John_Printemps

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  1. So since the first day this lil dity was announced I've been trying to determine what I wanted to change my screens to and I think I've finally found them:

    Login Screen

    Character Select
  2. [ QUOTE ]
    Gotta say, I love the rock guy

    [/ QUOTE ]

    I couldn't resist giving him an ice cream cone of rocky road XD
  3. Had a WIP post on this a ways back but figured it'd be easier to put it in this cause...I have no idea but hey check it out: Sun Lord, Tiger's Claw, Minstrel Mistress, Rocky Road

    I'm sure you'll figure out who's who. And it's a lot easier to see this time!
  4. Figured at the rate I expect to be going I don't want to make a new thread every single time I got something new to share with everyone so what better way to bring it into a consolidated area starting with:

    This

    Yay for more comments!!
  5. [ QUOTE ]
    [ QUOTE ]
    Spines / DA has interesting elements but in the end it is a sub par performer at best. A couple of the other combo's beat the snot out of it for speed and performance.

    They arent truly the AoE kings. And they definately arent the fastest grinders / farmers / pl'ers. And of course thier weaknesses / limitations cant be shored up like you can with other combo's.

    And this is from experience. I have a spine/da with an optimized aoe build. It just doesnt cut it compared to my other toons. Yes I dumped a few 100 million on the market hoping to make it great, but the other aoe beasts out there eat it alive.

    [/ QUOTE ]

    You're referring to a different scrapper build?

    [/ QUOTE ]

    He must not be playing a Spines/DA, The only thing I've seen compare to a Spines/DA on AoE is a Fire/Fire Tank, which remains a debate between the Scrappers and Tanks on who is the higher performer.

    While yes there are some impressive combinations in other AT's, what was the comparison to claim that Spines/Da (which many do hold the torch to being the King) was not?
  6. [ QUOTE ]
    Can somebody fix the link to this journal in the scrapper guides and FAQs? The link currently goes to nowhere.

    [/ QUOTE ]

    I posted up the correct link but I don't think anyone's gone back that can, to correct it :/ That's why I re-link when possible and keep the link in my sig.
  7. John_Printemps

    WIP

    [ QUOTE ]
    Step one: get out pencils.

    Check.

    Step two: prepare the drawing area with good light.

    Check.

    Step three: Bathe the paper in BLOOD!

    Check.

    Step four: Draw.



    [/ QUOTE ]

    heh, that made me laugh, wasn't expecting that kind of view from the image.
  8. John_Printemps

    WIP

    My work has some downtime this week in between our duties so I've been taking the opportunity to use that time for a fun little project at work. I carry around this attache-folder-binder thing at work (one of those expandable folders that you use a band to close, no idea what they're called...) that is a pretty durable paper-cardboard ...thing, but that's really too much detail about the thing. The project is to cover the whole thing in "heroes" and I figured I'd share the starting stages and see if anyone might have some ideas for me to through in for further "heroes". Trying to do unique costumes that haven't really been done before with "names" for all the characters that most likely haven't been taken in-game yet so their identities are unique as possible. Puts an edge on my effort

    This is the start, two characters Sun Lord and Tiger's Claw. Yeah there are some...oddities in their setup so far but hey :P

    I also understand the quality is...weird, without the ink in there yet scanning the light pencil was a bit rough, but hopefully its enough to spawn some ideas.
  9. Oooh, okay I see what you're talking about.
  10. [ QUOTE ]
    I'm not crazy about the Mantis shot -- it's too cramped to easily tell what's going on -- but I think you have potential. Keep at it!

    [/ QUOTE ]

    I am curious as to where you were seeing it as being "cramped"?

    And I am asking that in a serious sense. o_o it sounds like such a rude question or something.
  11. Out of boredom one day did both of these figured I'd see what kind of feedback I'd get if I linked through here since it is, afterall, City based art

    Mantis Blade
    Chimera Project
  12. [ QUOTE ]
    <qr>
    [ QUOTE ]
    Opressive Gloom - Requires HP to utilize, but the affect is so little you wont notice (Especially with regen bonuses from IO Sets), this is definitely good to pick up, it’s an auto-hit stun on minions (stacks with any other Stun effect from team mates), and reduces incoming damage significantly. It also requires little to get going.
    ------------SO Slotting: Stupefy (Acc/Rech and Acc/Stun/Rech). A little accuracy and some extended stun duration from the Stupefy set and you’ll get 2.5% Recovery off the set bonus. That’s about all you’ll need for this power to run pretty smooth and get a little extra from it.

    [/ QUOTE ]

    (Boldness added) Might want to fix that... and what *is* the appropriate SO slotting by the way?

    EDIT:

    According to Mid's Hero Planner (don't know if these are in game) neither Scirocco's Dervish: Acc/Dam/Rech (Acc/Dam/End does however), nor Decimation: Acc/Dam/End/Rech exist.

    Is the builder wrong?

    [/ QUOTE ]

    Nope, you're correct, always good to have some proof readers they say. For the Dervish it is supposed to be Acc/Dam/End. When I originally wrote that part up I (obviously) missed my error on that because I ended up copy and pasting that tid-bit for each of the powers that used the same IO slotting. At the moment I can't seem to edit any of my posts for some reason, otherwise I'd go back and fix that.

    As for the Decimation, it's actually supposed to be Devastation in Impale. Double checked, I wrote Decimation down across all of that for Impale when it was supposed to be Devestation. I feel slightly stupid for missing that error. Similar words though Decimation, Devastation.

    Oppressive Gloom: SO Slotting should be 1 or 2 Acc, 1 Stun

    If I can manage to get this to let me edit my posts I'll go back and fix those errors, thanks for catching those.


    [ QUOTE ]
    Why SS?

    [/ QUOTE ]
    Filler, also does combo ontop of Cloak of Darkness, and toss Celerity +Stealth in SS and you'll get "Invisibility"
  13. Oh, Someone was requesting this and for those that might be curious on it, the total set bonuses based on the suggested build come out to look like this:

    7% DamBuff
    1.58% Def(Fire)
    1.58% Def(Cold)
    1.25% Def(Energy)
    3.76% Def(Psi)
    3.75% Def(Rngd)
    +4.5% Max End
    6.25% Enhance(RechargeTime)
    70.3 (5.25%) HP
    MezRes(Held) (Mag 3.3%)
    MezRes(Immobilize) (Mag 5.5%)
    MezRes(Sleep) (Mag 1.65%)
    19.5% Recvry
    52% Regen
    1.58% Res(Fire)
    1.58% Res(Cold)
    12.5% Res(Neg)
    3.13% Res(Toxic)
    5% RunSpd
    15.7% ToHit
  14. Well, I tried to generally review the guide and took a look at the "Build" at the bottom but it's difficult to read through it when it's all white like that and and the data chunk isn't going into Mid's right for me but oh well, do what I can:

    Mainly, I don't agree with the build setup you have suggested at the end of everything and you didn't really clarify through the guide just exactly the direction on IO sets you were working with until the build is listed ((But then again maybe it was just me who thought to do that in mine?)). Looking at the build from leveling 1 to 50 without respecing, your trip from 1-22 is almost impossible. I'd really suggest listing Impale sooner, skipping Acrobatics until closer to 30, pick up Ripper by 26 and Death Shroud sooner as well. The healing IO's in Dark Regen are kind of a waste (Not much point in putting Green Enhancements in a power that does a 100% heal off of 3-4 badies, and at least 20-25% off one. Also don't understand why you have an Endurance Reducer in Build Up. Build Up only costs 5.2 End to use...

    Also wanted to hit back on Acrobatics. If someone's gonna focus on getting Sets and such for their build, picking up two Steadfast Protection: KB Protections IO's and dropping them into two different Armors is going to be a lot more beneficial than picking up that extra power.
  15. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Quills

    [/ QUOTE ]

    um...whats with all the recharge reduc in quills? its a complete waste, better to go with other enhances really...

    [/ QUOTE ]

    Not so much a waste actually. You'll notice that using SO's he has no rech reducs slotted. The rech reducs are part of set IOs which he is using for the passive bonuses they yield. Not a bad way to go at all. though it's possible that you could get the bonuses using different parts of the sets. But I assumed he was looking more at the acc and dam portions of the IOs

    [/ QUOTE ]

    Mostly yeah, I was just focusing on getting the +Dam and +Acc from that second set. I looked back and verified the difference. The other two IO's from the Cleaving Blow set are Acc/Dam and Dam/End, if you choose those two over the Acc-Dam/Rech's is only going to net .05 end reduction and 1% increase on damage from Quills. If the final number really matters then you can go either way. As a toggle-manager, the ability to toggle Quills/Death Shroud as needed on command might be more beneficial to some than others, so however you want to crunch those few numbers is up to the individual player.

    [ QUOTE ]
    I have run Cloak of Fear with the Psi Damage Proc from Glimpse. It's hard to notice as the damage scrolls past rather quickly, but so far I'm quite satisfied with it. It's not as reliable as Death Shroud, obviously, but when it does land, it hits rather hard. The base accuracy, even with Glimpse IOs is still quite poor. I scrolled through and found that the Psi Damage Proc was missing quite a bit, as I haven't had the slots to slot for accuracy yet.

    [/ QUOTE ]

    I'm glad to see someone's actually testing the Proc in Cloak of Fear and finding 'some' success with it. And CoF has a really low base accuracy so you'd definitely need some Acc in there.
  16. [ QUOTE ]
    Other than 2 accs & 3 damage in quills, what else do you need? You can put the "chance for lethal" proc into quills as the 6th slot.

    [/ QUOTE ]

    I don't think you're quite catching what I'm saying, obviously something misread here.

    This is what the Guide says, as I am Copying and Pasting:

    Quills - This, combined with Death Shroud for Dark Armor, make you a King of AoE, a power you can not skip, but can potentially push off for a couple levels. This opens at 18, I’d say make sure you have it by 24 though at the latest.
    ------------SO Slotting: 2 Acc, 2 Dam, 2 End Reducers.
    ------------IO Slotting: [u]Scirocco’s Dervish[u] (Acc/Dam, Dam/End, [u]Lethal Proc[u], Acc/Dam/Rech) & Cleaving Blow (Acc/Rech, Dam/Rech). Slotted just like Spine Burst (and same way Death Shroud and Ripper will be as well). Will net 10% Regen, 3.13% To-Hit, and 1% Recovery.
  17. [ QUOTE ]
    Just a quick note - you may want to stay away from using black in your guides - it is hard to read if you're logged into the CoV forum.

    [/ QUOTE ]
    Not sure what you're referring to here, the backgrounds on the CoV forums are red ... not following how this is making the black hard to read. Coudl you be more specific as to what you're referring to?

    [ QUOTE ]
    I'd also like to add that when I experimented w/ the "chance for lethal" proc in chilling embrace on my ice/sm tanker, I found it a waste since it didn't help much. I understand you are going for AoE damage, but CoF is costly to run, and a low base acc.

    I'm currently leveling a spine/regen scrapper, and one thing you may want to look into is if quills can take the "chance for lethal" proc from one of the slow sets.

    [/ QUOTE ]

    First, the Chance for * IO's only go off once every 10 Seconds, and have a 20% chance each time. They're suggested to be included for the primary reason that through Quills, Spine Burst, Death Shroud and Ripper, this chance is being quadropled, so I'm working four times the chance to catch the chance every ten seconds instead of one, like you were referring to. This makes a bit more of a significant impact. Higher ratio due to higher usage turns out more results. May not have helped your non-AoE centric tank, but it's a lot more effective on an AoE-centric scrapper that is running constant damage auras. Secondary reason for adding them was to catch the fourth set bonus on Scirocco's Dervish. I did mention it was possible to work the two suggested sets a little and get the Cleaving Blow set instead if you don't want to go the Proc route given the circumstances.

    As for Cloak of Fear, I only discussed the IO set that could be put into it, if someone feels they want to test the the CoF with that Proc in it and see how it works for them, then I gave the best suggested track to do so. I don't otherwise advise running it, and it isn't listed in the final concept build.

    As for the comment about the "Slow Set" for Quills, I'm going to outright say No to that right away. We need Quills to function as a damage source for Spines/DA, and not a slow source because 95% of the time, the slow aspect isn't going to matter. The Proc your referring to I'm assuming is the -Recharge from the Pacing of the Turtle set; that's not really beneficial, it can be slotted, but it's not worth passing up the Lethal Proc for it. Ontop of that it's already suggested to take one Chance for Lethal Proc, it definitely can not support a second Proc in the power, so leaving it as it is, or taking the proc out together and replacing it with Damage or Accuracy options are really the only two routes I'd advise.
  18. And here is the Build as it stands for me today, including the suggested slotting in the guide nearly to a 'T'.

    Hero Plan by Mids' Hero Designer 1.151
    http://www.onthejazz.co.uk/hu/mhd.php

    Spines/DA: Level 50 Origin Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- Acc/Dmg(A), Dmg/EndRdx(3), Dmg/Rchg(5), Acc/EndRdx/Rchg(15), Acc/Dmg/EndRdx/Rchg(39), Dam%(46)
    Level 1: Dark Embrace -- ResDam(A), ResDam/EndRdx(7), ResDam/Rchg(11), EndRdx/Rchg(45), ResKB(48)
    Level 2: Spine Burst -- Acc/Dmg(A), Dmg/EndRdx(3), Dmg/Rchg(5), Acc/Rchg(15), Acc/Dmg/EndRdx(34), DoT%(39)
    Level 4: Death Shroud -- Acc/Dmg(A), Dmg/EndRdx(7), Acc/Rchg(13), Dmg/Rchg(13), Acc/Dmg/EndRdx(43), DoT%(43)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Impale -- Acc/Dmg(A), Dmg/EndRdx(9), Dmg/Rchg(9), Acc/Dmg(11), Dmg/EndRdx(39), Acc/Dmg/EndRdx/Rchg(46)
    Level 10: Obsidian Shield -- Psi/Status(A), ResDam(40), ResDam/EndRdx/Rchg(40), ResKB(45)
    Level 12: Combat Jumping -- Jump-I(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Health -- Regen/Rcvry+(A), Heal(17), Heal/EndRdx/Rchg(17)
    Level 18: Build Up -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Dark Regeneration -- Acc/EndRdx(A), Dmg/EndRdx(23), Dmg/Rchg(23), Acc/Rchg(31), Acc/Dmg(36), Dmg/EndRdx(43)
    Level 24: Quills -- Acc/Dmg(A), Dmg/EndRdx(25), Dmg/Rchg(25), Acc/Rchg(31), Acc/Dmg/EndRdx(37), DoT%(40)
    Level 26: Ripper -- Acc/Dmg(A), Dmg/EndRdx(27), Dmg/Rchg(27), Acc/Rchg(31), Acc/Dmg/EndRdx(34), DoT%(37)
    Level 28: Murky Cloud -- ResDam(A), ResDam/EndRdx(29), ResDam/Rchg(29), EndRdx/Rchg(45), ResKB(48)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 32: Throw Spines -- Acc/Dmg(A), Dmg/EndRdx(33), Dmg/Rchg(33), Dmg/Rng(33), Acc/Dmg/EndRdx(34), Dam%(37)
    Level 35: Oppressive Gloom -- Acc/Rchg(A), Acc/Stun/Rchg(50)
    Level 38: Cloak of Darkness -- EndRdx-I(A)
    Level 41: Focused Accuracy -- EndRdx-I(A), EndRdx-I(42), ToHit-I(42), ToHit-I(42)
    Level 44: Super Speed -- Stlth(A), EndRdx(46), RunSpd(48)
    Level 47: Soul Transfer -- RechRdx-I(A)
    Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Critical Hit
    Level 2: Rest -- Empty(A)
  19. The AoE Kings - Consolidated I9 Guide on Spines/DA Scrapper

    My original guide was lost I believe, in part my own fault I think, but regardless I've reprocessed and developed the previous version into Issue 9 so that it's a fully updated, intensive and detailed look at the Spines/Dark Armor Build, IO slotting styles, capabilities, comparisons against SO's and Basic IO slotting, power combinations and potential of the build.

    I need the link to this guide to over-write my old one in the last updated list of Guides.
  20. Consolidated Guide (Current with Issue 9 Updates).

    “I Want To Be A Lawn Mower”
    A Guide to the Spines/Dark Armor Scrapper
    The AoE King
    Now with 17% more grass clippings per sitting.

    Update as of June 5th, 2007
    Recently I discovered that this guide came up missing for some reason on the forums, and I have an idea what happened (unintentionally wiped from the boards on a mod cleaning spree). With the incursion of Issue 9: Breakthrough! On our hands now, it was probably a good incentive for me to come back to this guide and work out the new Invention Origin enhancements for Spines/DA. I’ll swing through all the material here and hopefully catch any old errors if there were, and incorporate some of the old forum discussion into this updated guide.

    My initial thoughts when I started looking at the Invention Enhancements (IO’s) was something along the lines of “omg [censored] bahroken”. That roughly translated into something good for us Shadowy Spined folks. Pre-I9 the Kings (ie: AoE Kings {Spines/DA}) were already pretty powerful, and now its like we’ve been handed a plate of gold and given the key to the city in fear of retribution to the devastation we will now ensue to not only minions and lieutenants, but to bosses, elite bosses, and potentially even AV’s and other players on a wider scale.

    The IO’s available to us are on a pretty wide scale, and we have plenty of options to pick from. With this guide I’ll incorporate what I saw as being the best choices for Spines/DA and how they overall affect the play style from here on out. Some things I’m speaking on mainly are the ‘Set Bonuses’ we can now achieve through the invention system; one thing in particular being the chance to gain upwards of a 14.5% recovery bonus, potentially erasing all endurance concerns this build once had. No Downtime = Bloody Mess

    [u]Introduction[u]

    Spines/Dark Armor, a scrapper combo that sometimes gets overlooked, and somewhat shadowed behind the growing popularity of Spines/Regeneration PvP power. A Spines/DA holds some secrets about its power that shows up in popularity every few months then wanes back into the darkness from which it came. I have watched this happen so many times in the past year that I decided it was time to give people a guide and a good look at what Spines/DA is and what it can do, and also to try and cut down on the fifteen threads on the build that keep popping up bi-weekly. (Since the original conception of this guide, that amount was trimmed down significantly, and people are looking specifically for these guides).

    Spines is a very intense set, but matures a bit late before you get the solid powers and the strength of the slows it can provide. Similar goes for Dark Armor, it is a very powerful secondary (especially with Issue 9), but it is very endurance heavy, running multiple toggles and requiring toggle-juggling against different mob types you face in order to save yourself some endurance from time to time. Combined it will take some patience and some time to become used to the sets combined, and to fully bring out the devastating capabilities of the powers. (And with I9’s Invention System, we can hope to limit these issues even further).

    Quickly referring to the guide name: Yes, a Spines/DA is virtually an in-game lawn mower. Anything conning +2 and lower falls to you with almost no effort, +3 and up takes a little bit of work, but you’ll do fairly well regardless. Of course this wont fully happen till around 25-30 when you start to really slot your powers and start throwing SO’s and IO’s into your builds, but it is definitely worth the wait.

    On a side note concerning IO’s: They are fairly costly at the open of I9, and the market will scale to more appropriate prices of course, but that doesn’t change that some rarer recipes are going to cost a prettier penny. I’m suggesting from personal testing that holding off on really incorporating large quantities of IO sets into your build until after 30. Pre-30 SO’s are still better than IO’s outside of some set bonuses, that doesn’t really balance you out though.

    Once you hit 32 and can slot 35 IO’s, that’s a good time to start incorporating some basic IO’s into your build, Reason for this is because once your level 30 SO’s turn yellow at 32, a 35 IO will be like a 36 SO, and that bonus wont change as you level like it does with SO’s. IO bonuses are static with levels, this makes them very powerful after 30 since at that point, you’ll be getting more bang for your buck at a continuous rate.

    If you happen to have roughly forty million influence on the toon at the time and want to start working with sets early, then I wont say you can’t do something like that. I’m looking at the average player who, if they’re lucky only is working with anywhere from 500k to 2mill in funds; 20mill if they managed to find and sell a wings recipe, at that point they have a little more freedom to splurge on stuff at 30-35.

    [u]Lets Get Started[u]
    We’ll start with a healthy look at Spines first. I wont go deliver large amounts of detail on all of them unless I think it becomes necessary for later on, but for now: (Assume all IO Sets give better balance/more benefits than SO or basic IO Slotting)

    Spines
    Barb Swipe - Simple power, but not effective enough for the build. It’s too slow/minimal to account for damage.

    Lunge - This power is effectively one (in combination with another) that will carry you to 26 for single target damage. Take this and slot it how you see fit, although by 50 you’ll have the slots to spare, so go ahead and six slot it.
    ------------SO Slotting: 2 ACC, 3 Dam, 1 End Reducer.
    ------------IO Slotting: Mako’s Bite (Full Set). This set will net the build (mainly) a minor HP boost, Ranged Defense boost, and most importantly a 3% Damage Boost. On top of the Chance for Lethal IO (non-Unique) to this set for a 20% chance for lethal damage every ten seconds.

    Spine Burst - This is one of the powers that makes you an AoE King/Lawn Mower, used primarily as your opening attack when you jump into a group; I wouldn’t suggest over-usage of this power beyond that. Its initial strike is good, but it is heavy on endurance so be careful with it. Have four slots in it by 20, six by 30 at the latest.
    ------------SO Slotting: 2 Acc, 3 Dam, 1 End Reducer.
    ------------IO Slotting: Scirocco’s Dervish (Acc/Dam, Dam/End, Lethal Proc, Acc/Dam/Rech) & Cleaving Blow (Acc/Rech, Dam/Rech). Doing four from SD and two from CB gives same IO bonus as if we just did all SD, but this method will give us Set Bonus of 1% Recovery from CB, and still get the main 10% Regen, and 3.13% To-Hit buffs from SD.

    Build Up - This power will make you shine as the alpha-damage dealer, however its optional to take this power early on, or wait for it till later. I say this mostly because Build-Up wont benefit you as much pre-20 as it will post 20.
    ------------SO/IO Slotting: 3 Recharge.

    Impale - Unlike Lunge (which you’ll probably stop using after 26), Impale will continue to be a useful power to you as it’s got some range on it along with a -fly component to keep your opponents a little closer to home.
    ------------SO Slotting: 2 Acc, 3 Dam, 1 End
    ------------IO Slotting: Decimation (Acc/Dam, Dam/End, Dam/Rech, Acc/Dam/End/Rech), Thunder Strike (Acc/Dam, Dam/End). After some review I deemed this the best route for Impale on slotting. Nets the highest Dam/Acc possible while gaining the 12% Regen, 2.25% HP, and 3% DamBuff from Decimation, and the 2% Recovery bonus from Thunder Strike.

    Confront - Some may be asking why I’m even mentioning this power at all. Reason being is easy: Spines/DA is virtually a tank (with less defense/resistance, but a lot more damage output). Since it’s possible to pass as the tank on the team (since you do the alpha-thing), this might be a potential grab for you (not that I’d suggest it, but it’s there) for some agro that just might (talking a 1% chance here) slip away from you.

    Quills - This, combined with Death Shroud for Dark Armor, make you a King of AoE, a power you can not skip, but can potentially push off for a couple levels. This opens at 18, I’d say make sure you have it by 24 though at the latest.
    ------------SO Slotting: 2 Acc, 2 Dam, 2 End Reducers.
    ------------IO Slotting: Scirocco’s Dervish (Acc/Dam, Dam/End, Lethal Proc, Acc/Dam/Rech) & Cleaving Blow (Acc/Rech, Dam/Rech). Slotted just like Spine Burst (and same way Death Shroud and Ripper will be as well). Will net 10% Regen, 3.13% To-Hit, and 1% Recovery.

    Ripper - One of two awesome cone attacks you’ll be able to pick up. Take it, learn the cone angle, and love it.
    ------------SO Slotting: 2 Acc, 3 Dam, 1 End Reducer.
    ------------IO Slotting: Scirocco’s Dervish (Acc/Dam, Dam/End, Lethal Proc, Acc/Dam/Rech) & Cleaving Blow (Acc/Rech, Dam/Rech). Same reasons as Quills, Death Shroud and Spine Burst.

    Throw Spines - Two of Two awesome attacks you are able to pick up. Again, take it, learn the cone, and love it.
    ------------SO Slotting: 2 Acc, 3 Dam, 1 End Reducer.
    ------------IO Slotting: Positron’s Blast (Full Set). There was no competition in choosing this for Throw Spines. The Proc IO in this set in a Cone like this power is too good to pass up. The chance to toss in energy damage ontop of lethal and toxic is awesome. Plus the set bonuses of 2.5% recovery, 3.13% To-Hit and 6.25% Recharge Time Reduction.

    Dark Armor

    Dark Embrace - Not much option in taking this, don’t know why you’d pass it up anyway. This is your basic S/L resistance (although it comes with Negative and Toxic as well, a plus?).
    ------------SO Slotting: : 3 Resist, 1 End Reducer.
    ------------IO Slotting: Impervium Armor (Resistance, Resist/End, Resist/Rech, End/Rech). Just as a side note, this will be one of the harder to achieve IO sets, especially three times over. The Aegis set matches this one and can be swapped, although the set bonuses wont be the same. Impervium Armor (w/ four of the set slotted) net 2.5% recovery and +2.25% Max End. The Impervium Armor also maxes at level 40, but the IO % are the same for this set as the level 50 sets. Another reason it’ll be hard to obtain.

    Death Shroud - This is the base for your coolness, where all your stuff becomes unreal. Downside: This power sucks endurance like a 1960’s muscle car with a hole in the gas tank. The other thing is you’re probably going to need to take this early on (as taking it later becomes difficult in build planning, and it’s also a greater source of your damage pre-20).
    ------------SO Slotting: 2 Acc, 2 Dam, 2 End Reducers.
    ------------IO Slotting: Scirocco’s Dervish (Acc/Dam, Dam/End, Lethal Proc, Acc/Dam/Rech) & Cleaving Blow (Acc/Rech, Dam/Rech). See Spine Burst for notes.

    Murky Cloud - I could sit and debate when to pick this power for days on end. This power I leave to the masses for when you pick it up. You will definitely need it by roughly 30, but some may want it by 20, others go and grab it at by level four when it becomes available. Personally I think you can get away without taking this power until 30 pretty easily. If you take it earlier on though, be prepared to push some powers off for a few levels.
    ------------SO Slotting: 3 Resist, 1 End Reducer.
    ------------IO Slotting:

    Obsidian Shield - If you don’t take this at 10, log out, turn your computer off, and never play again. (If you skip it till 12, then Maybe I’ll forgive you). This is your all-in-one no effects hit you power. Only thing this doesn’t cover for is Knock back and Immobilization. And Immobilization resistance. you get out of Cloak of Darkness. Although with IO’s, you can pretty much turn Obsidian Shield into a single toggle resist all power with IO 6-Slotting.
    ------------SO Slotting: 1 End Reducer (3 Resists, but not necessary until 33 when Psionic becomes an issue).
    ------------IO Slotting: Aegis (Psionic Unique), Steadfast Protection (KB Protect), Basic Resistance IO (x1), Basic Endurance Redux IO (x1). And now is where I was talking about making a single power = prevent all. The Aegis Unique will give you added resistance to Psionic as well as mag 2 resistance to confused, stun, fear, immobilize, hold and sleep. As for the KB Protects from Steadfast, I’ll mark a further note in the review a little further down from this.

    Dark Regeneration - This is your Survival Technique, and you’ll want it as soon as you can afford to get it. Definitely have this by the time you hit 18 (which means you either get it at 16, or at 18, if you’re waiting till 20, you’ve messed up somewhere).
    ------------SO Slotting: 3 Rech Redux, 2 End Redux, 1 Acc
    ------------IO Slotting: Cleaving Blow (Full Set), Multi Strike (Acc/End, Dam/End). IO wise, this power is a little tricky. It can be slotted with AoE Damage IO Sets just because it does a minor amount of AoE damage when you trigger it. So it’s possible to finagle this with IO Sets to get some minor extra energy damage in after you take and deal alpha damage. By the set slotting suggested you can do one quick burst round of energy damage equivalent to a tic from Death Shroud. If you don’t want to go this route, 2 Rech, 2 End and 2 Acc basic IO’s will suffice just as well.

    Cloak of Darkness - This is one of two powers from the Dark Armor set that is highly debated and a personal option to the player. Personally I take this and slot it the best I can to keep it running as much as possible. Visually it completely hides your toon, power wise it does a lot in the process. This power has a non-suppressible stealth component, a +perception, and immobilization resistance.
    ------------SO Slotting: 1 End Reducers.
    ------------IO Slotting: Basic End Reducer (x1) and or Luck of the Gambler (Recharge Speed Unique). Luck of the Gambler has an interesting Unique that could benefit you overall if you run across it, and Cloak of Darkness would be a good place to dump it (actually it’s the only place you can dump it if you want to use it). Otherwise one or two basic End Redux IO’s will be sufficient for this power.

    Cloak of Fear - This power is a personal choice. It has its benefits if you can stack it, but on its own it only effects Minions (unless the enhance terror capabilities are making it possible to boost the badie level this will effect). However, as I originally anticipated, IO sets have given some hope to this power. If you’re willing to find a way to toss a few slots into this power (at least three), then you can setup the following:
    ------------IO Slotting: Glimpse of the Abyss (End/Fear, Acc/End, Chance for Psionic). Essentially this will turn your Cloak of Fear into a mini-death shroud every ten seconds for a damage type that is the least resisted in the game. If you were willing to spare another two slots to either add two more IO’s from the Glimpse set to get the 6.25% Recharge Redux bonus, or two IO’s from Unspeakable Terror for its 2.2% Enhance Terror set bonus. For a Build that’s all about AoE Damage, this may be a route you can take if you’re willing to devote the extra slots and influence.

    Opressive Gloom - Requires HP to utilize, but the affect is so little you wont notice (Especially with regen bonuses from IO Sets), this is definitely good to pick up, it’s an auto-hit stun on minions (stacks with any other Stun effect from team mates), and reduces incoming damage significantly. It also requires little to get going.
    ------------SO Slotting: Stupefy (Acc/Rech and Acc/Stun/Rech). A little accuracy and some extended stun duration from the Stupefy set and you’ll get 2.5% Recovery off the set bonus. That’s about all you’ll need for this power to run pretty smooth and get a little extra from it.

    Soul Transfer - It’s a revive with a big disorient effect. Personally I’d say take it given what you’ll be doing a lot (mob-diving) and the fact you’re probably going to die quite often despite some of your better efforts, and the ability to rez right into a stunned mob is pretty awesome. No need to slot beyond the base slot though, with whatever you feel like putting in it.

    [u]Review[u]

    This’ll be a general overview of the powers and notes regarding all the slotting options, in particular all the information that’d developed with IO’s. I’m overwriting my original review I had before with something a little more oriented to discussing all the decisions made above that I originally wasn’t as clear with. There are also some things I want to bring down here to talk about that I noticed should be mentioned that I really couldn’t above without cluttering the rundown.

    So overall we have a pretty powerful setup, especially with the incorporation of invention origin enhancements into the build. If you take the overall suggestions and run with them, you’ll get a pretty quick and efficient Spines/DA at 50, potentially even at 40 with the inclusion of some of the resistance IO’s you can start incorporating at 40 since those wont change by 50.

    One thing in particular I was looking at while I wrote this was that Spine Burst, Death Shroud, Quills and Ripper all ended up with the same IO setup and I wanted to discuss that a little. Depending on what kind of set bonuses you wanted to work with you could easily swap two of the Scirocco’s Dervish for two Cleaving Blows since both sets have Acc/Dam, Dam/End, Dam/Rech, Acc/Rech with the same %’s. What I originally was working for was to have the Chance for Lethal Proc in each of those powers (which I’ll discuss something on that in a moment). By having four of the Scirocco’s you get the 10% Regen (from two) and a 3.13% To-Hit Buff (from four).

    Although if you wanted to swap the Acc/Dam and Dam/End from Scirocco’s and replace them from Cleaving Blow, you can get the 1% Damage Buff (from having four Cleaving Blows in a power) on top of the 1% recovery bonus. Overall that would net a 4% damage buff, or mix two and two and get the 2% damage buff and a 6.26% to-hit buff between the powers, or however you might want to swap that around for whatever increase. Although 3% Damage Buff and 3.13% To Hit doesn’t sound like a bad balance.

    There’s a pretty hefty amount of overall stats coming off the set bonuses, based on the suggested slotting some main notes from that are these: 7% Damage Buff, +4.5% Max Endurance, 6.25% Enhanced Recharge Time, 17% Recovery, 64% Regeneration, 15.7% To-Hit. There’s been a lot of talk about even just 5% showing a pretty significant amount of impact on Spines/DA game play so take a wild guess how 17% is going to really show. Essentially you’re getting all your toggles for free through this bonus, which is wonderful.

    In regards to the Steadfast Protection: KB Protection - two will be sufficient for general PvE play, you’ll only experience rare KB, however a third will keep you safe from all PvE and be sufficient for PvP. Each one is Mag 4 (40% Resist) so 3x40=120% Resist to KB whereas Acrobatics is Mag 10 (100%) is was once used equally between PvE and PvP (somewhat). So if you can get a hold of three of the IO’s and the spare slots, have one in Obsidian Shield, one in Dark Embrace, and one in Murky Cloud.



    [u]Outsourcing Powers (Power Pools)[u]

    Power Pools often fill in, and also offer some side strategies to builds of all types. They’re also the source of travel powers (if you so choose to take them, and who wouldn’t?). These however will not go into similar break down as the primary and secondary. I’ll merely point out a couple pluses, and plenty of reasons not to take other ones.

    Fitness - You need Health and Stamina out of this package. Health, despite how little it may seem to help you, is still a boosted regeneration rate, which helps in the long run. And stamina is the crown that makes the King run, so you definitely need to grab, and six slot that power. You can choose either swift or hurdle (or both). Most likely Hurdle, slightly faster, yet gives you some vertical boost, so a good pick over the other. If you plan to PvP, picking up both might be a good idea in the long run if you can find the room.
    ------------Side Note on Slotting: 3 Slotting Health could be ideal. With Health (if you can get it) Numina’s Convalesence (Unique - +Recovery 10%, +Regen 20%), and Miracle (Unique +Recovery 15%, and Heal), those two will net a set bonus of an additional 2.5% Recovery.

    Concealment - No need for anything out of this package deal, you already have Cloak of Darkness if you need stealth.

    Fighting - People look to this for Tough and Weave mainly. You’ll probably never use Boxing or Kick for any unworldly reason. Weave really isn’t necessarily (and personally neither is Tough) but Tough remains an option if you want to spare the two power slots to get the extra S/L damage mitigation. Although between all of your secondary, you really shouldn’t need this power.

    Flight - Free Range motion, single endurance reducer makes it solid, but still the slowest of the travel powers. Air superiority is a good opener to the pool though, if you go that route. I’d definitely suggest finding a way to fit Air Sup. Into your early build use if you go this route.

    Teleport - Ultimate free range power. Go anywhere you can at the click of a button. Great manipulation on the combat field, although sucks a lot of endurance without some good slotting in it. If you don’t mind hooking up a bind for this power, then it’s pretty good. And you can pickup the ever useful Recall Friend as its pre-requisite. It’s a good way to hop into mobs, but the end cost may drag given toggle usage.

    Speed - Hasten is a power you definitely should be taking for Spines/DA. Yes it has an end crash for 20 points after its duration, but at the same time it doubles the rate at which you can kill, which more than makes up for that single minute loss that you very well may never notice. As for the rest of this pool, grab SS if you like it and have a spare slot. Awesome horizontal speed, plus when you need it to combine with CoD for a pseudo invisibility.

    Leaping - Some folks who take a /DA secondary prefer to swap Combat Jumping from this pool for Immo-Protection. Solely player choice. I wouldn’t personally, but, freedom of choice and all. This does however lead into what I believe the best travel for the Spines/DA: Super Jump. This gives you some good x and y axis movement, along with the ability to drop down into mobs to better utilize your AoE goodness. Pre-I9 this also was our only source of KB protection, and you may still want to take this if you need to.

    Presence - No, just say No.

    Medicine - You don’t need no stinkin’ medicine! RAWR!!! - That was my original view on the Medicine Pool, however after I9 released and Inventions began to open doorways for Spines/DA in several departments, and after some previous PvP discussions regarding Spines/DA, it may be very feasible to include this pool for Aid Self into a build. The chance to free the two power choices is definitely available depending on your play style; and for PvP scenarios you can easily drop Dark Regen for this to fill its place (most because DR isn’t nearly as effective in 1 on 1 situations).

    Out of all that it boils down to my suggestion of: Hurdle > Health > Stamina, Hasten, Combat Jumping > Super Jump ( >Acrobatics, but only if you can‘t afford or find the Steadfast: KB IO‘s).
    Use them wisely.

    [u]Ancillary Power Pools[u]

    Fancy name for that lack of special stuff we get at level 41+ as scrappers. Whopping choices of Body Master, Weapons Master or Dark Mastery. These are entirely flavor based and I only sought out one power from all three packages, and that was Focused Accuracy. Slotted with two To-Hit Buffs, and two or three End Reducers, it allows you to drop down to 1 Acc enhancement in all your primary attacks and add in recharge or end reducers as you see fit. Body Mastery also has Conserve Power, which could also be a big benefit if you want some un-ending fighting without Endurance concerns.

    With the inclusion of Issue 9, the APP choices may be a little more lax now then they were before. Focused Accuracy was a pretty good direction for any scrapper. Now however IO sets make it a little easier to get Hamidon Enhancement style effects without actually hunting down Hami-O’s. By that I mean you can manage to get essentially the equivalent of two accuracy, three damage, and one and a half endurance and recharge reducers per each power. Comes out to be the equivalent of eight single origins within a package of six invention origins.

    Basically this translates into being able to be less concerned having to pick a specific APP to help your character out, and instead more for fun. Although regrettably there are only three real APPs to choose from as a scrapper so you can go from there as you see fit. Despite having boosted accuracy now with Sets, I’d probably still advise taking Focused Accuracy, just means you’ll be working to break even the toughest defenses. Although I don’t think Conserve Power will be as necessary now as it used to be, and easily can be passed up.

    [u]Final Review[u]

    So in the end what I originally saw as a pretty powerful scrapper was actually capable of getting a lot more powerful with the time and effort spent to gather a few new enhancements. Although it still holds true that Spines/DA is the most damaging scrapper build available to the AT, and does it with a style. The Invention System opened a lot of doors for this build too, which should be obvious by now with how much recovery boosting we can do. Almost the potential to say a scrapper is capable of getting a third Stamina power, once all the unique powers and set bonuses start stacking up a scrapper has nearly a 50% recovery boost that definitely solves a lot of the old endurance problems; and with the KB protection IO’s, we no longer need to dive into a power pool three selections deep to get resistance to the only hole in DA’s protective shields.

    I never thought I’d ever advise someone to slot their resistance powers on a Dark Armor with five slots either. Seeing the chance to throw in the Impervium Armor sets and the Steadfast Protection IO’s in between Murky Cloud and Dark Embrace. There’s even the chance to six slot them (which was nearly heresy between I5 an I8) to slip in a basic resistance IO and boost the resist capabilities even further to get close to 40%, when before we were stopped at 35%.

    Some things that existed from the previous thread about this guide were some questions raised about PvP using a Spines/DA, and it ensued several pages of questions and thoughts regarding the capabilities and restrictions of using the two in combination for PvP activity. While generally people have been seeking Regeneration secondary as their Spines/* choice PvP, */DA still holds its own, mainly for the fact that it has protection now against pretty much everything in the game that could have potentially been a threat, even its own self. This was mainly a direction people avoided this build, that and endurance issues.

    To take the build PvP side now, with IO’s available, I don’t foresee that (outside of the suggested slotting direction) that anything would really need to be changed to the setup outside of swapping Dark Regeneration for Aid Self (with equal six slotting, regardless of Set Slotting, or Basic Slotting). Even though the Aid Self route would force you to surrender a power choice somewhere, its definitely viable, depending on the route you take, sacrificing a later game choice, or an extra APP to fill the extra role. Or even carrying both Dark Regen and Aid Self w/ its pre-req is even possible, which I may even do with my own personal build just to have the on-command ability to heal. I kind of already mentioned this earlier with notes on the Medicine Pool, just as easy to go into more detail here as well to cover the base a little better.

    So there you have it, Spines/DA in a very big nutshell. Hopefully this guide has helped you in someway, or opened some thoughts for discussion. If there’s anything that looks a little off or a typo somewhere, definitely let me know to keep this as efficient as possible! I’ll leave the finally build concept after all of this so everyone can see a finally look at the concept and potential of a Spines/DA post I9.
  21. [ QUOTE ]
    Meh, 20 or so dissenting opinions but 360 new friends on myspace since the announcement this afternoon.

    This isn't a this and that thing. There is no need to keep up on myspace if you really aren't into it because everything we have here will always be here.

    This is to gather together and build community on an already networked site. Could we do this with other sites, yes, will we, maybe.

    All in all there are people who are not forum regulars that frequent other sites and can utilize that tool as a resource.

    And for those of you thinking that we have newly assigned Positron or other "Dev's" to do the button clicking add this friend. Nope sorry, wrong again.

    This is a community endeavor. Development ----------------->Community<----------------Playerbase.

    No bugs were left alive due to the development of this page!

    [/ QUOTE ]

    I was amusingly enough getting ready to make this same statement. Looks like I got pwnt in the running though. And I'm stealing that last line for my sig >_>
  22. Hmm...I have four toons over the level 30 hump...I wonder how far I can push all four to 50 during the Double XP weekend...

    Mmmm, to four 50's in three days...~drools~
  23. A Spines/DA Guide, Heavily developed and will be updated with I9:
    Spines/DA, a Guide to the AoE King.
  24. <qr>

    I've been curious on something for a while now and I've finally been prompted to bring it up. High chance it might already have been but heck, 28 pages of e-pen'ing, I think I'll shoot for a recourse. 334.65

    25% of a level 50 Scrappers health minus accolades is what, 1,338.6? (According to what I'm looking at right now). With Dull Pain active, your Base HP rises to 2134.4.

    25% of 1338.6 is 334.65, 25% of 2134.4 is 533.6.

    Point I'm looking at right now is by activating Dull Pain at any point in time to boost your HP up by that extra amount, hitting MoG at the the later half of DP's duration is going to give you 50% of your base health, versus 25%. Keeps you in the yellow as well.

    And just in case: Yes this works. May not seem substantial but a 50 Scrapper Friend was working with the variations between the two, whether the results of DP wouldn't wear away after DP resolves and MoG is still going. MoG kills down to 25% of your "current hp", which while DP is starting to fade, is the 533.6, and will not alter.

    198.95 HP is nothing to sniff at when you're going through a layer of 98.4% defense and 71.8% Resistence to S/L, 62.9% Cold/Nrg/Fire/Neg Nrg/Toxic. Possible 96.8% Resistence to Toxic if you popped Recon somewhere near the end of DP, pre MoG. (This is all using 3 Resist SO's and 1 Def SO)

    Toss Stealth or some other concealment power for an extra 3.2 unehnaced Melee/Ranged/AoE and bump your defense to 101.6 on all but toxic, although including Psionic. Despite already being at the cap anyway but hey, what's beating the horse worth these days?

    Now, no, Moment of Glory isn't like Elude when you say "I'm going into a situation where I'm fighting something my standard defenses don't compare. I'm gonna have to notch it up some." You hit Elute and run in like a madman for your three minutes to kill what you--..sorry, "arrest/defeat", what you can.

    MoG is more the type of power that is "...I've used up IH...DP...Recons barely keeping me going, I am Going to die it I don't do something..." You stare blankly at MoG for a moment before realizing that it's going to give you that last ditch effort before you kick the bucket, and you hit it. This is essential the purpose that MoG serves.

    Why wont they give you a modification to MoG? Because a better alternative, while maintaining playstyle, has not come up. is the way I see it. Personally (and I know I'm in the severe minority on this) I think MoG is fine as is, it fits the playstyle of Regen even if you don't aspectly see it that way. If MoG became Elude (which essentially would be if you take out the 25% health component, and the -regen...heck that really is just the difference minus one or two status defense differences).

    The nearest accessible change available to MoG on the market these days is to take out the -Health aspect. Even then someone's going to complain that they got "One Shot." (Actually Two Shot, but they don't understand that part yet so, we'll leave that alone).

    Regen already has Instant Healing, the golden ticket at level 28, it's the best they can give you without going over board. Toss in a Revive for when you die and you're platinum. Moment of Glory is just a minor flavour on the cake. It may not be a spectacular Tier 9 Power like Unstoppable or something similar, but it's what Regen has cause they're already "T3H Ub3|2"


    Anyone want steak? I found something in the freezer, I think it's horse meat.