Spines / Dark - bit of advice needed!


Archy

 

Posted

I’ve just hit L35 on my spines / dark and wanted to pick the brains of the experts here

I’ve grabbed Oppressive Gloom and am a bit flummoxed on to how to slot it – the end drain seems minimal and the cost to health doesn’t seem to be a problem. At the moment I’m thinking of three-slotting it with the Stupefy set (Acc/End, End/Stun and Chance for Knockdown) to pick up some helpful set bonuses.

Not sure if that’s enough accuracy to be honest

The other thing is patron pools, which aren’t really that far away – I’ve read a few builds which include body mastery; due to the +recovery bonuses I’ve managed to accumulate with the IO sets endurance isn’t a big issue anymore though I suppose conserve power + focused accuracy might work together. Dark looks pretty good simply due to the Tentacles which would keep my targets within my AOE doom, as might caltrops.


 

Posted

Focussed Accuracy is wonderful. Conserve Power makes you virtually omnipotent.

And Energy Torrent is vastly underrated. Slot it for Accuracy, Damage and Rech. EndRed if you can spare it. Use it as your opening attack on a mob, follow up with Throw Spines, then jump in and unleash your AoE.

Oppressive Gloom is fine with 2 SOs worth of accuracy. If you have the slots, go for Stupefy, Although I'd rather have more Acc (so would go for Acc/End/Stun, Acc/End and Chance for Knockdown).


 

Posted

Does ET not scatter the mobs with excessive knockback then?

That's why I was looking at it as being impractical.


 

Posted

ET is knockDOWN not knockBACK on Scrappers, so it makes a fantastic mitigation tool and keeps your foes in one place long enough to use "Throw Spines" and your opening few AoEs.

It's slightly longer range and slightly narrower than Throw Spines, but does virtually identical damage.
(although being energy/smashing rather than lethal, it can actually be more damaging than Throw Spines)


 

Posted

I have OG with 5 slots and have 5 Stupify's for the set bonus's. Although I now have 2 Absolute Amazements so I'm thinking of putting 5 of those in for the better bonus's.

As you are a spines/DA I would 100% go against putting the chance chance for KB in there. I had it for a while and it is 100% annoying as when the chance happens it sends all the mobs hit that tick flying backwards..


 

Posted

Aye, TBH I'd go with Acc/Stun/Rech, Acc/Rech, and Acc/End if you want the bonuses.
I didn't really bother with Set Bonuses on my Spines/DA, focussing instead on raw enhancement % values.

With my Spines/DA I went for as much +recovery, +endurance reduction and +damage as possible. Accuracy and +regen was next, followed by recharge. Currently I can turn on Focussed Accuracy and run about spamming attacks versus just about anything. I only really need to turn it off periodically when I'm fighting Carnies. Occasionally using "Conserve Power" easily manages keeps my endurance the rest of the time.

Since Issue 11, the only Purple enh I've slotted has been the AoE Fire Damage Proc in Death Shroud (I had a "Scirroco's Dervish" Lethal Damage one in before). It can tank Psionic Damage AVs, is by far my best "AoE damage" toon, and can hold it's own in "farming" capability versus most Fire/Kin/Fire controllers.

Current Build is below, with the exception of "Stamina" since Endurance Set IOs aren't fixed yet.

Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Lunge -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/EndRdx:50(5), C'ngImp-Dmg/EndRdx/Rchg:50(7), C'ngImp-Dmg/EndRdx:50(45)
Level 1: Dark Embrace -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(11), ResDam-I:50(15), TtmC'tng-ResDam/EndRdx:50(15)
Level 2: Death Shroud -- Armgdn-Dmg/EndRdx:50(A), Sciroc-Acc/Dmg:50(3), Sciroc-Acc/Dmg/EndRdx:50(5), Sciroc-Dmg/EndRdx:50(7), Armgdn-Dam%:50(13), M'Strk-Acc/EndRdx:50(13)
Level 4: Murky Cloud -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(17), ResDam-I:50(17), TtmC'tng-ResDam/EndRdx:50(36)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Impale -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/Rchg:50(9), Dev'n-Acc/Dmg/Rchg:50(9), Dev'n-Acc/Dmg/EndRdx/Rchg:50(11), HO:Centri(36), Range-I:50(46)
Level 10: Obsidian Shield -- HO:Ribo(A), TtmC'tng-ResDam/EndRdx:50(40), ResDam-I:50(40), Aegis-Psi/Status:50(40)
Level 12: Combat Jumping -- Ksmt-ToHit+:30(A), LkGmblr-Rchg+:40(50)
Level 14: Super Jump -- HO:Micro(A)
Level 16: Health -- Numna-Heal:50(A), Numna-Heal/Rchg:50(39), Numna-Regen/Rcvry+:50(42), Mrcl-Heal:40(43), Mrcl-Rcvry+:40(43), RgnTis-Regen+:30(43)
Level 18: Quills -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(19), Sciroc-Acc/Dmg/EndRdx:50(19), Sciroc-Dmg/EndRdx:50(37), Sciroc-Dam%:49(37), M'Strk-Acc/EndRdx:50(37)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), EndMod-I:50(21)
Level 22: Dark Regeneration -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Acc/Rchg:50(23), M'Strk-Acc/EndRdx:50(23), Numna-Heal/EndRdx:50(25), Numna-Heal/EndRdx/Rchg:50(25), Numna-EndRdx/Rchg:50(36)
Level 24: Acrobatics -- EndRdx-I:50(A), EndRdx-I:50(39)
Level 26: Ripper -- M'Strk-Acc/Dmg/EndRdx:50(A), M'Strk-Dmg/EndRdx/Rchg:50(27), Sciroc-Acc/Dmg/EndRdx:50(27), C'ngBlow-Acc/Dmg:50(29), C'ngBlow-Dmg/Rchg:50(34)
Level 28: Build Up -- HO:Membr(A), HO:Membr(29), HO:Membr(39)
Level 30: Spine Burst -- M'Strk-Acc/Dmg/EndRdx:50(A), M'Strk-Dmg/EndRdx/Rchg:50(31), Sciroc-Acc/Dmg/EndRdx:50(31), C'ngBlow-Acc/Dmg:50(31), C'ngBlow-Dmg/Rchg:50(34)
Level 32: Throw Spines -- Det'tn-Acc/Dmg/EndRdx:50(A), Det'tn-Dmg/Rchg:50(33), Det'tn-Acc/Dmg:50(33), Posi-Acc/Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(34), EndRdx-I:50(46)
Level 35: Oppressive Gloom -- Rope-Acc/Stun/Rchg:50(A), Rope-Acc/Stun:50(46)
Level 38: Confront -- Taunt-I:50(A)
Level 41: Focused Accuracy -- HO:Cyto(A), HO:Cyto(42), HO:Cyto(42)
Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45)
Level 47: Energy Torrent -- Det'tn-Acc/Dmg/EndRdx:50(A), Det'tn-Dmg/Rchg:50(48), Det'tn-Acc/Dmg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(50), RechRdx-I:50(50)
Level 49: Soul Transfer -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+3% DamageBuff[*]+7% Enhancement(Accuracy)[*]+12.5% Enhancement(RechargeTime)[*]+99.4 (8.25%) HitPoints[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 20%)[*]+MezResist(Immobilize) (Mag 22.2%)[*]+MezResist(Sleep) (Mag 26.6%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 20%)[*]+19.5% Recovery[*]+72% Regeneration[*]+3.75% Resistance(Energy)[*]+6.25% Resistance(Negative)[*]+3% Resistance(Psionic)[/list]<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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Posted

Aha, didn’t realise that. Knockdown good, knockback bad. Does it still take Knockback IOs?

I think my choice just got really easy

If you stick range enhancements into a cone attack doesn’t it increase the width of the cone? Might just be my shonky memory on that.


 

Posted

Mmmm, the advice for slotting OG are good, however, on my DM/DA I just have it slotted with an acc/mez HO (Endoplasm Exposure) on base slot and works fine so far.


 

Posted

It takes Knockback IOs, but the only one I'd ever slot is the ForceFeedback "Chance for +Rech" one...

Yeah, slotting Range will increase the width of a Cone attack. It's worth noting that since Energy Torrent is longer range than Throw Spines (40 Feet as opposed to 30 feet), you can still catch roughly the same amount of foes in it. The only gripe I have is that it has a long recharge time, but a few IOs can take care of that...

Before IOs, I only bothered putting two Accuracy SOs into Gloom. One Acc SO or an Acc/Mez HO will work just fine in the base slot since it's "perma" out of the box, I just prefer slightly higher accuracy.


 

Posted

Ah, that seems a familiar set of power choices

I’ve not opted for Acrobatics and gone for a –KB IO instead; so far the only thing that’s had trouble with is the Katie Hannon TF AV’s hurricane. I’ve picked up Cloak of Darkness but it feels like a wasted pick and will probably get dumped in a respec. Quite possibly for Acro, as I’m feeling I can cope with the end cost.

Spine Burst at L30 seems late, is that a to-50 build or a respecced one?

I’ve mixed and matched my IO sets so far but due to popularity of some of the sets they’re pretty tricky to get hold of – at the moment I’m using a full set of Crushing Blow plus two from Multi Strike for example. I'd like to get the Health IOs but the price / availability is a bit of an issue.


 

Posted

That's a respecced build at level 50, but it's not too different to my levelling build. I didn't take Spine Burst until 30 when I was levelling anyway. Ripper and the twin damage auras were easier for consistent damage output on teams than Spine Burst (low-damage PBAoE with a large end cost and a long activation time).

He was at level 50 before i9 hit, I had him IO'ed within two weeks of it going live. Fun biccies!


 

Posted

[ QUOTE ]
...and Chance for Knockdown

[/ QUOTE ]

The Stupefy - Chance for Knockdown is mislabelled and is actually Chance for KnockBACK


SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"

 

Posted

Dammit.

Thanks for the heads up Archy.


 

Posted

[ QUOTE ]
[ QUOTE ]
...and Chance for Knockdown

[/ QUOTE ]

The Stupefy - Chance for Knockdown is mislabelled and is actually Chance for KnockBACK

[/ QUOTE ]

And boy, does it knockback!


I really should do something about this signature.