JusticeisServed

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  1. Quote:
    Originally Posted by ChrisMoses View Post
    Does anyone have suggestions to get the most Def/Regen/Recov bonuses out of IOs for Fire? There has to be a way to make the thing survivable. At the point I'm at, it really isn't.
    Well the build I posted works on getting a 20% defense to ranged and AoE damage.
    16% to melee.. But the individual types (aside form Smashing lethatl and Psi) are over 20%.

    So against exotic melee you should be decent, for standard melee.. well S/L is the second most resisted behind fire of course.

    Couple it with a healing flames that you can fire off every 18s (without hasten), it doesn't seem too hard to survive with.
  2. Quote:
    Originally Posted by MallardDuck View Post
    I can't speak to whether Regen needs to be changed. It's a fun and interesting set as is. But it is clear you can't survive very long without set enhancements that provide a lot of recharge and defense.

    My question then - would it really work to abandon all my kinetic combat sets in useless powers like brawl and boxing to pick up Shadow Meld? I really kind of hate wasting all those powers and slots but without the S/L defense my Spines toon seems very fragile. But Shadow Meld doesn't look like a slam dunk to me. Looks like it can be on for 15 seconds and then at the minimum off for 13-15 seconds. While on it is incredible. While off I'm going to get hammered pretty hard. Moment of Glory adds another awesome protection that can occasionally fill that 15 second gap. Plus the 3 healing powers. And I suppose I could throw in Phase Shift. All in all I could make the toon essentially untouchable but I'd be toggling Hasten, Moment of Glory, Shadow Meld, Build Up, Instant Healing, Dull Pain, Reconstruction and maybe Phase Shift. Would I even have time to actually attack anyone? Just curious to know people's opinions before I spend the time going villain and respecting a couple of times to salvage the existing sets. Thanks!!
    You could add Shadow meld if you really want. I'm adding it to one of my builds as a second oh crap button when thigns are bad and MOG is about to drop..
    That being said Kinetic combat sets are great for melee defense though.. Which every time you click Mog or Shadow meld is going to give you 3 seconds of not dealing damage (aside from the agro aura) due to cast time. So you Plus it's a lot of stuff to be clicking around, where as you could just try to keep building for as much melee defense as you can (better alternative than just SL since it covers all the melee exotic types like fire and dark and such).

    If you can find a place to drop shadow meld in it wouldn't hurt to have a second oh crap button.. But I wouldn't gimp your build's ability to deal with damage.. I don't think you want to be attacking in 27 sec bursts (probably get boring).
  3. I know that the stealth effect of SI and GI are the same (one being a toggle for self and the other being a clicky you can grant to the whole team and self).

    But can the defensive bonuses of both stack together? Mids says yes, but sometimes Mids does things wrong.
  4. Quote:
    Originally Posted by ClawsandEffect View Post
    When things go right, it is truly awesome.

    When they go wrong, they go wrong in a hurry.

    In my 40 levels of Spines/Fire I've found that the line between "Engine of destruction" and "doorstop" is a fine one.
    Yeah a fine line that's often dependent on the damage types a mob is dealing out eh??
  5. JusticeisServed

    Spines/Regen

    Quote:
    Originally Posted by SOMEonE Nice View Post
    dude fitness is Necessary on EVERY TOON YOU MAKE.

    and health adds +regen and Stamina is a Must On EVERY TOON.
    Quote:
    Originally Posted by SOMEonE Nice View Post
    For someone who has More than enough Game experience with all types of toons always get Fitness. id rather not get too blunt with you.
    Quote:
    Originally Posted by SOMEonE Nice View Post
    Okay how about you make a build post it here let me see How "Unnecessary" it will be
    You are wrong..
    Sorry to say it..

    The +Recov provided by quick recovery is STRONGER than that found in Stamina. With the lack of toggles a that a spines/regen will have.. Well lets just say if a Spines/Da can run with only Stamina with the plethora of toggles, a /regen should have no problems in that regard.

    While the +regen is a nice touch health itself doesn't boost your HP. I understand the idea of trying to boost as much +regen out of a /regen as you possibly can, but sadly that's not the way to go.

    A regen needs other forms of mitigation.. So you're better off investing in the fighting PP, or combat jumper, or perhaps even maneuvers if you're desperate for +def. It will be far out weigh any benefit the +regen of health will give you.. And since you don't need stamina, that's really the only draw for picking up the Stamina PP.

    The fitness power pool is nice to fit (IF YOU CAN) but ultimately in terms of a /regen is not aiding much in survivability. Certainly it can be pushed off until VERY late game.

    Lets put it this way..
    Assuming base numbers of 399% regeneration (this is fast healing with a level 50 health IO and integration with a level 50 health IO) on the base level 50 hp of 1339. A regen makes back 22.3 hp/s

    Now lets add health to shift our +regen up a bit more. heck we'll 6 slot it (not that anyone wood) with health IOS (level 50). We've now taken our regen rate to 486% which brings our hp/s up to 27.2 hp/s.

    That's a 5 hp/s difference.

    Lets take just tough instead..
    A single level 50 IO into tough resists S/L to 14%.
    To make that 5 hp difference Tough simply needs to resist S/L damage that hits for 36 hit points.

    At level 50 you'll be VERY hard pressed to find baddies that are hitting for 35 hp when they hit you. Not to mention that with any character you'll have multiple people hitting you at one time.

    Regen has the unfortunate side effect of scaling down in effectiveness as more people attack you. Even though you may not see it, the effect of 14% reduction to smashing/lethal actually scales upwards when more people are attacking you.

    Because 14% reduction is equally effective on the first guy as it is the second as it is the 10th.

    5 bonus hp/s regen is more effective against the first guy, but that's it.. it's not like your regen gives another 5 hp/s for the second guy (or even adds the original 27.3 for every other attacker).

    So while +regen nice for a regeneration character to have, taking the fitness powerpool is absolutely NOT a necessity.
    It's a nice way to squeak some more +regen out, but there's certainly other things worth investing in first.


    Quote:
    Originally Posted by DarkThingy View Post
    How would you not take health and stam. regen scrappers need regen hints health for more regen. and spines is a hella bad with end. so why not take stam?
    You are wrong too!
    Regen scrappers need more +RECHARGE. That way you can fire off those click heals as much as possible. +Regen is important too but that's something you can invest some sets into getting.

    Spines is Bad on end.. Why not take stam? You don't need it.. Unless you plan to not pick up quick recovery, but why you'd not take the superior of end recovery powers.. yeah not sure..
    Again.. Spines/Dark can make due with just Stam and you've got tons of toggles.. Spines/Regen should be more capable with with a recovery power that at it's base offers 5% more end recovery and no armor toggles (Except integration). With 3 level 50 IO's QR makes about +60% end recov.. Stam only makes +50%. That's a big difference.

    Quote:
    Originally Posted by DarkThingy View Post
    trust me Mr. I have 15 lvl 50s me and someone have over 40+ each so we kind of know what we are talking about so you can just stfu no one cares about how high your post count is if your post are rubbish
    And.... credibility lost.. Bad sentance, the use of stfu, and no one cares (someone does, they asked the question), and bringing in post counts which were never a basis for why someone should listen to another individual... Epic..


    Also to the OP.. with the fact that health is not a very important power to you.. You may want to consider (yes it's expensive) putting the concealment set into your build. Not to slot out or anything.. But picking up stealth, grant invis, and invis, gives you nice places to drop 3 lotg +rech when you can afford them.. Which will be infinitely more useful when you can get your recon up in 20 sec vs the extra 5hp/s health grants.
  6. Quote:
    Originally Posted by Chaos Creator View Post
    Fire is ridiculously squishy. a Spines/Fire will want to adhere to the plan of, 'Kill them as fast as I can before they kill me.'
    I suspect you'll want Hasten earlier in the build.
    i'm begining to find the idea of /fire not so exciting anymore.. :P
  7. Quote:
    Originally Posted by Umbral View Post
    I think I can make the claim, rather well actually, that */Regen is more recharge dependent than either of those builds since those other sets at least have some decent mitigation to rely on when their click powers are down. */Regen has some bare bones damage recovery which, while it looks good on paper, if that paper assumes that the only thing that matters is how long you can survive indefinitely which every single survivability index seems to care about, means about as much as the weather patterns in India do to a potato farmer in Idaho.
    I absolutely 100% agree with you here! recharge is very important to regen more so than the natural regen. Natural regen looks great when you're being beaten on by characters that have no form of debuffing you and there aren't enough of them to take any significant amount of damage out of your life bar.. But a natural 50 hp/s regeneration isn't really worth squat when you've got 2 guys who are hitting you for 100 hp each ever 2 seconds.. That's still a net damage of 100 hp every 2 seconds, making regen not nearly as good as it sounds.
    The more people hitting the worse it becomes.

    Another way to look at it.. an invuln with 50% S/L resistance getting hit by two characters dealing 100 damage (each) every 2 seconds both get reduced by 50% for a net of 100 damage.
    Now lets apply a 3rd..

    In the case of the regen scrapper in 2 sec we've recovered 100 hp (that didn't change), we got hit for 300 hp now. For a net for 200 hp

    Invuln we've got the same 3 people attacking, we'll ignore it's minor regen of 15/s or whatever and just focus on the res. 3 people deal 300 damage in 2 seconds (total) but out DR reduces that by 50% now our net is 150.

    Shall we add a 4th?
    the Regen took 300 hp damage
    The Invuln took 200 hp damage

    5th?
    Regen took 400 hp damage
    Invuln took 250

    6th?
    Regen took 500 hp Damage
    Invuln took 300

    Shall we assume we've got the agro cap of 10 people attacking?
    Regen took 900 Damage
    Invuln took 500

    It's easy to see that the "infinite damage" model is f'ed up.

    So the next logical thing to do is take into account the healing options that Regen has.. Because that's damage mitigation too.. That's correct.. But when -rech is applied to us that damage mitigation is taken away and if we just go back to our core resistance.. Well the numbers above show that.. Besides MOST sets have a self heal option, and the two that don't certainly rock the ability to miss incoming damage enough to make using the medicine pool easier (than with any other scrapper type).

    Quote:
    Originally Posted by Umbral View Post
    People keep screaming about the awesomenes of */Regen, but I really have to wonder if anyone has actually looked at how the set performs compared to other sets. In meaningful time frames, */Regen performs remarkably substandard and that's assuming that you're a friggin' god with those click powers. I'm tired of people screaming about the incredible awesomeness of */Regen largely because I'm pretty friggin' sure, from both my personal experience and from observations I've made of others, that */Regen isn't nearly as awesome as some of the other sets out there. About the only thing that */Regen really has going for it nowadays is a smooth ride for the first 20 or so levels, and that's not even something unique to */Regen.
    I am a proponent of the Regen set. I DO see it's deficiencies though.. But I've also seen it pull off some really amazing things. I've also seen Regen scraps who go running into combat with their 120 hp/s regen only to faceplant in 2 seconds.
    Katana and Bs do bring a TON to the survivability of Regen. But I agree with you Umbral. Those benefits can benefit almost every other set as well. You're completely right in that regard. And I agree that I don't think the measure of how well the set performs should be tied directly to how well it performs with 2 of the particular primaries. Regen is a fun set I love it, I like playing Regen toons, but It does need some unbiased looking at. There's simply things there that need to be addressed by someone.

    Quote:
    Originally Posted by Umbral View Post
    I think, at the very least, */Regen can ask for some ******* friggin' debuff resists when every other set seems to have gotten noticeably stronger over the years (with the sole exception of */Shield which the devs seem happy to allow to prance about at the absolute top of the heap without any serious contenders for the position, even with the nerf that ignored the real overpowered mechanism in the set), even in areas that the sets weren't even considered weak for (the Invuln passives got debuff resists, not because the set was considered weak, but because the devs thought that there wasn't enough reason to take those powers).
    Agreed.. My invuln/ tank saw a big buff when they messed around with invuln. And I never felt he was weak before hand.. Heck he was only number 2 of the tanks I made to my Granite Tank (thanks to some smart use of IO's) and usually became the tank I'd more often play since he could deal more damage than old stoney..
  8. Quote:
    Originally Posted by Arcanaville View Post
    Regen (and recharge) debuffs are supposed to hurt. The strong ones are supposed to hurt a lot. If you want to make a case that regeneration should have either recharge debuff resistance or regeneration debuff resistance, you have to argue that it hurts more than intended. Arguments like "why not" are unlikely to be effective.
    I understand this.. And one would think that Defense debuffs are supposed to hurt a lot too as you're taking more damage.. But when something like Super Reflexes can reduce the impact of one of the major debuffs that hurt EVERYONE by like 95% thus keeping their defensive abilities intact for survivability purposes it's unreasonable to say that Regen and even will power should have their own sets of debuff resistance to keep their armors at least working.

    Think about the def debuff.. When/if a SR scrapper gets hit with it, his defense is still able to be relatively high. Now apply the -defense to a regen.. oh no.. If your an AVERAGE PLAYER
    (not someone who's looking to hardcore create their character with all the best IO's) you're in negative defense, as you probably have little to none.
    So now as a regen you're getting hit even more often. and unlike SR you've got no mix of defense and "scaling resistances" Which is yet another factor. So you're soley dependent on your regenerating ability and your click heals.

    now Lets take SR Scrapper and Regen scrapper and apply a regen debuff that essentially floors both their regeneration abilities (no defense debuff applied).

    The SR scrapper getting hit with a regen killer isn't really going to hurt the SR scrapper much, as chances are they're still going to make it through a pretty high level of combat (maybe around 80%? Accounting for the natural 50% chance as well as a reasonable 30% defense attainable without any IOs) without taking much damage, and an SR scrapper certainly is not primarily relying on the regen as their damage soak power (as their DEFENSE is clearly what takes the majority of the damage away). Now we look at regen.
    We're floored on regen.. That's awesome.. Because unlike an SR scrapper or even an resistance based set like /elec out primary method of mitigating damage is that 5x higher ability to replenish life per sec. When that's gone you've essentially taken the 30% defense an Sr scrapper has or the 50% resistance an elec scrapper has and dropped them to 0. Because there is no debuff protection for the /regen.

    But we certainly can't say that the mitigation comes soley from the +regen. no we've got clickes.
    Now lets take SR scrapper again and we apply a 50% slower recharge to them. What exactly is affected?? PB is affected I suppose, but it's relatively easy to make overlap as it is, and chances are the slow effect won't last long enough to have a drastic overall effect to the performance of pb. So you've simply limited the speed at which a /sr can attack. For other sets you've limited things like, healing flames, dull pain, shield charge, dark regen, etc. While all these tools are mitigation tools NONE are the primary mitigation of the set.

    Now apply a -rech of 50% to a /regen.. Now your 30 second heal is taking 45. Your instant healing which is already on a ridiculously long timer is drawn out a bit more. Your Dull pain is either no longer permanent or can risk being down when you're needing it the most.

    Essentially not giving a /regen AT LEAST -rech reduction is like not giving a /sr defense debuff protection.

    If the developers TRULY think that's fair than I argue that Focused Fighting, Focused Senses and Evasion should also become clicky powers that last 2 minutes (with a natural 2 minute recharge), that way SR is similarly effected in terms of survivability as a /regen.

    Because that's what -recharge does.. It shuts off a regen's mitigation almost entirely in many cases.
    If you don't want to add -recharge.. Then I may stand behind the crowd that says make IH a toggle again.
  9. Quote:
    Originally Posted by ChrisMoses View Post
    I've played a Spine/Invuln Scrapper to 50 and a Fire/Energy Tanker to 50 back in the day.

    Currently I have a level 28 Spine/Fire which I am finding to be not nearly as much fun as I remember having with either other character (both pre-Global Defense, ED, etc). As a matter of fact, I died four times in a row last night to some Arachnos.

    The think is, the combination oozes potential, but you have to get into the 40s before it reaches that potential.

    I think I'm going to transfer as much money as I can afford to him and go shopping. I need some +Def, Res, Reg and Recov to make the build more bearable.

    Plus, I'll have to add Boxing/Tough/Weave at some point, but as is, I only have three attacks (lunge, Impale, Ripper), so Throw Spines must be gotten immediately, as will Burn and Fiery Embrace.

    It seems to be a really tight build, almost unbearably so. But I think if you go through the exercise, it pays off in the end.
    Yeah I'm kinda figuring it's going to play like a spines/dark in most cases.. But maybe with less end problems thanks to consume?? Of course my SPines/dark can be dropped relatively quickly sometimes as well.. Hrm.. Things to debate if I want to go through with this.. :P
  10. My love for all things scrappers makes me want to see a /fa through to the end, and i'm thinking Spines could be fun to build it on.

    So hows this build look? What could I tweak for a bit more performance?
    Is spines a good choice for /fa?

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Magmaspur: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    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(17), C'ngImp-Acc/Dmg(40)
    Level 1: Fire Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(13), Aegis-ResDam/EndRdx(23), Aegis-ResDam(27), Aegis-ResDam/EndRdx/Rchg(37), EndRdx-I(46)
    Level 2: Blazing Aura -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(3), Erad-Acc/Dmg/EndRdx/Rchg(5), Erad-Acc/Dmg/Rchg(9), Erad-Dmg(34)
    Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(42)
    Level 6: Spine Burst -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(7), Erad-Dmg(7), Erad-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(43)
    Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(15), Decim-Build%(43)
    Level 10: Swift -- Run-I(A)
    Level 12: Boxing -- Empty(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A)
    Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-EndRdx/Rchg(25), Aegis-ResDam/EndRdx/Rchg(27), Aegis-ResDam(46)
    Level 18: Quills -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(19), Erad-Acc/Dmg/Rchg(19), Sciroc-Dmg/EndRdx(23), Sciroc-Acc/Dmg/EndRdx(34)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(48)
    Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(25), Aegis-ResDam/EndRdx/Rchg(37)
    Level 26: Ripper -- Erad-Acc/Rchg(A), Erad-Dmg(31), Erad-Acc/Dmg/Rchg(31), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(43)
    Level 28: Burn -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Dmg(29), M'Strk-Dmg/Rchg(36)
    Level 30: Consume -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Rchg(40), Efficacy-EndMod(46)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dam%(33), Posi-Acc/Dmg/EndRdx(45)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(39), S'dpty-Def(39), S'dpty-EndRdx(39)
    Level 41: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), LkGmblr-Rchg+(42)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
    Level 49: Rise of the Phoenix -- 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
  11. Quote:
    Originally Posted by Golden_Avariel View Post
    I don't really have anything against them and I have it on my Brute. If I could get either or both without having to get Boxing/Kick I'd get them a lot more often.
    I can feel you there.. however if you can somehow find three extra slots to put in boxing or kick you can get a nice addition to melee defense through IO sets with it
  12. Quote:
    Originally Posted by Werner View Post
    I guess that makes sense. I had commented that:
    "hit points that are on a random walk can easily hit zero, and... for an equal survivability number in my model, the probability of hitting zero on a Regen scrapper (where the random walk takes frequent and HUGE steps) is much higher than the probability of hitting zero on pretty much any other set (which take less frequent and smaller steps, sometimes much smaller)"
    However, I can see that this is most relevant in the area of the game I care most about personally, extreme situations for extreme builds - AV soloing without inspirations, RWZ challenge, that sort of thing.

    I can see that my comment applies much less to the normal PvE game that the devs balance around. Most Scrappers in the PvE game are not soft capped, so they're getting hit much more frequently than most anything I'm looking at in my own models. And everyone is probably getting hit for significantly less damage at a time in the normal PvE game, particularly when compared to AV soloing. More frequent and smaller hits should make our random walks be more comparable, and make it much less likely for a Regen scrapper at "sustainable survivability" to random walk themselves to zero hit points. If that factor makes less than a 10% difference in the normal PvE game the devs balance around, as you suggest, I can see how that's just not going to be enough to justify a buff, particularly when quantifying that difference is fairly difficult.
    And I think this may be where my experiences with my /regen differ from other people on this threads. I've never tried making an AV soloer. Not with any of my scrappers. So my builds are "solid" PvE builds, but not the extreme situation builds. That being said, going back to how I look at +hp and +regen, and how dull pain is used, I don't need dull pain up perminentely (though my build can achieve that if need be). So it gives me a number of tools. While when DP is up there's some over the cap HP sitting around, it does add up when I don't feel the threats are big enough to warrant DP.
    I've had plenty of times playing with some friends that I'm the only scrapper and the other 2 are blasters and I get to play tank where the standard regen with my half decent defenses as well parry have made any incoming damage simply heal back up a few seconds later.

    And this is another reason it's going to be hard to justify a buff. Because in standard PVE it plays pretty well, comparable to other sets not looking to be made extreme.


    Quote:
    Originally Posted by Umbral View Post
    Regeneration debuffs are not the major achilles' heel of Regen anymore, not since the set began depending on click powers more than passive regeneration. Do you honestly believe that most people that know */Regen care about regen debuff resistance any more than people that know */Fire care about end drain resist or slow resist? The more important debuff resistance would be recharge debuff resistance for pretty much the exact same reason that DDR is important to defense based sets: it stops a single debuff type from rendering an important mechanic of the set null.
    The thing is, most people who look at the /Regen set don't KNOW that regeneration debuffs resistance isn't that important. I see it plenty of times through the forum (I wanted to find a post to show, as I'm sure I saw one recently, but can't find it) where people ask why regen has no regen debuff protection. There's plenty of people out there who don't really understand that recharge is the real achilles heel of regen.

    Quote:
    Originally Posted by Umbral View Post
    to whether there is a logical reason to provide some debuff resistance to */Regen, I think the better question is to ask whether there is a reason for */Regen to be the only set out there without any debuff resistance.
    Can't say I disagree here, I'd love to see recharge debuff resistance equivalent to SR's defense debuff resistance.. Especially since regenners can get slapped with stupid -defensive numbers..

    Quote:
    Originally Posted by Umbral View Post
    Every other set has some degree of debuff resistance to both primary (DDR in sets with native +Def) and secondary (-rech resist in sets with sets with 1 click power) attributes. What makes */Regen so different that it's assumed that it should have absolutely none (not even any substantial pseudo-debuff resistance like +def)? Is there any logical foundation for */Regen to not have debuff resistances? */Regen doesn't even have any of the exotic protections that sets with few debuff resists sport (like confuse prot, fear prot, +per) that would equate to roughly the same thing. While every other set in the entire game got debuff resists over the course of the years, */Regen was pretty much ignored. Is there actually a reason why or is it just a feeling that */Regen doesn't deserve buffs because it was awesome way back when?

    You do get Mag 15 stun resistance which is more than any other set except for stacked Active protection or practiced brawler.. but I agree.. nothing really fancy there..
  13. Quote:
    Originally Posted by Golden_Avariel View Post
    Martial Arts

    I know she doesn't EVEN compare to my Dual Blades/SR (who called the same Shadowhunter a whimp) but she's still fun and now my highest level character that isn't 50.

    I managed to cheaply add 10% defense to the SR scrapper and I'm sure I could do it for this one but I don't know about fitting Weave in. I'm not sure what 3 powers I would want to drop for the extra... what? 5%? Ah well, I don't usually have trouble getting a team for her when I want it (she's pretty popular among the coalition at large for some reason) so I guess I shouldn't worry too much about it.
    Yeah I hear you. Regen is a fun secondary, but it's definitely a secondary that doesn't mesh with as many primarys as nicely.. That's the big issue.
    I don't have a ton of experience with MA (especially since the patch), but my MA seems to get his rear handed to him fairly frequently with /wp. So perhaps MA doesn't mesh with the +regen type sets as well?
  14. Quote:
    Originally Posted by LordPig View Post
    Actually, back then Inv was more powerful then regen. At least the first scrapper soloing AV vids I saw were a dark/inv.

    Back then MoG put you to 20% health, with no ability to heal.

    Dull Pain's +HP was static and not affected by enhancements. The ability to affect the +HP was a bug that they chose to leave in. I believe this actually occured when they were looking at inv tankers.

    IH was a toggle, and it was fully enhanceable, with much higher regen rates then it has now.

    Integration was only a status protection, it had not +regen component.


    The basic history is:

    IH - lowered max regen
    Integration and Dull Pain buffed w/ IH lowered max regen
    Integration and IH given Enhanceable/Unenhanceable sections
    IH changed into clickie.

    MoG "fixed" - I like the change, but I know it was controversial at the time. However it didn't do anything to improve the playability of regen for me.

    To be honest, the only time I feel like bringing out my /regen is the one area it's still the best in. When I decide to go to a Hami raid (and then i'm reminded why I quit going to hami raids 4 years ago).

    I liked riding that edge with regen. Knowing that if I slipped up jsut a bit, I could face plant. I just don't get the feeling from that with any of the newer sets. I still get that with regen, but that bar is so much lower now.
    What primary are you using?
    Because I still feel that way.. And the new mog made my build more tight (skipped it before) and adds one more tool to the "if I slip up I could face plant."
  15. Quote:
    Originally Posted by Golden_Avariel View Post
    My usual strategy is to try and keep Dull Pain running all the time because the regen is so good with it. Recharge IO's together with AM from my controller friend keeps it up most of the time. When he isn't around I use it like you are describing - first line of healing when I get to 50%.

    I use Moment of Glory to absorb the alpha and it works very well for that. Against the EB last night I triggered it before popping the lucks and after all of them expired but of course it doesn't last long enough to really help much against a persistent threat like that. Who knows when that Big Bash of Instant Death is coming until you see the animation and then it is too late.

    Timing Reconstruction seems like an art form. Sometimes I'll hit it too soon and then wish I had it a 15 seconds later. Sometimes I wait too long and die while activating it. Mostly I have it down about right although I wish it recharged faster straight out of the box.

    I only use Instant Healing when I'm fighting a very big group (like party members are starting to drop kind of big) or for the named bosses. In those cases I'll trigger it just after the first Reconstruction well after the fight as started.

    Does all that sound about right or am I still Grasshopper with much to learn? I haven't taken Tough/Weave on any of my scrappers and don't really want to start now. It isn't like I'm trying to do +4/x8 or anything. I just want to enjoy the set combo (which usually means taking most or all of both power sets) and play the game.
    No sir you sound like you're getting it perfectly.
    Definitely look to see where you can fit in some +def with IO's (as it's pretty easy to get 5x of the recharge through all your powers), and add in weave.

    What primary are you? That's a big factor for the awesomeness of regen for sure.
    Dark/katana/Broadsword generally are the most survivable for a regen.

    I rolled a bs my self.. I <3 capped melee defense +65 hp/s with dp active..

    Certainly Regen is going to be harder on other Primarys, but still viable (but I can agree on it being a bit outshinned by the other defenses when not paired with the above 3).
  16. Quote:
    Originally Posted by LordPig View Post
    Bring back toggle IH. Even that never made up for the lack of a regen debuff resistance.

    Back in the day, I know regen could do some crazy stuff. However with all the new secondary additions, rebalancing to the old secondaries when was the last thing anything was done to regen. It took more hits then any other secondary for a long time.

    For me, there come a point in time where I have to stop looking at someone saying "the numbers show this" and say, but regen is no longer fun for me. It used to be fun, but when they basically revamped it from a toggle to a clickie set, it just went meh. The fact that it appears that devs don't want to address the set and sometimes seem to act as if they wish it had never been created is annoying, to put it mildly.
    One Acronym..

    MOG..
    That was a big change fairly recently.

    Regen can still do crazy stuff, but it makes you think more than the other sets.
    And again.. The lack of Regen debuff resistance is really not that big of a deal for a /regen..
    it's lack of a recharge debuff resistance that's killer (and far more common in pve).
  17. Quote:
    Originally Posted by Golden_Avariel View Post
    Agreed although the idea that I *must* (or even should) take the fighting pool to survive solo makes me sad.
    In fall fairness regen isn't the only set that "should" take the fighting pool to survive.
    It's not necessary to survive solo to be completely honest, but it's not necessary for any set that "should".

    It is necessary when you want to dive in and do what a soft capped SR/shield character can dive into and have a chance of coming out.

    I mean a blaster is perfectly capable of soloing content when played correctly..
    A Regen scrapper has more healing alternatives, comparable damage.

    A blaster can do it without the fighting pool, a scrapper can too, even regen. Just figure out when to use certain clickies..

    For example.. Don't be using IH every time it's up.. Instead pop it when you are fighting the named boss.
    Rely on recon primarily.

    When you've got a tough group, instead of ih, look for DP as an alternative (larger amount of HP to absorb the alpha), or Mog which comes up pretty quick even without IO's.

    Mog is a great alpha mitigator, especially solo.

    Regen is also deceptive with what IO's and SO's to slot.. for instance.. you get almost no gain in putting healing into instant healing.. In fact on my IO'ed build I am only rolling 3 rech in it and saving the other 3 slots to put elsewhere for set bonuses.


    A final note.. Is DP is a very pecular power for how it works. It's a Heal and a +Hp power. So it can be used to mitigate the alpha, but in my opinion to get he most mileage out of it.. Allow yourself to be taken to just above half life (when it's slotted for heal and recharge) then pop it. At a little above half life you should see it healing you entirely as well as adding that extra hp boost to make your natural regen boosted for the duration of the fight..
    It's an interesting tool with a steep learning curve (note you can apply it to other sets that use that power such as invuln and stone armor).
  18. Quote:
    Originally Posted by OneWhoBinds View Post
    No.

    It's power is in the combination of ALL of its clickies: Dull Pain, Instant Healing, Moment of Glory, and even Reconstruction and Revive.

    Okay, seriously now.... While the underlying factors are the same, Willpower and Regen are two VERY different sets. Willpower is a toggle on and forget set. Regen is ALL about the clicks. With a good plan of which power to click in what order, you can survive through almost anything... and get right back up and into things that you can't. And Moment of Glory is just awesome.

    Also, something to consider: Willpower will only match Regen's NORMAL regeneration rate, when RttC is saturated. Regen gets that kind of benefit at all times.

    Regen obviously works best with a primary that can provide good mitigation - like Broad Sword and Katana, for example.
    You are right and wrong.
    At best Willpower match regen's NORMAL regeneration Rate when RTTC only has 1 person it's range.
    When it's saturated it starts encroaching on Instant Healing.

    Thus in bigger mobs it's WILLPOWER that gets the better regeneration rate "at all times."

    That being said there's certainly something to say about MOG which is up much more often than Strength of Will (and feels much more useful at that) as well as recon and dull pain. that at least help balance out what a regen can do vs. a saturated RTTC.

    Quote:
    Originally Posted by Golden_Avariel View Post
    So a couple of Doctored Wounds, a couple of Crushing Impacts, and Adjusted Targeting in the Buildup along with the LotG global in MoG (2 would also give 10% regen) should be a minimal build. That would be umm... 32.5% global recharge? It also helps that she frequently runs around with a Rad controller - AM would stack on top of that I assume. I see Hasten coming... probably at 49th.

    I would think since you start with basically zero defense that slotting for defense wouldn't really help much.
    Any amount of defense helps.
    Especially since any regen (willpower should too) should have the fighting PP with tough but more importantly weave.

    A regen who can attain 15-20% defense is much more survivable than one with 0%
  19. Quote:
    Originally Posted by Faolon View Post
    What if you don't plan on bothering with set IOs?
    Does it make a difference even with normal IOs or SOs?
    I've got a stalker that started with SoW, and respec'd to GC.
    And I don't have much in the ways of inventions in him yet.. and I can assure you GC is way better than SoW.. Without some crazy amounts of rech in my build GC is almost always up (you can pretty well alternate DA and GC if you're hurting on end and need the added def). It definitely fills the attack chain better than SoW.

    As well as makes it better when you eventually do decide to start making a more fancy IO'd toon.
  20. Quote:
    Originally Posted by Moonlighter View Post
    It is my understanding that once you earn the villain pools you get to keep them even if you respec. That still means going villain side, doing the arc, and going heroside again. I mean it would be pretty unbalanced to hand villains all the hero side APPs and not let heroes keep the villain ones.

    The big downside of Shadowmeld is if you are over reliant on it you lose a lot of DPS to animation. On the other hand, I can run a Regen with almost perma Hasten that still has ~40 defense to S/L and a smattering of defense in F/C and E/N to bring Shadowmeld to cap there as well so...
    I'm working on figuring out a build that does this as well.
    On the same hand without Shadow Meld my Regener does not rely on popping Mog everytime it's up right now.
    but being able to pop mog and then pop SM if it was neccessary is a tasty idea.
  21. Quote:
    Originally Posted by Werner View Post
    Same experience here. Very comparable survivability, probably slight edge to my DM/SR over Katana/Regen.

    But just as Katana gives Regen exactly what it needs, Dark Melee gives Super Reflexes exactly what it needs.

    And really, most Katana and Broad Sword combinations tend to be very good in the survivability department. I wouldn't worry that they're bringing something to Regen that they aren't to other sets. My Katana/Dark, for instance, is much more survivable than my Katana/Regen.
    You are 100% correct here. My experience with DM/SR has been a very slight skew towards dm/sr over bs/regen, but not so significant I feel a complete retool of my regen is needed.

    But I've seen people propose changing SR's Elude to get +regen vs +recovery. When an outside source through DM can grant SR some healing. Just like Katana/Bs can grant Regen some outside defense.

    Hence why for survivability I don't think Regen needs MUCH tweaking. I would love to see some -rech debuff added in (that's vital for a regen). -Regen would be nice but isn't quite as neccessary. To be honest if I were to propose changes to regen I'd work on some of the recharge times, maybe drop it a bit for IH or the other click heals since that's really where the "damage mitigation" is coming from for that set.

    If the base set came with recharges on the healing clickies moving the core set closer to an IO build going for perminent dull pain than it currently does I think that'd make a big difference in how Base Set Regen compares to Base Set everything else. Where a /SR can focus on getting the +def to get to the cap and then focus on whatever else, a /regen could focus on getting to perma dp (which comes with quicker recon and IH and mog) and then focus on whatever else.

    But I can live without that if at the very least they make sure my rech doesn't get hit very badly. I'd love to see regen get -rech debuff defense on par with sr's -def debuff since that's the core of a /regen.
  22. Quote:
    Originally Posted by Umbral View Post
    The only reason it is hard to justifiably buff */Regen is because, from the calculated survivability models we've got, */Regen looks really good. The problem with this, as I said before, is that the weaknesses of */Regen are downplayed while the the strengths are built up within these models. The reasons you actually posit for not buffing Regen aren't even largely true, anyways.
    I agree that the strengths for it are really good but it does have weaknesses.. But I certainly don't think it's more deserving of buffs than other sets. I would love to see it happen but I don't think it will.

    Quote:
    Originally Posted by Umbral View Post
    The same thing applies to any other set out there. Mez effects and -tohit and +def help out everyone and, in the case of -tohit and +def, help out other sets more than Regen because Regen doesn't have gobs of defense to stack up with it.
    I disagree.. SR gets benefits to -tohit and +def when you've got lower levels, but with io's it's very easy to hit capped levels with it anymore (without being a "power player"). Couple that with certain sets not having heal powers (shield and SR) then the only thing you may be mitigating is incoming damage.. Whereas Regen (and willpower) get added bonuses by having much higher regen levels that make that incoming damage reduction doing more than removing life from your life bar, but also providing you inspiration/click power free time of getting life back in many cases. Like I said with my level 50 Bs/Regen with capped melee def, I get hit once get a chunk of life taken away and a few seconds later I'm back up to full life again without thinking.. That's not something my SR really can do. Sure he won't get hit as often as the /regen, but I'm FORCED to take aid self (which basically if interrupted becomes a -end power) if I want self healing.

    Sure the -tohit and +def benefits resistance sets.. But to say Regen gets the LEAST benefit from them I can't agree with. I'll get onto it more later.. But it's the basis of why I think if Regen gets re-assessed we may see Katana/BS getting looked at again specifically the parry power. Perhaps not the set as a hole but the power of parry may.

    Quote:
    Originally Posted by Umbral View Post
    I'm not entirely sure how you got here, but that's a very strange place to arrive from "DA/Parry are awesome for Regen". DA/Parry is awesome for every single set in the entire game. It's not something exclusive to Regen. Reassessing Regen could quite easily be done exclusive of Kat and BS, if only because the devs don't make an assumption that anyone that rolls Regen is going to roll with BS or Kat.
    I don't think it can. I agree I'd love to see Regen Perform equally well on any set, so I could make fire regen and survive just about as well as kat/regen or whatever. But there is no denying that 2 stacking parry/da takes Regen from a meh set to a very good set that can rival most other defensive sets. It would hold true for parry as well.

    And yes you're right for MOST other defense sets you're going to have some bonuses for parry/da but again I still feel the time it's buying to allow your natural regen to bring your life back (without using a click heal power, dp, IH, or mog 3 of which making themselves somewhat equivalent to defense or resistance of other sets, not a direct correlation but it's there). So I still stick with my feeling that I get MORE out of DA/parry on a regen than any other set thanks to the higher natural life regeneration. You're entitled to disagree, I'm merely stating my experiences, and in my experiences, my Kat/Elec (scrap) and my Kat/Nin (stalk) get less out of DA than the regen.

    Quote:
    Originally Posted by Umbral View Post
    Because DA/Parry causes a reduction in outgoing damage, Kat and BS still perform perfectly well for sets that don't need additional defense because it allows the user to focus entirely upon dealing damage. It's largely the same reason that Siphon Life's +heal is still useful to a Regen or a WP even though it's a drop in the bucket compared to what they're already getting.
    I can't argue that, but again not every set is going to get the same if not more benefit out of DA/Parry like Regen does.

    Quote:
    Originally Posted by Umbral View Post
    You really need to start paying attention to the state of the game if you honestly believe this. Regen gets the least out of IOs than almost any other set in the game largely because, of the things that IOs provides gobs of (+rech, +def, +regen, +recov, +hp), Regen only really benefits from +rech and +def. Every other set out there benefits from every single one of those (with a few sets not really seeing much out of +recov or +hp), and a number of those sets see a helluva lot more from +def because those sets are actually capable of softcapping whereas Regen can, at most, hope for 30-35% with very heavy +def slotting. IOs are one of the areas that Regen loses ground, and it loses a lot of ground there.
    Again I disagree. Regen does NOT get the least out of IOs.. Look at what you say IO's largely give.. +rech, +def + regen + recov +hp.
    Of those things regen makes HUGE gains out of 4 out of the 5. Recovery isn't an issue because a regen doesn't run as many toggles and with QR, and stamina if you so choose (I do since I'm already getting health to bolster my regen more).

    But regen probably gains the most benefit from +recharge so you can get DP to perma/near perma.. Doing so gets you a reconstruction that comes up in under 20 seconds and a Mog that come sup about a minute 15 seconds. Sure Instant healing still takes a while to recharge, but honestly.. In my experience I use that power the least, so it's almost always up when I need it. So +recharge is good. Lets look at the other sets now..
    Dark armor, ok dark regen (best heal in the game) comes up much more often that's always good. Fiery ok you can put healing flames on the green ring and let it go, Invuln perma dp good too, Shield, more shield charge and active defense.. Not really contributing to my regaining life (the the KD in shield charge is nice mitigation), SR more practiced brawler... No other benefit.. Willpower... You can rez faster.. So for regen not only is 4 of your 9 defensive powers having more benefit (didn't count rez who cares about it) due to +rech, more than any other defense.. On top of that it helps your primary too.

    +Def: Ok yes you're right any set gains benefit from this whether you're soft capping, providing additional defense so you're taking less hits with your high resistances etc. But again the combination of clicky heal powers with regen in my opinion give an advantage here. When you can without trying very hard get 20% defense to all positions with regen (which is somewhat similar to non IO'd willpower, add in consistent regen numbers whether you're fighting 1 or 10 guys something willpower can't do) and add the click heals you've got some good survivability. Sure you need to pay more attention to the life bar than any other set out there, but you've got some decent defense (VERY strong with the right primary sets), and the ability to make that HP bar almost seem endless.. Again there's a certain point where +Defense on the defense sets aren't quite as useful (since they're relatively easy to cap) but with no way to return hitpoints without adding in the medince pp.. then in my opinion regen (and willpower) get more benefit from +def.. Similarly res sets get more out of it too since it reduces the incoming damage all togehter as well as for how much it hurts when it does hit.. But again Regen is certainly not getting the least benefit in this category either.

    +Hp and +Regen: These go hand in hand to me. By adding more Hp you regen more Hp/S.. That's pretty standard.. And everyone benefits more from more HP/S However, Willpower and Regen BOTH are going to benefit MORE from this than any other set. The difference.. Willpower will outperform (or at least be more consistent than) Regen (in terms of regenerating life) when IH is down in mobs of 10, but 1vs1 a regen will generally outperform a willpower. Why? Because when RTCC is not at full you've got less overall hp/s being returned than regen, and you don't have the benefit of click heal powers. I agree that overall without factoring in IO's willpower will perform better than Regen. But with both primary's IO'ed up you can see comparable defense numbers, a bit better resistance on willpower, but more overall hp/s with regen 1vs1, and willpower the have clicky abilities for when situations get worse than the natural regen can handle.

    Certainly WP performs lovely in a group of 10 when RTCC is fully working, and since it's up all the time it's more reliable than IH, but when IH is up it still performs better. Again go to the clicky heals and when IH is running Regen can vastly out perform WP. One other SLIGHT drawback to RTTC is that it's an agro tool. So while you're HP/s numbers are up you're probably taking more incoming damage thanks to it. Regen doesn't have an agro aura (unless that changed at some point and I don't realize it) so you in a huge battle you don't have an aura drawing even more attention than your high damage already does.

    And please.. Don't interpret what I'm trying to say as, "regen is the best scrapper power set in the world, omg!" Because I'm not. It's certainly not the worst either though. And while I would personally LOVE to see it buffed, I still stick by the statement that Regen can be made to perform VERY well (above and beyond some other scrap sets), especially with certain primary combinations.

    Scrapper in general is my favorite AT to play, and I'd love to see a Spines/Regen perform as well as Kat/Regen, or Claws/Regen actually feel like a wolverine esq character (as willpower truly creates the most realistic wolverine character). But I think there are power combinations with /regen that give it the survivability equal to or better than other power sets (again especially with IO's) that are preventing it from happening (like you say, it skews the survivability model), and it's rational to think that if regen gets a buff some of those other power sets might get looked at too (other wise if they aren't the survivability model will make regen look over powered comparatively).

    That being said, I still would love to see what people propose be done to Regen that wouldn't overpower it, because I DO want to see it buffed, I just don't see it happening.
  23. Quote:
    Originally Posted by Pharold View Post
    One thing I'd ask/add is whether or not you've considered the Accolades. Turning on all that would give you an HP boost, you end up being about 170 HPs over the cap. A lot of the set bonuses that you can swap around from that might help you tweak things a bit.
    That's a good point.
    I'm still currently trying to get all the acolades with her.. Missing the portal jokey Accolade for the +hp aspect. The +end I don't care about quite as much, but must find as well.

    I'll have to go back and assess that.. Thanks (I never thought of that)
  24. Quote:
    Originally Posted by Santorican View Post
    I did forget about the MoG change, and you are right about me being wrong, but also like you pointed out other sets have seen a lot more change than regeneration has and that makes me sad panda.
    The thing is.. Regen plays really well with some particular primaries..

    It's hard to justifably buff it I think.

    Any primary that can cause knockback/down or any type of lag in incoming attacks gives the regen person a good chance to bring their health back pretty quick.

    -Regen doesn't really effect Regen as bad as people think. It's a much bigger problem for Willpower, but they've got mitigation against it. Regen also has clicky heals which gives them an edge to any -regen they may encounter. It's -rech that's the big issue for regen. Whatever slows you down from clicking DP, MOG, the base heal power (name eludes me), and instant healing.

    That doesn't meant he regen isn't important (as it's basically what functions as your res/def (the ability to take a hit and regenerate most of the HP lost relatively quickly), but just like armors that have psi holes and such, the clicky heals give mitigation to that.

    That being said. When you pair regen with primary that can cause stuns, or knockdown, or -tohit or katana/broadsword it really REALLY performs well.

    Especially in the case of Katana and Broadsword. Parry/divine avalanche do a great job removing that melee hole which makes regen even MORE potent. Add to the fact that both have knock down powers and regen becomes stronger.

    If regen gets assessed, I feel like any primary set that gives regen a leg up (dark, bs, katana) are going to have to be assessed too (or risk making those super overpowered flavor of the week characters), and frankly it's not something I really want to see happen.

    My dark/SR slightly outperforms my BS/regen in terms of survivability (thanks to that great self heal damage dealer in dark, and capped defenses). But the difference is pretty marginal.

    *Edit* And while I know IO's really help out EVERY defensive set, I certainly feel that regen really improves with some good placement of sets, possibly to the point of benefiting the most from them.
  25. yeah it peaked my interest and I'd like to see the link.