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Posts
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Long-time vet who has come back to the game after a year absence. I need some advice on Kinetic Melee but am completely unable to find any in the forums. How does this set stack up with the others? I've got an old KM/Fire back from when the set first came out sitting at level 20 and am wondering if I should continue in this endeavor, or should just give up on her and start SS/Elec brute farming for incarnate shards?
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Quote:That costume actually looks like it would mesh well with /Fire =DInstead of making a new thread, I will add my question to this one.
I am looking to finalize my character concept and need some help. I am looking for the best synergy for KM between Willpower and Electric. I am looking at the way the powers work in addition to the way they would look when trying to mesh them with Kinetic Melee.
The character's name is Crimson Concussion and is a mutant.
I may still tweak the costume a bit.
I have a couple of low level WP scrappers and a level 50 SS/ELA brute that I haven't played since before they added Energize. I do remember being a bit squishy against S/L.
Any ideas?
...okay, no more bias. Seriously though, if you have a Steadfast Protection /Fire seems to be the set to go. The new Burn, although not nearly as good as Shield Charge, gets in there earlier so you can have a nice one-two AoE punch with Burst and Burn (I even like the way that they sound together) without having to go through 34 levels of only one AoE attack. I'm at 16 now (only been playing casually and it's hard to level when there are no Fateweavers =/) and once I hit 24 and slot my ludicrously high level Steadfast I should be on easy street. Knockback has actually proven to be not that much of an issue, as you identify really quickly what mobs KB and pop a few purples before you face them (unless they're destroyers, then you just kill em'). But I've been grinding solo, so on teams it might be different. -
Trudging through KM/FA right now, at level 12 and just slotted level 15 IOs because why not? Waiting desperately to hit 24 so I can finally slot the 27 Steadfast: Resist Knockback I had laying about on another toon as KB is frustrating as hell. When I get up in levels though: Burn seems like a really good combination with Power Siphon and the new Fiery Embrace seems REALLY good with it (as the additional fire damage is in fact affected by +Dam from PS). /FA is not for the faint of heart, though, as you'll either have to change your build to account for KB or flop down some serious dough to get an IO to solve it. It's also notoriously squishy late-game, but absorbing alpha courtesy of Shadow Meld should help things once I get up in that level range, until then I'll just have to keep popping Purples to survive alphas.
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You really don't need that second QS in there, it's a drag on your dps.
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Quote:You actually don't need perma-hasten to do that attack chain. You just need around 55% global recharge. Any more than that is overkill unless you have a super recharge-intensive secondary like /Regen or if you plan on going rogue for Soul Mastery to dip into Shadow Meld. I'm liking it more and more as I build scrappers with the new restrictions. A clicky to soak up alphas is just what most sets need (like Fire) to survive big spawns.As far as I can see, the only trick to maximizing the stacking Siphon buffs is executing six attacks in each ten-second interval, which is easy enough. Beyond that, there's no reason to overuse QS, since it's a drag on DPA relative to the other three attacks. For my build plan which has almost perma-Hasten level recharge, I'm planning to use:
BB>SB>QS>BB>SB>CS (9.6sec) -
They all have it. Just some have it to different degrees than others. DN has the twirly glowies around your arms when you raise them up to activate it, and although I've never taken Soul Tentacles I'd imagine there is a fair ammount of it on that, too.
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Quote:I definitely agree with skipping Impale, as with Throw Spines and even the potential of an Epic Mastery st ranged attack makes it pretty much obsolete.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.
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.
I went in a different direction than most with a kind of "moar damage please" build that opts out of Physical Perfection and even a travel power (ninja run has proven to be a sufficient replacement with level 50 Run IOs in Sprint and Swift, although I will miss the obligatory Slow Resist slot) for Blaze Mastery. Fire Blast is actually everything Spines/Fire wants and so much more, as it does more damage than Lunge and animates in a fraction of the time of Impale (although on the whole Impale would deal more damage if slotted, I feel Fire Blast was right to replace it). Seems kind of a noobish build with AoE's galore, probably even more than I need. I'll be sure to try it out for quite a while before I invest in the purple sets it needs but I can't see how Fireball could go wrong. FE, BU, SB, FB, Burn, maybe jump back and TS for the stragglers and finish off the rest with a still-boosted Fire Blast from FE.
Sets are mostly +Def for survival and some +Rech to make it more efficient for farming and putting Rise and Healing Flames on a shorter clock. My sets let me achieve a fairly impressive 29% Def for melee and 26% Def for S/L which is a huge survival boost for the build. These numbers will be increased to 32 and 29 respectively once I get the ever elusive TP protection/+3% Def Gladiator's Armor, which my PvP hours will hopefully lead me to.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Lunge- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (11) Reactive Armor - Resistance/Recharge
- (15) Reactive Armor - Resistance/Endurance/Recharge
- (36) Reactive Armor - Resistance
- (37) Reactive Armor - Endurance
- (37) Steadfast Protection - Resistance/+Def 3%
- (A) Armageddon - Damage
- (3) Armageddon - Damage/Recharge
- (7) Armageddon - Accuracy/Damage/Recharge
- (13) Armageddon - Accuracy/Recharge
- (13) Armageddon - Damage/Endurance
- (17) Fury of the Gladiator - Chance for Res Debuff
- (A) Doctored Wounds - Heal/Endurance
- (5) Doctored Wounds - Recharge
- (5) Doctored Wounds - Heal/Recharge
- (7) Doctored Wounds - Heal/Endurance/Recharge
- (9) Doctored Wounds - Heal
- (9) Doctored Wounds - Endurance/Recharge
- (A) Run Speed IO
- (A) Accuracy IO
- (A) Luck of the Gambler - Recharge Speed
- (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (43) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Recharge Reduction IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Recharge
- (36) Reactive Armor - Resistance/Endurance/Recharge
- (42) Reactive Armor - Resistance
- (42) Reactive Armor - Endurance
- (43) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Reactive Armor - Resistance
- (19) Reactive Armor - Resistance/Endurance
- (19) Reactive Armor - Resistance/Endurance/Recharge
- (39) Reactive Armor - Resistance/Recharge
- (A) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Accuracy
- (21) Performance Shifter - EndMod/Recharge
- (50) Performance Shifter - Chance for +End
- (A) Obliteration - Damage
- (23) Obliteration - Accuracy/Recharge
- (23) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (A) Obliteration - Damage
- (25) Obliteration - Accuracy/Recharge
- (25) Obliteration - Damage/Recharge
- (29) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (A) Obliteration - Damage
- (27) Obliteration - Accuracy/Recharge
- (27) Obliteration - Damage/Recharge
- (29) Obliteration - Accuracy/Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Endurance/Recharge
- (42) Obliteration - Chance for Smashing Damage
- (A) Recharge Reduction IO
- (A) Obliteration - Damage
- (31) Obliteration - Accuracy/Recharge
- (31) Obliteration - Damage/Recharge
- (31) Obliteration - Accuracy/Damage/Recharge
- (46) Obliteration - Accuracy/Damage/Endurance/Recharge
- (50) Obliteration - Chance for Smashing Damage
- (A) Positron's Blast - Accuracy/Damage
- (33) Positron's Blast - Damage/Endurance
- (33) Positron's Blast - Damage/Recharge
- (34) Positron's Blast - Damage/Range
- (34) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense/Recharge
- (A) Recharge Reduction IO
- (A) Accuracy IO
- (A) Apocalypse - Damage
- (45) Apocalypse - Damage/Recharge
- (45) Apocalypse - Accuracy/Damage/Recharge
- (45) Apocalypse - Accuracy/Recharge
- (46) Apocalypse - Damage/Endurance
- (A) Ragnarok - Damage
- (48) Ragnarok - Damage/Recharge
- (48) Ragnarok - Accuracy/Damage/Recharge
- (48) Ragnarok - Accuracy/Recharge
- (50) Ragnarok - Damage/Endurance
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Face value other than the purples, the two LoTG unique enhancements, and the Numina's Unique, the build isn't as ridiculous as others I've seen, and I hope to have it ready once my Spines/Fire reaches 50 (or at least the means to get it when I reach 50) but the problem now is getting there from 34... -
Quote:BaBs has actually hit a wall in that development because Shields are giving him trouble. Hopefully he'll make another breakthrough that takes care of it but with Going Rogue still churning away at his time I wouldn't expect too much. It's good to see the devs okay with that concept, though.It should be noted that with the removal of redraw in combat (check dev digest for BAB's post) those DPS studies are about to be made somewhat moot.
Also, for dual blades, I did not factor in the buffs from the combos. DB will have better ST damage than I accounted for there. -
Quote:Wow! Great work, BaBs! Will this be up on test any time soon?Good news everyone, I think I have figured out a way to bypass weapon redraw in combat. I've tested it with with various non-weapon powers or weapon powers from completely different sets, and it seems to work out. This means that you will be able to use any power in a chain with a weapon power, and not have to redraw the weapon...even completely different weapon powers. It will just instantly appear in your hand and play the attack animation. If you're not in combat, out of range, or have no target selected...then it will play a non-rooted, interruptible version of the weapon draw animations.
Some minor issues with consistently playing a weapon draw animation outside of combat, or the weapon draw animation playing when it really does need to...but that shouldn't interfere with combat.
Unfortunately, I'm not going to be able to get to every powerset at once, but I was able to get the following powersets done.
- Broadsword
- Claws
- Dual Blades
- Archery
- Battleaxe
- War Mace
- Trick Arrow
- Thugs Mastermind Dual Pistols
- Robotics Mastermind Pulse Rifle
- Arachnos Widows
- Arachnos Soldiers
- Patron "mace" powers
- Munitions Ancillary Pool
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Quote:I say just make Whirling Hands a better attack in general and you'll have a much better set. I know it's built on single target damage but so is Super Strength and it gets the best AoE attack in the game. I say we give all the sets the Super Street Fighter IV treatment: buff every set until they're balanced. =DI think if Whirling Hands just stunned instead of only having a chance to stun that the problem would be solved.
Honestly though making Energy Transfer slightly better couldn't hurt things. -
Sadly what the set really needs is to drop the dead weight that is Conserve Power for something that actually helps the set. While porting over Energize would be quick and easy I think EA deserves a little bit more attention than that. In particular I think it deserves a little more attention in its only relevant secondary mitigation: End Drain. I'm not asking for Heat Exaustion level End debuff or anything ridiculous like that...well, actually, maybe I am. When solo, Energy Drain can't completely drain anyone (although it does take a noticeable chunk) even when fully slotted, and unless it's paired with Electric Melee or you're on a team that drains endurance (rare other than Kin Corruptors). Why is this power all by itself when it could potentially be paired with something that compliments it so well? I know we have our cottage rule, and that Energize worked in decently well with that, but honestly I see an offensive toggle or click power -end and -end recovery debuff as the most elegant solution to EA's problems. As far as I'm concerned with ELA's paltry performance levels in terms of -end and -end rec it is pretty thoroughly unexplored territory when dealing with a Brute. Shouldn't the -end and -rec on Energy Drain be there for a reason?
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Quote:Because Dark Melee has no knockdown attacks to stick Force Feedback (chance for +Recharge) in. You have the Force Feedback proc turned on in your other build. If you turn it off you only have 40s recharge in Energize as well. That also isn't really a true 30s recharge in Energize as you won't have that proc active all the time (although I do have it in Foot Stomp on my SS/Elec and it definitely procs a lot). There will be crucial seconds in the build when the proc just won't happen (say, trying to solo an AV).I'm not sure what is going on with my Mid's Builder, or perhaps there is just something I've overlooking, but I have a SS/Elec build that has Perma Energize, but when I convert over to Dark/Elec and try to get a build together for you I lose perma energize and can only get it to 40s recharge (10 second downtime).
Perma Energize, as said above, isn't all it's cracked up to be. The regen isn't the big deal, it's the heal that really is important. Now, the same can't necessarily be said about Perma Soul Drain, as it is best to have it at as low a recharge as possible, but perma isn't really necessary either, as you will rarely come up against a group of mobs that really will take more than one (other than an AV and some mobs to buff up your Soul Drain, but even then that's not the greatest idea as heals can't really defend against an AV's massive burst damage and tacking on more guys to that would probably not be great). -
Darkest Night is also really useful for soloing at high numbers like +2/x8 if that's your bag. Darkest Night the furthest one away and it'll pull the entire group in a nice clump so you can corner-pull, Soul Drain and go to town with Dark Obliteration and Shield Charge. Best part will be they won't be able to touch you. Basically if you plan on doing anything but soloing AVs (and even then DN has its uses, but less so as it's a real blue bar destroyer), then DN is your best bet.
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Current endgame build can do Empower into Attack Vitals with no gaps and has 38.4% defense in its weakest area (fire/cold) and 48.3% defense in its strongest (S/L). It's built for survivability and hopefully has some av solo potential...although with no way to take my defense further (like SR has) I don't think it'll be able to do it without a tray full of Lucks, just popping one every time the other wears off =/
Just shows how weak EA is, I guess. It can cap defense, sure, but is there the punch-packing Against All Odds? No. Can it bring its defense to ridiculous proportions like SR? No. Does it even have a Damage Aura to help with AoE? No. It does have the new and improved Energy Drain though! You can heal...3% of your HP per target...gee...thanks.
Decided at 6 that I'm gonna roll up DB/SR instead. Seems pretty decent on a Brute. -
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Looking at pages upon pages of threads I see no mention of Dual Blades in any capacity. Is it really that bad of a set? I've actually been planning on doing a grinding challenge of DB/EA. It's going to be...interesting. Before I did that though I wanted to ask around about how it's been since the hype died down. People still soloing AVs with it? Does it suck end bad? Why does no one use Empower in their late-game builds? How do you type with boxing gloves on?
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Actually when I get to finalized builds with Spines when I go Blaze Mastery I always end up getting rid of Impale because with all the +recharge it just seems useless when compared to Fire Blast. Unless I'm building for PvP I always find that I can fit in strictly better powers for what the character needs. For instance, you could take out Impale, Combat Jumping, and Melt Armor for Boxing/Kick, Tough, and then Weave. This, and a less recharge, more Melee Defense oriented build might just let you intelligently solo those "I think I'm worth 8 heroes" missions.
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Shields literally have no redraw. Some animations are changed to account for shields, and some stay the same.
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Just skip Scorch. Easy call. You said yourself that your melee attack chain would be GFS->Incinerate->Cremate, right? What do you need it for?
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Isn't Syphon Life your strongest attack? Why is it not slotted for damage?
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Quote:Well, half of your problem is solved because of power customization. Banana spikes are a thing of the past by choosing metal, slate, or crystal.I appreciate the rant of the OP. It's bad when the visual concept goes south.
Funny thing is, I would pay good money to get rid of the quills effect. Hated it, and have only one spines alt, a Spines/Dark, so I could use the dark stealth to get rid of quills and the banana spines.
This is why BABs is damned if does/damned if he doesn't..... -
Quote:Which is exactly why I made the thread. =Dthanks for the info BaB's. I could have used you a couple weeks ago in a heated spines discussion on the scrapper boards.
Now that clarification on the issue has been made, even with my misnomer on how the old quills work, I'm fairly certain that this thread has served its purpose...unless people want to move the "makes spines better" discussion to a thread with a redname in it =P. -
This turned out long and in some respects drawn out, the bottom of the post contains a summary of what I'm trying to say for those who are too lazy to read through my "rantings"
Issue 16, the dawn of the resurrection of a multitude of characters for me. I spent hours customizing powers and recreating costumes in order to fit with their new amazing themes, paying specific attention to powers and how their visuals would make this character look. I happen upon my old Spines/Regen scrapper and lo and behold! There is an option other than: ridiculous looking tree things! I immediately get to redesigning him, spending time and effort doing what I love: making him prettyful. Now, I don't go out and play him immediately, as I take this opportunity to get a few thoughts from my head into action, creating Spines scrapper after Spines scrapper, relishing in the new wealth of concepts I can make. All is not well and good, however, as I spend time leveling these notoriously hard early-level powersets, and finally get to the crown jewel: Quills.
Now, from what I remember from previous spines scrappers, Quills has always been an amazing power, letting me dish out damage without even clicking, and having that debuffing effect? Great. What I was really looking forward to, however, was not having my attack times take forever and a day whenever I decide to use Healing Flames, or for that matter most of my secondary powers on my Regen scrapper, because of the redraw. And yet, I look after using healing flames, and the spines are gone? I quickly log out and log back in as my Spines/Regen, click on Spines and then click on one of my numerous click powers, and yes, they were gone again. Quills was still running, but my porcupine-esque visage was not to be had. The spines were not there. Wrest away from my form in their prime. O why has thou forsaken me, Quills?
All joking aside, I have no idea why such a terrible thing would happen to what I remember being a set-defining power. Does this change its role as such? Slightly. Does this seriously affect the viability of Spines when looking at a set like Regen? Yes. Now, I have seen this topic on the forums before, but never in this section unless it was a small footnote on a thread about Spines, and never to my knowledge have we received word from this on the Devs as to whether or not this is "working as intended". Guessing by the fact that I can use Quills, then turn on a toggle and not be forced to redraw, and the redraw only happening on click powers not in the primary, I would guess yes. My only question is why? Was Quills' non-redraw contingency allowing the performance of spines as a whole to be too much in terms of the balance of the game? Was the movement of Fire Armor and the planned movement of electric armor as secondaries to Scrappers too much in terms of the scrapper that could not only have a secondary damage aura but keep its endurance above almost zero (unlike Dark Armor)? I plead someone of authority to answer these questions, as it just doesn't seem to add up to me.
Looking at Spines' animation times, and then looking at literally any other power set in the game, it's pretty clear that Spines has the short end of the stick on animation times, coming in slowest among all the sets I've played (or at least seemingly so). Does the set make up for it with incredible area of affect attacks? Yes. And an exotic damage type? Gads yes. And a great secondary effect? Yes indeed. But do all these pros mean that every time I redraw and am killed by an enemy because of that milisecond of timing that I didn't have to click a green or heal or something else that I don't curse the very concept of redraw? Of course not. My point being that does an already undeniably abysmally slow set really need something that made it just a little more user-friendly taken away from it?
This is where the people who skipped ahead can join in =P
Will the fact that Quills no longer negates redraw make me stop playing Spines Scrappers? Goodness no. I enjoy spines as a set because of the wealth of new concepts that have been introduced as of Issue 16 and revamping my previous Spines scrappers to be fitted with all the brand spanking new shineyness that comes with power customization. What I would really really like, though, is an explanation as to whether or not this new aspect, or lack of an old aspect, was intentional. If so: What is the reasoning behind it? If not: Is it fairly high on your lengthy list of "things to do"? Another thing I would enjoy is to basically hear some opinions on what other people think of this change, whether or not you are a spines scrapper, or if you have some spines scrappers on the shelf that you haven't dusted off for a while. I am very aware that there is a chance that this will not be changed, but it would be really awesome to get a state of address on this issue on one of my new/old favorite sets. -