Issues with Spines/Elec


Aquila_NA

 

Posted

Currently level 27, I'm liking my Spines/Elec so far but there's a little issue: mobs run away!

It seems like the slow or damage (or both) is causing some sort of 'afraid' effect on the mobs, causing them to run awaaaaaaaay.

What am I doing? running in with Quills and Lightning Field, BU, Spine Burst, [pause], Spine Burst.

Who am I fighting? Rikti in AE, Freakshow, Council in radio missions

Has anyone else had this issue? any way to solve it?

Thanks in advance for your helpful advice


 

Posted

My best method for dealing with it is just to make judicious use of impale for it's immobilize (or to outright kill a runner), and ripper for it's knockdown. I often see enemies running away when they're at low health, so you may want to concentrate on downing single targets quickly while your AoEs soften up everything else.

It's kind of hard getting used to not having taunt in every attack, as a brute player.


 

Posted

Quote:
Originally Posted by Silverado View Post
Currently level 27, I'm liking my Spines/Elec so far but there's a little issue: mobs run away!

It seems like the slow or damage (or both) is causing some sort of 'afraid' effect on the mobs, causing them to run awaaaaaaaay.

What am I doing? running in with Quills and Lightning Field, BU, Spine Burst, [pause], Spine Burst.

Who am I fighting? Rikti in AE, Freakshow, Council in radio missions

Has anyone else had this issue? any way to solve it?

Thanks in advance for your helpful advice

I'm almost 100% sure it's the End Drain in Lightning Field that is causing it.

I've noticed when you start taking the endurance away from mobs they start running.


 

Posted

Quote:
Originally Posted by BlackBellatrix View Post
I'm almost 100% sure it's the End Drain in Lightning Field that is causing it.

I've noticed when you start taking the endurance away from mobs they start running.
I think this is it too. I have a spines/regen and mobs running away rarely happens.


 

Posted

Quote:
Originally Posted by Fury Flechette View Post
I think this is it too. I have a spines/regen and mobs running away rarely happens.
spines/regen ftw xD


 

Posted

^^ this

My spine elec has the same problem, but build up some nice Dam bonuses I'm sure it won't happen...I get some runners on my Regen too, but use impale or ripper like stated before...also, when you get Throw spines you will notice that A LOT less...


@Possible

A couple of this, a couple of that.

Join Liberty

 

Posted

Weird, I don't have that problem on my Elec/Fire tank, probably because of the taunt. I guess it's just a Scrapper then? would it be too crazy to suggest a moderate taunt component added to the damage aura? high enough to keep mobs from running away but low enough to not steal aggro from Tankers/Brutes? their taunt rating is usually 400% (as per ingame numbers), so maybe add a 200% taunt rating on these auras to fix his issue?

Or if not, let's just hope Throw Spines will solve the issue >_<


 

Posted

Quote:
Originally Posted by Silverado View Post
Weird, I don't have that problem on my Elec/Fire tank, probably because of the taunt. I guess it's just a Scrapper then? would it be too crazy to suggest a moderate taunt component added to the damage aura? high enough to keep mobs from running away but low enough to not steal aggro from Tankers/Brutes? their taunt rating is usually 400% (as per ingame numbers), so maybe add a 200% taunt rating on these auras to fix his issue?

Or if not, let's just hope Throw Spines will solve the issue >_<
i have issues with mobs running away on my fire/sr/blaze something with dot´s that sends those bosses/eb/avs running like they were on fire or something.

Acid mortar on my trapper occasionally(sp?) makes stuff run if i dont generate enough threat before i plant.

Think it has something to do with dot´s and secondary effects.


 

Posted

Quote:
Originally Posted by Silverado View Post
Weird, I don't have that problem on my Elec/Fire tank, probably because of the taunt. I guess it's just a Scrapper then? would it be too crazy to suggest a moderate taunt component added to the damage aura? high enough to keep mobs from running away but low enough to not steal aggro from Tankers/Brutes? their taunt rating is usually 400% (as per ingame numbers), so maybe add a 200% taunt rating on these auras to fix his issue?

Or if not, let's just hope Throw Spines will solve the issue >_<

As a lvl 40 Spin/Elec, Thow Spines does indeed help a ton. I open with Build up, Throw(to hit them all), then run in for SB and i start working over the LT's or bosses... everyone's dead a few seconds later and i move on.

Been working pretty well. Just about ready to add tough/weave to my build and really turn it up.


@KingSnake - Triumph Server
@PrinceSnake
My common sense is tingling... ~ Deadpool
If you can't learn to do something well... learn to enjoy doing it poorly...

 

Posted

This is a bit of an odd phenomena since I don't know the actual mechanics behind the AI. However, playing for 5 years this is what I've gathered so it ought to be pretty close to reality.

From most likely to least likely to run.

1.)Low Health
2.)Failed to queue an attack due to -recharge, or failed to attack due to lack of end (out of brawl range).
3.)Debuffs, especially -tohit. (oddly defense debuffs just seem to make them angrier.)
5.)Enemy outnumbered (I'd say 1 player = 3 minions = 2 lt's = 1 boss any above = and they stay for the fight)
4.)DoT Damage sustained over 3 seconds
5.)Took heavy damage too quickly (enemies tend to run from my BS scrapper, when half their health goes away in one hit it's as if they think you're higher level than them, even if they're significantly higher)

It's likely the heavy DoT working in combination with two debuffs (slow/-end) are beyond what minions deem tolerable conditions.
My advice? Get to throw spines so you can kill them faster.


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

Currently level 29, I guess I'm just gonna have to deal with the annoying scatter for 5 more levels (until I get Throw Spines fully slotted)

Do Spines/Fire or Spine/Dark Scrappers have this issue as well?


 

Posted

My Spine/Dark has the same issue (maybe less than you, I cannot be sure). It's not that clear if I fight 0/+1 minion/lieuts that get killed fast, but against higher level mobs with bosses it's a pain.

It's supposed to be due to Spine -rech secondary effect. Once you have nerfed their recharge too much, and they do not have an attack to fire, they start running, and come back once they can attack you. At least that's what I was told.

That's the reason I really prefer my Spine/Invuln over my Spine/DA : with Invuln's strong taunt aura I do not have this issue at all and can fight any type of enemy, keeping all the critters always close to me and maximizing the dmg from my AoEs.

I guess Spine/Fire, Spine/Elec have the same problem. But not all the players suffer from that, at 50 I guess most Spine/x go through +0 minions/lieuts too fast for the problem to occur (notice they do not start to run at once you attack, it's only like 15 sec after).


 

Posted

Quote:
Originally Posted by Ehina View Post
My Spine/Dark has the same issue (maybe less than you, I cannot be sure). It's not that clear if I fight 0/+1 minion/lieuts that get killed fast, but against higher level mobs with bosses it's a pain.

It's supposed to be due to Spine -rech secondary effect. Once you have nerfed their recharge too much, and they do not have an attack to fire, they start running, and come back once they can attack you. At least that's what I was told.

That's the reason I really prefer my Spine/Invuln over my Spine/DA : with Invuln's strong taunt aura I do not have this issue at all and can fight any type of enemy, keeping all the critters always close to me and maximizing the dmg from my AoEs.

I guess Spine/Fire, Spine/Elec have the same problem. But not all the players suffer from that, at 50 I guess most Spine/x go through +0 minions/lieuts too fast for the problem to occur (notice they do not start to run at once you attack, it's only like 15 sec after).
Yeah, once I start attacking a mob with my Spines/Fire, I've got about 15 sec to kill them before they spread. It can be quite irritating at times, lol. I might have to look at /Invul for Scraps, btw.


 

Posted

Everything runs from my Fire/SR =(

Minnions, LTs, Bosses, EBs, AVs, Monsters and GMs.

And I would think that Pylons and Hami would run if they could.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

Quote:
Originally Posted by _Pine_ View Post
Everything runs from my Fire/SR =(

Minnions, LTs, Bosses, EBs, AVs, Monsters and GMs.

And I would think that Pylons and Hami would run if they could.
Doesn't mob AI make them panic and run if they can't hit you? I thought I read that somewhere...

If it's true that taunt auras negate the fleeing effect then you could always try a fire/SD since Against All Odds still has a taunt effect in the scrapper version. Or dip into the Presence Pool for Provoke I suppose. Do we actually know that taunt auras prevent runners though?


 

Posted

Yep, powers like AAO, RttC and Invincibility prevent scatter. Mobs never run away from my DM/SD


 

Posted

Quote:
Originally Posted by Silverado View Post
Yep, powers like AAO, RttC and Invincibility prevent scatter. Mobs never run away from my DM/SD
Interesting. However I have to wonder how effective RttC is, especially since it has a -tohit debuff and the taunt effect is a little over a second. I was on my Spines/WP earlier since I was getting sick of chasing mobs on my spines/fire, and I swear I still had a few runners. It can be hard to tell though, I treat spawns like leaf piles - don't stop to think about what's in there, just jump right in!


 

Posted

Quote:
Originally Posted by Kreeyith View Post
Interesting. However I have to wonder how effective RttC is, especially since it has a -tohit debuff and the taunt effect is a little over a second. I was on my Spines/WP earlier since I was getting sick of chasing mobs on my spines/fire, and I swear I still had a few runners. It can be hard to tell though, I treat spawns like leaf piles - don't stop to think about what's in there, just jump right in!
You could always throw a couple taunt enhancements in RttC, it helps if you were fighting higher than even con


 

Posted

I dont think its the end drain that making them run away.. I have mobs run away from my spine/fire...


 

Posted

Quote:
Originally Posted by Crindon View Post
I dont think its the end drain that making them run away.. I have mobs run away from my spine/fire...
I think End Drain compounds the issue. I was running a trio of Kin/Elec Defenders before and right after we'd short circuit, they'd scatter into the wind. Made it VERY annoying and we ended up deleting that trio.


 

Posted

Debuffs and DoT will both add to the fear effect caused by sustained damage and inability to hit.

As far as a Taunt Aura preventing runners? In the right circumstances I've even had them run from an Inv/Fire Tank.


 

Posted

I have this issue with my DB/Ela scrapper. They run as soon as a boss falls. They run when their health is low. They run after power sync has cleaned them out.

They don't just run out the aura range like they would with burn, they run into other rooms and on to rooftops. I'm surprised I haven't seen any run down an elavator (other then the escape missions). Clockwork King even took off running. Sometimes its funny. Most times its annoying. They need to stand there and try to fight while I shock and slash them!


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

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

 

Posted

I've had Hellions run half way across AP to get away from me. That was at level 1. The devs should do something about the fear effect.


 

Posted

Mobs run away from my scrappers w/damage auras when their HPs drop to a certain level. Spines/Dark, Fire/Fire both have to kill stuff very quickly (fortunately, not really a problem, but still annoying) or things will run. I have to wait til most mobs' health goes down where a single big PBAoE (say FSC) will just kill them all, because if I lead w/the PBAoE and the damage aura takes them below a certain level, everything will just scatter to the four winds. This behavior is very consistant, btw, and the con of the mobs don't seem to have that big an effect.

Few things run away from my Kat/Regen, DB/WP, DM/SD or ELM/SR. It may also be a function of how I play, since w/my Spines & Fire scrappers, I tend to throw down a lot more AoEs, which kill more mobs, but not quite as quickly. My Kat, DB & DM scrappers are more ST oriented (my Elec's still in his 20s) and might be finishing off most mobs faster than their run impulses are triggered, but then bosses and above don't run on those guys either, even when I have to wail on them for a decent amount of time.

Nothing ever runs from my tanks because of damage auras (or debuffs).


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by dave_p View Post
Mobs run away from my scrappers w/damage auras when their HPs drop to a certain level. Spines/Dark, Fire/Fire both have to kill stuff very quickly (fortunately, not really a problem, but still annoying) or things will run. I have to wait til most mobs' health goes down where a single big PBAoE (say FSC) will just kill them all, because if I lead w/the PBAoE and the damage aura takes them below a certain level, everything will just scatter to the four winds. This behavior is very consistant, btw, and the con of the mobs don't seem to have that big an effect.

Few things run away from my Kat/Regen, DB/WP, DM/SD or ELM/SR. It may also be a function of how I play, since w/my Spines & Fire scrappers, I tend to throw down a lot more AoEs, which kill more mobs, but not quite as quickly. My Kat, DB & DM scrappers are more ST oriented (my Elec's still in his 20s) and might be finishing off most mobs faster than their run impulses are triggered, but then bosses and above don't run on those guys either, even when I have to wail on them for a decent amount of time.

Nothing ever runs from my tanks because of damage auras (or debuffs).
That and Tanks have an inherent taunt.