Uber whirling death machine (Spines/Regen build)


BadPanda

 

Posted

The damage ain't actually too shabby, isn't highly resisted either so that's a plus.

If there was any attack I'd take slots out of it'd probably be Lunge.


World of Jackcraft.

 

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So no more MoG'ing through hurricane then?


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MoG'ing through hurricane? Im pretty sure you cant.


A Paragon Defender

 

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So no more MoG'ing through hurricane then?


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MoG'ing through hurricane? Im pretty sure you cant.

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MoG lets you step right into the hurricane.


World of Jackcraft.

 

Posted

Just one question hobo how are you staying out of range against a blapper with whirlwind without whirlwind in Warburg?

Still refusing to slot build up with tohit buffs, what about a forcefield MM with personal FF, or a defender/controller using it when his health gets low. What about hitting an eluded scrapper?, I can find lots of reasons and it isnt just those rare exceptions.

Edit: Even with my blaster im gonna slot both Aim and Build up with tohit buffs. 2 in each I guess.


50s
controllers: Ill rad , grav rad, fire kin, ice kin
blaster: ice em
scrapper: spines sr

 

Posted

What would you drop for Whirlwind in that build? It's pretty tight. The best way to get away from a Blaster coming at you in Whirlwind is to turn on Superspeed and run in the opposite direction till they stop following you.

The only thing you listed that would be a problem without slotted build up is the Mastermind one because they can still command their pets. Defenders/Controllers who use PFF and Scrappers who use Elude are simply best left alone. The more the PFFers are in PFF the the better. Actually it'd be better if they were eating dirt but they aren't effecting the team either way so weyhey.


World of Jackcraft.

 

Posted

Untill you get a team of blasters standing in there filling you full of lead.


 

Posted

Well this is my build for my whirling death machine of death. I specced Unthing into it when I6 came along. I wouldn't call it Uber though.

01) --> Lunge==> Acc(1) Dmg(5) Dmg(5) Dmg(13) Rechg(21) Slow(21)
01) --> Fast Healing==> Heal(1) Heal(19) Heal(23)
02) --> Reconstruction==> Rechg(2) Heal(3) Rechg(3) Heal(11) Rechg(13) Heal(19)
04) --> Quick Recovery==> EndMod(4) EndMod(7) EndMod(7)
06) --> Hasten==> Rechg(6) Rechg(25) Rechg(25)
08) --> Impale==> Acc(8) Dmg(9) Dmg(9) Dmg(11) Rechg(15) EndRdx(15)
10) --> Dull Pain==> Rechg(10) Rechg(36) Rechg(37)
12) --> Swift==> Run(12)
14) --> Super Speed==> Run(14)
16) --> Integration==> Heal(16) Heal(17) Heal(17)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(23) EndMod(31)
22) --> Maneuvers==> EndRdx(22)
24) --> Tactics==> EndRdx(24) TH_Buf(31) TH_Buf(34) TH_Buf(34)
26) --> Ripper==> Acc(26) Dmg(27) Dmg(27) Dmg(29) Rechg(29) EndRdx(31)
28) --> Instant Healing==> Rechg(28) Rechg(36) Rechg(36)
30) --> Build Up==> Rechg(30)
32) --> Throw Spines==> Acc(32) Dmg(33) Dmg(33) QuaShard(33) EndRdx(34)
35) --> Whirlwind==> EndRdx(35) EndRdx(37) KB_Dist(37) KB_Dist(39) EndRdx(39) KB_Dist(39)
38) --> Moment Of Glory==> DefBuf(38)

Endurance tends to be a problem as I run whirlwind 80-90% of the time. I don't play him much.

I was going to go for Dark Mastery.

This is not a PvP build ( not on purpose anyway ).

For sustained Whirlwind in PvE six slotting with 3 end reds and 3 knockbacks is essential. The knockbacks make a vast difference to the end drain of the power as the knockbacks are less frequent.


@Unthing ... Mostly on Union.

 

Posted

PvE build you say? I stick by Resilience being invaluable to later levels when End drain comes into things, with 0 endurance those Malta can stun for a loooong time.

Oh and leave my PvP build thread alone you PvEer!


World of Jackcraft.

 

Posted

Ouch, 2 attacks up until 26, I wouldn't want to do that one without respecing to it at some high level!

If you do ever want to go to the lower level PvP zones it might be worth shuffling some of the attacks in earlier.


IN MEMORIUM OF GAYBABY
CRUELY TAKEN FROM THIS WORLD WHILE SO YOUNG

 

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PvE build you say? I stick by Resilience being invaluable to later levels when End drain comes into things, with 0 endurance those Malta can stun for a loooong time.

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I can get Resilience at 41... I'm unlikely to meet much Malta before then.

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Oh and leave my PvP build thread alone you PvEer!

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Sorry. I just thought it was very similar to your build.


@Unthing ... Mostly on Union.

 

Posted

Wait a minute... I just realised you don't have Spine Burst! What's wrong with you man!?

Seriously though, there's like 0 point in having a Spines Scrapper if you aren't going to focus on AoE.


World of Jackcraft.

 

Posted

I didn't like the power much when I did have it. It does seem a bit pointless having a Spines scrapper without concentrating on AoEs. Maybe thats why I don't play him much.

I was trying to work out whether Spine Burst + Whirlwind is a good fit. I can't decide, but I think it might not be as all the enemies are all over the place and so most will be out of range.


@Unthing ... Mostly on Union.

 

Posted

Spine Burst + Enemies is like the best combo ever...


World of Jackcraft.

 

Posted

Can this build be changed into Ma/Regen and somehow twist it slightly so it stills has whirlwind


 

Posted

To be honest looking back at this build I'd be reluctant to respec into it given another one. It might be better but I can't really tell until I try it, then there's no going back, and I've grown too attached. :/

Like I said to that PM talk to Nightbringer about setting a MA/Regen up for PvP, but if he tells you to get Petrifying Gaze don't listen to him!!!!!

PS: This don't mean I see that Imaginary&NB are right about flaws in the build - they are still teh sux.


World of Jackcraft.

 

Posted

Lol, its just i want a Ma/REGEN pvp build, but something thats different


 

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I think it's more of a case of a good Spines/Regen will eat good Blasters alive. With Spines you've got the ability to keep a Blaster at range - which is what must be done, Blasters simply can't do enough damage to kill a Scrapper before the Scrapper kills them at a range.

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I agree here, my blaster only has two viable single target attacks at range (not including AoEs) and I would struggle as soon as the Spines ranged Immob (!!!!) plants me on the ground. But since yours is ground based, I have more range than your attack with my snipe, followed by possibly a few quick melee knockback attacks. Maybe.


 

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I think it's more of a case of a good Spines/Regen will eat good Blasters alive. With Spines you've got the ability to keep a Blaster at range - which is what must be done, Blasters simply can't do enough damage to kill a Scrapper before the Scrapper kills them at a range.

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I agree here, my blaster only has two viable single target attacks at range (not including AoEs) and I would struggle as soon as the Spines ranged Immob (!!!!) plants me on the ground. But since yours is ground based, I have more range than your attack with my snipe, followed by possibly a few quick melee knockback attacks. Maybe.

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A good scrapper will never allow you to use snipe remember that.Too long animation and the ease with which u can be interrupted makes you open for being torn apart with snipe


 

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Lol, its just i want a Ma/REGEN pvp build, but something thats different

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01) --> Storm Kick==> Acc(1) Acc(3) Dmg(3) Dmg(5) Dmg(5) Rechg(25)
01) --> Fast Healing==> Empty(1)
02) --> Reconstruction==> Rechg(2) Rechg(7) Rechg(7) Heal(9) Heal(9) Heal(11)
04) --> Quick Recovery==> EndMod(4) EndMod(11) EndMod(13)
06) --> Focus Chi==> Rechg(6) Rechg(13) Rechg(15) TH_Buf(15) TH_Buf(17) TH_Buf(17)
08) --> Crane Kick==> Acc(8) Acc(19) Dmg(19) Dmg(21) Dmg(21) Rechg(33)
10) --> Dull Pain==> Rechg(10) Rechg(33) Rechg(34) Heal(34) Heal(34) Heal(36)
12) --> Swift==> Run(12)
14) --> Hurdle==> Jump(14) Jump(36) Jump(36)
16) --> Integration==> Heal(16) Heal(37) Heal(37) EndRdx(37)
18) --> Hasten==> Rechg(18) Rechg(39) Rechg(39)
20) --> Resilience==> DmgRes(20)
22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
24) --> Super Speed==> Run(24) EndRdx(25)
26) --> Whirlwind==> EndRdx(26) EndRdx(27) EndRdx(27)
28) --> Instant Healing==> Heal(28) Heal(29) Heal(29) Rechg(31) Rechg(31) Rechg(33)
30) --> Combat Jumping==> Jump(30) Jump(31)
32) --> Eagle's Claw==> Acc(32) Acc(39) Dmg(40) Dmg(40) Dmg(40) Rechg(42)
41) --> Focused Accuracy==> TH_Buf(41) TH_Buf(42) TH_Buf(42) EndRdx(43) EndRdx(43)


These are the powers to get. Rest is optional, and down to playstyle. Actually there is a lot of reasoning in choosing weapons mastery for webgranades (-jmp).

My own choice of darkness mastery is pure concept, but it actually has a lot of things going for it in 1on1's. I can force trollers to bring all bf's against me. Few other scrapper build can do this.


A Paragon Defender

 

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PS: This don't mean I see that Imaginary&NB are right about flaws in the build - they are still teh sux.

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Biggest mistake I found this time, is the lack of jump powers. Combat Jump/hurlde would make a huge difference.


A Paragon Defender

 

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Exported from Ver: 1.6.8.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Uber whirling death machine... of death.
Level: 50
Archetype: Scrapper
Primary: Spines
Secondary: Regeneration
---------------------------------------------
01) --> Lunge==> Acc(1) Dmg(39) Dmg(40) Dmg(40) Rechg(40) Rechg(43)
01) --> Fast Healing==> Heal(1) Heal(34) Heal(39)
02) --> Reconstruction==> Rechg(2) Rechg(3) Rechg(3) Heal(11) Heal(11) Heal(21)
04) --> Quick Recovery==> EndRec(4) EndRec(5) EndRec(5)
06) --> Build Up==> Rechg(6) Rechg(7) Rechg(7)
08) --> Impale==> Acc(8) Dmg(9) Dmg(9) Dmg(21) Rechg(25) Rechg(25)
10) --> Hasten==> Rechg(10) Rechg(46)
12) --> Dull Pain==> Rechg(12) Rechg(13) Rechg(13) Heal(15) Heal(15) Heal(19)
14) --> Super Speed==> Run(14)
16) --> Integration==> Heal(16) Heal(17) Heal(17) EndRdx(19)
18) --> Hurdle==> Jump(18)
20) --> Health==> Heal(20)
22) --> Stamina==> EndRec(22) EndRec(23) EndRec(23)
24) --> Resilience==> DmgRes(24)
26) --> Ripper==> Acc(26) Dmg(27) Dmg(27) Dmg(31) Rechg(31) Rechg(31)
28) --> Instant Healing==> Rechg(28) Rechg(29) Rechg(29) Heal(37) Heal(37) Heal(37)
30) --> Assault==> EndRdx(30)
32) --> Throw Spines==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Rechg(34) Rechg(34)
35) --> Tactics==> TH_Buf(35) TH_Buf(36) TH_Buf(36) EndRdx(36)
38) --> Quills==> Acc(38) Acc(39)
41) --> Focused Accuracy==> EndRdx(41) EndRdx(42) EndRdx(42) TH_Buf(42) TH_Buf(43) TH_Buf(43)
44) --> Laser Beam Eyes==> Acc(44) Dmg(45) Dmg(45) Dmg(45) Rechg(46) Rechg(46)
47) --> Energy Torrent==> Acc(47) Dmg(48) Dmg(48) Dmg(48) Rechg(50) Rechg(50)
49) --> Whirlwind==> EndRdx(49) EndRdx(50)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Critical Hit==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------


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Cant really go wrong as long as you have range on a regen. Must admit I cannot see how a recharge in lunge is better then a 3rd in hasten (reduces recharge by about 30seconds).

Dont think youll be able to get out of melee with an Ice Blapper with CJ and WW either. Its a tight build but swift instead of hurdle for supressed movement and slotted SS may be an idea, 1 slotted hurdle isnt exactly vertical movement anyway.

But what do I know .

Edit: Think even SR could take tactics and FA to see stalkers as Nin stalkers can have huge stealth through Hide,Stealth and Smoke Bomb. So tactics + FA is certainly no overkill.

OTOH does regen have much of a problem vs stalkers after AS? Fun to hunt em though.

Gorgog

--------------------
Union
Trolls:Ill/Rad,MC/Rad,Fire/Storm
Blap:Ice/Nrg
Offender:Rad/Psi
Tank:Ice/Stone

Vilians
Stalker:Spines/Regen
Corrupter:Ice/Rad
Brute:Stone/EM



 

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A good scrapper will never allow you to use snipe remember that.Too long animation and the ease with which u can be interrupted makes you open for being torn apart with snipe


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How will a scrapper w/o vertical stop anyone using snipe?.

Gorgog

--------------------
Union
Trolls:Ill/Rad,MC/Rad,Fire/Storm
Blap:Ice/Nrg
Offender:Rad/Psi
Tank:Ice/Stone

Vilians
Stalker:Spines/Regen
Corrupter:Ice/Rad
Brute:Stone/EM


 

Posted

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A good scrapper will never allow you to use snipe remember that.Too long animation and the ease with which u can be interrupted makes you open for being torn apart with snipe


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How will a scrapper w/o vertical stop anyone using snipe?.

Gorgog



[/ QUOTE ]A good scrapper WILL have vertical


 

Posted

For Snipe to go off your target has to be in line of sight the whole time, I can just run around a pillar/building till they get bored. I've never needed vertical movement, vertical movement just makes things easier. Just recently I managed to score the highest kills in all matches won on test server this monday against the supposed best teams in PvP at the moment. Slotted Combat Jumping or whatever would not have helped me, what helps more is Superspeed's speed, it's ability to get where you want to go fast. Superjump is for people who don't like getting hit that often and to be honest it's not something I have a problem with, if Blasters could kill Scrapeprs in under five seconds like most people say there might be a problem, but it isn't.

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1 slotted hurdle isnt exactly vertical movement anyway.

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Hurdle is faster than Swift.


World of Jackcraft.

 

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For Snipe to go off your target has to be in line of sight the whole time

[/ QUOTE ]Incorrect, the target only needs to be in LoS at the start and end of the interruptable time.