The Curse of Spines/Fire?


Airhammer

 

Posted

Hi all. I started a Spines/Fire scrapper, and I must first say that it's been my most fun, most versatile, and fastest advancing toon ever from 1-22 this weekend. There's not a whole lot more giggle-worthy in the game than jumping into the middle of a spawn and melting minions in a couple spine bursts while you work away on the tougher boss.

But I was street sweeping last night and decided to test my toon. I saw a red and two orange Tsoo together in Talos, and couldn't take them out. I tried repeatedly on different spawns hoping this was just bad luck, but repeatedly was disappointed and had to flee.

The problem is, of my 35 toons, I can't think of a single other toon that would have had this trouble. I wasn't missing, I have a damage enhancements in a couple powers, but just couldn't outlast these guys.

So is a Spines/Fire cursed with the lower level minion-melter moniker, while other toons are better equipped for taking out tougher enemies? Was it just that I was fighting Tsoo who may be highly lethal resistant? (don't know)

And ultimately, is it just the fact that I'm level 22 and my more ST target powers are yet to come? Has anyone been able to form a ST attack chain that can take out heavier enemies?

Thank you.


 

Posted

First, yes, you're just level 22. It will get better. However, single-target wise, it probably won't get all that much better. Yes, you pretty much have the curse of being a minion melter. You probably COULD build for single target, but that would be a SERIOUS waste of Spines/Fire's talents.


"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

Yeah spines single target attacks will make tanks laugh at ya! However embrace the fact that you jump in and a couple of seconds later (lvl 33), the spawn is rid of minions and LT's. I kinda put my spines/sr aside when I started to see how powerful my bs/sd is becoming.

The AoE is a bit more challengeing. Spines AoE's are AoE's made stupid. Jump in hit spine burst, target end of spawn, then jump backwards as you throw spines, and the whole spawn is hit and hurting.

Fire is just so weak! I got a buddy that has multi hundreds of millions into his build, and he drops like a rock. Here is my spines/sr chugging along, while his spines/fire is in the dirt.

I was thinking YEAH! spines/fire would be AoE king, but to see how quick this guy drops, it is truly pathetic. Guy ain't no slouch nither, he has been around since lauch.

I would say play with a tank, run in do your thing and let the blasters and other scraps take care of bosses.


protector-knight: lvl 50 invun/axe tank
Lillian Brick: lvl 50 stone/stone/pyre tank
Hybrid-knight: lvl 50 db/regen scrap
Vengful-Nature: lvl 50 spines/sr/bod scrap
Element-Wizard: lvl 50 fire/storm/stone troll

 

Posted

Spines/Fire isn't as bad against AV's as you may think, just as long as you make good use of Burn. Actually, you can make a Spines/Fire quite survivable, but not as tough as some other secondaries.

Just the other day I brought mine along on a LGTF and we were on the honeree. There were about 3 or 4 other Scrappers on the team and only one support toon, a Cold. The whole team dropped except the Tank and me, eventually the Tank dropped and I was still standing for a little while until the honeree finally took me down.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

So this is why Rise of the Phoenix is part of my attack chain?


 

Posted

Quote:
Originally Posted by GreenBone View Post
So this is why Rise of the Phoenix is part of my attack chain?
lol, nice.
my gf has an io'd out spines/fire scrapper and damn, she does some epic damage. she hates hero side too with the millions of zones, contacts sending u to 5 zones before giving u their cell #, but this actually made her change her mind bout hero side.

this is a great farm / aoe build. i agree that making this toon a single target fighter would be missing the point of it. just get as much defense as u can for this build for survivability. atm, my gfs toon has around 25% to the 3 postional defenses ( aoe, melee, range) with some decent regen and recov due to physical perfection and the numnias +regen +recov recipe. this is a great build but know it will be an endur hog unless ur built well.


RED CAP DAGGERS: if you want them red side on infinity, send a pm i have the mission to get them for dual blades.

 

Posted

I guess I hadn't thought through the lack of defense/resistance all that well before picking the combination. I just trust that the Devs have factored in as much balance as possible by being able to damage faster than other sets. You don't need to defend yourself against an arrested enemy.

But brings up a good follow-on question. What do I take to maximize survivability? I'm taking the Fighting Pool for the first time on any toon, but what else?

Thank you.


 

Posted

Quote:
Originally Posted by random_person View Post
lol, nice.
my gf has an io'd out spines/fire scrapper and damn, she does some epic damage. she hates hero side too with the millions of zones, contacts sending u to 5 zones before giving u their cell #, but this actually made her change her mind bout hero side.

this is a great farm / aoe build. i agree that making this toon a single target fighter would be missing the point of it. just get as much defense as u can for this build for survivability. atm, my gfs toon has around 25% to the 3 postional defenses ( aoe, melee, range) with some decent regen and recov due to physical perfection and the numnias +regen +recov recipe. this is a great build but know it will be an endur hog unless ur built well.
This is nice to know, working on a Fire/Spines right now.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

Quote:
Originally Posted by GreenBone View Post
I guess I hadn't thought through the lack of defense/resistance all that well before picking the combination. I just trust that the Devs have factored in as much balance as possible by being able to damage faster than other sets. You don't need to defend yourself against an arrested enemy.

But brings up a good follow-on question. What do I take to maximize survivability? I'm taking the Fighting Pool for the first time on any toon, but what else?

Thank you.
Well unless you have the kb resist enhancements, you are most definately locked into cj/sj, and acrobatics

Manuvers from leadership gives a def bonus, however has a pretty heafty endurance cost. heal self from medicine pool could possibly help, a second heal, but it can be interupted. However if you use a couple interuption time redux in it, most people can use it mid battle.

There was a tanker on these forums that swore by pressence pool. Is it Heraclea? Not trying to point fingers or call you out, but I think you were the one. A feared baddie won't attack you. I can see where that would help.

I think that is it really. Other than some exstensive IO set slotting.


protector-knight: lvl 50 invun/axe tank
Lillian Brick: lvl 50 stone/stone/pyre tank
Hybrid-knight: lvl 50 db/regen scrap
Vengful-Nature: lvl 50 spines/sr/bod scrap
Element-Wizard: lvl 50 fire/storm/stone troll

 

Posted

I don't have a spine/fire. But i do have a spine/elec, and an old spine/invlun.

If i'm reading your post correctly, your 22? So no Reaper.

Yeah, your singler target damage is going to suck at that point.(22) No real getting around that. But it gets better. Reaper, is a small cone i know, but it's damage is sweet, and when you chain it with impale, and lundge, it'll add up. Not to mention you'll have 2 damage aures working on the boss at the same time your belting away at him.

You'll get to a point where you can kill bosses in a respecable time, but it'll NEVER be as fast as a build that speciales in single target damage. That's the trade off. But, keep in mind, it's not that bad a trade when you consider all you have to do is jump in and start attack the boss right off the bat. It may take you alittle longer to kil HIM, but his spawns dead when your done, where as that MA guy may have finished the boss faster then you but still has to deal with the LT's and a few minions. It all balances in the wash if you ask me.

Stick with it. It gets better. I love my 2 spiners!


@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

Quote:
Originally Posted by KingSnake View Post
I don't have a spine/fire. But i do have a spine/elec, and an old spine/invlun.

If i'm reading your post correctly, your 22? So no Reaper.

Yeah, your singler target damage is going to suck at that point.(22) No real getting around that. But it gets better. Reaper, is a small cone i know, but it's damage is sweet, and when you chain it with impale, and lundge, it'll add up. Not to mention you'll have 2 damage aures working on the boss at the same time your belting away at him.

You'll get to a point where you can kill bosses in a respecable time, but it'll NEVER be as fast as a build that speciales in single target damage. That's the trade off. But, keep in mind, it's not that bad a trade when you consider all you have to do is jump in and start attack the boss right off the bat. It may take you alittle longer to kil HIM, but his spawns dead when your done, where as that MA guy may have finished the boss faster then you but still has to deal with the LT's and a few minions. It all balances in the wash if you ask me.

Stick with it. It gets better. I love my 2 spiners!
I think this person means Ripper, but yeah, I just got it today and it does have a big difference I got it slotted too and it is real nice, does some KD too so it adds to mitigation, it has really been a big help.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

I've been playing for about a year now (solo, PvE) and my Spines/Fire is at lvl 33. I believe that with this scrapper, the best defense is a good offense.

With Blazing Aura and defensive powers toggled, I open up on the toughest baddy in a group using Air Superiority -> Ripper -> Impale -> Throw Spines. (since Ripper often sends them out of melee range, Impale & TS are great for following up) I then close with the target and let the rest of the mob surround me. Then I use Build Up -> Spine Burst -> Burn. This either kills all the mobs or seriously wounds them, along with the head bad guy. Any mobs who escape will return to the fight scene in much weaker condition and easy prey. (the leader included)

I also use stealth so I can initiate combat under circumstances of my own choosing.

IMO, Spines/Fire is The Walking Zone of Death. Best to rush in, smack the toughest guy around, draw in the mob, then perforate and toast 'em all with your augmented damage auras & AoE's. (via Build Up & Fiery Embrace)

Once you manage your endurance via Stamina and enhancements, you can attack with your toggles running and maintain the pace.

And don't forget that Spines/Fire does three kinds of damage - lethal, toxic & fire - and also slows your enemy. All this and two combat buffs. That rocks.

Finally, to reiterate what others have said, take Burn and Ripper. Not only does Burn translate to major damage via Build Up and Fiery Embrace, the fear effect gives you a chance to heal and replenish your endurace so you can finish off the baddies when they come back. Ripper, for its part, offers good damage in a cone with mitigation in the form of KB.

Once you get your scrapper to higher levels, you should be able to handle the tougher enemies. I can't remember the last time I face-planted and I'm having a blast with mine. (especially since they changed the cheesey spines animation )


 

Posted

Quote:
Originally Posted by Nova Knight View Post
I've been playing for about a year now (solo, PvE) and my Spines/Fire is at lvl 33. I believe that with this scrapper, the best defense is a good offense.

With Blazing Aura and defensive powers toggled, I open up on the toughest baddy in a group using Air Superiority -> Ripper -> Impale -> Throw Spines. (since Ripper often sends them out of melee range, Impale & TS are great for following up)
Ripper won't send even-level enemies out of range; it's normally knockdown, but that translates to knockback against enemies of lower level than the character. Fight whites and above and you won't have any trouble from Ripper.

Generally, every time Ripper recharges, I get a good feeling. It's nice when your biggest damage attack is also an AoE and also your best mitigation (as far as the primary goes). Big damage, on a bunch of guys, knockdown, toxic damage over time, slow recharge, slow movement.

Plus the flip! Never forget the flip.


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

Here is my build.. He has about 34.5 percent melee defense which works wonders but it aint cheap. But he can tear through a mob. Mine is based off a nice build someone on the forums made.

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

Click this DataLink to open the build!

Shrapnel: Level 50 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
Level 1: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(15)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Rchg(19), Dct'dW-Heal(21), RechRdx-I(21)
Level 6: Combat Jumping -- Krma-ResKB(A)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(23), Thundr-Dmg/EndRdx/Rchg(23), Thundr-Acc/Dmg/EndRdx(25)
Level 10: Swift -- Run-I(A)
Level 12: Super Jump -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 16: Plasma Shield -- S'fstPrt-ResDam/Def+(A), ResDam-I(27), ResDam-I(27), EndRdx-I(29)
Level 18: Boxing -- Acc-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
Level 22: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(31), M'Strk-Dmg/EndRdx(33), M'Strk-Acc/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(33), M'Strk-Acc/Dmg/EndRdx(34)
Level 24: Blazing Aura -- M'Strk-Dmg/Rchg(A), M'Strk-Dmg/EndRdx(34), M'Strk-Acc/Dmg(34), M'Strk-Acc/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(36), M'Strk-Acc/Dmg/EndRdx(36)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(39), Oblit-Acc/Dmg/EndRdx/Rchg(39)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45)
Level 38: Consume -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(43), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(46), Oblit-%Dam(50)
Level 41: Build Up -- RechRdx-I(A)
Level 44: Fiery Embrace -- RechRdx-I(A)
Level 47: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:

  • 14.5% DamageBuff(Smashing)
  • 14.5% DamageBuff(Lethal)
  • 14.5% DamageBuff(Fire)
  • 14.5% DamageBuff(Cold)
  • 14.5% DamageBuff(Energy)
  • 14.5% DamageBuff(Negative)
  • 14.5% DamageBuff(Toxic)
  • 14.5% DamageBuff(Psionic)
  • 16.8% Defense(Smashing)
  • 16.8% Defense(Lethal)
  • 4.88% Defense(Fire)
  • 4.88% Defense(Cold)
  • 9.25% Defense(Energy)
  • 9.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 26.8% Defense(Melee)
  • 8% Defense(Ranged)
  • 6.75% Defense(AoE)
  • 4% Enhancement(Heal)
  • 31.3% Enhancement(RechargeTime)
  • 52% Enhancement(Accuracy)
  • 9% FlySpeed
  • 60.2 HP (4.5%) HitPoints
  • 9% JumpHeight
  • 9% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 4.95%
  • MezResist(Sleep) 3.3%
  • MezResist(Stun) 12.1%
  • MezResist(Terrorized) 2.2%
  • 7% (0.12 End/sec) Recovery
  • 10% (0.56 HP/sec) Regeneration
  • 4.73% Resistance(Fire)
  • 4.73% Resistance(Cold)
  • 9% RunSpeed



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The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by Sailboat View Post
Ripper won't send even-level enemies out of range; it's normally knockdown, but that translates to knockback against enemies of lower level than the character. Fight whites and above and you won't have any trouble from Ripper.

Generally, every time Ripper recharges, I get a good feeling. It's nice when your biggest damage attack is also an AoE and also your best mitigation (as far as the primary goes). Big damage, on a bunch of guys, knockdown, toxic damage over time, slow recharge, slow movement.

Plus the flip! Never forget the flip.
You may be right. I always attributed the failure to affect certain baddies to KB resistance, but it may very well be level-based. This raises a couple of questions...

1) Do Air Superiority & Ripper stack with each other? Although one is KD and the other is KB, they're similar enough to suggest the possibility.

2) In practical terms, do KB invention sets noticeably increase the effectiveness of Ripper's knockback? If an enemy's level is what determines whether Ripper produces KD or KB, will an enhancement set convert the former to the latter?

Finally, yeah, you gotta love the flip. I'm actually thinking of changing my toon's name to Flip Wilson because I love it so much. (probably dating myself with that reference)


 

Posted

Quote:
Originally Posted by Nova Knight View Post
1) Do Air Superiority & Ripper stack with each other? Although one is KD and the other is KB, they're similar enough to suggest the possibility.
Uhhhh...

Air Superiority appears to be knockup, looking at City of Data. Ripper is knockdown; neither is knockback, that's what I was trying to convey. Ripper should only work like knockback when used on low-level stuff or sometimes knockback-vulnerable stuff (Clockwork are the only ones I can think of offhand).

2) In practical terms, do KB invention sets noticeably increase the effectiveness of Ripper's knockback? If an enemy's level is what determines whether Ripper produces KD or KB, will an enhancement set convert the former to the latter?[/QUOTE]



KB invention slotting will indeed convert KD into KB (at some point; I'm not sure if it takes a certain percentage of enhancement). But if you like knockdown, don't slot +knockback into Ripper.


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

Quote:
Originally Posted by Sailboat View Post
Uhhhh...

Air Superiority appears to be knockup, looking at City of Data. Ripper is knockdown; neither is knockback, that's what I was trying to convey. Ripper should only work like knockback when used on low-level stuff or sometimes knockback-vulnerable stuff (Clockwork are the only ones I can think of offhand).

2) In practical terms, do KB invention sets noticeably increase the effectiveness of Ripper's knockback? If an enemy's level is what determines whether Ripper produces KD or KB, will an enhancement set convert the former to the latter?

Since I posted my questions, I put Ripper to the test. It does knock back baddies who con yellow & orange, so level does not appear to determine its effect. It did this following Air Superiority and by itself. (i.e. my toon missed with his opening AS attack) Can't really draw any conclusions about stacking from this experience. I also don't know if the type of baddie makes a difference, but Ripper sent both Nemesis soldiers and Freaks backwards.

I think you're right about KB invention enhancements turning KD to KB. Don't have any plans to slot KB into Air Superiority, though, since I like having the flexibility of KD and KB.


 

Posted

Quote:
Originally Posted by Nova Knight View Post
Since I posted my questions, I put Ripper to the test. It does knock back baddies who con yellow & orange, so level does not appear to determine its effect.
I am confused by what you're asserting here. Are you asserting that Ripper does knockback without +knockback enhancement in it? Or are you using +knb enhancement?

Ripper, according to City of Data: +0.67 Knockback (60% chance) PvE only.

Knockback less than 1.0 (like the 0.67 above) is knockdown, that's how the game codes it. Ripper does not do knockback -- period -- I've used it for years -- unless you enhance the knockback aspect, or are fighting lower-level foes or sometimes Clockwork.

Normally-enhanced Ripper does not knock back yellow and orange Nemesis in my experience.


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

Quote:
Originally Posted by GreenBone View Post
I guess I hadn't thought through the lack of defense/resistance all that well before picking the combination. I just trust that the Devs have factored in as much balance as possible by being able to damage faster than other sets. You don't need to defend yourself against an arrested enemy.

But brings up a good follow-on question. What do I take to maximize survivability? I'm taking the Fighting Pool for the first time on any toon, but what else?

Thank you.
Higher damage does not equate to better survivability. I will never play a fire armor scrapper because of my fire armor tank. If Burn was a power which did dependable damage instead of a mitigation through fear power, then you could call fire armor an offensive set. Shield Defense, with Shield Charge, does more damage, to sixteen, than Burn, to five. Against All Odds, with a constant damage bonus, equals out to more damage than Fiery Embrace, every 90 seconds after 3 slots. Blazing Aura, sadly, does not add much damage when the primary AoE attacks have already defeated the spawn.

I have a spines/vuln scrapper, fire/shield scrapper, shield/fire tank, shield/ice tank, fire/ice tank, and a stone/fire tank, each at lvl 50. The fire/ice tank is lowest performer by far for damage and survivability. In the same missions, my shield/ice tank was 30% faster on average in completing the mission and did it much safer. I IO'd the fire/ice to 41% S/L defense which greatly helps on the survival scale, but it is still lagging damage wise (of course because of ice melee.) The shield/fire and stone/fire are absolutely great with stone being the best (after IO's to eliminate the negatives.)

my spines/vuln is more survivable than the fire/shield with bosses. the vuln has 27% S/L defense base, and with 10 enemies is at 46% (no tough/weave). The fire/shield scrapper is capped M/R/A. The difference is when a hit gets through from a boss... it hurts. Both annihilate minions and Lts. Which is better... depends on what is being fought. I really like both and I will miss the fire/shield when I deactivate the second account.

I would not want the pain of playing fire armor again in its current state. some people play it and enjoy it, and good for them. For the greater offense makes a better defense, shield wins over fire. dark has similar resistance and better controls and healing. I dont know about elec... i wont play a pure resist set anymore.

I know I have tangents but I hope it helps.


YMMV---IMO
Ice Ember

 

Posted

Quote:
Originally Posted by Sailboat View Post
I am confused by what you're asserting here. Are you asserting that Ripper does knockback without +knockback enhancement in it? Or are you using +knb enhancement?

Ripper, according to City of Data: +0.67 Knockback (60% chance) PvE only.

Knockback less than 1.0 (like the 0.67 above) is knockdown, that's how the game codes it. Ripper does not do knockback -- period -- I've used it for years -- unless you enhance the knockback aspect, or are fighting lower-level foes or sometimes Clockwork.

Normally-enhanced Ripper does not knock back yellow and orange Nemesis in my experience.
You make a good point about enhancements. I double-checked this afternoon and my toon has unenhanced Air Superiority (value of .75) and Ripper with one Force Feedback enhancement (modified value of .93). Combined AS and Ripper total is 1.68

Not sure how to reconcile all this, but a couple theories come to mind...

1) Perhaps KB/KD/KU resistance is influenced by villain status, with resistance increasing as you go from minion to lieutenant to boss etc. Thus, a yellow minion could be more vulnerable than a yellow lieutenant even though they both con yellow in relation to my toon. I'll have to check the villain status of my targets the next time my scrapper's in combat to investigate this. Previously, I only looked at the color.

2) Perhaps the various "knock" effects do stack, and when you exceed a certain value, the effect of that attack determines the outcome. In my scrapper's case, the AS + Ripper totals 1.68. If Ripper puts the target over the threshhold, then its KB would be the dominant effect whereas if I reversed the order, then maybe AS would decide the outcome. I'll have to test this.

Hmmm, seem to be generating more questions than answers here.


 

Posted

This is the build that I use on my Spiner... I had a hetacomb planned for lunge but it's just too expensive. I put a lot into this build back when purples were 40Mil for the expensive ones... Pre i15 and AE.

What can I say about this guy... he's an AOE God of Death and Destruction. Open with BU+FE+Energy Torrent whole mob flops with Knockdown, jump in with Throw Spines (minions dead) Spine Burst, target a positionally effective baddie and jump out with another throw spines. The whole mob, save for 1 or 2 luts who missed the cone carnage are dead. The bosses are at half health.

By this time ET is back up, bosses flop, Soon my BU is back up and impale and ripper finish off the bosses.

I can farm +3*8 BM maps faster than the fire kins. I can take out Demons faster than almost anything. This guy is crazy fun.

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

Click this DataLink to open the build!

Skull Fracker: Level 50 Technology Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Lunge

  • (A) Crushing Impact - Accuracy/Damage
  • (3) Crushing Impact - Damage/Endurance
  • (3) Crushing Impact - Damage/Recharge
  • (5) Crushing Impact - Accuracy/Damage/Recharge
  • (45) Crushing Impact - Accuracy/Damage/Endurance
Level 1: Fire Shield
  • (A) Steadfast Protection - Knockback Protection
  • (5) Aegis - Resistance/Endurance
  • (7) Aegis - Resistance
  • (7) Aegis - Resistance/Endurance/Recharge
Level 2: Spine Burst
  • (A) Armageddon - Chance for Fire Damage
  • (31) Armageddon - Damage
  • (31) Armageddon - Damage/Recharge
  • (31) Armageddon - Accuracy/Damage/Recharge
  • (33) Armageddon - Accuracy/Recharge
  • (33) Scirocco's Dervish - Chance of Damage(Lethal)
Level 4: Healing Flames
  • (A) Doctored Wounds - Heal/Endurance
  • (25) Doctored Wounds - Endurance/Recharge
  • (27) Doctored Wounds - Heal/Recharge
  • (27) Doctored Wounds - Heal/Endurance/Recharge
  • (29) Doctored Wounds - Heal
  • (29) Doctored Wounds - Recharge
Level 6: Build Up
  • (A) Adjusted Targeting - Endurance/Recharge
  • (23) Adjusted Targeting - Recharge
  • (25) Adjusted Targeting - To Hit Buff/Recharge
  • (34) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (36) Adjusted Targeting - To Hit Buff
Level 8: Impale
  • (A) Apocalypse - Chance of Damage(Negative)
  • (9) Decimation - Accuracy/Damage
  • (9) Decimation - Damage/Endurance
  • (15) Decimation - Damage/Recharge
  • (17) Decimation - Accuracy/Endurance/Recharge
  • (17) Decimation - Accuracy/Damage/Recharge
Level 10: Blazing Aura
  • (A) Obliteration - Damage
  • (11) Obliteration - Accuracy/Recharge
  • (11) Obliteration - Damage/Recharge
  • (13) Obliteration - Accuracy/Damage/Recharge
  • (13) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (15) Obliteration - Chance for Smashing Damage
Level 12: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 14: Super Jump
  • (A) Jumping IO
Level 16: Swift
  • (A) Run Speed IO
Level 18: Health
  • (A) Miracle - +Recovery
  • (19) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Healing IO
Level 20: Stamina
  • (A) Performance Shifter - Chance for +End
  • (21) Performance Shifter - EndMod
  • (21) Performance Shifter - EndMod/Recharge
  • (23) Performance Shifter - EndMod/Accuracy
Level 22: Quills
  • (A) Obliteration - Damage
  • (43) Obliteration - Accuracy/Recharge
  • (43) Obliteration - Damage/Recharge
  • (45) Obliteration - Accuracy/Damage/Recharge
  • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (46) Obliteration - Chance for Smashing Damage
Level 24: Plasma Shield
  • (A) Aegis - Resistance/Endurance
  • (45) Aegis - Resistance/Endurance/Recharge
  • (46) Aegis - Resistance
  • (50) Steadfast Protection - Knockback Protection
  • (50) Steadfast Protection - Resistance/+Def 3%
Level 26: Consume
  • (A) Performance Shifter - EndMod
  • (33) Performance Shifter - EndMod/Recharge
  • (34) Performance Shifter - EndMod/Accuracy/Recharge
  • (34) Performance Shifter - Accuracy/Recharge
Level 28: Ripper
  • (A) Obliteration - Damage
  • (36) Obliteration - Accuracy/Recharge
  • (36) Obliteration - Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (37) Obliteration - Chance for Smashing Damage
Level 30: Kick
  • (A) Accuracy IO
Level 32: Throw Spines
  • (A) Ragnarok - Chance for Knockdown
  • (39) Ragnarok - Damage
  • (39) Ragnarok - Damage/Recharge
  • (39) Ragnarok - Accuracy/Damage/Recharge
  • (40) Ragnarok - Accuracy/Recharge
  • (40) Positron's Blast - Chance of Damage(Energy)
Level 35: Tough
  • (A) Aegis - Resistance/Endurance
  • (40) Aegis - Resistance/Endurance/Recharge
  • (42) Aegis - Resistance
  • (42) Endurance Reduction IO
Level 38: Fiery Embrace
  • (A) Recharge Reduction IO
  • (42) Recharge Reduction IO
  • (43) Recharge Reduction IO
Level 41: Conserve Power
  • (A) Recharge Reduction IO
Level 44: Physical Perfection
  • (A) Endurance Modification IO
Level 47: Energy Torrent
  • (A) Positron's Blast - Damage/Recharge
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Damage/Range
  • (48) Positron's Blast - Accuracy/Damage
  • (50) Positron's Blast - Accuracy/Damage/Endurance
Level 49: Hasten
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Critical Hit
------------
Set Bonus Totals:
  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 8.63% Defense(Smashing)
  • 8.63% Defense(Lethal)
  • 12.4% Defense(Fire)
  • 12.4% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.3% Defense(Melee)
  • 3% Defense(Ranged)
  • 7.69% Defense(AoE)
  • 2.25% Max End
  • 82% Enhancement(Accuracy)
  • 65% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 10% FlySpeed
  • 80.3 HP (6%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 4.95%
  • MezResist(Stun) 6.6%
  • MezResist(Terrorized) 2.2%
  • 17% (0.28 End/sec) Recovery
  • 7.88% Resistance(Fire)
  • 7.88% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 1.26% Resistance(Toxic)
  • 1.26% Resistance(Psionic)
  • 25% RunSpeed


 

Posted

I just started one of these spines/fire today... (Was going to go fire/fire, but impale+burn and AoE specialty was too much to resist)

Some people are talking out mitigation... I'm going the route of "RoTP as part of the attack chain" and working from there... at a mere level 16 (quills soon though) the orange numbers already have me hooked.

It doesn't even really matter whether those numbers are big or small as long as there are lots of them and they're all mine. Totally hooked

Purposely embracing this curse, to the winds with shields and it's numerical superiority, this is about FIRE!

Working this path, it's gonna be all about the recharge, more recharge = more BU+FE = More Damage and more Recharge = more healing flames and more RoTP when healing flames didn't cut it.

Epic attack + Impale + Ripper will probably be decent enough single target damage, plan on making as much use of impale immob+burn as possible as well.


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

 

Posted

here's another build to check out, of everything I see this build will give you the defense, the hp's, the recovery and the regen. It may be just a little on the expensive side but you will live through your battles and you just might Put some shame the the team tank. Caltrops and burn are a great combo, slows them down while they burn, MUHAHAHAHAH!!!

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

Click this DataLink to open the build!

Spines/Fire: Level 50 Technology Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Weapon Mastery

Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
Level 1: Fire Shield -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(5), S'fstPrt-ResKB:30(7)
Level 2: Spine Burst -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(7), Oblit-Dmg/Rchg:50(9), Oblit-Acc/Dmg/Rchg:50(9), Oblit-Acc/Dmg/EndRdx/Rchg:50(11), Oblit-%Dam:50(11)
Level 4: Healing Flames -- Numna-Heal:50(A), Numna-Heal/Rchg:50(13), Numna-Regen/Rcvry+:50(13), Mrcl-Heal:40(15), Mrcl-Heal/Rchg:40(15), Mrcl-Rcvry+:40(17)
Level 6: Swift -- Run-I:50(A)
Level 8: Impale -- Dev'n-Dmg/EndRdx:50(A), Dev'n-Dmg/Rchg:50(17), Dev'n-Acc/Dmg:50(19), Dev'n-Acc/Dmg/Rchg:50(19)
Level 10: Combat Jumping -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(21)
Level 12: Build Up -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-Rchg:50(21)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(23)
Level 16: Plasma Shield -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(23), ImpArm-ResDam/Rchg:40(25)
Level 18: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(25), Numna-Heal/Rchg:50(27), Numna-Heal/EndRdx/Rchg:50(27)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(29), Efficacy-EndMod/Acc:50(29), Efficacy-EndMod/EndRdx:50(31), Efficacy-EndMod/Acc/Rchg:50(31)
Level 22: Quills -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-%Dam:50(34)
Level 24: Consume -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(34), Efficacy-EndMod/Acc:50(34), Efficacy-EndMod/EndRdx:50(36), Efficacy-EndMod/Acc/Rchg:50(40)
Level 26: Ripper -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(36), Sciroc-Dmg/Rchg:50(36), Sciroc-Acc/Rchg:50(37), Sciroc-Acc/Dmg/EndRdx:50(43), Sciroc-Dam%:50(43)
Level 28: Blazing Aura -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(43), Sciroc-Dmg/Rchg:50(46), Sciroc-Acc/Rchg:50(46), Sciroc-Dam%:50(50), Sciroc-Acc/Dmg/EndRdx:50(50)
Level 30: Boxing -- Empty(A)
Level 32: Throw Spines -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(37), Posi-Acc/Dmg/EndRdx:50(37), Posi-Dam%:50(39), Posi-Dmg/Rng:50(39)
Level 35: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(39)
Level 38: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(40), ImpArm-ResDam/Rchg:40(40)
Level 41: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/Rchg:50(42), LkGmblr-Rchg+:50(42)
Level 44: Burn -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(45), Sciroc-Dmg/Rchg:50(45), Sciroc-Acc/Dmg/EndRdx:50(45), Sciroc-Dam%:50(46)
Level 47: Caltrops -- TmpRdns-Acc/Slow:50(A), TmpRdns-Dmg/Slow:50(48), TmpRdns-Rng/Slow:50(48), TmpRdns-Acc/Dmg/Slow:50(48)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:

  • 16% DamageBuff(Smashing)
  • 16% DamageBuff(Lethal)
  • 16% DamageBuff(Fire)
  • 16% DamageBuff(Cold)
  • 16% DamageBuff(Energy)
  • 16% DamageBuff(Negative)
  • 16% DamageBuff(Toxic)
  • 16% DamageBuff(Psionic)
  • 10.5% Defense(Smashing)
  • 10.5% Defense(Lethal)
  • 7.69% Defense(Fire)
  • 7.69% Defense(Cold)
  • 4.56% Defense(Energy)
  • 4.56% Defense(Negative)
  • 13% Defense(Psionic)
  • 12.4% Defense(Melee)
  • 6.13% Defense(Ranged)
  • 12.4% Defense(AoE)
  • 0.9% Max End
  • 1.5% Enhancement(JumpHeight)
  • 31.3% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 45% Enhancement(Accuracy)
  • 1.5% Enhancement(JumpSpeed)
  • 1.5% Enhancement(RunSpeed)
  • 1.5% Enhancement(FlySpeed)
  • 190.8 HP (14.2%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 2.75%
  • MezResist(Stun) 4.4%
  • 16% (0.27 End/sec) Recovery
  • 86% (4.81 HP/sec) Regeneration
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 9.38% Resistance(Negative)



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Posted

That looks like a pretty decent build, personally I would want more defense if that is what I was building towards. Sure, you'll notice a difference except it won't bet that huge, but I guess you sacrificed it for some HP. Some other things I wouldn't do is put the heal uniques in HF. Here's what I've been using and people have been impressed that I'm not really squishy. It's built for defense unlike my FA Brute which I built for HP and recharge.

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

In-Flames: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed

Hero Profile:
------------
Level 1: Lunge T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(43)
Level 1: Fire Shield RctvArm-ResDam(A), RctvArm-EndRdx(13), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(15)
Level 2: Spine Burst Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-%Dam(43)
Level 4: Healing Flames Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal(19)
Level 6: Combat Jumping LkGmblr-Rchg+(A)
Level 8: Boxing Mako-Dam%(A)
Level 10: Impale Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(50)
Level 12: Hurdle Jump-I(A)
Level 14: Super Jump Zephyr-ResKB(A)
Level 16: Plasma Shield ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), S'fstPrt-ResDam/Def+(17)
Level 18: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37)
Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
Level 22: Hasten RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Consume Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(46)
Level 26: Ripper Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(40)
Level 28: Build Up RechRdx-I(A), RechRdx-I(31)
Level 30: Quills M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(40)
Level 32: Throw Spines Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
Level 35: Fiery Embrace RechRdx-I(A), RechRdx-I(36)
Level 38: Blazing Aura M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Dmg/EndRdx/Rchg(46)
Level 41: Tough RctvArm-ResDam(A), RctvArm-EndRdx(42), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 44: Weave LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-EndRdx/Rchg(45), LkGmblr-Rchg+(45)
Level 47: Burn Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Rise of the Phoenix RechRdx-I(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:
14.5% DamageBuff(Smashing)
14.5% DamageBuff(Lethal)
14.5% DamageBuff(Fire)
14.5% DamageBuff(Cold)
14.5% DamageBuff(Energy)
14.5% DamageBuff(Negative)
14.5% DamageBuff(Toxic)
14.5% DamageBuff(Psionic)
16.8% Defense(Smashing)
16.8% Defense(Lethal)
4.88% Defense(Fire)
4.88% Defense(Cold)
9.25% Defense(Energy)
9.25% Defense(Negative)
3% Defense(Psionic)
26.8% Defense(Melee)
8% Defense(Ranged)
6.75% Defense(AoE)
4% Enhancement(Heal)
50% Enhancement(RechargeTime)
67% Enhancement(Accuracy)
9% FlySpeed
60.2 HP (4.5%) HitPoints
9% JumpHeight
9% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Held) 2.75%
MezResist(Immobilize) 4.95%
MezResist(Sleep) 3.3%
MezResist(Stun) 12.1%
MezResist(Terrorized) 2.2%
11% (0.18 End/sec) Recovery
10% (0.56 HP/sec) Regeneration
5.67% Resistance(Fire)
5.67% Resistance(Cold)
9% RunSpeed






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