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Spines Stalker any good?


thegee

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  • 2 weeks later
  • 4 weeks later

Very fun to play with.

Throw spine and rippers seem allow a lot of procs for assassins mark.

My guess is every hit and not hjust every attack as a chance to proc

So its common very common to have two and sometimes three builds up stacked.

In several occasions i was auto buff to400 % damage

Though, one need to wait an potential proc and not spam attacks to benefit from this mechanic.

A conséquence is that attack chain is erratic, and tend to maximize throw spine for proc and ripper wich in my case also get the guile proc

Paired with / rad, solid res and something like 30+% in several def.

On reunion.

 

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It's actually quite viable. If not, extremely good.

 

Stalkers aren't really meant for total AOE carnage, but I don't think it's a bad thing that this at least attempts to resolve that issue. 

 

As others have said, it leaves a lot of room for Recharge procs, I actually think this could be a great benefit of choosing Spines.

 

Stalkers have inherently better ST due to their mechanics and AS, so this "fixes" Spines' hole which is traditionally bad single target, you still lose out on Quills. 

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  • 2 weeks later

Spines has always been my favorite of all time for Stalkers. There are other sets that are better (Pis Melee) but let's be honest, that set is as dull as they come. The animations are just straight to the point; boring. Very stiff, no body movement, all arms, absolutely boring to play. If I can't have fun playing, I don't care how much damage is behind it, I will always gravitate to the fun set. Spines is not only fun, but if built right, can dish out a ton of DPS. I'm sure most would disagree with me on this, but as somebody who played a Spines/SR Stalker on live and who's main was a Spines Stalker, Throw Spines is completely optional, and since Spine Burst breaks hide and gets you attacked before it even animates, I tend to skip this one as well and replace it with Fireball. Here is my current build.

 

Villain Plan by Mids' Villain Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Casket: Level 50 Magic Stalker
Primary Power Set: Spines
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Blaze Mastery

Villain Profile:
Level 1: Barb Swipe -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(11)
Level 1: Hide -- DefBuff-I(A)
Level 2: Lunge -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), SprBlsCol-Rchg/HoldProc(17)
Level 4: Kinetic Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(17), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-Def(25), LucoftheG-Rchg+(25)
Level 6: Assassin's Impaler -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(7), SprStlGl-Dmg/EndRdx/Rchg(9), SprStlGl-Acc/Dmg/EndRdx/Rchg(9), SprStlGl-Rchg/Hide%(11)
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(31)
Level 10: Entropy Shield -- EndRdx-I(A)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(50)
Level 14: Power Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(33), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-Def(34), LucoftheG-Rchg+(34)
Level 16: Super Jump -- Empty(A)
Level 18: Impale -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(19), OvrFrc-Acc/Dmg/End(19), OvrFrc-Dmg/End/Rech(21), OvrFrc-Acc/Dmg/End/Rech(21), OvrFrc-Dam/KB(23)
Level 20: Combat Jumping -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(36), LucoftheG-Def/EndRdx(36), LucoftheG-Def/Rchg(36), LucoftheG-Def(37), LucoftheG-Rchg+(37)
Level 22: Kinetic Dampening -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(37)
Level 24: Hasten -- RechRdx-I(A)
Level 26: Ripper -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(29), SprAvl-Acc/Dmg/EndRdx/Rchg(29), SprAvl-Rchg/KDProc(31)
Level 28: Energy Drain -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(31), LucoftheG-Def/Rchg(39), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def(39)
Level 30: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(34), LucoftheG-Def/Rchg(40), LucoftheG-Def/EndRdx/Rchg(40), LucoftheG-Def(43)
Level 32: Assault -- Empty(A)
Level 35: Energize -- Heal-I(A), Heal-I(40), RechRdx-I(46)
Level 38: Overload -- RechRdx-I(A)
Level 41: Ring of Fire -- Apc-Dmg(A), Apc-Dmg/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(43), Apc-Dam%(43)
Level 44: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(46)
Level 47: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50), SprFrzBls-Rchg/ImmobProc(50)
Level 49: Recall Friend -- RechRdx-I(A)
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Run-I(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- EndMod-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(33)
------------
------------
Set Bonus Totals:

  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 18.5% Defense(Smashing)
  • 18.5% Defense(Lethal)
  • 31% Defense(Fire)
  • 31% Defense(Cold)
  • 13.5% Defense(Energy)
  • 13.5% Defense(Negative)
  • 11% Defense(Psionic)
  • 16% Defense(Melee)
  • 9.75% Defense(Ranged)
  • 26% Defense(AoE)
  • 75% Enhancement(Accuracy)
  • 67.5% Enhancement(RechargeTime)
  • 122 HP (10.13%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 75%
  • MezResist(Held) 75%
  • MezResist(Immobilized) 75%
  • MezResist(Sleep) 75%
  • MezResist(Stunned) 75%
  • MezResist(Terrorized) 75%
  • 20% (0.33 End/sec) Recovery
  • 78% (3.91 HP/sec) Regeneration
  • 60% ResEffect(SpeedFlying)
  • 60% ResEffect(RechargeTime)
  • 60% ResEffect(SpeedRunning)
  • 26% Resistance(Smashing)
  • 26% Resistance(Lethal)
  • 29% Resistance(Fire)
  • 29% Resistance(Cold)
  • 5% Resistance(Energy)
  • 5% Resistance(Negative)
  • 5% Resistance(Toxic)
  • 5% Resistance(Psionic)
  • 0% Resistance(Smashing)
  • 0% Resistance(Lethal)
  • 0% Resistance(Fire)
  • 0% Resistance(Cold)
  • 0% Resistance(Energy)
  • 0% Resistance(Negative)
  • 0% Resistance(Toxic)
  • 0% Resistance(Psionic)

 

| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|

 

 

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  • 6 months later
On 10/15/2019 at 1:40 AM, Microcosm said:

I recently pylon tested a bunch of proc stalker builds for sets that have more than one aoe (I won't play one with a single or no aoe...). Spines surprised me by coming in at around number 4. This is while being probably one of the top two  aoe stalkers. I have since made one on live.

Necroing this, but how did you 'feel' spines after actual playing one instead of wailing on a pylon? I've never touched a Spines before because of the long animations and mediocre ST but I'm interested since Stalker version of it seems to get the best of both worlds.

 

It seems like when all IOed out I can get away with an ST chain of AS (4.5 recharge), Impale (2.7 animation), and Lunge (1.9) = 4.6 animation while for AoE the extremely long animation of Spine Burst allows to run Spine Burst, Ripper and Throw Spines back to back

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1 hour ago, Sovera said:

Necroing this, but how did you 'feel' spines after actual playing one instead of wailing on a pylon? I've never touched a Spines before because of the long animations and mediocre ST but I'm interested since Stalker version of it seems to get the best of both worlds.

 

It seems like when all IOed out I can get away with an ST chain of AS (4.5 recharge), Impale (2.7 animation), and Lunge (1.9) = 4.6 animation while for AoE the extremely long animation of Spine Burst allows to run Spine Burst, Ripper and Throw Spines back to back

The live one got side tracked by other characters and is still in the 20s, but I ran around rwz killing 54 Rikti when I did the Pylon tests and I really enjoyed it. I added a couple knockdown procs so pretty much every AoE caused knockdown, which made it exceedingly safe. If you're someone who dislikes cones though I would skip it.

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3 hours ago, Sovera said:

Necroing this, but how did you 'feel' spines after actual playing one instead of wailing on a pylon? I've never touched a Spines before because of the long animations and mediocre ST but I'm interested since Stalker version of it seems to get the best of both worlds.

 

It seems like when all IOed out I can get away with an ST chain of AS (4.5 recharge), Impale (2.7 animation), and Lunge (1.9) = 4.6 animation while for AoE the extremely long animation of Spine Burst allows to run Spine Burst, Ripper and Throw Spines back to back

I want to like spines so badly, but the anmation times just kill it for me on a stalker. I want to be swift and precise and be free to activate defensive clickies if I need to,  and spines just isn't that for me.

 

For what it's worth though, I think Barb Swipe has better DPA than Impale and you should be able to get two of them plus Lunge in while AS recharges. I hadn't thought of that before now and it would make the ST rotation pretty quick.

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7 minutes ago, KelvinKole said:

I want to like spines so badly, but the anmation times just kill it for me on a stalker. I want to be swift and precise and be free to activate defensive clickies if I need to,  and spines just isn't that for me.

 

For what it's worth though, I think Barb Swipe has better DPA than Impale and you should be able to get two of them plus Lunge in while AS recharges. I hadn't thought of that before now and it would make the ST rotation pretty quick.

That makes sense. The reasoning seems solid, I'mma try it.

 

On one hand now that I am leveling one of these I feel that there ought to be more bang for my buck. Long animations should hit like a truck, and I don't feel that. Things like Impale just don't seem to hit hard with perhaps too much tax paid for the fact it is range and immobilizes having been taken from the damage part. Spine burst is the same. Amazing 15y radius, sure, but it's the sole AoE until 26 and it doesn't even kill a Gear.

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Since I'm leveling one I'll relate my experiences (it's why I prefer leveling than farming one to 50 and then play the character).

 

Positron and Synapse were a terrible slog. LotGs are not active at that level and even with Hasten and Amplifiers it's a definite no to leveling without Barb Swipe. Respec out of it by Yin if desired. The AoE isn't amazing with just Spine Burst who has a terrible toll for the huge radius it has.  Without BU it does not kill gears (the little bots that spring out of defeated clockwork bosses). With BU it took about 60% of a minion's HP.

 

By Yin the rotation was in place. AS, Impale, Lunge, has gaps as expected from low level play, but acceptable ones and I could feel the basic rotation settling in. Using just two hits before AS never builds up Focus to the max though. I picked Ripper. Absolutely loathed in with that stupid ballerina long ass animation. A FF proc in it sure helped with recharge woes though.

 

By Moonfire I had the three AoEs but still loathing Ripper. Throw Spines is fine, doesn't do a lot of damage but the animation isn't super slow and the long range helps.

 

While I go 'ugh, Spines feels weak' as I level I'm still doing Tanker levels of herding running around and hiding behind something to mow things down and I realize my big ugh is Ripper that is killing my buzz so I've decided to throw it away and pick Ball Lightning instead.

 

At this point its like, well, if I am to stick with using Throw Spines, Spine Burst and Ball Lightning then why not just roll a Claws Scrapper? I'm still on the fence but the answer is radius. Spine Burst has a huge 15y radius compared to Spin's 8, Throw Spines has 30y range (just like shockwave. We save a slot on a KB>KD but lose the FF proc), and Ball Lightning also has 15y. So we can carpet bomb a spawn for a supposed sparse AoE AT and then clean what is still up.

 

The ST damage feels acceptable with one damage proc helping things along but Impale's long ass animation doesn't feel rewarding, and like most long animations it feels terrible to do a huge wind-up and see it miss. I'm almost tempted to remove it as well but Impale is iconic. The DoT damage is tiny and nowhere near Savage Melee so it adds up when wailing on something but it will rarely kill anything if expecting the last sliver of health to be whittled off.

 

I'll say that I was leveling an Ice Melee Stalker prior to this and it feels like night and day. We can frankenslot Frost for range since level 10 and a BU empowered Frost is a thing of beauty easily mowing down spawns at low level. I didn't get this satisfying feeling from Spine Burst. It even gets Frozen Aura at 32 which is less satisfying than Frost (for some reason, they do about the same damage and have the same animation time, but Frost just feels a lot more powerful where I sometimes hesitate to use Frozen Aura) but completes the AoE kit.

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I really like spines on brutes or scrappers, because of the gameplay that these ATs support. I would just jump in and start hitting the boss. Before the boss is dead there are no minions left and the leutenants are also dead or allmost dead. Then i would jump into the next group and start over again, while dragging the survivors of the last group with me. This does not work on Stalkers. Quills is a big part of the total dps and is missing on Stalkers. While Spines still has good AoE, i think that this powerset shines on scrappers or brutes.

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