Dark/ vs. Fire/ for /Regen


Boomie

 

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Originally Posted by OneWhoBinds View Post
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?
If you're already seeing it up enough, then you aren't fighting tough enough enemies, and you can kind of build however you want. If you want the highest possible survivability and DPS, though, you want Hasten. So it depends on how much you want to push the envelope vs. how much you hate Hasten.

As for defense, a decent goal might be something in the 20s. Higher is better, and I'd prioritize melee defense. But again, if you want to push the envelope, recharge comes first.


"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
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Originally Posted by OneWhoBinds View Post
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.
Echoing what Werner just said and what every other big time */regen Scrapper will tell you, if you don't need your clickies up faster, you're not doing crazy enough things.

What is it with you and bringing up Hasten's "crash"? It's a loss of 15 endurance once every 2 minutes when it's perma for .125 end/sec. That's less endurance than you're using for Reconstruction. That's less than you're using for Integration. And what's even stranger, you're complaining about that 15 endurance once every 2 minutes on a build with Stamina and Quick Recovery! You cannot honestly be complaining about Hasten hindering you when you're packing both of those. If you see endurance problems from Hasten, it's not Hasten that's causing those.

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Is making Dull Pain perma really that big a deal? I never bothered on my other /Regen toons, and didn't see a problem.
Yes. It is. Not only is Dull Pain a huge heal, it also makes everything else you've got more effective. Making it perma allows you to reliably expect roughly 50% greater contributions from all of your +regen than it would be otherwise along with having a greater ability to resist burst damage because you've got a significantly larger pool of hit points to get through in a short period of time.

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And, again, I'm sticking with Flight for my travel power.
Flight and Hasten are in no way mutually exclusive. No one has even suggested that, as far as I know.

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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...
Obliteration 6 piece, Mako's Bite 6 piece, Touch of Death 6 piece, Blessing of the Zephyr 2 and 3 piece, Gaussian's 6 piece, the Steadfast Protection 3% +def IO, taking Weave, Maneuvers, CJ, and/or Hover. Those are all of the big ones. Slotting those sets and taking those powers where you possible can easily net you positional defenses in your 20s. Stack that up with enough recharge to actually run a decent attack string/get the recharge of Recon down under 20 seconds and you'll be pretty well set.


 

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The other advice is basically spot on. If you want to take advantage of the most regen has to offer you need recharge so your main four survival skills are up more often. After that, melee defense, or maybe s/l. It can be cheaper to get and adds to melee too.

Also, a lot of your skills, health, fast healing, buildup etc have 3 basic IOs. By the time you get near 50 that third IO is adding very little benefit. I'd recommend reducing these to two IOs and using the slots elsewhere.


 

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Like I said
+HP would not be the top priority. Recharge would definitely be on the top, then probabl defense.
But saying that it's pointless or is not needeed? Well let's just say I see it in a different way.



Edit:
been really asking for an increase on that HP cap ...


 

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Listen to what these people say OnewhoBinds!

And if you want to see an expensive build, look at Santorican's build. I almost fell over.


 

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A few things...

The third slot: I know 50 IOs make that third slot nearly useless. This build was based around level 35 IOs - The point where I start switching to IOs in the first place. And I am unlikely to swap those out unless I'm putting in a set.

Hasten: Chalk this up to bad experiences. I've taken this on several toons, to one of two effects. I would hit the power, and either (a) find it a waste of time as I already had a smooth attack chain and the added Recharge does not noticeably help (this is usually on Blasters and Scrappers); or (b) the added recharge sure helps... me burn through all my End well before Hasten is done... and usually well before the battle is over (Defenders, Corruptors, and a Brute). And then the crash as I start recovering can often floor my End, AGAIN.

Throw in that I probably can't work it into this build until the 30s, by which time I should have my smooth attack chain... I am still left wondering about the benefits. Still... I will look into this.

The Uniques - Yes, they can be bought for 200 and 250 merits, respectively. As it has taken a Tanker I made after Merits were introduced until after level 40 to make over 200 Merits, I'm going to put that under "More trouble that it is worth" too. Unless I start farming some TFs (Which I don't have the play time for), that cost remains out of reach.

Finally:

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Obliteration 6 piece, Mako's Bite 6 piece, Touch of Death 6 piece, Blessing of the Zephyr 2 and 3 piece, Gaussian's 6 piece, the Steadfast Protection 3% +def IO, taking Weave, Maneuvers, CJ, and/or Hover. Those are all of the big ones. Slotting those sets and taking those powers where you possible can easily net you positional defenses in your 20s. Stack that up with enough recharge to actually run a decent attack string/get the recharge of Recon down under 20 seconds and you'll be pretty well set.
O_o

Okay... any way to do that without gimping myself in some other way?

...

And Hover? On a Scrapper? Isn't that a little... cross purpose?

...

Actually, let me clarify something - I haven't really seen a point to playing a level 50 toon. Maybe, if GR is everything it is promising, there will be a point to wake up a 50, but generally, once I hit that point, the toon gets shelved. So if your plans are based around being awesome at 50... I need a second opinion. That's also why I don't bother considering HOs and Purples.

Similarly, my time to actually play the game is limited to about 90-120 minutes a day, with maybe up to 5 hours one day on the weekend, unless I plan ahead specifically to spend longer. So... solo play is big, Teams are few (in participants) and far between (in occurrence), and TFs are almost right out of consideration. And, as I find Farming the second most boring experience of the game, a rapid rise through the ranks is NOT in the future of any of my toons. (Darn, I guess I'll just have to experience the content and game play on my way up.)


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OnewhoBinds, play however you want. If you're not going for +defense then I wouldn't worry about hover however hasten is more of a must have.

I think this is turning into a personal rant though so just play how you want to play and you have other people's builds to base things on.

I'm shelving this thread under "More trouble than it's worth" too.

Good luck.


 

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Originally Posted by OneWhoBinds View Post
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Obliteration 6 piece, Mako's Bite 6 piece, Touch of Death 6 piece, Blessing of the Zephyr 2 and 3 piece, Gaussian's 6 piece, the Steadfast Protection 3% +def IO, taking Weave, Maneuvers, CJ, and/or Hover. Those are all of the big ones. Slotting those sets and taking those powers where you possible can easily net you positional defenses in your 20s. Stack that up with enough recharge to actually run a decent attack string/get the recharge of Recon down under 20 seconds and you'll be pretty well set.
O_o

Okay... any way to do that without gimping myself in some other way?
The entire point of those sets is that they won't gimp you in some other way. Every single one of those sets gives you excellent enhancement values for the powers that they belong in. You were simply asking what can be used to give you a higher level of defense. Those are what is used in almost all cases and, even better, most of them aren't even that expensive.


 

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Originally Posted by OneWhoBinds View Post
O_o

Okay... any way to do that without gimping myself in some other way?
Look at my build, it has all of those


Virtue: @Santorican

Dark/Shield Build Thread

 

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Originally Posted by Umbral_NA View Post
The entire point of those sets is that they won't gimp you in some other way. Every single one of those sets gives you excellent enhancement values for the powers that they belong in. You were simply asking what can be used to give you a higher level of defense. Those are what is used in almost all cases and, even better, most of them aren't even that expensive.
Ah... a misunderstanding. It's not the sets I would be concerned with. It's the amount of slots and power selections that ties up, especially if I'm throwing Hasten into the mix as well.

Your suggestion included Weave (tying up 3 powers to get) CJ or Hover (One more power), and Maneuvers (One power). That's three power pools and 5 powers. I would need to sacrifice the Fitness pool, or not put in Hasten.

And it gets better - I find hover very hard to use. I have problems with it on Blasters and Defenders - I'm certainly not going to use it on a Scrapper. So there goes that. Either I don't take Flight - which I want for concept - or I'm sacrificing BOTH Fitness and Speed for Jumping.

Not to mention that I would be giving up AS, which will leave a hole in my current attack chain, AND remove a source of mitigation.

Then there's the issue of slots. I'd need to find enough slots to put in the sets mentioned - in the powers they can go. That means I'me going to have to underslot other things just to make the space...

This is running up against a wall here. To get what you were suggesting, I'd have to sacrifice things I put in for concept... but if I do that, I'm not playing the character I wanted to play any more.

I also would like to apologize if I came across as rude or offensive. It just raises my hackles when it seems (to me) that I'm being told that "There is only one way to play this! You must take these powers, put in these sets, and make these choices this way, or your character will not be a success!"

That's what I was seeing, and I overreacted.


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I think you're reading too much into it. Taking Weave, Hover, CJ and Maneuvers, slotting all those nice juicy sets are the things that add to +positional defense. You asked how you can add defense to /regeneration and what you were told is the right answer. They're not directives. Nobody's telling you that you must take x,y,z. You took it about as wrong as you can take it. Someone mentioned above shooting for 20s or so for all 3 positions would probably be decent. Use mids, embrace it, love it.

You could get this and beyond by taking Weave and CJ and sitll fit in Hasten and not gimp yourself. I think you wanted fly so if that's the case and you just plain don't like Hover and can't fit it in you don't need to take it. You may still be able to reach 20s for the positional defenses.

But if you primarily solo or don't find yourself in overwhelming situations then you may not need Hasten or even +defense. IH, DP, whatever may be up often enough for your playstyle.

There's a lot of good advice here from a lot of the scrapper experts. Take a step back, reread it and use the pieces that will work best for you.


 

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Originally Posted by OneWhoBinds View Post
It's the amount of slots and power selections that ties up, especially if I'm throwing Hasten into the mix as well.

Your suggestion included Weave (tying up 3 powers to get) CJ or Hover (One more power), and Maneuvers (One power). That's three power pools and 5 powers. I would need to sacrifice the Fitness pool, or not put in Hasten.
I never said take all of them. I said "and/or" implying that you should take at least some of them. None of my own Scrappers have Maneuvers, and I've got no plans to take it on any in the future. It's an option.

As to the question of slots, that's just a facepalm moment. If you're not 6 slotting your attacks already, you're doing something wrong. Obliteration, Touch of Death, and Mako's Bite are all powers that have excellent enhancement values in powers that you should already be 6 slotting. Blessing of the Zephyr is simply huge returns for slots so it's not hard in the least to dump a couple extra slots into your travel power for what amounts to 2/3 of Weave for free.

The very reason I listed all of those sets is because they fit in with little to no effort.