Brd/Regen - A Semi-Casual Gamer's Guide


JonahY

 

Posted

From the beginning of the game, and on, Broadsword / Regeneration Scrappers have been considered, albeit arguably, the greatest Scrapper Combo. My main is a Brd/Regen Scrapper, and with extensive testing over the year I've been in the game, I am very confident in writing this overview/guide.

What follows is an overview of the specific powers - nobody can tell you how to build your character.

Broadsword

Power: Hack
Level: One
Description: Hack is a damn good attack. It is one of the most damaging Level-One Attacks I have seen in the game to-date. Smite is up there with it, but Smite is a little weaker. Hack deals straight damage, and has a pretty cool animation. This is one attack that you will definitely use for the rest of your career. However, unlike the NumberCrunchers in this game, I do not suggest taking this at your level one power.

Power: Slash
Level: One
Description: Slash is the one I suggest for level one. It's a straight-up damager, with a faster recharge than Hack. It deals about half the damage of Hack, but also recharges in half the time. As a gamer, I am aware that it is almost always best to take the power that will cost the least - Mana/End, Recharge Time...

What power to take at level one? I will suggest Slash. Hack will often one-shot even-cons at level one, true, however, if you miss, you have to wait twice as long for the power to come back, and with Brawl and the new Temp Powers, it just isn't worth the wait.

Power: Slice
Level: Two
Description: Slice is another 'staple' power - one you will most likely be using for the rest of your career. Slice will deal damage to a few enemies who are right in front of you - this is described as a wide cone, but as it has no range, I just call it a Slice. So, sue me.

Power: Build Up
Level: Six
Description: Build Up is a niceity, not necessity. It is a major +Dmg, and a not-so-major +Acc. It only lasts ten seconds, though, so it's only good for a maximum of three attacks, if you click it at just the right time. Its recharge makes it good for Alphas, but it can never be relied upon in battle. It's not a power I often take - I had it for ten levels, and loved it, but when I dropped it, I didn't miss it.

Power: Parry
Level: Eight
Description: Parry is a very nice power. It provides an awesome Defense Boost, which coupled with Regeneration, is awesome for survivability. For the eight levels I had it, I loved the power itself, but I cannot stand the Animation. With Katana, it seems to be the opposite - I like Divine Avalanche, but I don't like Gambler's Cut. If you want to skip Slash, this is the power to take in its stead.

Power: Confront
Level: Twelve
Description: The Devs and Programmers want you to believe that this power may save another Hero's life. It won't. No, no...Really...It won't. If you want a Single-Target Pull, this is the power. If you want a Taunt, pick up Provoke - this is the one of those few times I will offer commanding advice.

Power: Whirling Sword
Level: Eighteen
Description: Whirling Sword is an awesome power. It does an Open Wounds type thing, which results in its final damage being higher than that of Slash - if you exclude the Wounding, its damage is exactly that of Slash's. Whirling Sword is an extremely nice PBAoE (Player-Based Area of Effect), and I would easily trade it out for Slash if it didn't have the jump-and-spin animation that just doesn't fit my character concept. Nevertheless, I still have it, and use it every time I have a lot of enemies near me. It's just that nice.

Power: Disembowel
Level: Twenty-Six
Description: Disembowel is just awesome. There is no other word to describe it. Now, given, it is not as nice as Head Splitter or Fulcrum Shift, but it's still really cool. From damage to animation, this is a power I simply love. There's even a red vortex (vortex: a red verticle tube-like circle of energy) that goes along with the hit, and a powerful KnockUp effect. I once knocked up a Freakshow Tank...Just, ya know. Not in the bad way.

Power: Head Splitter
Level: Thirty-Two
Description: On the Triumph Server, I had not been able to get Colin the Dove high enough to try out Head Splitter. After moving to Virtue, I got it. Right after I got it, I did not stop playing Colin for nearly a week straight - Head Splitter was six-slotted with one Accuracy and five Damage, back when that was uber. My God, the Damage Output! Head Splitter is a beautiful attack. If you don't get this at thirty-two, you are just insane. It also has a bright red Vortex, like Disembowels, but it utalizes Super Strength's Punch animation...And it has a narrow cone, described as projecting energy through enemies. After being hit with a Fulcrum Shift, I was able to deal a single Critical Hit that killed a Purple-Con Boss level Enemy, at just over 1200 Damage...

Broadsword Overview Broadsword is an extremely nice set of damage output. I am pleased that it was my starting Scrapper - no other set really compares IMHO.

Attack Slotting Suggestion If you are going the Broadsword / Regeneration route, I suggest slotting ALL of your Broadsword attacks as thus: Acc/Acc/Dmg/Dmg/Dmg/RechRed. If, however, you are picking some OTHER secondary, I suggest going Acc/Dmg/Dmg/Dmg/EndRedux/RechRed. Either way, your Damage will be incredible, and you simply won't miss as much as other sets - Broadsword has a 5% Accuracy Boost, remember?

Regeneration

Power: Fast Healing
Level: One
Description: Fast Healing, contrary to popular Number Cruncher opinion, is a really nice power. It's a decent Healing Boost, without being a click or toggle that drains Endurance - which is important to a Scrapper, whose attacks do take some Endurance to pull off. This is a good power to three-slot.

Power: Reconstruction
Level: Two
Description: Reconstruction is a VERY nice Self-Heal. A quarter of your HP every minute unslotted; at three each Recharge Redux and Heal Enhancer, Recon will give you about half your HP every thirty-some-odd seconds. The ONLY Self Heal in this game I consider better than Recon is Dark Regeneration - and only after it has been slotted for Endurance. Having said that, it is my opinion that you can skip Reconstruction until as late as your late Twenties, at which point you will have a few more spare slots, as well as SO's.

Power: Quick Recovery
Level: Four
Description: Quick Recovery (QR) is an extremely nice Endo Recovery Boost. This is why you can skip the Endurnace Reducers in your attacks - well, this, and Stamina. You will not want to wait for SO's to pick up this power - by the time you hit twelve, you will likely have some light Endurance Problems, depending on the number of attacks you have, and how fast you burn through your chain.

Power: Dull Pain
Level: Ten
Description: Dull Pain (DP) is a wonderful Self Heal, but is also a powerful Hit Points Buff. DP should be slotted similar to Reconstruction (Three Rech/Three Heal), but if you cannot find a place to pull from for that third Healing Enhancer, it's no great loss. DP will boost your HP amount by ~40%, assuming you use it when you have ~70% HP, and it is unslotted for Healing. I have not tested this thoroughly, so that information is not my own. It is an excellent power to have, but only arguably necessary.

Power: Integration
Level: Sixteen
Description: If you don't take this power at level sixteen, you should roll a new character...Integration is a GodSend, as they are called. It provides a wonderful HP Regen Boost, as well as Mez Protection. You will want this three-slotted for Healing Increase as soon as you can. You will not likely have this off for the rest of your career - unless you just happen to be using Moment of Glory at the time.

Power: Resilience (Formerly Called "Resilience Disorient")
Level: Twenty
Description: Even I, a non-NumberCruncher say that Resilience was a mistake. It provides a small Resistance to Smashing and Lethal Damage. Where this power REALLY shines, though, is when you are using an Awaken - you hardly feel the Disorient! I loved this power all the way to level thirty-five, at which point I picked up Revive. Resilience is an excellent power to get if you either plan on dying a lot, or don't plan on picking up Revive. The Smashing/Lethal/Toxic Resistance is negligable.

Power: Instant Healing
Level: Twenty-Eight
Description: Before Issue Six, Instant Healing (IH) was a toggle power that would drain heavily on Endurance, but gave an INCREDIBLE Healing Boost. It was this power that made the Regeneration Scrappers the Tankers of Hamidon. Basically, while this was on, if you didn't one-shot a Regen Scrapper, you have already lost. Post I-6, I was pissed, and dropped IH from my build entirely. I have seen it in action, thanks to Xx Blade xX (my best friend, in game), and am therefore looking to get it back in my build again. It will provide an excellent Heal Rate Boost for exactly sixty seconds, and when it drops, there are no side-effects - it is everything a Tier-Nine Power should be, albeit shortened. I will update this guide when I have had IH for a little while.

Power: Revive
Level: Thirty-Five
Description: This power makes Resilience a moot point. It used to suck, but it was buffed in (I5? I6?), and is now a wonderful power, if you didn't just die in the middle of a spawn of orange or red cons. You hit this power, and you will stand up with 75% HP and 50% End. As a Regener, if you hit Integration before they have you at 25% Health, then you can escape and rest, and you'll be fine. It is an EXCELLENT power, IMHO - and it doesn't require any slots, at that! One Recharge, or if you like to die (like myself), Two recharges. Nothing else.

Power: Moment of Glory
Level: Thirty-Eight
Description: Moment of Glory is very underrated. This is almost always the power I hit right after Revive - most people see it as a reason to prepare for Revive, I see it as Moment of Vengeance. The activation animation is AWESOME, and the power itself is excellent. If you only have two slots to spare for this power, that is enough. I suggest slotting this power with two Defense Enhancements, one Resistance Enhancement, and however many Recharge Reducers you feel like. Just remember to use it sparingly - you WILL still die, if you are crazy about it.

Regeneration Overview Regeneration is an excellent set, all-in-all, with quite a number of Skippable Powers. The Skippable Powers is a useful tool, because it gives you more room for Pool Powers and Attack Powers. What powers are skippable, you ask? Dull Pain, Resilience, Instant Healing, Revive, and Moment of Glory - more than half the set. Now, I don't SUGGEST skipping Dull Pain by any means - but if you feel you can do without it, then you CAN.

Suggested Pool Powers

Health from the Fitness Pool; three-slotted Health is a nice boost to your HP Regeneration. As a general rule, increase your strength.

Stamina from the Fitness Pool; if you use an Endurance Hog Primary (like Broadsword), this power is an excellent complement for Quick Recovery.

Tough from the Fighting Pool; Tough provides a decent Smashing/Lethal Resistance boost, and is another toggle to activate, since activating just Integration is boring. If you decide to take Tough, then you should definitely take...

Weave from the Fighting Pool; coupled with Tough, your survivability sky rockets. Tough, Weave, Health, Integration, Fast Healing, and Reconstruction make you a Demi-God as a Scrapper.