Regen and the Alpha slot
Regen is in a poor state?
Well, not exactly poor, but not nearly what it was in the old days, when it was Willpower.

That said, regen gains a lot from the Alpha slot Spiritual Radial Paragon enhancer. Indeed, most of the resist/heal based powersets will see somewhat better results from the Alpha slot compared to more traditional power-houses.
Anything that boosts recharge AND heals at the same time? That reeeeaallly helps regen. Since it's not regen anymore, it's 'Self-Heal with Clickies'.
I'm curious as to much it helps the already high recharge builds. I know 30% recharge is a lot, but given the formula, is it really noticable when you're packing over 200% worth of recharge?
Though the +heal aspect really makes a difference, and that alone would be tempting. |

There are ways in which the effect of recharge is almost linear, though certainly other ways of looking at it where it's definitely diminishing returns. Here are several ways of looking at it. I'm sure there are others.
Let's take Reconstruction. Let's say it heals 650 hit points. Here are some basic facts:
+Recharge Recharge Cycle Time HP/S 0 60 60.73 10.70 30 46.15 46.88 13.86 200 20 20.73 31.36 230 18.18 18.91 34.37
I think the first way people look at it is in terms of how many seconds are shaved off of the recharge:
0-30 13.85 seconds 200-230 1.82 seconds
Here's another way to look at it - how many additional hit points per second do you get out of the 30%?
0-30 3.16 HP/S 200-230 3.01 HP/S
But here's another way to look at THAT. If you heal 10.7 HP/S, the extra 3.16 HP/S is improving a simplistic measure of your survivability by almost 30%. It won't be nearly that much in practice since we're just looking at a single power in a vacuum, but still. Whereas if you already heal 31.36 HP/S, the extra 3.01 HP/S is only improving your survivability by about 10%. That will probably be less noticeable.
There are surely other valid ways of looking at it as well.
So really, whether or not you notice the difference may just depend on which numbers you paying attention to as a player. It's not so big that I think I'll really notice from a seat of the pants perspective.
The number I tend to pay attention to is "survivability", and I suspect I notice it in play more in percentage increase terms - 30% more survivable vs. 10% more survivable. So the way I tend to look at things, the first 30% is about three times as effective as another 30% when I'm already sporting 200% recharge. But still, 10% improvement in survivability? It's not bad.
And of course we're neglecting the heal component of the very rare, and that it's going to be more than +30% recharge. And things probably get more complicated for the other clicks. Still, should be good.
Since I'm all about the survivability, I'll probably be going Spiritual Core.
"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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I'm actually extremely happy with Regen. Let's face it, the main way it's in a "poor state" is that it provides little inherent facility for defense building to the softcap, for either L/S or positional defense. Everything that's considered better off than regen is better off basically because you can cap its defense. Honestly, I just can't get my self worked up over that, given the survivability I can achieve in spite of that.
I am eagerly awaiting I9's inherent Fitness and the Spiritual Core line. No other line will affect my survival more. The only other line that I see as valuable to my Regens is Musculature, and I'm going to get both +DPS and + survival out of Spiritual, so the choice for me is easy.
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
Sometimes, capped defense isn't that capped. And sometimes, it's useless.
Regen is king of the Hami Raid because of that.
Making the heals and super-regen powers stronger and faster recharging is a good thing.
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This might be a bit OT, but I have been trying to find a way to add more defense to my dm/reg and it sounds like I should just add more regen. Should I forget tough/weave and use those slots for FH and Health ?
I NEED MORE SLOTS !!!!
This might be a bit OT, but I have been trying to find a way to add more defense to my dm/reg and it sounds like I should just add more regen. Should I forget tough/weave and use those slots for FH and Health ?
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To be fair, my current build has more passive regeneration and less recharge than ideal, and so likely will my I19 build if I end up focusing on my Katana/Regen. I just like having passive regeneration, even if it's not optimal. I like barely touching my clicks in normal play at normal difficulty levels, even if it gimps me a little at the highest difficulty levels.
"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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No, don't add more regeneration. It's not that extra regeneration is bad, but merely that it is less helpful to a Regen than more recharge and defense. Do not, DO NOT drop Tough and Weave to add slots to Fast Healing and Health. Particularly Tough. Tough is a key power for a Regen in my opinion. Anything that slows down how fast your green bar moves downwards when you're taking damage spikes is a good thing, and a much higher contributor to survivability than a little better passive regeneration.
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But what about against +4 AVs? If the best a Regen can do is about 25% Defense, then won't a +4 AV make that trivial and thus more regeneration is what will save the Regenner?
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The better answer is that the defense will be MORE useful against the +4 AV. Enemies up to +5 have the same to-hit as +0, which is to say 50%. That's what your defense is subtracted from. In other words, in a fairly relevant sense, your defense is just as useful against +4 AVs, because 25% will reduce a +4 AV to 25% to hit just as much as it'll reduce a +0 AV to 25% to hit. The level difference shows its ugly head in accuracy modifiers. A +0 AV has a 1.5 accuracy modifier, so a 37.5% chance to hit you. A +4 AV has a a 1.4 * 1.5 = 2.1, for a 52.5% chance to hit you.
Not sure the real average numbers, but let's say that the +0 AV putting out about 400 DPS, and the +4 AV is doing about 600 DPS due to the level difference. In the first case, you're taking 150 DPS of damage. In the second case, you're taking 315 DPS of damage.
Now let's say we were willing to trade 5% of our defense for regeneration. How much regeneration would we need to counter the extra incoming damage?
The +0 AV now has 30% to hit, or a 45% final chance to hit you. It's now hitting you for 180 DPS. You would need an extra 30 HP/S of regeneration to counter that. You're not going to get that from a simple set bonus trade of any sort. But what about the +4 AV? It now has a 30% to hit, or a 63% chance to hit you, so it's hitting you for 378 DPS. You would need an extra 63 HP/S of regeneration to counter that.
So, against a +0 AV, that 5% defense = 30 HP/S of regeneration. Against a +4 AV, that 5% defense = 63 HP/S of regeneration.
The example is poor, since as I said, both AVs are probably going to kill you. All we're talking about here is how fast they'll kill you on average, which may not be of much general interest. But the differences ARE representative of a general rule. In general, the tougher the enemies you face, the more valuable defense becomes in comparison to regeneration.
"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
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
Just to reinforce Werner's response, there really aren't any sources of +regen that you can add to a /Regen to make their regen rate so high that it's going to keep them alive against an AV. So barring the ability to hit (or get very close to) the soft cap, or some sort of way to have the equivalent of Instant Healing on full time, a /Regen isn't a great choice for reliable AV soloing. (Katana Regen can hit the softcap on L/S and so slips in under the bar. BS/Regen can too, but the DPS isn't as attractive.)
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Correction, Divine Avalance/Parry gives Lethal and Melee Defense. Not Lethal and Smashing Defense.
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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, then. Here is my post-I19 DM/Regen build assuming the Spiritual Core Boost of 33% Recharge / 33% Heal to all powers that can take them.
I've stopped at the cheap Purple set of Stun. I know I can get more Recharge with more Purple sets.
Critiques welcome.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Shadow Punch
- (A) Touch of Death - Damage/Endurance/Recharge: Level 40
- (13) Touch of Death - Chance of Damage(Negative): Level 40
- (17) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (19) Touch of Death - Damage/Recharge: Level 40
- (19) Touch of Death - Damage/Endurance: Level 40
- (21) Touch of Death - Accuracy/Damage: Level 40
- (A) Numina's Convalescence - Heal/Endurance: Level 50
- (3) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (5) Numina's Convalescence - Endurance/Recharge: Level 50
- (7) Numina's Convalescence - Heal/Recharge: Level 50
- (9) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (11) Numina's Convalescence - Heal: Level 50
- (A) Doctored Wounds - Heal/Recharge: Level 50
- (3) Numina's Convalescence - Heal/Recharge: Level 50
- (A) Scirocco's Dervish - Accuracy/Damage: Level 50
- (9) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
- (13) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
- (21) Scirocco's Dervish - Damage/Endurance: Level 50
- (23) Scirocco's Dervish - Damage/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (7) Recharge Reduction IO: Level 50
- (A) Performance Shifter - Chance for +End: Level 50
- (A) Numina's Convalescence - Heal/Recharge: Level 50
- (11) Doctored Wounds - Heal/Recharge: Level 50
- (36) Recharge Reduction IO: Level 50
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (15) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (15) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (17) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (25) Crushing Impact - Damage/Recharge: Level 50
- (29) Crushing Impact - Damage/Endurance: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (A) Touch of Death - Accuracy/Damage: Level 40
- (36) Touch of Death - Damage/Endurance: Level 40
- (39) Touch of Death - Damage/Recharge: Level 40
- (40) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (40) Touch of Death - Damage/Endurance/Recharge: Level 40
- (40) Touch of Death - Chance of Damage(Negative): Level 40
- (A) Aegis - Psionic/Status Resistance: Level 30
- (25) Aegis - Resistance: Level 50
- (31) Aegis - Resistance/Recharge: Level 50
- (31) Aegis - Resistance/Endurance: Level 50
- (31) Aegis - Resistance/Endurance/Recharge: Level 50
- (A) Absolute Amazement - Stun: Level 50
- (23) Absolute Amazement - Accuracy/Recharge: Level 50
- (27) Absolute Amazement - Stun/Recharge: Level 50
- (27) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
- (29) Absolute Amazement - Endurance/Stun: Level 50
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Defense Buff IO: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (34) Winter's Gift - Slow Resistance (20%): Level 50
- (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (39) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (33) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (34) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Numina's Convalescence - Heal/Recharge: Level 50
- (37) Doctored Wounds - Heal/Recharge: Level 50
- (A) Mako's Bite - Accuracy/Damage: Level 50
- (37) Mako's Bite - Damage/Endurance: Level 50
- (37) Mako's Bite - Damage/Recharge: Level 50
- (42) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (43) Mako's Bite - Chance of Damage(Lethal): Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (39) Luck of the Gambler - Defense/Recharge: Level 50
- (42) Luck of the Gambler - Endurance/Recharge: Level 50
- (42) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (48) Luck of the Gambler - Defense: Level 50
- (50) Luck of the Gambler - Recharge Speed: Level 50
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (43) Thunderstrike - Damage/Endurance: Level 50
- (45) Thunderstrike - Damage/Recharge: Level 50
- (46) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (46) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (46) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Obliteration - Accuracy/Recharge: Level 50
- (45) Obliteration - Damage: Level 50
- (45) Obliteration - Damage/Recharge: Level 50
- (48) Obliteration - Accuracy/Damage/Recharge: Level 50
- (50) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (50) Obliteration - Chance for Smashing Damage: Level 50
- (A) Recharge Reduction IO: Level 50
- (48) Recharge Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
Level 1: Brawl
- (A) Empty
- (A) Run Speed IO: Level 50
- (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run
Level 1: Swift
- (A) Run Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Regenerative Tissue - +Regeneration: Level 30
- (5) Miracle - +Recovery: Level 40
- (A) Performance Shifter - Chance for +End: Level 50
Set Bonus Totals:
- 13.5% DamageBuff(Smashing)
- 13.5% DamageBuff(Lethal)
- 13.5% DamageBuff(Fire)
- 13.5% DamageBuff(Cold)
- 13.5% DamageBuff(Energy)
- 13.5% DamageBuff(Negative)
- 13.5% DamageBuff(Toxic)
- 13.5% DamageBuff(Psionic)
- 9.875% Defense(Smashing)
- 9.875% Defense(Lethal)
- 11.44% Defense(Fire)
- 11.44% Defense(Cold)
- 12.38% Defense(Energy)
- 12.38% Defense(Negative)
- 3% Defense(Psionic)
- 16.75% Defense(Melee)
- 18% Defense(Ranged)
- 15.19% Defense(AoE)
- 6% Enhancement(Heal)
- 42.5% Enhancement(RechargeTime)
- 56% Enhancement(Accuracy)
- 9% FlySpeed
- 140.56 HP (10.5%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 14.85%
- MezResist(Immobilize) 11%
- MezResist(Stun) 2.2%
- 8.5% (0.142 End/sec) Recovery
- 32% (1.789 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 3.125% Resistance(Negative)
- 8.625% Resistance(Psionic)
- 14% RunSpeed
- 2.5% XPDebtProtection
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You vastly overslotted Fast Healing, especially considering that you've provided minimal slotting for every other Regen power. The set bonuses for Numina's aren't all that stellar either, so you're dumping 3-5 more slots into FH for very little return. Use it to dump your Healing Uniques. On the same note, you really need to put more slots into your other Regen powers, because, even with the Spiritual 33%/33%, you're not getting nearly the same returns that you should. I seriously recommend 5 piece Doctored Wounds for all of them or Panacea 5 piece (in Reconstruction) if you can afford it.
You've also overslotted Resilience, which is pointless because, even if you slot it heavily, you're getting almost nothing from it thanks to pitiful starting value. Stick a Steadfast in it and be done with it.
I'd also recommend going with 6 piece Touch of Death or Obliteration on all of your attacks (re: tweak Shadow Maul, Siphon Life, Midnight Grasp) because the enhancement values are high enough with all of the internal buffs provided that the Spiritual buff will provide the rest and the set bonuses are better (melee defense > ranged defense).
MoG is overslotted (you don't need that much defense on a power that provides 75% +def), so you'll want to pare off a few slots. I recommend my default MoG slotting of LotG +rech, LotG def/rech, and 2 recharge IOs. I'd go with that same slotting for Shadow Meld as well (since an IO'd Regen build treats the powers fundamentally the same).
Tough and Weave are both underslotted. For Tough, I'd go with 3 piece Aegis. Weave would go with either 2 piece LotG/2 piece GotA or 3 piece LotG.
I really wish I was on my PC rather than my new laptop so that I could give you a build rather than simply a scathing critique.
You vastly overslotted Fast Healing, especially considering that you've provided minimal slotting for every other Regen power. The set bonuses for Numina's aren't all that stellar either, so you're dumping 3-5 more slots into FH for very little return. Use it to dump your Healing Uniques. On the same note, you really need to put more slots into your other Regen powers, because, even with the Spiritual 33%/33%, you're not getting nearly the same returns that you should. I seriously recommend 5 piece Doctored Wounds for all of them or Panacea 5 piece (in Reconstruction) if you can afford it. You've also overslotted Resilience, which is pointless because, even if you slot it heavily, you're getting almost nothing from it thanks to pitiful starting value. Stick a Steadfast in it and be done with it. I'd also recommend going with 6 piece Touch of Death or Obliteration on all of your attacks (re: tweak Shadow Maul, Siphon Life, Midnight Grasp) because the enhancement values are high enough with all of the internal buffs provided that the Spiritual buff will provide the rest and the set bonuses are better (melee defense > ranged defense). MoG is overslotted (you don't need that much defense on a power that provides 75% +def), so you'll want to pare off a few slots. I recommend my default MoG slotting of LotG +rech, LotG def/rech, and 2 recharge IOs. I'd go with that same slotting for Shadow Meld as well (since an IO'd Regen build treats the powers fundamentally the same). Tough and Weave are both underslotted. For Tough, I'd go with 3 piece Aegis. Weave would go with either 2 piece LotG/2 piece GotA or 3 piece LotG. |
You're critique seems to be "more regen" when all the advice in this thread has been "first recharge, then defense, and don't worry about regen."
If certain powers seem over or under slotted, it was because I was going for the recharge and the defense I heard was more important than recharge.
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K....
You're critique seems to be "more regen" when all the advice in this thread has been "first recharge, then defense, and don't worry about regen." If certain powers seem over or under slotted, it was because I was going for the recharge and the defense I heard was more important than recharge. |
If you want to save slots, I recommend you choose to do so on Fast Healing, putting the better slotting in Integration. The reason is simple - FH is the bigger +regen contribution, and it has an armor toggle's cost. Giving Integration the larger slot allocation gives you the better return on slot investment. Six slotting Integration probably isn't common, but I've got it on my own DM/Regen currently for the +Def(Ranged) bonus.
The same logic applies to Resilience and Tough. They both can accept the Aegis set, so you really should move the Aegis pieces you have in Resilience to Tough. You can probably get by with three or four pieces of Aegis if you want more slots elsewhere - the 5-slot AoE defense bonus is nice, but AoE defense, while not negligible, is probably the least critical position to get high defense in.
Dull Pain and Reconstruction are really important powers to a high-performing Regen. You want them to be really well-slotted. You can do quite well for them with five pieces of Doctored Wounds - using all but the end/recharge piece is my preferred slotting for both powers on a Scrapper.
Moment of Glory really doesn't need any defense slotting, because it's going to cap your defense without any defense slotting help. The main thing you want is to get it back as fast as you can. I would two or three slot it with level 50 common IO recharge slots, and add a slot at the end for an LotG +7.5% recharge. (My Regen builds commonly use two recharge slots and the LotG.)
Weave is an important base for your +defense sets to rest upon. You can take those extra LotG pieces out of your MoG and put them in Weave. As Umbral said, I would three- or four-slot that power. For four slots I prefer one of the following:
- Umbral's suggestion of Def/End, Defense from both LotG and GotA sets
- Def/End, Defense, +7.5% and a Def/End from some other set (often Red Forutne)
- I'm three-slotting it I usually slot LotG Def/End, Defense and either Def/End/Rech or +7.5% (depending on whether I have some other place to put the +7.5% or if I can afford the end cost of Weave with weak endred slotting)
Dark Blast is a great place to put an Apocalypse set for more +recharge, but it's clear from the build and your comments that this may be above your price threshold. Barring that, using TS to get +def(range) seems reasonable to me. However, if you can keep your ranged defense no lower than ~20%, I think +Recharge probably serves a Regen better than that ranged defense. You might therefore consider five pieces of Decimation. They're a lot cheaper than purples but still give decent +recharge. You could use then use the sixth slot elsewhere or add a damage proc.
If you can find another slot for it somewhere, Shadow Meld is a great place for another LotG +7.5%. Possibly too rich for your blood, but Membranes are very nice in that power. Otherwise, the two L50 common Recharges look good to me.
If you can find the slots, I think it's going to be worth adding some real slotting to Maneuvers. It's not cheap to run, so if nothing else I would try to get a level 50 common end reducer in it. The LotG +7.5% is good, though, so you would be adding a slot to do that.
Finally, I think it's worthwhile to add slots to Quick Recovery, if not it and Stamina. I don't know what sort of pace or solo nature you have in mind for this character, but even though some of my suggestions will give you a somewhat better end burn rate than you have now, you're going to need a decent amount of end to fuel the attack rate the character will have available due to +recharge bonuses and slotting. Don't put the +end proc in QR by itself like that. You get more average EPS from QR and from Stamina using a level 50 enhancer instead. The ideal place to add the proc is in the second slot you add to either power (third slot total). If you can't find slots for that, then stick the proc in Stamina's base slot and at least slot QR for end mod.
Hope that helps.
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
And perhaps the other thing getting lost in the translation here is why, I believe, he (Umbral) mentions Doctored Wounds and Panaceas ... in addition to buffing your intrinsic heal powers as UberGuy has mentioned, both those sets also boost global recharge via their set bonuses.
Yep, I meant to mention that about the DWs in my write-up and totally forgot. (Obviously!) Thanks for that.
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
Well, not exactly poor, but not nearly what it was in the old days, when it was Willpower.
![]() That said, regen gains a lot from the Alpha slot Spiritual Radial Paragon enhancer. Indeed, most of the resist/heal based powersets will see somewhat better results from the Alpha slot compared to more traditional power-houses. Anything that boosts recharge AND heals at the same time? That reeeeaallly helps regen. Since it's not regen anymore, it's 'Self-Heal with Clickies'. |

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"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
They were the bad old days.
While it's not a huge boost to regens if you're already maximizing recharge, at least it is a clear benifit. I don't see any other scrapper secondaries benifiting dramatically from the alpha slot. Inherent fitness helps improve mitigation a lot more then the alpha slot does in most builds I've looked at.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
I see a lot of primaries benefiting from the AS, having a lot more recharge will allow people to obtain the necessary recharge without needing recharge bonuses which can allow them to focus on other aspects of their builds.
Virtue: @Santorican

Dark/Shield Build Thread
To you, the number-crunching-elders that roams here, what you guys think about the alpha slot in regard to the actually poor Regen powerset state ?