Bostic's Spines/Regen I5 Build Guide w/Graphs


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City of Heroes Issue 5 Spines/Regen Respec Build (Assumed At Least Level 39)

Here is my Issue 5 Spines/Regen Respec build for City of Heroes, currently at Level 40.
This build does not represent going from Level 1 through to Level 50, although it would be possible, but not most effective.

Instead it represents my build after the I5 Respec.

In my opinion, City of Heroes is structured such that the build which takes you through from level 1 to about 24 is not the same build that is most effective above level 25 when the types of enemies you face changes. Therefore in my view players who want to maximise their effectiveness should take full advantage of the Respec Trials that are available in the game. Build your character to each level range in which a Respec Trial occurs and then Respec your character to take full advantage of all your power picks and slots at that level so that you are better able to deal with the new threats you will face. The game changes drastically, for example, when you get Single Origin Enhancements. And it changes again when you begin fighting in Peregrine Island and start facing Fake Nemesis and Malta Sappers. The types of damage that you are exposed to changes, and thus your character should change too to meet this new threat. Think of it as your Hero fine tuning his/her training to adapt and meet these new challenges head on ;-)

One clear example of this is from levels 1 to 24 I used Lunge and Impale six slotted as my primary attacks and did not use Spine Burst. When I Respecced the first time I remade Jentia taking the Area of Effect powers over the single target powers I used previously. This opened up an entire new world of gameplay to me which I had not experienced with this character before.

The Purpose of this Spines Regen Build:

1) To deal a high amount of damage to multiple opponents

2) To survive the follow-up attacks from multiple opponents.

3) To remain viable against at least +2 Boss opponents and a range of +X Minons and Lieutenants to maximize XP gain.

4) To be able to Solo missions on Invincible

5) To be relevant in an I5 Team.

Your Health- In City of Heroes your health increases slowly over time. The amount of health you heal is known as your Regeneration Rate. You can figure out that the higher your Regeneration Rate, the faster you will heal to full health.
Your Endurance- Every hero has 100 Endurance with which to play. This is affected by Accolades which can increase your maximum Endurance by about 5 points or so. Endurance also recovers at a fixed rate that we refer to as your Endurance Gain,or Endurance Recovery rate.

Without further ado, the build:


Exported from version 1.5B of CoH Planner
http://joechott.com/coh

Archetype: Scrapper
Primary Powers - Ranged : Spines
Secondary Powers - Support : Regeneration

01 : Fast Healing hel(01)
01 : Lunge dam(01)
02 : Spine Burst dam(02) dam(3) dam(3) dam(5) dam(5) dam(7)
04 : Quick Recovery endrec(04) endrec(7) endrec(9) endrec(9) endrec(11) endrec(11)
06 : Hasten recred(06) recred(13) recred(13) recred(15) recred(15) recred(17)
08 : Combat Jumping defbuf(08)
10 : Dull Pain recred(10) hel(27) recred(33) recred(33)
12 : Hurdle jmp(12)
14 : Super Jump jmp(14)
16 : Integration hel(16) hel(17) hel(19) hel(19) hel(21) hel(21)
18 : Reconstruction recred(18) recred(23) hel(23) recred(25) hel(25) hel(27)
20 : Health hel(20)
22 : Stamina endrec(22) endrec(39) endrec(39) endrec(39) endrec(46) endrec(46)
24 : Kick (Fight) dam(24)
26 : Ripper dam(26) dam(29) dam(29) dam(31) dam(31) dam(31)
28 : Instant Healing recred(28) recred(33) recred(34) recred(34) recred(34) hel(36)
30 : Tough damres(30) damres(40) damres(40) damres(40) damres(43) damres(43)
32 : Throw Spines dam(32) dam(36) dam(36) dam(37) dam(37) dam(37)
35 : Resilience damres(35)
38 : Weave defbuf(38) defbuf(46) defbuf(48) defbuf(48) defbuf(48) defbuf(50)
41 : Focused Accuracy endred(41) endred(42) endred(42) thtbuf(42) thtbuf(43)
44 : Laser Beam Eyes defdbf(44) dam(45) dam(45) dam(45) dam(50) dam(50)
47 : Energy Torrent conrng(47)
49 : Moment of Glory defbuf(49)

-------------------------------------------

01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)



For simplicity sake we will assume that your character has a Health of 1000 and an Endurance of 100.

Lunge: Lunge is the first power pick that you should take. It will serve you well throughout the life of your character. If my build was aimed at heavy single target damage, then Lunge would be an attack I would six slot. As it is, it is an attack I may 6 slot for the early levels, but not after I respec.


Fast Healing: This is an inherent healing power which increases your Health Regeneration rate by 75%. Early on you might think about slotting this to increase your survivability until Reconstruction and Integration, however it is not recommended that you slot this over and above anything else in this build at the later levels. The increase to regeneration is simply not high enough to warrant slotting when contrasted with using Instant Healing , Reconstruction and Dull Pain in normal practical use. I have tested this practically through play on the Test server. There are those that seem to believe that slotting fast healing is more effective than slotting tough. But it is not. Practical tests run on the servers and all numbers simulations show that slotting Tough has a far more profound effect on your survivability than slotting Fast Healing ever will. So for the purposes of this guide and the goals outlined above for this build I do not recommend slotting Fast Healing *in place of* Tough.Whether it makes 'common' sense or not, in game it is not more effective than 6 slotting Tough. I actually can't think of where the extra slots are going to come from to put in Fast Healing. Early in your character's life putting some slots in Fast Healing until you get Integration, Reconstruction or Dull Pain may sound like a good idea, but really you should be focussing on 6 slotting your initial attacks as soon as possible at this stage and popping Green Inspirations otherwise ;-).

Spine Burst: The big daddy of your Area of Effect Attacks. If you are surrounded by 10 opponents, and you fire off Spine Burst you have a chance to hit them all with Damage, Slow, Poison, and a Critical Hit. That's a heck of a lot, and a powerful Spine Burst attack will just about finish most minions that you face at your own level in the game. This is one of the powers that defines the Spines set as the AoE king for Scrappers. However, it's endurance cost is very high. If you fire this off each time it is available you may find yourself sucking wind and reaching for a blue inspiration very quickly. Manage this carefully, or else forego some of the damage and slot an Endurance Reducer. Up to your playstyle, try it out on Test if you have to.The Slow component of your Spines power should never be discounted. It makes you very useful to a team, since once you start hitting opponents with your spines attacks, your enemies' own attacks take that much longer to recharge. Your teammates will thank you.

Quick Recovery: Spines is by nature very Endurance heavy. All it's attacks suck a huge amount of Endurance, and this is why Regeneration is an almost perfect match for Spines. Quick Recovery is a power that must be taken for an effective Spines/Regen build. It allows you to recover your Endurance at a vastly increased rate. With Quick Recovery six slotted you will be gaining double your normal endurance each second. Slot this with Endurance Reducers, of course.

Hasten: For this build, 6 slotted Hasten is a necessity. It allows you to recharge your powers 70% faster than you normally would. This means that your attacks cycle 70% faster, allowing you to keep attacking your opponents continuously which is important for Spines. It also helps with your defense, as your Defensive click powers such as Reconstruction also recharge 70% faster with Hasten running. The 6 slots are necessary so that as soon as Hasten runs out, you can click it again to restart it. This ensures that all your powers will ALWAYS recharge 70% faster than normal.A trick is to hold down the Ctrl key and click the Hasten power. It should become surrounded with a green circle to indicate that it is on 'autofire'. It will continue activating in an endless cycle and you will always be running Hasten.

Combat Jumping: This is a power taken on the way to Super Jump. It provides some protection from Immobilisation effects, and also provides about 3% Defense. In the early levels it can also substitute as a Travel Power until you get Super Jump.

Dull Pain: Dull Pain heals a bit of damage when you use it(494 points in my case currently), and boosts your Maximum Hit Points by 40%. Since your Regeneration powers are based off a % of your Maximum Hit Points, this effectively increases the amount of hit points you regenerate per second. It can also make a difference when wading into a powerful foe to allow you to survive the first strike, known as the Alpha Strike. It is an extremely important power for Regeneration and it is actually critical to an effective build.

Hurdle: Hurdle is a bump on the way to getting the much needed Stamina power. It allows you to jump higher. Coupled with Super Jump this allows you to get around the city a bit quicker as you spend more time in the air leaping over buildings which would block your progress and getting the benefit of Super Jump's boost to your forward motion.

Super Jump: Your Main travel power in the game. Super Jump is useful because it has an excellent Vertical component which allows you to clear most terrain obstacles in the game, as well as having a fantastic forward speed that propels your character toward their destination. The drawback is, what goes up must come down. And you must touch the ground at some point before you jump again. If you touch down in range of enemies, you will get hit. However, after using Fly and Superspeed, I choose Super Jump as the best travel power in the game.

Integration: The main regeneration power of the Regen set. Integration allows you to recover 150% of your regeneration rate.Each SO Heal adds 33.3% onto that regeneration rate boost. This means that at 1000Hit Points you will recover 375 Hit Points per minute, or 6.25 hit points per second with this power. You cannot survive as a Regen Spines without this power, it should be slotted as soon as possible after you get it, as this is what keeps you alive as Regen. Instant Healing is now a Click power and cannot be depended on as an ‘Always On’ power that you can take at higher levels and then redistribute slots out of Integration with a Respec. Integration now forms the backbone of your Regeneration and as such needs to be six slotted asap. With 6 slots Integration increases your Regeneration rate by 350%.

This means you will heal 874 Hit Points in one minute, or 14.58 Hit points per second if your overall Health is 1000.

Integration also provides protection from Status effects such as Sleep, Holds, Knockback and disorient. This means that as a Regen scrapper running Integration you are immune from most of the specialized attacks that enemies throw and you just have to concentrate on healing raw damage.

Reconstruction: If I were taking this build from 1 to 50 I would definitely take Reconstruction a lot earlier. It allows you to heal 25% of your hit points with each click.
6 Slotted with 3 Heals and 3 Recharge, or 4 heals and 2 Recharge depending on your play style. Reconstruction is a life saver now that Instant Healing is no longer a toggle, and can change the situation in an instant when it is used correctly. It is a must have for Regen. Each SO you put in this power adds 8.3% to the healing amount. I use this bind for reconstruction. Type this into your chat window /bind g "powexec_name Reconstruction". Now everytime you press the G key you will fire off Reconstruction.

Health: One of those annoying ‘Power on the way to’ type of power. It does help with regeneration though, giving you 40% boost to your regen rate. You don’t have the slots to waste on this, however. So don’t add any slots to it.

Stamina: And here’s the granddaddy of Endurance Recovery, Stamina! With this 6 slotted you boost your Endurance recovery by an extra 1.25 Endurance every second. That helps incredibly with keeping your attacks firing off one after the other whilst you still have Endurance to click Reconstruction to heal yourself. Remember Spines is Endurance heavy, so you need every last drop of it.

Kick: Doesn’t even form a part of the series of attacks I fire. It does low damage un-slotted, but has the bonus chance to knock an opponent back…though it doesn’t do this very often. It’s necessary for our Defensive powers, however, so we gotta take it. You could take Boxing, which falls into the same boat except it has a very small chance to disorient an opponent for a brief time. Both relatively useless powers compared to everything else in your arsenal. It's another "Filler Power on the way to" type.

Ripper: Now you get your next major attack! Ripper is a sweet attack that deals an incredible amount of damage and more often than not Knocks down your opponent! It fires in a very narrow cone, so if you can line up your opponents one behind the other you can hit more than one with this attack! An opponent that is on the ground, is not attacking you, giving your Regeneration powers more time to work and boost your health. You can follow Ripper up quickly with a second attack. Hitting em while they are down is quite allowed!

Instant Healing: This used to be the mainstay of Regeneration’s survival. But since it was completely changed in Issue 5 the use of Instant Healing must be rethought.
The power grants you a 800% boost to your Regeneration rate for 90Seconds each time you click it. Yes I said 800% J I want to be able to fire Instant Healing as often as possible, there is a lag of about 1 minute and a half before you can click it again,so make the 90 seconds that it is On count fully! Each Health SO you add to this increases your Regeneration rate by 66%.

Tough: Tough allows you to resist Smashing and Lethal damage that your character receives. 6 slotted Tough resists 24.75% of the S/L damage your character gets. This means that if something normally hits you for 400 S/L damage, with Tough running you will only get hit for 301 damage. A big difference since you can only regenerate that much health every second, so anything that lowers the damage you are taking allows you to live that much longer!

Throw Spines: Throw Spines fires spines in an arc in-front of you. This is different from Spine Burst which affects everything around you, but it still does some sweet damage. Knocking something down with Ripper and then firing off Throw Spines is a favorite tactic of mine. This rounds out Spines Area of Effect powers, and these are what makes Spines the Area of Effect Scrapper king! Your damage on single targets may not be that high, but what you’re after is groups of opponents that you take down quickly.

If you want to, you could slot up Lunge and Impale which are very powerful Single Target attacks instead of some of the AoE. So you have some flexibility with Spines to go single target, or multi-target. This build assumes you are going for hitting multiple opponents, however.

Resilience: Resilience is an overlooked power in the Regen lineup. Since in Issue 5 we can no longer have IH running constantly, I looked at every way I could mitigate incoming damage. Resilience allowed me to boost my Smashing/Lethal resistance by 5.625% when taken together with TOUGH this means my smashing/lethal resistance is 31.5%. This really adds up to a lot in practical fighting in CoH if you like to push the envelope. And frankly you wouldn’t need a build like this if you didn’t like pushing the limits of what you can do

Another thing to note about Resilience is that it allows you to resist 20% of Toxic damage for 1 minute each time you fire it. So with this build you can fire it every 30 seconds and the effects stack. So for 30 seconds you will have 40% resistance to toxic damage. I'm sure for some this may be an important secondary effect of the power in special situations, but I must say I have never utilised the power to take advantage of this yet. But, it's there if you need it ;-)

Weave: Ah..weave. I’ll deal with the questions about the worth of this power later. Truly, I have not been able to 6 slot this on Live to test it practically. However all the figures and simulations indicate that your survivability is improved with Weave running when facing +x level opponents and bosses. Weave improves your Defence, and coupled with Combat Jumping you have 10% Defense to Melee And Ranged attacks.

With 6 slotted weave on with Combat Jumping slotted with one Defense SO:

+0 Minion = 40% (50%) Chance to hit
+0 Lieutenant = 47.5% (57.5%) chance to hit
+0 Boss = 55% (65%) Chance to hit

When you are facing multiple opponents these reductions from the norm (in brackets) is nothing to scoff at. Every hit that does NOT hit you means you have more time to Regenerate your health and stay in the fight longer.

I am Currently Level 40, so past this I am not sure how the build will play out, but this is my proposals for my power picks and slotting:

Focused Accuracy: Damage is what Spines is all about, and dealing Damage is the point of attacking. Since our build allows us to tackle up to +2 opponents with relative ease, your focus is going to be on Hitting those targets in order to do that damage. Thus up until Focussed Accuracy is properly slotted I have Two ACC enhancements in ALL my fully slotted attacks.
This means that I have 66% more damage that I could be doing if I were able to Fully slot my attacks with damage.
Focussed Accuracy allows for 6 SO Damage slotting in all our attacks, giving us a phenomenal damage output per attack, and since we are AoE we hit several opponents with this damage.
That's good stuff.

The problem with Focussed Accuracy is it’s enormous endurance drain, it’s frightening really and can bring your scrapper to a standstill very quickly in battle.
So Endurance Reducers are very necessary. It would be difficult to get by without 3 End Reducers in this thing which drops the Endurance usage to about 0.62End/Second (down from a whopping 1.25End/s unslotted!!).
It’s not really worth using this power regularly unless it is slotted with End Reducers. The cost is just too high and will keep you from engaging in protracted high level battles,unless you start popping Blue inspirations.

Focussed Accuracy boosts your ToHit chance (not your Accuracy) by 33%. This works out to the following:

FA 1 Slotted with a ToHit Buff SO = 108%

FA 2 Slotted with a ToHit Buff SO = 130%

Further Explanation here http://tinyurl.com/dax87
If you need more than 130% chance to hit something plus whatever accuracy enhancers you have then you are really overreaching your abilities But more power to ya!

Some people say that you really need 4 End Reducers in FA, and one in each attack to balance things off, but we’ll see since I have Stamina 6 slotted as well how big a hit FA makes.
Technically if I’m skewering opponents with more damage than ever, I may not need to stay in the fight as long.

Laser Beam Eyes: This fits very nicely conceptually with my build. The figures I got for LBE is that it does basically as much damage as Lunge, except it does Energy damage which is something not many enemies resist as readily as Smashing/Lethal damage. Plus it lowers the target’s Defense, and additionally it allows you to attack at Range. You can see my idea for how to slot this, it looks good on paper.

Energy Torrent: Coupled with Ripper this helps you to control the fight by knocking down your opponents at Range. This allows you to regenerate some much needed health and to launch about two attacks uncontested against your fallen foes!

Moment of Glory: At this point I don’t know what else to pick. So I decided to go with the ole Moment of Glory. This power has gotten me killed more often than any other through it’s use. It just is not dependable. Some say that Six slotting this bad boy with Defense SOs, and Recharges make you an unstoppable force for the few minutes it is up. I haven’t tested this; I still think using this is a great risk.

[continued...]


-Jentia Argool(Bostic)
Freedom Server
Spines/Regen I5 Guide!
SG:-Civic Alliance
Jentia Argool (41)- Spines/Regen Scrapper
Justice Server - Jab Molassie (14) En/Ela Brute
Devil Mas(11) Dk/Dk Brute
Hechler Glocklan (20) Th/Dk MM

 

Posted

[PAGE 2 OF 3]

INCLUSION OF TOUGH AND WEAVE

Now let me try to address the concerns and questions you undoubtedly have about my inclusion of Tough and Weave in my build.

We know two things:

That the effectiveness of Tough was reduced by 25% from I4, and that the effectiveness of Weave was reduced by 67.5% from I4.

We also know that the Accuracies of enemies were also reduced.

This 10% that I now get from Weave and Combat Jumping has a very real effect on the amount of damage I can mitigate with Tough running. You’re not going to really need this unless you go up against +2 Bosses however that do damage other than S/L or until you face off against an Arch Villian.

Here are statistical results from Immortal_Nite's Regen Calculator

Assumed hitpoints WITH Dull Pain is 1699.
Assumed to be fighting against 2 Lts and 2 Bosses doing 100 and 400 damage respectively.
Assumed Attack Speed of 4 seconds per attack and 5 attacks per mob.
Spines 'Slow' Properties helps here.

This is with:
IH, FH(1), Int(6), Res(1), Tough(6),Health(1),Combat Jumping(1Def),Weave(1) and Dull Pain On.

Graph 1

Hit Points Left
S/L E/N Fire Cold Toxic Psionic
Foe +0 1699.0 940.8 940.8 940.8 703.0 940.8
Foe +1 1450.3 334.6 334.6 334.6 89.5 334.6
Foe +2 1201.1 -37.0 -37.0 -37.0 -301.2 -37.0
Foe +3 438.4 -1174.9 -1174.9 -1174.9 -1438.7 -1174.9
Foe +4 -276.6 -2241.4 -2241.4 -2241.4 -2515.9 -2241.4

IH, FH(1), Int(6), Res(1), Tough(6),Health(1),Combat Jumping(1Def),Weave(6) and Dull Pain On.

Graph 2

Hit Points Left
S/L E/N Fire Cold Toxic Psionic
Foe +0 1699.0 1119.5 1119.5 1119.5 703.0 1119.5
Foe +1 1582.1 531.2 531.2 531.2 89.5 531.2
Foe +2 1344.9 177.5 177.5 177.5 -301.2 177.5
Foe +3 600.1 -933.5 -933.5 -933.5 -1438.7 -933.5
Foe +4 -94.5 -1969.7 -1969.7 -1969.7 -2515.9 -1969.7

Look at the Foe +2 column. You can see there that with weave 6 slotted you survive against a wider range of damage than without Weave. It still has a role to play in your survival and damage mitigation.

Your survival against higher level opponents increases with Weave 6 slotted. Fast Healing 6 slotted does not have the same effect on your survival rate.

Let’s examine another chart now, this one measuring Incoming Damage Per Second VS Villain Accuracy. Now bear in mind that a +4 Boss has an accuracy of about 88%, so note that when you measure the graph below:

Graph 3

This is against Smashing/Lethal damage. You would note that with Weave 6 slotted the damage per second that we can survive is higher than Tough by a bit. Allowing us to survive just that much longer in the 60% to 70% Villain Accuracy range which is where we are going to spend our time.
Graph 4
Now against Fire damage, to which Tough provides no defense, we also see that the figures are a lot closer, but Weave still provides some measurable increase in survivability over Tough. But the damage per second we can receive other than Smashing Or Lethal is considerably lower than what we can handle with normal Smashing damage.

This serves as a visual explanation of why I think Weave still has a place in my build. Will it hold out in practice? I’ll have to wait until I am able to fully slot Weave to find out, but in past I5 runs on Test Server it did make a difference. If you add a Purple Luck inspiration on top of your weave then for a short time you have even more defense available (though this isn’t a good reason to take the power). One might argue that in a tough fight you can pop a few lucks and have more Defense than Endurance-draining weave could ever provide, and that may be true. But you don’t always have an unlimited supply of Luck Inspirations in a mission.

I'll return here and post my own experiences with Weave, or post if I decide to re-allocate these 5 slots elsewhere.


-Jentia Argool(Bostic)
Freedom Server
Spines/Regen I5 Guide!
SG:-Civic Alliance
Jentia Argool (41)- Spines/Regen Scrapper
Justice Server - Jab Molassie (14) En/Ela Brute
Devil Mas(11) Dk/Dk Brute
Hechler Glocklan (20) Th/Dk MM

 

Posted

PAGE 3 of 3
BUILD STATISTICS

Resistances:

Total Resistance to Lethal and Smashing = 31.5%
Total Resistance to Toxic = 6.75%

Defense:

Total Defense to Ranged/Melee = 10.15%

Endurance:

Endurance Regeneration:

Inherent Endurance Regen = 1.67/s

Quick Recovery = 1.67/s

Stamina (6 slotted) = 1.25/s



Endurance Drainers

Combat Jumping = 0.08/s
Integration = 0.4/s
Tough = 0.22/s
Weave = 0.2/s
Focused Accuracy = 0.62/s (with end reducers slotted)



Total Endurance Drain per second = 1.52

Net Endurance Gain per second = 3.07.

This means we are gaining 3.07 Endurance per second for use with our attacks.

Regeneration

Fast Healing (1slot) ~ 100%
Integration (6) ~ 350%
Instant Healing = 800%
Health ~ 53%

Total Regeneration = 1,303% w/Instant Healing
503% w/o Instant Healing



Damage:



Assumed Brawl Damage to Opponent = 10
Lunge (1Dmg) = 48
Spine Burst (4dmg/6dmg) = 71.2 /91.6
Ripper(4dmg/6dmg) = 148/191.4
Throw Spines (4dmg/6dmg) = 94.5/121.5
Laser Beam Eyes (5dmg) = 73.8

Remember too that each Spines attack has a Poison component that does a certain amount of poison damage as well. AND there is a chance for a Critical Hit with each attack, which does extra damage. So trust that as a Spines Scrapper you will be dealing heavy damage to several opponents.

Some More Tips

Inspirations: If you ever die with a tray full of inspirations, know that you did something horribly wrong. Inspirations are there to be used, not saved indefinitely. Inspirations can make the difference between you surviving a battle, or accruing 25,000 points of debt. Use Lucks to increase your defense in battle, and as a Spines Regen you should also have a healthy amount of Blues in case your Stamina fails you (though you should have slotted things to prevent this as much as possible). With this build you should have all the Accuracy you need, so these shouldn't be necessary. Similarly the Damage boost might be good for setting up an alpha strike but should not be *As * necessary as Lucks.
Test out fighting after popping Three Lucks, amazing isn't it? Those Lucks take care of a lot of the Defense nerfs that we received in the game, making them quite quite important.
Purple rain baby, Purple Rain!

Hero Stats: Use it. This is such a useful program it is a crying shame that City of Heroes does not allow the flexibility with Macroing and User Interface modifications that World of WarCraft does. HeroStats calculates a ton of statistics for your character as you play the game. Now, you might not care about any of those statistics (although I think if you didn't you would not have made it this far in the guide ) however HeroStats also has a Game Overlay option. What this does is put a small rectangular window on your screen that tracks your Experience, Debt, Time to Level based on your current XP per minute, AND...ALL your Powers as they are fired, and their Time To Recharge. Including Buffs.So you can see *Exactly* when your Instant Healing is going to run out, or when your Moment of Glory is going to drop. It's indispensable for playing! Never have to try to average when IH is going to give up the ghost by looking at the size of the round button in your tray again!And you know exactly when it is going to recharge, down to the second. http://www.herostats.com

Stick and Move: This build is not a tank, you're not meant to stay still and simply attack toe to toe. Move about..mix it up...pull out of melee range to use your throw spines and force your enemy to hit you with a lower powered ranged attack, then rush in and slam them to the ground with a Ripper...then back off again and hit them with a throw spines at range.Use the environment around you. Hide behind an obstacle and force your enemy to move toward you. Every second you don't get hit allows your health to regenerate, remember this.Keep in motion, keep it fluid and you increase your chances of surviving. You take higher damage in Melee combat than ranged from most opponents. Know your enemy and fight them accordingly. Don't be afraid to pull back when your health starts to drop and you're waiting for Reconstruction to recharge.

Use a Hero Builder: Plot your hero into a Hero Builder for the different Builds in your Hero's life span. There are several available, Joe Chott's is a good one and when Hero Builder ( http://tinyurl.com/e4ayd ) is updated that will probably be the best there is. Hero Builders allow you to see at a glance what your Endurance recovery is going to be like, and what your Defense and resistances are. This is all useful information if you are playing to be your most effective within whatever character concept you have selected. Even if you are playing a Concept character, having a Hero Builder can allow you to develop that character along whatever lines you desire and really know ahead of time what you are picking and slotting when. It saves an enormous amount of time to have this planned out, rather than to start thinking about when you level up and it's time to pick powers or slots.

Read the Official Forums: Well...you already know that ;-) But what you may not have known is that if you see a post you find useful copy and save it to your computer. The boards don't keep messages forever, and you may miss out on some very useful information if you don't save it yourself for future reference.

And this wraps up my guide. I have a lot of fun playing my Spines/Regen Jentia Argool. I feel as though I have the best of all worlds with this character. I can Solo all my missions on Invincible if I want to, and yet the build is desirable on a Team for its damage dealing capabilities in groups. One power I left out of this build, which I badly wanted to add, was Quills.

I have found that the damage over time from Quills helps tremendously. However I couldn’t find the space for it. Perhaps at level 44 when I get my final Respec I may consider doing this all over again and switching things up somehow. Maybe see how things stack up if I run Quills instead of Weave.

But that’s for another night, and another guide. I hope this helps some of you better enjoy the game of CoH.

Cheers
Glossary:

BuffyASummers - Check My Numbers Please http://tinyurl.com/capov
Scrapper Defense Values - http://tinyurl.com/cbhqw
Da5id - A Graphical Analysis of Scrapper Defenses - http://tinyurl.com/86ubf

Thanks To:

My Super Group- Civic Alliance http://tinyurl.com/azlh4

Stupid_Fanboy http://tinyurl.com/adszy
The Game_Master http://tinyurl.com/7sw8r
Screwloose http://tinyurl.com/8jmky
Immortal_Nite
_Havok_

And many others that have contributed to the boards and helped me out in City of Heroes with their posts and advice.
Please if you find any incorrect statistics and numbers let me know and I will make alterations.


-Jentia Argool(Bostic)
Freedom Server
Spines/Regen I5 Guide!
SG:-Civic Alliance
Jentia Argool (41)- Spines/Regen Scrapper
Justice Server - Jab Molassie (14) En/Ela Brute
Devil Mas(11) Dk/Dk Brute
Hechler Glocklan (20) Th/Dk MM

 

Posted

I gotta say, this guide looks Thornkiller/Havok'licious! And this is coming from an old spines/regen'er.

Gonna test this out since I've done crap on SYN'urchin for the past couple of months and my alts are running out of cash anyways.


 

Posted

Thanks much.
I was helped so much by _Havok_'s Spines Regen guide that I see it as giving back.
I hope it helps some people enjoy CoH
If anyone sees anything incorrect, don't forget to say, so I can edit it before the editing timeframe is 'up' ^_^
Cheers!


-Jentia Argool(Bostic)
Freedom Server
Spines/Regen I5 Guide!
SG:-Civic Alliance
Jentia Argool (41)- Spines/Regen Scrapper
Justice Server - Jab Molassie (14) En/Ela Brute
Devil Mas(11) Dk/Dk Brute
Hechler Glocklan (20) Th/Dk MM

 

Posted

awesome guide, good to see the numbers

i'm just curious though, since you don't state the base defence % of combat jumping and weave, why do you six slot weave and not combat jumping? what are the base defences boosts for these powers?

thanks


 

Posted

Sorry, oversight.

Weave Base Defence = 3.25% (Max 7.15%)(Lowest published value for this defense)
Combat Jumping = 2.5%(Max 5.5%) (Using the Lowest published value for this power's defense)

You see therefore that spending the slots on Weave nets you a higher defence than placing them into Combat Jumping.

Something to consider, however, is that the End cost of Combat Jumping is much much much lower than that of Weave.

So you get W(6) HIGH endurance cost = 7.15% defense
CJ(6) Low End Cost = 5.5% defense

I think the Defense % is worth more in Weave than spending it in Combat Jumping if you are going to slot for Defense at all. We know that adding Defense improves survivability, does it do so by a high enough margin? And for my build I need to have both of them running. Is 5.5% defense enough of a difference to spend 5 slots in a power? I don't think so, but I think almost double that amount is.

Like I said, I have not been able to test 6 slotted weave on Live servers yet, so I cannot say with assurity, but this is my intention for the later levels with this build, if it changes I will post here


-Jentia Argool(Bostic)
Freedom Server
Spines/Regen I5 Guide!
SG:-Civic Alliance
Jentia Argool (41)- Spines/Regen Scrapper
Justice Server - Jab Molassie (14) En/Ela Brute
Devil Mas(11) Dk/Dk Brute
Hechler Glocklan (20) Th/Dk MM

 

Posted

i was just thinkin before i do my respec, why impale wasnt included in the build? to me it just seems like there arent enough offensive powers


 

Posted

Impale is a good ranged attack, however because I am taking both Laser Beam Eyes and Energy Torrent it isn't entirely necessary.

You have

Lunge->SpineBurst (AoE)->Throw Spines(Aoe)->Ripper(AoE)->Laser Beam Eyes->Energy Torrent (AoE).

as your attacks.

So at my current level of 41 this build has more than enough attacks to keep me going. When I add LBE and Energy Torrent to the mix I won't ever be short of attacks for my attack chain, especially since the Redraw issues with Spines seems to have been fixed.

Remember, at earlier levels this is NOT The build I would use! Lunge and Spine Burst is not enough to take you through the early levels in my view.

Lunge,Impale and Spine Burst is though. You might even find yourself using Kick early on.

I would most definitely take Impale and Lunge and six slot those babies up until about level 25 to 34 when I would do the first Respec Trial.

Don't be afraid to spend your slots from 1 to 25 on those powers and attacks that are important to you at those levels.

The point is to be maximally effective based on your power picks within the level ranges.

My point of view is always Intend to Respec when one is available.

For example, this was my build in I4 that took me up to about level 32.

01 : Fast Healing hel(01)
01 : Lunge dam(01) acc(3) dam(3) dam(13) dam(15)
02 : Spine Burst dam(02)
04 : Quick Recovery endrec(04) endrec(5) endrec(7) endrec(7) endrec(5) endrec(25)
06 : Kick (Fight) dam(06)
08 : Impale acc(08) acc(9) dam(9) dam(13) dam(33)
10 : Hasten recred(10) recred(15) recred(21) recred(11) recred(11)
12 : Swift runspd(12)
14 : Super Speed endred(14)
16 : Integration hel(16) hel(17) hel(17) hel(19) hel(19) hel(27)
18 : Health hel(18)
20 : Stamina endrec(20) endrec(21) endrec(33) endrec(34)
22 : Tough damres(22) damres(23) damres(23) damres(25)
24 : Weave defbuf(24) defbuf(33) defbuf(27) defbuf(31)
26 : Stealth defbuf(26)
28 : Instant Healing endred(28) hel(29) hel(29) hel(31) hel(31)
30 : Ripper dam(30) dam(34) dam(34)
32 : Resilience damres(32)

-------------------------------------------

01 : Brawl dam(01)
01 : Sprint jmp(01)
02 : Rest hel(02)

Almost completely the opposite from what I have now. This was a Scrapper that concentrated more on single target damage and depended heavily on Hasten to keep an attack chain going. (Note, the build above is by no means optimised and not meant as anything to follow exactly, if I had to go back and replay those levels again in I4 I'd build Jentia differently knowing what I know now o/ when I was younger...*snaps fingers* *boogies*/o ).

I used Impale's standoff abilities at these early levels to tackle opponents that were much higher than my own level, hitting Purples as early as level 19 as par for the course and staying out of Melee Range.

Ahhh...I went back and looked at some screenshots of little Jentia Pre-Cape and Glowing eyes
Ahhh...*wistful look* The nostalgia...the glory days..
*wipes tear*
*sniffles*


-Jentia Argool(Bostic)
Freedom Server
Spines/Regen I5 Guide!
SG:-Civic Alliance
Jentia Argool (41)- Spines/Regen Scrapper
Justice Server - Jab Molassie (14) En/Ela Brute
Devil Mas(11) Dk/Dk Brute
Hechler Glocklan (20) Th/Dk MM

 

Posted

would you recommend me respecing out of my current build to this one if i'm lvl 38?


 

Posted

awesome, thanks so much! i just got back after a year absence and I'm *definitely* respeccing my regen powers based on your guide. unfortunately I am dm, not spines, so I'll have to figure that out on my own

coupla other questions... have you tested that integration does not cap out before you six slot it? same deal with reconstruction, what is the % base cap? I thought it was 50%, if that was the case you wouldn't get any benefit from putting that 4th healing SO in. how come you have that 1 SO heal in instant healing instead of a 6th recharge, just taste essentially? I'm confused about what you're saying in resilience about "firing" it... for me resilience is still auto... or have I just been really unobservant since I've come back?

thanks again, this guide is one of the best written and researched i've ever read!

[ QUOTE ]

Weave Base Defence = 3.25% (Max 7.15%)(Lowest published value for this defense)
Combat Jumping = 2.5%(Max 5.5%) (Using the Lowest published value for this power's defense)


[/ QUOTE ]


 

Posted

Oh heck yeah sure.

At 38 this build is very playable and effective. You'll just miss the extra slots in Stamina which you would add at level 39.

But hey, Respec your character on Test first and run through a mission (Solo it should be a breeze anyway even on Invincibile), and then street hunt against progressively difficult spawns in say Crey's Folly or Founder's Falls to check the limits and playability.

Note: If you aren't dying you aren't really testing the limits and how the build plays ;-)

This is how you'd really test your capabilities unless you can find a 4 man team to do missions with on Test (difficult).

Using Test before a respec on LIVE is worth it.


-Jentia Argool(Bostic)
Freedom Server
Spines/Regen I5 Guide!
SG:-Civic Alliance
Jentia Argool (41)- Spines/Regen Scrapper
Justice Server - Jab Molassie (14) En/Ela Brute
Devil Mas(11) Dk/Dk Brute
Hechler Glocklan (20) Th/Dk MM

 

Posted

Another thing to note about Resilience is that it allows you to resist 20% of Toxic damage for 1 minute each time you fire it. So with this build you can fire it every 30 seconds and the effects stack. So for 30 seconds you will have 40% resistance to toxic damage. I'm sure for some this may be an important secondary effect of the power in special situations, but I must say I have never utilised the power to take advantage of this yet. But, it's there if you need it ;-)

Ummm... Resilience is passive. I'm confused as to whether you swapped paragraphs with Reconstruction or just don't know what the heck you're talking about.

Also, I believe your endurance numbers for Tough and Weave are wrong. They increased the amount of endurance those two toggles use in I5, and I don't believe anyone has really measured how much endurance they use now. Your numbers are for I4.

I also believe that you should put six recharge reductions into Dull Pain so that it can double stack before you ever even think about slots in Fast Healing. Much less Weave. Your regeneration rate goes through the roof when Dull Pain is double stacked, and it lasts thirty seconds.


 

Posted

Sorry, that bit of text is supposed to go under RECONSTRUCTION, not Resilience.
Thanks for catching that, although I cannot go back and edit.

The values we have, as I stated, is based on the numbers from Joe Chott's editor and from around the boards.

The Endurance cost may very well be higher in I5.

If you can find the Endurance numbers it would be great to add into this thread and update the Endurance calculations.

Thanks for catching those errors mate


-Jentia Argool(Bostic)
Freedom Server
Spines/Regen I5 Guide!
SG:-Civic Alliance
Jentia Argool (41)- Spines/Regen Scrapper
Justice Server - Jab Molassie (14) En/Ela Brute
Devil Mas(11) Dk/Dk Brute
Hechler Glocklan (20) Th/Dk MM

 

Posted

Overall critique is that your build is entirely too defensive, and lacks in offense. And yet even after going so defensive you emphasize that you're not a tanker and shouldn't act like it. Bull. I've lost count of how many teams I've "tanked" for as a Regen, both in I4 and I5. There are very few situations where I don't feel comfortable doing so. Main problems:

- Only two attacks from level two through twenty six! Even assuming this is a respec build, that'd be downright painful to exemplar. You apparently respecced out of Impale and yet you picked up Laser Beam Eyes at the end, which seems vastly inferior to Impale. Do yourself a favor and stick with Impale.

- You say you're going all out on AE attacks, and you skip Quills?!?! You don't even have to think about Quills, just turn it on and you're an AE attacker all day long. This should be a no-brainer.

- No Build Up? This is a fundamental power for any Scrapper. I can't imagine going through fifty levels as a Scrapper without ever taking Build Up. It's invaluable for taking out bosses, highly defensive mobs (e.g. Rikti drones), very dangerous mobs that you need dead quickly (e.g. Sappers), and just plain more damage.

I think you have the basis of a decent build, but I'd make the following changes:

- Drop Laser Beam Eyes and Energy Torrent. You have better attacks in your primary. Including ranged.
- Drop Moment of Glory. Something has to give, and this is it.
- Add Impale, Quills, and Build Up. Impale and Quills would need slots. Build Up doesn't.

Also I've found that in practice I actually don't need Instant Healing all that often. But when I do, I need healing like whoa! I started off with lots of recharge, but have since shifted to 2 Recharge 4 Heal. That's working out much better for me. Oh, and six slot Dull Pain. That's just pure goodness right there.


 

Posted

As stated before, the line about Resilience should have been under Reconstruction, it was late

No Integration does not cap with 6 slots.
Neither does Reconstruction

I tried out an extra heal in Instant Healing and I think it works just a tad better for me that way That is a matter of preference though.

Your welcome on the guide, I hope it helps your build in some way.

Cheers


-Jentia Argool(Bostic)
Freedom Server
Spines/Regen I5 Guide!
SG:-Civic Alliance
Jentia Argool (41)- Spines/Regen Scrapper
Justice Server - Jab Molassie (14) En/Ela Brute
Devil Mas(11) Dk/Dk Brute
Hechler Glocklan (20) Th/Dk MM

 

Posted

[ QUOTE ]
Overall critique is that your build is entirely too defensive, and lacks in offense. And yet even after going so defensive you emphasize that you're not a tanker and shouldn't act like it. Bull. I've lost count of how many teams I've "tanked" for as a Regen, both in I4 and I5. There are very few situations where I don't feel comfortable doing so.

[/ QUOTE ]

Glee wup, thanks so much for your informative and helpful post.
I really appreciate your insight.

As stated before, Quills and Buildup are two powers I wanted to try working into the build, and may still do so later on.

Cheers!


-Jentia Argool(Bostic)
Freedom Server
Spines/Regen I5 Guide!
SG:-Civic Alliance
Jentia Argool (41)- Spines/Regen Scrapper
Justice Server - Jab Molassie (14) En/Ela Brute
Devil Mas(11) Dk/Dk Brute
Hechler Glocklan (20) Th/Dk MM

 

Posted

Just to clarify ;-)

Laser Beam Eyes deals Energy damage.
Impale deals lethal damage.

In the late game many opponents have resistance to smashing/lethal damage, but very very few of them have resistance to Energy damage.

Hence my choice to go with Laser Beam Eyes for the late game.

As I said though, I have one Respec left, which I may use after I see how these later choices play out when put into practice.


-Jentia Argool(Bostic)
Freedom Server
Spines/Regen I5 Guide!
SG:-Civic Alliance
Jentia Argool (41)- Spines/Regen Scrapper
Justice Server - Jab Molassie (14) En/Ela Brute
Devil Mas(11) Dk/Dk Brute
Hechler Glocklan (20) Th/Dk MM

 

Posted

First let me say that this is a great guide, with the possible exception of what do do for the last 3 powers.

It is no doubt true that resistance to Lethal is more prevalent than resistance to Energy at later levels, but according to your stats LBE has a base brawl index of only about 2.76. According to CoH Planner (that I have no reason to doubt), Impale has a brawl index of about 5.39. That would have to be impressive resistance to overcome that difference in damage. LBE does have faster animation, but it doesn't immobilize the enemy and I think I'd prefer the tactical advantage that gives. The faster recharge time of LBE seems irrelevant, as it is unlikely that you could possibly find an excuse to fit it in as frequently as it could go off and nor would you want to.

I have one question: Have you considered ditching the whole Fitness line once you can have Conserve Power 6 slotted? I think that allows you to have CP on for 90s and down for 72s. Making a rather broad assumption for the moment - that you could survive 72s without Stamina, this would allow you to add another two powers. If one of those was Moment of Glory, you could (depending on the opposition of course) sometimes pop it to cover the gaps in CP coverage. Unfortunately this isn't something I'm yet able to test, being at level 35 at the moment.

While Torrent is a pro-active approach to reducing the incoming damage, I think that it is situational in that I don't think you'd want to use it in a team, ever. Example of how this would play in a team: You knock them away then you don't need the pause because someone heals you - now the mobs are scattered and out of reach and the other scrapper and the aoe blaster are cursing your name.

I would get Quills twice before I'd get this once. Your whole build is aimed at being able to "stay in the fight" as long as possible. The longer you stay the more damage Quills does. Along the lines of the best defense is a great offense, this will reduce the amount of incoming damage, by helping to reduce the number of opposition. This becomes crucial once you've popped IH. The assumption is that it will keep you standing until it stops. If most of the mobs you were facing are also still standing at that time you are in trouble and I just don't think that with Spine Burst as probably your best attack on an overall dps basis, that you can stay far enough outside the mob to use Energy Torrent as a consistent way of dealing damage or reducing the incoming damage.

Overall, I think that I will probably try the following 4 powers for my last 4 (in this order)

Focussed Accuracy
Conserve Power
Quills
Impale

Once I hit 44, I will probably test replacing Fitness and SJ with Air Superiority, Fly, Build Up and Moment of Glory

Re Air Superiority This is IMO a great attack, entirely in keeping with our MO. Use it to keep the boss off it's feet while still within range and you are removing the main chance of being suddenly overwhelmed - A few times recently I've found I can't hit the button for Reconstruction fast enough . It's a pity that it's use will rely on being able to drop Fitness, which frankly seems unlikely.

If anyone out there wants a more offensive build for their first 24 or so levels, then they could do a lot worse than to replace CJ and SJ with AS and Fly as a start. Particularly as I'd consider AS as good a defense as CJ, at least in these earlier levels when you'll find more opportunities to use it.


 

Posted

[ QUOTE ]
Impale has a brawl index of about 5.39. That would have to be impressive resistance to overcome that difference in damage. LBE does have faster animation, but it doesn't immobilize the enemy and I think I'd prefer the tactical advantage that gives.

[/ QUOTE ]

[ QUOTE ]
I would get Quills twice before I'd get this once. Your whole build is aimed at being able to "stay in the fight" as long as possible. The longer you stay the more damage Quills does. Along the lines of the best defense is a great offense, this will reduce the amount of incoming damage, by helping to reduce the number of opposition. This becomes crucial once you've popped IH. The assumption is that it will keep you standing until it stops.

[/ QUOTE ]

My main is a 41 Spines/Regen. I have to disagree with the initial posts on Impale. As far as damage and, as mentioned above, the ability to immobilize a mob with a successful hit, its priceless. I have it 6-slotted with 1 Acc, 5 dmg and it is my most powerful attack besides Ripper. It hits for about 175-200dmg on +2 Minions - that is good stuff.

As for what was mentioned about Quills above, I like the power, but what you have to realize is that it drains a tremendous amount of endurance when you're fighting large groups of baddies. I forget the actual calculation but everytime it hits a mob, it reduces end, so if you're fighting a big group and you're successfully hitting a bunch of them every couple of seconds - you're gonna be in a bit of trouble. I've had all my toggles drop due to no end from Quills. That aside - I won't drop it from my build just yet, as it works very well when soloing or when in teams with either no tank or a tank that can't keep all of the aggro on him/herself.

If I wasn't at work and didn't have such a bad memory, I'd post my build. It's worked extremely well for me and I've only respec'd once after hitting lvl 24. It is certainly true that lvls 1-24 and 24+ are played differently from each other.


 

Posted

Wow man great guide, but it means almost nothing now that ED is out.

Any chance of a respec to the guide?


 

Posted

[ QUOTE ]
Any chance of a respec

[/ QUOTE ]

GRRRRRRRRRRRR


-Jentia Argool(Bostic)
Freedom Server
Spines/Regen I5 Guide!
SG:-Civic Alliance
Jentia Argool (41)- Spines/Regen Scrapper
Justice Server - Jab Molassie (14) En/Ela Brute
Devil Mas(11) Dk/Dk Brute
Hechler Glocklan (20) Th/Dk MM

 

Posted

LOL! I feel your pain. Not looking forward to rewriting my guide either.


 

Posted

[ QUOTE ]
Wow man great guide, but it means almost nothing now that ED is out.

[/ QUOTE ]

If you don't like the guides people write then how about you try thinking for yourself?

[ QUOTE ]
Any chance of a respec to the guide?

[/ QUOTE ]

Since Regen works exactly the same for any Primary you could start by reading any of the post ED Regen build threads in the Scrapper forum. If you look carefully you will see that they all do almost exactly the same thing and with a little thought on your part you should be able to come up with something that works.

regards, Screwloose.
"I am not young enough to know everything."


How to Look Stuff Up Yourself - It's Fun and Easy
Looking for Powers Numbers try City of Data.
For Fraks sake read the Guides and FAQs
Global Chat Channels - Australia

 

Posted

Here's my plan now that ED has hit. I'm currently level 40 (al-Shame on Guardian)

Exported from version 1.5B of CoH Planner
http://joechott.com/coh

Archetype: Scrapper
Primary Powers - Ranged : Spines
Secondary Powers - Support : Regeneration

01 : Fast Healing hel(01) hel(21) hel(21)
01 : Lunge acc(01) dam(43) dam(45) dam(46)
02 : Spine Burst acc(02) dam(3) dam(3) dam(5) recred(5) recred(7)
04 : Quick Recovery endrec(04) endrec(15) endrec(15)
06 : Hasten recred(06) recred(7) recred(9) recred(9) recred(11) recred(11)
08 : Combat Jumping defbuf(08) defbuf(46) defbuf(46)
10 : Dull Pain recred(10) recred(13) recred(13)
12 : Swift runspd(12)
14 : Super Jump jmp(14)
16 : Integration hel(16) hel(17) hel(17) endred(19)
18 : Reconstruction hel(18) hel(19) hel(23) recred(23) recred(25) recred(25)
20 : Health hel(20)
22 : Stamina endrec(22) endrec(27) endrec(27)
24 : Boxing acc(24)
26 : Ripper acc(26) dam(39) dam(39) dam(40) recred(40) recred(40)
28 : Instant Healing recred(28) recred(31) recred(31) hel(31) hel(29) hel(29)
30 : Tough damres(30) damres(36) damres(37) endred(34) endred(36)
32 : Throw Spines acc(32) dam(33) dam(33) dam(33) recred(34) recred(34)
35 : Weave defbuf(35) defbuf(37) defbuf(37) endred(36) endred(39)
38 : Resilience damres(38)
41 : Quills endred(41) endred(42) acc(42) dam(42) dam(43) dam(43)
44 : Conserve Power recred(44) recred(45) recred(45)
47 : Impale acc(47) dam(48) dam(48) dam(48) recred(50) immdur(50)
49 : Build Up recred(49) recred(50)

This is obviously a plan based on respeccing. If I was starting from level 1 I'd reconsider the order of the slots, but it probably wouldn't change much. I'm not so sure about the last 3 slots in Hasten, but to be honest I can't think of anywhere more useful to put them.