regen cap?


Carnifax_NA

 

Posted

Starting a Willpower/Dual Blades Tanker. I am thinking I will take Fast Healing, Health, Rise to the Challenge, and Physical Perfection. Is this a waste of powers? Is there a limit to how much regen you can have? I dream of a Tank that can regen extremely well.

I'll have more questions that I'll think of later I am sure, but thanks if you can tell me about this.


 

Posted

ok.... i sense something strange going on here.

So, no cap on regen?


 

Posted

Quote:
Originally Posted by Dark_Inferno View Post
Starting a Willpower/Dual Blades Tanker. I am thinking I will take Fast Healing, Health, Rise to the Challenge, and Physical Perfection. Is this a waste of powers? Is there a limit to how much regen you can have? I dream of a Tank that can regen extremely well.

I'll have more questions that I'll think of later I am sure, but thanks if you can tell me about this.
Regen Cap is 2000% afaik. I think (think mind) that the only way for anyone to get that high is a Domi with Drain Psyche fully slotted hitting around 8 people.

I think you'd be hitting around 1000% on a WP with a fully capped aura running, but of course a Tank has way more HP so the amount recovered per "tick" will be much higher than the domi (the domi will tick more often though).

Health isn't absolutely necessary, Fighting is probably more useful but since you'll probably be getting Stamina anyway you may as well get and slot Health along the way (my Dark/WP brute skipped the Fitness pool altogether in favour of Dark Consumption, Quick Recovery and the fighting pool). Fighting is nice because it'll stack with your own S/L Resist toggle and E/N/F/C Defense toggle and help with alphas (WPs weakness).


In terms of IO bonuses get yourself to the HP cap first over getting more regen bonuses (not sure how much you need if you factor in the Accolades and WPs +HP power). The regen bonuses are relatively small for you compared to the monster regen you'll be running anyway.


AOE Knockdown is gold for a WP (in PvE anyway). Sweep would be gold for you (on paper as I haven't played DB). PBAOE Knockdown means things around you are fueling your aura but on their backs, which gives you time for your regen to kick in and heal you back up.


 

Posted

Maximum total regeneration for players depends on Archetype and (sometimes) level.

Scrapper, Stalker - 2,200% at level 1. 3,000% at level 20+
Brute, Tanker - 2,100% at level 1. 2,500% at level 20+
All others - 2,000%


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
Regen Cap is 2000% afaik. I think (think mind) that the only way for anyone to get that high is a Domi with Drain Psyche fully slotted hitting around 8 people.
You're right. Ish.

2000% regen (1900% +regen) is the cap for Dominators. It isn't, however, the cap for all ATs. Scrappers and Stalkers both cap at 3000% regen and Tankers and Brutes cap at 2500% regen. All other ATs cap at 2000%.

Now, as to whether that's attainable, it depends. A Dominator with slotted Drain Psyche hitting 9-10 targets can indeed reach the Dominator regen cap. For Tanks, Brutes, and others, it's not going to happen. A well slotted and enhanced WP Tanker is going to manage upwards of 1000% regen. That's not even halfway to the cap.

For all intents and purposes, you're not going to see the regen cap unless there are multiple empaths around you and buffing you like crazy.

Now, the real question is whether there is much of a point to focusing that much on regeneration. Short answer: no. Long answer: there are better things to enhance than your regeneration when you're already packing on 1000%. The comparative advantages of adding more regen to the massive piles of regen that some builds can manage just aren't there. 3 hp/sec may seem like a lot, until you realize that you're adding that 3 hp/sec to the 120 hp/sec that you had before.

If you really want to maximize your damage recovery, you'd be better served by increasing your hit points (since your regen is a function of max hp). If you instead want to maximize your survivability, you'd be better served by increasing your hit points and your defense (with defense mattering a bit more). Defense allows your regeneration to act upon smaller portions of incoming damage and functionally multiplies its overall effect.


 

Posted

Quote:
Originally Posted by Dark_Inferno View Post
Starting a Willpower/Dual Blades Tanker. I am thinking I will take Fast Healing, Health, Rise to the Challenge, and Physical Perfection. Is this a waste of powers? Is there a limit to how much regen you can have? I dream of a Tank that can regen extremely well.

I'll have more questions that I'll think of later I am sure, but thanks if you can tell me about this.
Your regen rate is partially tied to your HP cap: http://paragonwiki.com/wiki/Hit_Points

You can get a Willpower to the HP cap at level 50 with a bit of IO work and the usage of accolade powers.

There are several factors that you'll need to consider when chasing after ever increasing regeneration rates, such as:
  • regeneration is not the total answer to survival
  • regeneration rate boosts through IO's are limited
  • overall avatar power choice and design for task at hand
  • if you take all of your primary and secondary powers, you will have six power choices left to make
No matter how you slot physical perfection, it's not going to give you greater surivability over taking the fighting pool for Tough and Weave. Ergo, you'd only want to take physical perfection if you were able to fit it and another epic pool power, either Focussed Accuracy or Conserve Power, on top of a build that already has boxing, tough, and weave included atop your basic armors.

So, you'll need to already have a handle over which powers you can reasonably drop. Out of the Willpower set, the only real droppable power is the revive. Out of the dual-blades set, it's not so easy to pick a power to drop. As a set dual-blades is weaker on straight damage and straight mitigation of incoming damage. The damage counts and mitigations are made up for by activating the various combinations of Dual Blade powers.

Now, I'm sure some number cruncher out there will tell you that oh you can drop such and such a power and skip that chain and it won't affect your DPS / Aggro handling abilities. My personal opinion is a "depends on what armor you coupled it with."

Willpower, as an armor set, is extremely weak to slow powers, with no recharge rate resistance. So, all it takes is one Crey Cryo tank and your combo ability goes out the door. As you get into the later stages of the game, you'll run into more and more enemies that have slow components to their attacks, such as the Carnies (Psi), Malta, Rikti, Arachnos, and Rularuu.

In order to put your DB mitigation down effectively, you'll pretty much have to take every single power on a tank. Sure, scrappers can get away with dropping Confront, but if I have to explain why dropping Taunt makes a player a bad tank, I don't want to.

So, for an average DB / WP built tank, the only power you could safely drop would be the Revive.

That's only going to leave you with 7 free powers.

3 of those powers go to swift, health, stamina. That leaves you with 4 powers. two of those go to your travel set.

That just leaves you with two power choices, and on a tank, you really, really, really want to get your smash / lethal resistance as high as possible... so that pretty much limits you to boxing and tough.

From there you could work backwords, thinking about which powers you might not really need. You might be able to justify dropping Strength of Will to take Weave, and just settle for not being able to handle alpha strikes as well as you could with a different build.

***

Once you have your basic build structure in mind, and you know what you want to do with the build, then you can start to look at various IO sets, seeing which ones offer HP cap boosts, or regeneration boosts.

The general rule of thumb is that in the long term an Hp Cap boost is going to benefit you more than a straight regeneration boost, and many IO sets with HP cap boosts also have regeneration boosts.

Hopefully this helps you in your quest to make a good tank.


 

Posted

Quote:
Originally Posted by je_saist View Post
Your regen rate is partially tied to your HP cap: http://paragonwiki.com/wiki/Hit_Points

You can get a Willpower to the HP cap at level 50 with a bit of IO work and the usage of accolade powers.

There are several factors that you'll need to consider when chasing after ever increasing regeneration rates, such as:
  • regeneration is not the total answer to survival
  • regeneration rate boosts through IO's are limited
  • overall avatar power choice and design for task at hand
  • if you take all of your primary and secondary powers, you will have six power choices left to make
No matter how you slot physical perfection, it's not going to give you greater surivability over taking the fighting pool for Tough and Weave. Ergo, you'd only want to take physical perfection if you were able to fit it and another epic pool power, either Focussed Accuracy or Conserve Power, on top of a build that already has boxing, tough, and weave included atop your basic armors.

So, you'll need to already have a handle over which powers you can reasonably drop. Out of the Willpower set, the only real droppable power is the revive. Out of the dual-blades set, it's not so easy to pick a power to drop. As a set dual-blades is weaker on straight damage and straight mitigation of incoming damage. The damage counts and mitigations are made up for by activating the various combinations of Dual Blade powers.

Now, I'm sure some number cruncher out there will tell you that oh you can drop such and such a power and skip that chain and it won't affect your DPS / Aggro handling abilities. My personal opinion is a "depends on what armor you coupled it with."

Willpower, as an armor set, is extremely weak to slow powers, with no recharge rate resistance. So, all it takes is one Crey Cryo tank and your combo ability goes out the door. As you get into the later stages of the game, you'll run into more and more enemies that have slow components to their attacks, such as the Carnies (Psi), Malta, Rikti, Arachnos, and Rularuu.

In order to put your DB mitigation down effectively, you'll pretty much have to take every single power on a tank. Sure, scrappers can get away with dropping Confront, but if I have to explain why dropping Taunt makes a player a bad tank, I don't want to.

So, for an average DB / WP built tank, the only power you could safely drop would be the Revive.

That's only going to leave you with 7 free powers.

3 of those powers go to swift, health, stamina. That leaves you with 4 powers. two of those go to your travel set.

That just leaves you with two power choices, and on a tank, you really, really, really want to get your smash / lethal resistance as high as possible... so that pretty much limits you to boxing and tough.

From there you could work backwords, thinking about which powers you might not really need. You might be able to justify dropping Strength of Will to take Weave, and just settle for not being able to handle alpha strikes as well as you could with a different build.

***

Once you have your basic build structure in mind, and you know what you want to do with the build, then you can start to look at various IO sets, seeing which ones offer HP cap boosts, or regeneration boosts.

The general rule of thumb is that in the long term an Hp Cap boost is going to benefit you more than a straight regeneration boost, and many IO sets with HP cap boosts also have regeneration boosts.

Hopefully this helps you in your quest to make a good tank.
you're full of bad


 

Posted

Quote:
Originally Posted by Fulmens View Post
To the OP: willpower has some crazy regen in there, if you've got a few people in arm's reach.

To Je_saist: I'm totally unconvinced that you need stamina on a willpower tank. If I can make a Dark Armor tank work without having Stamina and Quick Recovery, I'm sure you can manage the Willpower toggles.

It will depend on the tanker's secondary, and how much recharge they are sporting.

For something like Super Strength with high recharge, Hasten and Rage I would most certainly take QR & STA.

On a low recharge build, and a less end heavy melee attack powerset, you can go with just QR.


 

Posted

Thanks for some excellent advice (and also the rantings of a mad-man. ty for that too.)

*ducks for cover* I'm thinking of skipping travel powers and relying on Ninja Run. This is a PvE build and i can live with taking a minute longer to get to a mission if it means I have more powers in there to keep me alive.


 

Posted

Quote:
Originally Posted by Fulmens View Post
To Je_saist: I'm totally unconvinced that you need stamina on a willpower tank. If I can make a Dark Armor tank work without having Stamina, I'm sure you can manage the Willpower toggles.
Deus pretty much makes my argument for me. It really depends on the melee set you take with it. It also depends on what your goal with the tank is. Most of my tanks are built for sustained combat, both in mob combat and in single target combat.

Now, given the way your phrase your statement about your Dark Armor tank, I can make a couple of guesses about how you "made it work" without stamina:
  • A: You have dark melee and rely on a high recharge and high accuracy bonus to drive Dark Consumption
  • B: You didn't take that many attacks, or you don't use attacks in combat, probably taking fire melee and coupling it with Fire for Scorch, Combustion, Build Up, Fire Sword Circle, Burn, and Greater Fire Sword. Lousy sustained average dps, but high burst damage coupled with a crowd clearing mitigation.
  • C: It's purpled out

In all of these situations, there is the assumption that there is a heavy use of Invention Origin enhancements, or of a non-tanking strategy.

In the case of the original poster, he stated that his melee choice was Dual Blades, and he's also going with Willpower. Willpower is at it's strongest in a "traditional" tanking situation: surrounded by mobs. Dual Blades is also at it's strongest when working the combinations, and working the combinations requires triggering the endurance heavy attacks on a regular basis.

Ergo: he's probably not going to be able to drive what he wants to do without stamina as a backing power:

There's also another factor to consider: in-game cash: We don't know what the original poster's budget is either: is he a billionaire with influence to burn? Is he looking at an SO build? Is he looking at something that he's going to work towards building?

Now, I won't argue that some builds of Willpower don't need stamina. I can think of several off the top of my head. I've made a couple.

There's a difference between telling a player that "yes you can do without that power if you have this amount of money to burn," and teaching a player how to think their power interactions out.

Personally, I prefer teaching players how to think about how they play, and how to approach the powers in the aspect of how they play those powers, rather then slapping them a MID's output and telling them to have at it. There's a reason whenever I write a build guide I go through point-by-point explaining why I took one power or another.

* * *

Quote:
Thanks for some excellent advice (and also the rantings of a mad-man. ty for that too.)

*ducks for cover* I'm thinking of skipping travel powers and relying on Ninja Run. This is a PvE build and i can live with taking a minute longer to get to a mission if it means I have more powers in there to keep me alive.
I'm not going to tell you that you have to take travel powers. I presume from the way you phrase your statement that you are aware that Ninja Run gets turned off if you go on a "Master of" task force. I'm pretty sure you've also heard, or read, most of the arguments about IO slotting, proc usage, and so on.

If you want to take a travelpower less build, then you are free to do it.


 

Posted

Quote:
Originally Posted by je_saist View Post
I'm not going to tell you that you have to take travel powers. I presume from the way you phrase your statement that you are aware that Ninja Run gets turned off if you go on a "Master of" task force. I'm pretty sure you've also heard, or read, most of the arguments about IO slotting, proc usage, and so on.

If you want to take a travelpower less build, then you are free to do it.
I went without a travel power on my tank and I find that I'm ok with that even on the Master runs. I do, however, have hurdle and combat jumping, which amounts to a good speed. I highly suggest this strategy to others as it provides great, unsuppressed combat maneuverability.


Where to now?
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Posted

Quote:
Originally Posted by Carnifax_NA View Post
Regen Cap is 2000% afaik. I think (think mind) that the only way for anyone to get that high is a Domi with Drain Psyche fully slotted hitting around 8 people.
What about [Rest]?


 

Posted

My Dark Tank is dark/energy. Also probably "not that good a tank". The basic idea is to stun the hell out of everyone, all the time, and work 'em down slowly. It's got one expensive IO in it- the Miracle- and a big bunch of cheap frankenslotty stuff.

The point is I'm running a damage aura, one PBAOE whenever it's up and a fairly huge heal. Nothing I do is all that hard. (I think I run +1/x5 when soloing. )

So I'd like to add a question to the OP. List is something like this:
1) What are your plans for this tank? (exemplaring, MoSTF, soloing, wandering the Shadow Shard, whatever...)
2) What is your budget?
3) How tough do you want to be?


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

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Looks like someone killed his neg rep farm...


 

Posted

bedtime for me in Australia.

Back with more questions tomorrow