Anyone try Rebirth yet?


Arbegla

 

Posted

I haven't unlocked Destiny w/any of my tanks yet, but Rebirth, esp Radial Epihany + tanker HPs & other resists/defenses sound... well, a bit broken.

(Thanks to Dispari) Rebirth Radial Epiphany: 856.72 heal, +1600% regen first 10s, 600% next 20s, 400% next 30s, 200% last 60s (120s total), 60ft radius


So every 2 min, you get a massive heal and IH level regen for the 1st 10 sec, merely WP lvl for the next 20s, then still pretty good regen boosts for the next 90s before you hit yourself w/another massive heal, repeat. Oh, and affects all allies around you.

We've always talked about the importance of layered mitigation, and I'm guessing WP tanks might do better w/like Barrier, perma-Granites might want Ageless for the recharge, but man, I can't think of a better buff for a defensive based tank than Rebirth. Ice & Shields w/those kinds of heal/regen #s are going to be sick. Invul (similar for Stone & Ice too)? Rotate w/DP and you have a massive heal every 1 min or so, plus pretty the regen. The resist sets would love this too, though w/my Dark, I'd again favor Ageless for the rech & end/recovery.

So, anyone try it yet? Or other Destiny buffs? Thoughts?


An Offensive Guide to Ice Melee

 

Posted

It's quite useful on the trials for my Invuln, it's a second slightly watered down Dull Pain on a 2 minute timer. Right now I've only gotten to tier 2 Radial on CMA... I just CAN NOT get that rare table to pop for the last piece of salvage I need for the T3.


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Posted

Don't have it on my (INV/SS) Tanker yet, but Rebirth's very nice even on my Dominator, which has about 1/3rd of the Tanker's HP.

For Tankers, the numbers are darn impressive.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

I have the Tier 3 Destiny on my tanker and it is damn good. 944 at a pop. I may eventually go in a different direction with this toon, but that will be after I get my healing badges. I've already made good progess on the first one.


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Posted

I have the tier 4 Regen one on my Brute, coupled with the Spiritual Alpha and high HP it's crazy good.


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Posted

I'm using the T3 regen side on my Icer. With Hoarfrost up the first 10 seconds is over 230hp/sec. I use it when I need a heal. If I need another heal I use Hoarfrost, then hibernate if I'm still in trouble.

Also using the Seer pets for Fortitude


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Posted

I got the Tier 3 +Regen on my Inv/SS last night. In a word? LOVE!!! I can get WP-like regen plus a secondary heal every 2 minutes on a toon that already has Capped S/L resists and is soft-capped to everything? Whats NOT to love?




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Quote:
Originally Posted by PuceNonagon View Post
I have the Tier 3 Destiny on my tanker and it is damn good. 944 at a pop. I may eventually go in a different direction with this toon, but that will be after I get my healing badges. I've already made good progess on the first one.
I's can has healing badge??? !!! ???


 

Posted

Ugh, I just don't know what to go for this with my Tanks... Barrier does get watered down, but extra defense and resists on top of what I already have looks might tasty, especially since I went Cardiac on my two Alpha'd tankers. When other people use it, I see my S/L at 90% resistance for awhile on my Fiery Aura Tank. Me likey that, especially with all the cursed buffs for to hit that are around in the Lambda.

Still, this sounds pretty darn nice, too. Hmmmm.


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Posted

I ran a couple of tests on my Stone tank after I got Tier 3 Rebirth Partial Radial Invocation (the 90 second one). Ran them in my base. Taken from the Combat monitor. Was wearing my Tier 3 Alpha nerve radial defense and taunt booster.
Not Rooted ------------ 28.92 Hp/s 2,438.63 Hp
Rooted------------------- 48.86 Hp/s
add Embrace ---------- 70.50 Hp/s 3518.36 Hit points - pre rebirth Max
activate T3 Rebirth -- 305.06 Hp/s (8.67%/sec) this number was Green
1st drop ------------------ 158.46 Hp/s
2nd Drop ----------------- 129.14 Hp/s
Embrace ends ---------- 99.82 Hp/s
lingering Rebirth--------- 69.18 Hp/s

I staggered the activations to be sure Earth's Embrace would end while rebirth was still active.

With Spiritual 45% Alpha slotted, a similar progression occured. But, Max HP from activating Earth's Embrace rose to 3533.96 -- essentially the Hard Cap, and the top regen. to 10.42%/sec giving 368.12 Hp/s. That top regen number was in light Blue, whatever that means. So was the hard capped HP number, but I don't think I could have gotten to the regen cap, could I?

Oh! What if the Spiritual Alpha is Boosting the 1600% to 2,320% ? That plus my own rooted, etc. would do it.

Also I went back in game just now to see the Front-end heals. Earth's Embrace Healed me for 1628 points with the Spiritual on. Then activativing The Tier 3 Rebirth gave 1027 more AoE Heal. That number was constant with or without Earth's Embrace being active.

The right click numbers for the Partial Radial Invocation are 997.01 Heal, and 1330% initial regen. But they don't seem to match what is actually happening. In particular they show a level 266% regen with no steps after the first 7.5 seconds.

One last change back to Nerve Alpha. Earth's Embrace healed for 1410, and Rebirth Dropped to 780. That is pretty close to a 45% difference between NO Alpha boost and a 45% Spiritual Alpha.

Anyway I am looking forward to making this my only planned Tier 4.
A team staggering these things would be truly awesome.

Jak


 

Posted

Quote:
Originally Posted by dave_p View Post
Rebirth Radial Epiphany
I have this on my fire/SS tank, and it's amazing. With the spiritual alpha and incarnate shifts I'm healing for over 1100....in a 60 foot radius. I can take a whole league from close to wiping back to full health. The +regen then keeps them there.

I initially tried the +HP, getting to tier 3 on that. But the +regen is definitely better in my opinion, so I went with that for tier 4.


 

Posted

Quote:
Originally Posted by Supermax View Post
I have this on my fire/SS tank, and it's amazing. With the spiritual alpha and incarnate shifts I'm healing for over 1100....in a 60 foot radius. I can take a whole league from close to wiping back to full health. The +regen then keeps them there.

I initially tried the +HP, getting to tier 3 on that. But the +regen is definitely better in my opinion, so I went with that for tier 4.
I was thinking of the +hit point for fire tank too. Now a conundrum as to which to go for...


YMMV---IMO
Ice Ember

 

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Quote:
Originally Posted by Ice_Ember View Post
I was thinking of the +hit point for fire tank too. Now a conundrum as to which to go for...
Here's my logic...

The +HP only helps once. It gives you the extra HP at the beginning, and then you get nothing else. So if you use the power and then get hit, you're back at nothing. Also it's only +78 HP for most of the duration. That is fairly meaningless.

Meanwhile the regen helps for the entire duration. If you get hit, it helps you heal back to full. So it's not so much a one time deal, but rather a full duration power. Plus the benefit is just bigger. It's 200% regen at the very least, which is actually very noticeable.

Lastly, you have to keep in mine the hardcaps on HP. A lot of people out there have invested lots of inf in their toons, and one of the main things people build for is +HP. Quite a lot of serious players are at their HP cap, or very close to it. So for them the +HP buff would be a waste. Meanwhile there's no such thing as a regen cap, or at least not one that you can realistically get to. So the +regen will help absolutely everybody around you.

I could think of literally only one situation where the +HP would help more than the +regen: when you are hit with some extreme -regen. Having extra HP would help more than just regen, because the regen would be debuffed to nothing, and the HP would at least have some benefit. But that's such a rare case, I went with the more commonly useful power.

Hope that helps.


 

Posted

Quote:
Originally Posted by Supermax View Post
The +HP only helps once. It gives you the extra HP at the beginning, and then you get nothing else.
That doesn't seem quite right. +HP acts similarly to adding resistance: it takes more to kill you, and allows you more time to regain control of a situation. It also makes whatever +regen or heals you already have more potent.


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Posted

Quote:
Originally Posted by Microcosm View Post
That doesn't seem quite right. +HP acts similarly to adding resistance: it takes more to kill you, and allows you more time to regain control of a situation. It also makes whatever +regen or heals you already have more potent.
Yes, but the HP/Sec gained from the +HP Rebirth is miniscule compared with the +Regen one.


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Posted

I think I'll go for this with my Invuln tank, whenever I can actually find the time to get him in on these (darn the need to run these trials so much). I think this will be a little less useful for Fiery Aura since it has such a good heal already that can get up in 15-20 seconds as it is.


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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.
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Posted

Quote:
Originally Posted by Microcosm View Post
That doesn't seem quite right. +HP acts similarly to adding resistance: it takes more to kill you, and allows you more time to regain control of a situation. It also makes whatever +regen or heals you already have more potent.
That's true, and if the Rebirth Core offered +HP in commensurate amounts with the +regen available from Rebirth Radial, then the former would be more attractive.

But it really doesn't. The lowest (permanently sustainable) regen buff Radial offers is +200%. That's basically 8 Regenerative Tissue procs. The average +regen buff Radial offers is +433%. That's much higher than you can get from IOs, or even from most +regen powers.

Dispari's guide shows +HP numbers from an undisclosed AT's version of the power, so I can't assume they're accurate for Tankers (who have the highest HP in the game). Still, we're talking about a comparatively minor sustainable +HP boost, easily achievable through IO bonuses if you were so inclined. For instance, Dispari's numbers show Rebirth Core Epiphany at +53.54 HP for the last 60 seconds of the duration.

Even if we assume that that number is tripled on a Tanker, we're only looking at ~160 extra HP, permanently sustainable. That's less than 10% of base Tanker HP (~1875 IIRC, capping at 3534).

I'd say that if you're playing a build that doesn't need the +regen, then you're almost certainly better off with Barrier or Ageless than you are with Rebirth Core. Frankly, I'm not sure there's any AT or build out there for which the +HP branch of the Rebirth tree is a competitive option.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Obitus View Post
I'd say that if you're playing a build that doesn't need the +regen, then you're almost certainly better off with Barrier or Ageless than you are with Rebirth Core. Frankly, I'm not sure there's any AT or build out there for which the +HP branch of the Rebirth tree is a competitive option.
Agreed, and the bolded portion highlights a concern of mine, which is that the various I20 incarnate slots haven't been tested nearly enough for balance, and certain trees (esp in conjunction with certain ATs & powersets) are going to be FAR more powerful than others. Which may or may not lead to nerfs & buffs in the future, but we don't have respecs (yet?) for our incarnate powers, and it's a lot of work to get your T4. To work to that level, then either find out that you picked a really gimpy tree, or it's gonna get nerfed, is going to annoy a whole lot of people.

Even Alpha slots need to be rebalanced by builders to see what interaction they have with the I20 slots. I've been sorta regretting some of my Alpha decisions, which were all Cardiac or Spiritual, because they don't necessarily interact best w/say Judgment (most of my new 50s are taking Musculature). Or sometimes they do, but it's a happy coincidence (say Spiritual w/Rebirth synergy) more than anything.

Right now, I'm getting to T3 for the level shifts, which is sorta the most important thing for the trials, and sorta hoarding threads, merits & components before figuring out which 2nd T3, and final T4 to go for. I only have 1 toon w/all 4 T3s opened as it is, so I got a lot of work to get all my incarnates' T3s & enough components for their T4s, and by then, say a couple of months, I'm hoping balance issues will have settled down.


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Posted

Stone/dm, soft-capped def, nearly capped rez, +regenn from rebith, capped hp - void with -dam, diamg interface, t4 spirit. I just need something to tank!


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Posted

Quote:
Originally Posted by Obitus View Post
Dispari's guide shows +HP numbers from an undisclosed AT's version of the power, so I can't assume they're accurate for Tankers (who have the highest HP in the game).
Changing the Archetype in the power info in-game does not change the +hp numbers (which is consistent with other Destiny powers, and I guess makes sense since it's a team buff). It's pitifully low for everyone.

The Radial lets many characters cap their regeneration during the initial burst. Regeneration is normally a LOT harder to cap than hit points, yet even a Blaster (who have the least room between their base HP and their AT cap) needs a few hit points from accolades/sets for Core to cap their health for even the first 10 seconds. It's just severely worthless compared to the benefit of the Radial path.


 

Posted

Quote:
Originally Posted by Hopeling View Post
Changing the Archetype in the power info in-game does not change the +hp numbers (which is consistent with other Destiny powers, and I guess makes sense since it's a team buff). It's pitifully low for everyone.
I thought so, but I also wanted to be sure I was fair, given that I wasn't sitting in front of the game at the moment.

Quote:
It's just severely worthless compared to the benefit of the Radial path.
Yup.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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Eh, i know this is in the tanker thread, but i went +hp on my MM. I'm a bot/traps, so i already have high regen from double stacked Triage Beacons, and Bodyguard mode basically means that any +HP i can give to my pets means I survive that much longer (and they regenerate more from triage beacon)

The +regen is probably the best you can get on any defensive (both in defense, and resistance) AT, but the +HP is nice for MMs, due to the scaling nature of bodyguard mode, especially if you already have an AoE heal, or other forms of AoE +regen.


 

Posted

the tier 3 +regen is friggin awesome. nuff said.


YMMV---IMO
Ice Ember