Spines/Invul build. Need some help


Fury Flechette

 

Posted

I've been toying with the build for a Spines/Invul scrapper. It came out pretty good...except for one thing. I don't like the End Consumption/Recovery ratio..especially that Spines' powers are on the heavy side of End usage. So, can anyone help me fix that problem without sacrificing my defence values? I really want them where they are.


Hero Plan by Mids' Hero Designer 1.621
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: Leaping
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-%Dam(7), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23)
Level 4: Temp Invulnerability -- RctvArm-EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(13)
Level 6: Dull Pain -- Mrcl-Heal(A), Mrcl-Heal/Rchg(34), Mrcl-Heal/EndRdx/Rchg(34), Mrcl-EndRdx/Rchg(37)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)
Level 10: Swift -- Run-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 14: Super Jump -- Jump-I(A)
Level 16: Unyielding -- RctvArm-EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(19)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(33), Mrcl-Rcvry+(40)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-End%(34)
Level 22: Build Up -- RechRdx-I(A)
Level 24: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), EndRdx-I(33)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-%Dam(40), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45)
Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(29)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Knock%(31)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dam%(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), GftotA-Def(36), GftotA-Def/Rchg(36)
Level 38: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-EndRdx(39), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx(39)
Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Fire Blast -- HO:Nucle(A)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), DefBuff-I(50)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Knock%(46)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run

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@Sparky Jenkins || Freedom Server | Union Server
Main Hero: Inferno Sparky - Fire/Fire Blaster
Main Villain: Kerry Astrid - Fire/Cold Corruptor

 

Posted

Anyone?


@Sparky Jenkins || Freedom Server | Union Server
Main Hero: Inferno Sparky - Fire/Fire Blaster
Main Villain: Kerry Astrid - Fire/Cold Corruptor

 

Posted

*pokes back to life*


@Sparky Jenkins || Freedom Server | Union Server
Main Hero: Inferno Sparky - Fire/Fire Blaster
Main Villain: Kerry Astrid - Fire/Cold Corruptor

 

Posted

Well I gave up Fireball (you weren't gonna use ring of fire and fire blast anyway right? especially with blast slotted like that) but... Better def overall including f/c and e/ne and much better recovery (I think more hp too).

I lost some recharge so maybe this gives you some ideas, but it's not exactly a great effort. Just woke up lol.

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Posted

While I appreciate the effort, I would rather keep fireball if possible, even if Fireblast was just a filler. I want as much AoE damage as possible.


@Sparky Jenkins || Freedom Server | Union Server
Main Hero: Inferno Sparky - Fire/Fire Blaster
Main Villain: Kerry Astrid - Fire/Cold Corruptor

 

Posted

Quote:
Originally Posted by Wanted_NA View Post
While I appreciate the effort, I would rather keep fireball if possible, even if Fireblast was just a filler. I want as much AoE damage as possible.
Why that ? what are you doing with your scrapper ?

What is your attack chain for the ae stuff ?

Coz by dropping fireball and so you could just take hasten .... TS + SB + a filler like ripper + Quills sounds enough for ae destruction no ?

Then it would open you the body mastery. This is the only way i see your build evolving if you dont want to sacrifice your def bonus for adding endCost modifier in your attack.


 

Posted

In a rush today, but I should point out that Spines excels alone in AoE without any other powerset-outwith that one. My Spine/Elec has an attack chain of the 3 AoE's non-stop. It's wonderful!

I'll edit this post when I have a look at build!



EDIT: Quick points:

  • You have a big problem with end control, 1.6 : 3.3 with rapid AoE's like Spines is going to burn your endurance very quickly. Obliterations are horrible with End-Rdx, however I see you need them for S/L.
  • If your going with caps, I'd choose one and stick to it. Personally, keeping both RES/DEF up high is for the tankers, but your call. I'd advise DEF, then you can free up some bonuses for +Rec.
  • I'd slot [Weave] with 2x Enzyme Exposure's, and either plug in another or keep the +7.5% Rec.
  • In my opinion [Build Up] is severely underslotted. Gaussian's offers 1.25% to S/L if you want to keep it on the +DEF route.
  • You could probably take away Quills, pop in [Hasten] for some much-needed +recharge. That should bring [Dull Pain] with a margin of Perma. You'll enjoy the +HP. Quills aggro's severely so if you want that and your AoE's, I'd recommend going for S/L DEF softcap, then go purely for +HP, +Rec, whatever you fancy.
I'll have a stab when I get time with Mids.

Fury


 

Posted

Quote:
Originally Posted by Nemeros View Post
Why that ? what are you doing with your scrapper ?

What is your attack chain for the ae stuff ?

Coz by dropping fireball and so you could just take hasten .... TS + SB + a filler like ripper + Quills sounds enough for ae destruction no ?

Then it would open you the body mastery. This is the only way i see your build evolving if you dont want to sacrifice your def bonus for adding endCost modifier in your attack.
Well, I don't do AE. I just do regular missions and a lot of TFs. And while Throw Spines and Ripper do great damage, they're cone based. That's why I wanted the additional AoE to tag ontop of Spines Burst and Quills to eliminate mobs as quickly as possible (we speed TFs a lot). I see where you're coming from, It's just a last ditch effort to be able to keep Fireball AND fix the Endo problem, lol.





Quote:
Originally Posted by Wondering_fury
  • You have a big problem with end control, 1.6 : 3.3 with rapid AoE's like Spines is going to burn your endurance very quickly. Obliterations are horrible with End-Rdx, however I see you need them for S/L.
Yeah I know.
It's the main reason I made this topic :P


Quote:
  • If your going with caps, I'd choose one and stick to it. Personally, keeping both RES/DEF up high is for the tankers, but your call. I'd advise DEF, then you can free up some bonuses for +Rec.
Oh trust me it works wonders that way. I have an Elec/Invul scrapper who has capped S/L and 33% to Nrg/Neg Nrg, and F/C. And he's pretty much a tank against anything but Psi damage. 33% Defence and 20% defence are what I call "milestones" in defence. At 33% one small purple would put you on softcap. So before I jump into a mob of Kheldians, I'd pop a small purp and I'd be safe from them. At 20% a Medium purp would do that. I'd never aim for 20% with anything aside from F/C though, because it's the rarest damage on higher levels. [/QUOTE]



Quote:
  • I'd slot [Weave] with 2x Enzyme Exposure's, and either plug in another or keep the +7.5% Rec.
That is a very good suggestion, thanks.



Quote:
  • In my opinion [Build Up] is severely underslotted. Gaussian's offers 1.25% to S/L if you want to keep it on the +DEF route.
Well, usually I try to put at least 3 slots in Build up (two Adjusted Targettings and one Regular recharge IO. 2% damage bonus and maxed recharge on Build Up/Aim). But this build is so freakin' tight on slots.



Quote:
  • You could probably take away Quills, pop in [Hasten] for some much-needed +recharge. That should bring [Dull Pain] with a margin of Perma. You'll enjoy the +HP. Quills aggro's severely so if you want that and your AoE's, I'd recommend going for S/L DEF softcap, then go purely for +HP, +Rec, whatever you fancy.
I'm going for a toon that can BOTH dish it hard and take it hard. Quills' damage while not great on it's own, it's awesome to finish up "stragglers". Also, the best thing about that build, is that the ONLY set that's there for something that's not softcapping S/L or recharge or accuracy is Thunderstrike


@Sparky Jenkins || Freedom Server | Union Server
Main Hero: Inferno Sparky - Fire/Fire Blaster
Main Villain: Kerry Astrid - Fire/Cold Corruptor

 

Posted

Quote:
Originally Posted by Wanted_NA View Post
Well, I don't do AE. I just do regular missions and a lot of TFs. And while Throw Spines and Ripper do great damage, they're cone based. That's why I wanted the additional AoE to tag ontop of Spines Burst and Quills to eliminate mobs as quickly as possible (we speed TFs a lot). I see where you're coming from, It's just a last ditch effort to be able to keep Fireball AND fix the Endo problem, lol.
Sorry, by AE i wanted to mean AoE.

Else, i'm totally agree with your other statemant, my spine / invul is an aggro magnet and can take a nice bitting


 

Posted

My attempt:
45% Smash/Lethal with Invince toggled on
3.52 end/sec recovery
1.42 end/sec consumption

Had to sacrifice 8.5% recharge to get it there. It has slightly better resistance values and I moved a slot to build up so it's now up more often.


Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Spines-Invuln capped: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam/Rchg(43)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-%Dam(7), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23)
Level 4: Temp Invulnerability -- RctvArm-EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(13)
Level 6: Dull Pain -- Mrcl-Heal(A), Mrcl-Heal/Rchg(34), Mrcl-Heal/EndRdx/Rchg(34), Mrcl-EndRdx/Rchg(37)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)
Level 10: Swift -- Run-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 14: Super Jump -- Jump-I(A)
Level 16: Unyielding -- RctvArm-EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(19)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(33), Mrcl-Rcvry+(40)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(29), P'Shift-EndMod/Rchg(33), P'Shift-End%(34)
Level 22: Build Up -- RechRdx-I(A), RechRdx-I(46)
Level 24: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(25), M'Strk-Acc/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(27)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-%Dam(40), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45)
Level 28: Invincibility -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def/EndRdx(29), HO:Enzym(33)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Knock%(31)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dam%(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dmg/Rchg(43), Posi-Dmg/EndRdx(46)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), GftotA-Def(36), GftotA-Run+(36)
Level 38: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-EndRdx(39), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx(39)
Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42)
Level 44: Fire Blast -- HO:Nucle(A)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Knock%(46)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run

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Posted

Quote:
Originally Posted by Fury Flechette View Post
My attempt:
45% Smash/Lethal with Invince toggled on
3.52 end/sec recovery
1.42 end/sec consumption

Had to sacrifice 8.5% recharge to get it there. It has slightly better resistance values and I moved a slot to build up so it's now up more often.
Found a way to improve Fury's excellent build.

First, shut off Sprint.

I made some small alterations and was able to get most of the recharge back in (you need to buy another LotG:+7.5%, though). Resistance and defense values are improved some more (barely noticable, but it's there). However, I had to sacrifice 0.02 end/sec to make it.


Code:
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|-------------------------------------------------------------------|


 

Posted

Wow. Thanks, both of you. That's awesome. I think that's something I could probably work with. Especially tacked up with the base buff recovery bonus. Thanks again
Any more suggestions still welcome :P


EDIT: Fury, if you take off the LotG: Def from CJ and put that slot in Invincibility for an LotG: Global recharge you'll recover most of the lost recharge. Then switch the other two LotGs in Weave aside from the global one to Enzymes, and you'll get back the defence up.

Myriad: I love the changes you made to the build . Only thing I noticed that my Nrg/Neg Nrg defence dropped from 33% to 30%, so one small purple would no longer softcap me to that


@Sparky Jenkins || Freedom Server | Union Server
Main Hero: Inferno Sparky - Fire/Fire Blaster
Main Villain: Kerry Astrid - Fire/Cold Corruptor