Spine Regen build advice


Clexeus

 

Posted

For my I7 Unthing respec, I was thingking of this. He's currently level 42.

Level: 50
Archetype: Scrapper
Primary: Spines
Secondary: Regeneration
---------------------------------------------
01) --> Lunge==> Acc(1) Dmg(3) Dmg(3) Dmg(46) Rechg(46)
01) --> Fast Healing==> Heal(1) Heal(42) Heal(43)
02) --> Spine Burst==> Acc(2) Dmg(5) Dmg(5) Dmg(15) Rechg(19) Rechg(31)
04) --> Reconstruction==> Rechg(4) Heal(7) Rechg(7) Heal(11) Rechg(15) Heal(19)
06) --> Quick Recovery==> EndMod(6) EndMod(13) EndMod(13)
08) --> Impale==> Acc(8) Dmg(9) Dmg(9) Dmg(11) Rechg(31) EndRdx(34)
10) --> Hasten==> Rechg(10) Rechg(21) Rechg(21)
12) --> Dull Pain==> Rechg(12) Rechg(23) Rechg(23) Heal(36) Heal(37) Heal(39)
14) --> Super Speed==> Run(14)
16) --> Integration==> Heal(16) Heal(17) Heal(17)
18) --> Build Up==> Rechg(18) Rechg(39) Rechg(39)
20) --> Swift==> Run(20)
22) --> Health==> Heal(22)
24) --> Quills==> EndRdx(24) EndRdx(25) EndRdx(25) Dmg(37) Dmg(37) Acc(40)
26) --> Ripper==> Acc(26) Dmg(27) Dmg(27) Dmg(29) Rechg(29) EndRdx(31)
28) --> Instant Healing==> Rechg(28) Rechg(36) Rechg(36) Heal(43)
30) --> Stamina==> EndMod(30) EndMod(40) EndMod(40)
32) --> Throw Spines==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Rechg(34) EndRdx(34)
35) --> Resilience==> DmgRes(35)
38) --> Moment Of Glory==> DefBuf(38)
41) --> Focused Accuracy==> EndRdx(41) EndRdx(42) EndRdx(42) TH_Buf(43)
44) --> Laser Beam Eyes==> Acc(44) Dmg(45) Dmg(45) Dmg(45) Rechg(46)
47) --> Energy Torrent==> Acc(47) Dmg(48) Dmg(48) Dmg(48) EndRdx(50) Rechg(50)
49) --> Conserve Power==> Rechg(49) Rechg(50)

I'm not too sure on the post 43.

I'm not sure on the level 35 and 38 powers.

The other options are Revive or Combat Jumping ( for melee maneuverability and also it mitigates about as much damage as resilience ). I'm probably going to keep MoG though.


@Unthing ... Mostly on Union.

 

Posted

No point taking Moment of Glory unless you 4 (3 Def 1 Res) slot it even then it is of limited use.


thePhilosopher Martial Arts/Regen/Fire Scrapper
theRegulator Empathy/Energy/Soul Defender
Total Inertia Ice Blast/Kinetics/Psy Corruptor
Total Inferno Ice Blast/Thermal/Leviathan Corruptor

 

Posted

[ QUOTE ]
No point taking Moment of Glory unless you 4 (3 Def 1 Res) slot it even then it is of limited use.

[/ QUOTE ]

It gives 70% resistance and defence. I have a 75% cap on resistance, so any res enhancement is mostly wasted. 45% defence will floor any thing I fights to hit, barring to hit buffs, which means I have a 25% buffer for them.

I have found it useful in certain circumstances before, only 1 slotted.

I realy can't think of much that is really more useful.


@Unthing ... Mostly on Union.

 

Posted

I would go like this:

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level: 50
Archetype: Scrapper
Primary: Spines
Secondary: Regeneration
---------------------------------------------
01) --> Lunge==> Empty(1)
01) --> Fast Healing==> Empty(1)
02) --> Reconstruction==> Empty(2)
04) --> Spine Burst==> Empty(4)
06) --> Hasten==> Empty(6)
08) --> Impale==> Empty(8)
10) --> Quick Recovery==> Empty(10)
12) --> Dull Pain==> Empty(12)
14) --> Super Speed==> Empty(14)
16) --> Integration==> Empty(16)
18) --> Quills==> Empty(18)
20) --> Hurdle==> Empty(20)
22) --> Health==> Empty(22)
24) --> Stamina==> Empty(24)
26) --> Ripper==> Empty(26)
28) --> Instant Healing==> Empty(28)
30) --> Build Up==> Empty(30)
32) --> Throw Spines==> Empty(32)
35) --> Revive==> Empty(35)
38) --> Resilience==> Empty(38)
41) --> Focused Accuracy==> Empty(41)
44) --> Laser Beam Eyes==> Empty(44)
47) --> Energy Torrent==> Empty(47)
49) --> Moment Of Glory==> Empty(49)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Critical Hit==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------


 

Posted

I'd drop resilience since you're not taking tought, and pick revive instead. Also, CP is pretty much a waste for regen, esp. one with stamina.


 

Posted

[ QUOTE ]
I'd drop resilience since you're not taking tought, and pick revive instead. Also, CP is pretty much a waste for regen, esp. one with stamina.

[/ QUOTE ]

Fascinating, because I was thinking along same lines when planning my new MA/regen build. Resilience really doesnt seem like it has much effect.. Quick recovery and stamina combined feels almost like overkill recovery..

I have meant to take this thing under discussion several times, but here goes.. if the toHit formula really works like Bridger posted to the thread about debuff changes:
[ QUOTE ]
(Base To Hit + To Hit Buffs - (To Hit Debuffs * Combat Mod) – Defense) capped at 5% or 95% * Accuracy (capped at 5% or 95%, again)

[/ QUOTE ]

Then wouldnt any 'over the top' enhancement put into self-buffs actually make the character more resistant to debuffs of the same sort? Ie, putting def enhancements to,say elude so I'd in essence go 'over' the def cap, help me when Im def debuffed? This is because, as I understand it, the debuffs and buffs are cancelled out BEFORE they are capped in the above formula... Or course, this applies only buffs, not to things like accuracy.

PS. putting extra on MoG is however propably wasted anyway, I don't think the power is über anymore

PPS. Is there a similar forumla for resistance?

PPPS. the formula is old in the case that caps are now 7,5% and 92,5%.


 

Posted

[ QUOTE ]
[ QUOTE ]
I'd drop resilience since you're not taking tought, and pick revive instead. Also, CP is pretty much a waste for regen, esp. one with stamina.

[/ QUOTE ]

Fascinating, because I was thinking along same lines when planning my new MA/regen build. Resilience really doesnt seem like it has much effect.. Quick recovery and stamina combined feels almost like overkill recovery..


[/ QUOTE ]
With this build on test I can run out of endurance with +3 SOs, although I didn't put an end red in Throw Spines. Spine Burst and Throw Spines are pretty expensive, Energy torrent will be too. Also Quills and FA are quite expensive toggles. So I reckon Conserve power may be useful. I'll know by the time I get to it.

Resilience makes a small difference to damage mitigation, with nothing to stack it with it doesn't make a great deal of difference, Combat Jumping would be just as effective, I was considering getting Revive instead, in fact this is one of the major things I'm not sure of in this Build. However I think the disorient protection might help against some things ( all Malta if I get drained, certain paretorians that managed to stun my tank thru unyielding and of course awakens ). But yes Revive is another option here that I'm considering.

[ QUOTE ]
I have meant to take this thing under discussion several times, but here goes.. if the toHit formula really works like Bridger posted to the thread about debuff changes:
[ QUOTE ]
(Base To Hit + To Hit Buffs - (To Hit Debuffs * Combat Mod) – Defense) capped at 5% or 95% * Accuracy (capped at 5% or 95%, again)

[/ QUOTE ]

Then wouldnt any 'over the top' enhancement put into self-buffs actually make the character more resistant to debuffs of the same sort? Ie, putting def enhancements to,say elude so I'd in essence go 'over' the def cap, help me when Im def debuffed? This is because, as I understand it, the debuffs and buffs are cancelled out BEFORE they are capped in the above formula... Or course, this applies only buffs, not to things like accuracy.

[/ QUOTE ]
Correct, def debuffs are normally not a problem because they usually have to hit, especially for defensvie sets as they have def debuff resistance. It is the to hit buffs that the more dangerous thing, however these will get cancelleed out by over slotting in the way you describe.

IIRC The only enemies that cause excessive -def buffs are Antimatter's clockwork and Rularuu. These need to hit to get you so hopefully the 30% buffer should be able to deal with them. If I start seeing more than 4 or 5 debuff icons it is time to run ( or accept my fate gracefully ).

[ QUOTE ]
PS. putting extra on MoG is however propably wasted anyway, I don't think the power is über anymore

[/ QUOTE ]
Not uber but certainly useful, although I haven't tried it in I7 yet. Sometimes it helps to have a last line of defence when stuff starts to go wrong.

[ QUOTE ]
PPS. Is there a similar forumla for resistance?

[/ QUOTE ]
AFAIK being above the cap with resistance doesn't help at all.

[ QUOTE ]
PPPS. the formula is old in the case that caps are now 7,5% and 92,5%.

[/ QUOTE ]
That's news to me, where is that from?


@Unthing ... Mostly on Union.

 

Posted

[ QUOTE ]
[ QUOTE ]
PPPS. the formula is old in the case that caps are now 7,5% and 92,5%.

[/ QUOTE ]
That's news to me, where is that from?

[/ QUOTE ]

Those are the caps for AVs, I believe minions are still 5% and 95%.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
PPPS. the formula is old in the case that caps are now 7,5% and 92,5%.

[/ QUOTE ]
That's news to me, where is that from?

[/ QUOTE ]

Those are the caps for AVs, I believe minions are still 5% and 95%.

[/ QUOTE ]

They aren't new caps if I think they are what they are, just the way the maths end up.

AVs now have high accuracy rather than high to hit.


@Unthing ... Mostly on Union.

 

Posted

[ QUOTE ]

Correct, def debuffs are normally not a problem because they usually have to hit, especially for defensvie sets as they have def debuff resistance. It is the to hit buffs that the more dangerous thing, however these will get cancelleed out by over slotting in the way you describe.

IIRC The only enemies that cause excessive -def buffs are Antimatter's clockwork and Rularuu. These need to hit to get you so hopefully the 30% buffer should be able to deal with them. If I start seeing more than 4 or 5 debuff icons it is time to run ( or accept my fate gracefully ).


[/ QUOTE ]
Hmm I was actually thinking PVP, heh. Kinda hard to dodge something like enervating field.. And there are a lot of powers to stack -def in pvp.. Once they start hitting that is

[ QUOTE ]
[ QUOTE ]
PPPS. the formula is old in the case that caps are now 7,5% and 92,5%.

[/ QUOTE ]
That's news to me, where is that from?

[/ QUOTE ]

Hmm ok, apparently I was talking outta my butt here. I was under impression that those were the new caps with the latest update.. Good thing I was wrong.

[ QUOTE ]

[ QUOTE ]
PPS. Is there a similar forumla for resistance?

[/ QUOTE ]
AFAIK being above the cap with resistance doesn't help at all.

[/ QUOTE ]

I'd appreciate if you or someone else could dig up the formula of how damage, resistance and buffs/debuffs work in this game.. Just to know for sure .


 

Posted

Eh, I think I would just pick whatever powers seem most fun since you're not going to get a great overall survivability boost from any of them. MoG is definitely fun, and Revive is another one I think of as QoL power. Gameplaywise, I think CJ would have the biggest effect since you need to reposition yourself all the time to line up the pbAoEs and cones and right now you have no vertical ability at all.