Spines/Dark Farmer Help


BalleRyan

 

Posted

Hi,
My friend has a level 50 Spines/Dark scrapper that is IO'd out, using Santorican's build that I found here on the forums. He's doing fine on everything, but farming seems pretty slow. He was soloing +1 x8 with bosses and he could do it, but it was slow. I'm not sure why but maybe someone can help me out and give me suggestions of how to make the damage better.
Here's the build:

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

Click this DataLink to open the build!

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

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


EDIT:

We want to make him a faster farmer, if it's possible. We're comparing his speed to my IO'd out Fire/Kin, so maybe that's an unfair comparison? I'm not sure if this is the best that he will get without all those crazy expensive purple sets.

So, we're really not looking to make him faster by purpling him out. We're trying to keep the build as is and maybe add in more expensive and more useful IO sets that will help the speed of his farming. Maybe a purple set or two, but nothing really expensive.


Virtue

Heroes
50- Fire Kinnnnn (Fire/Kin Controller)
50- Shielded Deity (Elec/Shield Scrapper)
50- Doomaster (Invuln/Fire Tanker)

Villains
50- Farm (SS/SD Brute)

 

Posted

Fire/kin controllers are still the fastest farmer, especially when IO'd and played by a competent player, so yeah, it is kind of an unfair comparison.

If your scrapper friend is solo farming, he should turn the "no bosses when solo" option on for better speed. Otherwise, he'd spend a lot of time waling on bosses for a while, since spines isn't that great for single target.

As for the build, throw spines isn't getting enough recharge. That's the main power I use when solo farming. To maximize its effectiveness, your friend should use throw spines first right before jumping into the middle of the mob.

When duo with your fire/kin, you guys should stick together and let him soak up a full fulcrum before attacking. Sometimes you'll be going fast enough that you won't need to use flashfire, and if you're good on recharge you can open with fulcrum shift instead. That way your friend will always be at damage cap, and you can focus on your AoEs.


Global - @Seigi no Akuma | Freedom mains:
Galvanized Justice - Electric Melee/Shield Scrapper
Overclocked Justice - Fire Blast/Traps Corrupter
Insanguinato - Fire Blast/Kinetics Corrupter
Insanguinata - Night Widow/Fortunata

 

Posted

Well, I don't know who Santorican is, and I haven't really seen his build, but I've been running a Spine/Dark for a long time now, so the suggestions I give are from my own play time. Your build looks a lot like one I played a while back before I started making some odd changes that have worked out well over time. These might sound a bit unorthodox, but they're all things I've tested very thoroughly against Council (my normal farm) and Demons (my alternate).


1) GET ENERGY TORRENT. I can't emphasize this strongly enough. Entering a group should be Energy Torrent > Throw Spines. This will ensure that most of the mob is still on its back when you enter, which nullifies the alpha and keeps your mitigation needs to a minimum. Once you hit them with the first spine burst, all minions should be dead or very close.

2) I can appreciate the want to max defense, however you're spending a lot of resources on it and in the end it won't (or shouldn't, if you're farming the right things) be a big benefit. My current build runs with 9% defense (terrible by any measure) and has no problems with dying. You'll be relying heavily on your self heal, but being that it's the best self-heal in the game and is up all the time (especially with decent recharge), it's very much up to the task. Energy Torrent will also help with this. My suggestion would be to drop Weave and Combat Jumping, and cut back on the slots on Build Up and Impale (and anywhere else where a sixth slot was used just to get a defense bonus): those slots are better used elsewhere.

3) Throw more slots into OpGloom, and use the set bonuses on Stupefy to your advantage. They're perfect for a spines farmer.

4) Some things should be updated since it looks like this build was pre-QoL changes: pick up physical perfection, drop Combat Jumping.

5) This is probably my most unorthodox choice, but it's served me very well in the end: Drop Ripper. It's big, it's ugly, it's slow, and you should never have the chance to use it. Once you find yourself in a position to, you'll be better off (will hit more people for more collective damage) if you just jump out of the crowd and throw in a Throw Spines or Energy Torrent. They're faster cast, easier to line up, and can get more the pesky short-range attackers that stand outside Ripper's arc. This also frees up a power slot that can be better-used, and (more importantly) five slots that are desperately needed elsewhere.

6) This is a biggie: turn off bosses. Spines/Dark is not the build to take on strong single enemies. You'll kill more quickly and efficiently if you focus down on Lts and below, as very few things will survive your first volley, and those that do will die in the dual damage aura haze and flurry of impales, lunges, and secondary cones that come after. Most groups take a matter of seconds once you get in a good groove (though I usually do +2 x6, which takes a smidge longer), but bosses will only ever get you bogged down.

7) Single slot Obsidian Shield, and move those sets out to Murky or Dark Emb. Speaking of which: Impervium Armor is your friend, as is Steadfast Protection. Both sets give a bonus to Recovery, and if there's one thing Spine/DA needs its recovery. I prefer it to Titanium and Reactive because of that. I go for a 4/2 split Imp and Stead respectively, so that I get the end bonus from Imp.


As you can see, my farming philosophy is: only enough mitigation to keep me alive. This build I'm suggesting will feel squishy at first, but it's more than up to just about any farming you can throw at it, and once you get adapted to its flow, it can be a killing machine. I've refrained from commenting on most of the slotting, but I'll throw some general slotting comments in here at the end: My slotting of Throw Spines and ET are fairly low recharge, so I can't say I agree with the previous poster (maybe my having both and Hasten has helped); keep procs in mind for your Shroud and Quills; slot Dark Regen as an attack and organize your slotting to get some useful set bonuses, as every bit counts with DA.

If you want some purple suggestions, I can give them, but for now just give this a look over and see what you think.


Scrappers, GET TOUGH!

"I'm pretty sure it's deliberate. All they did was change the names and give the african americans super powers."

 

Posted

Quote:
Originally Posted by Black_Cats_Paw View Post
Well, I don't know who Santorican is, and I haven't really seen his build, but I've been running a Spine/Dark for a long time now, so the suggestions I give are from my own play time. Your build looks a lot like one I played a while back before I started making some odd changes that have worked out well over time. These might sound a bit unorthodox, but they're all things I've tested very thoroughly against Council (my normal farm) and Demons (my alternate).


1) GET ENERGY TORRENT. I can't emphasize this strongly enough. Entering a group should be Energy Torrent > Throw Spines. This will ensure that most of the mob is still on its back when you enter, which nullifies the alpha and keeps your mitigation needs to a minimum. Once you hit them with the first spine burst, all minions should be dead or very close.

2) I can appreciate the want to max defense, however you're spending a lot of resources on it and in the end it won't (or shouldn't, if you're farming the right things) be a big benefit. My current build runs with 9% defense (terrible by any measure) and has no problems with dying. You'll be relying heavily on your self heal, but being that it's the best self-heal in the game and is up all the time (especially with decent recharge), it's very much up to the task. Energy Torrent will also help with this. My suggestion would be to drop Weave and Combat Jumping, and cut back on the slots on Build Up and Impale (and anywhere else where a sixth slot was used just to get a defense bonus): those slots are better used elsewhere.

3) Throw more slots into OpGloom, and use the set bonuses on Stupefy to your advantage. They're perfect for a spines farmer.

4) Some things should be updated since it looks like this build was pre-QoL changes: pick up physical perfection, drop Combat Jumping.

5) This is probably my most unorthodox choice, but it's served me very well in the end: Drop Ripper. It's big, it's ugly, it's slow, and you should never have the chance to use it. Once you find yourself in a position to, you'll be better off (will hit more people for more collective damage) if you just jump out of the crowd and throw in a Throw Spines or Energy Torrent. They're faster cast, easier to line up, and can get more the pesky short-range attackers that stand outside Ripper's arc. This also frees up a power slot that can be better-used, and (more importantly) five slots that are desperately needed elsewhere.

6) This is a biggie: turn off bosses. Spines/Dark is not the build to take on strong single enemies. You'll kill more quickly and efficiently if you focus down on Lts and below, as very few things will survive your first volley, and those that do will die in the dual damage aura haze and flurry of impales, lunges, and secondary cones that come after. Most groups take a matter of seconds once you get in a good groove (though I usually do +2 x6, which takes a smidge longer), but bosses will only ever get you bogged down.

7) Single slot Obsidian Shield, and move those sets out to Murky or Dark Emb. Speaking of which: Impervium Armor is your friend, as is Steadfast Protection. Both sets give a bonus to Recovery, and if there's one thing Spine/DA needs its recovery. I prefer it to Titanium and Reactive because of that. I go for a 4/2 split Imp and Stead respectively, so that I get the end bonus from Imp.


As you can see, my farming philosophy is: only enough mitigation to keep me alive. This build I'm suggesting will feel squishy at first, but it's more than up to just about any farming you can throw at it, and once you get adapted to its flow, it can be a killing machine. I've refrained from commenting on most of the slotting, but I'll throw some general slotting comments in here at the end: My slotting of Throw Spines and ET are fairly low recharge, so I can't say I agree with the previous poster (maybe my having both and Hasten has helped); keep procs in mind for your Shroud and Quills; slot Dark Regen as an attack and organize your slotting to get some useful set bonuses, as every bit counts with DA.

If you want some purple suggestions, I can give them, but for now just give this a look over and see what you think.
Hi,
Thanks for your help! I made a new build considering everything you've said. Can you let me know how it is because I know that something has to be wrong.

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

Click this DataLink to open the build!

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

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



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Virtue

Heroes
50- Fire Kinnnnn (Fire/Kin Controller)
50- Shielded Deity (Elec/Shield Scrapper)
50- Doomaster (Invuln/Fire Tanker)

Villains
50- Farm (SS/SD Brute)

 

Posted

Well, first thing to note is that Energy Torrent MUST be your Lv 47 power. Skip FA entirely, you won't have the endurance for it (and nevermind Mid's complaining that you can't do that, it's a bug in Mid's). I'd post my own build, but as it is now it looks terrible (he's half updated to the new IOs, have using older Hamis... in short, he's a mess), but I can say that you might not want to bother with the high defense slotting you have, as you'll benefit more (on a farming build, especially an AE farming build) from Recovery and Recharge. It'll be important to slot your attacks well both for endurance (because your cones are very high end cost), and recharge (as they'll be part of a regular attack chain). Procs will add a lot to your damage since you'll be hitting a lot of enemies. I added the Armageddon proc to quills and kept the Posi procs in Throw Spines and ET (though at the cost of recharge; I'm leaning heavily on a fair bit of global recharge).


Scrappers, GET TOUGH!

"I'm pretty sure it's deliberate. All they did was change the names and give the african americans super powers."

 

Posted

Quote:
Originally Posted by Black_Cats_Paw View Post
Well, first thing to note is that Energy Torrent MUST be your Lv 47 power. Skip FA entirely, you won't have the endurance for it (and nevermind Mid's complaining that you can't do that, it's a bug in Mid's). I'd post my own build, but as it is now it looks terrible (he's half updated to the new IOs, have using older Hamis... in short, he's a mess), but I can say that you might not want to bother with the high defense slotting you have, as you'll benefit more (on a farming build, especially an AE farming build) from Recovery and Recharge. It'll be important to slot your attacks well both for endurance (because your cones are very high end cost), and recharge (as they'll be part of a regular attack chain). Procs will add a lot to your damage since you'll be hitting a lot of enemies. I added the Armageddon proc to quills and kept the Posi procs in Throw Spines and ET (though at the cost of recharge; I'm leaning heavily on a fair bit of global recharge).
Thanks again. After reading this, here's my new build, let me know what you think:

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Virtue

Heroes
50- Fire Kinnnnn (Fire/Kin Controller)
50- Shielded Deity (Elec/Shield Scrapper)
50- Doomaster (Invuln/Fire Tanker)

Villains
50- Farm (SS/SD Brute)

 

Posted

*bump for more help*

Here's the build, any advice? By the way, I'm trying to get one more slot into Energy Torrent so I can put another Positron's Blast into it to get the 6.25% Recharge bonus, if anyone can somehow fix that, that'd be great!

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

Click this DataLink to open the build!

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

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



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Virtue

Heroes
50- Fire Kinnnnn (Fire/Kin Controller)
50- Shielded Deity (Elec/Shield Scrapper)
50- Doomaster (Invuln/Fire Tanker)

Villains
50- Farm (SS/SD Brute)

 

Posted

I had energy torrent at one time, and it was great for keeping alpha off of you but I figured with good melee and ranged positional defense I won't need it so I dropped it and went for defense and recharge.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Cool, thanks. So I decided I'll just go with the build without Energy Torrent. Here's a build I fixed up, looking at your's, which I found on the forums. I'll just take a respec so I can keep all the IO sets I have on him now, and put them on the new build. Most things are the same, just a few changes and much better numbers. Let me know what you think.

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

Click this DataLink to open the build!

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

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



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Virtue

Heroes
50- Fire Kinnnnn (Fire/Kin Controller)
50- Shielded Deity (Elec/Shield Scrapper)
50- Doomaster (Invuln/Fire Tanker)

Villains
50- Farm (SS/SD Brute)