Dark_Mike's I7 Dark Melee/Regen Guide


Crindon

 

Posted

This guide is for DM/REGEN who want to solo invincible missions nonstop pve and throw smack down in hit and run, single target pvp. The guide will also help you to be a 'freelance' groupmate, allowing your team healers to focus on other groupmates while you tangle with the difficult targets.
I have almost 2 years of experience as dark melee/regen, currently at lvl 40 as I was waiting for Recluse's Victory to start moving on again.

Dark Melee: This set comes with its own strengths and weaknesses. First, you need to be aware that damage mitigation is negligible in this set. You put out damage, fast, furious, and downright uncanny. Second, you do most of it with your 1st and second tier powers. Dark Melee is all about sustained damage, which also brings us to its weakness: you have to go toe to toe to shine above the other sets often for more than 10 seconds. You are rooted much more than claws, becoming more of a 'hard nosed brawler' as opposed to the 'crack head grasshopper' that many scrappers become, leaping around, creating havoc. With this build you will have to get used to anticipating your greatest source of damage before you enter the fight, then relentlessly beating it into submission. Then deal with his cronies.

1. Shadow Punch. This is a 5 star power. With just about the shortest activation time in the game, it puts up a healthy brawl index power that does half smashing and half negative energy...very nice for bypassing some damage resistance. With such a fast recharge and activation, you can achieve unbelievable DPS with this. Boxing DOES NOT compare and if you swap the two you will find yourself to be far sub par in DPS compared to SP. Recommended Slotting: 2 acc, 3 dam, 1 recharge.

2. Smite. Smite is a huge damage dealer and your real powerhouse. Very short activation time, again this is half smashing and half negative energy. Used in conjunction with Shadow Punch, you can hit 3 times within 2 seconds. SP, sm, SP. This is your bread and butter combo for single target damage, and will outperform shadow maul, midnight grasp, and other attacks. 5 star power, slot it up. 2 acc, 3 dam, 1 rech.

3. Shadow Maul. Huge damage, LOOOOONG activation time. This power will keep you rooted in place and get you killed if you use it as a single target power while surrounded by baddies. If used correctly, this will take down 3 enemies at a time and boost your DPS quite a bit. Still a 5 star power, but only should be used if several enemies are in a short cone. Half negative, half smashing damage. 3 second animation...ouch. 2 acc, 3 dam, one rech.

4. Siphon Life. You are regen, so skip it. Reconstruction can use any slots you would have put here and be much more effective. It's still a fun power, and if you have spare slots it is not a bad filler. The heal is tertiary and its got nearly a 2 second activation, but as long as you don't think of this as 'bread and butter' it's personal preference. If you don't have hasten, it can be a great boon while reconstruction is down. I personally skip it until it can be proven that I need it. Slotting: 2 acc, 3 heal, 1 rech or 2 acc, 3 dam, 1 heal for DPS filler.

5. Touch of Fear. This is a first rate power. 5 stars, but not worth taking until you are further into your build, 20s or 30s. In both pvp and pve, this power shines. 2 or 3 accuracy is all you need to keep your enemies out of your hair. Run in, pop this on a sapper, and go kill everyone else. When its back up, hit them again. In the 40s you can spare slots to get its duration higher, but I have 2 accuracy and rarely miss +3s. It takes 2 hits to fear a boss, but since i run hasten, this takes almost no time. Larger tohit debuff than your other attacks, and does no damage. Slotting: 2 acc, eventually 3 fear and 1 recharge.

6. Confront. Skip it or embrace your inner noob. Attract attention with your bad assity, not a wasted power slot.

7. Dark Consumption. This power is great, but for a regen scrapper, its almost a waste. I skip it, as i take the fitness pool. This has a long recharge and needs a to-hit roll to give you back any endurance. I had it until recently, because I finally counted how often I use it...almost as often as I use MoG...almost never. If you do, you want to HEAVILY slot for recharge to get it to repop every minute. 2 acc, 3 rech, and 1 end. I give this power 4 stars if you are not a regen, 2 if you are.

8. Soul Drain. 5 stars, love it love it love it! Every enemy it hits gives you accuracy AND damage! Also throws a tohit debuff on all of them in its AoE, does damage, and is up every 90 seconds! I throw in recharge redux to keep it up every 48 seconds or so with hasten. Even when facing a single target AV or EB, pop this for the extra boost it gives you. It's like aim and buildup for a scrapper, what's not to love? Slotting: 3 recharge, 2 acc, 1 tohitbuff. Alternate slotting 2 acc, 3 dam, 1 recharge.

9. Midnight Grasp. 5 stars again, and finally you have a good attack chain with MG, sp, smite, sp, (filler), MG. With hasten up you can skip the filler. Huge damage, immobilize, tohit debuff, DoT, and not a bad recharge. I slot it with 2 acc, 3 dam, 1 recharge. Bread and butter...

When you use MG, shadow punch, smite, shadow punch on single targets, even +3 lts are dead. The tohit debuff stacks, so against an AV you are just giving defense to regen, providing a nice synergy to resilience (resistance) and your mitigation through superior healing. Fan-freakin' tastic! On to regen!

1. Fast Healing. Slot it 3 times for healing and forget it. This improves your base healing rate and affects all of your other healing powers.

2. Reconstruction. Think of this as 'shrugging off the hit'. When wolverine gets torn in half by the hulk, he hits reconstruction and moves on. It is a must have and bread and butter for regen. Fast activation means you'll be back in action swinging with minimal interruption. Starting out, 2 slot for recharge and 1 slot for heal, then one more rech and 2 heals to finish it off. With that slotting you will have a 40% heal every 28 seconds. DAMN.

3. Quick Recovery. Even better than stamina, 3 slot it in your teens for End Recovery. If you could have more than 5 stars on my scale, this would have 6. It is what keeps you attacking, shortening the fights and therefore mitigating damage to you. Endurance is power in CoH/CoV.

4. Dull Pain. The numbers have been run so many times on this I won't bother repeating them. At lvl 40 this gives me 1000 extra hit points. It's only off for 10 or 12 seconds with hasten and 3 recharge. Base healing takes a huge jump and you can absorb alpha strikes. 3slots for recharge and 3 for healing, in that order. One of the best regen powers as it mitigates the number one killer of regen scrappers: Alpha strikes. It buys you the time to hit reconstruct or any other power you need. 5 stars.

5. Integration. I don't need to reinforce the idea that this is another 5 star must have power. at lvl 16, if you take anything else, the developers may just hunt you down where you live and kill you, because this is nearly the best power in the game. It's got a sickening Mag 12 or 16 resist to EVERYTHING status. KB? Disorient? You name it, they hate you now. Go kill that dominator, he is your [censored]. 3 slot for heals, and never look back. This should ALWAYS be up. It also improves your healing rate by 190%. On top of fast healing. Are you seeing the trend? Regen builds on itself, so taking advantage of all of the powers becomes a multiplicative experience.

6. Resilience. This is the only 'must have' power that I will only give 3 stars...and only because its one you don't need to slot heavily. It gives you about 6 or 7% smashing/lethal resist with its native slot, which adds up over the levels. It also gives you a good mag 2 or 3 resist to disorient, which stacked with Integration is godly. When energy melee starts trying to drop toggles, you are going to be a tough nut to crack. If they do, you can just run away and retoggle, because you won't be disoriented, and if you are, it will be for one or two seconds at the most. Even using an Awaken, you will pop right back up with 1 second or 2 of disorient, until you have 2 slots, in which you won't experience any. 1 slot to start, eventually 3 slot for resistance, probably after lvl 40.

7. Instant Healing. Hm. I deem this a must have, but truthfully, even in invincible solo missions I never use this unless fighting 2 bosses at the same time. However, if there is any power that can be your "oh SH**" button, this is it. It will foil enemies over and over that think they will bury you. Pop it and watch jaws drop. 3 slotted with heals, this will give you about 1000% faster healing. (remember when i told you about FH and Integration? If you would normally heal for 100 per tick with those two powers (just putting in perspective with easy numbers) you would get 1000 per tick now. If you fully slotted those powers for healing....let's just say you don't need math where you're going. They call you AV slayer at that point. The only thing that could kill you is multiple alpha strikes from AVs or groups of +4 bosses, or many stalkers. (i've survived a triple strike of stalkers before...I think 4 would kill you no matter what. I was dulling my pain at the time, very glad i have hasten). 3 recharge if you are a nervous person. 3 heal if you like overkill. Even without slots, this is godly. I 6 slot it for "just in case".

8. Revive. If you take this, it is advisable to wait until post 40. You just don't need it. The one or two times you wish you had it don't make it necessary. I will be taking it at 44 or 47.

9. Moment of Glory. Much-maligned power, but I do have it and it is 4 slotted. (3 resist, 1 defense). If instant healing can't save you, this might. That is the only reason I have it...the backup power of a backup power. I have only used it when soloing an AV and dull pained up. With one defense the AV was whiffing me and when he did hit the damage was reduced by 62%, 70 with my resilience. If nothing else it lets you escape what otherwise would have killed you. Highly situational, but my reasoning for taking this is to be 'the unkillable scrapper'. For that 1% of situations that incredible healing rates can't save you, this will. And by lvl 38, you are already complete if you follow my build, so this is truly a gravy power. 3 stars...but still a must have for the sake of pvp solo. Slotting is highly debateable, and since the power is so infrequently used, hard to say. I will say that 3 slotted for defense and resist, you would have +126% defense and +62% resist. If you have combat jumping, stealth, etc, those do stack. That pretty much floors anyone's accuracy to the 5% minimum.

The Build!

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level: 50
Archetype: Scrapper
Primary: Dark Melee
Secondary: Regeneration
---------------------------------------------
01) --> Shadow Punch==> Acc(1)Acc(3)Dmg(7)Dmg(11)Dmg(21)Rechg(40)
01) --> Fast Healing==> Heal(1)Heal(5)Heal(13)
02) --> Smite==> Acc(2)Acc(3)Dmg(9)Dmg(11)Dmg(23)Rechg(40)
04) --> Reconstruction==> Rechg(4)Rechg(5)Rechg(15)Heal(25)Heal(36)Heal(37)
06) --> Shadow Maul==> Acc(6)Acc(7)Dmg(13)Dmg(15)Dmg(23)Rechg(40)
08) --> Quick Recovery==> EndMod(8)EndMod(9)EndMod(17)
10) --> Dull Pain==> Rechg(10)Rechg(19)Rechg(21)Heal(25)Heal(36)Heal(37)
12) --> Combat Jumping==> DefBuf(12)
14) --> Super Jump==> Jump(14)Jump(48)
16) --> Integration==> Heal(16)Heal(17)Heal(19)
18) --> Swift==> Run(18)Run(48)
20) --> Resilience==> DmgRes(20)DmgRes(42)DmgRes(46)
22) --> Health==> Heal(22)Heal(27)Heal(27)
24) --> Stamina==> EndMod(24)EndMod(29)EndMod(29)
26) --> Soul Drain==> Acc(26)Acc(31)Rechg(33)Rechg(36)Rechg(43)TH_Buf(46)
28) --> Instant Healing==> Rechg(28)Rechg(34)Rechg(37)Heal(43)Heal(43)Heal(45)
30) --> Hasten==> Rechg(30)Rechg(31)Rechg(31)
32) --> Midnight Grasp==> Acc(32)Acc(33)Dmg(33)Dmg(34)Dmg(34)Rechg(42)
35) --> Touch of Fear==> Acc(35)Acc(42)Fear(46)Fear(48)Fear(50)
38) --> Moment Of Glory==> DmgRes(38)DmgRes(39)DmgRes(39)DefBuf(39)Rechg(50)
41) --> Boxing==> Acc(41)
44) --> Tough==> DmgRes(44)DmgRes(45)EndRdx(45)DmgRes(50)
47) --> Revive==> Heal(47)
49) --> Hurdle==> Empty(49)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Critical Hit==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------


I hate the scrapper ancillary powers, especially for regen, but options are to take torrent just for knockback, in which case you will never really need instant healing anymore LOL. I opted for boxing/tough, just so I could be even tougher in a knock down, drag out brawl where I don't have to run around like a little girl and can just absorb whatever the enemy tosses me in pvp. Power pools: Jumping is the best for utility and speed. combat jumping gives you a tiny bit of defense as well as unsupressed movement capability, which is very handy. Hasten is a must, and fitness just makes what you do even better, regenerate health and stamina. Health affects your base healing rate, which again, catapults your other healing abilities. I hope you enjoy, as I absolutely love Dark Mike and have fun in whatever I do with him. There are no 'wasted' slots, which is how i finally settled on this. Every single power (until the post 40 "whatever you want" phase) is making me even better and more capable (and fun) at my playstyle. Feel free to comment, and enjoy your dm/regen!

Dark Mike


 

Posted

An excellent guide, though I take Siphon Life despite being /Regen... It fits nicely in an attack chain, and thus can be a slight HPS boost, very slightly complementing your /Regen. Though it can be overlooked, it isn't a horrible power to have.

Somehow I made it all the way to level 38 without ever taking Touch of Fear. I'm gonna test it out on the Training Room, and maybe respec into it. Being a fellow Life Draining Energizer Bunny of Doom, I tend to find that most of my enemies are dead too fast, or are simply not hitting me hard enough to overcome my regen, so I wonder why I'd want to lock 'em down when I can just knock 'em down.

I also advocate the use of Dark Consumption for difficult fights, but I wouldn't recommend getting it until you start seeing Crey Protectors and other bosses that can actually make you fight for long periods of time. That said, it is a decent enough AoE damage attack, only a bit less damage than Soul Drain, and there's nothing like actually finding yourself low on End and facing a big spawn, running into the middle, hitting Dark Con followed by Soul Drain. Instant hate from the mobs and near instant death to anything around you. Some mobs that run at half health will possibly flee instead of help with the inevitable alpha strike resulting from such crazy scrapper antics, too. Pop Instant Healing and/or Dull Pain before this if you're afraid of the return fire.


 

Posted

Excellent post. Your build is very similier to mine. Works great in PvE, and don't over look to Touch of Fear power for PvP. Very few powersets offer resistance against it and leaves you free to pummle them into submission.


 

Posted

I've been doing some Siren's Call pvp to see how well this build works even without hasten...and I have to say without hasten, midnight grasp, and other powers, I was still taking on groups of 3-4 without dying. I can usually kill 2 brutes without help or using IH, saving that for the inevitable stalker AS.

Touch of Fear one, work on the other, ToF and repeat. Shadow punch + Smite with soul drain thrown in makes for a wicked combo. Integration, crowd control, and tohit debuffs make it nearly impossible for anyone to take you out one on one. I know because I haven't lost a duel yet. I'm going to start trying duels in Recluse's Victory, but if any of you have dueled villains before...you'll know that defeat isn't an option. When they hit half life their friends usually show up and the injured party runs away. Such is life!

If you have questions about DM/regen or either powerset individually, please feel free to message me. My global chat is @Dark Mike. Good Hunting!

DM


 

Posted

I know I told you in game, but this guide has been very helpful, and helped me fix some things i didn't like in my last DM/Regen build.


 

Posted

I'm am testing the ancillary power pools for their synergy with Dm/regen as i level further with my current scrapper. So far I have to admit that the thematic Dark powers fit quite nicely. DM's weakness? Damage mitigation! Torrent is unbelievable and I suggest all Dm scrappers at least give it a shot on the test server. It is an autoescape button for me. What is a regen scrapper's best friend in a pinch? TIME to heal. The knockdown on torrent is lovely and the tohit debuff is just an added bonus. What makes the tohit db better on this power is that you can affect multiple foes and effectively increase your survivability in crowds. Works great as an anti-alpha strike too. Just an additional note! Happy hunting!

Dm

"My prediction?.......pain."


 

Posted

Thanks for the Guide, Mike! I am considering using the freespec on my level 28 DM/Regen, and I'm trying to decide whether to go with the Fitness Pool. Have you tried getting by with just Dark Consumption to refill your end bar when it gets low?

While I team with most of my characters, this one mainly solos. I think that when solo, I can control my use of end more easily, since the spawns are smaller and I can pick the pace. I do PvE almost exclusively, but this is the only character I have really tried in PvP for a short time.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

I used dark consumption all the time until my last respec. With QR and Stamina both 3 slotted for end rec, I just didn't need it. DC needs 2 acc 3 rech and 1 endrec typically to be something you count on, the recharge is long and if it misses you are hurting. If you alter your tactics, you can get the same benefit....just ToF the biggest threat and step around the corner. In 3 or 4 seconds your end is up and ready to rock. In my experience, fights (even long ones) are over long before I am out of end. Carrying one or two blue pills makes up any 'worry' I might have had. Note: I attack CONSTANTLY. If a power is up, I throw it out there, and in the post 40 game the closest I get to running out of end is a quarter of my bar left, in which case i usually stop attacking for 5 seconds and do a couple hops away. That powerslot and those enhancement slots can be better used flushing out your build in other ways.

IF, however, you are invulnerability secondary, both siphon life and dark consumption would be huge bonuses. Hope this helps!

DM


 

Posted

Very good guide.
I really enjoyed your tone and the fact that you didn't disparage any of the powers. In reality, there really isn't a bad power in either primary or secondary with this combination, although I am currently not a big fan of Moment of Gory

Against a single target, Shadow Maul is a DPS-killer. And the cone can be a pain to line up. As such, I do not miss it at all at higher levels, although it is a very fun, cool-looking skill that is very effective at the lower levels. I also do not miss ToF anymore at higher levels.

In terms of EPP, I initially had Darkness Mastery on my climb to 50 and it was awesome. I especially liked the setup 2Acc3ToHitDebuff on Tenebrous Tentacles. It was a nice way to root and debuff a crowd when I SJ'd in. Takes the sting out of the return Alpha. Petrifying Gaze was my Sapper killer rather than ToF.

At 50, my build is a little more PvP in terms of setup. I've switched to Body Mastery and lost Shadow Maul. It still works very well PvE and I've soloed most of the Praetorian Arc with my PvP build and really only had trouble with Neuron so far (need more purples)

It really is an awesome scrapper combo and you've nailed the guide.

If you are interested, here is my current build at 50.
I reslot SL and DC prior to heading into RV to be Acc3DamHealRechg on SL and Acc3Dam2Rechg on DC. The slotting below is my PvE slotting.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Night Golem
Level: 50
Archetype: Scrapper
Primary: Dark Melee
Secondary: Regeneration
---------------------------------------------
01) --> Shadow Punch==> Acc(1)Dmg(19)Dmg(21)Dmg(29)
01) --> Fast Healing==> Heal(1)Heal(3)Heal(3)
02) --> Smite==> Acc(2)Dmg(19)Dmg(21)Dmg(29)Rechg(34)
04) --> Reconstruction==> Heal(4)Heal(5)Heal(5)Rechg(7)Rechg(7)Rechg(9)
06) --> Quick Recovery==> EndMod(6)EndMod(46)EndMod(46)
08) --> Siphon Life==> Acc(8)Heal(9)Heal(15)Heal(36)Rechg(37)Rechg(37)
10) --> Dull Pain==> Heal(10)Heal(11)Heal(11)Rechg(13)Rechg(13)Rechg(15)
12) --> Combat Jumping==> Jump(12)
14) --> Super Jump==> Jump(14)
16) --> Integration==> Heal(16)Heal(17)Heal(17)
18) --> Hurdle==> Jump(18)Jump(37)Jump(40)
20) --> Health==> Heal(20)Heal(50)Heal(50)
22) --> Stamina==> EndMod(22)EndMod(23)EndMod(23)
24) --> Hasten==> Rechg(24)Rechg(25)Rechg(25)
26) --> Soul Drain==> Rechg(26)Rechg(27)Rechg(27)
28) --> Assault==> EndRdx(28)EndRdx(43)
30) --> Instant Healing==> Heal(30)Heal(31)Heal(31)Rechg(31)Rechg(48)Rechg(48)
32) --> Midnight Grasp==> Acc(32)Dmg(33)Dmg(33)Dmg(33)Rechg(34)Rechg(34)
35) --> Tactics==> TH_Buf(35)TH_Buf(36)TH_Buf(36)EndRdx(46)EndRdx(48)
38) --> Dark Consumption==> Acc(38)Rechg(39)Rechg(39)Rechg(39)EndMod(40)EndMod(40)
41) --> Focused Accuracy==> TH_Buf(41)TH_Buf(42)TH_Buf(42)EndRdx(42)EndRdx(43)EndRdx(43)
44) --> Laser Beam Eyes==> Acc(44)Dmg(45)Dmg(45)Dmg(45)
47) --> Acrobatics==> EndRdx(47)
49) --> Resilience==> DmgRes(49)
---------------------------------------------
01) --> Sprint==> Jump(1)EndRdx(50)
01) --> Brawl==> Empty(1)
01) --> Critical Hit==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------


 

Posted

very nice guide. brief, useful, and accurate, at least IMO


 

Posted

[ QUOTE ]
very nice guide. brief, useful, and accurate, at least IMO

[/ QUOTE ]

seriously


 

Posted

My former main toon was very similar except for a few things.
For one, I'm curious as to why Weave was not taken. I've noticed it left out of quite a few builds lately - has it been nerfed recently? I stopped playing my main DM/Regen scrapper after IH was changed to a click and was thinking about dusting him off and respeccing. Should I leave Weave out or is it still worth taking?
Other things I had on my scrapper were Dark Consumption and I had skipped Shadow Punch.
I understand things have changed quite a bit for regen, but Shadow was a killing machine at one time - what do you guys think? Worth taking out of mothballs?


 

Posted

[ QUOTE ]
very nice guide. brief, useful, and accurate, at least IMO

[/ QUOTE ]

Reconstruction is a base 25% heal every 60s. slotted like Mike has it, with 3 recharge and 3 heals, it is a 49% heal every 31 seconds. Mike's nuimbers are slightly off.

Moment of Glory. Mike's numbers are way off. You used a hero planner, didn't you, Mike?

the base resists are 71.25% on MoG. 1 training enhancement would cap your resists. You're wasting slots. and, imo, a power choice.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

Posted

[ QUOTE ]
For one, I'm curious as to why Weave was not taken. I've noticed it left out of quite a few builds lately - has it been nerfed recently?

[/ QUOTE ]
It provides only around twice the defense of Combat Jumping for something like 6 times the cost. Fully slotted, you get about 6% defense. Not bad for a defense based character, but it won't help very much for a resist based character. At least, not enough for most folks to get it, given the end cost. Check out BuffyASummers guide to scrapper secondaries for more information.

RagManX


"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2

The economy is not broken. The players are

 

Posted

I to am blessed with having a DM/Regen scrapper, and is by far the most fun of any AT i've played to date. I can floor enemy's accuracy and then come back after a coffee break to 'arrest them'. I however opt not to take the fitness power pool, instead relying on DC. I decided to go with the darkness mastery ancillary for thematic and practicality reasons, and haven't regretted since.
Great guide

-Iceman


 

Posted

[ QUOTE ]
I to am blessed with having a DM/Regen scrapper, and is by far the most fun of any AT i've played to date.

[/ QUOTE ]

I'd have to agree. I actually never thought of doing a DM/Regen Scrapper before this guide, it inspired me and I've barely looked back. I outleved my previous main and can't get over how much fun i've had with it.


 

Posted

this is interesting especially, the part about possible taking Dark Consumption instead of Stamina. That saves 2 slots.

I've been reading about scrappers for a while now and at the end of this week I'll actually have coh, ( just have cov atm).

Scrappers looks so far like it is the AT that was made for my play style.

/regen looks so nice, it handles a lot of what I irritates me about other sets. Endo issues, self healing, and knockbacks/downs.


 

Posted

[ QUOTE ]
[ QUOTE ]
I to am blessed with having a DM/Regen scrapper, and is by far the most fun of any AT i've played to date.

[/ QUOTE ]

I'd have to agree. I actually never thought of doing a DM/Regen Scrapper before this guide, it inspired me and I've barely looked back. I outleved my previous main and can't get over how much fun i've had with it.

[/ QUOTE ]

That's what happened to me way back in Oct 04. I was playing a blaster and at lvl 28. Then I rolled a DM/Reg and made it to 50 before the end of the year, while my blaster only made it to 29 at that point.

Of course that's when regen was really good, and the powers still made sense (no healing in int) and so on... But I'm glad for this guide. I have been wanting to dust off my old level 50 and respec her just for the fun of it, and this gives me a little bit of an idea of what to do.

I always argued against the skipping stamina for DC because DC can and does miss sometimes. (unlike Power Sink on my elec brute, mmmmm ) But with IH being a click now instead of the toggle it used to be that required so much end, it might be a viable build. Especially if you wanted to play around with other pool powers like stealth or leadership.

Good topic.


 

Posted

Nice guide just some comments.

1. I'm curious as to the need for a recharge in shadow punch? I find in my attack chain it's always up when needed.

2. Why the fear durations in ToF? Even after the reduction in I7 it still lasts for a good while and least for me I use it for 2 reasons. One is to split mobs and to that end I normally can drop 2 minions or 1 Lt by the time the duration runs out with even 1 Fear in it. Or two concern for a major boss or EB or AV in which case I would think the tohit debuff would be more important then the duration. Currently I have it slotted 1 acc 3 tohit debuffs 1 fear duration and an endurace reducer.

3. Start with, I don't like MoG, but that's me. That said with it's base resists where they are a training enhancer for resistance would cause it to cap out scrappers resistance. For that reason I would suggest if you're a fan of the power, again I'm not. That you slot it for 3 defense and possible 3 recharges.

Lastly I find the dark mastery epic set compliments least my play style for my DM/Regener. I started with Petrfying Gaze which I love even though the recharge is too long. It's another splitter for groups and it also helps with AV's as it's one more hold to stack. I'm going to get dark blast at 44 as a nice range power for pulls and simple as another attack for my chain. Lastly Ten. Tentecles is a nice ae version of MG even if the damage is less. I'm debating on taking dark torrent at 49 as 1 acc would be about all I'd want to add to it since it would be a defensive power not a real attack.


 

Posted

Just a quick question from a still lvl 20 DM/RE...

I love the character which was inspired by your guide, I do however have one single issue which I need thoughts on.

At lvl 20, with this guides build, I have an annoying hole in my chain which bugs me quite a bit.

SP>Smite>SP>??>SP>...

For now I throw in a Maul when I have a few baddies aligned but that does not come up fast enough so I still have this funky gap which I (being impatient) throw a sissy punch (brawl) in.

I was thinking about picking up AirSup to fill this gap. In this case however, I should have gone the fly travel power's way and dropped CJ / SJ.

Any thoughts on this?


 

Posted

First off, Thanks Mike!!

I've been away for a long long time...(I1) and have missed alot of stuff apparently. This guide is great!! I was a fire/dev way back when since it was the fastest leveling character, and I needed to catch up to some friends, it wasn't all that fun. This character is F U N!

I was wondering the same thing as GeminiProject, as I'm only lvl 6 right now it is still a few levels off, but I was curious if the defence buff you get from CJ is needed or just a bonus. I like flight, would Air Superiority be a nice filler attack?

Hmmm, old post I just noticed, hope someone can shed a bit of light on this for me. Thanks all and once again, THANKS MIKE!


 

Posted

I'm going to post a DM/Regen guide shortly however to answer your questions Dark_Regan no the def bonus from CJ isn't needed, and to be honest unless you're SR I don't think it's worth slotting. I also feel that Air Superiority is well worth adding to your attack chain as it's a nice fast decent attack with a very good damage mitigation effect.


 

Posted

Thanks Cinderblock!

I look forward to taking a look at your guide as well. It's always nice to see different take on the same AT. Make sure to give a heads up when you are finished with yours. I need all the help I can get at this point


 

Posted

[ QUOTE ]
Just a quick question from a still lvl 20 DM/RE...

I love the character which was inspired by your guide, I do however have one single issue which I need thoughts on.

At lvl 20, with this guides build, I have an annoying hole in my chain which bugs me quite a bit.

SP>Smite>SP>??>SP>...

For now I throw in a Maul when I have a few baddies aligned but that does not come up fast enough so I still have this funky gap which I (being impatient) throw a sissy punch (brawl) in.

I was thinking about picking up AirSup to fill this gap. In this case however, I should have gone the fly travel power's way and dropped CJ / SJ.

Any thoughts on this?

[/ QUOTE ]

my DM/regen has as its attack chain is smite..SM..AS...punch..brawl...throwing knifes( <.< .... they are so cute!)...midnight grasp...

cant think of any other attacks... atm...


 

Posted

Whew; glad there is a recent guid to dm/reg. I haven't played since I4 or I5 and just reactivated my account. My highest level toon is a 38 dm/regen and my fave toon by far. I'm glad they didn't nerf regen so much as to make it useless ... neway.

I'm surprised there doesn't seem to be much end issues apparently. My current build (I need to respec badly ... so many wasted hancer slots atm) was before the hancers nerf so I have so many things 5, or 6 slotted with one thing. Apparenlty they leveled things out so that these builds don't need that much end. That was my biggest concern.

I'll 2nd air superiority; great control against a single target and ToF is quite nice unless you are so badace that you just don't need it. :P I currently have weave because I was going for as much defense as possible back then and also required a lot of endurance to keep all my toggles running; not to mention non stop swinging. So is weave not worth it, or just not needed these days?

No maul eh? Yeah ... when you miss it bites that's for certain ... hmmm ... I'll have to consider that 'other' little shadow punchy thing. I also have tough and the boxing jab; was good for knocking off toggles if I recall corectly.

I suppose I have 'wasted' slots in flight, but ... I was going for the vampire thing and it's just so freakin convenient.