spines/?
Spines/SR is supposed to be quite good. Spines/DA is the king of aoe dealing spines scrappers. Spines/Inv (which is what I have) is good at taking alpha strikes but can run into trouble after that on large teams unless you're well supported.
Defiant 50�s: Generalissimo, Righteous Bob, Splortch, Brutus Cayuga
Union 50's: Chimera Obscura, Diet Anthracite, Grim Proctologist, Puny Little Minion, Raging Bitumen
In Soviet Russia, mission farm you!
Spines/Regen is nice.
Spines/Dark is nice.
Spines/SR is nice.
Spines/Invun, hmmm Invun
Personally, Spines/SR or Spines Dark.
Spines/SR for a nice scrapper feel, end might be tough with Quills and the shields, but it is not hard to work around. Quickness will help with the not-so-fast recharge of the Spines attacks.
Spines/Dark for just plain, good old AoE damage, Very end heavy, but very worth while in the long run, more so in teams to support your end needs.
I can't say much more really, having not played either to a level where I can give more detail on the two.
Then again, Spines/Invun isn't bad, maybe not as good as the other secondary sets, but its still good.
Regen is the best, if not that, then I)'d take invul, or /DA if you're going to have someone to boost your END.
From having a Spines/Regen I would imagine that it is probably the best plan. To take advantage of the big AoE damage having recharges is quite a help. Also each of the Spines attacks gives a decent recharge penalty to those it hits. All are about 10% except for Throw Spines ( 20% ) and Quills ( 6% ).
Spines is quite end heavy if you use the AoEs lots, although the single target chain is relatively cheap.
I would go Spines/Inv as a secondary option probably as it is the one that scales with large numbers of enemies best.
Invincibility + Spine Burst + Quills should be a good combo.
Dark sounds like an endurance nightmare waiting to happen, which means you won't be able to take full advantage of either of the sets. Also Dark's lack of knockback protection is a bit of a pain as it means you need to take acrobatics. If endurance was no problem I would go Dark.
@Unthing ... Mostly on Union.
i might have to reconsider taking regen then i mean i can might aswell do it , i have a dark/dark .. a kata/regen . . a ma/sr so i have almost tried them all
Spines/dark and spines/invul are pretty end heavy. I have a spines/invul and he is f-ing awesome! I love the guy. You need stamina though and like the generalissimo says: you can double a s a tank ocasionally and take a good alpha strike but in that case you'd better have a good support team to back you up. I've found that when duo-ing with practically anything a spines/invul is just fantastic. Unfortunately the build only becomes uber somewhere in the mid twenties. Then you get more attacks and your secondary really kicks in.
Good luck!
Yup, the one-two of Ripper at 26 and Invincibility at 28 really make a huge difference to the way Spines/Inv plays
Defiant 50�s: Generalissimo, Righteous Bob, Splortch, Brutus Cayuga
Union 50's: Chimera Obscura, Diet Anthracite, Grim Proctologist, Puny Little Minion, Raging Bitumen
In Soviet Russia, mission farm you!
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Yup, the one-two of Ripper at 26 and Invincibility at 28 really make a huge difference to the way Spines/Inv plays
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A bit of a slotting nightmare though.
Ripper : 26, 27, 27, 29, 31, 31
Invincibility : 28, 29, 31
Okay maybe not that bad.
@Unthing ... Mostly on Union.
OK Ive got my Spines/Dark up to level 24 now and its an absolute and complete monster in big teams.
I cant see anything at all competing with it in big teams. Spines has the most AoE of any scrapper primary (by far), and Dark has 4 x AoE effects (all others have none except for invun kinda with invunerability).
For big teams - Spines/Dark no comparison.
Only problem is you will need clever END slotting and clever use of toggles (i.e. with a tank on team - turn of your armours... ).
However... Advice please...
THe AoE Fear effect looks tasty, and goes with concept. However, I have concerns how useful Fear will be when I will pretty much always be running two damage aura toggles...
Thoughts?
I'd say skip it to be honest, oppressive gloom is far superior in just about every respect, so once you get that, I doubt CoF would get a look in.
CoF is:
The biggest endurance drain you'll ever meet (I think it rivals FA)
Horribly innacurate
Fear (as opposed to OGs stun, which is a superior status effect)
A pretty strong debuff (half what it used to be, but what it USED to be was equivalent to a FF bubble stopping anyone near you hurting you).
If/when I ever get Hami-Os, I want it back. 6 slotted with acc/mez and end/tohit, it's POWERFUL. However, with 2 damage aura's stopping the fear from lasting, only minions being feared, and the ludicrous end cost, it's a power to be skipped.
OG on the other hand is wonderful. The hp it drains is completely and utterly negated by health, and the end-cost is more or less non existant. And it works with your AoEs, stopping anyone from running away.
Sorry
to clarify - i am getting OG
Shall i get CoF in addition?
im gonna make a spines , i have always wanted it to be 1 but for some reason i never made 1 ,
can i get any suggestions what fits best for a spines ?? and i dont wanna have regen , already have a kata/reg