BS/Regen: Is this combo even viable at later levels?


Call Me Awesome

 

Posted

In order to get some of the higher-priced enhancements cheaply, I've begun running tip missions with my level 41 BS/Regen scrapper, Allotrope. Bottom line? I'm getting my a** handed to me by every upper-tier enemy group. I know that everyone has trouble with Carnies and Malta, but the amount that I've been faceplanting in recent sessions has grown absurd. I'd appreciate any critiques on the build. Fortunately, BS includes Parry, which makes capping Melee and Lethal defense pretty easy. Unfortunately, it has no other mitigating powers, and without DP permanent, I'm not really doing so well.

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
Level 1: Fast Healing -- Heal-I(A), Numna-Regen/Rcvry+(43)
Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(11)
Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(34), Dct'dW-Rchg(36)
Level 6: Quick Recovery -- EndMod-I(A), EndMod-I(17), P'Shift-End%(25)
Level 8: Parry -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(13), LkGmblr-Def/Rchg(15), LkGmblr-Def(15), LkGmblr-Rchg+(17)
Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(25), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Integration -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/EndRdx/Rchg(36), Mrcl-Heal(37)
Level 18: Whirling Sword -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg/EndRdx(21), Sciroc-Dam%(23)
Level 20: Build Up -- RechRdx-I(A)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(40)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(31)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(43)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(50)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A)
Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(50)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(23), P'Shift-End%(40)
------------
Set Bonus Totals:

  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 6.75% Defense(Smashing)
  • 6.75% Defense(Lethal)
  • 5.813% Defense(Fire)
  • 5.813% Defense(Cold)
  • 12.38% Defense(Energy)
  • 12.38% Defense(Negative)
  • 6.125% Defense(Psionic)
  • 10.5% Defense(Melee)
  • 18% Defense(Ranged)
  • 8.625% Defense(AoE)
  • 56.25% Enhancement(RechargeTime)
  • 8% Enhancement(Heal)
  • 2.5% Enhancement(Held)
  • 52% Enhancement(Accuracy)
  • 4% FlySpeed
  • 115.46 HP (8.623%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • MezResist(Held) 8.8%
  • MezResist(Immobilize) 10.45%
  • MezResist(Stun) 4.4%
  • MezResist(Terrorized) 4.4%
  • 7% (0.117 End/sec) Recovery
  • 30% (1.677 HP/sec) Regeneration
  • 4.095% Resistance(Fire)
  • 4.095% Resistance(Cold)
  • 3.125% Resistance(Negative)
  • 4% RunSpeed


 

Posted

You do not look to be ED capped for your regeneration in health, fast healing, and Integration.


 

Posted

In my experience, parry is your only chance as a BS/regen. The regen just isn't enough these days, so you have to rely heavily on the defense against anything tough. MoG greatly helps with taking alphas too, and gives you time to stack a couple parry's.


 

Posted

I do think you should at least have Integration slotted better with +Heal, as it provides the lion's share of your +regen. It's OK to have Fast Healing and Health non-ED slotted, but I'd give FH slotting priority, as you have.

You should have Moment of Glory slotted for the ED cap on recharge. It's a "business as usual" power, not an "oh crap" button. You should use it freely and as often as you can, and the best way to work towards that is to get at least two level 50 recharge enhancers in it with that LotG global.

I'm not sure what's up with Tough there. I'd be shooting for both much better end and resistance slotting in that. ED max isn't the end-all, but I think you should get it better slotted than it is.

You seem to have a fair bit of +HP slotting. I would worry more about +recharge, because that can get you closer to perma Dull Pain. With the +HP accolades (which you may not have - they aren't on in the build) DP will basically slap into the Scrapper HP cap, so HP bonuses aren't that helpful unless DP is in cool down.

I also strongly recommend you get three recharge slots in Build Up. Burst damage is a Scrapper's friend. When you're surrounded by uncool stuff, killing one thing as fast as you can (or eating as much of its HP as you can real fast) can be a big deal. It will also help you get the initial blow in to start landing Parry and your -defense debuffs if you have to lead into a fight with -toHit, which Carnie Strongman LTs (and MI-summoned Dark Servants) will do with great glee.

The rest of it seems reasonable.


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

 

Posted

Quote:
Originally Posted by UberGuy View Post
I do think you should at least have Integration slotted better with +Heal, as it provides the lion's share of your +regen.
Is there a bug in mids about this? It seems to imply that Int's regen is basically non-enhanceable, just like IH. Base shows as 51%, but fully slotted it's 51.95%. Is this a bug or what?

I didn't notice this before until I came back to the game a week ago, and this really surprised me.


 

Posted

I've been running into the same with my own BS/Regen running tips at 50. The moment I got murdered by a Bane Spider Executioner (red con) through double stacked parry with instant healing and dull pain running *twice* was the closest I've ever come to deleting a 50. It's not his fault, though.. Arachnos is tough. Still, when most of my other level 50 brutes see that same Executioner as a speedbump not a roadblock it's a little disheartening.

My third attempt at it the RNG was a kind and merciful god and I didn't even get hit through stacked parry. Then I got killed the very next spawn by a tarantula mistress boss. They have an *insane* amount of -recharge on those psi blasts of theirs.


Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."

 

Posted

hmm it does looks like Mids is reporting it wrong

The Totals though add up correctly with fully slotted integration about 250%

Fully slotted Tough+ Resilience gives 26% S/L resistance
Fully slotted Health+Fast Healing+Integration+base gives 576% Regen

Not too shabby, if you were looking to improve your survivability.

--
As it is slotted now it looks like
499% regen
21% S/L resist

Also the build gives up a pretty easy 12% regen set bonus by using a Invention heal+Numina's Regen/recovery instead of Numina's heal and a Numina's Regen/Recovery.

Maybe that is not a big deal but it just seams for someone looking more more survivability it is a place to look -

Possibly reduce some slotting in attacks since the build has
4 sword "single" attacks (counting slice)
+Parry (which is also a single attack)
+6 slotted Char
+6 slotted fire blast

If it were my character, I'd keep all the sword attacks , ditch the fire stuff, do what Uber said with MOG and use other the extra slots to round things out like regen, tough, build up, etc.


 

Posted

Quote:
Originally Posted by Supermax View Post
Is there a bug in mids about this? It seems to imply that Int's regen is basically non-enhanceable, just like IH. Base shows as 51%, but fully slotted it's 51.95%. Is this a bug or what?

I didn't notice this before until I came back to the game a week ago, and this really surprised me.
My Mid's is doing the right thing. It's +100% enhanceable Regen and +50% unenhanceable regen, meaning at ED max it should add up to about +250% regen, give or take what you're calling "max" for ED. In contrast, Fast Healing is +75% regen, all enhanceable.


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

 

Posted

Oh ok. My mids only shows the 50% unenhanceable part, and has zero mention of the enhanceable one.


 

Posted

That was a long time ago in a galaxy far far away before the ability to set x8 came along tempting us hardcore melee to do so.

I just finished the new 50 hero mission and butchered my way through probably 10 or 15 Arachnos bosses as well as Savage Siren, Mangle, and Silent Blade... so it's definitely still a viable set.

It's very streaky, though. Sometimes I'll go an entire mission without clicking a heal, sometimes I'll get killed through double-parry+dull pain+instant healing.


Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."

 

Posted

Heh. That's precisely why it's disarming. For the life of me, I can't think why the devs thought it necessary to make IH a click power. It had a hefty endurance cost, and /Regens suffered from an inability to absorb alpha strikes and high burst damage. That seems like enough disadvantages to me, particularly when you compare it to sets like Willpower and Shields, which don't have many holes at all. I dunno. Maybe I'll go roll a BS/WP Scrapper and see how he plays; it might be better than the frustrating time I'm having with him right now.


 

Posted

A /Regen lives and dies by it's click heals... Reconstruction and Dull Pain are two of your most important survivability powers. I believe my BS/Regen has 43% Melee (1 Parry), 24% Ranged, 22% AOE defense and 560% regen. I'll admit I haven't played him much recently but it's not shabby.

I tend to use Dull Pain reactively instead of proactively; that massive heal is too useful to recover from an alpha to waste beforehand in most situations. If Dull Pain isn't up then I have Reconstruction ready, and if things start going south I have Instant Healing. I use MOG to take the alpha strike, lead off with Parry to boost defense and have DP and Recon ready to react to what gets through.

As I mentioned I haven't dusted him off in several issues but my BS/Regen was quite effective from issue 5 until I retired him for the most part in issue 14. As far as durability goes, well, he has the Master of Statesman's Task Force badge so it's good enough. It won't do really well against +4/x8 difficulty settings solo but very little does. It's a good, solid performer; it isn't going to reach the massive levels of a Fire/Shield but it's solid and effective.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Solarius_NA View Post
Unfortunately, it has no other mitigating powers, and without DP permanent, I'm not really doing so well.
You should have perma DP already. If you actually have this much recharge:

Quote:
[*]56.25% Enhancement(RechargeTime)
You only need 55% and 3 slotted Hasten to have perma DP. My Claws/Regen pulls it off with about 53% or so, so your 56.25% should be getting you there.

In order for it to be permanent, you have to click both DP and Hasten as soon as they come back up, but you should have the capability already.

If you don't actually have that much recharge already, then it may not be perma, but your build as posted here is definitely capable of it.


Quote:
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.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
In order for it to be permanent, you have to click both DP and Hasten as soon as they come back up, but you should have the capability already.
Though I'll note that you should generally still use Dull Pain reactively instead of just punching it like clockwork. Just because you CAN click it before the last one expires doesn't mean you SHOULD. Not that I think you were saying that, just that someone else might think you were saying that, when I think all you were saying was "here's how you can demonstrate to yourself that you're there".


"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