help with a spines/electric scrapper for mostly solo play and mass carnage


Alexandras

 

Posted

I'm an old player that has just come back recently, so there are lots of changes I am sure I'm not aware of, so feel free to inform me where I've gone wrong, if so. Please look at this build and see if this could work. Constructive insight is welcome.

My concept is to have a mass dmg dealer with survivability (that isn't the no brainer builds that everyone has). So, I thought that a spines/electric could possible fit the bill. I built for soft cap def with shadow meld (SM)that is on a little less than 1/2 the time. I also have power surge (PS) that can be on a little more than 1/2 the time. The idea is that if needed, I would alternate these two powers. I understand that SM is a quicker power (leaving me w/out PS at times, but think it's managable w/the following:
1. force feedback chance for recharge
2. crunching small purples when needed
3. strong offense that hopefully compensates for less def

I have money, but not the kind needed to purple out this build, nor do I have the desire to do such. It will be expensive enough as is. BTW, I left out fitness pool since it will be auto. I am hoping that one slotting a regenative tissue %regen and Performance shifter %recov will be enough. I assume that with the electric armor set, recovering stamina should be no problem, and my regen will already be pretty high. So keeping my fingers crossed. If not, I'll have to rob a slot here and there to compensate.


Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

ElectricHaze: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(50), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(7), TtmC'tng-EndRdx/Rchg(9), TtmC'tng-ResDam/EndRdx/Rchg(11), TtmC'tng-ResDam(15), TtmC'tng-EndRdx(15)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(39)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/EndRdx(31)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(46)
Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(11), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(48), AdjTgt-Rchg(48)
Level 10: Static Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46), S'fstPrt-ResDam/EndRdx(50)
Level 12: Super Jump -- Jump-I(A)
Level 14: Lightning Field -- Oblit-Dmg(A), Oblit-%Dam(19), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29)
Level 16: Grounded -- RctvArm-ResDam(A), RctvArm-EndRdx(45), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(46)
Level 18: Quills -- Erad-Dmg(A), Erad-%Dam(19), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 22: Energize -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(23), Numna-Heal(25)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(33)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
Level 32: Throw Spines -- Posi-Dam%(A), Posi-Dmg/Rchg(33), Posi-Acc/Dmg(34), Posi-Dmg/EndRdx(34), Posi-Acc/Dmg/EndRdx(34)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
Level 38: Ripper -- FrcFbk-Rechg%(A), Sciroc-Acc/Dmg(39), Sciroc-Dam%(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(40)
Level 41: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
Level 47: Stealth -- LkGmblr-Rchg+(A)
Level 49: Power Surge -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run


From what I can see, this would deal good multiple target dmg and hopefully be able to take some punishment even if small purples are used to supliment.

I put this together at work and haven't really studied this as hard as I usually do. However, I wanted to get some feedback from the experts Please outline shockingly stupid mistakes as well as any small ones. Or any advice you may want to add. Again, I solo alot and farm. Keep that in mind.


 

Posted

Quote:
Originally Posted by ChillBlaze_NA View Post
I'm an old player that has just come back recently, so there are lots of changes I am sure I'm not aware of, so feel free to inform me where I've gone wrong, if so. Please look at this build and see if this could work. Constructive insight is welcome.

My concept is to have a mass dmg dealer with survivability (that isn't the no brainer builds that everyone has). So, I thought that a spines/electric could possible fit the bill. I built for soft cap def with shadow meld (SM)that is on a little less than 1/2 the time. I also have power surge (PS) that can be on a little more than 1/2 the time. The idea is that if needed, I would alternate these two powers. I understand that SM is a quicker power (leaving me w/out PS at times, but think it's managable w/the following:
1. force feedback chance for recharge
2. crunching small purples when needed
3. strong offense that hopefully compensates for less def

I have money, but not the kind needed to purple out this build, nor do I have the desire to do such. It will be expensive enough as is. BTW, I left out fitness pool since it will be auto. I am hoping that one slotting a regenative tissue %regen and Performance shifter %recov will be enough. I assume that with the electric armor set, recovering stamina should be no problem, and my regen will already be pretty high. So keeping my fingers crossed. If not, I'll have to rob a slot here and there to compensate.


Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

ElectricHaze: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(50), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(7), TtmC'tng-EndRdx/Rchg(9), TtmC'tng-ResDam/EndRdx/Rchg(11), TtmC'tng-ResDam(15), TtmC'tng-EndRdx(15)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(39)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/EndRdx(31)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(46)
Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(11), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(48), AdjTgt-Rchg(48)
Level 10: Static Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46), S'fstPrt-ResDam/EndRdx(50)
Level 12: Super Jump -- Jump-I(A)
Level 14: Lightning Field -- Oblit-Dmg(A), Oblit-%Dam(19), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29)
Level 16: Grounded -- RctvArm-ResDam(A), RctvArm-EndRdx(45), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(46)
Level 18: Quills -- Erad-Dmg(A), Erad-%Dam(19), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 22: Energize -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(23), Numna-Heal(25)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(33)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
Level 32: Throw Spines -- Posi-Dam%(A), Posi-Dmg/Rchg(33), Posi-Acc/Dmg(34), Posi-Dmg/EndRdx(34), Posi-Acc/Dmg/EndRdx(34)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
Level 38: Ripper -- FrcFbk-Rechg%(A), Sciroc-Acc/Dmg(39), Sciroc-Dam%(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(40)
Level 41: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
Level 47: Stealth -- LkGmblr-Rchg+(A)
Level 49: Power Surge -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run


From what I can see, this would deal good multiple target dmg and hopefully be able to take some punishment even if small purples are used to supliment.

I put this together at work and haven't really studied this as hard as I usually do. However, I wanted to get some feedback from the experts Please outline shockingly stupid mistakes as well as any small ones. Or any advice you may want to add. Again, I solo alot and farm. Keep that in mind.
Just one simple question to start out, do you plan to be farming mostly Energy based things? Or do you want to be survivable against EVERYTHING? Its useful to know what a person plans on doing most of the time.... Ive changed your build a bit on my side but i want your input before i make any dramatic changes if need be, I have rolled an Elec Armor brute before and many Spines scrappers but not this build, i'm sure i can give helpful advice... I just noticed as well, yyour end usage is higher than your end recovery.. your gonna need to fix THAT if you wanna solo for sure.


 

Posted

I would not like to be pigeon holed into fighting only one kind, but I do realize that fighting energy based enemies would be to my advantage. Also, this build doesnt have stamina in it because it will be inherent soon. As i mentioned, i'm hoping that I can get by with the PS %recovery IO in stamina and the fact that power sink happens every 18 seconds. However, if not, I'll have to steal a slot or two from something to boost it.

I have never done a spines or electric armor, so this was all done with no experience in those sets. Therefore, I'll take any help because I can very easily not be aware of something that is obvious to others and very important. So don't worry about stepping on my toes.


 

Posted

Quote:
Originally Posted by ChillBlaze_NA View Post
I would not like to be pigeon holed into fighting only one kind, but I do realize that fighting energy based enemies would be to my advantage. Also, this build doesnt have stamina in it because it will be inherent soon. As i mentioned, i'm hoping that I can get by with the PS %recovery IO in stamina and the fact that power sink happens every 18 seconds. However, if not, I'll have to steal a slot or two from something to boost it.

I have never done a spines or electric armor, so this was all done with no experience in those sets. Therefore, I'll take any help because I can very easily not be aware of something that is obvious to others and very important. So don't worry about stepping on my toes.
Hm, Ill be honest I didn't look at that i Thought power sink was stamina in my mind for some reason. My Mistake. But this is what i crunched out on your toon. I gave You one more attack impale and moved some slots around to accompany your new power because I see stealth as a waste consdiering your going to be soloing alot, no reason for the extra 4% in all def when I can slot it with sets, and you don't need less threat either. The Force feedback chance for recharge is such an iffy enhancement to pick up because you will have a one of 1/10 chance when you hit someone with ripper that youll get a rec boost. Youll have to tell me what you think of your build overall, with the changes I made, I gave ya a bit more Defense overall, and moved some slots around. I think the change is for the better with keeping your def decent across the board.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

ElectricHaze: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Lunge
  • (A) Mako's Bite - Accuracy/Damage
  • (3) Mako's Bite - Damage/Endurance
  • (5) Mako's Bite - Damage/Recharge
  • (5) Mako's Bite - Accuracy/Endurance/Recharge
  • (50) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (50) Mako's Bite - Chance of Damage(Lethal)
Level 1: Charged Armor
  • (A) Reactive Armor - Resistance/Endurance
  • (7) Reactive Armor - Resistance/Recharge
  • (9) Reactive Armor - Endurance/Recharge
  • (11) Reactive Armor - Resistance
Level 2: Spine Burst
  • (A) Obliteration - Damage
  • (3) Obliteration - Accuracy/Recharge
  • (7) Obliteration - Damage/Recharge
  • (9) Obliteration - Accuracy/Damage/Recharge
  • (13) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (15) Obliteration - Chance for Smashing Damage
Level 4: Conductive Shield
  • (A) Reactive Armor - Resistance
  • (17) Reactive Armor - Endurance
  • (17) Reactive Armor - Resistance/Endurance/Recharge
  • (31) Reactive Armor - Resistance/Endurance
Level 6: Combat Jumping
  • (A) Kismet - Accuracy +6%
  • (46) Kismet - Defense/Endurance
Level 8: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (21) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (37) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 10: Static Shield
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (15) Steadfast Protection - Resistance/Endurance
  • (46) Steadfast Protection - Knockback Protection
Level 12: Super Jump
  • (A) Jumping IO
Level 14: Lightning Field
  • (A) Obliteration - Damage
  • (19) Obliteration - Chance for Smashing Damage
  • (25) Obliteration - Accuracy/Damage/Recharge
  • (27) Obliteration - Accuracy/Recharge
  • (29) Obliteration - Damage/Recharge
  • (29) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 16: Grounded
  • (A) Reactive Armor - Resistance
  • (45) Reactive Armor - Endurance
  • (45) Reactive Armor - Resistance/Endurance
  • (46) Reactive Armor - Resistance/Endurance/Recharge
Level 18: Quills
  • (A) Eradication - Damage
  • (19) Eradication - Chance for Energy Damage
  • (27) Eradication - Accuracy/Damage/Recharge
  • (36) Eradication - Accuracy/Recharge
  • (36) Eradication - Damage/Recharge
  • (36) Eradication - Accuracy/Damage/Endurance/Recharge
Level 20: Hasten
  • (A) Recharge Reduction IO
  • (21) Recharge Reduction IO
Level 22: Energize
  • (A) Numina's Convalescence - Endurance/Recharge
  • (23) Numina's Convalescence - Heal/Recharge
  • (23) Numina's Convalescence - Heal/Endurance/Recharge
  • (25) Numina's Convalescence - Heal
Level 24: Boxing
  • (A) Empty
Level 26: Tough
  • (A) Reactive Armor - Resistance
  • (31) Reactive Armor - Resistance/Endurance
  • (31) Reactive Armor - Endurance
  • (33) Reactive Armor - Resistance/Endurance/Recharge
Level 28: Lightning Reflexes
  • (A) Run Speed IO
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (33) Luck of the Gambler - Defense
  • (40) Luck of the Gambler - Defense/Endurance
Level 32: Throw Spines
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (33) Positron's Blast - Damage/Recharge
  • (34) Positron's Blast - Accuracy/Damage
  • (34) Positron's Blast - Damage/Endurance
  • (34) Positron's Blast - Accuracy/Damage/Endurance
Level 35: Power Sink
  • (A) Efficacy Adaptor - EndMod
  • (37) Efficacy Adaptor - EndMod/Recharge
  • (37) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (42) Efficacy Adaptor - EndMod/Accuracy
  • (42) Efficacy Adaptor - EndMod/Endurance
Level 38: Ripper
  • (A) Scirocco's Dervish - Damage/Endurance
  • (39) Scirocco's Dervish - Accuracy/Damage
  • (39) Scirocco's Dervish - Chance of Damage(Lethal)
  • (40) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (40) Scirocco's Dervish - Damage/Recharge
Level 41: Dark Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (42) Thunderstrike - Damage/Endurance
  • (43) Thunderstrike - Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Endurance
Level 44: Shadow Meld
  • (A) Luck of the Gambler - Recharge Speed
  • (45) Luck of the Gambler - Defense
Level 47: Impale
  • (A) Decimation - Accuracy/Damage
  • (48) Decimation - Damage/Endurance
  • (48) Decimation - Damage/Recharge
  • (48) Decimation - Accuracy/Endurance/Recharge
  • (50) Decimation - Accuracy/Damage/Recharge
Level 49: Power Surge
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Critical Hit
Level 4: Ninja Run



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Posted

There's one catch to your plan. If you're soloing large spawns, you'll have a lot of runners... on teams, not so much, but solo you'll be chasing 2-4 runners every spawn. I have a very well built spines/elec so I know this from expierience. He's great on teams... he'll make any team kill faster. But I rarely play him solo due to the annoyance factor.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by Shred_Monkey View Post
There's one catch to your plan. If you're soloing large spawns, you'll have a lot of runners... on teams, not so much, but solo you'll be chasing 2-4 runners every spawn. I have a very well built spines/elec so I know this from expierience. He's great on teams... he'll make any team kill faster. But I rarely play him solo due to the annoyance factor.


So there is a fear factor to spines or ele armor? Or, is it just the normal "this guy is dropping us like a bad habit, I'm out here" stuff?


on my EM/SD scrapper running x8, I often have a one or two from each mob run from me, but I don't chase'em. They either come back to the fight or they live to fight another day. When I'm farming, I don't have to clear all.


BTW, since you said you have built one of these guys.....is the multi-target dmg good? My entire intention with this build is to do good multi-target dmg and I already have a burner and a EM/SD. The EM/SD scrapper just destroys the masses, but even with high recharge, I don't like waiting for recharges. The fire/ice tanker does about the same, but with less button pushing. From the looks of it, the recharge of the mass dmg attackes and toggles appear to be less dmg/per, but a whole lot more activations in less time. Anyway, the multi-target dmg potential of this build looks great to me theory, but that doesn't mean it is actually that way.


 

Posted

Amazing, Thanks for the work. I appreciate a different view. Now, down to business.

I have looked at your tweeks to my build and I'm trying to analyze your changes and what I gain and lose from them. It may seem like I'm being ungrateful, but that is not intended. It is just my summary of your changes. This is what I have so far, but feel free to correct any mistakes I've made.

Gains:
impale- a heavy hitting single target pwr
5.25% def to energy/neg energy (E/NE)
6.45% def to Ranged
.85% def to AOE
.35 endurance usage from Stealth toggle
5.0 recovery from re-arraning slots and IO sets

Losses:
.45% def to smashing/lethal (S/L)
.35% def to fire/cold (F/C)
1.65% def to Psionic (Psi)
1.95% def to melee (M)
22.5% global recharge-this is a biggie for me

Analysis:
1) I come up with the def #'s by "not" being able to run stealth in your build vs running it all the time with mine. However, these numbers are skewed since being discovered will lower the 4.3% def to a # I can't find. So I made an assumption that I'm sure someone can correct. In order to compensate for the # I don't have, I just cut the 4.3% in half to 2.15%. Again, this is wrong, but should be pretty close. Agreed, I'm using stealth simply for the global recharge and the slight def boost. Since I'm mostly solo'g, I dont think agro is an issue. If your the only game in town, you can't help be get the attention

2) The small recovery increase and the end drain decrease that your build offers is a help, but with the 18 second power sink, and the 25% increase that my build doesn't show from having stamina, the 20% chance of gaining 10 end every 10 secs or so from the IO slotted in stamina, the 100% increase in recovery while power surge is on.....makes me think end shouldn't be an issue. Plus, I will have only a 7 second per activation of energize that WON'T have the 59.6% end reduction. I can certainly be wrong, but I think endo won't be an issue, and if it is, the small diff in builds seems marginal.

3) Impale is a great single target dmg pwr, but my plan is to use the multi-target pwrs as often as possible which should be quick since the recharge times for my main 3 pwrs are "Ripper" 3.63 secs, "Throw Spines" 4.34 secs and "Spine Burst" 4.7 secs. And Lunge is every 1.289 sec which can fill in the dead spots of my attack chain.

4) on a side note, I like the 10% chance of recharge every 3.63 secs that I use ripper. it is certainly not a game breaker, but that just makes my def, heal and recovery powers come that much faster.

Again, I appreciate the help and I may have made some serious mistakes in my analysis, but the changes don't really seem to meet my goals. I think you build is certainly viable and I'm sure they fit your needs well.


 

Posted

Quote:
Originally Posted by ChillBlaze_NA View Post
So there is a fear factor to spines or ele armor? Or, is it just the normal "this guy is dropping us like a bad habit, I'm out here" stuff?


on my EM/SD scrapper running x8, I often have a one or two from each mob run from me, but I don't chase'em. They either come back to the fight or they live to fight another day. When I'm farming, I don't have to clear all.


BTW, since you said you have built one of these guys.....is the multi-target dmg good? My entire intention with this build is to do good multi-target dmg and I already have a burner and a EM/SD. The EM/SD scrapper just destroys the masses, but even with high recharge, I don't like waiting for recharges. The fire/ice tanker does about the same, but with less button pushing. From the looks of it, the recharge of the mass dmg attackes and toggles appear to be less dmg/per, but a whole lot more activations in less time. Anyway, the multi-target dmg potential of this build looks great to me theory, but that doesn't mean it is actually that way.
Shield has a very strong taunt aura... so do tanks. With spines/elec you'll get more runners then either of those. I'm not saying it's unbearable... but you should be aware that it will happen.

You are right though about the damage. If something is keeping them from running out of range, you can walk into a full spawn and just flat destroy it. Energize is a great survival tool, too. I like it so much, I have it on autoclick.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

hmmmm, I really didn't realize they weren't running because of the taunt factor. I purposely chose to skip taunt, as I always do on all my scrappers and most of my tanks. maybe I should take taunt and slot it. I could give me some nice IO bonuses and possibly stop the runners? Yikes, if I do that, I don't really know what pwr I would give up. maybe I'll have to buy jet packs and kiss SJ goodbye. I really like sj, though. Oh well. I'm to lvl 31 as of today, and I will have to respec anyway. This was a work in progress and I've taken impale, which I now intend on skipping.

Anyways, thanks for the insight.


 

Posted

Edited since I don't know what I was thinking

I got to thinking about amazing's ideas of upping def and think maybe I've struck a compromise. Much better def than I had before, w/out losing my recharge. Still some expensive sets to fill, but don't see a way around it.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Lunge -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx/Rchg(5)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-EndRdx(7), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(11), RctvArm-EndRdx/Rchg(13)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(17)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-EndRdx/Rchg(25)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(43)
Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(11), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/EndRdx(46)
Level 10: Static Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(43)
Level 12: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 14: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(29)
Level 16: Grounded -- ResDam-I(A)
Level 18: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 22: Energize -- Numna-Regen/Rcvry+(A), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(23), Numna-EndRdx/Rchg(25)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-EndRdx(40), RctvArm-ResDam/Rchg(40), RctvArm-EndRdx/Rchg(40)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(45)
Level 32: Throw Spines -- Posi-Dam%(A), Posi-Dmg/Rchg(33), Posi-Acc/Dmg(37), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg/EndRdx(37)
Level 35: Power Sink -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod(42), Efficacy-EndMod/EndRdx(42)
Level 38: Ripper -- FrcFbk-Rechg%(A), Sciroc-Dam%(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Acc/Rchg(39), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Dmg(43)
Level 41: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Power Surge -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 13.5% DamageBuff(Smashing)
  • 13.5% DamageBuff(Lethal)
  • 13.5% DamageBuff(Fire)
  • 13.5% DamageBuff(Cold)
  • 13.5% DamageBuff(Energy)
  • 13.5% DamageBuff(Negative)
  • 13.5% DamageBuff(Toxic)
  • 13.5% DamageBuff(Psionic)
  • 14.25% Defense(Smashing)
  • 14.25% Defense(Lethal)
  • 6.438% Defense(Fire)
  • 6.438% Defense(Cold)
  • 7.375% Defense(Energy)
  • 7.375% Defense(Negative)
  • 3% Defense(Psionic)
  • 17.06% Defense(Melee)
  • 6.125% Defense(Ranged)
  • 9.875% Defense(AoE)
  • 2.25% Max End
  • 60% Enhancement(RechargeTime)
  • 45% Enhancement(Accuracy)
  • 6% Enhancement(Heal)
  • 100.4 HP (7.498%) HitPoints
  • MezResist(Immobilize) 8.25%
  • MezResist(Stun) 6.6%
  • 7% (0.117 End/sec) Recovery
  • 62% (3.466 HP/sec) Regeneration
  • 1.575% Resistance(Fire)
  • 1.575% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 4.385% Resistance(Negative)


thanks again amazing, I think more def will help alot and I addressed some of the end issues just in case things are tighter that I had planned.

Again, I'm willing to hear any advice or mistakes I've made.


 

Posted

Tweaked it a bit. Higher overall defense and recharge, same powers just swapped some slots. Lost 3 seconds on hasten recharge, but gained a couple in Shadow Meld.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Soul 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(5)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(7), Oblit-%Dam(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(13)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(25)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(43)
Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(11), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/EndRdx(46)
Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(43)
Level 12: Super Speed -- Run-I(A)
Level 14: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(29)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(40)
Level 18: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 22: Energize -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(40)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(45)
Level 32: Throw Spines -- Posi-Dam%(A), Posi-Dmg/Rchg(33), Posi-Acc/Dmg(37), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg/EndRdx(37)
Level 35: Power Sink -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod(42), Efficacy-EndMod/EndRdx(42)
Level 38: Ripper -- FrcFbk-Rechg%(A), Sciroc-Dam%(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Acc/Rchg(39), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Dmg(43)
Level 41: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def(45)
Level 47: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48)
Level 49: Power Surge -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run



This should kick some serious buttocks.


 

Posted

Very interesting. There are some serious pick-ups on Melee and S/L def from the oblit and KC sets, as well as some recharge time and accuracy. I would lose an almost equal amt of AOE def, but I would certainly be encountering more Melee and S/L than AOE. I think I'll play around with the #'s some more. Your build certainly adds to its effectiveness, but at a cost. The 3 oblit sets and the 2 KC will be costly, not to mention the extra LoTG recharge. However, there is no arguing that it would seriously boost def and survivability.

In summary, I'd say your version or most of it would be the way to go if you have the $. I'd say mine is the economy version. Both viable, but in different ways.

Thanks, I will have to look at a possible compromise between the two, but it has me thinking....for sure.