spine/invul
Spines is superb at taking down multiple enemies and not bad at single targets, either. Invulnerability gives you the toughness to excel and multiple enemies actually buff its defenses, once you have Invincibility.
I'd say it's a great combo and not hard to make 'awesome' - IO sets just add to the awesome.
One weak power is Barb Swipe, so I suggest skipping that and replacing it with Boxing at L6. That will lead to the rest of Fighting Pool (in the 30s, or so) which amplifies your already potent defenses.
Call Me Awesome posted a terrific guide to soft-capping Defense with Invulnerability - Although it's intended for Tankers, the guidance is still useful to Scrappers: http://boards.cityofheroes.com/showthread.php?t=126983 . I'll just add that going the 'Full Awesome' as described in this guide may be more than you want to do, as it leaves you weak on other aspects and costs a bundle. Find your own balance point.
Be Well!
Fireheart
The thing I don't like about Invuln on scrappers is the low base numbers for defense. It makes it rather hard to soft-cap them. (I build Invuln's counting just one person inside Invincibility). Also, 75% is just not the same as Tank's 90%.
Another thing I would note is, to get the most out of Spines, you need to maneuver, in and out of the mob so that you can use your PBAoEs and your Cones. This makes Invincibility moot at many times, because you have to run outside of the mob to pop off Throw Spoons. Yes, you can just stand in the mob, but you can only hit about half of them at a time.
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
Hi, I have a 50 spine/invuln IOed and it's probably my favorite toon among alot of other powerful and slotted level 50 toons. It's not that hard to build it, and invuln can be truly awesome but it's expensive too, if you want to make it really great you have to check for a few things :
- S/L defense : mandatory. That is alot of Kinetic Combat (x4) sets wherever you can (even in Boxing and Brawl !), which are very expensive nowadays. Also (x4) on Reactive Armors on all the resistance powers, weave, CJ slotted for defense. Being soft capped on SL with one or a few enemies in range of invincibility makes your scrapper almost unkillable against SL dmg mobs (75%+ of the attacks in the game).
- Endurance management : mandatory, Spines burns alot of end really fast with its AoE chain especially if the attack are slotted too light on end. All the uniques (Miracle, Numina), Conserve Power, Physical Perfection, the 2 Perf Shifter procs, and some care on the attack and toggle slottings. This is not as bad as a Spine/Dark but one must be careful here too.
- E/N defense : optionnal. It depends on where you want to go with your toon (SL specialist ? Or more balanced defenses ?). 3x Eradication in all the PbAoE, and the Reactive Armors.
- F/C defense : optionnal. 3x Aegis in some of the defensive toggles.
- AoE power : of course mandatory. Your AoE chain is composed of Throw Spines, Spine Burst, Ripper, and add Energy Torrent to that, this epic is just incredible to go with Thrown Spines and alot of fun added to your Spines attacks.
For invuln, you can either be capped on SL defenses (almost unkillable against SL dmg, that is a great farmer for many SL maps, excellent toon for an ITF... etc), or a more balanced toon that you can bring almost anywhere with all your defenses around 35%. It's a personnal choice. Something like 40% SL and 35% elsewhere is good too.
But first of all, just check with all those sets (Kinetic Combat, Reactive Armor, Eradication, Miracle, Numina, Luck of the Gambler : you need 4 lotg +rech, and possibly Ragnarok and Armageddon) if you can afford them. The glad IO +3% def is very welcome too but not mandatory (I dont have it). If you cant and want to stay more standard, with a frankenslotted or plain IO build, my advices in this post would be less useful. If you are willing to spend, I can post a few builds, if you have more specific questions about power choices and standard slotting, feel free to ask them.
Good luck with your Spine/Invuln
Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Scrapper
Primary Power Set: Spines
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), HO:Nucle(5)
Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx:30(A), Aegis-ResDam:50(7), Aegis-ResDam/Rchg:50(9), Aegis-EndRdx/Rchg:50(31), Aegis-ResDam/EndRdx/Rchg:50(42)
Level 2: Temp Invulnerability -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam/Rchg:40(7), Aegis-EndRdx/Rchg:40(11), Aegis-ResDam/EndRdx/Rchg:40(11), Aegis-ResDam:50(36)
Level 4: Spine Burst -- Oblit-Dmg:50(A), Oblit-%Dam:50(5), Oblit-Acc/Rchg:50(13), Oblit-Dmg/Rchg:50(15), Oblit-Acc/Dmg/Rchg:50(15), Oblit-Acc/Dmg/EndRdx/Rchg:50(17)
Level 6: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-EndRdx/Rchg:50(9), Dct'dW-Rchg:50(19), Dct'dW-Heal/Rchg:50(19), Dct'dW-Heal/EndRdx/Rchg:50(21)
Level 8: Impale -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx/Rchg:50(13), Thundr-Dmg/EndRdx:50(23), Thundr-Dmg/Rchg:50(23), Thundr-Acc/Dmg/Rchg:50(25), Thundr-Acc/Dmg/EndRdx:50(25)
Level 10: Swift -- Run-I:50(A)
Level 12: Boxing -- Empty(A)
Level 14: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(45)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(17), RctvArm-EndRdx:40(21), RctvArm-ResDam/EndRdx/Rchg:40(27)
Level 18: Quills -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(33), Erad-%Dam:30(34), EndRdx-I:50(34)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(27), P'Shift-EndMod/Acc:50(29)
Level 22: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:40(31), Aegis-ResDam/Rchg:40(31), Aegis-ResDam/EndRdx/Rchg:50(33)
Level 24: Weave -- RedFtn-EndRdx/Rchg:50(A), RedFtn-Def:50(40), RedFtn-EndRdx:50(42), RedFtn-Def/EndRdx:50(43), RedFtn-Def/Rchg:50(43), RedFtn-Def/EndRdx/Rchg:50(43)
Level 26: Ripper -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:30(45), Oblit-Acc/Dmg/Rchg:30(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(46), Oblit-%Dam:50(48)
Level 28: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(29)
Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-Travel/EndRdx:50(33), Zephyr-Travel:50(34)
Level 32: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(48)
Level 35: Throw Spines -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(36), Posi-Dmg/Rchg:50(37), Posi-Acc/Dmg/EndRdx:50(37), Posi-Dam%:50(37)
Level 38: Tough Hide -- LkGmblr-Rchg+:50(A), RedFtn-Def:50(39), RedFtn-EndRdx:50(39), RedFtn-Def/EndRdx:50(39), RedFtn-Def/Rchg:50(40), RedFtn-Def/EndRdx/Rchg:50(40)
Level 41: Resist Elements -- Aegis-ResDam:40(A), Aegis-ResDam/Rchg:50(42), Aegis-ResDam/EndRdx:50(46)
Level 44: Resist Energies -- Aegis-ResDam:40(A), Aegis-ResDam/Rchg:50(45), Aegis-ResDam/EndRdx:50(50)
Level 47: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(48)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
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Set Bonus Totals:
- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 21.8% Defense(Fire)
- 21.8% Defense(Cold)
- 13.6% Defense(Energy)
- 13.6% Defense(Negative)
- 3% Defense(Psionic)
- 12.1% Defense(Melee)
- 13.9% Defense(Ranged)
- 17.1% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Heal)
- 53.8% Enhancement(RechargeTime)
- 34% Enhancement(Accuracy)
- 9% FlySpeed
- 45.2 HP (3.37%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Immobilize) 8.25%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 4.5% (0.08 End/sec) Recovery
- 10% (0.56 HP/sec) Regeneration
- 5.36% Resistance(Fire)
- 5.36% Resistance(Cold)
- 34% RunSpeed
- 5% XPDebtProtection
This is the Build i'm running with, And I can Give most tanks a run for there money. at the same time being able to drop mobs in a flash
Would this work? I am not experienced with either set, so I don't know if I have gimped myself somewhere.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Point Taken: Level 50 Natural Scrapper
Primary Power Set: Spines
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(40)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(11)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(31)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31), Dct'dW-Rchg(33)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(33)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45), Mrcl-Heal(46)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-EndRdx(34), RctvArm-ResDam/EndRdx/Rchg(34)
Level 18: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(19), RechRdx-I(19), RechRdx-I(23)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Quills -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-%Dam(27)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 26: Ripper -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(34), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(37)
Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(29)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/EndRdx/Rchg(37), KntkC'bat-Dmg/Rchg(39)
Level 32: Throw Spines -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(40), Det'tn-Dmg/Rchg(40), Det'tn-Acc/Dmg/EndRdx(42), Det'tn-Dmg/EndRdx/Rng(42)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(43)
Level 41: Confront -- Zinger-Taunt(A), Zinger-Taunt/Rchg(43), Zinger-Taunt/Rchg/Rng(48), Zinger-Acc/Rchg(48), Zinger-Taunt/Rng(50), Zinger-Dam%(50)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
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hey guys ive got a spine invul thats an old toon setting at 50 and i was wondering if it was worthing setting him out with io's i havent played a invul toon in so long i was just wondering if anyone had one and if so how is the build i really dont wanna delete it cuz its 50 but if its not worth it i can use that slot for a toon that would be plz give info