Spines?


BlueBattler

 

Posted

Don't see a lot of Spines Scrappers anymore. I have one that's Spines/Regen which kind of petered out for me around 26. Just didn't seem that good a set to me at the time.

Anyone have a suggestion of what might work with Spines better than Regen?


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Posted

Quote:
Originally Posted by BlueBattler View Post
Don't see a lot of Spines Scrappers anymore. I have one that's Spines/Regen which kind of petered out for me around 26. Just didn't seem that good a set to me at the time.

Anyone have a suggestion of what might work with Spines better than Regen?
I have a spines/sr. she is beastly and for cheap. Is a old AE boss farm build had a pocket kin duo, so I went all rech with her. Spines may give electric a run for it's money out side of LR. Also spines damage is also a gurantee. Electric has splash damage, often time like in chain induction if you kill the host the chain doesn't hop. Or if it passes to the second baddie and kills that, there goes the chain.

Spines/FA/Pyre will out damage electric/sd 20 seconds at a time. On top of the very respectable AE dmg it dot's toxic, slows movement, and recharge.

spines/invun is durable but your play style would have to change a bit. Because of Invincibility, you will have to target the back end of the spawn. do a running jump into it while useing "throw spines." Land in the center of the spawn and soak up the def/tohit bonus from invincibility, then let "spine burst" fly. Again to use throw spines, you will have to jump back so you can cover the complete spawn, so invun will start to lack their as you have to be a mobile scrap to get spines full potential.

I would not suggest spines/regen. I actually tryed lowbie lvls of that. Spines burst has a long animation and so does eviserate, those powers can kill you by the time you are able to click a heal. I have much the same prob with db/regen/bod. You don't use the right attack as a opener you are floored.



If I were to suggest one it would be spines/sr. Both can be played as a mobile set. You won't have to worry about loseing a buff by moving in and out of melee range. SR has very strong defense which is very easy to soft cap. Also it has a recharge/run speed buff in the build. Spines works nice cuz it has "quills" which acts as a very decent agro aura. My spines/SR in the teen's and twentys would out tank some of my tankers/ other peoples tankers. Spines is very heavy power choice picks. I would take the first 8 powers in it. However with inherent fitness pool, that is 3 more power choices.


protector-knight: lvl 50 invun/axe tank
Lillian Brick: lvl 50 stone/stone/pyre tank
Hybrid-knight: lvl 50 db/regen scrap
Vengful-Nature: lvl 50 spines/sr/bod scrap
Element-Wizard: lvl 50 fire/storm/stone troll

 

Posted

I have a Spines/Willpower and a Spines/Fire. I like them both. The /WP has more survivability and far less End problems obviously, but the /Fire often makes me wonder "hey! where did all the mobs go?" And /Fire makes for a good way to work on debt badges.


 

Posted

My first Spines many years ago was a Spines/DA, made after I teamed with a friend's character with that powerset and went "ooooo" at the amount of damage it did very quickly. It was also my first lvl 50 scrapper and leveled very quickly, even though back then I had to get acrobatics to combat the lack of KB protection.

Currently I have a Spines/Elec which I love. He also does incredible AOE damage, but moves/recharges faster, has KB protection and heal/regen and recovery powers. While other secondaries may be harder to hit, he hits back harder


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Posted

I have a Spines/Fire that I'm thinking about making my main. The insane AoE damage makes my Dark/Shield Scrapper feel like it isn't quite as useful. It probably helps that my Spines/Fire build includes 32.5% defense so I can soft cap with a small purple. All of that defense came at the expense of recharge bonuses, but I don't mind. My AoEs recharge fast enough as it is.