AoE Scrapping...


BrokenPrey

 

Posted

Spines/Dark or Spines/Fire or Spines/Electric

Why and why not?


I want an AoE killer that can manage endurance and survive.

I know Spines/Dark can be powerful, but I'm wondering about the endurance issues...and how often do you have to use Dark Regen?

Spines/Fire seems like a good fit with Healing Flames and Consume.

Spines/Electric (metal spines and electricity just looks so badass) seems like you would not have any endurance issues and you get knockback protection...but it seems to be more "squishy" then the other two mentioned.

What do you think?


 

Posted

Spines/Dark uses the most endurance out but is the toughest of the three

Spines/Fire does the most damage out of the three

Spines/Electric probably falls squarely in the middle of the two in terms of damage and is probably on par with Fire in terms of survivability.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Electric armor is MUCH tougher than fire, but not as tough as dark.

Electric will also do about the same damage as dark, and has less end issues than dark.


 

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What I like about electric armor is that since you have an endless supply, you can go all out slotting obliterations (for both +rech and +melee_def) and just shrug as the miniscule end redux bonus the set gives


 

Posted

Higher resists, faster recharge on power sink than consume, end discount and temporary regen buff from the heal.

It has a solid KK/immob protection power, good end drain resist... it covers EVERYTHING and does it pretty well.

I think the Fire armors self heal may recharge a little faster. Fire armor will give much higher Fire resist, electric gives overdone energy resist.

Electric also has a really good "god mode" power, coupled with a very bad crash.

Only drawback to taking electric is the kb protection doesn't work in air... which I find slightly amusing and slightly annoying, super-jumping through FF or PI and getting knocked down by Crey Sharpshooters.

It was funny the first 2 times...


 

Posted

I think Electric/Shields fully built is the winner. Shield charge and Lightning rod on alternate spawns.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by High_Dragon View Post

Only drawback to taking electric is the kb protection doesn't work in air... which I find slightly amusing and slightly annoying, super-jumping through FF or PI and getting knocked down by Crey Sharpshooters.

It was funny the first 2 times...
I simply get up, find them, kill them. The ones in PI drop purples, you know.

Also, who said you aren't allowed to put one or two KB protection IOs in /ela anyway.


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

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

 

Posted

Quote:
Originally Posted by Shred_Monkey View Post
I think Electric/Shields fully built is the winner. Shield charge and Lightning rod on alternate spawns.
This...My Elec/SD brute is a killer. I don't even have him slotted good yet and he is my best killer. Shield charge + Fireball and then next group lightning rod +Fireball should kill really fast. Also I think SC and LR have a higher max targets then any of Spines attacks (SC and LR don't say Max targets)


"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

I've been staying away from the shield set. Just my opinion, but I think Shield Charge has a nerf coming.


 

Posted

Quote:
Originally Posted by Rieze View Post
I simply get up, find them, kill them. The ones in PI drop purples, you know.

Also, who said you aren't allowed to put one or two KB protection IOs in /ela anyway.
Oh I know. I normally do punish the fool for interrupting my jump....normally by knocking him off the building while administering the beatings!

I'm just sayin I was suprised and amused when I was knocked down the first couple times, now it's not so amusing, but I'll live with it.


 

Posted

Quote:
Originally Posted by JohnX View Post
I've been staying away from the shield set. Just my opinion, but I think Shield Charge has a nerf coming.
Nerf? Shield charge got a buff in the last patch for scrappers and tanks.


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

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

 

Posted

Another vote for elec/SD. I use energy torrent rather than fireball as you can slot a force feedback +rech in it to help get your big attacks back faster and physical perfection solves my recovery issues.

I can happily solo +2x8 for most things without non positional psi and take them down fast. I particularly like having 2 nearby groups, BU, LR into one, SC into the other killing all the minions in both groups and then gathering anything alive for rapid destruction.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Quote:
Originally Posted by Rieze View Post
Nerf? Shield charge got a buff in the last patch for scrappers and tanks.
and they need to fix the brutes too...damage cap around 400%. It sucks that my brutes SC can't do more damage with Build up if I have a full bar of fury and AAO.


"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

Quote:
Originally Posted by JohnX View Post
I've been staying away from the shield set. Just my opinion, but I think Shield Charge has a nerf coming.
That would be a bit odd, considering they just buffed the damage of it by almost 50%.


 

Posted

Quote:
Originally Posted by High_Dragon View Post
Higher resists, faster recharge on power sink than consume, end discount and temporary regen buff from the heal.

It has a solid KK/immob protection power, good end drain resist... it covers EVERYTHING and does it pretty well.

I think the Fire armors self heal may recharge a little faster. Fire armor will give much higher Fire resist, electric gives overdone energy resist.

Electric also has a really good "god mode" power, coupled with a very bad crash.

Only drawback to taking electric is the kb protection doesn't work in air... which I find slightly amusing and slightly annoying, super-jumping through FF or PI and getting knocked down by Crey Sharpshooters.

It was funny the first 2 times...
I dont even take grounded on my /elec. I just slot 2-3 -KB IOs instead+ use combat jumping for Immob protection. You really dont miss much from grounded: small resist #s (on scrapper/brutes) end drain resist, which is capped without grounded already, and KB resist that only works on the ground... at least I dont miss it.


 

Posted

Quote:
Originally Posted by High_Dragon View Post
it covers EVERYTHING and does it pretty well.
Go fight Vahz, Snakes, and Arachnoids.

Quote:
Originally Posted by High_Dragon View Post
I think the Fire armors self heal may recharge a little faster.
That is like saying Blaze does a little bit more damage than Barb Swipe.

I have a lvl 50 Fiery Tanker, a mid 40s Fiery scrapper, and a level 29 /Elec scrapper. My experience so far tells me that from 1-30, Fiery is more survivable, does better damage, and is better with endurance use (I know /Elec will win on End use once I make it to level 35).

Electric Armor may mature better than I expect in the late 30s and beyond, but so far, my money goes to Fiery Aura, but I still like and enjoy my Electric Armor scrapper so far.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by BrokenPrey View Post
This...My Elec/SD brute is a killer. I don't even have him slotted good yet and he is my best killer. Shield charge + Fireball and then next group lightning rod +Fireball should kill really fast. Also I think SC and LR have a higher max targets then any of Spines attacks (SC and LR don't say Max targets)
This is what I'm going for, plus a Force Feedback proc in T-strike. Also, if you can afford to sink a hefty chuck of influence into the build, it can yield some good ST damage as well.


 

Posted

Quote:
Originally Posted by BrokenPrey View Post
Also I think SC and LR have a higher max targets then any of Spines attacks (SC and LR don't say Max targets)
Shield Charge and Lightning Rod don't list maz targets because they don't actually target any enemies themselves. They summon a pseudo-pet at the same point that you teleport that makes the attack. The attack from the pseudo-pet does have a target cap at 16 targets for both of the powers.


 

Posted

Quote:
Originally Posted by StratoNexus View Post
Go fight Vahz, Snakes, and Arachnoids.


That is like saying Blaze does a little bit more damage than Barb Swipe.

I have a lvl 50 Fiery Tanker, a mid 40s Fiery scrapper, and a level 29 /Elec scrapper. My experience so far tells me that from 1-30, Fiery is more survivable, does better damage, and is better with endurance use (I know /Elec will win on End use once I make it to level 35).

Electric Armor may mature better than I expect in the late 30s and beyond, but so far, my money goes to Fiery Aura, but I still like and enjoy my Electric Armor scrapper so far.
Did you just call out an enemy group that ends at 20 and 2 that you don't even fight in heroes??? Toxic damage is rarely encountered in heroes and they are never very hard hitting...... And elec armor has toxic resistance in it's tier 9.

/Fire will have a better early game but /Elec is superior in the late game when Psi dmg and end drain become more common.


Level 50s: to many to remember at this point

 

Posted

Quote:
Originally Posted by Brynstar View Post
Did you just call out an enemy group that ends at 20 and 2 that you don't even fight in heroes??? Toxic damage is rarely encountered in heroes and they are never very hard hitting...... And elec armor has toxic resistance in it's tier 9.

/Fire will have a better early game but /Elec is superior in the late game when Psi dmg and end drain become more common.
I did call out odd enemy types (and I fight Arachnoids in Warburg from time to time with my heroes). I never said they were common, I was merely challenging the comment that Electric covers EVERYTHING.

As far as Toxic not being hard hitting, you must be one of those people who never fight Vahz because they are "too hard". I ran both Vahz arcs and the Posi TF (at level) with my /Elec scrapper. It wasn't the brightest move fighting stuff I was weak to, but it did illustrate that /Elec does not cover everything, and that Fiery has some overlooked strengths, at least pre-30.

In the low 20s, even warriors, family, and council were more problematic than my experiences with my /Fiery Aura scrapper. Granted, Focus + Spin may not be as good as Divine Avalanche + Lotus Drops, so my experience might be tainted by DAs greatness; OTOH Healing Flames is very, very good from level 12 on, whereas Energize only starts to get decent at level 23, and gets good at level 25 (assuming taking it at 22, and slotting it at 23 and 25).

I figure /Elec matures more late-game, I am going to be taking Tough which will help as well. I am just having trouble seeing how /Elec will beat out Fiery Aura survivability wise late game, but maybe I am undervaluing the Psi/Nrg resists (there are a fair number of nrg attacks late game).


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by Brynstar View Post
Toxic damage is rarely encountered in heroes and they are never very hard hitting
I guess you've never heard of Devouring Earth. I wouldn't call them "rare." There are also quite a few Hydra missions end-game, to say nothing of the Sewer Trial.