Help on a MA/Regen Build
first off... turn on accolades if you actually plan on getting them (which you should). After that, you will realize that with perma DP (55% rech + hasten), you will not need hp set bonuses (Save 1 to get to hp cap).
If you actually turn hasten on, you'll see that DP is pretty close to perma at your recharge. Rethink the build, realize that you have too many 5% recharges, that +hp bonuses are literally pointless, and that building for defense is a better idea than building for MOAR REGEN on a regen.
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
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^Professional Katana/regen build thread
Hey all I read some guides and decided that I'm rolling a MA/Regen as a little side project. My goal build is perma DP but I have not been able to get anywhere near that with my +recharge numbers on Mids. I'm wondering if there is anything I can do without significantly lowering my regen numbers to slot for more recharge on this build. Here's the chunk:
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However, it saddens me that I'm going to have to say this, for the umpteenth time because it's so friggin' baseline:
Take and slot MoG.
MoG is one of the strongest single powers you've got as a */Regen. 15 seconds of almost complete untouchability on a 70-90 second cycle is amazingly useful. With a decent build, you can be virtually immune to everything for roughly 20% of the time. Because the defense and resistance are so high, it's pointless to enhance those attributes. All MoG cares about is recharge, and it loves recharge.
Here's my standard MA/Regen build.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), RechRdx-I(7)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Mrcl-Rcvry+(45), RgnTis-Regen+(46)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43), Zephyr-Travel(46), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(48), Winter-ResSlow(50)
Level 8: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(17)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21), Dct'dW-Rchg(21)
Level 12: Focus Chi -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(23), RechRdx-I(45)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(25)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(25), Mrcl-Heal(27), Mrcl-Heal/EndRdx(27)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(31)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(34)
Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Def/EndRdx(48), GftotA-Run+(50)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Def/EndRdx(48), GftotA-Run+(50)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(43), RechRdx-I(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Super Speed -- Run-I(A)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run
It follows my standard advice of focusing on melee defense and recharge followed by ranged and AoE defense where possible. +Regen does barely anything */Regen. Getting 3 hp/sec is a great boon whenever you're only recovering 10 hp/sec. Getting those same 3 hp/sec is pretty much negligible whenever you're packing on 100 hp/sec.
It seems a bit counterintuitive unless you actually think about it. Damage recovery (like +Regen) acts by increasing how much incoming damage you regenerate. Mitigation (like defense) reduces how much damage your regeneration has to act upon, so it increases your functional regeneration in proportionately (10% increase in mitigation functionally increases your regeneration by 10%).
A similar metaphor is to imagine a rectangle: the length is representative of your damage recovery capabilities while the width is representative of your damage mitigation capabilities. Your overall survivability is the area of the rectangle. If you have the option of adding an identical amount to either the length or the width, your going to generate the largest increase to the total area by adding to the shorter of the two. In the case of a */Regen, this means that you're going to get more from adding to the width (mitigation) than to the length (damage recovery).
Hmmmm, interesting. I'll post up my build, though I know it's not min/maxxed much, and I still need to drop Crippling Axe Kick (which I grabbed at 49 to see if I liked it a long time ago, and haven't had the gumption to respec into something else since). Still, it works pretty well for my guy... he's soloed through all the EBs in the game (never had the desire to solo AVs, either) and is quite survivable at 50 and exemped down. I have fun with him, anyway.
Basically, I guess I'm saying perma-DP isn't needed to do well. So a little variety to the mix. Feel free to critique or discuss if you want, too.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Crey Hunter 1.0 Ongoing: Level 50 Technology Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Hero Profile:
Level 1: Thunder Kick -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(13), Mako-Dmg/EndRdx(15), Mako-Dam%(48)
Level 1: Fast Healing -- Heal-I(A), Heal-I(40)
Level 2: Storm Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 4: Reconstruction -- RgnTis-EndRdx/Rchg(A), RgnTis-Heal/Rchg(19), Mrcl-Heal/EndRdx/Rchg(23), Mrcl-Heal/EndRdx(29), RgnTis-Heal/EndRdx/Rchg(40), Mrcl-Heal/Rchg(43)
Level 6: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(42)
Level 8: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(11), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(17)
Level 10: Quick Recovery -- EndMod-I(A), EndMod-I(15), EndMod-I(17)
Level 12: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(21), Mrcl-EndRdx/Rchg(25), Mrcl-Heal/Rchg(45), Mrcl-Heal/EndRdx/Rchg(48)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 16: Integration -- Numna-EndRdx/Rchg(A), Numna-Heal/EndRdx(19), Tr'ge-Heal/EndRdx(36), Tr'ge-Heal/Rchg(37), Heal-I(39), Numna-Regen/Rcvry+(42)
Level 18: Focus Chi -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(45), GSFC-Build%(46), GSFC-ToHit(46), GSFC-ToHit/EndRdx(46)
Level 20: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 22: Cobra Strike -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(23), Stpfy-Acc/EndRdx(40)
Level 24: Boxing -- Acc-I(A)
Level 26: Dragon's Tail -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Rchg(27), Oblit-Dmg(31), Oblit-Dmg/Rchg(36), Oblit-%Dam(36)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(29), Aegis-EndRdx/Rchg(37), Aegis-ResDam/Rchg(39), Aegis-ResDam(39)
Level 30: Instant Healing -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal/EndRdx(34)
Level 32: Eagles Claw -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dmg/EndRdx(34), T'Death-Dam%(45)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Moment of Glory -- LkGmblr-Def/Rchg(A), LkGmblr-EndRdx/Rchg(48), LkGmblr-Def/EndRdx/Rchg(50)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(43), LkGmblr-EndRdx/Rchg(43)
Level 44: Swift -- Flight-I(A)
Level 47: Health -- Heal-I(A)
Level 49: Crippling Axe Kick -- F'dSmite-Acc/Dmg(A), F'dSmite-Acc/Dmg/Rchg(50)
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Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 0: Ninja Run
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Hmmmm, interesting. I'll post up my build, though I know it's not min/maxxed much, and I still need to drop Crippling Axe Kick (which I grabbed at 49 to see if I liked it a long time ago, and haven't had the gumption to respec into something else since).
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Still, it works pretty well for my guy... he's soloed through all the EBs in the game (never had the desire to solo AVs, either) and is quite survivable at 50 and exemped down. I have fun with him, anyway. |
Basically, I guess I'm saying perma-DP isn't needed to do well. So a little variety to the mix. Feel free to critique or discuss if you want, too. |
Dull Pain is one of the strongest tools that */Regen gets. It,is one of the big reasons why the set does so well (and can manage without any real native mitigation). Not attempting to use Dull Pain to the fullest is like refusing to slot Invincibility or RttC: it's not required, but it's going to be really cost:benefit inefficient.
I differ a little from Umbral's slotting advice. I like LOTS of passive regen on my /Regens.
My reasoning for that is simple: With the stupid high amounts of regen I'm packing I never need to hit a heal when fighting minions, so I get to save them for when something smacks me REALLY hard.
I don't focus on regen to the exclusion of anything else though, it's basically what I shoot for when there isn't anything else productive to gain out of a power I'm slotting. In short: If there aren't any defense or recharge options in the sets available for a particular power (or if the available one are too expensive) I'll start looking into regen. Also, regen bonuses usually tend to be the 2 slot bonus on any set they are a part of, so I'll look for sets that add them if I only have a couple slots in a power.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
It's nice to see from Elegost's posts that my constant crusade to educate the masses as to the actual useful attributes concerning IOing */Regen are making some headway.
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I look at my kat/regen build now, Umbral, and it's literally 5 slots away from your pre-BotZ kat/regen build you put out.
But yeah, lesson totally learned. Now I just try and help people not think like me

I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
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^Professional Katana/regen build thread
*shrugs*
Doing well is a matter of priorities. I COULD take CAK over Eagle's Claw, but I hate CAK's animation and I like being able to stun annoying bosses (which has come in useful more than once). I also have heard the numbers about Thunder Kick and how dropping it to fit in CAK or something else is more useful, but again... I like Thunder Kick over CAK, any day. I don't really care for all the toggles from Leadership, either. This guy dodges a fair amount of damage and doesn't have any accuracy issues, so I haven't found myself wanting a boost in performance I haven't seen as needed.
Nor do I really need to solo AVs. I know some people enjoy it, but I really don't like long solo fights like that. EBs are enough for me. The guy does great solo with fairly high difficulty settings, and he is actually able to take the alpha for teams. Dull Pain has always been up when I need it... as with Clawsandeffect, I rarely have to heal except when facing really hard targets.
Basically, I find him fun, and that should be the end goal for everyone. I'm glad you found your point of "fun" as well, Umbral. I do know that I could squeeze more out of my build, but it wouldn't be as fun for me. That's kind of the great thing about Scrappers, they have even more room for variety in their builds because they're so solid.
The build certainly does need some work, though. I have Integration over-slotted and would get more regen by putting another slot in Health or Fast Healing. Or I could fit in another LOTG +recharge when I can afford one. Or... so many things. Heh.
*added*
Weird. Anyone know if Mid's is still buffing the Numina unique's +regen for all the heal you have in a power? Because pulling the Triage's from Integration in my build should not be affecting my overall regen that much. If I pull those and put extra slots in Fast Healing and Health, my regen should be higher than it was the other way around... or am I looking at the numbers wrong?
Gah, this is what I get for forum browsing when I should be grading.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Hey all I read some guides and decided that I'm rolling a MA/Regen as a little side project. My goal build is perma DP but I have not been able to get anywhere near that with my +recharge numbers on Mids. I'm wondering if there is anything I can do without significantly lowering my regen numbers to slot for more recharge on this build. Here's the chunk: