-Regen
Rad Emission, Dark Miasma, Traps, Cold Domination, Mental Assault, Mental Manipulation, and Electrical Mastery (the Blaster epic pool). MM Robots also have some strong -regen in their plasma blasts.Those are the big hitters in terms of magnitude and duration, all being 500% or more. Not all the -regen powers in these sets have good duration/recharge ratios, though. Traps and Rad are tops for that.
There's some -regen in /Poison, but it's pretty minor.
Edit: Whoops, I forgot Trick Arrow's EMP Arrow.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Widows have some with Poison Dart and Dart Burst.
Suggestions:
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Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
Rad Emission, Dark Miasma, Traps, Cold Domination, Mental Assault, Mental Manipulation, and Electrical Mastery (the Blaster epic pool). MM Robots also have some strong -regen in their plasma blasts.Those are the big hitters in terms of magnitude and duration, all being 500% or more. Not all the -regen powers in these sets have good duration/recharge ratios, though. Traps and Rad are tops for that.
There's some -regen in /Poison, but it's pretty minor. Edit: Whoops, I forgot Trick Arrow's EMP Arrow. |
I don't have Mid's in front of me, so how do these compare to Kinetics? I assume they're all much stronger than what a Kin has.
Edit: Nevermind, found it another way. Yeah, Kinetics -Reg is a very poor cousin.
Not when soloing. Especially not given most of the ATs that get the biggest, highest duration/recharge ratio powers. Dropping a GM's regen rate by 75% dwarfs giving a Defender +30% damage.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Not when soloing. Especially not given most of the ATs that get the biggest, highest duration/recharge ratio powers. Dropping a GM's regen rate by 75% dwarfs giving a Defender +30% damage.
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Tack on a Chem nuke's 50% -Res and you've tripled your damage output after taking any +Damage (including enhancements) into account.
Dwarf that.
/Sonic can hit 100% -Res without breaking a sweat. TA/Sonic can hit 120-140% with an Achilles' Heel proc in Acid and double-stacked Disruption. TA/Rad can hit 110-130% with an Achilles' Heel proc in RI.
Tack on a Chem nuke's 50% -Res and you've tripled your damage output after taking any +Damage (including enhancements) into account. |
Let me know when you get a TA/Rad whose base single-target DPS works out so that their non-nuked +130% damage works out to better than +277 HP/sec. Because that's what you need to match applying a -80% regen debuff to a Giant Monster. Where's 80% come from? A level 50 GM resists 84% of same-level regen debuffs. 500% (conservative value for the larger debuffs - some are 1000%) works out to 500%*(1-0.84) = 80%. And that's only enough damage to cancel their regen. You still have to have extra DPS to actually whittle down their base HP.
Do the same thing to lower-level GMs and the effect is more pronounced, because their resistance to debuffs is lower.
Now consider that Traps and Rad can stack their -Regen, hitting -100%. Therm could theoretically, but it would take a boatload of global recharge.
Edit: Nevermind Traps there, since its debuff a 1000% base, so it's -100% out of the box, unstacked.
The top-end Scrapper DPS builds cap out around 300 DPS, and that's with 1.73x as much base damage than a Defender, plus we're talking DM/Shield with saturated damage buffs (+231.25% above slotting). A Defender using everything you just described including the nuke would be hard pressed to match the same effective DPS. Assuming 100% damage slotting, triple damage from -DR and identical DamageScale/sec from their attack chains, a Defender would also need a 50% sustained damage buff just to match the Scrapper's DPS, and that's still not sufficient.
So going back to the Chem nuke, you've got someone who's stacking one with all their best tricks and still not pulling ahead, while someone with sustained -Regen doesn't even need one.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Uh, did you really just suggest bringing a Chem nuke into the discussion? Seriously?
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Let me know when you get a TA/Rad |
whose base single-target DPS works out so that their non-nuked +130% damage works out to better than +277 HP/sec. Because that's what you need to match applying a -80% regen debuff to a Giant Monster. Where's 80% come from? A level 50 GM resists 84% of same-level regen debuffs. |
500% (conservative value for the larger debuffs - some are 1000%) works out to 500%*(1-0.84) = 80%. |
None of the 1000% -Regen powers can be made permanent. The duration to recharge ratios prohibit it. The closest you can get is with Traps' Poison Trap, which has a 10s debuff and 90s recharge, but even if you hit the recharge cap you'll still be 8s short of perma, plus the 2.17s animation, making it work out to less than 500% in the end.
As such, 500% is not conservative because it doesn't account for misses or recharge.
And that's only enough damage to cancel their regen. You still have to have extra DPS to actually whittle down their base HP. |
Shriek/Scream/Shriek/Shout/repeat (-Res double-stacking begins on second run of chain, all attacks, resulting in 120% -Res)
Shriek base damage - 30.4
Shriek animation time - 1s
Scream base damage - 47.7
Scream animation time - 1.67s
Shout base damage - 76.6
Shout animation time - 2.67s
Total chain base damage - 154.7
Total chain animation time - 6.34s
Disruption - 20% -Res, 1.16s animation, double-stacked at 17.18s (third cycle of chain + Disruption animation time) for 40% sustained -Res.*
Acid with Achilles' Heel (averaged) - 24% -Res, 1.83s animation, add 1.83s every fourth cycle of chain to maintain.*
Chem nuke (5m duration) - 50% -Res, 2.03s animation.*
*Openers, no loss of DPS at outset of combat.
Chain damage at cap - 185.1 * 4 = 740.4
Chain damage at cap with 234% -Res - 740.4 * 3.34 = 2472.94
Chain animation time over course of 4 cycles (time at which animation becomes constant over course of combat) - Shriek * 8 + Scream * 4 + Shout * 4 + Disruption * 1 + Acid * 1 = 28.35s
Damage over course of 4 cycles - 9891.74
DPS - 9891.74/28.35 = 348.92
DPS after factoring 5% miss rate (excluding Disruption's animation time, since it is auto-hit) - 345.61
I believe that covers your requirements to cancel regeneration and still deal damage above and beyond that, does it not?
Now consider that Traps and Rad can stack their -Regen, hitting -100%. Therm could theoretically, but it would take a boatload of global recharge. Edit: Nevermind Traps there, since its debuff a 1000% base, so it's -100% out of the box, unstacked. |
And you forgot Benumb in Cold Domination and Drain Psyche in Mental Manipulation. The recharge:duration ratios on those powers do allow them to be stacked (theoretically).
The top-end Scrapper DPS builds cap out around 300 DPS, and that's with 1.73x as much base damage than a Defender, plus we're talking DM/Shield with saturated damage buffs (+231.25% above slotting). A Defender using everything you just described including the nuke would be hard pressed to match the same effective DPS. Assuming 100% damage slotting, triple damage from -DR and identical DamageScale/sec from their attack chains, a Defender would also need a 50% sustained damage buff just to match the Scrapper's DPS, and that's still not sufficient. |
So going back to the Chem nuke, you've got someone who's stacking one with all their best tricks and still not pulling ahead, while someone with sustained -Regen doesn't even need one. |
Do we have an understanding now?
Why not? It takes ten minutes to get it, it lasts for five minutes and it's freely available to everyone. What, is there some unwritten "no temp powers" rule for soloing GMs now? Going to throw out "no inspirations", too?
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Since you mention a damage saturated scrapper, here's the numbers I have for a damage saturated TA/Sonic. <Most details omitted for brevity.> DPS - 9891.74/28.35 = 348.92 DPS after factoring 5% miss rate (excluding Disruption's animation time, since it is auto-hit) - 345.61 I believe that covers your requirements to cancel regeneration and still deal damage above and beyond that, does it not? |
In contrast, Rad, Cold, Traps, Mental Manipulation and Mental Assault are all known to have been able to defeat GMs. Check out Silverado's sig for links to a variety of GMs going down, including one /Traps character. Now, to be fair, not all of those sets are pure -regen - many also have +Damage and/or -DR. However, Mental Manipulation/Assault offer only -regen. (Note that Silverado mentions having no -RES at all on his Blaster up-thread.) There is no Dominator primary with -DR in it.
I have watched a IO'd out Rad/Psi take down a GM. What's key about that is that we know for a fact that a Rad/Psi cannot come close to this with their -DR or +DAM alone, even with the help of a Achilles' proc. That leaves the dominant factor in their effective DPS as -Regen. Even if they miss with an LR here or there, they can make net headway, even if the GM regens HP during gaps in the -Regen. Having gaps means just takes longer, but you can still succeed. The effect on their HP regen is so strong that you can take them down enough during the -Regen uptime that they still come out behind after having full regen during the downtime.
And you forgot Benumb in Cold Domination and Drain Psyche in Mental Manipulation. The recharge:duration ratios on those powers do allow them to be stacked (theoretically). |
I, and the numbers, disagree. But the point of my responses to you wasn't to pick a fight or argue about who "needs" a Chem nuke or who has the better debuff, it was to make it clear that your comment about -Res only providing a minimal benefit was poorly thought out and unwarranted. |
You jumped the gun and said something that is patently and clearly untrue. This horse was disinterred, flogged and reburied a few months ago and the conclusion was the same then as it is now, one point of -Res is just as effective as 2-3 points of -Regen for the purposes of AV and GM fights, |
it's more widely applicable and useful throughout the entirety of the rest of the game (flooring a minion or lieutenant's regeneration is pointless. reducing the resistance of that foe, however, is not), and it's obtainable to far more players with far less reliance on extreme amounts of +Recharge to make it totally effective. |
I have some suspicion you're arguing this point because you don't want people to get some sort of broad message that -Regen is better than -DR in general. Let me say clearly that I am not promoting such a message. The OP spoke of GM soloing, and -Regen has a niche role in making that possible using quite an array of powersets while using no temp powers. That's often a bit of a claim to fame for folks in the AV/GM soloing crowd. The phrase "no insps, no temps" comes up a lot.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Why not? It takes ten minutes to get it, it lasts for five minutes and it's freely available to everyone. What, is there some unwritten "no temp powers" rule for soloing GMs now? Going to throw out "no inspirations", too?
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And I need to correct you here as well. 500% isn't a conservative estimate, it's on the high side. Only four powersets (Rad, Thermal, Cold and Mental) can keep that 500% on the target without lapse, and even then they're subject to the standard 5% chance to miss and require significant amounts of +Recharge, so there's no guarantee that even if they can overlap their debuffs, they'll be able to maintain 500% throughout the duration of combat.
None of the 1000% -Regen powers can be made permanent. The duration to recharge ratios prohibit it. The closest you can get is with Traps' Poison Trap, which has a 10s debuff and 90s recharge, but even if you hit the recharge cap you'll still be 8s short of perma, plus the 2.17s animation, making it work out to less than 500% in the end. |
Since you mention a damage saturated scrapper, here's the numbers I have for a damage saturated TA/Sonic.
Shriek/Scream/Shriek/Shout/repeat (-Res double-stacking begins on second run of chain, all attacks, resulting in 120% -Res) Shriek base damage - 30.4 Shriek animation time - 1s Scream base damage - 47.7 Scream animation time - 1.67s Shout base damage - 76.6 Shout animation time - 2.67s Total chain base damage - 154.7 Total chain animation time - 6.34s Disruption - 20% -Res, 1.16s animation, double-stacked at 17.18s (third cycle of chain + Disruption animation time) for 40% sustained -Res.* Acid with Achilles' Heel (averaged) - 24% -Res, 1.83s animation, add 1.83s every fourth cycle of chain to maintain.* Chem nuke (5m duration) - 50% -Res, 2.03s animation.* *Openers, no loss of DPS at outset of combat. Chain damage at cap - 185.1 * 4 = 740.4 Chain damage at cap with 234% -Res - 740.4 * 3.34 = 2472.94 Chain animation time over course of 4 cycles (time at which animation becomes constant over course of combat) - Shriek * 8 + Scream * 4 + Shout * 4 + Disruption * 1 + Acid * 1 = 28.35s Damage over course of 4 cycles - 9891.74 DPS - 9891.74/28.35 = 348.92 DPS after factoring 5% miss rate (excluding Disruption's animation time, since it is auto-hit) - 345.61 I believe that covers your requirements to cancel regeneration and still deal damage above and beyond that, does it not? |
Again, Traps can't stack it. 10s duration on the -Regen, 90s recharge on the power, 500% maximum recharge. 90/5 = 18. 2.17s animation, total 20.17s between PTs. And since we are talking about solo play, I have to point out that it's highly unlikely that anyone can manage that solo for the duration of a GM fight (unless that fight lasted 1m or less, the duration of Geas of the Kind Ones/Force of Nature).
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I, and the numbers, disagree. But the point of my responses to you wasn't to pick a fight or argue about who "needs" a Chem nuke or who has the better debuff, it was to make it clear that your comment about -Res only providing a minimal benefit was poorly thought out and unwarranted. You jumped the gun and said something that is patently and clearly untrue. This horse was disinterred, flogged and reburied a few months ago and the conclusion was the same then as it is now, one point of -Res is just as effective as 2-3 points of -Regen for the purposes of AV and GM fights, it's more widely applicable and useful throughout the entirety of the rest of the game (flooring a minion or lieutenant's regeneration is pointless. reducing the resistance of that foe, however, is not), and it's obtainable to far more players with far less reliance on extreme amounts of +Recharge to make it totally effective.
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We do, apparently you don't
Envenom is a 50% regen debuff. After GM resistances, that's -7.5%. Compare that with powers like Lingering Rad, which work out to -75%, or Traps' version of Poison Trap, which is -100%, perma.
There's no -Regen in Poison's version of Gas Trap.
So ... what are you referring to?
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Here to confirm -regen from PGT lasts longer than 10s and is not hard to perma
I've never played with it, but my understanding of Traps/Poison Trap is that that 10s -Regen is recast by the secondary summoned effect every 1s for 30 seconds. That means the -Regen is actually 40s long (or possibly 39 seconds long). Given that the trap itself has a 90s base recharge, that's pretty clearly able to be made "perma" with recharge slotting and a bit of global recharge, even with its fairly long cast time. Which is what Silverado pointed out (and TRT backed up).
Based on the way this works, it's extremely unlikely it'll miss in a way that keeps it from being on full-time. (It would have to miss non-stop for 10 reactivations.) If you can lock down something's Regen at 0, the DPS impact of having to recast the trap becomes pretty meaningless for purposes of beating the opponent's -Regen, and just affects your bottom line for burning down its base HP.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
OK, first of all, thanks for all the replies. I'm getting a lot of good info.
I would like to ask for some clarification on one thing that's come up several times. Drain Psyche being slottable. I thought to myself, "Aren't all powers slottable?" So I assume you mean that the base -regen percentage can be slotted to have a greater percentage of reduction. Is that so? If so, way cool! I assume that slotting for Heal would up the regen gained by the player and also up the -regen inflicted on the AV/GM. Am I on the right track here?
OK, first of all, thanks for all the replies. I'm getting a lot of good info.
I would like to ask for some clarification on one thing that's come up several times. Drain Psyche being slottable. I thought to myself, "Aren't all powers slottable?" So I assume you mean that the base -regen percentage can be slotted to have a greater percentage of reduction. Is that so? If so, way cool! I assume that slotting for Heal would up the regen gained by the player and also up the -regen inflicted on the AV/GM. Am I on the right track here? |

I've never played with it, but my understanding of Traps/Poison Trap is that that 10s -Regen is recast by the secondary summoned effect every 1s for 30 seconds. That means the -Regen is actually 40s long (or possibly 39 seconds long). Given that the trap itself has a 90s base recharge, that's pretty clearly able to be made "perma" with recharge slotting and a bit of global recharge, even with its fairly long cast time. Which is what Silverado pointed out (and TRT backed up).
Based on the way this works, it's extremely unlikely it'll miss in a way that keeps it from being on full-time. (It would have to miss non-stop for 10 reactivations.) If you can lock down something's Regen at 0, the DPS impact of having to recast the trap becomes pretty meaningless for purposes of beating the opponent's -Regen, and just affects your bottom line for burning down its base HP. |
So I assume you mean that the base -regen percentage can be slotted to have a greater percentage of reduction. Is that so? If so, way cool! I assume that slotting for Heal would up the regen gained by the player and also up the -regen inflicted on the AV/GM. Am I on the right track here?
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Drain Psyche isn't flagged like that. Both the player +Regen and the for -Regen benefit fully from enhancement.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I'm thinking of AV and GM hunters, and all the possible combos that do that well. Seems to me -regen is a fairly important part of that.
So....
Which all powersets have -regen as a component? I can think of a few obvious ones, but I'm hoping I've overlooked a few.