Opinions/advice for my Spines/Dark build


Constant_Motion

 

Posted

I have been working on both a Spines/Dark and Spines/Regen Scrappers. I pretty much have the /Regen covered but I'm wondering what everyone thinks of my /Dark build here. I will be using him mostly for Battle Maiden farming after he is completed. I focused on set bonuses for defense and procs in his AoE minor damage toggle powers.

As I'm not totally familiar with /Dark I'm hoping to see what everyone thinks and maybe an idea or 2 if I'm missing something that might be helpful.


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

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

Hero Profile:
------------
Level 1: Lunge
(A) Kinetic Combat - Accuracy/Damage: Level 35
(43) Kinetic Combat - Damage/Endurance: Level 35
(43) Kinetic Combat - Damage/Recharge: Level 35
(43) Kinetic Combat - Damage/Endurance/Recharge: Level 35


Level 1: Dark Embrace
(A) Reactive Armor - Endurance: Level 40
(40) Reactive Armor - Resistance: Level 40
(40) Reactive Armor - Resistance/Endurance: Level 40
(40) Reactive Armor - Resistance/Endurance/Recharge: Level 40
(48) Steadfast Protection - Resistance/+Def 3%: Level 30
(48) Steadfast Protection - Knockback Protection: Level 30


Level 2: Death Shroud
(A) Obliteration - Chance for Smashing Damage: Level 50
(3) Eradication - Chance for Energy Damage: Level 30
(3) Armageddon - Chance for Fire Damage: Level 50
(5) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
(5) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
(7) Multi Strike - Accuracy/Endurance: Level 50


Level 4: Spine Burst
(A) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(7) Obliteration - Damage: Level 50
(9) Obliteration - Accuracy/Recharge: Level 50
(9) Obliteration - Damage/Recharge: Level 50
(11) Obliteration - Accuracy/Damage/Recharge: Level 50


Level 6: Hasten
(A) Recharge Reduction IO: Level 50
(39) Recharge Reduction IO: Level 50


Level 8: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
(39) Luck of the Gambler - Defense: Level 30
(39) Karma - Knockback Protection: Level 30


Level 10: Obsidian Shield
(A) Reactive Armor - Endurance: Level 40
(11) Reactive Armor - Resistance: Level 40
(17) Reactive Armor - Resistance/Endurance: Level 40
(37) Reactive Armor - Resistance/Endurance/Recharge: Level 40


Level 12: Impale
(A) Apocalypse - Damage: Level 50
(13) Apocalypse - Damage/Endurance: Level 50
(13) Apocalypse - Damage/Recharge: Level 50
(15) Apocalypse - Accuracy/Damage/Recharge: Level 50
(17) Apocalypse - Accuracy/Recharge: Level 50


Level 14: Super Speed
(A) Celerity - Endurance: Level 50
(15) Celerity - +Stealth: Level 50


Level 16: Hurdle
(A) Jumping IO: Level 50


Level 18: Quills
(A) Eradication - Chance for Energy Damage: Level 30
(19) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
(19) Obliteration - Chance for Smashing Damage: Level 50
(21) Impeded Swiftness - Chance of Damage(Smashing): Level 30
(21) Pacing of the Turtle - Accuracy/Endurance: Level 50
(23) Multi Strike - Accuracy/Endurance: Level 50


Level 20: Health
(A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
(23) Miracle - +Recovery: Level 40
(25) Regenerative Tissue - +Regeneration: Level 30


Level 22: Stamina
(A) Endurance Modification IO: Level 50
(25) Endurance Modification IO: Level 50
(27) Performance Shifter - Chance for +End: Level 50


Level 24: Boxing
(A) Kinetic Combat - Accuracy/Damage: Level 35
(27) Kinetic Combat - Damage/Endurance: Level 35
(29) Kinetic Combat - Damage/Recharge: Level 35
(29) Kinetic Combat - Damage/Endurance/Recharge: Level 35


Level 26: Tough
(A) Reactive Armor - Endurance: Level 40
(31) Reactive Armor - Resistance: Level 40
(31) Reactive Armor - Resistance/Endurance: Level 40
(34) Reactive Armor - Resistance/Endurance/Recharge: Level 40


Level 28: Weave
(A) Luck of the Gambler - Recharge Speed: Level 50
(34) Luck of the Gambler - Defense/Endurance: Level 50
(37) HamiO:Cytoskeleton Exposure


Level 30: Cloak of Darkness
(A) Luck of the Gambler - Recharge Speed: Level 50
(31) Luck of the Gambler - Defense/Endurance: Level 50
(50) HamiO:Cytoskeleton Exposure


Level 32: Ripper
(A) Armageddon - Damage/Endurance: Level 50
(33) Armageddon - Damage: Level 50
(33) Armageddon - Damage/Recharge: Level 50
(33) Armageddon - Accuracy/Damage/Recharge: Level 50
(34) Armageddon - Accuracy/Recharge: Level 50


Level 35: Throw Spines
(A) Ragnarok - Damage/Endurance: Level 50
(36) Ragnarok - Damage: Level 50
(36) Ragnarok - Damage/Recharge: Level 50
(36) Ragnarok - Accuracy/Damage/Recharge: Level 50
(37) Ragnarok - Accuracy/Recharge: Level 50


Level 38: Oppressive Gloom
(A) Accuracy IO: Level 50


Level 41: Flurry
(A) Kinetic Combat - Accuracy/Damage: Level 35
(42) Kinetic Combat - Damage/Endurance: Level 35
(42) Kinetic Combat - Damage/Recharge: Level 35
(42) Kinetic Combat - Damage/Endurance/Recharge: Level 35


Level 44: Kick
(A) Kinetic Combat - Accuracy/Damage: Level 35
(45) Kinetic Combat - Damage/Endurance: Level 35
(45) Kinetic Combat - Damage/Recharge: Level 35
(45) Kinetic Combat - Damage/Endurance/Recharge: Level 35


Level 47: Conserve Power
(A) Recharge Reduction IO: Level 50
(48) Recharge Reduction IO: Level 50


Level 49: Physical Perfection
(A) Endurance Modification IO: Level 50
(50) Endurance Modification IO: Level 50
(50) Performance Shifter - Chance for +End: Level 50


------------
Level 1: Brawl
(A) Kinetic Combat - Accuracy/Damage: Level 35
(46) Kinetic Combat - Damage/Endurance: Level 35
(46) Kinetic Combat - Damage/Recharge: Level 35
(46) Kinetic Combat - Damage/Endurance/Recharge: Level 35


----------------------------------------------------------------------------

Set Bonus Totals:
7% DamageBuff(Smashing)
7% DamageBuff(Lethal)
7% DamageBuff(Fire)
7% DamageBuff(Cold)
7% DamageBuff(Energy)
7% DamageBuff(Negative)
7% DamageBuff(Toxic)
7% DamageBuff(Psionic)
25.5% Defense(Smashing)
25.5% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
6.75% Defense(Energy)
6.75% Defense(Negative)
3% Defense(Psionic)
14.3% Defense(Melee)
4.88% Defense(Ranged)
3% Defense(AoE)
57.5% Enhancement(RechargeTime)
39% Enhancement(Accuracy)
140.6 HP (10.5%) HitPoints
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Immobilize) 19.3%
MezResist(Stun) 2.2%
9.5% (0.16 End/sec) Recovery
56% (3.13 HP/sec) Regeneration
5.04% Resistance(Fire)
5.04% Resistance(Cold)


--------------------------------------------------------------------------------


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Posted

I'm certainly no master, but I thought I'd throw in my knowledge of Spines/DA.

I've been working on my own Spines/DA scrapper whos now level 45 and the main downfalls of this combo is endurance and damage mitigation. So I find your choice of powers quite odd seeing as Dark Armor basically relies on Dark Regeneration for its survival. You could probably get away with dropping hasten, especially with the 57% recharge set bonus.

I like your 'damage procs in your AoE toggles' idea, that definitely looks interesting, and I'd like to hear what the actual results are compared to standard slotting.


 

Posted

No Dark Regeneration? You're going to give me a case of the vapors! Dark Armor is a set built around, and powered by, Dark Regen in the same way a fighter aircraft is built around, and powered by, the best available engine. The resist toggles buy you time or the recharge to fix everything.

I can see going for defense bonuses, but defense bonuses AND Dark Regen would make you vastly stronger. If you're not intentionally trying to avoid it, I recommend cramming it into your build somewhere (like as early as possible, level 16, or soon thereafter).


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

As the others have mentioned you really want dark regen.

I believe procs in toggles only check for activation once per 10 seconds. Not sure overall you wouldn't be better off in the long run slotting for dmg/acc/endred (maybe 3 MS: D/E, A/D, A/E and 3 SD: A/D, D/E, A/D/E) . Would take some math to double check.


Spines/ D A lvl 50 Scrap, stone/wm lvl 50 tank, Kat/reg lvl 50 Scrap
Grav/Kin lvl 50 Cont, Fire/Enegry lvl 50 Blast
Warshade lvl 50, PB lvl 39, nightwidow lvl 50, crab lvl 42
plant/thorns lvl 50 dom, ice/fire lvl 40 dom, grav/nrg lvl 41 dom

 

Posted

This is my current spines/dark build

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Lunge -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(5)
Level 1: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(7), ImpArm-ResDam(9), S'fstPrt-ResDam/Def+(9), S'fstPrt-ResKB(33)
Level 2: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(11), M'Strk-Acc/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(15)
Level 4: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(19)
Level 6: Swift -- Run-I(A)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(39)
Level 10: Obsidian Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(27), ImpArm-ResDam(27)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(37)
Level 16: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(34)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(36)
Level 22: Dark Regeneration -- M'Strk-Acc/EndRdx(A), Dct'dW-EndRdx/Rchg(25), Numna-EndRdx/Rchg(36), Numna-Heal/EndRdx/Rchg(36), Theft-+End%(37), Nictus-Acc/EndRdx/Rchg(39)
Level 24: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(48), AdjTgt-Rchg(50)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 28: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(42), M'Strk-Dmg/Rchg(43), M'Strk-Acc/EndRdx(43), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(45)
Level 30: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(48)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 35: Oppressive Gloom -- Amaze-Stun/Rchg(A), Amaze-Acc/Rchg(39)
Level 38: Boxing -- Acc-I(A)
Level 41: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46), LkGmblr-Rchg+(48)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
Level 49: Conserve Power -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Hmmm.... I honeslty have no idea why I deleted that from my build... going back to MIDS to see. What exactly does the power do for you off hand?


 

Posted

Ahh.... I see why I deleted it from my build. It is a click self heal power similar to Healing Flames. I figured if it gave me something other than a click heal I would take it but since it wasn't like Dull Pain giving me a boost in HP and a heal I thought I could live without it and if needed just use an inspiration for an immediate heal.

I have 260% regen and 39% (42% with the Glad's +3% I have in storage) defense which is far better than some of the spines/dark scrappers I've seen and they farm Battle Maiden and other missions with no major problems so I just figured it was a power I could skip.


 

Posted

There's one big difference between Dark Regeneration and other click heals... it heals for a lot more. Once slotted, it heals you for over half your bar per enemy hit, so you get a bit more than Healing Flames in a one on one fight and a full heal if it hits two or more targets. It also recharges even faster than Healing Flames with a base recharge of only 30 seconds.

Dark Regen does cost a lot of endurance, but a full heal every 8 seconds or so (based on your recharge) is pretty darn good, and you can add a Theft of Essence +endurance proc to get some of the endurance back.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

Good points.... I'll take a loong look at my build and see if there is any way to fit it in without losing what I already have.


 

Posted

Yeah, Dark Regeneration is kind of the cornerstone of Dark Armor in my opinion. Everything else is just there to slow down the incoming damage so that you have time to fire off Dark Regeneration and heal back to full, over and over. Definitely add the Theft of Essence proc as mentioned to offset the endurance cost.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

How would you slot dark regen? I have 3 extra slots to toss into it.


 

Posted

Quote:
Originally Posted by Ignitros View Post
How would you slot dark regen? I have 3 extra slots to toss into it.
I'm personally slotting Dark Regen like this:

Armageddon: accuracy/recharge
L53 Golgi Exposure
Theft of Essence: chance for +endurance
Numina's Convalescence: endurance/recharge, heal/recharge and heal/endurance/recharge

33% accuracy (I have enough global to-hit and accuracy to make up for this)
84% endurance eiscount
84% heal
96% recharge
12% regeneration
25 hit points

But that is NOT what I'd recommend for most people. Any healing, particularly that much healing, is normally a waste. But I like the security of knowing I could fight an AV without a bunch of minions to fuel my Dark Regeneration. Most people should also have a lot more accuracy.

Anyway, by 3 extra slots, I assume you mean 4 slots total? Maybe this?

Fury of the Gladiator: accuracy/endurance/recharge
Touch of the Nictus: accuracy/endurance/recharge
Theft of Essense: accuracy/endurance/recharge
Theft of Essence: chance for +endurance

60% accuracy
60% endurance discount
60% recharge
10% regeneration


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

I ended up dropping kick (along with 3.75% defense to S/L) and adding in dark regen. I currently have it 4 slotted with

Touch of Nictus
acc/end/rech
acc/end/heal

Multi Strike
acc/end

Theft of Essence
chance for +endurance


 

Posted

So this is what the updated build looks like


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