Rise from your grave!
just wanted to show you guys this post with some solid build advice for regens from over a year ago. Oh how times change.
From Elvish:/
[ QUOTE ]
Fast Healing - Slotting Fast Healing, or slotting Health, is not an efficient tactic. Both of them 6 slotted with Heals are completely negligible when compared with Instant Healing, which is your Core power for the Regen Primary. I recommend not slotting Fast Healing at all, and not even getting Health as a Regen Scrapper.
Reconstruction - This is a great recovery tool for all levels. It will be what keeps you alive from 1-28, and it is still a useful tool for "Oh ****!" moments after. I recommend putting 3 Heals total in it if you are running perma-Hasten, 1 Recharge 2 Heals if you are not running Hasten.
Quick Recovery - 6 slot this as soon as you can, it is your friend. If you are running a toggle heavy build, you will also want to pick up Stamina. If you have both, 6 slot Quick Recovery first before you put any slots into Stamina, because each individual slot in Quick Recovery provides more marginal benefit than each slot in Stamina. I would recommend leaving Stamina at its single slot until 38+ unless you are having Endurance troubles.
Dull Pain - A powerful tool for any Regen Scrapper. Its primary benefit is not as a heal, but in fact its ability to bolster the regeneration rate for Instant Healing. Instant Healing heals in ticks of 5% of your max health. By increasing your max health, Dull Pain effectively makes Instant Healing heal in ticks of 6.66% Health. Nota Bena: for more Instant Healing information and slotting, see the Instant Healing section. I recommend slotting Dull Pain with 3 slots Recharge if you are running perma-Hasten, 5-6 slots Recharge if you are not using Hasten.
Integration - Get this as soon as you can at level 16. I recommend 2 slots of Endurance Cost Reduction in this power, regardless of your build. Having total immunity from all Status effects is a powerful defense.
Resilience - This power is an important part of your defense. No, it is not as amazing as Instant Healing or even Dull Pain, but I still think of it as a pre-requisite for a great Regen Scrapper. With only 1 Damage Resistance slot in it, it provides 9% resistance to smash/lethal damage, and permanent protection from Disorient Status effect, Auto power. I recommend getting this early in your build, whenever you can work it in.
Instant Healing - This is the cornerstone of the Regen line. It regenerates your health in 5% ticks. Slotting Heal SOs in this power will not increase how much it heals, they will decrease the time between ticks. I recommend using Dull Pain in conjunction with this power, as Dull Pain will increase the amount healed per tick to 6.66% from 5%. The standard complement of slots for this power is 2 Endurance Cost Reduction, 4 Heal. If you have Endurance problems or do not run Stamina, I recommend a 3 End Cost, 3 Heal split.
Revive - This is a "for fun" power only, as it simply does what an inspiration would. Get it at 49 if you really want to, or if it fits your character concept.
Moment of Glory - This power negates everything that makes you a Regen scrapper. When it is activated, none of your powers will work. Read: no Fast Healing, no Health (if you actually took it against my recommendation), no Reconstruction, no Dull Pain, no Instant Healing. It will boost your resistances and defense very high, but drop your health to 10%. As it stands currently (until they change it), I strongly recommend you do not get this power.
Power Pools:
Fighting - Get Boxing and forget about it, if you are a "drawn weapon" Scrapper, because it makes you put away your weapon every time you use it. You may want to slot it out if you are MA or DA. Tough and Weave are great additions to your defense. A 6 slotted Tough with 1 slot in Resilience provides 42% resistance to smash/lethal damage. Weave is great for boosting Defense as well, I recommend 6 slotting it.
Fitness - If you are running an Endurance heavy Primary, or running a lot of toggles, I highly recommend picking up Stamina to help with this. Since you are Regen, do not get Health, pick up Swift and Hurdle instead, but don't slot them at all unless it fits your character concept.
Speed - Hasten is a great power for any Primary, but Katana and Broadsword users will see the greatest benefit from this 58% Recharge Reduction for all of your powers. The 5% Defense boost is icing. If you choose to go the perma-Hasten route, 6 slots is enough to get Hasten to recycle and auto-fire before it runs out. Nota Bena: recently it has come to my attention through testing that you *do* still get the Endurance penalty from Hasten wearing off. This penalty occurs when the 1st Hasten wears off, not when the 2nd Hasten is activated. However, if you are running Quick Recovery and Stamina, the penalty is negligible. Super Speed is a fun and useful power, providing extreme speed and a decent Stealth Boost. Super Speed maxes out at 85mph with 2 Run Speed SOs. With 1 Run Speed and Swift, you are close enough that it doesn-t matter.
Leaping - Combat Jumping is a decent 5% Defense boost and protection from Immobilization, and Combat Jumping used in conjunction with Hurdle is like a mini-travel power all on its own. You do not need Acrobatics as a Regen unless you are building for PvP and want the double Hold/Knockdown resist. Super Jump is an extremely fast and fun travel power. Super Jump maxes out at 85mph with 3 Jump SOs, however the 3rd SO only adds 12 yards to your distance, so if you have Hurdle, only slot it with 2 Jump SOs.
Leadership - I recommend against getting this power pool as a scrapper. Scrappers get the lowest benefit from these powers, so it is simply not worth getting this pool unless it fits your concept.
Concealment - I recommend against getting this power pool unless it fits your play style or character concept. Stealth provides a 7.5% Defense bonus, but lowers your run speed. If you're taking it for Defense, you're better off with Combat Jumping (5% Defense and Immobilization protection). Nota Bena: Stacking Stealth with Super Speed will give you Invisibility to any mob except Snipers, which may be a good enough reason for you to take this pool.
Teleportation - I recommend against taking this power pool unless you are an Invulnerability scrapper (which you aren't, you're Regen!) or if it fits your character concept. I used this power on my first Scrapper and it does not flow well with your other Scrapper powers, and provides no extra defense of any kind (unlike Speed and Leaping).
Flight - This is another power pool I recommend against unless it fits your character concept or you just really want to Fly. Fly maxes at 85mph with 4 Flight Speed SOs.
Presence - If you want to get this pool, you are playing the wrong kind of Scrapper. Re-roll as an Invulnerability if you want to be a mini-tank for your group. Take this only if it fits your specific play style or character concept.
Medicine - I recommend taking this pool only if it fits your specific play style or concept, it is not a very effective tool for a Scrapper to have.
I am not going to list any example builds because different people have different opinions about when to take such powers as Resilience, Dull Pain, Tough, and Weave. I highly recommend you get all four of these powers, but I leave the choice of when you get them and slot them to you, the intelligent Regen Scrapper.
PM me any specific questions, or post them here and I will answer as best I can.
[/ QUOTE ]
From Havoc:
[ QUOTE ]
Fast Healing: Don't slot the power till post 40 but if you have the slots post 40 do it. Why? Because when you get mezzed this can be the difference between the 2 seconds of you living and dying while you hit super speed and zoom out till your other toggles come back. It's a strong skill that some folks under utilize.
Reconstruction: I put 1 slot into it and I'll rip it out after respec. Post 30 it lost value to me greatly. It's a decent power but you don't need it to be as powerful as it was. It's useful in surviving Alpha Strikes for everything else I simply get out of range for a sec then get back in the fight. IH is that good for you.
QR: Dead on here but I recommend 6 slotting Stamina I need that end as a Spines Scrapper and I think I'll need it as a BS scrapper too. Some may not like Dark Melee with Dark Consumption. Other lower end cost powers may similarly not need it but for my expensive AoE's and toggles got to have it.
Dull Pain: 4 slot it with recharge with Hasten and make it always on. Too powerful not to.
Integration: 1 slot it the second slot is better spent in Stamina for the quick recovery.
Resilience: Don't slot it till post 40 if you have the slots. It's a great power you should take as soon as you can but it's like icing on the cake as far as slotting goes.
Instant Healing: Ok with Spines I've got an advantage ... shiat dies fast around me so I don't have to slot this as heavily as some ... 2 end and 3 Health is all I've ever needed and with Perma-Dull pain that's all it takes. It's that potent and is the corner stone of the set.
Revive/Mog: What Elvish said.
Power Pools:
Fighting: What Elvish said.
Fitness: If you are spines you better get stamina you will need it. Dark may be able to go without but remember your toggles are the most expensive toggles there are with Integration and IH.
Leaping: I find this set a waste for Regen scrappers take it if you like leaping and hate Super Speed otherwise take Super Speed for the ability to run in and out of combat for quick recovery. Remember for 4-6 seconds of leaving combat you can be back up to pre-fight stats and ready go to for more. SS is much better.
Leadership/Teleportation/Flight/Medicine: Agree with Elvish
Presence: Ok here I'll diverge. Regen Scrappers can sure as [censored] tank! If you've seen me in battle you've seen a Regen scrapper who can tank. 137 pulls, soloed AV's, I've done it and I'm not Invul. You just got to know how to. Takes a little strategy but you can. Personally though don't get Provoke. I don't think you need it.
Stealth: I like stealth and won't knock it. It's handy for getting to key objectives and surviving when you only have 6 minutes to complete a task
[/ QUOTE ]