Kat/? /regen or /wp which is 'better'


Amy_Amp

 

Posted

Willing to sacrifice some aoe defense?

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If not then maybe a bit closer...

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Posted

Quote:
Originally Posted by Werner View Post
Mind you, I need to think further and poke around at what's possible in I20. All the negativity (including my own) reminds me of how I started posting on the forum. Back then, people thought that the Rikti War Zone challenge would be impossible for a Regen. So I went and beat it with my Katana/Regen on my first try and posted about it, post #1. Prevailing wisdom isn't always right, and I20 could be game-changing in ways we're not thinking of.
And then course peeps still thought it was impossible to do it without primary mitigation
Don't really remember, but I think my #1 post was somewhere in the line of Claws ST dps


 

Posted

Quote:
Originally Posted by Iggy_Kamakaze View Post
And then course peeps still thought it was impossible to do [the RWZ challenge] without primary mitigation
Well, obviously! Wait, you did it with just Swipe? Unpossible! (Seriously, it's unpossible. It's yet another reason we know ur hax. )


"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

 

Posted

Quote:
Originally Posted by Iggy_Kamakaze View Post
Willing to sacrifice some aoe defense?

<build 1>

If not then maybe a bit closer...

<build 2>
I don't think sacrificing AoE like that is a good idea, but I do like your second build. Pets were a good idea. I was poking at pets for a completely different build, and then they just slipped my mind here.

Let's see... tiny bit less resistance, no big deal. Shadow Meld defense is a little lower, but having full time defense higher makes that a non issue. Moment of Glory... I'd really like the recharge to be at least a couple seconds faster based on where it appears in the sequence I showed, with 75 seconds between two of the activations. Eh, heck, I'm willing to sacrifice Build Up recharge. Damage shouldn't be a big issue with the incarnate powers, and several more seconds for Build Up isn't going to be a big deal. And now I think it's safe to move the Luck of the Gambler global back to Divine Avalanche for a little more melee defense.

I'm liking the look of it. So very close. I wonder if we could get away with one less slot in Quick Recovery? That's still a net 3 EPS before attacks ignoring factors like the Hasten crash and Moment of Glory, which is what I typically shoot for before calculating actual endurance use. So I'll need to do some calculating, but for now, I'm moving a slot to Weave to pick up another 0.3% defense to all. Now the lowest defense is 37.7%, which means that we're normal soft-capped for half the duration of Barrier (not that being 0.1% below on AoE would ever be a problem). And we're THIS close to being old soft capped to all positions permanently, and new soft capped to either all positions or most types most of the time.

Edit: Moved the slot back to Quick Recovery for sustainable endurance. Shadow Meld isn't recharging quite fast enough, but I haven't solved it.

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"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

 

Posted

As a simple first pass, the DPS chain burns 4.15 EPS as slotted. The one Divine Avalanche chain is 3.60 EPS. The two Divine Avalanche chain is 3.31 EPS. So no, endurance is NOT in good shape. Putting the endurance reducer back in Quick Recovery gets us in range of the two Divine Avalanche chain. Whether we're good or not would take more calculation. Still a little rough, but Hasten is about 0.13 EPS. If we use Moment of Glory every time it's up, that's about a 70 second cycle, for which we get 15 seconds of 6.36-4.42... looks like an extra 0.42 recovery from that. Well, that's good. That makes the two Divine Avalanche chain almost certainly OK, and the one Divine avalanche Chain likely OK. I'm personally unlikely to use the DPS chain outside of a team or inspiration-use situation, so I'm not too worried about that.

Edit: Mind you, this was meant as an excercise to see what was possible, not specifically to be my build. But it's kind of hard to avoid designing it around how I'd personally want to play it.


"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

 

Posted

Quote:
Originally Posted by Zyphoid View Post
Regen's REAL fix is to make IH a toggle as it was in the old days. I would stick it's constant healing at about what /WP's is with 5 mobs in Rttc.
I used to be opposed to this. I like the twitch nature of Regen as an alternative to most sets. But Instant Healing isn't twitch - it's generally used proactively. So from that standpoint, as far as I'm concerned, it might as well be a toggle. I believe Arcanaville has also stated that if it was turned into a toggle, we wouldn't like how little it healed (and perhaps how much endurance it cost). But I'm starting to think I'd be happy to drastically reduce it's healing to have a little more consistent regeneration performance. Click heals seem fine, but click regeneration? I'd probably be happy with something like a second Integration, just with a slightly higher rate of regeneration to make up for not being your mez protection. Almost certainly never going to happen, but I don't think I'm opposed to it any more.


"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

 

Posted

Maybe we could change resilience to a toggle and make it more like... res(all damage/mez?)
I know Des and I tossed around the idea of getting other mechanics into the set rather than just reverting to previous versions we can only revisit in the story books of ancient days past.

Heck, maybe it could implement something crazy and fresh like... IH adds some enhanceable regen as usual, but then also adds unenhanceable healing procs to your attacks (procs that hit you, naturally).
That way it still carries the enhanceable/unenhaceable portions, they're just carried out in different ways. Maybe the procs work identically to Fiery Embrace? That is, adding a certain percent of hp back to you, based directly on the damage your attack does? I think I'd like that. Would that even be possible, though?


Quote:
Originally Posted by Iggy_Kamakaze View Post
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
http://boards.cityofheroes.com/showthread.php?t=260718
^Professional Katana/regen build thread

 

Posted

Quote:
Originally Posted by Werner View Post
I used to be opposed to this. I like the twitch nature of Regen as an alternative to most sets. But Instant Healing isn't twitch - it's generally used proactively. So from that standpoint, as far as I'm concerned, it might as well be a toggle. I believe Arcanaville has also stated that if it was turned into a toggle, we wouldn't like how little it healed (and perhaps how much endurance it cost). But I'm starting to think I'd be happy to drastically reduce it's healing to have a little more consistent regeneration performance. Click heals seem fine, but click regeneration? I'd probably be happy with something like a second Integration, just with a slightly higher rate of regeneration to make up for not being your mez protection. Almost certainly never going to happen, but I don't think I'm opposed to it any more.
In the first change, it was much like you describe. IH and Int together had the levels of the old IH. Which was great, because the set really needed more at the lower levels. 4 clicks in a set is just too much though.

Really, the old powers team may have never been willing to look at it. I am not so sure about the new one though. Their philosophy has changed quite a bit over the past few years. The reverted Burn is a good example of that change. There may still be hope that Regen will one day be a good set.

Thematically speaking, click regen never made any sense to me. So, I can only heal in short bursts? To be blunt, the changes that were made were too heavy handed, and we can see that same method in everything Jack has had a hand in.

In truth, I will never play the set again unless it changes. I don't mind the clicks any longer, I just find it to be REALLY bad design at this point, and a representation of an era in the game that can R.I.P. as far as I am concerned.

Bottom line, compared to ALL of the other scrapper secondaries Regen sucks. It hurts to say that, and it really makes me sad.


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Posted

Quote:
Originally Posted by Elegost View Post
Maybe we could change resilience to a toggle and make it more like... res(all damage/mez?)
I know Des and I tossed around the idea of getting other mechanics into the set rather than just reverting to previous versions we can only revisit in the story books of ancient days past.

Heck, maybe it could implement something crazy and fresh like... IH adds some enhanceable regen as usual, but then also adds unenhanceable healing procs to your attacks (procs that hit you, naturally).
That way it still carries the enhanceable/unenhaceable portions, they're just carried out in different ways. Maybe the procs work identically to Fiery Embrace? That is, adding a certain percent of hp back to you, based directly on the damage your attack does? I think I'd like that. Would that even be possible, though?
Maybe give resilience abit higher resistance to S/L and and like elec armor for recovery debuff resistance of 103% at lvl 50 give it 103% regen debuff resistance.