I:40(34)
Level 14: Psychic Scream -- Det'tn-Acc/Dmg:39(A), Det'tn-Dmg/EndRdx:39(15), Det'tn-Dmg/Rchg:39(15), Det'tn-Acc/Dmg/EndRdx:39(19), Det'tn-Dmg/EndRdx/Rng:39(27), RechRdx-I:40(37)
Level 16: Fly -- Frbd-Fly:39(A), Flight-I:40(17)
Level 18: Swift -- Flight(A)
Level 20: Health -- Heal(A)
Level 22: Foresight -- DefBuff-I:40(A), DefBuff-I:40(23), DefBuff-I:40(23), Empty(36)
Level 24: Stamina -- EndMod-I:40(A)
Level 26: Mask Presence -- Krma-Def/EndRdx:30(A)
Level 28: Mind Link -- RedFtn-Def/Rchg:39(A), S'dpty-Def/Rchg:39(29), AdjTgt-EndRdx/Rchg:39(29), LkGmblr-Def/Rchg:39(31), S'dpty-Def/EndRdx/Rchg:39(31)
Level 30: Confuse -- Mlais-Acc/Rchg:39(A), Mlais-EndRdx/Conf:39(34), Mlais-Acc/EndRdx:39(36), Mlais-Conf/Rng:39(46), Mlais-Acc/Conf/Rchg:39(48), Mlais-Dam%:39(50)
Level 32: Psychic Wail -- C'ngBlow-Acc/Dmg:39(A), C'ngBlow-Dmg/Rchg:39(33), C'ngBlow-Acc/Rchg:39(33), M'Strk-Dmg/Rchg:39(33), M'Strk-Dmg/EndRdx/Rchg:39(40), Sciroc-Dmg/Rchg:39(43)
Level 35: Tactical Training: Assault -- EndRdx-I:40(A)
Level 38: Aura of Confusion -- Pplx-Acc/Rchg:39(A), Pplx-EndRdx/Conf:39(39), Pplx-Acc/Conf/Rchg:39(39), Pplx-Rchg/Conf:39(39), Mlais-Acc/Conf/Rchg:39(40), C'phny-Acc/Conf/Rchg:30(40)
Level 41: Gloom -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(42), Thundr-Dmg/Rchg:39(42), Thundr-Acc/Dmg/Rchg:39(42), Thundr-Acc/Dmg/EndRdx:39(43), Thundr-Dmg/EndRdx/Rchg:39(43)
Level 44: Psionic Tornado -- Det'tn-Acc/Dmg:39(A), Det'tn-Dmg/EndRdx:39(45), Det'tn-Dmg/Rchg:39(45), Det'tn-Acc/Dmg/EndRdx:39(45), Det'tn-Dmg/EndRdx/Rng:39(46), RechRdx-I:40(46)
Level 47: Hasten -- RechRdx-I:40(A), RechRdx-I:40(50), RechRdx-I:40(50)
Level 49: Aim -- RechRdx-I:40(A)
------------
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1415;702;936;|
|>-JEE-E/$U$4QN^T4X<N4"K[3EN@E*7`FTLB(H)I(HH!Q8BQ&6$"$\<9,C,5>//5Y<$|
|U\045WA7U4?\CHXDK/FA2SW)M;#2^.&F_W_2[<\X]=\Z]G=DX'A/B^KA0ZB<MW?,*$Z|
|Z^M&H[7F'!7';6M5.Z7W1U2VA"B"19A7E7-VW37LE-.ZY?M'5?+UMM\X9^==UQK_P^)|
|JU$WEXU7,/V<[]NHK..8^6F+7-EU8_QO>G;AN=%Z,?<FF$L)^@V;U\S/?.R:9G^9N/4|
|FKF4.S<U,5^8<XI684;W?,/=;(8"L_"]`\OAJQ026X`^$7A,J'I":'Y*2&X3>G8(DQ&|
|`0E$!T0G(")418=R-R7%(J_PC;6=%VBE(&^2TP:"JH*6&"!&-4!LF[$#VD,P>>D:A^W|
|89+PC[7Q):7Q'2@U13&JB<51`2Y,U4H%IF#[,TXMP$]QTB`<P4U3.%%VAR6.+-!*["|
|69*U-]@W"(D.RC1?8BJEE'57%_-<\;N7^KKX?JB4%R<HY3X#UXO%Q:"D80L+!$&J$&a mp;A|
|@5<GO;H(>WE@@WQ_#=R(Q@JD2W")*@AMDJ%-W31P!");>&[1LB=P@>-@M?%3:EN4RFD|
|O4;WMVP'J78+,3H5P-()!O.:.3V0E/Q/27PC#7PDC>X2Q;X1'\*:Z9%271=F[;8;#<`|
|F9(F%@@W`"YDK)!:22M(!C8/7*1+WO*'??>\8'QD="AJ?/O*4F?@\*T2^C^GF;9GF;9|
|GF;9GF;#O`V'>!M^A"*'I11@]S>(6[O$+=WB-L[S.T=YO:FX*WGY)G)L356@7N0=E3V|
|8)2M=K5\.N&#O3OYAS.KEH^:4,@YK99/YW]=K\O_#>$SN,/F4,ZB+*"<1[F`LHAR$>4|
|22@&E]*8<'3^`!1U$.81R&.4V/J3AV8JBQ%"J46I0XBBU*'4HC2BM*%LHI9_V#0K?|
|-------------------------------------------------------------------|</pre><hr /> -
4.0 Builds
I make no claims about any of these builds being the "best" or whatever, they are all just examples of my points, and you should feel free to make changes based on your own playstyle.
4.1 My current build
Let's just get the curiosity out of the way first shall we? My build is not particularly spectacular, nor expensive - I could afford neither. But it is very, very functional. With Mind Link up I'm capped on everything, and it's up about 75% of the time (20-35s in between uses, depending on hasten cycling).
I never had any problems soloing, nor doubts about the benefits I brought to my team. I led several ITFs with him, and I suspect that anyone on one of his ITFs (except that one jerk I kicked for leeching) will vouch for his effectiviness.
Yes, there is an empty slot in foresight - I'd planned on putting another 4x of Gift of Ancients in there, but hit 50 before I got around to it (yes, I pretty much retire my characters at 50).
Everything is in pink because its his favorite color.
Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/
Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Telekinetic Blast -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(3), Thundr-Dmg/Rchg:39(9), Thundr-Acc/Dmg/Rchg:39(25), Thundr-Acc/Dmg/EndRdx:39(34), Thundr-Dmg/EndRdx/Rchg:39(37)
Level 1: Combat Training: Defensive -- DefBuff-I:40(A), DefBuff-I:40(5), DefBuff-I:40(11)
Level 2: Subdue -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(3), Thundr-Dmg/Rchg:39(9), Thundr-Acc/Dmg/Rchg:39(25), Thundr-Acc/Dmg/EndRdx:39(31), Thundr-Dmg/EndRdx/Rchg:39(37)
Level 4: Tactical Training: Maneuvers -- GftotA-Def/EndRdx:39(A), GftotA-Def/Rchg:39(5), GftotA-Def/EndRdx/Rchg:39(11), GftotA-Run+:39(17)
Level 6: Dart Burst -- Det'tn-Acc/Dmg:39(A), Det'tn-Dmg/Rchg:39(7), Det'tn-Dmg/Rng:39(7), Det'tn-Acc/Dmg/EndRdx:39(19), Det'tn-Dmg/EndRdx/Rng:39(27), RechRdx-I:40(36)
Level 8: Hover -- Flight-I:40(A), Flight-I:40(48), Flight-I:40(48)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+:30(A)
Level 12: Dominate -- EoCur-Acc/Hold/Rchg:39(A), Para-Acc/Hold/Rchg:30(13), Mael'Fry-Dmg/EndRdx:35(13), Mael'Fry-Acc/Dmg:35(21), Mael'Fry-Dmg/Rchg:35(21), Dmg-I:40(34)
Level 14: Psychic Scream -- Det'tn-Acc/Dmg:39(A), Det'tn-Dmg/EndRdx:39(15), Det'tn-Dmg/Rchg:39(15), Det'tn-Acc/Dmg/EndRdx:39(19), Det'tn-Dmg/EndRdx/Rng:39(27), RechRdx-I:40(37)
Level 16: Fly -- Frbd-Fly:39(A), Flight-I:40(17)
Level 18: Swift -- Flight(A)
Level 20: Health -- Heal(A)
Level 22: Foresight -- DefBuff-I:40(A), DefBuff-I:40(23), DefBuff-I:40(23), Empty(36)
Level 24: Stamina -- EndMod-I:40(A)
Level 26: Mask Presence -- Krma-Def/EndRdx:30(A)
Level 28: Mind Link -- RedFtn-Def/Rchg:39(A), S'dpty-Def/Rchg:39(29), AdjTgt-EndRdx/Rchg:39(29), LkGmblr-Def/Rchg:39(31), S'dpty-Def/EndRdx/Rchg:39(31)
Level 30: Confuse -- Mlais-Acc/Rchg:39(A), Mlais-EndRdx/Conf:39(34), Mlais-Acc/EndRdx:39(36), Mlais-Conf/Rng:39(46), Mlais-Acc/Conf/Rchg:39(48), Mlais-Dam%:39(50)
Level 32: Psychic Wail -- C'ngBlow-Acc/Dmg:39(A), C'ngBlow-Dmg/Rchg:39(33), C'ngBlow-Acc/Rchg:39(33), M'Strk-Dmg/Rchg:39(33), M'Strk-Dmg/EndRdx/Rchg:39(40), Sciroc-Dmg/Rchg:39(43)
Level 35: Tactical Training: Assault -- EndRdx-I:40(A)
Level 38: Aura of Confusion -- Pplx-Acc/Rchg:39(A), Pplx-EndRdx/Conf:39(39), Pplx-Acc/Conf/Rchg:39(39), Pplx-Rchg/Conf:39(39), Mlais-Acc/Conf/Rchg:39(40), C'phny-Acc/Conf/Rchg:30(40)
Level 41: Gloom -- Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(42), Thundr-Dmg/Rchg:39(42), Thundr-Acc/Dmg/Rchg:39(42), Thundr-Acc/Dmg/EndRdx:39(43), Thundr-Dmg/EndRdx/Rchg:39(43)
Level 44: Psionic Tornado -- Det'tn-Acc/Dmg:39(A), Det'tn-Dmg/EndRdx:39(45), Det'tn-Dmg/Rchg:39(45), Det'tn-Acc/Dmg/EndRdx:39(45), Det'tn-Dmg/EndRdx/Rng:39(46), RechRdx-I:40(46)
Level 47: Hasten -- RechRdx-I:40(A), RechRdx-I:40(50), RechRdx-I:40(50)
Level 49: Aim -- RechRdx-I:40(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
------------
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1415;702;936;|
|>-JEE-E/$U$4QN^T4X<N4"K[3EN@E*7`FTLB(H)I(HH!Q8BQ&6$"$\<9,C,5>//5Y<$|
|U\045WA7U4?\CHXDK/FA2SW)M;#2^.&F_W_2[<\X]=\Z]G=DX'A/B^KA0ZB<MW?,*$Z|
|Z^M&H[7F'!7';6M5.Z7W1U2VA"B"19A7E7-VW37LE-.ZY?M'5?+UMM\X9^==UQK_P^)|
|JU$WEXU7,/V<[]NHK..8^6F+7-EU8_QO>G;AN=%Z,?<FF$L)^@V;U\S/?.R:9G^9N/4|
|FKF4.S<U,5^8<XI684;W?,/=;(8"L_"]`\OAJQ026X`^$7A,J'I":'Y*2&X3>G8(DQ&|
|`0E$!T0G(")418=R-R7%(J_PC;6=%VBE(&^2TP:"JH*6&"!&-4!LF[$#VD,P>>D:A^W|
|89+PC[7Q):7Q'2@U13&JB<51`2Y,U4H%IF#[,TXMP$]QTB`<P4U3.%%VAR6.+-!*["|
|69*U-]@W"(D.RC1?8BJEE'57%_-<\;N7^KKX?JB4%R<HY3X#UXO%Q:"D80L+!$&J$&a mp;A|
|@5<GO;H(>WE@@WQ_#=R(Q@JD2W")*@AMDJ%-W31P!");>&[1LB=P@>-@M?%3:EN4RFD|
|O4;WMVP'J78+,3H5P-()!O.:.3V0E/Q/27PC#7PDC>X2Q;X1'\*:Z9%271=F[;8;#<`|
|F9(F%@@W`"YDK)!:22M(!C8/7*1+WO*'??>\8'QD="AJ?/O*4F?@\*T2^C^GF;9GF;9|
|GF;9GF;#O`V'>!M^A"*'I11@]S>(6[O$+=WB-L[S.T=YO:FX*WGY)G)L356@7N0=E3V|
|8)2M=K5\.N&#O3OYAS.KEH^:4,@YK99/YW]=K\O_#>$SN,/F4,ZB+*"<1[F`LHAR$>4|
|22@&E]*8<'3^`!1U$.81R&.4V/J3AV8JBQ%"J46I0XBBU*'4HC2BM*%LHI9_V#0K?|
|-------------------------------------------------------------------|</pre><hr />
-
2.0 Flavors
I think the Fort has more options than a Bane, but less than the Widow as far as playstyle variance goes.
Here are what I think the major sub-archetypes are, keeping in mind that I think most players play a hybrid of 2 of these:
2.1: Ranged/Ranged Aoe
This what your custom Fort powers, at first glance, lend themselves best to. You grab the ranged psi attacks, Dart Burst and possibly Poison Dart (maybe subbing it for Mental Blast). You don't like touching enemies except to pick the loot from their corpses (Yes! We have loot now, live with it!), and even then you'd probably rather just lift their gear with TK.
Incidentally, you can lock down single targets very well just by way of Dominate being a mainstay of your attack chain. You frequently have attacks geared up and ready to go...probably because of the length of the Psi Tornado animation.
2.2: Control Focus
The second most obvious thing about your powers...controls! You've chosen the AOE hold & confuse over other, more interesting powers and probably took both Confuse & Scramble thoughts. Enemies don't get to do much on your watch, but large groups or multiple spawns will break through your controls and may eventually overpower you - hope you slotted your defenses well!
You may not solo very quickly.
2.3: Team Focus
An all around good ally to have: you've got a mix of controls & attacks to supplement your generous slotting in the team buffs. You can still solo decently, as you hopefully have a complete attack chain, possibly by way of mixing a cone with your single target attacks.
2.4: Aoe hybrid
This is the freaky stepchild that runs around with Spin and possibly Follow-Up and Lunge, to provide some additional damage dealing capabilities in addition to their numerous aoes and/or controls.
This style & build seem to strongly favor teams a) because aoes are most useful for larger spawns and b) because you may lack a decent single target or ranged attack chain until quite late game. You are best off in a team, exploiting each of your abilities (out of stealth decent crit, heavy pbaoe, ?random controls?) where they will do the most damage - as opposed to just trying to get through solo content, possibly not very quickly.
3.0 Playstyle
3.1: Roles
Forts fill a lot of roles, moreso than Banes (generally) and Widows I believe, and more than most Crabs do actively (while a Crab has the *potential* for multiple roles, many that I have seen do not play this way, and indeed it is not the most optimal playstyle imho).
Forts can blast at range, versus single targets and crowds, or blast in melee range where their superior melee defense protects them. They can even tank at times - especially with Mind Link up. I've been the lone survivor a few times. Vengeance works wonders here if you have room for it.
Forts can provide medium level aoe control (noticeably less than a dom or controller, competive with control oriented defenders (storm, dark) if specced well). The real strength of these controls lies in their existence IN ADDITION to the Forts decent damage dealing capabilities. Also, having a ranged, single target hold that does *excellent* damage (and in fact should be slotted for damage) is truly an awesome thing. Try it, you'll like it.
Forts can dish out decent melee damage to accompany their other strengths if you wish - but in most cases I advise against it (but see the the final build for some minor melee usage).
3.2: Movement is good
When I play my fort teamed, I move *a lot*. Leap into a spawn, fire off nuke, leap out to side, blast with cones, jump back towards team, fire off Mind link, jump/fly to another location for repositioning a boss with TK Blast, etc.
Even solo I'm moving a lot, especially to position things with TK Blast. Man I wish we had "real" TK....
You don't have to move that much, heck you can just sit back and blast if you go for certain focuses, but I enjoy the activity that comes along with all the options at our disposal.
3.3: Team leader material
I think this also helps Forts to be excellent team leaders. While any class can lead a team, I think it helps if that character can be in the thick of things when need be. Being able to fire off controls or aoes to steal aggro from a squishy certainly helps as well. Team buffs in the form of ML, the leadership toggles, and Vengeance also contribute greatly to a teams effectiveness.
Sure you can play a "lazier" style of fort, and let others run the teams, but this is, I think, definitely a class to consider when you're looking for the kind of character that can successfully hold together teams and run SFs/TFs, etc.
Sure a corruptor or defender brings a noticeable amount to the table, as does a brute/tank/anything else - but the sheer variety of skills that a Fort can bring give you the options to play a little of each role (like a Kheld, but not nearly as limiting! (IMHO!)).
-
aka. Lobster's Guide to Good Fortune
v. 0.97
Q: You couldn't find a better pun for the tittle?
A: No. Not unless I delved into the realm of mashed fish products.
0.0 Introduction
This is my second attempt at a V(illain) E(pic) A(rche)T(ype) guide - you may already be familiar with my Guide to Crabbing - and it looks like my last as I see there are already some decent guides up for Widows & Banes (yay! Less work for me!). I'll try and make it useful. Keep in mind that Fortunata's are also less annoying that Khelds ;).
I'll be following the same basic outline as my previous guide, as it helps keep me focused on what to present.
0.1 Things to Like
Things to like about Fortunatas:
*Ranged damage: You are a ranged damage dealer. Sure, you can take some melee attacks from the Widow primary so you can crit out of Mask if you really want...but I'm not going to recommend that because it seems a sub-par use of your talents to me. Your ranged damage is also rarely resisted (psi & some lethal/toxic), but when it is resisted it is resisted pretty heavily. Par for the course for psi damage - having a level 50 already, you should be familiar with this in some fashion.
*Survivability: Wow. You're a blasta-dom with status protection and frequently capped defenses? Huh? The ladies like.
*Team buffs: In addition to the standard tasty VEAT snacks that are the lower end cost Leadership buffs, you also get an awesome team defense & psi resist buff in the form of Mind Link.
*Controls!: You have excellent single target controls in the way of an all around awesome single target hold, and the long-lasting single target confuse. You also have some sub-par to decent AOE controls, only lacking in that they can't hold bosses without help (compared to controller hold crits & domination), but you can stack them with your single target controls to effect a boss or two.
0.2 Things to Complain About [if you are so inclined]
*Like Crabs, your single target damage is slightly sub-par (but not nearly as much) when compared to your melee counterpart (Night Widow). Of course this makes perfect sense though, since you deal your damage from RANGE and have CONTROLS, so it's nothing I would complain about. But, if you're a big whiner, go for it!
*You cannot solo Lucsa (let alone even fight her)
*Your Mind Link is not as good as the Widow Mind Link: This I think is a valid complaint to some degree. Your Mind Link has a base recharge of 300s, compared to the Night Widow's 240s AND they have Mental Training, which puts it down to 200s before enhancements. It is much more difficult for a Fort to perma (I didn't even bother on mine; it's up enough).
*No butt capes: I know, I know.
*Why did we get Mass Dominate instead of Telekinesis? I don't know..but wouldn't that have been SWEET?
0.3 Anti-Melee Disclaimer & Discussion
This guide is going to suggest that you heavily favor the ranged attacks, and pretty much ignore the melee ones. Thus, I won't be discussing the specific melee attacks much at all. Why? I don't think they play to the Fort's strength, and taking them promotes an even more fractured build than you'll wind up with anyway (range + melee + control + defense + buffs = jack of all trades, but weakened strength in all).
I will discuss 2 cases where I think 2 melee attacks may be warranted, beyond that don't expect much.
0.4 My Fortunata
Some of you may remember my Fort - I ran many, many ITFs as Perchance on Pinnacle. I hope he provided some entertainment, and some good teams, as I certainly enjoyed the ride to 50. I'll post his build in the builds section for the curious.
1.0 Powers
I've omitted specific numbers in most cases, because you can just check in game or use a build planner to get those. I have provided a few numbers where I found them useful. For the most part, I'll just give you a general idea about the power and tell you what I think of it.
Powers with * are Night Widow powers that require the claws draw animation, none of the Fort powers have a draw animation
Powers in bold are the Fort's signature powers (in my opinion). These are the powers that define you, and that you really shouldn't skip unless you have a great reason (and even then I'd probably slap you!).
1.01a: *Poison Dart
1.01b: *Swipe
1.01c: Mental Blast
1.01d: Telekinetic Blast[/color]
Wow, that's a lot of choices for a first attack. I like.
Swipe is you basic fast, light melee attack and, like all other melee attacks, I'm going to advise skipping it.
The choice between MB & TK is tough, as they do almost exactly the same damage. Half of TK's damage is smashing, which can be useful. TK has 50% longer recharge (6s compared to 4s), but has a very reliable knock back effect (compared to MB's -30% recharge debuff). This choice is up to you, neither will gimp you, but I highly recommend TK for several reasions:
1) It looks much cooler.
2) Reliable ranged KB is very useful.
3) It looks very cool.
At low levels the extra 2s recharge may be annoying, but by later levels you've got so much going on it won't be much of an issue.
As for Dart, its a great attack, and it IS better than Mental Blast from the standpoint of: better damage, faster activation for the same recharge. It can also be useful for adding an extra damage type into the mix. However, it does have the redraw animation, which may annoy you. I'd definitely suggest taking it pre-respec, but post I think TK is a better option.
However, the 6s recharge may annoy you - in that case I'd say Dart over MB if you can deal with the weapon draw...
1.01e: Combat Training: Defensive (CT:D)
Passive defense versus melee. A little more than half the strength of a standard defense toggle - but it costs nothing! You have to take it anyway, so just roll in its awesomeness.
1.02a: *Strike
1.02b: Subdue
Strike is a slightly stronger single target melee attack, skip it.
Subdue is much stronger single target ranged psi attack than MB or TK, and has an 80% chance for a mag 3 immobilize. It's an integral part of your single target attack chain, and your heaviest hitter. I would strongly recommend against skipping it.
1.02c: Combat Training: Offensive (CT:O)
Passive accuracy boost and resist to tohit debuff. Not any kind of priority, but if you have room for it go for it. I recommend TT:L over CT:O, because it benefits your entire team BUT if you have room for both it can't hurt.
1.04: Tactical Training: Maneuvers (TT:M)
I know, I know: it's not as good as the crab version, and "barely" better than the pool version. But I'm still calling it a signature power. Why?
Because all VEATs get a flavor of this, and 7.7% defense (slotted) to ALL for the entire team is excellent. It will also help you come closer to soft-capping your melee defense (even though you're rarely in melee) and provide a good deal of your ranged & aoe defense.
1.06a: *Dart Burst
A solid ranged cone attack. Even though it's from the generic widow primary, it does more damage than either of your other aoes (Psychic Scream & Psionic Tornado), so keep that in mind. For builds that want any aoe, I highly suggest this. It's worth the claws draw animation. The extremely fast (8s) recharge and minor regen debuff (-25%) don't hurt either.
1.06b: Aim
It's Aim. Aim is always Aim. I report, you decide.
1.08a: *Follow Up
???CHECK???
Unlike Widows, Fort's can take both Follow Up AND Aim. So, if you have room you may want this just to maximize your Psychic Wail nuke damage, or for an interesting Wail+Spin+Tornado combo build. I stayed out of melee entirely, so had no use for this. Don't get me wrong, it is an -excellent- power, having to get a melee hit in every 10s just doesn't work with a ranged playstyle.
1.08b: Psychic Scream
Less damage and quicker recharge than the Night Widow version, it does about the same damage as Psionic Tornado but on an 8s faster recharge timer. Same recharge as the Dominator version (12s), but about 50% more base damage. An all-around decent, but not stellar, ranged aoe. It's one of your staple attacks if you're going for any kind of decent aoe, so I'd suggest taking it.
1.10: Indomitable Will
Near-complete status protection (all except End Drain & Slow I think), it even has Fear, Confuse, Repel & Knockback! You don't need to take it as soon as it becomes available, but you should definitely work it in as soon as you can. I usually get it by about 14.
It also has a small amount of psi resist (10%), which means you can slot it with the 3% global defense IO.
1.12a: *Spin
An excellent pbaoe melee attack. Except that Forts are primarily ranged damage dealers....
Like I suggested earlier, it can work in a few interesting combos when paired with Follow-Up, Psychic Wail or Psionic Tornado, and it can crit out of Mask/Hide. I would skip it unless I was specifically focusing on one of those things.
1.12b: *Lunge
A strong (the strongest you have access to) single target melee attack. It does about 30% more damage than your next heaviest damage dealers (Subdue & Strike), so may be worth taking just for the crit out of hide vs bosses, if you're into that kind of thing. I don't suggest it, but hey if you like flavor, try the coconut; it's superb!
1.12c: Dominate
Hands down one of the best powers in the set. A ranged single target hold that deals excellent (btw. TK & Subdue) psi damage. In fact, don't even think of it like a hold, think of it like a ranged attack with a bonus hold feature. IE I wouldn't suggest slotting it for any kind of hold effect until you are done maxing damage, and tweaking end/rech/acc to your liking. Even without hold slotting, you can lock down a single boss pretty handily.
With 0 recharge slotting & no other interfering factors, you should be able to exactly lock down an even con boss as soon as the second one hits. So, with good IO slotting you can do quite well.
Take this power.
1.12d: Psionic Tornado
A very nice (to watch) ranged aoe attack with random knock-up & -30% recharge debuff. The damage on this is rather low, IMHO, for the recharge (20s), and the special effects don't make up for this. Still, it IS pretty to watch, and you may want more than 2 cones for aoe, so if you've got room it's a decent pick. I put it off until the 40s and just took it insted of a patron immob cone.
School of Sharks & Soul Tentacles do about the same damage for the same recharge, and give you a guaranteed immobilize, so you may want to consider one of those instead for a heavy cone focus.
1.16: Tactical Training: Assault (TT:A)
Provides the same buff as the pool version (15%) for half the endurance. Lots of builds will find room for this.
1.18a: Confront
A single target taunt. If you're interested in this, I've got a school bus that runs on broken dreams you may want to take for a spin.
But seriously folks...if you are going for uber versatility, and want to take advantage of your capped defenses by taunting....one critter, then go for it, but I think you can find better things to spend your time banging your head against.
1.18b: *?Scramble Thoughts
A ranged, single target stun. Like Bean Bag, etc. but stronger.
I call this a signature power because it is quite powerful - very few classes get a power that will one shot hold a boss - and at an 80 range!
And yet, at the same time, there's not really much need. The animation time is quite long (3s), and in that time you could have blasted them twice and be ready to stack a second dominate in another few seconds.
I opted for confuse instead for the purple set bonuses, but for simple raw utility & power, this is a good pick. Just don't expect it to save your life - 3s can be a long time when you've got low hp & no resists.
1.20a: Tactical Training: Leadership (TT:L)
Provides the same buff as the pool version (10% to hit) for half the endurance. I'd suggest this for most builds, and take it over CT:O.
1:20b: Mask Presence
Better stealth (slightly) than the pool stealth, 60% less end, no movement penalty, slighly more suppressable defense, and the same (2.5%) unsupressed defense.
Also allows your melee attacks to crit out of stealth.
I wouldn't take it for the critting, but rather for the extra positioning flexibility it provides for controls & aoes. Also, the extra 2.5% (3.75% slotted) defense can mean the difference between capping defense and not.
1.22: Foresight
A passive 7.5% (11.8% slotted) defense to ALL with 20% psi resistance AND 25% stun/immob/fear/sleep/hold/confuse resist (not -mag, just resist, so it lowers the duration).
You would have to be clinically insane to pass this up or not slot it 2 slots for an extra 2.8% def vs. all is totally worth it in my book. Keep in mind that you can also use a slot here for the 3% global defense IO.
1.24: Mind Link
10% defense to ALL (15.7% slotted), 30% psi resist & 5% tohit for 90s for yourself and nearby teammates. 300s recharge. Yes this is 60s longer than the Night Widow version even though we lack Mental Training. Yes I think that is rather silly. I can see how maybe they are think you are not in melee as much so you don't need the extra def, or you have the controls to make up for it, etc. etc. So, I can *kinda* see where they are coming from.
But it's still annoying.
That being said, without hasten you can get it down to about 150s recharge fairly easily - so 90s up, 62 down. Not horrible for something that should put you at the melee def cap, and may cap the other 2 as well.
Remember!: You can't slot normal recharge enhancements here, but you CAN slot defense or tohit ios than have recharge components, so in general I'll use 4 def/rech and 1 def/end/rech, or maybe 1 ??/rech from a tohit set.
Take this!
Why do I even have to explicitly recommend this? I don't know, but I see many Forts & Widows, perhaps following the sadly standard "greedy" power choice theology of "If it helps someone other than me, I won't take it!", thereby neglecting a hug portion of their defenses. Dumb. Heck, you don't *have* to gather teammates every time you fire it off - just fire if off in their general vicinity and it's bound to hit at least a few, 35 radius is pretty large.
1.26: Total Domination
Range aoe hold. Underwhelming for me, like all aoe holds since the aoe control nerf/charge. A 240s recharge for a 10s control that won't get bosses just doesn't get me excited, sorry. Yes, you can stack it with Domination, and that's pretty much it's saving grace. If you are going for perma/heavy hasten slotting in an attempt to perma Mind Link, this may be a lot more useful, since you can potentially turn it into a 90s recharge for 20s hold, which isn't bad at all.
Still, I skipped this, and the choice is entirely up to you - do you have enough room to slot this heavily? Will it be worth it to you? Are minions/LTs much of an issue? The answer to those questions for me was "No."
1.28: Confuse
A very good single target control, as it doesn't draw any agg to cast it, so you can easily stack it twice on a boss and take them out of the fight. The long base duration (26s) also mean that this power is out-of-the-box good and you don't really have to do anything to it.
That being said, it's also a good place for a Malaise or purple set if you have the slots. I would say take either this or Scramble Thoughts, but not both. I went this route because I had most of a Malaise set at this point. Basically, I dumped 4-5 extra slots for the set bonuses - which was worth it to me because 3.13% ranged is pretty noticeable.
1.32: Psychic Wail]
Wow. This power is awesome. A crashless nuke? Sign me up!
Now, keep in mind it only does about as much damage as a defender nuke. Still, as a Fort you are more able to safely survive in nuke range than the vast majority of defenders. And it's crashless & comes with a Mag 3 stun & a -70% recharge debuff. It's awesomesauce in a bag (for the Canadians, eh!).
I'm not even a fan of nukes, but I love this one. A lot of that is because not having to worry about the end crash makes nuke usage a lot more practical - in teams I pretty much use this as soon as it's recharged.
If you do opt for Follow-Up, you can hit with that (possibly critting out of Hide) & Aim then unload this, Tornado (& possibly Spin), for a pretty nasty pbaoe mess.
1.35: Tactical Training: Vengeance (TT:V)
Vengeance is as Vengeance does. Your buddy (or someone you can't stand) died...make some use of it!
I didn't have room for this, but enjoyed benefiting from it the few times others had it and it someone died. Death wasn't exceptionally common on my teams, so I can't say that I missed it.
Still, it's a great power to just grab when you need something that you don't have to sink slots into. It can also be a life/team wipe saver, so keep that in mind if you're going for a babysitter/team focus type build.
1.38: Aura of Confusion
PBAOE confuse. It's the Mind Control power Mass Confusion as a pbaoe. Again, like Total Domination, it's only mag 3. But it's also easier to toss a few confuses out on multiple bosses (remember, Confuse draws no aggro) before unloading with this than it is to throw out sparse dominates.
A good spot for a purple or Malaise set, this is entirely a playstyle choice. I took it, but wouldn't miss it much if there was something else I rather have. -
<QR>
I stopped by with the wife, barely had time - my 15 month old son was getting upset - so no actual gaming. Blue Steel gave us our PPD costumes, but he didn't recognize my forum name. I guess I'm not annoying enough ;p. -
...I think I'm going to actually be at PAX (just Saturday). WOO! Talked the wife into it and we'll be bringing out little one and most definitely swinging by the booth.
*dancedance* -
Re: Reddy
If you have the patience and the slots, that does seem like a viable route to go, and would give you pretty good combat mobility (except that missing hurdle makes CJ cry).
[ QUOTE ]
I'm just curious as to how my accuracy will be without combat training: offensive, in your mad recharge build. I love the build, it looks really solid, though some might say, "where's omega maneuver?" I have it currently, and really only find it good for when a brute herds large mobs, but that's pretty much it. Could you provide some numbers as to how accuracy is with your mad recharge build? Like I said, I'm just curious.
[/ QUOTE ]
Your aoes have ~40-45% slotted acc and ST's have 62%. Immobilize has > 85% and all pets have ~45%. My spiderlings seem to hit fine with 45% + tactics - it's not capped but it's pretty good on Relentless missions.
You have 15% tohit from Leadership & 14% bonus acc from sets. That's more than enough.
I don't have CT:O in my live build and have NEVER needed it. If you really want it, just swap Assault for it at 49. -
Since there was no crab guide up yet, I made one:
Lobster's Guide to Crabbing.
Enjoy, hope it's useful! -
4.0.4 Death from afar: aoe powers + mixed slotting
This is pretty similar to what I'll be doing for my next/second crab.
It's pretty darn tankmagerish, at least on paper. 4 cones and 2 aoes means you don't need hasten, you should always have one ready and an extra single target attack means that you'll be a little bit better off in that boat than some others as well. Disruptors are still in the build, if only for boss fights (but they'll probably be out a lot more than that).
40% ranged, 30% aoe & 21% melee defense means you're no slob when it comes to survival as well. Throw serum slotted for max recharge and near-max heal on top of that and you are doing great.
I think there are a lot more viable options with this build than the others, so be extra mindful of the fact that I'm not claiming this is the best, just a decent skeleton to build off of.
Especially in this build, I think hover/fly is a great sub for cj/sj. Hover + Bile Spray is a beatiful thing to watch in its ugliness.
Villain Plan by Mids' Villain Designer 1.40
http://www.cohplanner.com/
Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(19), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Acc/Dmg/EndRdx(37)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(17), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Acc/Dmg/EndRdx(36)
Level 4: Combat Training: Defensive -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(5), GftotA-Def(5), GftotA-Run+(37)
Level 6: Combat Jumping -- Krma-ResKB(A), ULeap-Stlth(50)
Level 8: Suppression -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rng(9), Det'tn-Dmg/Rchg(9), Det'tn-Acc/Dmg/EndRdx(17), Det'tn-Dmg/EndRdx/Rng(19), RechRdx-I(31)
Level 10: Tactical Training: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(11), GftotA-Run+(11), GftotA-Def(15)
Level 12: Venom Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(13), Det'tn-Dmg/Rchg(13), Det'tn-Acc/Dmg/EndRdx(15), Det'tn-Dmg/EndRdx/Rng(23), RechRdx-I(33)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Heavy Burst -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rng(21), Det'tn-Dmg/Rchg(21), Det'tn-Acc/Dmg/EndRdx(23), Det'tn-Dmg/EndRdx/Rng(27), RechRdx-I(37)
Level 22: Stamina -- EndMod-I(A), EndMod-I(40), EndMod-I(43)
Level 24: Fortification -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam(27)
Level 26: Mental Training -- Run-I(A)
Level 28: Frag Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(29), Det'tn-Dmg/Rchg(29), Det'tn-Dmg/Rng(31), Det'tn-Acc/Dmg/EndRdx(31)
Level 30: Tactical Training: Leadership -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(33)
Level 32: Serum -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/Rchg(33), H'zdH-Heal/Rchg(34), Dct'dW-Heal/EndRdx(36), RechRdx-I(46)
Level 35: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 38: Call Reinforcements -- BriL'shp-Acc/Dmg(A), BldM'dt-Acc/Dmg(39), BriL'shp-Dmg(39), RechRdx-I(39), RechRdx-I(40), RechRdx-I(40)
Level 41: School of Sharks -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(42), Det'tn-Dmg/Rchg(42), Det'tn-Dmg/Rng(42), Det'tn-Acc/Dmg/EndRdx(43), Immob-I(43)
Level 44: Bile Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Det'tn-Dmg/Rchg(46), RechRdx-I(46)
Level 47: Spirit Shark -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
------------
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1414;684;912;|
|>-JE4]M.$U$4/:53VM)"N1:!`@5:VG(I\`6&(!K#)9CB)6J<C'1")VFF S4PU^N8'^`L|
|H\NX-,$307_'%-U_4-]]P[[U.FZ"^.6G7FMGG[+7V/B=[X\F5N%+/+JM`<J5J^;ZY[%|
|D[%;?FFZ5:M>S87GC3:CSRK*H**Z6R?Z[ZQ17/>FB6ZD[9]IK![+9G.:[C[IK7K/*NW|
|;BXJ;G8<]VMV)[M-HK-E_A6K58MKMM6G9;Q<=5IN+;O)YHK).!7G'J'?)?JMET> 6:T[|
|.\5;J\O;YKK]V+$:%<LU-RR_87M/+U')!?KWJN9S'E)[1-.J[850^TNAWGVAB0.AS"N|
|APQA10+*4&J274=7?C)!0X%]"W1>$IB!T0D)!"`6#!KWDE!$"180RT0#O2](1A[`O$/|
|JEV'`IV"8K]!'6ON'7(AIY!WH+W_?HXU!H;%:Q[$?RC6K?J"$6'2$0#+LB0GQ,,:T>@|
|WK\#0CJ75!/0CT-]4$JJ!-9JC,OH78*)?2))1`*4ZA'AWHR$C((^[1='^SZT4P_[)*P|
|&X9=!G81$AJ`4-M`6D(YT`SH*(9;XFX',V@L"\H)#>>%/M&^(5W1T+RD#A&.H")C!!6|
|E<``I5#2&^L90V!DIC.I[&CV0"TKO"QW3RK@6&M\4N_2&T,2RT-2:T#QZZJ6>)K70Y(|
|2$ID"?22BKSRC[15RGOX&^@J"0NT`_@DKE=58>?1301P%]%-#'#/J8F9:LGY0UJ[-FC|
|R0T=RP;YCZ`3H3FH:%K_TY919U5Q"@L8!06,`H+&(4ES, `2)N*4^EK4A[^(5E-&:SCI|
|1X]:_RNR9;3F3@4DLF:TAO._GM-XTRMZHX.PQ'"3X3;#'8:[#/<8[C,\8#`9SL]:V;'|
|G'`CS&,48X@R=#%T,"89NACZ&),,PPQ[#^6\&0@P!|
|-------------------------------------------------------------------|</pre><hr />
4.0.5 The Mastercrab
*i19 build
*capped defenses
*hasten & big pets 7s off perma WITHOUT alpha slotting
Here's a completely updated i19 build for you to chew on:
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Octet: 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: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Channelgun -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Longfang -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Acc/EndRdx/Rchg(7), Decim-Dmg/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Suppression -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(17), Det'tn-Dmg/Rng(19), Det'tn-Acc/Dmg/EndRdx(19), Det'tn-Dmg/EndRdx/Rng(21), RechRdx-I(21)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(13), LkGmblr-Rchg+(15), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(25)
Level 12: Venom Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(13), Det'tn-Dmg/EndRdx/Rng(15), RechRdx-I(17), Det'tn-Dmg/EndRdx(27), Det'tn-Dmg/Rchg(27)
Level 14: Super Jump -- Jump-I(A)
Level 16: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(25), GftotA-Def/EndRdx/Rchg(29), GftotA-Def(29), LkGmblr-Rchg+(39)
Level 18: Boxing -- Acc-I(A)
Level 20: Tough -- S'fstPrt-ResKB(A), HO:Ribo(31), HO:Ribo(33)
Level 22: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(37)
Level 24: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(34), Aegis-Psi/Status(34)
Level 26: Mental Training -- Run-I(A)
Level 28: Tactical Training: Assault -- EndRdx-I(A)
Level 30: Weave -- GftotA-Def/EndRdx(A), LkGmblr-Rchg+(31), GftotA-Def/Rchg(33), GftotA-Run+(37), GftotA-Def(37)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 35: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-Dmg/EndRdx(40)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(40), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(42), RechRdx-I(42)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Acc/Immob(43), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(45)
Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(46), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(48)
Level 47: Summon Blaster -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50), RechRdx-I(50)
Level 49: Omega Maneuver -- HO:Nucle(A), Dmg-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(11), P'Shift-End%(11)
------------
Code:For a no-purple build (although it does have a few hamis, because I have them laying around in base storage)... it's hard to find fault in a pet-focused build with capped defenses.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1624;807;1614;HEX;| |78DAA553594F1351143ED34E2DDD81D2520A85B294B2160890B84543108D0A8A292| |E01A419CB049A90D2B435D1377F800F8A1A44E29BEB8322186304FD490A82F1B59E| |650A681F9DB4DF37E7BBE77EF7DC73EF8CDD39E304B8771A14FFF08296CB2586B25| |A723EBD984BC4171766537AD67A49CBDFCE6A0B96CBC9BC9EB70240E4DF945C6C38| |ABDD4AC433A9593D5B142313592D954EA5E712E7B4D9393DFF775271B0E27C7A5EC| |FEAE97CACF8E21C5F5C5C888DEA5A06873DC500E7E4E6531917C7675373F3791CB5| |7314CFE8FAAC7F24934AC6AE8D0C4D24C6B4A48E90CBEBD9BB012C7710FF95507C0| |A2A2C23B582E929520B985638529F2185405D6571C381A4703A40B542F3AB8A0A3A| |28E4D00447C8210247686A14CA56382A5BE5E8333A980D07B30F5F02E0C7DE590CC| |9425217F831B08AA9C5FA0E482A5F43AA86CA0F5C4FE53A522F546DB0695527D317| |F4B68991C566C7976670BA151A71FB98FC0E7177223540C085D409D40A87B19683D| |60A83739DFDDCE25E2EEEC1F7BC64708DA36A2CCF25B3C0D586E4850A943CB2BCEA| |5179C18085A9CE2A54C6D42AC528985E61385404D9D48C92571C4CDE80421BAD3F8| |5916A86B0C15B58AACFA8D6F7C244B31A5F3235BF127A2DF486A9E52DD347871C17| |9556DD8B2F41A8EFE32AC2FD7C068D032C360EB2F815D36B8C13A9E9E6866FA2546| |B545BDBC8D5AA586DC8300DC97EEB656B61D9768B4D48B6DD84E90D92AE34504BFB| |A055E893836E0D8F989BB6B9E0D61DA6E8AE8912A23F39FAE6A08B240B46242F2A7| |9ED94D706ED7B9CDE2E07F6CB4C9AB4AAED0177B3E3A1D092D0132EACEB11475D8F| |99D65D74296456E7241B754D31754F0BDD149A61EA4930FDC6B56246693129AD474| |AEBD965EADB1392D26AF92A492F7A4FD2C962DD211EAA53F7BF48FCE103A325CAB8| |BAFFCD81C2CA4575FFC3FCAF67D3595CCB76C58E1827B84A709DE006C124C114C13| |4C10C4182A0B0B53FDB73940A3A46709CE00481AF1CE13E655AE983731038095C04| |6E020F413981972048F09CA060C3C966D973E13B7A28CAE1FDFF2851B60F2B17F8A| |0770E249312E66EDB97F858ECCB4CBD259DEE2851FA4A948112A5BF4439E8F01FC4| |7C40C6| |-------------------------------------------------------------------|
Yes, I would like the second assault and yes, I would like serum, but I think this is a great place to be nonetheless.
You can always swap out TT:A for serum if you're attached to it, same with Omega Maneuver. I find that OM is just plain fun to use, so I kept it around.
If I had the cash, I'd throw a purple set in VG & Channelgun and make up the .5% AOE def I needed elsewhere (pulling a slot of tough for CJ, for example).
4.0.6 Other builds
You can see from the previous builds that there is a ton of movement inside the Crab build space. You can throw in melee attacks (Frenzy may be a decent place for slots that would go into Omega, etc.), pool powers (confront, aid other, etc.) but I just chose not to, and tried to display a couple examples of builds playing to what I see as their strengths.
5.0 Closing
I hope I've given you some ideas for your own Crabs. Happy crabbing! -
4.0 Builds
I make no claims about any of these builds being the "best" or whatever, they are all just examples of my points, and you should feel free to make changes based on your own playstyle.
4.0.1 Mad Recharge: Pet power choices + recharge slotting
[BUILD UPDATED 09/09/10 with Shatter Armor (for +rech and to boost 1t DPS) & Recharge Intensive Pet sets. See my note in the comments about it just being a starting build - you can pull out 15% or so recharge and still have perma pets & hasten.]
Let's get the sickest build out of the way right out of the gate. Why is it sick? Perma-hasten, perma-all-pets.
This is a buid I'd love to have, but never will.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
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: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Channelgun -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Acc/Rchg(17), Apoc-Dmg/EndRdx(37)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Longfang -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(34)
Level 4: Combat Training: Defensive -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(19), LkGmblr-Rchg+(31), RedFtn-Def(46)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(34)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(43), LkGmblr-Rchg+(50)
Level 12: Venom Grenade -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(13), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(15), Ragnrk-Dmg/EndRdx(27)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23)
Level 22: Stamina -- EndMod-I(A), EndMod-I(45)
Level 24: Fortification -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25), ImpArm-EndRdx/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(27)
Level 26: Mental Training -- Run-I(A)
Level 28: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(31), AdjTgt-EndRdx/Rchg(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 32: Serum -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(40), Dct'dW-Rchg(43)
Level 35: Summon Spiderlings -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(36), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(36), Acc-I(37), Dmg-I(37)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), RechRdx-I(40), Dmg-I(40)
Level 41: Web Envelope -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(42), GravAnch-Hold%(43)
Level 44: Shatter Armor -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46)
Level 47: Summon Blaster -- BldM'dt-Acc/Dmg(A), SvgnRt-Acc/Dmg(48), EdctM'r-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), RechRdx-I(50), RechRdx-I(50)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
------------
Code:4.0.2 Ranged Tank: Defense powers + defense slotting| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1438;714;1428;HEX;| |78DA9D93594F135114C76F374AF71668814281624BD93A805B5C1E0C41342820585| |0A3C63AB41398A4993633D5C89B1FC077B7B87E030524807E148D263EF92251E36B| |3DCB6D13F4CD49FBFFCD9C7BEED966EEDCBDB37E21EE9F11B6D85449B5ACFCA4A91| |6D68CB295CF954B455D33DDF36AF58EA996845B0891FE7BD552A64C75259FABE845| |CDAC1BD34BA6AA1BBAB19A3FAF1657B5EA41A7FA6264C658D34CCDA82AF51BFF42B| |95C526635B502CBFC704EAF1A9A6579E92157D1B462846E678CBBBAA5AFE825BDBA| |1E9BAEE805E5CAF4E4527E4E2D6820565533D73BA0DE21F8B788FA55738A51BB101| |3C29E25381542788C901A27BCF581A78DDC8568879B8468AB5B2082ED212023EC8F| |08CEC784F01342F229611B22383882CBE1B561D0261FC34F6809107AA2846C90108| |3F9BA645E17AFC4E0C12DF3BA37049A9A37195B84E03B42729BB003793D32AF87F3| |7A39AFF740DE614E38C149704C3E99C4779846E03FC2384A081E23C48F13DAA1A00| |0BB8BC020E56D025348561E62931B4C11698A5CB0E154B0915699A7959B69E366DA| |B899183713E3669AC13FCA116CD13E328D32367CFC5E60C5D19EA2D81D69C600219| |E21BC07BF4E59436796B6EE81A94BD6D0F59CFAE97EC17849E879CD7845E8871A12| |1CC19E18A1087D07B009F17A65BCDE591A67DF1C21394FC85CE2892F10B6C0BD9FD| |D5DFD1FEDF8691DFAC4F8CCF84248C5297A2A41F800BBD27257FA3B1536B0CFF8C1| |F849C8704D19DEF5CB21C4A02C6D70911C862E33728C25C2F032E10DBCD311E93E7| |29BC7AD323442B6C028127E437445D6A47C23D3D83EE32B9D81312E6D826B92D885| |4EC6E5B7339E2453B7B37138E1079798FDC7B2E06C1C3F6123CB4567E38CD63C613| |86DBCFABFD7AEBF9ED2B3E805CDA12CA35C45B986721DE506CA4D945B287994DA5E| |6377E804D67512E514CA699428D4271EA0A71B8F990FC58F124009A28450C228AD2| |871946728B53F2E64061C| |-------------------------------------------------------------------|
All defenses capped you say? And full status protection as well as 40-50% resists? And not a single purple or LoTG in this build! Yes, capped defenses are available to you if you really want them. The end drain is steep of course, but worth it? This is what you wanted isn't it you glutton for pain you!
[i19 update: someone requested I update the data chunk for this build, so here is a current one - WITHOUT inherent stamina. Make your own tweaks.]
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
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: Leaping
Power Pool: Legacy Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(29)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(34)
Level 4: Combat Training: Defensive -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(5), GftotA-Def(5), GftotA-Run+(46)
Level 6: Combat Jumping -- Krma-ResKB(A)
Level 8: Suppression -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(9), Det'tn-Dmg/Rng(9), Det'tn-Acc/Dmg/EndRdx(17), Det'tn-Dmg/EndRdx/Rng(19), RechRdx-I(31)
Level 10: Tactical Training: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(11), GftotA-Def(11), GftotA-Run+(13)
Level 12: Venom Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(13), Det'tn-Dmg/Rng(15), Det'tn-Acc/Dmg/EndRdx(15), Det'tn-Dmg/EndRdx/Rng(23), RechRdx-I(33)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Frag Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(21), Det'tn-Dmg/Rchg(21), Det'tn-Acc/Dmg/EndRdx(23), Det'tn-Dmg/EndRdx/Rng(27)
Level 22: Stamina -- EndMod-I(A), EndMod-I(40), EndMod-I(43)
Level 24: Fortification -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(25), TtmC'tng-EndRdx/Rchg(25), TtmC'tng-ResDam/EndRdx/Rchg(27), TtmC'tng-ResDam(48), TtmC'tng-EndRdx(48)
Level 26: Kick -- Acc-I(A)
Level 28: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(31), TtmC'tng-EndRdx/Rchg(31), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(36), TtmC'tng-EndRdx(46)
Level 32: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(33), GftotA-Def(33), GftotA-Run+(34)
Level 35: Serum -- H'zdH-EndRdx/Rchg(A), H'zdH-Heal/Rchg(36), H'zdH-Heal/EndRdx/Rchg(36), H'zdH-Heal(37), H'zdH-Heal/EndRdx(37)
Level 38: Call Reinforcements -- BriL'shp-Acc/Dmg(A), BldM'dt-Acc/Dmg(39), BriL'shp-Dmg(39), RechRdx-I(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(45)
Level 44: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(48), S'dpty-Def/EndRdx/Rchg(50), S'dpty-Def(50), S'dpty-EndRdx(50)
Level 47: Mental Training -- Run-I(A)
Level 49: Combat Training: Offensive -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 0: LEGACY BUILD
------------
Level 0: LEGACY BUILD
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1571;726;1452;HEX;| |78DAA593C96F525114C62F939402A574A0964EB4165BA1D0366AE2B0A815AB31B6A| |6A675881AC9B37D292404C87B98E8CE3FC085E3C2459DE2B870AA260ED57FC58D3B| |D72E5C89E79CEF82B62C7D81EF07E7DDFB7DE7DEFBDEDCE54301A5AE4E294724533| |06C3B3B6D194BB962C9CE2E940ACB79D3F21E372A972CA3A0BC4AA9F8E6BB763A63| |1917B30BE5FCB269D58AF145CBC817F3C595EC116379C5AC6C1C54BB193E5ACC999| |659ACA46B3F02F3A552213D6B1A65BA8D3F87F395A269DB41FD672557A15BA1DA38| |B2B373F97264A69C5F4A9F9A995ECCCE194B26895D31AD2B5BA9E1DDF46D53B5ABE| |A56AB8411E5BC2FD8F240D0F650D0FB48B0E6273864B8525DF4A34F75D42AAAEA71| |68877B7080512B8C7A613408A30F64E48291CBE57670C9ED019A04299F20423BEBD| |1819E5F8A0323A45E1DE87D296E4DAF8137087C8BCED704FD49C1270AF4E9401F02| |9B11D88CC000027963FCDADD0FF700DC5BE0DE02F708DC6370EFA2868298A582A35| |83D9542BAF3104A5E2A8575293C2CA56ED276BDFFED88EB7805203582B828E29AC8| |A1130ECECE9894468004F0CE8F73E1F6BB125851121813445382F134302E70926DB| |76EBF3B2A46EB64D4A38D7A1E3BB934FC4490782A187B063C17A45E085C64D4A767| |F521BE1FF1FD881F44FC36C4A7101FA65903FA6C067036319C4D0C673388B3794F3| |D0DE9CD1A3A00A369E0A06038034C09BED2F0B83ECAF83759D5F61FC077008737B2| |013F5D4A8DEA59A3D7C568C70DE026704B90B82D18BB83A7969690C412DCC9DF623| |45E154C3A64C0A4137009BE506B69FD24A45332EE23952674690267D0EBAEBF9CF4| |A14BCD3654E6DDF5D74F39A472CC5D7F47FFEBFA1CA865F94E34932EB09C6439CD7| |286E52CCB3996F32C1758B22CD5F5FAECD01E6E682FCB3E96FD2C9DAD24D778A497| |DF363F4B8025C8D2C212626965696789B2ACB2547D34D9A5FE59E1DDB06CC8A6254| |F346C56A2A132D950D9D550D9D950F99BF10778E63D8D| |-------------------------------------------------------------------|
This build is roughly what I'm using (except that I have Omega instead of pool Maneuvers, but that may change):
[i19 update: updated for the newer mids, NOT tweaked.]
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
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: Leaping
Power Pool: Legacy Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Dmg/EndRdx(36)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(34)
Level 4: Combat Training: Defensive -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(5), GftotA-Def(5), GftotA-Run+(34)
Level 6: Combat Jumping -- Krma-ResKB(A), ULeap-Stlth(46)
Level 8: Suppression -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(9), Det'tn-Dmg/Rng(9), Det'tn-Acc/Dmg/EndRdx(17), Det'tn-Dmg/EndRdx/Rng(19), RechRdx-I(31)
Level 10: Tactical Training: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(11), GftotA-Def(11), GftotA-Run+(13)
Level 12: Venom Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(13), Det'tn-Dmg/Rng(15), Det'tn-Acc/Dmg/EndRdx(15), Det'tn-Dmg/EndRdx/Rng(23), RechRdx-I(33)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Frag Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(21), Det'tn-Dmg/Rchg(21), Det'tn-Acc/Dmg/EndRdx(23), Det'tn-Dmg/EndRdx/Rng(27), RechRdx-I(46)
Level 22: Stamina -- EndMod-I(A), EndMod-I(40), EndMod-I(43)
Level 24: Fortification -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam(27)
Level 26: Mental Training -- Run(A)
Level 28: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(33), GftotA-Def(33), GftotA-Run+(34)
Level 35: Summon Spiderlings -- BriL'shp-Acc/Dmg(A), BriL'shp-Dmg(36), BldM'dt-Acc/Dmg(36), BldM'dt-Acc/Dmg/EndRdx(37), RechRdx-I(37), RechRdx-I(48)
Level 38: Call Reinforcements -- BriL'shp-Acc/Dmg(A), BldM'dt-Acc/Dmg(39), BriL'shp-Dmg(39), RechRdx-I(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(45)
Level 44: Disruptor Blast -- Acc(A)
Level 47: Summon Blaster -- BriL'shp-Acc/Dmg(A), BriL'shp-Dmg(48), BldM'dt-Acc/Dmg(48), RechRdx-I(50), RechRdx-I(50), RechRdx-I(50)
Level 49: Tactical Training: Assault -- EndRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 0: LEGACY BUILD
------------
Level 0: LEGACY BUILD
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1571;718;1436;HEX;| |78DAA553494F536114FD4A5B4A072865283249C196D6160A444D1C1686201A23184| |C71881A9B277D81264DDBBC5713DDF9035C382E5CE014C78513C61841FF8A1B7726| |EED4B8C37BEFF95A81BAF3A53DA7EFBCEF9E73BFFBF5CD5E3E1450EAEA41E5084F1| |50CDBCE4E5AC6C252B1646733A5422E6F5A9EE346E592651494472915DBFAD44E4F| |59C6C56CA69CCF9956558CCD5B46BE982F2E668F18B945B3B27951F561E86871C9B| |4CC62255DFD11982B950AE919D328D363DC1CCE578AA66DFBE4265336CD5CB0BA88| |BCECA57C393C5DCE2FA44F4D4FCE67678D0593C0AE98D6956DD4ED1EFAB6A9EAB5E| |E56CB4471D5705FA8F18150DB43A1BE47423BEE09ADF8891C52A55417FDE8571D55| |858C1CDA088B1BE1D70ABF3EF80DC2EF03193961E474BA1C2CB9DCA026A141AF509| |8A6EBC63A87FBB7E2C05167833CA11B8FCEF5BC14D3A6D7A037C87D8B7DAC086D4F| |097DA45CAFCEF522D7875C1F7203C8E531F9B5BB1FEE01B8B7C0BD05EE61B847E0D| |E450D35A34A3527300492827A6241481E92425A0A4545EA266CD771ED88EB780542| |6A18713D881B455C131975C2A8A13322521C9404BDF3E39478B75D516C2C068A0BF| |524843ED1BA6EDD5137F7E172AA35D27AA1B97B1FCBC8A34F84924F85469E819E0B| |8DBE101AA296FA754BFDA98D93D714A20503BAA5011C40040710D974F0EF297E484| |F64E80BFE835F41DF84A2DF41B01D037DA6AA98AE8AA16A18CB87513C8C75F14DF4| |C3A954425725AE4BFCCE1BA09BA05B42C9DB422377847E52554A1FB6300DED17696| |9ED9446FE1882C7D0C644EA1FB44A5D8F6BA7710F9CFA5CB5F7933E74A9993A65CE| |557BF594439463AEDAFBF95FD76AA09AE53DE123CC309C6438CD7086E12CC33986F| |30C1718B20CEB6BB5EAE05E6E681FC37E86030C9DAD04D778A5875F313F4380A199| |A18521C8D0CAD0CED0C3B0CCB0EEA562A7DAB0C3BB2119C8962D8FD70D2B59A74CD| |429BBEB945D75CADF8C3FE3484134| |-------------------------------------------------------------------|
-
v. 0.96
Q: This isn't some kind of weird guide to crustacean cannibalism is it?
A: No. At least I don't think so.
0.0 Introduction
With the advent of the V(illain) E(pic) A(rche)T(ype)s - VEATs from here on out - my love of the game as been renewed. So many build options! So much flexibility! So much less annoying than Kheldians! ;)
I've got lots of love for the other 3 options, but for now I'll be focusing on the Crab (Spider), since that's where most of my playtime has been.
First off, things to like about the Crab:
*Ranged damage: Weighted heavier on the area of affect (AOE - multiple target affecting) side, but single target (ST) dameg is there to a degree as well.
*Survivability: In spades. With sos think stalker level, with IOs you move into post-brute, sub-tank. HEAVY io investment & specialized power choices put you in a really happy place survival-wise. All this from range? Wait, wouldn't that make you a tank mage? Not so fast young plfarmer! The lack of ST damage here is a critical balance point - bosses will take you noticeably longer.
*Pets!: Of course...pets help with bosses. If you like pets, the Crab has some of those. They share the level 38 pet (Disruptor) with the bane, and have an additional set of moderately useful pets at 35 (Spiderlings).
*Awesome looking backpack: It looks awesome and there's a hatch under the abdomen for storing a sack lunch.
1.0 Powers
I've omitted specific numbers in most cases, because you can just check in game or use a build planner to get those. I have provided a few numbers where I found them useful. For the most part, I'll just give you a general idea about the power and tell you what I think of it.
You should always take the Crab version of a power, unless you are doing some kind of Wolf build, in which case this guide is not targeted at you (but may be helpful). You'll have the Wolf powers as you're leveling up of course, so don't hesitate to purchase IOs for it - they can be re-used in CG.
Powers with * are Wolf Spider powers that require the gun draw animation.
Powers in bold are the Crab's signature powers (in my opinion). These are the powers that define you, and that you really shouldn't skip unless you have a great reason.
1.01a: *Single Shot
1.01b: Channelgun[/color]
These two are your basic ranged, single target damage. They deal the same damage but Single Shot deals lethal damage & Channelgun deals energy. Channelgun looks much cooler.
1.01c: *Pummel
1.01d: Slice
Basic single target rarged damage attacks. They deal the same damage but Pummel has a 66% chance of a mag 3 (Lt. level) stun. This is really noticeable, and can be quite handy at the lower levels. However, since we're going for the Crab build & playstyle, I'd suggest skipping these as your time is better spent on AOEs ranged attacks (which do the same, or more damage).
1.01e: Wolf Spider Armor
1.01f: Crab Spider Armor Upgrade
Passive status protection to hold, immob, sleep, confuse, stun & fear. WSA provides mag 2 status protection, with it you will be able to ignore 1 status effect. CSAU provides mag 4 protection, which will protect you from 2 status effects. You should take CSAU.
However, they are stackable, so you can take both if you have room but I feel this is unnecessary since you get additional heavy status protection from Fortification. If you have nothing else to take, it's not a horrible choice.
They also provide negligible (3%) smashing, lethal & (2%) psionic resistance, and are NOT worth slotting for this unless you desperately want a resist set bonus.
1.02a: *Burst
1.02b: Longfang
Second tier single target ranged damage attack. They deal the same damage (about 65% more than Burst/Channelgun), both are lethal. Longfang looks cooler of course.
1.02c: Combat Training: Defensive (CT:D)
Passive defense versus ranged. A little more than half the strength of a standard defense toggle - but it costs nothing! I can't see why you would skip this on any Crab build.
1.04: Combat Training: Offensive (CT:O)
Passive accuracy bonus, less than a do unslotted, about 50% more than a do 3 slotted. Some builds may have room for this, but I would not suggest making it a priority - TT:L is a better choice in almost every situation. In cases where you want both or have a free power slot, this make a nice pick-up-and-forget power.
One thing this power does provide that is very difficult to get is some (albeit minor) resistance to tohit debuff. It is noticeable against those incredibly annoying PPD:Ghosts that debuff your tohit to the cap.
1.06a: Wide Area Web Grenade
A decent aoe immob that offers -kb. -kb will prevent knockback from affecting your targets - so, for example, webbed targets will not be scattered by Frag Grenade. This would be great, and a recommended power except that the range is very small (10ft sphere). Frustratingly small. You can get more than 2-3, but you really have to work at bunching them up, and most Crabs don't have the time to herd (but you certainly can, and I do occasionally).
The PPP aoe immobs are actually better choices in most cases. The exception being that only Scirroco's immob has -kb, so if you really want that you may be tempted to take WAWG. If you just want the "web" look, I'd suggest Black Scorpion's immob, as it covers a larger area (15 ft).
Unfortunately though, this power lacks a Crab counterpart. I think if the gun weren't required, I might take this on a few builds.
1.06b: Aim
By now you should know what Aim is and be able to come to a decision on it. Personally, the only builds I actually make room for Aim/BU type powers are Stalkers & Banes. Anything else I'll pick it up late 30s/40s if I have room and not shed a tear if I don't.
1.08a: *Heavy Burst
1.08b: Suppression
Your main cone attacks. Both of these are great. HB does lethal damage, Suppression does energy damage. If you are going with a heavy aoe focus, you may even wind up taking both (see section 2.0). Why is Suppression a defining power of the set? For one: it's iconic. You've seen this power before; it looks awesome. (It's the one where the 4 arms go crazy and blast all over). Secondly, the arc is huge (60 degrees) - this power will reliable hit every single target in a spawn, and sometimes in the next spawn.
That being said, this is the only one of the 3 iconic powers I could see possibly skipping. Plenty of people have complained about the long animation time, so if that's your kind of gripe, you may want to skip it for Heavy Burst. Heavy Burst is not nearly as good, but has a much faster animation. I know I've never gotten tired of Suppression - if it seems to long for you, maybe just sit back and watch and enjoy it instead of trying to race through you farm? ;).
As for Heavy Burst, it's a very decent cone attack. It has the same arc (30 degrees) as Blaster/Corruptor Breath of Fire, but a 10ft longer radius.
1.10: Tactical Training: Maneuvers (TT:M)
In my opinion, this IS the defining power of the Crabs. The sheer awesomeness that 3 Crabs can bring to a team by capping everyones defenses is, well, awesome.
It is a toggle defense VERSUS EVERYTHING power that applies to yourself and any teammate within 60ft (a much larger radius than the Force Field bubble toggle). Slotted, it is slightly stronger than an unslotted Super Reflexes toggle. If you've made it to 50 on a villain and don't realize how powerful that is, I suggest playing a defense based character to 50, then coming back to your Crab.
It (and the other two TT powers) are VERY cheap to run. All 3 together cost less than the Mastermind version of Dispersion Bubble and just a little bit more than the defender version). So, by itself, for about 40% of the cost of Defender Dispersion Bubble, you can provide the SAME defense over 140% larger area. The larger area is a great boon in teams when your teammates are actually free to fan out a bit, and you don't have to stay right on top of them, or scramble around to try and keep everyone covered. True, it does NOT provide ANY mez protection for the team, but that's hardly a gripe.
Simple summary: Slotted, it's like running all 3 SR toggles (unslotted) for your entire team. If you don't take this, don't expect to be welcomed on to teams.
You should take this at level 10, every time, no excuses.
There is a huge (http://boards.cityofheroes.com/showf...=0&fpart=1) thread on this in the SoA forums. Browse it at your leisure.
1.12a: *Bayonet
Bayonet is a decent single target damage attack on a relatively low recharge. I believe, with all the modifiers applied, it does similar damage to Scrapper Disembowel (~120 unslotted @50) - but I could be wrong here. I don't really care though, as I don't see any reason to take this power. If you want single target melee damage, make a Bane.
1.12b: Arm Lash
In theory, a decent melee cone attack. 10 range, 30 degree arc. That's the same range as Pendulum but with a slightly wider arc. I say "in theory" because I really don't encounter many situations where this would be useful. I have tested some melee Crab builds and they just suck compared to what you can do with a ranged one. Some folks like it though, as it does look quite cool. I can't fault that reasoning - heck I kept Omega just because it looks cool :).
1.12c: *Venom Grenade
1.12d: Venom Grenade
These powers have identical damage and recharge (24s), but the crab version animates a tiny bit (.2s) faster. They are both 20 ft sphere aoe toxic damage attacks that afflict targets with -20% resist all and -40% resist toxic debuff. VERY nasty stacked in teams. For a simple comparison, Defender Sleet/Freezing rain provides a -30% resist debuff on a 60s recharge over the same area. This is NOT a direct comparision, but should give you some kind of idea of the usefulness of VG just as a debuff - it does good damage on top of that!
1.16: Tactical Training: Assault (TT:A)
Provides the same buff as the pool version (15%) for half the endurance. Lots of builds will find room for this.
1.18a: *Frag Grenade
1.18b: Frag Grenade
A decent spherical aoe over a 10ft radius. Strangely, it seemed to reliably hit more targets for me than WAWG, which has the same size area of affect. Like Venom Grenade, these two are identical except for a minute (.2s) diference in animation time. It provides unreliable knockback, and I'd rather it was either 100% chance of knockback or 0%, but I still find it useful for the damage.
1.20: Tactical Training: Leadership (TT:L)
Provides the same buff as the pool version (10% to hit) for half the endurance. I'd suggest this for most builds, and take it over CT:O.
1.22: Mental Training
Passive +recharge, +run/fly speed & resist slows. Exactly the same power as Quickness & Lightning Reflexes. Can't see why you would skip it. Crabs are the only ranged archetype to get these.
1.24: Fortification
Toggle mez protection vs. stun,sleep,immob,hold (but not fear/confuse/knockback) + resistances. This power is awesome. It provides the 80% of the mag protection of a Brute/Scrapper/Stalker toggle AND good resists versus everything except psi (15% Smash/Lethal & 25% energy/negative/fire/cold/toxic) for about the same cost as a SINGLE toggle. Stacked with Crab Spider Armor Upgrade you have near Tank level mez protection. Basically it's 2-3 toggles in one. No reason to skip this power.
Also, this power looks pretty cool. I think it's the same graphics & similar colors as the Brute Unyielding (not sure, my /inv is blueside).
1.26: Frenzy
The little power that wanted to be a big power. Why do I say this? It's on the same timer (20s) and has the same end cost (18.5) as the big boys (Foot Stomp, Fire Sword Circle) but with a smaller aoe size (8 vs 15 & 10 respectively). This makes no sense to me, and seems like some kind of oversight, so I can't see how the power is worth it. Basically, it's a slightly higher damage Whirling Hands/Axe/Blade etc. with the recharge & end cost of Footstomp, if that makes more sense. I'm just not sure if the damage is "higher" enough to be worth the end cost and recharge. I think if it was a 15, 12 or even 10 sized pbaoe it would be excellent, for now it's merely good.
In a general coolness sense though it does look fairly decent AND if you can get enough people bunched closely it can do good damage.
1.28: Serum
It's Dull Pain with twice the animation time. You should be able to decide for yourself if you want it or not. Suggested for tank-oriented builds. I tend to think of it more as a life extender than a life saver (ie use it at 50% health, not 10-15%).
1.32: Omega Maneuver
Boy if this isn't an interesting power. In some sense, it is a signature power just because the visuals are so unique, but in another sense it's not, because it's not particularly powerful. I love using it for an opener in large groups, and I'll even use it solo if I happen to get a double spawn or something, but in general you don't get a whole lot of mix/maxer return for your investment. What it IS good for is fun. If you like fun powers, this one is great.
It summons a seemingly indestructible pet at you target location that taunts nearby foes (with varying effects - it often fails to out-taunt a single attack by a meleer, but will regularly out-taunt my venom grenade) that explodes for low nuke damage (less than Blaster Rain of Arrows, far less than Blaster Nova, Blaster Inferno but only a little less than Corruptor Thunderous Blast). One offset to the low damage though is that you should immediately follow it up with Venom Grenade (before the explosion), this will bring it up past Corruptor TB. Of course, most Corruptors have debuffs to throw in as well....
1.35: Summon Spiderlings
Summons 3 -2 Spiderlings. They have a single melee attack and single ranged lethal dot. The damage isn't much at all, but it does help versus single targets. Versus multiples it is often wasted on things you were destroying with aoes. They also function as extra bodies to distract the enemy, and have decent survivability from our TT:M.
I believe these are the same as the Stalker Patron Pool power, but I don't have that so I can't say for sure.
Unlike the Patron Pools, they have a 240s duration with a 600s recharge. It is difficult, but not impossible to get them perma. Without hasten or any set bonuses they are down about 30s. Hasten will push you into perma easily. Without hasten, it will take about 35% global recharge + Mental Training + 3 recharges slotted to get them perma.
NOTE: Summoning a new set before the originals die will WASTE the power. The new summons will not replace the old, they will simply fail to appear.
Q: Does this apply if only one is left alive?
1.38: Call Reinforcements
Same as Corruptor Patron Power, but two of them. Very powerful/noticeable pets. They have a hold, a single target blast and an aoe, all electric. They also have a single target web grenade.
These guys are much more powerful than the Spiderlings, which I find interesting because they are common to both sets and I would expect the unique pet to be the more powerful/useful...but I guess that's just me.
240 duration on a 900s recharge timer (just like the Patron Pets), it is *very* difficult to perma these. Getting them down to around 30-60s for a pet-focused build seems to work out pretty well. They definitely cut down on boss kill time, and even help out a little bit on aoe.
1.5 Patron Pools
There are a few things you should know about the Patron pools with respect to Crabs:
*We get the same pools as Brutes.
*Mako->Bile Spray is the BEST damage you will get out of a Patron Power, and will outdamage your normal attacks if applied after Venom Grenade.
*All Black Scorpion powers will cause weapon draw, and currently (06.26.08) there is a bug so the mace is invisible.
*The Mu immobilize is the only one with -kb.
That's really all there is to it, the sets are pretty much the same: aoe immob, ST blast, weak AOE, pet. Unless you're picking your set based on concept (like I did), I suggest you go for Mako, simply due to how much damage Bile Spray puts out after a -40% toxic debuff. Not many things resist toxic either.
Pet wise, the Mu pet heals you occasionally IIRC, the Arachnos Blaster is very good damage (at least mine has been so far), and I don't have any first hand experience with the Mako or Ghost Widow pets.
2.0 Flavors
There are a few flavors that I think the crab powers directly lend themselves to, and a few slotting directions you can favor, making for some interesting combos.
2.1 Powers
I think the power strengths lie in a triangle between aoe damage, defense & pets. You can strengthen any one of these at the cost of the others.
I'll offer some thoughts on how to focus on a particular strength, or combination.
2.1.1 AOE
You want to mow down sheets of enemies like a railgun through a pack of kittens.
You will come close.
You are taking Venom Grenade and Suppression. You should probably also take Frag Grenade.
Heavy Burst from the Wolf powers will flesh our your pure aoe attack chain; you can deal with the redraw because you are going for overkill.
For the true master of aoe, you will want Mako's Bile Spray power, as its damage is boosted 40% by Venom Grenade. It will easily put out raw numbers higher than any of your other aoes in this situation.
The immobilize (School of Sharks) does decent damage as well, but isn't as easy to use as it requires yourself and all targets to be on the ground.
You should still keep both your single target attacks, or bosses will take too long.
You will want TT:A and possible pool Assault for maximum damage. Things like Omega Maneuvers & the pets can be skipped. Even though Omega is technically an aoe, you may need that power choice & slots for more important pieces of the arsenal.
If you take Hasten, you will want to 3 slot Stamina. Without Hasten you should be fine with 1 (remember VEATs have a higher base recovery) - unless you go for the extra defense toggles, then you'll want 2 or 3.
2.1.2 Defense
You want to suffer the existential paradox of eating you cake while having it whole simultaneously, perhaps on a yacht while taunting Dire Otter Ninja Pirate Soldiers who are failing to scratch your crustacean godliness. And perhaps you can....
You are already taking TT:M of course, because you are not a dying seal.
You have taken CT:D & Fortitude as well.
You should take either CJ or Hover, because they provide 2.5% base defense to crabs (~3.75 slotted).
You may want to take power pool Maneuvers as well, it provides 3.5% unslotted and ~5.25% slotted.
You should probably take Serum, so you can laugh even longer while being whittled down.
If you are truly hardcore, you will take Weave & Tough.
Without any IO slotting, you will have ~33% defense versus melee & aoe, capped (~45%) ranged defense, 50% Smash/Lethal resists and ~40% Energy/Negative/Fire/Cold/Toxic.
You will have 2% Psionic resist, just for kicks, because you are a bad#$$.
Running all those toggles will take more end than most other builds, so you should 3 slot Stamina.
2.1.3 Pets
You want to be like a Mastermind, but able to lift a weapon heavier than a butter-knife. In fact, you want to fire thousands of super-heated butter knives out of a giant cannon at anyone who dares lift a butter knife against you. All while your pets are destroying their ankles, kneecaps, and perhaps painful central zones.
You will take both pets, of course.
You will take hasten, so you can spend more time feeding you higher tier pets the bones of the fallen, and so you can salvage an extra slot for damage for your Spiderlings
You will take a Patron pet. Which one is up to you - I have only tried Black Scorpion's Blaster, and I love him. Matching metal spiders of doom...
You will take TT:A & TT:L (you already took TT:M remember?), and possibly pool Assault if you can fit it in.
You will laugh maniacally while your pets ignore all your orders and run around like robot chickens with toasters for brains, usually shooting and maiming enemies. But not always!
You will mock Masterminds for their need to "control" their pets, and point out how useful yours are on their own. See...they are over there pulling that spawn you were going to get to anyway! (But seriously, they are actually pretty good about NOT doing that, better than my mm pets it seems).
2.2 Slotting
As far as set bonuses go, you're looking at a balance between defense and recharge, with the rest (regen, hp, acc, dmg) turning up as bonuses.
2.2.1 Defense
There are lots of affordable sets out there that play to this strength, making it relatively affordable to cap your ranged defense, and get the other two up to respectable levels. I twinked my crab with about 6 million at level 15, and that lasted me well into the 30s when I was able to buy the rest of my stuff for myself. I don't think this is an unreasonable expectation for a VEAT - run 2 ITFs on your 50, or hang out & team with friends for a few nights and you'll have that much.
Relatively affordable:
*6 slotting Thunderstrike in Channelgun & Longfang will get you 2.5% ranged each.
*5 slotting Detonation in Frag, Suppression, Venom, Heavy Burst and possibly Omega will get you 1.88% aoe each.
*5 slotting Serendipity in your CT:D or TT:M will get you 1.88% aoe
*5 slotting Reactive Armor in Fortitude will get you 1.25% aoe
*6 slotting Titanium Coating in Fortitude will get you 2.5% melee.
*6 slotting Trap of the hunter in WAWG or a Patron immobilize (or both if you're crazy) will get you 3.13% ranged.
*5 slotting Debiliative Action in an immobilize wil get you 2.5% ranged
*6 slotting Enfeebled Operation in an immobilize will get you 3.13% melee
*6 slotting Multistrike in Arm Last or Frenzy will get you 1.88% (5) aoe & melee (6)
Less afforable:
*6 slotting Red Fortune in CT:D or TT:M will get you 2.5% ranged. These used to be affordable, but with all the VEATs out there, the rarer pieces are now very expensive.
*Steadfast Protection +3% defense unique. This is also much harder to get now, but should be a top priority. Throw it in Crab Spider Armor.
*6 slotting Gaussian's in TT:L will get you 2.5% to all. All the pieces except for two were < 1 mill for me. The proc was about 1.5, and the rech/end was around 5! Seriously, it was the ONLY one for sale and I really wanted to finish the set...
*5 slotting Aegis in Fortitude will get you 3.13% AOE
*6 slotting Stupefy in Omega Maneuvers will get you 3.13% ranged. Only do this if you really want that ranged defense, as it renders the power useful only as a rare-mez with weak damage.
*5 slotting Scirocco in Frenzy or Arm Lash will get you 3.13% aoe
Impractical:
*6 slotting Mako in a melee attack is 3.75% ranged
*6 slotting Touch of Death in a melee attack is 3.13% melee
*6 slotting Blood Mandate in a pet will get you 3.75% aoe (5) and 3.75% ranged (6). This one might actually be ok for a non-pet focus who just takes a pet for kicks and doesn't want it up often (and it won't be - you'll have NO recharge in it beyond Mental Training).
*Same thing with 6 Sovereign Rights, which would net you 3.13% melee.
*6 slotting Force Feedback in Frag Grenade will get you 3.13% aoe, and render the power nigh useless as a damage dealer.
Also, if you have Tough/Weave/pool Maneuvers/any other power not specifically mentioned, these sets will of course apply there.
There are other combos I'm sure, these are just the ones I know of off the top of my head, or that came up through building skimming.
2.1.2 Recharge
Slotting for recharge is much more expensive than slotting for defense. You NEED a cash cow to fund you for this. I couldn't afford to do it, but I will point out some ideas on what to slot.
"Low end" recharge spending (still more than I've ever had redside):
*5 slotting Positrons blast in Venom & Suppression (or any aoes) will get you 6.25% recharge each
*5 slotting Decimation or Entropic Chaos in Channelgun & Longfang will get you 6.25% each.
*6 slotting Kinetic Crash in Frag Grenade will get you 7.5% (and render the power nearly useless as a damage dealer).
*5 slotting Red Fortune in both defenses will get you 5% recharge each.
*5 slotting Stupefy in Omega will get you your last 6.25% recharge
Even doing all this will only get you about 57.5% global recharge. You'll still be at about 20-25s downtime on the 38 & 47 pets.
In order to really get them bleeding edge you need to have the cash for LoTG 7.% recharges and/or purples.
Any combo that gets you roughly another 40% will perma hasten & the pets. The easiest way (without mucking with a "standard" crab build) is to add 4 LoTGs & 1 10% purple recharge bonus. This is in ADDITION to all the slotting above, but replacing Stupefy in Omega with Absolute Amazement will work.
Also, as a bonus, you now have a single target attack chain of Channelgun->Channelgun. Yay for you and you millions! You must sleep on a soothing bed of infamy each night. I know I would.
2.1.3 Confluence
Where it really gets interesting is your choices on how you balance the between the power & slotting choices.
aoe powers + defense slotting: balanced ranged damage dealer with good survivability
aoe powers + recharge slotting: excellent damage, decent surivivability
defense powers + defense slotting: ranged tank
defense powers + recharge slotting: low ranged damage with survivability - This would actually be a strange combo to play out I think, and not one I'd suggest.
pets + defense slotting: good damage, average pet availability, good survival
pets + recharge slotting: max pet availability, good damage, slightly less defense
3.0 Playstyle
3.1: General
By now (Having earned a level 50 the hard way right! You didn't PL for your VEATs!) you should be not need advice on how to play a ranged damage type, but I'll point out some basics anyway, just in case.
There's a different playstyle for every build (see below ....and beyond!), but the general locus of Crabstyle revolves around keeping you toggle buffs running, opening with Venom Grenade, and then going to freaking town. And by "going to town" I mean razing it. If you enjoy Blasters or Corruptors I think you'll slip right into the Crab playstyle and perhaps fall in love with the increased survivability and mez protection, I know I did.
I tend to follow Venom with Suppression and then Frag - so the knockback comes last - but your attack chain will depend on power choice and slotting. I highly recommend opening with Venom since it will cause all your other attacks to hit harder.
You can often take the alpha from a full team spawn, especially if you have another veat or 2 in a team (3 crabs caps everything).
You can often bring an entire spawn to only lts/bosses remaining (depending on damage resists), then just use your STs & pets to pick off the stragglers.
You may have problems with certain bosses - but nothing serious. I had to actively hop at round to keep at range from several, but that's fun! Hover makes those fights even easier.
Your main weaknesses are knockback, defense and tohit debuffs.
You can easily (if you have money, which you should) deal with the KB problem by getting a -3 kb prot IO, or you can just cave and take Acrobatics. Either of those will be plenty for PVE. Honestly though, I don't have ANY kb protection yet, and it's really not that bad.
One def debuff will usually open the way for many more, and then you're just relying on your resists (thankfully you have some!). Crabs have NO defense debuff resistance. I think this is a valid balance point, so it's definitely not something I will complain about. They can get a small amount of tohit debuff resist if you have room for CT:O.
I think that, like any archetype, your playstyle goes one of two ways: it is dictated BY your power choices, or IT dictates your power choices. If you love pets, you take all the pets and maybe sacrifice something for slotting them up. If you just happen to grab one of the melees, one of the pets and maybe aid other or something random on the way up, then you'll be playing a lot differently than someone who grabbed all the range attacks.
3.2: Wolf vs. Crab
One thing that I think is very important to keep in mind is that you get a free, forced respec at level 24 when you make your choice of Crab over Bane. I'd advise taking advantage of this by NOT squeezing the fitness pool in before the respec - take as many of the actual primary/secondary powers as you can so you can get a feel for all of them. Plus, the leadership buffs will help you level a lot faster, especially if you team.
Before level 24 (and after too of course) teaming is strongly advised. A team of wolves post level 10 will MOW through max difficulty missions, resulting in a leveling speed faster than most people will see otherwise. It's really quite impressive. Once you get to 20 and throw in TT:L, it gets even better because you can actually HIT all those purples. Grabbing assault will help too - especially on a team with multiple VEATs. I grabbed the pool maneuvers on my way up too for the extra defense. In that (pre-SO) level range I think it allowed me to cap my ranged def with one less Soldier/Widow teammate.
Most importantly, get used to the playstyle, because crabs play almost the same as wolves. Just much better. If you enjoy those first 24 levels, you will enjoy the other 26 even more. If you hate ever moment of it, you should probably choose Bane or move on to another character, because crabbing isn't going to be that different. -
<QR>
Tried two different times from two different physical locations so far, both times it times out with a message about being unable to contact the server or something like that (will get exact message if it happens again tonight).
I'm going to try again tonight...is anyone else getting this issue currently?
[edit: "The billing service did not reply, please try again." This after about 4-5 minutes of it doing the little bar bit.]
-
Hmm, no chance we can change the font size separately for individual tabs is there? -
<QR>
Another random thought: I suspect this will bring in a good deal of revenue. Hopefully that translates to more uber-coolness for I13 and beyond! (Like more unlockable archetypes!)