Spines/Dark Armor - The AoE Dust Bunny
In this thread I shall be looking at the rare build that is Spines/DA. It's one of the small group of player-based damage-over-time attackers, the most prominent of these being the burn tanker. First there's going to be a few general points, then a look at the potential power choices and at the end will be three variations on this build. So if you want builds skip to the end.
The drawbacks of Spines/DA, what are they?
Endurance issues are the number one problem of Spines/DA. You use your endurance like there's no tomorrow, entering combat with 2/3s endurance or taking rests has become a common place thing for me.
You have no way of running your main resistance shields along with your status protection. Currently they are mutually exculsive, but this is being looked at (it just might take a few months to come into play.

)
Do not pick this build if you care what your toon looks like, believe you me it's an ugly mess. But I like it

You are not indestructable, and never will be. The other three Scrapper secondaries will outshine you in a team situation. But occasionally people will go 'Wow'
It takes ages to switch your toggles back on, all of them with the exception of Quills and Dark Embrace have uninterruptable animations. This results in the Dark Armour Dance before combat.
Now we've had the drawbacks what are the advantages?
Dark Armor has the second strongest PBDoT effect after burn, this is one of the main reasons to bother with DA over the other, currently more superior Scrapper secondaries. When combined with Quills (and Quills slow effect) you get a significant amount of damage and the potential to /em newspaper mobs to death. Which always causes a few chuckles for the people who see it.
You'll have massive AoE attacks, but pretty much nothing else. You have to live with the fact that you'll be on minion mop up duty in most AV fights and you should avoid Bosses where possible too.
Psionic Restistance. For a lot of the game this won't factor in much, but in the 40 plus game (which I play due to sidekicking

) psionic resistance comes into its own. I've stood toe to toe with Psychic Babbage and Psychic Clockwork King when Invun and Regen Scrappers have fallen down to overwhelming single strikes. But Psionic enemies are few and far between, and many of them have alternate damage types (like Rikti Bosses) so this is a tiny area in which to be king. Still it's nice to be number one in one area.
What should I be killing?
Minions, minions, minions. Those big packs of 10+ white/yellow minions will become your friend. In the earlier game you can farm Blues with little risk at a fair pace and go with quantity rather than quality. This is in fact the creed of the Spines/DA scrapper, at the end of the day all exp is the same. Exp from bosses/AVs isn't more special than exp from minions. The minions I prey on are those without High Lethal or Negative Resistance or stacks of Status effects so Hellions, 5th Column, Freaks (when I can't find anything else), Crey (avoiding the tanks), Sky Raiders, Werewolves etc.
Bosses and AVs will give you a nightmare, this is where knowing a good single target Scrapper/Blaster pays off dividends, you'll be so specialised in minion farming that even a pair of bosses can be problematic to take down with any pace. Oh and those CoT Behemoths with Invincibility are irritating. Spines Acc sucks anyway without added debuffs.
Am I soloer?
Yes you can solo, that's the beauty of this build. But you can't solo every situation and also when soloing you'll have to take a lot of Endurance breaks and spend time switching toggles on and off.
If you want a decent pair of heroes to team with you can't go wrong with an Ice/Ice (Or Elec/Energy) Blaster and an Empathy/Dark(or Rad/Dark) Defender. The plug they holes in your build nicely.
When do I get my uber power?
There is no single power that rules the roost in DA, it's a utility set that adapts to different situations, you'll find yourself switching toggles on and off depending on the situations requirements. The DA set requires a lot of thought to use correctly, you might die a fair amount to using the wrong toggles for a given situation. It really is a case of 'know thy enemy' if you know what you're heading into then you have a fair shot at mopping up quickly.
Power Choice Breakdown:
Spines:
Barb Swipe vs Lunge:
Both Single Target (Barb = Minor + DoT/Lunge = Moderate+ DoT) attacks with -speed and -recharge effects.
For most people on the forums this isn't a debate, Lunge is considered to be superior. And for the most part this is infact true. But Barp Swipe can have a home in the S/DA build where it's advantages come into light. We all know the problems with Barb Swipe, low damage, long animation time. But it does have a few advantages that can be effective, especially in this build. Barb's animation time isn't an issue when most of your damage is coming from PBAoEs, Barb/Lunge is infact filler that passes the time while waiting for Spine Burst to get back online. While 'stuck' in the attack animation you'll notice that your PBAoEs are still chipping away at the mobs around you.
The other advantages to barb are it's low endurance cost, endurance will always be a problem with this build. The only way to solve it permanently is to team up with a defender that has endurance buffs. Barb has a minimal End cost and as a consequence it can be cycled several more times than Lunge could be without causing the risk of your toggles dropping.
The second advantage is the slow effect, Barb cycles back into the attack cycle faster than any other Spines attack. This means it's the only power other than Quills that allows reasonable stacking of the Spines slow effect. Last of all Barb + Kick (and maybe boxing I've not tested that cycle) is a continous chain of barb, kick, barb, kick, barb, kick. With no breaks in the cycle at all. You can spam these two over and over at Lts/Bosses while waiting for Burst to come back online.
The advantages of Lunge over Barb have been well documented, it has superior damage and a faster animation time. But it looks a lot less cool.
Slotting: Acc. If you want more single target damage go with Lunge and add more Dam slots to it
Spine Burst:
Melee AoE, Moderate + DoT, -speed -recharge
This is your number 1 attack for most of the game, combined with build up it's the opener of most combats and quite often the finisher. It's a superb attack with one drawback, the Endurance cost on it is huge (22) which makes it prohibitive to use more than twice a fight. The good news? Twice is all you'll need vs Lts and minions.
Slotting: Acc, Dam, Dam, Dam, Dam, EndRedux
Build Up:
Self +Acc +Dam
I think just about everyone in the game knows how Build Up works. It increases the damage of your attacks for a short period. It is worth noting that both Quills and Death Shroud also benefit from this boost. So popping Build Up at the last possible moment is quite the art form.
Slotting: With Hasten:- Recharge. Without - Recharge, Recharge, Recharge.
Impale:
Ranged, Moderate + DoT, Foe Immobilise -recharge.
Impale is a great single target attack, many scrappers love having a power to lock down runners I don't feel it's essential to the Spines/DA build. Unslotted it's not a very impressive power damage wise. I'm not fond of it but most Spines Scrappers would tell you otherwise. I feel it's an optional extra in the S/DA build
Slotting: Acc - if used to stop runners, Acc, Dam, Dam, Dam, Dam, Dam if you want the single target damage.
Taunt:
Ranged - Foe Taunt
There's not much to say about taunt, it has some uses in stopping runners, but Impale or Provoke do the job better. It's only worth considering if you can't find room for Provoke's Power Pool and you want some way of pulling agro away from other team members. Even then it's a bit of a sad power. In all honesty I'd advise skipping this, there's better choices out there.
Slotting: How about slotting Provoke instead?
Quills:
Toggle, PBAoE, Minor DoT, -Speed -Recharge.
This is one of your three main attack powers, by itself it can seem a little underwhelming when you first get it. The damage seems a little low considering the endurance cost. But persevere with it, the power shines whine slotted up and stacked with Death Shroud. It also has another advantage, it's the got the strongest slowing effect in the Spines line due to the speed at which it pulses. Whe mobs run away you'll notice the amount with which they have been slowed. For the direction I'm taking this build this is a must take power.
Slots: Acc, Dam, Dam, Dam, Dam, EndRedux
Ripper:
Cone, Heavy + DoT, Foe Immoblise, Knockdown, -Recharge, -Speed
This is the single target attack of choice, if you want to put the hurt on bosses and AVs this will be one of your primary ways of doing so. The power is awesome fun but it does have a lengthy animation time of several seconds. Be aware of your End and HPs when you activate this, don't get caught out in the middle of it when you should be running away. There are several tricks to using the cone correctly. It's a generous sized cone (when compared to Shadow Maul anyway) if a little short in length. If you wish to maximise the damage dealt by Ripper I'd advise practicing luring mobs over fences, they tend to jump over and land at similar points. Which provides you with a tight pack of targets to knock over onto their bums.
Slotting: Acc, Dam, Dam, Dam, Dam, Dam, Maybe an EndRedux if you plan to use this a lot.
Throw Spines:
Huge Cone, Moderate + DoT, Foe, Knockback, -Recharge, -Speed
What's not to like about this power? It's not the most damaging AoE in the game, it doesn't have the largest radius but it deals reasonable damage at short range to a large cone, the cone is more like a 180 corridor infront of you. Jumping just before releasing this power allows the spines to travel a little further before impact, which widens the cone slighty. It's an ace power that is a lot of fun to use.
Slotting:Acc, Dam, Dam, Dam, Dam, Dam
Dark Armor:
A lot of additional information on DA can be found
here in this guide by elnino79 so I'm only going to touch on a couple of Spines/DA specific points here:
Dark Embrace:
Toggle +Res Smashing, Lethal, Negative
Smashing/Lethal Shield, doesn't stack with Obsidian shield.
Slotting: Right now without stacking? Res. When we get stacking 6 Slot this with Res.
Death Shroud:
Toggle PBAoE Minor Negative Damage
The third power that provides the heartbeat of Spines/DA combined with Quills this is around 40-70 damage per pulses (varying with mob type and Build up.) Also it is Negative damage and as a consequence is rarely resisted by mobs. This means it will often deal max or close to max damage.
Slotting: Acc, Dam, Dam, Dam, Dam, EndRedux
Murky Cloud:
Toggle +Res Energy, Cold, Fire, Negative
Right now this is a totally situational shield. Worth considering very early in the game and very late on in the game. But without status protection you can't consider using this except in very narrow situations.
Slotting: 5-6 * Res for those few situations where it's useful.
Obsidian Shield:
Toggle +Res to Psionic, Sleep, Hold, Disorientate
The shield of choice for the post 30 game. Combine it with Tough to try and make up for your lack of stacking resistance shields.
Slotting: For most of the game: Endredux. Late game (40+): Endredux, Res, Res, Res, Res, Res
Dark Regeneration:
PBAoE Minor Damage -> Self Heal
For most of the game you'll be trying to keep your Endurance up high enough to use this when things go wrong. The Endurance cost on this is monsterous. But it is the best single heal in the game, I've healed myself of 2 - 3K HPs with a click of this. It does have some problems though, there is a gap between the damage being dealt and you getting the HPs also atm it bugs and looks fully recharged when there's approx 5 seconds left. During this period if you activate it you'll get the animation but no benefits of the heal.
Slotting: EndRedux, EndRedux, EndRedux, EndRedux, Recharge, Recharge or Acc, EndReux * 3, Recharge *2
Cloak of Darkness:
Toggle +Stealth + Def
Providing a stealth effect combined with a 7.5% (maybe 10% not confirmed) defense bonus makes Cloak a neat little package. But it has one huge bonus. It makes your toon dissapear. Not turn transparant like most Invis powers but actually vanish leaving behind only the effects. What is so great about this? Well when you hit lvl 30 and have Auras you'll see. (or you can look about on the scrapper forums and see if someone will post you a link to a picture

)
Slotting:Endredux, or 5 * Defbuff + Endredux.
Cloak of Fear:
Toggle PBAoE Fear
Elnino knows more about the CoF + 'Voke thing than I do I point you in his
direction for the details on that.
Opressive Gloom:
Toggle PBAoE Disorientate
Having gotten this I'm of the opinion you can skip it for the moment, CoF + Voke does the job better. It's like a win more power, it helps you take on the groups of minions that you could take on before. But it does have some practical applications against +2 or higher minions (and the health loss is lower vs. them too.) But I've yet to stun a Lt with this power.
Slotting: Acc
Note: I'm not even going to look at Soul transfer other than to say avoid it.
Pool Powers:
There are 5 pools that provide the largest benefit to a Spines/DA scrapper. 2 of them are essential, another I consider to be very helpful and the last two optional.
Essentials:
Fitness - For Stamina. Take Hurdle, Health/Swift, Stamina.
Slotting: Stamina: 6 * EndRecov. Rest of them leave single slotted
Fighting - For Tough. You'll want it 6 slotted with Res by the 30s.
Kick/Boxing will be the second attack you cycle while waiting on Spine Burst. Keep them Single slotted with an Acc.
Weave is an optional power, but you have so many toggles it might not be practical. You can just use CoD if you so desire.
Helpful:
Leaping: - Combat Jumping covers the lack of Immobilisation protection DA has, and Acrobatics covers the knockdown. Plus Super Jump is so much fun. All of those powers are fine with the initial slot, nothing more than that is required.
Optional:
Speed: - Hasten is totally optional in this build, you don't need it to kill faster. Yes, I said that. Most of your damage comes from Quills + Death Shroud, Hasten doesn't help with these. The other problems are Hasten just amplifies your massive endurance issues and the Endurance drop from Hasten running out can be fatal, you have to know exactly when it'll happen inorder to avoid your toggles dropping off in combat.
Super Speed adds additional stealth to stack with Cloak of Darkness for near Invisibility.
Slotting: Hasten: 5 or 6 Recharge, Super Speed: As is with an EndRedux.
Presence: Optional if you don't want to Cloak of Fear + Provoke mobs to kill them. You'd only want this pool for Provoke, it's a bit of a pain having to take an entire pool choice for one power but if you group with blasters a lot you may well need this to keep the agro from switching to them.
Slotting: With Hasten: Acc, Without: Acc, Taunt, Taunt
Without further ado here are the builds:
elnino79's Hasted Build.
Archetype: Scrapper
Primary Powers - Melee : Spines
Secondary Powers - Defense : Dark Armor
Slot[01] Level 1 (Starting Primary) : Lunge /Acc
Slot[02] Level 1 (Starting Secondary) : Dark Embrace /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[03] Level 2 : Spine Burst /Acc,EndRdx,Dmg,Dmg,Dmg,Dmg
Slot[04] Level 4 : Death Shroud /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[05] Level 6 : Build Up /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[06] Level 8 : Impale /Acc,Dmg,Dmg,Dmg,Dmg
Slot[07] Level 10 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[08] Level 12 : Obsidian Shield /DamRes,DamRes,DamRes,DamRes
Slot[09] Level 14 : Super Speed /Run
Slot[10] Level 16 : Hurdle /Jump
Slot[11] Level 18 : Health /Heal
Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[13] Level 22 : Quills /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[14] Level 24 : Dark Regeneration /Acc,EndRdx,EndRdx,EndRdx,Rchg,Rchg
Slot[15] Level 26 : Boxing /Acc
Slot[16] Level 28 : Tough /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[17] Level 30 : Weave /DefBuf,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
Slot[18] Level 32 : Throw Spines /Acc,EndRdx,Dmg,Dmg,Dmg,Dmg
Slot[19] Level 35 : Cloak Of Darkness /DefBuf
Slot[20] Level 38 : Murky Cloud /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[21] Level 41 : Combat Jumping /DefBuf
Slot[22] Level 44 : Super Jump /Jump
Slot[23] Level 47 : Acrobatics /Rchg
Slot[24] Level 49 : Soul Transfer /Heal
Note this build was created before CoF + 'Voke was discovered. I'm not sure exactly what would be switched about to fit those in. Elnino79 can chime in if he wants to post what he'd change now.
rrhal's non-Hasten build.
Archetype: Scrapper
Primary Powers - Melee : Spines
Secondary Powers - Defense : Dark Armor
Slot[01] Level 1 (Starting Primary) : Lunge /Dmg
Slot[02] Level 1 (Starting Secondary) : Dark Embrace /EndRdx
Slot[03] Level 2 : Death Shroud /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[04] Level 4 : Spine Burst /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[05] Level 6 : Build Up /Rchg,Rchg,Rchg
Slot[06] Level 8 : Combat Jumping /EndRdx
Slot[07] Level 10 : Boxing /Acc
Slot[08] Level 12 : Swift /Run
Slot[09] Level 14 : Tough /EndRdx,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[10] Level 16 : Super Jump /Jump
Slot[11] Level 18 : Quills /EndRdx,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[12] Level 20 : Hurdle /Jump
Slot[13] Level 22 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[14] Level 24 : Dark Regeneration /EndRdx,EndRdx,EndRdx,Rchg,Rchg,Acc
Slot[15] Level 26 : Provoke /Acc,Acc,Taunt,Rchg,Taunt
Slot[16] Level 28 : Cloak Of Fear /Acc,EndRdx,HitDeb,HitDeb,HitDeb,EndRdx
Slot[17] Level 30 : Obsidian Shield /EndRdx,DamRes,DamRes,DamRes,DamRes
Slot[18] Level 32 : Throw Spines /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[19] Level 35 : Oppressive Gloom /EndRdx,Acc,Acc,Dsrnt
Slot[20] Level 38 : Weave /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
Slot[21] Level 41 : Murky Cloud /EndRdx,DamRes,DamRes,DamRes,DamRes
Slot[22] Level 44 : Impale /Acc
Slot[23] Level 47 : Cloak Of Darkness /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
Slot[24] Level 49 : Acrobatics /EndRdx
rrhal designed this to work as a duo with an exact copy of it as his partner in crime fighting. It's similar to the build I use, but he came up with it independantly from me.
My own variant:
Archetype: Scrapper
Primary Powers - Melee : Spines
Secondary Powers - Defense : Dark Armor
Slot[01] Level 1 (Starting Primary) : Barb Swipe /Acc
Slot[02] Level 1 (Starting Secondary) : Dark Embrace /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[03] Level 2 : Spine Burst /Acc,Dmg,Dmg,Dmg,Dmg,EndRdx
Slot[04] Level 4 : Death Shroud /Acc,Dmg,Dmg,Dmg,Dmg,EndRdx
Slot[05] Level 6 : Build Up /Rchg,Rchg,Rchg
Slot[06] Level 8 : Kick (Fight) /Acc
Slot[07] Level 10 : Hurdle /Jump
Slot[08] Level 12 : Combat Jumping /DefBuf
Slot[09] Level 14 : Super Jump /Jump
Slot[10] Level 16 : Health /Heal
Slot[11] Level 18 : Quills /Acc,Dmg,Dmg,Dmg,Dmg,EndRdx
Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[13] Level 22 : Dark Regeneration /EndRdx,EndRdx,EndRdx,EndRdx,Rchg,Rchg
Slot[14] Level 24 : Tough /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[15] Level 26 : Obsidian Shield /EndRdx,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[16] Level 28 : Cloak Of Darkness /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
Slot[17] Level 30 : Acrobatics /EndRdx
Slot[18] Level 32 : Throw Spines /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[19] Level 35 : Oppressive Gloom /Acc
Slot[20] Level 38 : Ripper /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[21] Level 41 : Murky Cloud /EndRdx,DamRes,DamRes,DamRes,DamRes,DamRes
Yes I don't CoF + 'Voke. Though I consider it almost daily (and do have it on test.)
But with those three different builds to consider you can see the powers that are considered essential and the themes in slotting them up. I hope this is enough information for you to start if you consider treading the path of the Dust Bunny.
-Rom-
PS. if you want to respond to this to ask me questions I'd advise asking
here, this link is inside the scrapper forum and I'm more likely to read it there. I don't venture outside the scrapper forum often these days. Also if there's anything else you feel I've missed feel free to ask about it or add it below here.