Spines/Invulnerability - Build Advice, please?


-Perfect_Predator-

 

Posted

Well, I got my nasty little critter to 47 - I'm barely sure how I did it, I'm surprised I got this far!

This means that I can finally start shopping for enhancements for an essentially finalized build. (Yes, eventually I may find some purples and think about slotting them, but not yet.)

Anyway, I'd like feedback on the effectiveness of this build. He is intended to be tough and deadly on teams and solo (no PvP and I'm not expecting to solo AVs).

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

Click this DataLink to open the build!

Sandstone Terror: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Lunge -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(3), C'ngImp-Acc/Dmg/Rchg:40(11), C'ngImp-Acc/Dmg/EndRdx:40(19), C'ngImp-Dmg/EndRdx/Rchg:40(37)
Level 1: Resist Physical Damage -- ImpArm-ResDam:40(A), ImpArm-ResPsi:40(5), S'fstPrt-ResDam/Def+:30(43)
Level 2: Temp Invulnerability -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(3), ImpArm-ResDam:40(7), ImpArm-ResPsi:40(9)
Level 4: Spine Burst -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(5), Sciroc-Dmg/Rchg:40(13), Sciroc-Acc/Rchg:40(21), Sciroc-Acc/Dmg/EndRdx:40(40)
Level 6: Boxing -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(7), C'ngImp-Acc/Dmg/Rchg:40(11), C'ngImp-Acc/Dmg/EndRdx:40(19), C'ngImp-Dmg/EndRdx/Rchg:40(37)
Level 8: Impale -- Thundr-Acc/Dmg:40(A), Thundr-Acc/Dmg/Rchg:40(9), Thundr-Acc/Dmg/EndRdx:40(13), Thundr-Dmg/EndRdx/Rchg:40(17), Dev'n-Acc/Dmg/Rchg:40(37), Dev'n-Acc/Dmg/EndRdx/Rchg:40(48)
Level 10: Dull Pain -- H'zdH-Heal/Rchg:40(A), H'zdH-Heal/EndRdx/Rchg:40(15), Numna-Heal/Rchg:40(15), Numna-Heal/EndRdx/Rchg:40(21)
Level 12: Combat Jumping -- LkGmblr-Rchg+:40(A)
Level 14: Super Jump -- SprngFt-EndRdx/Jump:40(A)
Level 16: Unyielding -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(17), ImpArm-ResDam:40(45), ImpArm-ResPsi:40(48)
Level 18: Hurdle -- Jump-I:40(A)
Level 20: Health -- Numna-Heal/EndRdx:40(A), Numna-Heal/Rchg:40(25), Numna-Heal:40(45)
Level 22: Stamina -- EndMod-I:40(A), P'Shift-EndMod:40(23), P'Shift-EndMod/Rchg:40(23), P'Shift-End%:40(50)
Level 24: Build Up -- AdjTgt-ToHit/Rchg:40(A), AdjTgt-ToHit/EndRdx/Rchg:40(25), AdjTgt-ToHit/EndRdx:40(43), AdjTgt-Rchg:40(43)
Level 26: Ripper -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(27), Sciroc-Acc/Dmg:40(27), Sciroc-Dmg/EndRdx:40(34), Sciroc-Dmg/Rchg:40(40), Sciroc-Acc/Rchg:40(46)
Level 28: Invincibility -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def:40(29), LkGmblr-Rchg+:40(29), AdjTgt-ToHit:40(31), AdjTgt-ToHit/Rchg:40(31), AdjTgt-ToHit/EndRdx:40(36)
Level 30: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(31), ImpArm-ResDam:40(34), ImpArm-ResPsi:40(34)
Level 32: Throw Spines -- Posi-Acc/Dmg:40(A), Posi-Dmg/EndRdx:40(33), Posi-Dmg/Rchg:40(33), Posi-Dmg/Rng:40(33), Posi-Acc/Dmg/EndRdx:40(40), TmpRdns-Acc/EndRdx:40(46)
Level 35: Tough Hide -- GftotA-Def:40(A), GftotA-Run+:40(36), LkGmblr-Def:40(36), LkGmblr-Rchg+:40(46)
Level 38: Weave -- LkGmblr-Def/EndRdx:40(A), LkGmblr-EndRdx/Rchg:40(39), LkGmblr-Def/EndRdx/Rchg:40(39), LkGmblr-Rchg+:40(39)
Level 41: Focused Accuracy -- EndRdx-I:40(A), AdjTgt-ToHit:40(42), AdjTgt-ToHit/EndRdx/Rchg:40(42), AdjTgt-ToHit/EndRdx:40(42)
Level 44: Physical Perfection -- Mrcl-Rcvry+:40(A), Numna-Heal:40(45), Numna-Regen/Rcvry+:40(48), P'Shift-EndMod:40(50), P'Shift-End%:40(50)
Level 47: Resist Energies -- ImpArm-ResPsi:40(A)
Level 49: Resist Elements -- Aegis-Psi/Status:40(A)
------------
Level 1: Brawl -- Acc-I:40(A)
Level 1: Sprint -- Clrty-Stlth:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 1: Critical Hit



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Do you see any obvious changes I should make?

Be Well!
Fireheart


 

Posted

No quills? Quills can greatly increase your dps, and your aoe. Spines already has great aoe, but just that little bit more helps.


@Shock n' Tank
My 50s: Perfect Predator - Claws/SR Scrapper, Heavy Static - SS/Elec Brute, BlackLce - Ice/Dark Corruptor, Prickles' - Spine/WP Scrapper, Arbiter Kaverius - SOA Crab, Frost Hood - Ice/Rad Controller.

 

Posted

Well, i looked at your build, changed a few things. here it is!

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@Shock n' Tank
My 50s: Perfect Predator - Claws/SR Scrapper, Heavy Static - SS/Elec Brute, BlackLce - Ice/Dark Corruptor, Prickles' - Spine/WP Scrapper, Arbiter Kaverius - SOA Crab, Frost Hood - Ice/Rad Controller.

 

Posted

Quote:
Originally Posted by -EVIL MONKEY- View Post
No Quills? Quills can greatly increase your dps, and your aoe. Spines already has great aoe, but just that little bit more helps.
Yeah, that was a choice I had to make, but one advantage of not taking Quills is having a little more control over what enemy you aggro and when.
Quote:
Originally Posted by -EVIL MONKEY- View Post
Well, i looked at your build, changed a few things. here it is!
Thanks!

However, looking at the actual build, I'm not seeing a lot of improvement. By gutting Boxing and switching out Focused Accuracy for Conserve Power, you gained a bunch of extra slots. With these, you got a bunch of procs (cool) and went from 46% haste to 56% haste (cool), juggled my defenses to add 4% defense and resistance to S/L (but stole it from elsewhere), and bumped my hit-points a few percent as well.

In doing so, you stole 30-50%-plus Accuracy across the board, made most of my attacks cost more Endurance and, in individual numbers ranged from no-effect to (granted) a little more damage, a few tenths of a second faster. Also, I lost a bunch of debuff protection.

I agree, this character will have higher DPS/A (with the remaining attacks), until the endurance runs out, and will be ever so slightly tougher, but he risks losing out on both of those advantages by not hitting as consistently, running out of endurance faster, and being debuffed until it's worse. Yes, by using Conserve Power, any loss in endurance management can be made up (for the duration of the power).

I guess, what I'm saying is, that I'm not confident that this is an improvement. I do want to acknowledge and Thank you for your advice! I'll certainly consider the changes you've outlined.

Be Well!
Fireheart


 

Posted

There's no rule saying you have to toggle Quills on when you log on and never turn it off. If you want to avoid agroing stuff, shut off Quills (and Invincibility, it's a potent taunt aura)

Quills is also the ONLY damage aura that can land critical hits, because it's in a primary set.

I can't open the builds because I'm at work (they kind of frown on downloading build planners to company computers ), but I'll check it out when I get home.
I'm quite confident I can increase your defense without really hurting anything else too much.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Here's what I came up with.

Some improvements here and there.

Lost a lot of global accuracy, but my slotting of Focused Accuracy more than makes up for it. Look at the to-hit chance of each power individually to see what I mean, it's actually a net gain of accuracy.

Your attacks will cost more, but if you're running Quills you won't have to attack as often, which will save endurance in the long run.

I'm assuming here that you have the accolades, or will have at some point, so I figured them in. You should be well on your way to having them just by having played to 47. When I hit that level I usually just have to track down the Exploration and History badges to get them. The only one that might be a pain is Portal Jockey, but if you've run Tina McEntire and Maria Jenkins' arcs you should have most of it done by now.

Slight gain of recovery. You're using .05% more end per second, but also getting back .06% more per second, so I'd call that one a wash for the most part. (look at the amount gained rather than the percentage)

Lost a little bit of recharge, but that probably won't hurt you much. If you're okay with losing a couple points of smash/lethal defense you can get it back by slotting Crushing Impact in Lunge. I think you'll end up ahead or dead even with your build if you do.

And better defense across the board. 35-36% to E/N/F/C and 28% to smash/lethal with 1 in range of Invincibility. With 10 in range you are a few points over softcapped on E/N/F/C and at around 40% to smashing/lethal (which should be more than enough with your 65% resistance.

Oh yeah, I got you a few more points of resistance across the board as well. Except smashing/lethal, but I don't think .4% is going to be the difference between life and death.

The only thing you lost was some Psi resistance and defense, but honestly, the amounts you had before weren't going to help that much anyway. 16% defense and 18% resistance will barely even soften the blow, 11.1% and 9% will be an almost imperceptible difference, especially high level when Psi starts hitting harder.

Here's the build:



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

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg(40), C'ngImp-Acc/Dmg/Rchg(48)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), ImpArm-ResPsi(50)
Level 2: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), Aegis-ResDam/EndRdx/Rchg(11)
Level 4: Spine Burst -- Erad-Dmg(A), Erad-Acc/Rchg(5), Erad-Acc/Dmg/Rchg(5), Erad-Dmg/Rchg(36), Sciroc-Acc/Dmg(37), Sciroc-Acc/Rchg(37)
Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Dmg/Rchg(34), Dev'n-Acc/Dmg(34), Dev'n-Acc/Dmg/Rchg(43)
Level 10: Hurdle -- Empty(A)
Level 12: Boxing -- Stgr-Acc/Rchg(A), Stgr-EndRdx/Stun(13), Stgr-Acc/Stun/Rchg(13)
Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(15), RgnTis-Regen+(15)
Level 16: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(17), Aegis-ResDam/Rchg(17)
Level 18: Quills -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), EndRdx-I(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(48)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(23), Aegis-ResDam/EndRdx/Rchg(23)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx/Rchg(48)
Level 26: Ripper -- Erad-Dmg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Rchg(31), Sciroc-Acc/Dmg(37), Sciroc-Acc/Rchg(46)
Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(29), LkGmblr-Def/Rchg(46), AdjTgt-ToHit/EndRdx(46)
Level 30: Build Up -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(31), AdjTgt-Rchg(31)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/Rng(33), Posi-Dmg/Rchg(34)
Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(36), Ksmt-ToHit+(36)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45), Numna-Heal(45), EndMod-I(45)
Level 47: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResPsi(50)
Level 49: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResPsi(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


Oh yeah, one more thing....my build will likely cost you less to put together as well. Aegis is a LOT cheaper than Impervium Armor.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Well, okay, that's interesting. I'm not Averse to Quills, not entirely, it's just that, looking at this list:

Sandstone Terror: Level 3 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership

Hero Profile:
Level 1: Lunge -- Empty(A)
Level 1: Resist Physical Damage -- Empty(A)
Level 2: Temp Invulnerability -- Empty(A)
Level 4: Spine Burst -- Empty(A)
Level 6: Boxing -- Empty(A)
Level 8: Impale -- Empty(A)
Level 10: Dull Pain -- Empty(A)
Level 12: Combat Jumping -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Unyielding -- Empty(A)
Level 18: Hurdle -- Empty(A)
Level 20: Health -- Empty(A)
Level 22: Stamina -- Empty(A)
Level 24: Build Up -- Empty(A)
Level 26: Ripper -- Empty(A)
Level 28: Invincibility -- Empty(A)
Level 30: Tough -- Empty(A)
Level 32: Throw Spines -- Empty(A)
Level 35: Tough Hide -- Empty(A)
Level 38: Weave -- Empty(A)
Level 41: Assault -- Empty(A)
Level 44: Tactics -- Empty(A)
Level 47: Resist Energies -- Empty(A)
Level 49: Resist Elements -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit

...I'm just not seeing anything (most particularly in the critical first half) that I'm willing to trade for Quills. I can see juggling some of the L30+ choices, dropping out a passive at the end, and putting Quills in.

Also, after staring at 200%+ Accuracy in every power, I realized that was serious overkill - except for in the case of soloing AVs and major debuffing. (Okay, a friend argued me out of it.) So, I guess I owe Evil Monkey an apology, nixing FA was a good choice.

But I still wanted strong To-Hit/Accuracy buffing, for those times when missing isn't an option... well, All the time, right? So I gazed longingly at my favorite, the Leadership Pool... and realized that I could run TWO toggles for the cost of FA!

But... if... If the Devs had never added Physical Perfection, then I'd have just gone along without it and... Seriously, do I NEED 4 End/sec Recovery? I've always been super happy to have 1-2 End/sec more than my 'standing use' (ie, the cost of all of my toggles) as long as my attacks are EndRed slotted reasonably. So, without PP and FA... why, I've got LOTS of slots!

One question, though - Why does everyone presume I don't plan to use Boxing as an attack? If I have to take it Anyway (For Fighting), then I may as well Use it (except in the case of Weapon powersets). In this case, I replaced Barb Swipe - which appears to be an improvement, just in general, as well. I generally aim for 3 'single target' attacks, plus AoEs, and a fast single-target, on Auto, to fill in the spaces - like Boxing.

Be Well!
Fireheart


 

Posted

Well, I ponied up the cash for the Martial Arts pack. Ninja Run is good enough that I doubt I'll ever take a travel power with a scrapper again. Unless of course there's a compelling concept reason to do so. So that frees up a power pick for me at least.

I'm still of the opinion that Quills will actually save you endurance over time, since you won't need to fire as many attacks with it ticking away.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Well, I ponied up the cash for the Martial Arts pack. Ninja Run is good enough that I doubt I'll ever take a travel power with a scrapper again. Unless of course there's a compelling concept reason to do so. So that frees up a power pick for me at least.

I'm still of the opinion that Quills will actually save you endurance over time, since you won't need to fire as many attacks with it ticking away.
Oh, I have Ninja Run, too, but I don't consider it a good replacement for a 'real' Travel Power.

As I said, I could probably shoe-horn Quills in, in the 30s, or 40s - then I just have to find the 3-4 slots to make it worthwhile.

Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Fireheart View Post
Well, okay, that's interesting. I'm not Averse to Quills, not entirely,
Quills is one of the strengths of the set, I'd try to squeeze it in. The easy thing to drop for Quills would be the leadership powers, but that's late, and it keeps you from getting into the ancillaries (like Physical Perfection). Hrm. I may not have an answer for you, it may come down to a matter of preference.

Quote:
Originally Posted by Fireheart View Post
One question, though - Why does everyone presume I don't plan to use Boxing as an attack? If I have to take it Anyway (For Fighting), then I may as well Use it (except in the case of Weapon powersets). In this case, I replaced Barb Swipe - which appears to be an improvement, just in general, as well. I generally aim for 3 'single target' attacks, plus AoEs, and a fast single-target, on Auto, to fill in the spaces - like Boxing.

Be Well!
Fireheart
While it's true that Boxing won't cause a redraw penalty for Spines (because Spines is the only remaining set with the old "baked in" redraw penalties...you'll pause for redraw even if you don't use Boxing, so no loss if you do), I'll point out that Ripper is unusually efficient for an AoE attack, and can be used like a single-target attack. My Spines Scrapper uses Lunge-Impale-Ripper as his three ST attacks, and Ripper-Spine Burst-Throw Spines (and in my case Energy Torrent from the ancillary) as AoE attacks. Ripper does double duty quite well. I have Boxing and Tough but have not bothered to put Boxing on my power tray.


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Just a note: ninja run doesn't work for masters runs, if you plan to do any.


 

Posted

Im not surprised you got this far, I think Spines/Invln would be a good combo for a Scrapper.