planet_J

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  1. Quote:
    Originally Posted by ClawsandEffect View Post
    You only need 55% recharge plus Hasten to have perma DP.

    I would not chase the recharge necessary to have perma hasten if it means gimping my defense. Sure, you'll be able to heal quick, but healing quick is pretty useless if everything is getting through and killing you in 3 seconds.
    Agreed...but there are enough sets that add recharge you can do it without gimping defense...the build would be tight...much like my claws...but you can do it...

    IIRC correctly you only need about 10% more recharge once DP is perma to get hasten that way...especially if you take spiritual core alpha
  2. /DA is actually one of my favorite secondaries, as you can acquire defense but the resists are naturally ingrained in that one to make it a very "tanky" type set if you want it to be and slot for Def and Recharge...it is an end hog early...I like to pair with DM to get Dark Consumption so you can stem the tide some earlier...but Spines and claws have a low inherent cost so that should help you out there...
  3. Quote:
    Originally Posted by UberGuy View Post
    I know how it worked. I was here! Plus that system didn't go away all that long ago.

    However, I did misread your previous post. I missed that you said "wanted" to be 6-8 levels down for best XP. I somehow read it as that when you SK'd you were (treated as) 6-8 levels down for XP purposes, and that was what confused me about what you were saying.

    So... nevermind.
    Ahh, yes I can see where you had some confusion then...
  4. Quote:
    Originally Posted by Steele_Magnolia View Post
    Regen

    I enjoyed it until I hit 50 and teaming with it. ITFs taught me the meaning of 'faceplant' more than playing any of my blasters ever did.
    You were either not sufficiently experienced with that or you didn't get your level shifts IMHO. Only time I faceplant is if nearly everyone else already has, and I am one of the few left standing taking a mob worth of damage...

    Mine is Willpower...it is so blah...nothing special...nothing to keep you engaged...it's just there...meh.

    I would never play empathy again either...I discovered I am not a buffer...I like to hurt baddies...
  5. Quote:
    Originally Posted by UberGuy View Post
    Definite sidebar from Regen, but I'm not sure I understand the above. When you SK'd, you were -1 level to your mentor. Now, you said "for XP purposes", so if XP rates for being a SK were different than they are today, I would be surprised, but I really wouldn't much know. But you really were just -1 for combat purposes. At least until your real level got to -2 levels from the mentors, at which point your SK stopped doing anything.

    Now, you might not be the same level as the mission owner, which led to the "SK shell game" as people tried to line up lowbies with someone close to the mission owner's level (and thus the critter level). But I'm not thinking that's what you were referring to.
    No, it was a different system back then...you didn't SK to team leader...you had to have a hero on the team SK you...the team could be up to 4 below team leader without getting SK'ed...so you wanted to have someone -4 SK you and you could fight +5's all day...talk about serious PL'ing...at least back then it was...but that is neither here nor there...
  6. Well, IIRC, back in those days the highest difficulty setting was equivalent to something like +2/x1 in todays standards...but it was far more difficult then versus now on an equivalent setting. And used to be when you SK'ed you wanted to be about 6-8 levels lower than the person who SK'ed you for XP purposes...now you end up just one level lower...no matter what...and if you got too far away on map even you lost your SK until you got back close enough to the hero you were sidekicked to.

    I had Tough, but back then weave didn't matter really...I didn't bother with fitness...with IH toggled and DP and hasten permanent while running tough...lmao...you could solo max diff all day long on regen...I watched tanks go down around me more than one occasion and they were asking me what powers I took...lol...REGEN..."oh...that one...yeah I heard it was good but wow."
  7. Multistrike will give you Def bonuses and Sciroccos Dervish...not Melee...from sciroccos but multistrike does...

    As for recharge...get DP and hasten permanent...(i.e. recharge time is less than or equal to duration) Anything beyond that is more or less superfluous...to get them both permanent you're shooting for something around +/-130% recharge with hasten up and running... if you take the spiritual alpha you can save some recharge slots and still accomplish them being permanent...did you look at my build? I know it's claws/ but the regen slotting will be similar for you...
  8. It is your Oblit sets...they have 5% recharge built in...I just skipped the 5th slot of DW in one of my regen powers on my main...

    If you went Touch of Death instead of oblit in your damage aura...you would pick up quite a bit of end redux, and you would gain the same defense buff in the same number of slots...plus that proc is Negative energy and is less resisted than the Oblit proc by most critters. You will lose some damage because of ED but not enough to matter on an aura

    Removing some of the purples would help your defense...for example in lunge instead of hecatomb you could go with 4 Kinetic Combats and say...2 triples from Mako's or Crushing Impact...

    In your ranged attacks, you could also use sets like Multistrike, Thunderstrike etc. for defense.

    You WILL, I repeat WILL, lose recharge giving up the purples, BUT if you want more defense that is the way to do it, just look for sets that boost Smashing/Lethal or Melee defense, and that will make your life much simpler with set bonuses...to help you out...this is my build in the datachunk you can see what I did and it may give you ideas...

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  9. Just finished running 5 trials tonight on my regen scrapper...had a blast...got lots of good salvage and for the most part we won.

    I would just like to say...when you're on your "A game" with a regen...it is a thing of beauty...the only time I died all night was in a Keyes when we failed because there were too many people getting disintegrated...(lots of new players in that run and the league was only minimum number of players)...and that was at the end when Anti-Matter annihilated everyone and the entire team wiped because we failed.

    I still say recovery debuff resists would be great though...
  10. I do like the passive regen in integration, and I would like it more if it were actually enhanceable...
  11. You should really slot up resilience, I usually go for 4 reactive armors to cap ED and you gain about 14% resists...it's worth it...

    In tough I would have gone differently...I am fine with the +3% def unique in there, but I would have gone with another resists set to squeeze out more resists...

    My claws/regen has 33% S/L def and 35% S/L resists, with shadowmeld and MoG in the mix it is quite nice...

    I would 5 slot integration with DW, it gives you a pinch more global recharge...the numinas set doesn't have many relevant bonuses...

    I think you overslotted heal...just a numinas proc and the miracle there would be fine...

    I usually slot CJ with just the LotG +Rech...personally...

    Instead of stealth I would take manuevers, slotted equally you pick up more defense with manuevers...may be a concept choice for you, and it's fine, but manuevers will give you +/- 5-6% def vs 3% and change from stealth

    as much money as you would have tied up in this build...you could get the Shield Wall +3% res and the Gladiator's Armor +3% def, and pick up significant gains for both with changing 2 slots, and you clearly are not scared to spend some money on the build...
  12. Quote:
    Originally Posted by UberGuy View Post
    I really don't think that's possible.

    Edit: 2004 was the year the game came out. I12 was in 2008. Back in 2004 and until Aug 2005, IH was a toggle. I couldn't imagine that was what you were talking about, because that was pretty much the pivotal change that made Regen what it is now, and I didn't figure you'd be mixing up recharge-based perma with toggle behavior.
    Well, I knew the game came out in 2004 as I bought a copy the weekend it came out...and yes I played it some as a toggle...it was seriously OP...regen's were godlike...

    I could swear somewhere around end of 2004-early 2005 there was a time where they moved IH to a click and then later nerfed the recharge...(after some digging issue 5 was the coffin nail in IH as a toggle which happened in 2005) As far as the recharge being the same, I cannot say, my memory may be wrong, but it seems like there was a point where you could get IH to be permanent with enough recharge, and it seems like it was brief maybe 1 issue or 2?

    Either way...This was my original toon from the outset...he is the origin of my global handle on CoX and I have been playing him for ages...

    I will leave you with this...since incarnate content came out, I am having boatloads of fun playing my original main...however, there are just some minor things that I think if addressed would make it extremely sturdy...not OP by any means, but I think we would be much closer to where we were in the beginning with the new playstyle.

    I for one am all for recovery debuff resists...not asking for anything else...don't change it...just that...

    Edit:
    Here's my build...this is not cheap by the way...but it does what I want...

    33% S/L Def running defensive toggles
    Moderate resists (35% S/L)
    Shadowmeld is down 13-14 sec. and takes S/L to incarnate softcap
    Hasten and DP are Permanent
    Rebirth will cap regen rate at peak and I regenerate about 350 +/- HP/sec for about 30 seconds or so...
    IH is down for 103 seconds
    MoG is down less than 60 seconds
    Passive regen w/ Integration is +/- 650% or +/- 60 HP/sec
    Global recharge is 140-150% with hasten

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Maxxxx: Level 50 Mutation Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Heal-I(3), Mrcl-Rcvry+(5)
    Level 2: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(48)
    Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(13), EndMod-I(50)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Super Speed -- Run-I(A)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(15), Dct'dW-Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal/EndRdx(19)
    Level 12: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21)
    Level 14: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-%Dam(46)
    Level 16: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(27), KntkC'bat-Dmg/EndRdx(29), T'Death-Dam%(31)
    Level 18: Integration -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
    Level 20: Boxing -- C'ngImp-Acc/Dmg/Rchg(A)
    Level 22: Resilience -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33), GA-3defTpProc(34), S'fstPrt-ResDam/Def+(34)
    Level 24: Focus -- Apoc-Dmg/Rchg(A), Apoc-Dam%(25), Apoc-Dmg(34), Apoc-Acc/Dmg/Rchg(36), Apoc-Acc/Rchg(36)
    Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(39)
    Level 30: Eviscerate -- Oblit-Dmg(A), Oblit-%Dam(33), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
    Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), Posi-Dmg/EndRdx(46)
    Level 35: Maneuvers -- LkGmblr-Def(A), SW-ResDam/Re TP(43), LkGmblr-Rchg+(43)
    Level 38: Moment of Glory -- LkGmblr-Def(A), LkGmblr-Rchg+(42), RechRdx-I(45), RechRdx-I(45)
    Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(46), LkGmblr-Def/EndRdx(50)
    Level 44: Moonbeam -- Dev'n-Acc/Dmg/EndRdx/Rchg(A)
    Level 47: Shadow Meld -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(48), RechRdx-I(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 50: Spiritual Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 50: Cimeroran Core Superior Ally
    Level 50: Rebirth Radial Epiphany
    Level 0: The Atlas Medallion
    Level 50: Void Core Final Judgement
    Level 50: Spectral Radial Flawless Interface
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(7)
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 22.25% Defense(Smashing)
    • 22.25% Defense(Lethal)
    • 9.13% Defense(Fire)
    • 9.13% Defense(Cold)
    • 7.25% Defense(Energy)
    • 7.25% Defense(Negative)
    • 6% Defense(Psionic)
    • 19.75% Defense(Melee)
    • 6.63% Defense(Ranged)
    • 7.56% Defense(AoE)
    • 78.75% Enhancement(RechargeTime)
    • 27% Enhancement(Accuracy)
    • 16% Enhancement(Heal)
    • 10% FlySpeed
    • 115.5 HP (8.62%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 9.35%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 8.8%
    • 2.5% (0.04 End/sec) Recovery
    • 68% (3.79 HP/sec) Regeneration
    • 3% Resistance(Smashing)
    • 9.62% Resistance(Fire)
    • 9.62% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 3% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 3% Resistance(Lethal)
    • 15% RunSpeed
    ------------
    Set Bonuses:
    Kinetic Combat
    (Strike)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Numina's Convalescence
    (Fast Healing)
    • 12% (0.67 HP/sec) Regeneration
    Doctored Wounds
    (Reconstruction)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Performance Shifter
    (Quick Recovery)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Doctored Wounds
    (Dull Pain)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Kinetic Combat
    (Slash)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Obliteration
    (Spin)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Kinetic Combat
    (Follow Up)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Doctored Wounds
    (Integration)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    Aegis
    (Resilience)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Gladiator's Armor
    (Resilience)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Steadfast Protection
    (Resilience)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Apocalypse
    (Focus)
    • 16% (0.89 HP/sec) Regeneration
    • 40.16 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Doctored Wounds
    (Instant Healing)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Obliteration
    (Eviscerate)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Positron's Blast
    (Shockwave)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Shield Wall
    (Maneuvers)
    • 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
    Luck of the Gambler
    (Moment of Glory)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Weave)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Shadow Meld)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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  13. Well, when I joined this game in end of '04 or early '05 (the first time), IH could be made perma...with lots of recharge...or you could get close enough it didn't matter (there may have been some small gap when it was down but not enough of one to complain about), either way...if that was before i12 then so be it...I left the game in 2007 until I came back about 4 months ago...so that period of time is not terribly fresh in my mind...I remember the new MoG was either out or about to be about the time I left the game...
  14. See my claws/regen was rolled in i12 initially back when you could get IH perma with massive recharge...and with it and DP perma, it was a steam roller...more tanky than most tanks even...

    Now, I like the set, it just is very toggle and click dependent, not that I mind that, as it was always..."clicky" just less so before. Because of the heavy reliance on toggles, the time period where they drop is just frustrating...

    Now, on a current note, I ran 3 itrials tonight, BAF, Lambda and TPN, I died once in TPN...rocks and sticks from the crowds out front of all things when I wasn't paying attention...

    That's about normal, I don't usually die and many around me will...but I still feel in certain instances involving AV fights or GM fights, any end sapping just kills the survivability... a little -recovery resists would go a long way...at least let it take longer for my normally full blue bar to be completely gone so I can kill ALL the buggers before they make me squishy again...
  15. I don't have an issue per se with regen...it is still my favorite melee secondary by far...but if I was going to tweak anything...I would add recovery debuff resistances. My regen is still my favorite toon...but under extreme circumstances in itrials...toggles dropping at random when your end bar is just sapped is the most frustrating thing because you would be survivable had your defenses not fallen.
  16. yes but brutes also have a higher HP cap, which means they will regenerate more HP and faster...they also have a higher resistance cap to take advantage of something like barrier, or you could take vorpal judgement and gain the +def from the radial side...
  17. recharge debuffs are not a concern to me...never have been...

    -def is a pain in the *** but frankly, that isn't really something all that exotic since it occurs early in content and frequently in various forms to varying strengths of effect and dealing with it is just part of playing the game...

    -recovery is more exotic, and resists to it would be beneficial...very beneficial...

    My point is this, while /regen is well prepared for most things in end game...the thing that it is supposed to be better than anything else at...i.e. regeneration...is not that much better than some other sets can achieve UNTIL you hit the destiny slot and take rebirth as IH is down as often as it is up at best case scenario...in incarnate content, you survive while your tools are available to you...however, if you're not softcapped to incarnate levels, and your resists are only average at best...then your regeneration ability needs to be either magnified or supplemented in some way...

    Now, I am not saying it needs a drastic overhaul...I am not even saying that some small minor boost to a power wouldn't increase the layered mitigation if applied in the right spot...however...I am saying that if you have to burn all your survival tools quickly against an AV say, like the hami avatar in the UGT for example...then you have a serious gap of vulnerability where even layered mitigation will only go so far...

    Now, for -recovery, with malta sappers, you can set out looking for those...but when you have GROUPS of end sapping enemies instead of single NPC's then you have no choice but to watch as your toggles drop if you are the unlucky target while you try to slay them all before they can drain you...

    Burst damage is and always has been an achilles heel of sorts to regen, but that's been given tools that can be used like DP which when perma negates the majority of alphas anyway...that's a non issue.

    This is coming from someone who's favorite character is a 50+3 claws/regen scrapper with many iTrials under my belt and a build that cost into the billions...and I still play him and enjoy him several times a week. I have just observed in my time, that there are some minor things that if tweaked would increase the capability of the set to be less peak and valley type...i.e. vulnerable or godmode. This is not the case in lower content as you generally are able to overcome the issues with your mitigation tools and powers inherent in the set. In incarnate content it is though, I accept that AV's will always have a way to make you faceplant, and so my thoughts are -recovery would be far more useful.
  18. Ok, regen is not a defense set to be sure...I've always seen it as a resist set with a unique format for resists...however, let me point these out...

    (1) Incarnate content softcap is 59%...of the primary melee sets, you cannot possibly achieve this except on the sword sets and even then only to melee with parry/divine avalanche...regen has no layered mitigation like say...invuln/DA/any of the auras/shield/SR. It is essentially based on the premise that you should heal more than an enemy can damage you...agreed? So, in order to create your own layered mitigation you use pool powers to buff your defenses and resistances and create your own survival tools. I am completely fine with this...however, in end game content, the problem becomes that the few weaknesses that regen has are the most commonly exploited weaknesses at that level. Psionics/recovery debuff/exotic damage types/etc are all extremely common in incarnate trials. In order to provide some assistance, recovery debuff resistance (not even an enormous amount, say 35-45%, fast healing is over 50% to -regen) would allow regens to maintain their layered mitigation that we had to create ourselves in order to make the set more rounded. I am not asking for 100% resistance just "some" help...when your toggles drop...and it's not exceptionally often, but often enough...your proverbial goose is cooked.

    (2) a small boost to resilience (say something like a total gain of 10% over current levels with IO's @ ED cap) would be another way to adapt to these exotic damage types that are common in incarnate trials. I am not saying I would prefer both, but one or the other would be nice, if I had my pick, personally I would prefer -recovery resists, but either solution is just a small step up to keep you from faceplanting... I am not asking to make IH a toggle again, though I miss those days, rebirth is pretty close to it as I see it...I just think that either of these 2 small fixes would put regen in a "better" position to be more iTrial adept...

    -my 2 cents
  19. I think since they added -regen resist to fast healing a while back, why not add -recovery resists to quick recovery? Same mechanic, simple fix there...

    Then boost resilience to where at ED cap (55-56% enhanced) you are somewhere around 20-25% resistances.

    Regen is technically a resist set, but the inherent resists are very low...

    I love the way regen plays, especially in normal content...in Incarnate content, I think it needs some sort of layered defense to prevent cascading defensive failure
  20. Quote:
    Originally Posted by UberGuy View Post
    Can you explain to me what the "reward" of Willpower is? The "reward" of Super Reflexes? Of Invulnerability?

    I see one reward. Survival. If you are doing "lots of work" and not surviving on a Regen, you're Doing It Wrong™.
    I agree 100% my only real issue is the resilience itself could be maxed out around 20-25% resistances and that would in combination with tough help to give just a pinch more mitigation against cascading def...some recovery debuff resists would be nice too because my regen toons typically run toggles and if they drop while MoG is down...that's a bad thing.
  21. (1) Defense Defense Defense...SR that is your bread and butter...

    (2) HP

    (3) recovery and recharge
  22. If you're going to spend money on a regen toon, it will be amazing...my regen is a claws/regen...which doesn't proactively help with defense at all...doing it all again, I would probably go katana if I didn't do claws...maybe DM...

    either way...here's my build...look it over and see what you think numbers wise...with all buffs up...the regen is massive.

    BTW turn incarnate powers on...

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Maxxxx: Level 50 Mutation Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Strike
    • (A) Kinetic Combat - Accuracy/Damage
    • (9) Kinetic Combat - Damage/Endurance
    • (13) Kinetic Combat - Damage/Recharge
    • (45) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Fast Healing
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (3) Numina's Convalescence - Heal
    • (3) Healing IO
    • (5) Miracle - +Recovery
    Level 2: Reconstruction
    • (A) Doctored Wounds - Heal
    • (9) Doctored Wounds - Heal/Endurance
    • (11) Doctored Wounds - Heal/Recharge
    • (11) Doctored Wounds - Heal/Endurance/Recharge
    • (48) Doctored Wounds - Recharge
    Level 4: Quick Recovery
    • (A) Performance Shifter - EndMod
    • (13) Performance Shifter - Chance for +End
    • (50) Endurance Modification IO
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    Level 8: Super Speed
    • (A) Run Speed IO
    Level 10: Dull Pain
    • (A) Doctored Wounds - Heal
    • (15) Doctored Wounds - Heal/Recharge
    • (17) Doctored Wounds - Recharge
    • (17) Doctored Wounds - Heal/Endurance/Recharge
    • (19) Doctored Wounds - Heal/Endurance
    Level 12: Slash
    • (A) Kinetic Combat - Accuracy/Damage
    • (19) Kinetic Combat - Damage/Endurance
    • (21) Kinetic Combat - Damage/Recharge
    • (21) Kinetic Combat - Damage/Endurance/Recharge
    Level 14: Spin
    • (A) Obliteration - Damage
    • (15) Obliteration - Accuracy/Recharge
    • (23) Obliteration - Damage/Recharge
    • (23) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (25) Obliteration - Accuracy/Damage/Recharge
    • (46) Obliteration - Chance for Smashing Damage
    Level 16: Follow Up
    • (A) Kinetic Combat - Accuracy/Damage
    • (27) Kinetic Combat - Damage/Recharge
    • (27) Kinetic Combat - Damage/Endurance/Recharge
    • (29) Kinetic Combat - Damage/Endurance
    • (31) Touch of Death - Chance of Damage(Negative)
    Level 18: Integration
    • (A) Doctored Wounds - Heal
    • (29) Doctored Wounds - Heal/Endurance
    • (31) Doctored Wounds - Heal/Recharge
    • (31) Doctored Wounds - Heal/Endurance/Recharge
    Level 20: Boxing
    • (A) Crushing Impact - Accuracy/Damage/Recharge
    Level 22: Resilience
    • (A) Aegis - Resistance
    • (33) Aegis - Resistance/Endurance
    • (33) Aegis - Resistance/Recharge
    • (34) Gladiator's Armor - TP Protection +3% Def (All)
    • (34) Steadfast Protection - Resistance/+Def 3%
    Level 24: Focus
    • (A) Apocalypse - Damage/Recharge
    • (25) Apocalypse - Chance of Damage(Negative)
    • (34) Apocalypse - Damage
    • (36) Apocalypse - Accuracy/Damage/Recharge
    • (36) Apocalypse - Accuracy/Recharge
    Level 26: Tough
    • (A) Reactive Armor - Resistance
    • (36) Reactive Armor - Resistance/Endurance
    • (37) Reactive Armor - Resistance/Recharge
    • (50) Reactive Armor - Resistance/Endurance/Recharge
    Level 28: Instant Healing
    • (A) Doctored Wounds - Heal/Endurance
    • (37) Doctored Wounds - Heal
    • (37) Doctored Wounds - Heal/Recharge
    • (39) Doctored Wounds - Heal/Endurance/Recharge
    • (39) Doctored Wounds - Recharge
    Level 30: Eviscerate
    • (A) Obliteration - Damage
    • (33) Obliteration - Chance for Smashing Damage
    • (39) Obliteration - Accuracy/Recharge
    • (40) Obliteration - Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 32: Shockwave
    • (A) Positron's Blast - Accuracy/Damage
    • (42) Positron's Blast - Damage/Recharge
    • (42) Positron's Blast - Accuracy/Damage/Endurance
    • (43) Positron's Blast - Chance of Damage(Energy)
    • (46) Positron's Blast - Damage/Endurance
    Level 35: Maneuvers
    • (A) Luck of the Gambler - Defense
    • (43) Shield Wall - +Res (Teleportation), +3% Res (All)
    • (43) Luck of the Gambler - Recharge Speed
    Level 38: Moment of Glory
    • (A) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Recharge Speed
    • (45) Recharge Reduction IO
    • (45) Recharge Reduction IO
    Level 41: Weave
    • (A) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense/Endurance
    Level 44: Moonbeam
    • (A) Devastation - Accuracy/Damage/Endurance/Recharge
    Level 47: Shadow Meld
    • (A) Luck of the Gambler - Defense/Recharge
    • (48) Luck of the Gambler - Recharge Speed
    • (48) Recharge Reduction IO
    Level 49: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 50: Spiritual Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 50: Cimeroran Core Superior Ally
    Level 50: Rebirth Radial Epiphany
    Level 0: The Atlas Medallion
    Level 50: Void Core Final Judgement
    Level 50: Spectral Radial Flawless Interface
    ------------
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Healing IO
    • (5) Healing IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (7) Performance Shifter - Chance for +End
    Level 1: Brawl
    • (A) Damage Increase IO
    Level 1: Critical Hit
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 22.25% Defense(Smashing)
    • 22.25% Defense(Lethal)
    • 9.13% Defense(Fire)
    • 9.13% Defense(Cold)
    • 7.25% Defense(Energy)
    • 7.25% Defense(Negative)
    • 6% Defense(Psionic)
    • 19.75% Defense(Melee)
    • 6.63% Defense(Ranged)
    • 7.56% Defense(AoE)
    • 78.75% Enhancement(RechargeTime)
    • 27% Enhancement(Accuracy)
    • 16% Enhancement(Heal)
    • 10% FlySpeed
    • 115.5 HP (8.62%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 9.35%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 8.8%
    • 2.5% (0.04 End/sec) Recovery
    • 68% (3.79 HP/sec) Regeneration
    • 3% Resistance(Smashing)
    • 9.62% Resistance(Fire)
    • 9.62% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 3% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 3% Resistance(Lethal)
    • 15% RunSpeed
    ------------
    Set Bonuses:
    Kinetic Combat
    (Strike)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Numina's Convalescence
    (Fast Healing)
    • 12% (0.67 HP/sec) Regeneration
    Doctored Wounds
    (Reconstruction)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Performance Shifter
    (Quick Recovery)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Doctored Wounds
    (Dull Pain)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Kinetic Combat
    (Slash)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Obliteration
    (Spin)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Kinetic Combat
    (Follow Up)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Doctored Wounds
    (Integration)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    Aegis
    (Resilience)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Gladiator's Armor
    (Resilience)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Steadfast Protection
    (Resilience)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Apocalypse
    (Focus)
    • 16% (0.89 HP/sec) Regeneration
    • 40.16 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Doctored Wounds
    (Instant Healing)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Obliteration
    (Eviscerate)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Positron's Blast
    (Shockwave)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Shield Wall
    (Maneuvers)
    • 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
    Luck of the Gambler
    (Moment of Glory)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Weave)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Shadow Meld)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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  23. planet_J

    How is Regen?

    Just FYI, my claws/regen has S/L def @ 33% and change...just keep a few purples in your insp tray if you run into something that seriously drains HP
  24. planet_J

    How is Regen?

    So far as I know...integration would not be a beneficial spot for a taunt IO...

    Good primaries for regen...let's see...

    I chose claws for the ranged attacks/knockdown mitigation, I would think TW or WM would be similar (minus the ranged of course)...

    If you want more defense, I would say go Kat or BS, and get soft capped m/r/a (or close to it)

    I have recently seen several SJ/Regen MA/Regen builds...they may be worth it also...

    just some thoughts...
  25. Yeah, I used unstoppable as a mule to get more bonuses, even though it's a useful power, it allowed me to slot aegis.

    I see where you regained the set bonuses...hasten is almost permanent, as in my build, but you did it with one less slot used up and more global recharge which will help out other places too...

    I think I will try that out...