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Spines Stalker any good?

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Yes, although it's not the most commonly used primary for a stalker. You lose quills and confront for AS and placate. It's got a little bit of range with impale/throw spines. Spine burst still has a slow animation.

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Has anyone got experience with spines lately that they want to share? I rolled a spines bio stalker and I'm up to about level 17. Curious if anyone's had some thoughts on their travels towards level 50.


@Force Redux on Everlasting

Steel Dove: 50+3 Force Field/Sonic/Mace Defender

Tycho Kain: 50+3 Thugs/Time/Mace Mastermind

Darkbriar: 50+3 Plant/Dark/Primal Controller

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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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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)

 

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|-------------------------------------------------------------------|

 

 

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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.

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