Spines/Elec Help


Ars Valde

 

Posted

*Edited this because people keep replying to the first post without reading anything else. Original questions were answered and any other build advice would be greatly appreciated.


 

Posted

I'm trying to put a build together myself, and it feels like I have one power too many. Anyways:

1. Over time, it'll provide more damage than your attacks if I recally correctly. Stacking it with quills will be that much better.

2. It's mostly a personal preference thing, though grounded will only work when on the ground. So if it bothers you that when jumping around in a fight, you get knocked back, consider taking acrobatics or finding one of those -knockback IOs. With TP you'd be vulnerable for a split second after you move in.

3. I don't know spines too well, but for /elec it's straight forward resists. For energize, probably 3 heals and 3 recharge (I think it'll be a very important power). I prefer one accuracy, and 2 endreds minimum in damage auras.


 

Posted

Sounds good to me, Enamel_32. Thank you. I'm thinking it'll probably be better to take Lightning Field later than sooner. I'll have to play around with it; I don't want to bite off more than I can chew in the early levels (just created & lvl'd to 6 last night).

Any other thoughts are, of course, welcome as well.


 

Posted

Lets see, I have a level 22 Spines Willpower that I was leveling before issue 16 hit so I don't know much, but as far as Lightning Field goes, I took it early because I was curious about it.

I killed a group of Hellions with it on while I was just standing in the middle of the group, so if it, unslotted, killed Hellions, then I am so taking it later on. I respected out of it as it was too early to take it...this was a testing toon...whom I am now going to keep.

(2) I am going flight, and took Air Sup as a pre req. It is a sturdy workhorse of a power and I think meshes in well with my lowbie powers. Thanks to Bronze Rolls, I have the knockback IOs to keep me in place if I fight with my feets off the ground.

(3) I am probably alone in this opinion, but I deeply regretted taking Quills before Stamina. I am not doing so on my Spines/Elec...or maybe I will, not there yet

Anyways, have fun with your scrapper

Lisa.


So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try

***Dennis DeYoung

 

Posted

Quote:
Originally Posted by Tenacious_T View Post
I've never played Spines/ before but I looked at some guides and have gotten a general idea of how to play it. I'm just not sure which powers will be most useful with /Elec.

1) Lightning Field: how decent is it in regard to damage? Would it stack well with Quills later on? I don't want end drain to be a focus.

2) I'm assuming I'll want CJ/SJ, but is TP a viable option? I could TP in and let loose with AoE attacks.

3) Any other powers advice or interesting slotting? Maybe an example build with powers only?

Thank you for your help! By the way, have you guys seen how awesome the alternate spines are? Thorn, Metal, Crystalline, and Slate spines all look wicked awesome.
1. Damage is decent, and it will stack nicely with quills. Damage aura can be end hogs, but electric armor nicely mitigates much of that.

2. TP is viable, just make sure you get -kb IOs to help with knockback protection. Grounded has gotten better, but I like have at least one -kb IO slotted in the rare cases I'm leaping, etc.

3. Take fighting pool for tough. It will help with your survivability in smashing/lethal attacks. Also, since you're going to use damage auras, you'll want to grab IO sets that provide melee defense bonuses...aim for around 25-30% if possible. That may necessitate that you take Weave.


 

Posted

Definitely take lightning field. Damage auras are always worth it. Plus if you skip that, then why even bother going elec armor? Its weak outside of some bonuses like that, if you were skipping the damage aura you might as well, and would be better off going with willpower or invuln.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

That's the kind of advice I was looking for. Melee def definitely makes sense with this sort of build, and I think the extra end you get from /Elec will help with all of the toggles, even if I do take tough/weave. Thank you all very much.

This is waaaay off from now, but I like planning ahead and I'm not familiar with scrapper epics whatsoever. My character's outfit is mostly black, with dark red slate spines and black electric armor. Would Dark be a good epic? I'm thinking Nightfall might be decent if I'm already going to be doing melee AoE. Otherwise Fire would work for the same reason (?)


 

Posted

Here is a leveling build that I came up with on the fly using Scrapi's leveling build as a back ground. Feel free to sub in what ever epic you want

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

for Velk: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Darkness Mastery

Hero Profile:
Level 1: Lunge -- Acc-I(A), Dmg-I(29), Dmg-I(29)
Level 1: Charged Armor -- EndRdx-I(A), EndRdx-I(3), ResDam-I(5), ResDam-I(15), ResDam-I(37)
Level 2: Spine Burst -- Acc-I(A), Dmg-I(3), Dmg-I(7), Dmg-I(13), EndRdx-I(43)
Level 4: Conductive Shield -- EndRdx-I(A), EndRdx-I(5), ResDam-I(7), ResDam-I(15), ResDam-I(19)
Level 6: Hurdle -- Jump-I(A)
Level 8: Impale -- Acc-I(A), Dmg-I(9), Dmg-I(9), Dmg-I(13), Acc-I(40)
Level 10: Static Shield -- EndRdx-I(A), EndRdx-I(11), ResDam-I(11), ResDam-I(17), ResDam-I(17)
Level 12: Combat Jumping -- EndRdx-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Quills -- Acc-I(A), EndRdx-I(19), Dmg-I(37), Dmg-I(39), Dmg-I(40), Acc-I(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Energize -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23), Heal-I(27), Heal-I(34), Heal-I(36)
Level 24: Lightning Field -- Acc-I(A), Acc-I(25), EndRdx-I(25), Dmg-I(27), Dmg-I(34), Dmg-I(34)
Level 26: Acrobatics -- EndRdx-I(A), EndRdx-I(40)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Ripper -- Acc-I(A), Dmg-I(31), Dmg-I(31), Dmg-I(31), Acc-I(43)
Level 32: Throw Spines -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), Dmg-I(43)
Level 35: Power Sink -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36), EndMod-I(37), EndMod-I(45), EndRdx-I(46)
Level 38: Build Up -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Torrent -- Acc-I(A), Dmg-I(42), Dmg-I(42), Dmg-I(42)
Level 44: Power Surge -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45), ResDam-I(46)
Level 47: Dark Blast -- Acc-I(A), Dmg-I(48), Dmg-I(48), Dmg-I(48)
Level 49: Tenebrous Tentacles -- RechRdx-I(A), RechRdx-I(50), Acc-I(50), Immob-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit



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Proud Member of the Paragonian/Rogue Knights

 

Posted

Heya, P Nut! It's velk. That actually looks pretty similar to something I was working on earlier this afternoon. It was a real quick "I wish" affordable IO build. I was able to get nearly 22% worth of melee def bonuses while still getting the enhancements I want for playability.

How's this?Oh, and SJ @ 6 due to City Traveler :vetdance:

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

Click this DataLink to open the build!

Shifted Sentinel: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Darkness Mastery

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

Click this DataLink to open the build!

Shifted Sentinel: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Darkness Mastery

Hero Profile:
Level 1: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(17)
Level 1: Charged Armor -- S'fstPrt-ResKB(A), ResDam-I(43), ResDam-I(43)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-%Dam(15)
Level 4: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/Rchg(46)
Level 6: Super Jump -- Jump-I(A)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15)
Level 10: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(42)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Heal-I(A), Heal-I(43)
Level 16: Grounded -- ResDam-I(A)
Level 18: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(25)
Level 20: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(21), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal/EndRdx(50)
Level 22: Stamina -- P'Shift-End%(A), EndMod-I(23), EndMod-I(23)
Level 24: Lightning Field -- EnManip-Stun%(A), M'Strk-Acc/Dmg(27), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Acc/EndRdx(29), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(31)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Boxing -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(39)
Level 32: Throw Spines -- Ragnrk-Knock%(A), Posi-Acc/Dmg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36)
Level 35: Power Sink -- EndMod-I(A), EndMod-I(36)
Level 38: Power Surge -- RechRdx-I(A), RechRdx-I(39)
Level 41: Petrifying Gaze -- HO:Endo(A), HO:Endo(42), HO:Endo(42)
Level 44: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Night Fall -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Acc/Dmg/EndRdx/Rchg(50), Dev'n-Hold%(50)
Level 49: Static Shield -- EndRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit

Level 1: Lunge

  • (A) Touch of Death - Accuracy/Damage
  • (3) Touch of Death - Damage/Endurance
  • (5) Touch of Death - Damage/Recharge
  • (7) Touch of Death - Accuracy/Damage/Endurance
  • (9) Touch of Death - Damage/Endurance/Recharge
  • (17) Touch of Death - Chance of Damage(Negative)
Level 1: Charged Armor
  • (A) Steadfast Protection - Knockback Protection
  • (43) Resist Damage IO
  • (43) Resist Damage IO
Level 2: Spine Burst
  • (A) Obliteration - Damage
  • (3) Obliteration - Accuracy/Recharge
  • (5) Obliteration - Damage/Recharge
  • (7) Obliteration - Accuracy/Damage/Recharge
  • (9) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (15) Obliteration - Chance for Smashing Damage
Level 4: Conductive Shield
  • (A) Titanium Coating - Resistance
  • (45) Titanium Coating - Resistance/Endurance
  • (46) Titanium Coating - Resistance/Recharge
Level 6: Super Jump
  • (A) Jumping IO
Level 8: Impale
  • (A) Thunderstrike - Accuracy/Damage
  • (11) Thunderstrike - Damage/Endurance
  • (11) Thunderstrike - Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Endurance
  • (15) Thunderstrike - Damage/Endurance/Recharge
Level 10: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (42) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 12: Hurdle
  • (A) Jumping IO
Level 14: Health
  • (A) Healing IO
  • (43) Healing IO
Level 16: Grounded
  • (A) Resist Damage IO
Level 18: Quills
  • (A) Obliteration - Damage
  • (19) Obliteration - Accuracy/Recharge
  • (19) Obliteration - Damage/Recharge
  • (21) Obliteration - Accuracy/Damage/Recharge
  • (25) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (25) Obliteration - Chance for Smashing Damage
Level 20: Energize
  • (A) Doctored Wounds - Heal
  • (21) Doctored Wounds - Recharge
  • (46) Doctored Wounds - Heal/Recharge
  • (46) Doctored Wounds - Heal/Endurance/Recharge
  • (50) Doctored Wounds - Heal/Endurance
Level 22: Stamina
  • (A) Performance Shifter - Chance for +End
  • (23) Endurance Modification IO
  • (23) Endurance Modification IO
Level 24: Lightning Field
  • (A) Energy Manipulator - Chance to Stun
  • (27) Multi Strike - Accuracy/Damage
  • (29) Multi Strike - Accuracy/Damage/Endurance
  • (29) Multi Strike - Accuracy/Endurance
  • (31) Multi Strike - Damage/Endurance
  • (31) Multi Strike - Damage/Endurance/Recharge
Level 26: Ripper
  • (A) Obliteration - Damage
  • (27) Obliteration - Accuracy/Recharge
  • (31) Obliteration - Damage/Recharge
  • (33) Obliteration - Accuracy/Damage/Recharge
  • (33) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (33) Obliteration - Chance for Smashing Damage
Level 28: Lightning Reflexes
  • (A) Run Speed IO
Level 30: Boxing
  • (A) Touch of Death - Accuracy/Damage
  • (37) Touch of Death - Damage/Endurance
  • (37) Touch of Death - Damage/Recharge
  • (37) Touch of Death - Accuracy/Damage/Endurance
  • (39) Touch of Death - Damage/Endurance/Recharge
  • (39) Touch of Death - Chance of Damage(Negative)
Level 32: Throw Spines
  • (A) Ragnarok - Chance for Knockdown
  • (34) Positron's Blast - Accuracy/Damage
  • (34) Positron's Blast - Accuracy/Damage/Endurance
  • (34) Positron's Blast - Chance of Damage(Energy)
  • (36) Positron's Blast - Damage/Endurance
  • (36) Positron's Blast - Damage/Recharge
Level 35: Power Sink
  • (A) Endurance Modification IO
  • (36) Endurance Modification IO
Level 38: Power Surge
  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO
Level 41: Petrifying Gaze
  • (A) HamiO:Endoplasm Exposure
  • (42) HamiO:Endoplasm Exposure
  • (42) HamiO:Endoplasm Exposure
Level 44: Tough
  • (A) Titanium Coating - Resistance
  • (45) Titanium Coating - Resistance/Endurance
  • (45) Titanium Coating - Resistance/Endurance/Recharge
Level 47: Night Fall
  • (A) Devastation - Accuracy/Damage
  • (48) Devastation - Damage/Endurance
  • (48) Devastation - Damage/Recharge
  • (48) Devastation - Accuracy/Damage/Recharge
  • (50) Devastation - Accuracy/Damage/Endurance/Recharge
  • (50) Devastation - Chance of Hold
Level 49: Static Shield
  • (A) Endurance Reduction IO
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Critical Hit
------------
Set Bonus Totals:
  • 19.5% DamageBuff(Smashing)
  • 19.5% DamageBuff(Lethal)
  • 19.5% DamageBuff(Fire)
  • 19.5% DamageBuff(Cold)
  • 19.5% DamageBuff(Energy)
  • 19.5% DamageBuff(Negative)
  • 19.5% DamageBuff(Toxic)
  • 19.5% DamageBuff(Psionic)
  • 10.6% Defense(Smashing)
  • 10.6% Defense(Lethal)
  • 2.19% Defense(Fire)
  • 2.19% Defense(Cold)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 3.75% Defense(Psionic)
  • 21.3% Defense(Melee)
  • 6.25% Defense(Ranged)
  • 4.38% Defense(AoE)
  • 4% Enhancement(Heal)
  • 26.3% Enhancement(RechargeTime)
  • 43% Enhancement(Accuracy)
  • 9% FlySpeed
  • 135.5 HP (10.1%) HitPoints
  • 9% JumpHeight
  • 9% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 8.8%
  • MezResist(Immobilize) 5.5%
  • MezResist(Sleep) 6.05%
  • MezResist(Stun) 8.25%
  • MezResist(Terrorized) 2.2%
  • 7% (0.12 End/sec) Recovery
  • 12% (0.67 HP/sec) Regeneration
  • 3.78% Resistance(Fire)
  • 3.78% Resistance(Cold)
  • 9% RunSpeed



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Posted

Lookin' good, except your status protection is at level 49.


 

Posted

Quote:
Originally Posted by Enamel_32 View Post
Lookin' good, except your status protection is at level 49.
What he said. Here is basically the same build, but switched around to get Static Shield when it opens up.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Shifted Sentinel: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Darkness Mastery

Hero Profile:
Level 1: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(17)
Level 1: Charged Armor -- S'fstPrt-ResKB(A), ResDam-I(43), ResDam-I(43)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-%Dam(15)
Level 4: Conductive Shield -- ResDam-I(A), ResDam-I(43), ResDam-I(46)
Level 6: Super Jump -- Zephyr-ResKB(A)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15)
Level 10: Static Shield -- ResDam-I(A), ResDam-I(48), ResDam-I(50)
Level 12: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(42)
Level 14: Swift -- Run-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(25)
Level 20: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(21), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Rchg(39), Dct'dW-Heal/Rchg(48)
Level 22: Stamina -- P'Shift-End%(A), EndMod-I(23), EndMod-I(23)
Level 24: Lightning Field -- EnManip-Stun%(A), M'Strk-Acc/Dmg(27), M'Strk-Dmg/EndRdx(29), M'Strk-Acc/EndRdx(29), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(31)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Boxing -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(39)
Level 32: Throw Spines -- Ragnrk-Knock%(A), Posi-Acc/Dmg(34), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(36)
Level 35: Power Sink -- EndMod-I(A), EndMod-I(36)
Level 38: Power Surge -- RechRdx-I(A), RechRdx-I(48)
Level 41: Petrifying Gaze -- HO:Endo(A), HO:Endo(42), HO:Endo(42)
Level 44: Dark Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46), Dev'n-Hold%(46)
Level 47: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50), TtmC'tng-ResDam/EndRdx/Rchg(50)
Level 49: Grounded -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:
  • 19.5% DamageBuff(Smashing)
  • 19.5% DamageBuff(Lethal)
  • 19.5% DamageBuff(Fire)
  • 19.5% DamageBuff(Cold)
  • 19.5% DamageBuff(Energy)
  • 19.5% DamageBuff(Negative)
  • 19.5% DamageBuff(Toxic)
  • 19.5% DamageBuff(Psionic)
  • 11.8% Defense(Smashing)
  • 11.8% Defense(Lethal)
  • 5.19% Defense(Fire)
  • 5.19% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 6.75% Defense(Psionic)
  • 20.5% Defense(Melee)
  • 9.25% Defense(Ranged)
  • 7.38% Defense(AoE)
  • 4% Enhancement(Heal)
  • 43% Enhancement(Accuracy)
  • 26.3% Enhancement(RechargeTime)
  • 9% FlySpeed
  • 115.5 HP (8.62%) HitPoints
  • 9% JumpHeight
  • 9% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 8.8%
  • MezResist(Immobilize) 5.5%
  • MezResist(Sleep) 3.85%
  • MezResist(Stun) 8.25%
  • MezResist(Terrorized) 2.2%
  • 7% (0.12 End/sec) Recovery
  • 12% (0.67 HP/sec) Regeneration
  • 3.78% Resistance(Fire)
  • 3.78% Resistance(Cold)
  • 9% RunSpeed
------------
Set Bonuses:
Touch of Death
(Lunge)
  • MezResist(Immobilize) 2.75%
  • 20.1 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Steadfast Protection
(Charged Armor)
  • Knockback Protection (Mag -4)
Obliteration
(Spine Burst)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Blessing of the Zephyr
(Super Jump)
  • Knockback Protection (Mag -4)
Thunderstrike
(Impale)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Gaussian's Synchronized Fire-Control
(Build Up)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 25.1 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Obliteration
(Quills)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Doctored Wounds
(Energize)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Multi Strike
(Lightning Field)
  • MezResist(Sleep) 1.65%
  • 0.95% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
Obliteration
(Ripper)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Touch of Death
(Boxing)
  • MezResist(Immobilize) 2.75%
  • 20.1 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Positron's Blast
(Throw Spines)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Devastation
(Dark Blast)
  • 12% (0.67 HP/sec) Regeneration
  • 30.1 HP (2.25%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Psionic)
Titanium Coating
(Tough)
  • MezResist(Sleep) 2.2%
  • 20.1 HP (1.5%) HitPoints
Steadfast Protection
(Grounded)
  • 3% Defense(All)



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Proud Member of the Paragonian/Rogue Knights

 

Posted

Didn't realize how important it was to get that right away. I suppose if I'm in the thick of things I'll probably want that sooner. Good thinking!

I was thinking that this is really toggle-heavy. I don't have CJ, but I'm running all the defensive toggles and two damage auras on top of that. I'm wondering if I should be going with Body Mastery instead because of this. That'll give me Physical Perfection for the extra +end, and I can put a Performance Shifter proc into both it and Stamina. What do you think?


 

Posted

Quote:
Originally Posted by Tenacious_T View Post
Didn't realize how important it was to get that right away. I suppose if I'm in the thick of things I'll probably want that sooner. Good thinking!

I was thinking that this is really toggle-heavy. I don't have CJ, but I'm running all the defensive toggles and two damage auras on top of that. I'm wondering if I should be going with Body Mastery instead because of this. That'll give me Physical Perfection for the extra +end, and I can put a Performance Shifter proc into both it and Stamina. What do you think?
End heavy is probably right, also going Body Mastery opens up Conserve Power, so pick that up as the prereq. this also opens up 3 slots that can be put into your shields as end redux.


Proud Member of the Paragonian/Rogue Knights

 

Posted

Quote:
Originally Posted by Mr_P_Nut View Post
End heavy is probably right, also going Body Mastery opens up Conserve Power, so pick that up as the prereq. this also opens up 3 slots that can be put into your shields as end redux.
Nothing wrong with taking PP but conserve power will be next to pointless with the recharge that build is packing. Replace the end mods in power sync with recharges and its back in less then 30 seconds . Energize's end reduction effects will be up most of the time as well. Endurance, end drain, and -rec is the last thing /ela has to worry about. If you take body mastery to get PP, slot it for regen.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

Quote:
Originally Posted by Rieze View Post
Nothing wrong with taking PP but conserve power will be next to pointless with the recharge that build is packing. Replace the end mods in power sync with recharges and its back in less then 30 seconds . Energize's end reduction effects will be up most of the time as well. Endurance, end drain, and -rec is the last thing /ela has to worry about. If you take body mastery to get PP, slot it for regen.

Thank you for pointing that out, I don't have very much experience with /ELA.


Proud Member of the Paragonian/Rogue Knights

 

Posted

Ah, good point. And I suppose that Energize has a pretty quick recharge (about 50 sec), and if I put it on auto that should help a bit.

This is my first foray into the scrapper forum, so thank you all very much for being so helpful. I think this character should be pretty damn fun.

I'm wondering why, P Nut, you put Dark Blast in there instead of Night Fall? Wouldn't a high damage DoT cone be better than a single target blast? They take the same sets. And good call putting the -KB in SJ. Don't know why I didn't think of that.


 

Posted

No Boxing/Tough/Weave in ANY of these builds? I would consider it fairly necessary...

If you're going to run the -KB IO then there isn't really a reason to have Grounded in there...other than to cap energy resistance which is a pretty exotic damage in general...


 

Posted

Um, I put boxing & tough in mine. Didn't put weave in, though, as I'm already pretty toggle-heavy and this is more a +res build. I know more defense is always a good thing but I'm thinking it'll be fine without.


 

Posted

I know you have the vet reward to skip the travel power pre req, but I still may consider taking combat jumping. It will give you almost 2% defense to everything and its a good place to slot either a Karma -kb IO or a luck of the gambler recharge.

Also, while electric armor is a restance based set, defense is always good. I run a level 50 spines/fire and even though all the toggles, including tough/weave, make it consume quite a bit of endurance, it can be overcome with IO's (performance shifter/numina's/miracle) if you want to put the money into it, and also in elec armor's case, by power sink alone. The more defense I have, the less I get hit entirely, the more survivable I am. And like several people have suggested, and like you have found in a build of your own, it is possible to get up into the 20% and I'd imagine even the 30% melee defense range if you put some money into it. I think that the endurance weave will cost you is worth the survivability it will add.

And concerning lightning field. Definitely take this power! Dual damage aura's is what made spines/dark so popular as the original farming scrapper, its what made spines/fire the next fotm of farming scrappers, and it'll make spines/elec a popular build too! I think you're going to love this character when he blooms in the late 20s or early 30s.

Edit: I noticed that the builds you posted put end mods into power sink. If that power functions like the blaster powers, I'd focus on recharge. I'm pretty sure its an auto hit power, and hitting just a few enemies will almost entirely fill your end bar back up.


 

Posted

Well, like I mentioned, I already have about 22% melee def from bonuses. If I take weave & cj that means I won't be able to have an epic power pool. Or I'll have to get rid of some other stuff like lightning reflexes, but I don't want to.

The set bonuses I get from either dark blast or nightfall aren't that stupendous. And, while I like nightfall a lot with other characters, I'll already have a bunch of cones, aoe, and 2 auras. I suppose survivability will definitely be a factor in regard to aggro, too. I'll have to think about that. I'd kind of like to put a kismet: 6% to-hit in there somewhere, too, now that you mention cj...

Edit: good thinking with +rech on power sink. That makes more sense.


 

Posted

22% is good, but the difference between 22% and 35% is very very noticeable. But you're right, if you fit in tough and weave, you probably won't be able to take an epic, but I think you'll find that spine/electric has more than enough attacks to get away without TT and nightfall. And with lightning reflexes and hasten, if you choose to take it, you're recharge will be good enough that you may even have an attack or two that you don't fit into your chain. On my spines/fire for example, I rarely use impale because ripper/spine burst/throw spines/lunge are up so frequently, and I'm only using hasten and set bonuses.

I wouldn't worry so much about the kismet 6% tohit either. If you put some decent sets into your powers, you'll get a ton of acc through set bonuses. Not to mention, all your attack IOs will give each power some acc as well. I'd look at fitting the steadfast protection def/res unique in there for 3% defense to all instead.

Edit: The steadfast protection would fit into an armor, not cj as I implied. I still think the best option for CJ is a karma -kb IO or luck of the gambler recharge.


 

Posted

Quote:
Originally Posted by Tenacious_T View Post
Well, like I mentioned, I already have about 22% melee def from bonuses. If I take weave & cj that means I won't be able to have an epic power pool. Or I'll have to get rid of some other stuff like lightning reflexes, but I don't want to.

The set bonuses I get from either dark blast or nightfall aren't that stupendous. And, while I like nightfall a lot with other characters, I'll already have a bunch of cones, aoe, and 2 auras. I suppose survivability will definitely be a factor in regard to aggro, too. I'll have to think about that. I'd kind of like to put a kismet: 6% to-hit in there somewhere, too, now that you mention cj...

Edit: good thinking with +rech on power sink. That makes more sense.
Like I said before, if you shell out for the -KB IO and you have it early it can easily just go in one of your auras and replace Grounded altogether. Lightning Reflexes is too crucial of a power to drop, as that -Recharge is what makes Energize so much better.


 

Posted

Quote:
Originally Posted by Deft_Bow View Post
No Boxing/Tough/Weave in ANY of these builds? I would consider it fairly necessary...

If you're going to run the -KB IO then there isn't really a reason to have Grounded in there...other than to cap energy resistance which is a pretty exotic damage in general...
Grounded is an Extra 12.5 KB Prot, which WILL be noticeable when you start to fight AVs and Nemesis. Not to mention that Energy is the 2nd Most Common Damage type after S/L. Doesnt hurt to be capped to it.


 

Posted

Also all this love for Damage Auras doesnt really give the truth. Theyre nice, and Lightning Field coupled with Power Sink will help keep enemies sapped, but Sans farming, they wont be doing anything worthwhile. Mostly saving you Fractional Overkill but even then their end costs over time might not be worth it.

Play with the Auras and figure it out for yourself, I never took them in PvE on my Spines/Dark but Im looking forward to Lightning on my Spines/Elec for Sapping.

Also for Endurance issues...really? Youre not going to have any with Power Sink and Energize, youll be firing them off nearly every group so you should be topped off.

Lastly Tough and Weave are definitely worth it over an Epic. Spines has Redraw and if youre IOing, even Franken Slotting, youll have enough attacks to fill any holes that Epics wont make a difference. The survivability boost from Fighting is worth more than the extra attacks you likely wont use.

For general play, Dont Auto Energize, just fire it when you need a heal, your Endurance doesnt start tanking til Throw Spines shows up (Unless you decided to just opt into the DoT Auras early, then youre gasping for an effect thats hardly noticeable teaming) and right after Throw Spines is Powersink. 3 Slot with recharge and you get a free Blue Bar Refill every 30 seconds.


 

Posted

Quote:
Originally Posted by Tenacious_T View Post
Didn't realize how important it was to get that right away. I suppose if I'm in the thick of things I'll probably want that sooner. Good thinking!

I was thinking that this is really toggle-heavy. I don't have CJ, but I'm running all the defensive toggles and two damage auras on top of that. I'm wondering if I should be going with Body Mastery instead because of this. That'll give me Physical Perfection for the extra +end, and I can put a Performance Shifter proc into both it and Stamina. What do you think?

With elec armor with energize and power sink you're not going to need physical perfection for any endurance. But i would however pick it up for the regeneration. Slot it for heals, but don't worry about slotting it for endurance, you won't need it. If you are going to slot for endurance only bother 2 slotting it with efficacy adaptors for the 1.13% max hp bonus, and do 3 numinas, and a heal IO.


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