-
Posts
509 -
Joined
-
Quote:Points 1-3 will be true of any Spines/* scrapper running Quills. And point 4 would be a bigger issue if you drained the endurance of mobs faster than you depleted their hit points, but barring some very unusual circumstances, I run them out of hit points much faster than I run them out of endurance.1) low on HP - After a spine burst and Throw Spines, most mobs will be low on hp.
2) Outgunned - Self explanitory really, I'd feel bad for the mobs if I were fighting me as well.
3) Recharge is basiclly non-existant - Spines does slow them down a bit doesnt it? I really notice it when I am running Quills.
4) Out of Endurance - Hrumph. Lighting Field -end, Power Sink -end.
So out of four possible reasons for the mob to scatter from me, looks like this toon has all four. Add the fact that my mobs dont die in a single spine burst, throw spines, ripper chain. (+3's) It adds up to a toon that probably wont work for MY playstyle.
----------
For some reason, I actually find this controversy compelling, so I spent all morning repeatedly farming the BM map on +3x8 (stepping up to the difficulty at which you theorized that Lightning Field would become a problem). Some of the time, I used Quills and Lightning Field. Some of the time, I just used Quills. And some of the time I used neither.
Since inspirations lead to variable results and I wanted to eliminate that variable, I didn't use any inspirations (and because warriors don't pose much threat to my survival even at +3x8).
Here are my observations, for whatever they're worth. Take or leave them as you see fit.
1) Lightning Field promotes mob scatter.
2) Quills also promotes mob scatter.
3) Lightning Field + Quills causes very little additional scatter, as compared to just Quills.
4) It's better to run them both; they add more kill speed than the scatter subtracts.
Each group basically died to BU+TS+SB+Ripper+TS. Only bosses remained, along with whatever might have been outside the AoEs due to their initial placement. There was little need to pick off of runners or stragglers; certainly nothing that seemed excessive. Since I use both Ripper and Thow Spines in my *single-target* attack chain (both have better DPA than Impale, and endurance is obviously no object), most such stragglers were picked off by collateral damage when I killed the bosses.
Now I am convinced that Lightning Field helps more than it hurts. Whether you are or not is out of my hands. If nothing else, I boosted my own understanding of mob dynamics vs. damage auras, and made about 60 million inf along the way. -
Quote:Well I don't routinely run at +4x8, just +2x8, but at that level I still don't see the problem.It may not be if you're fighting small mobs of weaker minions, but when you kick it up a notch and go +4/x8 (or fight anything that can survive the initial alpha strike) then yeah, it does become a problem (IMO)
I suggested making a request to the devs to add a taunt component to damage auras (Blazing Aura, Death Shroud, Lightning Field) similar to the ones in Invuln and SD (Invincibility and AAO) to prevent mob scatter, but it was rejected by the Scrapper community, even fiercely by some (something I didn't expect, tbh)
I certainly wouldn't mind adding a taunt aura to Lightning Field though. -
Well there's no going wrong with elec/shield, that's for sure.
But honestly, the scatter isn't a big problem for spines/elec with Ripper and Throw Spines. -
Nothing personal. The bit about a blapper being "more tougher" than a scrapper (however squishy) just reminded me of that picture.
-
True perma-PA isn't really required for soloing an AV; Decoy Phantasm and LOS trickery will cover the gaps.
That said, perma PA is a massive boost over non-perma PA, and you should build for it. -
-
Quote:Interesting theorycraft. In point of fact, Lightning Field doesn't cause mobs to scatter any more than they would with just Quills. I have no trouble killing everything quickly with Throw Spines, Spine Burst, and Ripper, and don't need Impale at all.I was thinking about rolling one of these, but after looking around a bit, it would seem that lightning field will make the mobs scatter, which can be annoying for the aoe setup. Pair that with the scatter from quills because of stacked -recharge, and that is too much impaling, and not enough bursty goodness for me.
I've decided to roll a fm/elec, and an elec/sd instead.
SD
Choose whatever you like of course, but your theoretical analysis doesn't really hold up to gameplay. -
Quote:As the player of a lvl 50 spines/elec, I'll echo the above poster in saying that Power Sink will solve all your endurance problems, especially when combined with Stamina and Energize. You will have no endurance problems once your build is mature.So, this is my 2nd scrapper toon... I think the character has great potential. Between the extra recharge bonus from Elec, and the DoT from both Quills and Lightning Field, it should be a nice build.
I am wondering if the damage is good, and also if the endurance is a problem? I currently am having trouble with endurance on the toon, but I haven't reached stamina yet. I know I get an end drain later down the line... does it work effectively at keeping the end in check?
Damage will be better than Spines/Dark and less than Spines/Fire.
Spines/elec is a very strong farming build, similar to spines/fire and spines/dark which are touted among the elite farmers. Spines/elec continues to slip under the radar with this regard, but only because it's new, not because its performance is lacking. -
Quote:A lot of people don't like AoE holds because they're slow to recharge and have a very short duration.I always thought total dom was a good skill? how come it's that bad?
Builds with high global recharge and Power Boost can get a lot out of the power, but for others it may be a waste of slots. -
Quote:That's pretty accurate. I have two softcapped scrappers with Aid Self who can use it pretty reliably in mid-fight, but I also have a trick arrow defender with Aid Self. And even though he typically applies an autohit -16% ToHit debuff to enemies at the start of a battle and has a few points of general-purpose defense, he can't reliably use Aid Self in mid-fight; it's as likely to get him killed as it is to heal him, unless I break line of sight. Mostly it's for healing up after a fight or to provide a small degree of stun protection.Now you want to hit Aid Self. Unfortunately, your defense is only so-so, particularly to smashing/lethal, which are the most common damage types in the game. So they're going to be hitting you the whole time. That makes it hard to get off an Aid Self without it being interrupted. So it MIGHT work and save you, or it MIGHT mean you just rooted yourself in the middle of a nasty pounding and got nothing for your effort, and now you're almost dead or dead. (Granted, this is theorycraft, as I've never taken Aid Self on a Willpower.)
I didn't take Aid Self on either my Kat/WP scrapper or my Claws/WP brute, and honestly I don't think it's a good idea to take it. -
-
-
None so blind as he who will not see, other than perhaps he who has been punched in the eye with a flaming rag.
-
Try it sometime. It takes some skill that *I* haven't got.
-
Quote:Actually I think SS hasn't been proliferated to Scrappers because, like Mace and Axe, it's a set that conceptually relies on brute strength and very little finesse. (And yes, Broadswords take a lot more finesse than axes or maces--trust me on this, I'm a certified stage combatant.I'm sure there are lots of sets that people WANT ported, but super strength is probably the at the top of the list among iconic 'super powers' and fits in with scrappers as much or more as any other power set. I mean, people WANT scrappers to have pistols, lol.
) The devs seem to view brute force without great finesse as the province of tankers and brutes.
So, if you think that SS fits scrappers "as much or more than any other powerset," then it might be a function of the fact that *you* want it proliferated.
But think about it: scrappers got fire melee and electric melee already, and IMO are likely to get the other "exotic/elemental" sets (ice melee and energy melee) next, before getting those "brute force" sets SS, WM and BA.
Then again, the community clearly wants to see SS proliferated a lot more than they do Ice Melee (lol) or Energy Melee (now that it's been nerfed). And now that CoX has some competition within its own niche, we're starting to see the community get the things that the community has asked for the longest. (Power customization, the 5th Column back, dual pistols, a new MM set...)
So time will tell. But IMO, Ice Melee and Energy Melee will be next if the devs hold true to what I perceive as their established form. -
Body Mastery is probably best if you want to solo AVs and what not.
Weapon Mastery is pretty nice for MA/SR, though, as it gives you Caltrops which is a very strong mitigation tool against anything short of an AV; and it gives you Exploding Shuriken, which is a welcome boost to AoE damage output.
Plus it's got a kind of Bat-caltrops and exploding Bat-shuriken kind of vibe, if you're into that. Or you could go the whole ninja route.
I used to have Weapon Mastery back in the day, but somewhen along the line I updated and respecced into Body to better solo AVs. -
Quote:Mostly it's just a power customization thing, and a new toy.oh, and can someone tell me the appeal of Spines/Elec?
It's kinda lost on me.
But you know, it's yet another armor set with a damage aura, so the playstyle is similar to spines/fire or spines/dark.
It can attain slightly better overall mitigation than spines/fire (slightly better resists + sapping), spends less time self-healing than spines/fire but recovers similar hp/time, has superior inherent endurance management, and 20% more global recharge to seamlessly spam AoE attacks.
That said, it lacks Fiery Embrace and Burn, so it has less damage output, especially burst damage.
So... it's a bit like spines/fire except less squishy and less damage. Also has similar performance to spines/dark but without the endurance issues and somewhat more squishy.
I play it because it's a new combination as of i16, and I liked what I could do with both sets in power customization.
It's funny though; it slips under the radar as a farming build; you see people talking about spines/fire and spines/dark, but spines/electric is really never mentioned, even though its performance is similar to both. -
Quote:Prior to power customization, I always disliked spines for much the same reason. It took a great deal of conceptual work to make the protruding spines "make sense" with a costume. Like, why isn't the costume all gnarly and tattered? I'm the sort of player who begins with a concept and min-maxes from there.I had a spines/fire for a while. The animations for spines got to me and I also had trouble 'explaining' how this guy protudes spines AND blows fire from his bodily orifaces.
Doesn't bother me to see someone else with the powers, but I have this 'thing' with having my toons powers make sense.
I had a spines/regen stalker who had no costume to speak of (The Boogedy Man, a form shifter--or more accurately, a manifestation of the irrational fears of his victims. His costumes are all various hideous monstrosities: a gaunt, skeletal figure with protruding spines, a reptillian fiend with protruding spines, a clown like Pennywise but with protruding spines... you get the idea.) But the spines still looked BAD. Like I can't hear you, there's a banana in my ear full retard bad.
But with power customization, some of the spines actually look *good* with costumes.
My "new" (OK, lvl 50, fully IO'd and accoladed) spines/electric scrapper is a mutant whose body is a capacitor and produces electrical fields. (Multispectral electrical fields because it's an i16 world we're living in now, kids.) His COSTUME is a genetically-engineered symbiant (think Venom) which feeds off his body's electricity to produce the spines and to sustain itself. The spines don't actually *poke through* the costume; they're *extruded from* the costume.
See?
There are spines now that are just metallic spikes; these look pretty good jutting out of a metallic body (tight/metallic for instance, also some of the "armored" textures). So you could maybe be some sort of metalman with an internal furnace...
I don't know. Anyway, my point is, spines are a lot more concept-friendly than they used to be. -
Quote:Actually, that was the OP's build, hastily edited to show how it's possible to build in a focused way for strong defense to layer on top the other mitigation.I just had a chance to mid's up your build Chaos, and I agree that defense is very important, since you're approaching the soft cap I can see why you might be straining to get that last bit of defense in. The global recharge seems to be allowing ripper to make it less painful to go without impale. It had sent alarm bells off since Pre-IO's I was incabable of imagining life with natural recharge without impale, since it is already painfully slow if the three attacks don't kill what i'm attacking.
As a personal preference I would take impale in use with FA in order to take advantage of the burn patch (unfortunately the slows are only enough to make it do about 1/4-1/3 damage to enemies surrounding you, not to use against a single target)
The only powers I can see you have that are slightly skippable are maneuvers, consume, impale, arguably physical perfection (since you have high global recharge, consume and conserve power)
Seems I'd been a bit hasty considering I hadn't checked out why you made the choice and that you'd on several occasions predicted someone would start a fuss over it like I did.
My own personal spines/elec build is a bit better in every measurable way.
To be fair, I'd predicted people would disagree with skipping Impale because it's a unique and useful power among the scrapper sets, and having played a spines/regen stalker to 50, I was highly dubious of skipping it even as I planned out my spines/elec scrapper build.
It worked a treat, though, so perhaps I can credit myself for a modicum of out-of-box thinking. -
Quote:Cool, I've been "directly disputed." How exciting. Taking these objections point-by-point,Absolutely do not skip impale, I rarely dispute something directly, but not taking impale Would be a very bad choice because
A.) It allows you to give livable ST damage and gives you the capability to take down bosses
B.) It allows you to leverage burn, drastically increasing your single target DPS
C.) It is ranged, High damage, Immobilizing attack. (I mean, seriously)
It WILL gimp you if you don't take it.
A) Let's look at the DPA (damage per second, Arcanatime) of some Spines attacks.
1) Ripper: 2.585 damage scalar / 2.376sec Arcanatime = 1.08 DPA
2) Throw Spines: 1.5445 damage scalar / 1.848sec Arcanatime = 0.83 DPA
3) Impale: 2.122 damage scalar / 2.64sec Arcanatime = 0.80 DPA
4) Lunge: 1.37 damage scalar / 1.848sec Arcanatime = 0.74 DPA
OK, so Impale is a little better than Lunge for single-target damage per second. However, with a single damage proc in each, they'd wind up being about equal. With two damage procs in each, Lunge would pull ahead.
Regardless, to say that Impale is the set's saving grace for single-target damage and that without it, one lacks "the capability to take down bosses" is absurd. Impale has terrible single-target damage just like all the other attacks in the Spines powerset. Assuming you could chain something like (Ripper > Lunge > Throw Spines > Lunge) as I can, using Impale wouldn't improve your single-target damage by very much, if at all.
B) This point is well-taken. Since I play spines/elec and have no equivalent power to Burn, I won't dispute the validity of Impale as a means of immobilizing a target within the patch. (I would think that the slows in Quills, Throw Spines and Lunge, together with the knockdown and slow in Ripper, would be enough to leverage Burn against a single target, but I can't honestly confirm this.)
C) Maybe I should have been clearer in my explanation for why I didn't take Impale. So far, all this discussion has ignored the fact that I was building for S/L/Melee defense, and the fact that the only way to slot Impale to provide a S/L/melee set bonus is to four- or six-slot the power as a slow or immobilize. Slotting it as an attack won't get you any closer to high S/L/melee defense; and anything that doesn't get you closer to this goal pushes you farther from it.
Plainly put, the power Impale requires slots to be effective, and the slots I saved by not taking an attack that I really don't need bought me quite a few percentage points of defense in set bonuses elsewhere in the build.
You may go ahead and say that skipping Impale "WILL gimp you." But I can run at +2x8 against Malta, Carnies, Rikti, Praetorians, Council, etc., and do so at blistering speed. And on several occasions I've cleared most or all of a map before realizing that my inspiration tray isn't open. Frankly, nearly 40% S/L/melee defense is a lot more valuable than the ability to immobilize a single target, shoot a runner now and then, and do a couple more points of damage per second (or a couple less, depending on how you slot Lunge).
"It WILL gimp you if you don't take it?" I beg your pardon. It assuredly will not. -
-
Quote:I totally get that. And I'm not saying that Impale is a bad power or a wrong pick.I guess it's different play styles is all. But the reason I took it is because of that, Spines has loads of AoE, but crappy ST damage. It's also great for taking out runners or immoblizing them so they can't get any further away.
But it's a slow-animating single-target attack in a build that's designed to spam AoE. Therefore it is questionable. Not a bad pick, necessarily, but open to interpretation.
The OP was citing problems surviving at +1x5. So I hastily edited his build to provide it with meaningful smashing, lethal, and melee defenses, along with a few other minor improvements. And I'm confident that the revised build will handle +2x8 against most enemy groups.
Just trying to be helpful, not stoke a controversy over Impale.
I have nothing against it. It's a staple power on my spines/regen stalker, but that's a completely different sort of toon. -
Quote:I've found that Throw Spines and Ripper are more than adequate to keep foes from getting away, and that the godawfully slow single-target attack that is Impale is of limited utility in an AoE monster like spines/elec (or spines/fire).I don't think I'd ever consider dropping Impale, especially given Quills' tendency to make enemies run. And again, Physical Perfection is sort of meh with Fire. Certainly not worth giving up Impale.
I predicted upthread that some people would disagree though, which is fine. -
Ahh, no. Hehehe. Ahem. I did forget about /FA's lack of -KB.
(My experience is with spines/elec and a high S/L/melee def build which runs quite happily at +2x8.)
I'll go back and edit the build to put in some -KB.
As for Impale, I think it's fine to skp. But that's just my opinion, and probably others would disagree.
EDIT: OK, now it has 8 points of -KB. Sadly it lost a couple points of S/L and melee defense. But it still should be high enough to make with the facerolling on most enemy groups. -
Well, first, putting clothes on won't help you stay up in rush hour traffic.
Second, you've missed some chances to build in useful defense bonuses, and instead taken set bonuses that aren't as useful (fire resistance? psionic defense??).
Third, if you had Build Up, you'd kill stuff a LOT FASTER, which would help your survival as well as boost the rate at which you gain xp/inf/drops.
You need to decide what sort of defense you're building for. Your defense bonuses from IO sets are kinda all over the place, and the defense numbers they're giving you obviously aren't sufficient. You can't build for everything, but you can build for a couple things very effectively. I advise S/L/melee defense, and then try to cherrypick enemies that do mostly or entirely S/L damage.
Also Char and Melt Armor aren't doing much for you. Sure, Melt Armor helps you kill stuff a little faster, but as a spines/fire tearing through spawns, Melt Armor is kinda superfluous to begin with, and then the long recharge time means it can only be used once every 3 spawns or so. I think you'd get more utility from something like Physical Perfection.
Here's a revised build which has enough S/L/melee to let you faceroll most enemy factions. EDIT: it also has a much faster-charging heal.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1411;711;1422;HEX;| |78DAA5535B6F126110FD161669B996B6147A037A2FADD0568DB69A68AAB54915945| |E9F5482F4B39020109626F6CD1F502FF1C527A326DA3FA0F112FF897FC50BCECC59| |488C8F6EE01C767666CE70E6DBECA3359F528FAF282370AD52B0ACFC76B151A8D77| |5C3B3A38BA56AAD523B380A3EACE9C4FAC6ADD54CE2EAEE4666CDAD940AB7F3F259| |5DD13ABD7958AE54ACE14E744D3FD0554BA7D7CBBA71945F3D6C14421BD5926EE86| |A33DDFEE1CBD56A15CA6856B565E126A30BF572F520D8BED9D70DAB54AEFBEDCC83| |52939E86AED7CBC5F4D5DAFE513E5BB09A2410A58992F47DCDA3C9D572AA1CD1B87| |26C0A79B68402DB426738CF903C538DD38F19E59810326342BD71A1589468549DA5| |7403E92EE38743A92565FE14EAFA2514504EA6E86FB94BB484CE519513C398CEDB0| |6874EE54037857C19A19EAC908BD25D1051AE94E2D01B0AE11FB55C6EE87641D703| |411FE487A03B07DD012AE9B61B7587A57788425E841C5E8452FD420B3D42114AF04| |349F9BF4B1B378582A87106F730E90D71656017A597C59CF39417B2BD0CC1CB5E78| |D90F2FC7E0E512BCECA2F43E7B94BE97A2D4FF027327E44FBFA584304631C2F3128| |A810C7A12B1B71BC176A3D86E02DB4D60BB4ECA1BB4271AC40C43186C0483A5C630| |51442632297DD89E6818AE8CC09518AC7AE7E634AC61146B18C31A26E0FF24FC9F8| |1FF33D8CD05AA8ACB216B99F163543D41D553543D43FA73A165378F0E9171884C40| |641222D3109986C8024456A86ACA366B0A2E4D83DED39359BBDF2CFA25D12F897EC| |9BF0ECD1CFA9D50D5BC7D66E73F48A3D31F419F419F84525F84B6A9286D1F9B3474| |4FE8182DC24D6311FB5DC27E47CCCECB491FBA54E69F48CEB4DF4B8A1812899B9D5| |7F5BFAEAFBEB656F79687708721C7B0C77087E12EC33D8602C37D862243EB5BA73A| |B8CC03AD305C64B8C470CC496E2F8197C1C7E067083004197A18FA18061886185E3| |1B4FE002CDA0391| |-------------------------------------------------------------------|