AOE Death: A Spines/Fiery Aura Scrapper Guide


alienuterus

 

Posted

AOE Death: A Spines/Fiery Aura Scrapper Guide (I12)

I.Intro
II.Powers
III.Build

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I. Intro

I’ve never written one of these guides before, but I’ve gotten so much good advice from others that, when I found no Spines/Fire guide, I thought I’d take some time to help someone else along. I’m not an expert on stats, so don’t expect much in that vein; I’m just going to share my experience with building this toon, which is my new favorite scrapper.

I’d been meaning to roll a Spines scrapper for a while, but when I realized that Fiery Aura came with a damage toggle – providing the opportunity for 2 damage toggles – I knew I had to try it out. It was only later I realized there were also 2 Buildup – type damage buff click powers as well. This toon was fun to play pretty much the whole way, and now at 49 (with copious set bonuses) is a death machine. I definitely recommend this build to anyone who loves to... arrest lots of bad guys (in the face!).

So anyway, go easy on me. I’m just going to try to a simple powers/build rundown, without much on strategy (click build up, run into mob, be an AOE death machine, repeat—there, I’m done). I’m not going to bother discussing power pools I didn’t take, as I figure you know as much about them as I do. I'd appreciate any feedback on how to improve the useability fo this guide, as well as any additional thoughts/opinions/info for the masses.

One caveat: I find that the damage toggles can get a little stroboscopic at the higher graphics settings. If it hurts your eyes, try reducing them to minimal. Luckily, my computer sucks, so it’s not a problem for me.

II. POWERS

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Spines
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All your spines attacks do Lethal damage with additional benefits: Namely, Toxic DoT, and reduced speed and recharge on your target. Stacking these effects is easy with all the AOEs you’re getting.

Barb Swipe [Melee, Minor Damage (Lethal), Damage over Time(Toxic), -Speed, -Recharge]

I never took this, but it’s a typical low damage/fast recharge first tier attack. I’m sure it’s fine at low levels, but it’ll be worthless later on.

Lunge [Melee, Moderate Damage(Lethal), Damage over Time(Toxic), -Speed, -Recharge ]

Not too great either, but more damage than Barb Swipe, your only other choice at level 1. I wound up 5-slotting this, but not till late in the game.

Spine Burst [Point Blank Area of Effect, Moderate Damage(Lethal), Damage over Time(Toxic), -Speed, -Recharge]

Your first AOE. Take it at lvl 2 and slot it (2 accs, 3 dam, & 1 recharge—in that order—are my normal attack slotting method, before I get big enough to buy sets). The animation is a bit long (3 seconds), but it does good damage and the range isn’t bad at all.

Build Up [Self +Damage, +Accuracy]

More damage. You want to get this, but take Impale first, so you have more attacks to improve with it. Six-slotted eventually, but only a couple recharges at first.

Impale [Ranged, High Damage (Lethal), Damage over Time(Toxic), Immobilize, -Recharge, -Fly]

A high damage ranged single-target attack. You’re rooted for 2.43 seconds, which is a bit of a pain, but this is a great power for finishing off runners without straying from the mob. This power’s range recently got nerfed from 80 to 40 feet, but it’s still a must have for spines. Slot generously and early. Note: You will be tempted to use Impale as a pull power, but you’ll find yourself waiting a while, as it is also an immobilize.

Confront [Ranged, Foe Taunt]

Single-target taunt. Why bother when you can just hit them? I frankly have no idea why all scrapper sets have to waste a power option with a single-target taunt that no one ever gets. Obviously, I recommend against taking this.

Quills [Toggle: Point Blank Area of Effect, Minor Damage (Lethal), -Speed, -Recharge ]

Your second AOE damage toggle! Along with Blazing Aura, you now stand in a field of hurt. I slotted both with 2 end reducers, 2 accs and 2 dams, but thought real hard about 1 acc and 3 dams. The 2 end reds are necessary if you don’t like detoggling, I think, as these toggles use twice the endurance of your resistance toggles.

Ripper [Melee Cone, High Damage (Lethal), -Speed, -Recharge, Knockback ]

Another high damage attack, this time a small cone. The cone is about the same as with Sands of Mu or Eviscerate, and the animation’s just like Eviscerate. The cone can be hard to line up sometimes, but it’s great in a crowd and even on a single-target this attack kicks [censored]. Definitely get it. 6-slot.

Throw Spines [Ranged Cone, Moderate Damage (Lethal), Damage over Time(Toxic), -Speed, -Recharge]

A wide-as-hell cone attack, moderate damage. Again, the theme is AOE damage, and while it’s a little tricky to use this to its full effect with the PBAOEs (jumping out of the mob, hitting them with Throw Spines, then running back in), it’s still useful even if you’re only hitting half the mob. A must-get in my opinion. 6-slot.


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Fiery Aura
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Fire Shield [Toggle: Self +Resistance(Fire, Lethal, Smash, Cold, Disorient)]

Typical smashing/lethal damage resist, with additional (and equal) resistance to fire and minimal resistance to cold. Get it (actually, you have no choice) and slot it with 1 end reducer and 3 resists.

Blazing Aura [Toggle: Point Blank Area of Effect, Minor Damage over Time(Fire)]

Your first damage toggle. Slot with 2 end reducers first, then 2 acc and 2 damage (or 1 acc and 3 damage).

Healing Flames [Self Heal, +Resistance(Toxic)]

A good self-heal, similar to Reconstruction from the Regen set, including the toxic resist buff. I went with 2 recharges and 3 heals, in that order.

Temperature Protection [Auto: Self +Resistance(Fire, Cold)]

A curious power I felt unnecessary. It’s a passive resist that doubles up the fire and minor (7.5%) cold resistance you get with Fire Shield. I don’t get the theory behind this power, unless you plan fighting only fire damage-dealers, in which case you’d be uber (not to mention that plasma shield also gives the same fire protection as Temp Protection and Fire Shield). You’re already going to be way ahead in the fire/cold resistance game, so this power seems like an easy skip.

Plasma Shield [Toggle: Self +Resistance(Energy, Negative, Fire, Hold, Sleep)]

In addition to the aforementioned fire protection, this toggle Resists energy damage, negative energy damage, and hold & sleep effects. Must have, 1 end red and 3 resists.

Consume [Point Blank Area of Effect Fire Damage, Self +Endurance]

Great power with a frustrating recharge time. Consume is worth getting and slotting (2 acc, 3 recharge and one endmod). It can get you from 0 to full endurance if there are a few baddies in its AOE range (though with only 1 or 2 targets it’s unimpressive), and it’s also one more AOE attack, but it will not be up enough to rely on for end maintenance. It’s an every second or third mob power. (Once I got Conserve Power and slotted sets for end and recovery, I found I often didn’t need it, and may even re-slot it for damage eventually.)

Burn [Location (Point Blank Area of Effect), Moderate Damage over Time(Fire), Self Resistance(Immobilize)]

I never took this. Yes, it does AOE damage, and frees you from immobilize effects, but it also causes your foes to run away, dispersing mobs that you want tight around you. There’s a possibility that the slow effects from your spines attacks might mitigate this somewhat, but I never bothered to find out.

Fiery Embrace [Self +Damage]

From the description (“boosts damage to all fire attacks for quite a while, also increases damage of non-fire attacks for a short while”), you might think this power was only suitable for Fire/Fire. But really, fiery embrace is your 2nd Build Up—except you can’t slot it for To Hit Buffs. The deal is, Fiery Embrace acts on all your attacks as Build Up without the accuracy buff—the damage boost is the same, and lasts the same duration (10 seconds; on Fire attacks it lasts 20). Slot it with 2 or 3 recharges and use it when Build Up’s down (or use both at the same time for mad damage).

Rise of the Phoenix [Self Rez, Special ]

Self-rez. Some will take this, some won’t. It’s good to have for immediately getting up in the heat of battle (You’ll have only half health and half end, but the group mez it causes will give you enough time to heal and retoggle). It made sense to me to get it on the theory that constant AOE damage attracts a lot of negative attention, but on the other hand, I don’t think I’ve actually needed it yet after 2 levels. Optional. One recharge is all I put in this.

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POOL POWERS

Again, I’m just doing the sets I took here. Improvise at your will.

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Speed
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Flurry: Worthless.

Hasten: Faster recharge? Yes please! I probably have one toon without this power. Get it early (I took it at 6) and three-slot it with recharge. I have it on auto—set it and forget it!

Super Speed: Well, you already took Hasten, so why not? Stick a +stealth IO in here (Celerity or Unbounded Leap) and it stacks with the inherent stealth—you a an instant invisibility toggle. Sure, it’s not quite as fast as a run speed IO, but it’s still plenty fast and great for stealthing missions. I used this & Combat Jumping (and the Pocket D Jump pack, Raptor Pack and/or or Zero-G Pack for tough spots) to get around until i took Super Jump at 49, and it wasn’t too bad. I wouldn’t recommend that method Villain side, though. Don’t slot unless you’re a speed freak.

Whirlwind: No.

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Leaping
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Jump Kick: Worthless.

Combat Jumping: primarily as a place to slot a Karma: Knockback protection I had the good fortune of dropping at a pretty low level, But there’s nothing wrong with some defense and jumping/maneuverability help. Don’t bother slotting this, one defense will do.

Super Jump: Probably the best travel power in the game, in terms of balance between speed and verticality (I made up a word!). I took it when there was nothing left I wanted (Super Speed & Super Jump together are incredibly awesome), but this is a perfectly good way to go at 14. I would still recommend Hasten at some point though. I wouldn’t bother slotting this either, 1 jump is fine.

Acrobatics: This just got nerfed into pointlessness. It was a 100 mag Knockback resist, which basically meant you would never again find yourself on your [censored] in the middle of a fight. Now it’s mag 9. The Karma: KB Protection IO I have in Combat Jumping is mag 4, and it does the trick, but has its limits: Mary Macomber mission in the Katie Hannon TF, for instance, it a bit trying. Other than extreme stacking situations like that, though, I rarely get knocked down. Even if I wanted more KB protection, though, I’d get a Steadfast Protection: KB IO and double my resist to 8, one shy of Acrobatics. This power also provides some hold resistance, but it’s not enough to justify burning a power IMO.

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Fitness – You need this!
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Once you get you travel power at 14, your next three powers should be from this pool, because Stamina, which you absolutely need, is available at 20.

Swift: You run faster. Nothing wrong with that, but I took Hurdle. You need one or the other to get to the good stuff. Don’t slot, 1 run speed is good—unless you’re a flier, in which case it can help you fly your slow [censored] around a little faster. ;-)

Hurdle: I took this because it enhances the Leaping set (Combat jumping + Hurdle means never using the stairs again). Again if you Fly, Swift is probably for you. don’t slot, 1 jump will do it.

Health: A pretty good power you have to take to get the almighty Stamina. Part of my build/sets concept was to make this toon as much of a /Regen as possible, so I 3-slotted this for maximum regen (eventually I 4-slotted it to add a Numina: +regen +recovery).

Stamina: Essential for any toon, but especially a toggle-heavy attack machine. Get it at 20, 3-slot it with endmods at 21.

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Fighting
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Boxing: Worthless, but not as bad as Kick. You have to burn a power on either to get Tough. Get whichever and remove them from your tray. Don’t bother even wasting an enhancement on the one slot that comes with it.

Kick: See Boxing.

Tough: Just another Smashing/Lethal Resist toggle, Half as powerful as Fire Shield, but worth getting to improve survivability.

Weave: A defense toggle, twice as strong as Combat Jumping or Hover. I didn’t get it, but it couldn’t hurt. You might consider getting it instead of the self-rez or one of the two travel powers I took.

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Ancillary Powers – Body Mastery
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Conserve Power: This is the only power I took from the Body Mastery set, and I highly recommend it. While Spines/Fire is not the most end-heavy build I’ve played—not as end-heavy as I thought it would be, actually—it’s still a bit rough. With Conserve power in tandem with Consume, using one when the other is down, you can manage to stay in fighting form at all times. Slot with 3 recharges—it doesn’t take endmods.

Focused Accuracy: An extremely end-heavy and unnecessary power. It’s nice on my /regen, but any toon can live without it. If you fill your PBAOEs with Scirocco’s Dervish sets like I did, your accuracy will already be intensely buffed. Just say no.

Laser Beam Eyes: A ranged single-target, moderate damage attack. You’ve got enough attacks at this point. Don’t bother.

Energy Torrent: This one has a cone and might go well with Throw Spines, but it’s minor damage and the group knockback will annoy your friends. Add to that the slow recharge and you’ve got a loser.
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III.Builds

I’m going to post 2 builds, which are near-identical except that the first will be using regular IOs and the second will be my actual build, utilizing set bonuses (the first has 3 slots each in Health and Fiery Embrace, the 2nd 4 slots in Health and 2 in FE). Without buying any purple sets, I still spent quite a bit on this toon, but you don’t have to do that to have a blast with your Spines/Fiery Aura scrapper.

Build 1: Regular IOs

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

flamespur: Level 50 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Lunge -- Acc-I:50(A), Acc-I:50(3), Dmg-I:50(43), Dmg-I:50(46), Dmg-I:50(50)
Level 1: Fire Shield -- EndRdx-I:50(A), ResDam-I:50(17), ResDam-I:50(37), ResDam-I:50(39)
Level 2: Spine Burst -- Acc-I:50(A), Acc-I:50(3), Dmg-I:50(5), Dmg-I:50(5), Dmg-I:50(11), RechRdx-I:50(43)
Level 4: Healing Flames -- RechRdx-I:50(A), RechRdx-I:50(17), Heal-I:50(19), Heal-I:50(40), Heal-I:50(40)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Impale -- Acc-I:50(A), Acc-I:50(9), Dmg-I:50(9), Dmg-I:50(11), Dmg-I:50(13), RechRdx-I:50(40)
Level 10: Build Up -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(43), EndRdx-I:50(48), EndRdx-I:50(48), EndRdx-I:50(48)
Level 12: Blazing Aura -- EndRdx-I:50(A), EndRdx-I:50(13), Acc-I:50(15), Dmg-I:50(15), Dmg-I:50(36), Acc-I:50(37)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Heal-I:50(A), Heal-I:50(39), Heal-I:50(50)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Consume -- Acc-I:50(A), Acc-I:50(23), RechRdx-I:50(23), RechRdx-I:50(27), RechRdx-I:50(27), EndMod-I:50(29)
Level 24: Quills -- EndRdx-I:50(A), EndRdx-I:50(25), Acc-I:50(25), Dmg-I:50(36), Dmg-I:50(36), Acc-I:50(37)
Level 26: Combat Jumping -- DefBuff-I:50(A)
Level 28: Plasma Shield -- EndRdx-I:50(A), ResDam-I:50(29), ResDam-I:50(39), ResDam-I:50(50)
Level 30: Ripper -- Acc-I:50(A), Acc-I:50(31), Dmg-I:50(31), Dmg-I:50(31), Dmg-I:50(34), RechRdx-I:50(46)
Level 32: Throw Spines -- Acc-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(34), RechRdx-I:50(34)
Level 35: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 38: Boxing -- Empty(A)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(46)
Level 44: Tough -- EndRdx-I:50(A), ResDam-I:50(45), ResDam-I:50(45), ResDam-I:50(45)
Level 47: Rise of the Phoenix -- RechRdx-I:50(A)
Level 49: Super Jump -- Jump-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit



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Build 2: IO sets

I slotted this toon mainly for endurance and regen, as well as accuracy. I also took advantage of the multiple PBAOE and Resist powers to stack sets (4 Scirocco's Dervish and 3 Impervium Armor, which are darned expensive). Note that I put a "Chance for Build Up" in Build Up, which will ocaisionally trigger a double Build Up

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

flamespur: Level 50 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Lunge -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/Rchg:50(3), C'ngImp-Dmg/Rchg:50(43), C'ngImp-Dmg/EndRdx/Rchg:50(46), C'ngImp-Acc/Dmg/EndRdx:50(50)
Level 1: Fire Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(17), ImpArm-ResDam/EndRdx/Rchg:40(37), ImpArm-ResDam/Rchg:40(39)
Level 2: Spine Burst -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(3), Sciroc-Dmg/Rchg:50(5), Sciroc-Acc/Rchg:50(5), Sciroc-Acc/Dmg/EndRdx:50(11), RechRdx-I:50(43)
Level 4: Healing Flames -- RechRdx-I:50(A), RechRdx-I:50(17), Heal-I:50(19), Heal-I:50(40), Heal-I:50(40)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Impale -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(9), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(11), Thundr-Acc/Dmg/EndRdx:50(13), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 10: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(19), GSFC-ToHit/Rchg/EndRdx:50(43), GSFC-Rchg/EndRdx:50(48), GSFC-Build%:50(48), GSFC-ToHit/EndRdx:50(48)
Level 12: Blazing Aura -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(13), Sciroc-Dmg/Rchg:50(15), EndRdx-I:50(15), Sciroc-Acc/Rchg:50(36), Sciroc-Acc/Dmg/EndRdx:50(37)
Level 14: Super Speed -- Clrty-Stlth:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Heal-I:50(A), Heal-I:50(39), Numna-Heal:50(42), Numna-Regen/Rcvry+:50(50)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Consume -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(23), Efficacy-EndMod/Acc:50(23), Efficacy-Acc/Rchg:50(27), Efficacy-EndMod/Acc/Rchg:50(27), Efficacy-EndMod/EndRdx:50(29)
Level 24: Quills -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(25), Sciroc-Dmg/Rchg:50(25), Sciroc-Acc/Rchg:50(36), Sciroc-Acc/Dmg/EndRdx:50(36), EndRdx-I:50(37)
Level 26: Combat Jumping -- Krma-ResKB:30(A)
Level 28: Plasma Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(29), ImpArm-ResDam/EndRdx/Rchg:40(39), ImpArm-ResDam:40(50)
Level 30: Ripper -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(31), Sciroc-Dmg/Rchg:50(31), Sciroc-Acc/Rchg:50(31), Sciroc-Acc/Dmg/EndRdx:50(34), RechRdx-I:50(46)
Level 32: Throw Spines -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(33), Posi-Acc/Dmg/EndRdx:50(33), Posi-Dmg/Rng:50(34), RechRdx-I:50(34)
Level 35: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 38: Boxing -- Acc-I:50(A)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(46)
Level 44: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(45), ImpArm-ResDam/Rchg:40(45), ImpArm-ResDam/EndRdx/Rchg:40(45)
Level 47: Rise of the Phoenix -- RechRdx-I:40(A)
Level 49: Super Jump -- Jump-I:50(A)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]5% DamageBuff(Smashing)[*]5% DamageBuff(Lethal)[*]5% DamageBuff(Fire)[*]5% DamageBuff(Cold)[*]5% DamageBuff(Energy)[*]5% DamageBuff(Negative)[*]5% DamageBuff(Toxic)[*]5% DamageBuff(Psionic)[*]2.5% Defense(Energy)[*]5.63% Defense(Psionic)[*]2.5% Defense(Melee)[*]5% Defense(Ranged)[*]15% Defense(AoE)[*]6.75 Max Endurance[*]5% Enhancement(JumpHeight)[*]5% Enhancement(RunSpeed)[*]5% Enhancement(FlySpeed)[*]59% Enhancement(Accuracy)[*]16.3% Enhancement(RechargeTime)[*]5% Enhancement(JumpSpeed)[*]4% FlySpeed[*]55.2 HP (4.12%) HitPoints[*]4% JumpHeight[*]4% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 2.2%[*]16% (0.27 End/sec) Recovery[*]62% (3.47 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]12.5% Resistance(Negative)[*]4% RunSpeed[/list]


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|8)&lt;(296EF:6%I8^EBV66I_@6K7.PD|
|-------------------------------------------------------------------|</pre><hr />

So that's it! Hope you found it edifying.

Now do I post this in the Scrapper forum too?


 

Posted

Looks good... Only thing I would consider is going the Darkness EP route for Tenebrous Tentacles and also getting Burn. I can only Imagine opening with TT, Throw Spines, Hopping in with Burn, Build Up into Spine burst while running your two dmg aura for max AOE Goodness.


 

Posted

Let's see.

Fire Shield, Plasma Shield, Blazing Aura, Healing Flames, Quills, and Spine Burst are all ASAP powers. That means, get them at the level they are available. If you do this, then you can hazard zone fight from 10 to 40 in very little time (after 40 you can't any more, because the devs nerfed the high level hazard zone).

Tough needs to come much sooner, like by 30.

To do this, Impale, Consume and Hasten can be pushed back. I got Impale and Consume in the 40s. Yes, I know Impale is a great power but it is not AoE and therefore expendable for an AoE scrapper. Ripper, Sands of Mu and Nem/Blackwand are enough to take out bosses along with your two damage auras.

Healing Flames needs at least the equivalent of 3 recharge 3 heal, and if possible 3 end redux. Use frankenslotting to do it.

The damage auras should have 3 SOs worth of damage enhancement, again frankenslotting fixes the Slot shortage.

All the big spines AoEs (Spine Burst, Quills and Throw Spines) could go for some slow enhancement, if you can get it in. It's really nice when things can't run miles away from you because they're scared of the big bad Spine/Fire spawn cleaner. This directly translates to faster spawn killing and faster xp/hour.

I like RotP a lot and got it at 38. It comes in handy in Eden when you get unlucky, and you never need to carry a BF again.


 

Posted

(QR)

FYI - The epic version of Energy Torrent (i.e. for Scrappers and Tanks) is a knockdown power, not knockback like the Energy Blast version. It's a fairly reliable form of damage mitigation and it does a fair bit of damage (62 damage unenhanced at L50 plus a critical chance).

But, I agree that you should try going dark to get TT and then get Burn.


 

Posted

My take on things? Tenebrous Tentacles + Burn is a very...unwieldy combo. The cone on TT is not wide enough to catch an entire group with it, and the burn patch is not big enough to get anymore than 4 or 5 mobs with it. You're far better off going with Energy Torrent, as it has a better cone, and does decent damage without knocking the mobs back.


@Kalen on Virtue