Dark/ vs. Fire/ for /Regen


Boomie

 

Posted

My Altaholism knows no bounds, it seems.

I've got a character concept that I'm rather excited about... BUT - I can't really lock down on the powers to use.

For the concept, only /Regen really works as a secondary (Will Power just doesn't quite synch.) But, I could use either Dark Melee or Fiery Melee for the Primary.

So... seeing as the current list of guides is rather limited... how do Dark Melee and Fiery Melee mesh with Regeneration?


-This Space Intentionally Left Blank.-

 

Posted

Dark/ meshes very well with /Regen for a few reasons. All Dark/ attacks give a -tohit, Siphon Life is another heal plus it does good dmg(another heal to add to all those heals and regen? yes please) and it also has Touch of Fear for more added mitigation. Fire/ OTOH, it's only mitigation is straight dmg. Fire/ is good but doesn't help /Regen out except that you will be killing things faster.


Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
Take the Magic: The Gathering 'What Color Are You?' Quiz.

 

Posted

Both go great with /Regen because there is no Redraw

I would think that Dark Melee would go better because it as -to hit in it attacks and has one more heal for you. Now fire is just damage, and more damage. Fire as better AoE then dark melee so if that is big for you I would go with Fire. Both will do just find so you can't go wrong


"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

I'm pretty sure any of the regulars to these boards can tell you what I vote for. It should be rather obvious.

Honestly, I've yet to be a fan of anything Fire/* but that doesn't mean I don't respect it. It's got gobs of both AoE and ST damage. It's just completely lacking in any kind of support or mitigation beyond "you're dead" (which, while being excellent mitigation, is rather useless against an AV that will take longer than 3 seconds to kill). */Regen is one of those power sets that will perform well without outside help but, to really excel, it needs to find some support from the primary. Fire just doesn't do that. Pretty much everything else does.


 

Posted

Okay, looking at Dark... a couple questions come to mind.

First...With all the healing inherent in Regen, is slotting Siphon Life for the heal worth it?

Second... does Dark Consumption have any real place when the secondary has Quick Recovery? Especially if I stack Stamina on top of it?

Yeah... looking it over, I think I'll be going with Dark. Now I just need to work out a couple of costume details...


-This Space Intentionally Left Blank.-

 

Posted

Franken slotting Siphon life for an attack and a heal is always good. You can actually skip Stamina if you take Dark Consumption.

I have to add that Fire/Regeneration is great for PvP


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

I have to say I love Fire/Regen. The damage is amazing, animation is fast, and oh did I mention damage? Mitigation? Personally I use Air Sup. Flip the bosses on their butts and burn em before they can get back up. I have Air Sup on auto hit, it cuts down on my dps, but it ruins the enemys dps.

Fire works very well with MOG. Jump into very large group, hit mog, AOE your brains out, and then the last remaining bosses can be kept on their backs using air sup.

To me, breath of fire wins out over shadow maul, its range is very nice.

Combine build up, breath of fire, and fire sword circle, you get amazing.

DM is a sweet set, but the damage of a fire/regen scrapper is sweet and fast.
Knife thru butter!


 

Posted

Y'know, I was all set to roll up my DM/Regen scrapper... when I did a quick poll of characters I've already got.

3 Dark Melee (Scrapper, Tanker, Brute)

0 Fiery Melee

Sooo... at the last minute, I rolled up a Fiery Melee/Regeneration scrapper, instead.

Which leads into my current questions:

Scorch - is it worth taking on a Scrapper?

And a question for Regeneration:

Building up some additional mitigation looks like a good idea... so Tough seems like a good choice. The question is... would Weave be useful? While it's universal defense, it's also only, fully enhanced, 5.88 points of it. Is that worth the power pick and slots, when I've got nothing to stack that with?

Thanks!


-This Space Intentionally Left Blank.-

 

Posted

Quote:
Originally Posted by OneWhoBinds View Post
Y'know, I was all set to roll up my DM/Regen scrapper... when I did a quick poll of characters I've already got.

3 Dark Melee (Scrapper, Tanker, Brute)

0 Fiery Melee

Sooo... at the last minute, I rolled up a Fiery Melee/Regeneration scrapper, instead.

Which leads into my current questions:

Scorch - is it worth taking on a Scrapper?

And a question for Regeneration:

Building up some additional mitigation looks like a good idea... so Tough seems like a good choice. The question is... would Weave be useful? While it's universal defense, it's also only, fully enhanced, 5.88 points of it. Is that worth the power pick and slots, when I've got nothing to stack that with?

Thanks!
You'll probably want it while you level just to give you another attack to use but once you hit 50 I'd respec out and take Fire Sword in its place.


 

Posted

Scorch is definitely worth taking. In fact, I'd be shooting for an end game chain of Incinerate -> Scorch -> Cremate -> Scorch. However, that's not the top DPS alternative. It's good because the DPS is fairly good, recharge is moderate and endurance use is very good. I don't think it's a particularly popular chain. In any case, yes, Scorch is a good attack for at least leveling up.

I'd take Weave, but then, I'd also stack as much defense as I could on top of it. On its own, I wouldn't bother with Weave, but I'd still burn a prerequisite to get into Tough, and I'd stack it with Resilience. Might not bother slotting Resilience, though. Depends on how much I was swimming in slots.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Well, here's the build I worked out. I did not include Scorch - I couldn't fit it in early enough (taking it in the late 30s seems... redundant), and think Air Superiority will serve just as well. I wish I could work Tough in earlier, at least, but... well I couldn't without pushing something else back.

I took Weave, mostly because... well, I couldn't think of anything else to take. Maybe, after i16 and Blaze Mastery appears, I'll find something else worth taking.

As it is, with weave I've managed a whopping 10% melee defense. [sarcasm]I feel really safe now![/sarcasm]

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting

Hero Profile:
Level 1: Fire Sword

  • (A) Crushing Impact - Accuracy/Damage/Endurance: Level 35
  • (3) Crushing Impact - Damage/Endurance/Recharge: Level 35
  • (5) Crushing Impact - Accuracy/Damage: Level 35
  • (13) Crushing Impact - Damage/Endurance: Level 35
  • (42) Crushing Impact - Damage/Recharge: Level 35
  • (43) Crushing Impact - Accuracy/Damage/Recharge: Level 35
Level 1: Fast Healing
  • (A) Healing IO: Level 35
  • (7) Healing IO: Level 35
  • (25) Healing IO: Level 35
Level 2: Cremate
  • (A) Touch of Death - Chance of Damage(Negative): Level 35
  • (3) Touch of Death - Accuracy/Damage: Level 35
  • (5) Touch of Death - Damage/Recharge: Level 35
  • (13) Touch of Death - Accuracy/Damage/Endurance: Level 35
  • (42) Touch of Death - Damage/Endurance: Level 35
  • (42) Touch of Death - Damage/Endurance/Recharge: Level 35
Level 4: Quick Recovery
  • (A) Endurance Modification IO: Level 35
  • (15) Endurance Modification IO: Level 35
  • (15) Endurance Modification IO: Level 35
Level 6: Air Superiority
  • (A) Focused Smite - Accuracy/Damage/Recharge: Level 35
  • (7) Focused Smite - Accuracy/Damage: Level 35
Level 8: Reconstruction
  • (A) Doctored Wounds - Heal: Level 35
  • (9) Doctored Wounds - Recharge: Level 35
  • (9) Doctored Wounds - Heal/Endurance: Level 35
  • (40) Doctored Wounds - Heal/Recharge: Level 35
  • (40) Doctored Wounds - Endurance/Recharge: Level 35
  • (46) Doctored Wounds - Heal/Endurance/Recharge: Level 35
Level 10: Dull Pain
  • (A) Doctored Wounds - Heal: Level 35
  • (11) Doctored Wounds - Recharge: Level 35
  • (11) Doctored Wounds - Heal/Endurance: Level 35
  • (34) Doctored Wounds - Heal/Recharge: Level 35
  • (40) Doctored Wounds - Endurance/Recharge: Level 35
  • (46) Doctored Wounds - Heal/Endurance/Recharge: Level 35
Level 12: Swift
  • (A) Flight Speed IO: Level 35
Level 14: Fly
  • (A) Flight Speed IO: Level 35
  • (50) Flight Speed IO: Level 35
Level 16: Integration
  • (A) Numina's Convalescence - Heal: Level 35
  • (17) Numina's Convalescence - Heal/Endurance: Level 35
  • (17) Numina's Convalescence - Heal/Endurance/Recharge: Level 35
  • (31) Numina's Convalescence - Heal/Recharge: Level 35
Level 18: Fire Sword Circle
  • (A) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 35
  • (19) Obliteration - Chance for Smashing Damage: Level 35
  • (19) Obliteration - Damage: Level 35
  • (36) Obliteration - Damage/Recharge: Level 35
  • (36) Obliteration - Accuracy/Recharge: Level 35
  • (36) Obliteration - Accuracy/Damage/Recharge: Level 35
Level 20: Breath of Fire
  • (A) Air Burst - Accuracy/Damage: Level 35
  • (21) Air Burst - Damage/Endurance: Level 35
  • (21) Air Burst - Damage/Recharge: Level 35
  • (43) Air Burst - Damage/Range: Level 35
  • (43) Positron's Blast - Damage/Range: Level 35
  • (46) Positron's Blast - Damage/Recharge: Level 35
Level 22: Build Up
  • (A) Recharge Reduction IO: Level 35
  • (23) Recharge Reduction IO: Level 35
  • (23) Recharge Reduction IO: Level 35
Level 24: Health
  • (A) Healing IO: Level 35
  • (25) Healing IO: Level 35
  • (39) Healing IO: Level 35
Level 26: Incinerate
  • (A) Touch of Death - Accuracy/Damage/Endurance: Level 35
  • (27) Touch of Death - Damage/Recharge: Level 35
  • (27) Touch of Death - Damage/Endurance: Level 35
  • (37) Touch of Death - Accuracy/Damage: Level 35
  • (37) Touch of Death - Chance of Damage(Negative): Level 35
  • (37) Touch of Death - Damage/Endurance/Recharge: Level 35
Level 28: Instant Healing
  • (A) Recharge Reduction IO: Level 35
  • (29) Recharge Reduction IO: Level 35
  • (29) Recharge Reduction IO: Level 35
Level 30: Stamina
  • (A) Endurance Modification IO: Level 35
  • (31) Endurance Modification IO: Level 35
  • (31) Endurance Modification IO: Level 35
Level 32: Greater Fire Sword
  • (A) Mako's Bite - Chance of Damage(Lethal): Level 35
  • (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 35
  • (33) Mako's Bite - Accuracy/Damage: Level 35
  • (33) Mako's Bite - Damage/Endurance: Level 35
  • (34) Mako's Bite - Accuracy/Endurance/Recharge: Level 35
  • (34) Mako's Bite - Damage/Recharge: Level 35
Level 35: Resilience
  • (A) Titanium Coating - Resistance: Level 35
  • (50) Titanium Coating - Resistance/Endurance: Level 35
  • (50) Titanium Coating - Resistance/Recharge: Level 35
Level 38: Moment of Glory
  • (A) Recharge Reduction IO: Level 35
  • (39) Recharge Reduction IO: Level 35
  • (39) Recharge Reduction IO: Level 35
Level 41: Boxing
  • (A) Accuracy IO: Level 35
Level 44: Tough
  • (A) Reactive Armor - Resistance: Level 35
  • (45) Reactive Armor - Resistance/Endurance: Level 35
  • (45) Reactive Armor - Resistance/Recharge: Level 35
  • (45) Reactive Armor - Resistance/Endurance/Recharge: Level 35
Level 47: Weave
  • (A) Luck of the Gambler - Defense: Level 35
  • (48) Luck of the Gambler - Defense/Endurance: Level 35
  • (48) Luck of the Gambler - Defense/Recharge: Level 35
  • (48) Luck of the Gambler - Defense/Endurance/Recharge: Level 35
Level 49: Revive
  • (A) Recharge Reduction IO: Level 35
------------
Level 1: Brawl
  • (A) Accuracy IO: Level 35
Level 1: Sprint
  • (A) Run Speed IO: Level 35
Level 2: Rest
  • (A) Recharge Reduction IO: Level 35
Level 1: Critical Hit
------------
Set Bonus Totals:
  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 6.88% Defense(Smashing)
  • 6.88% Defense(Lethal)
  • 3.13% Defense(Energy)
  • 3.13% Defense(Negative)
  • 11.9% Defense(Melee)
  • 4.38% Defense(Ranged)
  • 2% Enhancement(Knockback)
  • 2% Enhancement(Knockup)
  • 20% Enhancement(RechargeTime)
  • 14% Enhancement(Heal)
  • 25% Enhancement(Accuracy)
  • 145.6 HP (10.9%) HitPoints
  • MezResist(Held) 8.8%
  • MezResist(Immobilize) 13.8%
  • MezResist(Sleep) 2.2%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 4.4%
  • 2.5% (0.04 End/sec) Recovery
  • 22% (1.23 HP/sec) Regeneration
  • 0.63% Resistance(Smashing)
  • 0.63% Resistance(Lethal)
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 2.52% Resistance(Toxic)
  • 5.02% Resistance(Psionic)
------------
Set Bonuses:
Crushing Impact
(Fire Sword)
  • MezResist(Immobilize) 2.2%
  • 15.1 HP (1.12%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 2.5% Resistance(Psionic)
Touch of Death
(Cremate)
  • MezResist(Immobilize) 2.75%
  • 20.1 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Focused Smite
(Air Superiority)
  • MezResist(Immobilize) 1.65%
Doctored Wounds
(Reconstruction)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
  • 1.26% Resistance(Toxic,Psionic)
Doctored Wounds
(Dull Pain)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
  • 1.26% Resistance(Toxic,Psionic)
Numina's Convalescence
(Integration)
  • 12% (0.67 HP/sec) Regeneration
  • 25.1 HP (1.87%) HitPoints
  • 6% Enhancement(Heal)
Obliteration
(Fire Sword Circle)
  • 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)
Air Burst
(Breath of Fire)
  • 2% Enhancement(Knockback), 2% Enhancement(Knockup)
  • 10 HP (0.75%) HitPoints
  • 0.63% Resistance(Smashing,Lethal)
Positron's Blast
(Breath of Fire)
  • 2.5% (0.04 End/sec) Recovery
Touch of Death
(Incinerate)
  • MezResist(Immobilize) 2.75%
  • 20.1 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Mako's Bite
(Greater Fire Sword)
  • MezResist(Immobilize) 3.3%
  • 20.1 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Titanium Coating
(Resilience)
  • MezResist(Sleep) 2.2%
  • 20.1 HP (1.5%) HitPoints
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)
Luck of the Gambler
(Weave)
  • 10% (0.56 HP/sec) Regeneration
  • 15.1 HP (1.12%) HitPoints
  • 9% Enhancement(Accuracy)



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...so, what do you think?


-This Space Intentionally Left Blank.-

 

Posted

Build looks good! you may want to look into doctored wounds in reconstruction, Im not sure if you will get the IO bonuses because reconstruction also adds toxic resistance. Check your numbers in game play and see if they show.


 

Posted

Quote:
Originally Posted by Umbral_NA View Post
It's just completely lacking in any kind of support or mitigation beyond "you're dead" (which, while being excellent mitigation, is rather useless against an AV that will take longer than 3 seconds to kill)
Although Dark Melee is an exception in that its debuffs do affect an AV (albeit at greatly reduced effectiveness), I would have said that most sets do not provide mitigation when fighting an AV. Sure, I guess the sword sets get Parry or equivalent; that's great. And I guess Claws still has its secondary effect of recharge and end reduction.

But knockdown, knockback, stun, hold, and many other forms of secondary mitigation are useless against AVs -- and Fire still gets its damage against them. So I consider Fire slightly more valuable when fighting AVs, not less.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by lunaseed View Post
Build looks good! you may want to look into doctored wounds in reconstruction, Im not sure if you will get the IO bonuses because reconstruction also adds toxic resistance. Check your numbers in game play and see if they show.
Won't get the heal bonuses added to reconstruction but will get them for Dull Pain's heal part.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

Here is my fire/regeneration build, this is version 8, I have 7 others you can have.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

WiFry: Level 50 Science Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(23)
Level 1: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(48)
Level 2: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(31)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(7)
Level 6: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(23), GSFC-Build%(46)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(27), Dct'dW-Rchg(29)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(19)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(19)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(31), Numna-Regen/Rcvry+(33), RgnTis-Heal/EndRdx(33), RgnTis-Regen+(33)
Level 18: Fire Sword Circle -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(34), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(36)
Level 20: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(37), Mocking-Rchg(39)
Level 22: Swift -- Run-I(A)
Level 24: Health -- Numna-Heal/EndRdx(A), Numna-Heal(29)
Level 26: Stamina -- P'Shift-EndMod(A), P'Shift-End%(31)
Level 28: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
Level 30: Instant Healing -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(43), RechRdx-I(43)
Level 32: Greater Fire Sword -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(36), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(45), Hectmb-Dmg/EndRdx(45), RechRdx-I(46)
Level 35: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(37), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(40), Amaze-EndRdx/Stun(46)
Level 38: Moment of Glory -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(39)
Level 41: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Here's my fire/regen build:

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My original build was going to have 35% melee defense but with those IOs being so expensive I decided to go with the much cheaper C'Imps, Scir's and Posi's. I'll save the uber +def IOs for another /SD build.

806% +regen and perm Dull Pain with hasten up.


 

Posted

Quote:
Originally Posted by OneWhoBinds
...so, what do you think?
You're missing the numi +recovery +regen unique and the regen tissue +regen unique.

The only other suggestion is to slot more sets of 3 Numis for the +HP and +regen bonusses.

I'm happy with the build I posted. He'll never be the lead scrapper but he can take alpha like a sonofagun.

As long as the team comes in behind you within 15 seconds it doesn't matter how much defense you have. You're untouchable when MoG is running.

Also resilience is a skippable power so you could take hasten.


 

Posted

Quote:
Originally Posted by FitzSimmons View Post
You're missing the numi +recovery +regen unique and the regen tissue +regen unique.
Yeah... no. Not unless I get one through a random roll. Otherwise.. it's not worth the effort.

Quote:
The only other suggestion is to slot more sets of 3 Numis for the +HP and +regen bonusses.

I'm happy with the build I posted. He'll never be the lead scrapper but he can take alpha like a sonofagun.

As long as the team comes in behind you within 15 seconds it doesn't matter how much defense you have. You're untouchable when MoG is running.

Also resilience is a skippable power so you could take hasten.
I looked at your build... and I'm glad it works for you. I cringed (So expensive! And why bother putting Heals into Instant Healing?).

While the build I gave had all the sets I would be looking for... I have never been good at making Inf. I will most likely end up in a common IO build.

And Hasten? Um... why? I've taken Hasten on several toons... and I either don't need to use it, or it ends up being detrimental (What good is having my powers recharged if I'm out of Endurance?) I'm nearing the 18 month mark with this game, and have yet to see why some people swear that Hasten is the Be all/End all power.

Besides, I'm sticking with Flight for thematic purposes.

I'll take a look into building in more +Regen and more +HP, and who knows? Maybe I'll get lucky, and find a way to work in one of the uniques.

Thanks for the help... I'll post an updated build when I finish it.


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Posted

Quote:
Originally Posted by OneWhoBinds View Post
And Hasten? Um... why? I've taken Hasten on several toons... and I either don't need to use it, or it ends up being detrimental (What good is having my powers recharged if I'm out of Endurance?) I'm nearing the 18 month mark with this game, and have yet to see why some people swear that Hasten is the Be all/End all power.
Hasten is awesome because recharge is the be all, end all attribute of */regen's effectiveness. Of the 7 powers that increase your survivability from */regen, 2 of them are passives that are barely worth slotting (FH and Resilience) and the 4 most powerful of them are most greatly affected by +recharge (Recon, IH, Dull Pain, MoG). Of those 7, only one of them is actually worth enhancing and largely unaffected by +rech.

Hasten isn't awesome. +Recharge is. Hasten just happens to be a really easy, highly effective route to that +Recharge.

Also, if you're running out of endurance on an IO'd */regen, you're doing something wrong. Very wrong.

Quote:
I'll take a look into building in more +Regen and more +HP, and who knows? Maybe I'll get lucky, and find a way to work in one of the uniques.
+HP is largely pointless if you actually build intelligently. Dull Pain and the +hp accolades will bring you to within roughly 50 hit points of the Scrapper hp cap, and you're going to get those 50 hit points through tangential slotting. The HP cap on a */regen Scrapper is a bygone conclusion.

As to +regen, */regen has so much native damage recovery that adding more does so much less than adding some actual mitigation that it's largely pointless. You're better off padding your already impressive damage recovery with greater damage mitigation (re: +def). Besides, +Recharge does more for your survivability than the +regen set bonuses will anyway because it gives you more hp/sec via more Recon, Dull Pain, and IH and a larger percent of unkillable time thanks to more MoG.


 

Posted

While I agree to most things Umbral said
+HP is not pointless on regens imo, even on a perma DP build. Sure it might not be the top priority to go for, but it is still a big help. The longer you can hold off on hitting DP, the better shape you are in, I think.


 

Posted

Quote:
Originally Posted by Iggy_Kamakaze View Post
While I agree to most things Umbral said
+HP is not pointless on regens imo, even on a perma DP build. Sure it might not be the top priority to go for, but it is still a big help. The longer you can hold off on hitting DP, the better shape you are in, I think.
Of course, if you pack more +recharge, you're going to have a greater period of overlap between each application of Dull Pain meaning that you'll have the ability to hold off on activating Dull Pain until it's needed.

Where +hp is concerned, you need to ask yourself a very simply question: what percent of the time will Dull Pain be down because only then will the +hp actually be doing anything. If it's less than 33% (re: SOs), you're better off simply ignoring +hp for set bonuses for set bonuses that will actually contribute a decent portion of the time because that +hp is only going to be doing anything for a tiny period of time.

As to delaying the use of Dull Pain to actually access the heal, it's not difficult. Simply use Dull Pain before any of your other click powers. If it's up, wait until you're actually down ~1k hp and then click it.


 

Posted

You don't need +HP on a regeneration scrapper, with Accolades you're around 1700 to 1800 hp, with one DP you're already at 2200 to 2300.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

While I will admit that I've never taken Hasten with either Willpower or Regen before...

I'm still not seeing it.

Yes... The faster the power recharges, the faster I can use it again. But WHY do I need to to recharge faster, if I'm already seeing it up enough?

As I said, I've taken Hasten before, on other toons. And in every case, as soon as I hit SOs, it sits unused... no longer finding a situation where I need the recharge, and it is worth the crash.

Is making Dull Pain perma really that big a deal? I never bothered on my other /Regen toons, and didn't see a problem.

And, again, I'm sticking with Flight for my travel power.

Now, onto defense: How can you build a significant defense into /Regeneration? (Outside of MoG - that's a 15 second God Mode). I haven't really seen much for it - that's why I put slots in Resilience in the first place, to get some Resists in, at the least. Even then, between Resilience and Tough, all I manage is 27% S/L resist.

What should I be shooting for, in regards to defense? Well, other than Positional Defense, that goes without saying...


-This Space Intentionally Left Blank.-

 

Posted

Quote:
Originally Posted by OneWhoBinds
Yeah... no. Not unless I get one through a random roll. Otherwise.. it's not worth the effort.

I looked at your build... and I'm glad it works for you. I cringed (So expensive! And why bother putting Heals into Instant Healing?).
Buy the uniques with merits. 200 for a Regen tissue unique and 240 or 250 for a Numi unique.

And this was the cheap option. Like I mentioned I tried building for +def and that's so super expensive it's ridiculous.

I put the heals in Fast Healing because it adds to the regen. Since I had 2 procs in there I wanted the heal at 100%.

Removing them drops the hp/s regeneration by 9hp.

I don't "need" the 6th slot but I at least need the 5.

And I'm a regen noob. If I could afford it I would've gone with the 35% melee defense build to add to my survivability but it's just not worth it for me right now. I have another 2 toons I want to spec out a bit.

Maybe when i16 comes out and if the markest doesn't go bust I'll save up some more duckets and redo this.

EDIT: I just reread this and saw that you asked about the heals in instant healing. It adds to the regen. With IH running I regen 171hp/s. If I take out the heals I only regen 151hp/s. When you work with Mids keep Advanced Totals open. It helps to see the effect on totals when you move stuff around.


 

Posted

Quote:
Originally Posted by OneWhoBinds View Post
While I will admit that I've never taken Hasten with either Willpower or Regen before...

I'm still not seeing it.

Yes... The faster the power recharges, the faster I can use it again. But WHY do I need to to recharge faster, if I'm already seeing it up enough?

As I said, I've taken Hasten before, on other toons. And in every case, as soon as I hit SOs, it sits unused... no longer finding a situation where I need the recharge, and it is worth the crash.

Is making Dull Pain perma really that big a deal? I never bothered on my other /Regen toons, and didn't see a problem.

And, again, I'm sticking with Flight for my travel power.

Now, onto defense: How can you build a significant defense into /Regeneration? (Outside of MoG - that's a 15 second God Mode). I haven't really seen much for it - that's why I put slots in Resilience in the first place, to get some Resists in, at the least. Even then, between Resilience and Tough, all I manage is 27% S/L resist.

What should I be shooting for, in regards to defense? Well, other than Positional Defense, that goes without saying...
Because you also have Instant Healing, Moment of Glory, Reconstruction to also consider for that nice fat 70% recharge boost, plus you have Quick Recovery and Stamina, you are not hurting for endurance at all.


Virtue: @Santorican

Dark/Shield Build Thread