Regen issues


Arbegla

 

Posted

I've been frustrated by the following for years, and it's getting to the point where I just don't want to play my /regen scrapper anymore. This is a rant post, but I am hoping that there may be some tiny chance that it effects some change for the better.

Issue #1: No -regen resistance.
And consequently, most fights are either nigh-trivial, or instantly deadly. Fights against longbow are especially annoying. Even Instant Healing is no use against the -regen that comes out. Regen has exactly one defensive trick, and -regen completely neuters it.

Issue #2: Revive leaves one vulnerable
So after being defeated by -regen, what can one do? Revive, and get back into battle? No, because between Revive firing and one being able to do anything, there is a period where one is nothing but a sitting duck, with all toggles down, ready to be slain by whatever defeated us in the first place. Even if you survive that, there is no grace period in which one can toggle back on Integration or any other defensive toggles, or invoke Dull Pain, or anything of the sort. The only time Revive is safe to use, is when you don't need to do it.

Regen has been made into a clicky, reactive set, very different from its origins. Latency doesn't help any, and any sort -recharge makes things a lot worse. But even when one can use judgement to prepare for a fight with Instant Healing, say, it doesn't matter if the foes have -regen. When latency means you don't get that DP off in time, Revive can't help you. [And even if it did, chances are DP or MoG triggered and is now unavailable.] It's infuriating. Let's see it fixed.


 

Posted

#1: While I agree that the set should have -regen resistance, Regen hardly has only one trick. Reconstruction is a heal, not regeneration. Dull Pain is a heal, and having huge hit points helps even when you're not regenerating. Moment of Glory is defense and resistance. To this you can add Tough, good defense, and Shadow Meld. There's no reason for having your regeneration shut off being a death sentence.

#2: I'm guessing that Moment of Glory should be your go to power right after clicking Revive. Fifteen seconds of invincibility should give you time to toggle up and be back in the fight. I wouldn't know because I never took Revive. I prefer spending my power picks on powers that keep me from dying in the first place, though I mostly solo so I have a lot of control over strategy, pacing and difficulty level that I wouldn't have on a team.

As for Regen being a clicky, reactive set, very different from its origins, you're right. Now, what exactly do you mean when you say "Let's see it fixed"? You want all the clicks to be toggles or something? Maybe you want -recharge resistance, since you complain about -recharge?


"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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Posted

I believe halfflat's point is that if you use Revive, you are killed while it is still animating. No time to animate MoG or anything else for that matter. Revive should have 15s of true invulnerability (Untouchable) like the real T9 rezzes do - you know, on top of having a nice secondary effect.


 

Posted

Quote:
Originally Posted by Nihilii View Post
I believe halfflat's point is that if you use Revive, you are killed while it is still animating. No time to animate MoG or anything else for that matter. Revive should have 15s of true invulnerability (Untouchable) like the real T9 rezzes do - you know, on top of having a nice secondary effect.
Indeed. Resurgence as well.

I am pretty happy with my Kat/Regen/Blaze scrapper. I am not even built "well" for survivability, but every time I play her, I do better than I think I would. I was very surprised at how well I cope in the trials and look forward to Keyes, where healing and regen will be more valuable than in most other content.


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What the hell? Let's buff defenders.
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Posted

Quote:
Originally Posted by Nihilii View Post
I believe halfflat's point is that if you use Revive, you are killed while it is still animating. No time to animate MoG or anything else for that matter. Revive should have 15s of true invulnerability (Untouchable) like the real T9 rezzes do - you know, on top of having a nice secondary effect.
Ah, OK. That's a fair complaint. I know I tried probably a couple dozen times to start a RWZ challenge from a face plant. I was using a top tier wakie since I didn't have Revive. I was never able to click Moment of Glory fast enough to stay on my feet. That WAS a RWZ challenge spawn, though, so +4 with 3 bosses, the works. I'd think you'd be OK in most spawns. On the other hand, if it killed you in the first place, it was probably pretty nasty. And yeah, I'm not sure why Regen's rez should be so much worse than others.


"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

I'm totally on board with Fast Healing having the same -regen resistance that willpower gets, since WP has much more diverse tools on top of it's regen and better rez.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
I am pretty happy with my Kat/Regen/Blaze scrapper. I am not even built "well" for survivability, but every time I play her, I do better than I think I would. I was very surprised at how well I cope in the trials and look forward to Keyes, where healing and regen will be more valuable than in most other content.
I went on the Open Beta Keyes trials with a Regen, and it was quite liberating in the sense that I got to run around freely without needing a healer nearby (or a tray full of greens) for most of the trial. On the one hand, it probably left me without a good feel for what someone without strong self heals needs to be doing to survive. On the other hand, it let me run around and figure out how other stuff worked.


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Posted

I also think Revive could use protection when you wake up. Lacking it really often makes it incredibly hard to use when you really need it. Heck, Fiery Aura's self-rez both makes you invulnerable and knocks stuff away. I know it's a T9 rez, but as someone with a FA Brute, I wouldn't feel slighted at all if my Regens got a better rez.

I wouldn't turn my nose up on -Regen resistance, but I'd be happier with -recharge resistance. Fiery Aura got it, and in some ways I think FA is less dependent on recharge than Regen is. (Regen gets more click powers to help it survive, meaning it can chain them to last a while when its recharge is debuffed, but FA gets resists and offensive powers.)


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American Steele: 50 BS/Inv
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Posted

Quote:
Originally Posted by Werner View Post
And yeah, I'm not sure why Regen's rez should be so much worse than others.
I never quite understood that; ST from dark carries a mag 30 stun and gives you Untouchable. Don't recall the duration, but usually long enough for me to pop on at least half of my 11 or 12 or 300 toggles, however many I have on that character. Forgive me, long day working odd hours.

The one from /FA carries pretty massive KB, but I don't recall if you get Untouchable for a bit.

It almost seems like an oversight that /regen doesn't at least get Untouchable for a few seconds like the others. The lack of secondary effect I can understand. Dark is feeding off them and fire is exploding in flames, regen is just bringing you back to life.

Where does /fire get -rech resist, I never knew that?

fwiw: ageless radial gives resistance to all of these things, but that means giving up what will probably be better destiny choices.


 

Posted

Umm..if you jump away from their spawn point the baddies will go back to their coffee break after removing you head. that way you can rez in peace.


The more people I meet, the more I'm beginning to root for the zombies.

 

Posted

Quote:
Originally Posted by pyrite View Post
Umm..if you jump away from their spawn point the baddies will go back to their coffee break after removing you head. that way you can rez in peace.
That wastes time during which you could be defeating them!


Blue
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Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
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Red
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Posted

I have no problems with the Regen set, it works great for me. But I don't take Revive - you are correct that it's pretty worthless as is. And it certainly seems thematically appropriate for Regen to have a decent Rez power.

I think Debuff Res would make Regen significantly more powerful. I know some people don't like how it feels now (which is fine - not every set is going to make every player happy). But I don't think buffing the set (ahem) is the way to go.


 

Posted

Quote:
Originally Posted by TankShock View Post
. But I don't think buffing the set (ahem) is the way to go.
I disagree.

If you look at it, Regen is the ONLY defensive/mitigation set in the entire game that has no resistance of any kind to any kind of debuff.

Every other set has resistance to the debuffs that would completely neuter it.

SR, Shield, Invuln, Ice, Energy Aura and Ninjitsu all get defense debuff resistance to some degree

Resistance based sets have resistance to resistance debuffs because the resistance itself resists the debuffs. (I know it doesn't make much sense, but it really does work like that.)

Fiery Aura gets a little bit of slow resistance. Dark Armor is nearly immune to end drain (when a set has that many toggles end drain is pretty deadly to it), Electric Armor is almost completely immune to end drain.

Even Willpower gets debuff resistance. The set has layered mitigation consisting of Defense, Resistance, and Regeneration. And it has debuff resistance for all those things.

Regen alone out of all mitigation sets doesn't have any resistance to the debuffs that hurt it the most, namely regeneration and recharge debuffs. Hell, Willpower gets regeneration debuff resistance in a power that is otherwise an exact clone of a Regen power (Fast Healing)

Some debuff resistance wouldn't make the set overpowered. It's not like anyone is asking to be completely immune to those debuffs. But some debuff resistance would help regen survive situations that other sets just wade through. Situations that currently obliterate Regen with very little effort.

Regen debuffed to nothing + powers not recharging = Dead regen. If a Regen gets it's regeneration and recharge debuffed at the same time (which is distressingly common) it is pretty much helpless to do anything about it. You won't heal back damage passively, you can't heal with click powers because they aren't recharging, and you can't even kill the thing debuffing you because your attacks aren't recharging either.

Don't get me wrong, I love Regen. It is my main character's secondary. I just don't think it's particularly fair that every other set gets some kind of debuff resistance relating to the set's strengths, while Regen gets nothing.


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 pyrite View Post
Umm..if you jump away from their spawn point the baddies will go back to their coffee break after removing you head. that way you can rez in peace.

Usually when a Regen dies, it happens so fast that you can't do much of anything at all before you hit the ground.

So that tactic isn't going to do you much good, unless you plan on leaping backward any time an enemy starts an attack animation, just in case THIS attack is the one that kills you.


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
Some debuff resistance wouldn't make the set overpowered. It's not like anyone is asking to be completely immune to those debuffs. But some debuff resistance would help regen survive situations that other sets just wade through. Situations that currently obliterate Regen with very little effort.
Yeah, this. Debuff resistance is not going to make Regen overpowered.


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
Regen alone out of all mitigation sets doesn't have any resistance to the debuffs that hurt it the most, namely regeneration and recharge debuffs. Hell, Willpower gets regeneration debuff resistance in a power that is otherwise an exact clone of a Regen power (Fast Healing)

Some debuff resistance wouldn't make the set overpowered. It's not like anyone is asking to be completely immune to those debuffs. But some debuff resistance would help regen survive situations that other sets just wade through. Situations that currently obliterate Regen with very little effort.
Correct me if I am wrong, but /regen is the only armor set that lacks any sort of debuff resistance at all; to anything. I don't think adding rech or regen resistance would be o/p at at all. Hell, /SD gets healthy DDR (95% on top end build) AND 30% slow/rech resistance from GC. This is on a set with good def numbers out of the box, +hp, and non-trivial resistance to everything but psi.

Finally got mine to the point where LB drops the -regen. Seeing a giant red 0.0% sitting there was rather disheartening. This is inside of DP/IH as well. Wherever that debuff is comming from it doesn't seem to be scalar. It's just BAM - no regen for you, regardless of how high you've gotten the number.

At this point, lack of debuff resistance in /regen just seems like an oversight as it is basically everywhere else. Honestly, adding a bit of rech resistance to Resliance and regen resistance to FH (really, Willpower gets it and not Regen? That totally makes sense. <_<) wouldn't change much for the top end build crowd, but it would make the set more playable for the average player crowd.

Which is to say, I agree with that guy.


 

Posted

Quote:
Originally Posted by MayorOfAngrytown View Post
Correct me if I am wrong, but /regen is the only armor set that lacks any sort of debuff resistance at all; to anything.
True, but that wasn't the point I was making.

My point there was, if you look at the sets that only have debuff resistance to one or two things, it is almost always the thing that would hurt them the most to have debuffed.

Case in point: ALL sets who rely primarily on defense to survive have defense debuff resistance to some degree or another. Even Willpower has some. Basically, the more a set relies on one thig to survive, the stronger it's debuff resistance to that thing is.

Example: SR relies pretty much 100% on it;s defense to stay alive, therefore it gets 95% DDR almost by accident.

Shield Defense relies on defense as well, but it gets a little resistance and +HP as well, so it's not quite 100% relying on defense, therefore it gets less DDR (but still able to reach 95% with creative slotting)

Willpower doesn't rely nearly as much on defense as the first two, so while it gets some DDR, it's not nearly of the same caliber of the defense sets.

Now, Regen, as anyone who has played it can attest, is hurt the most by -regen and -recharge debuffs. If it followed the pattern of every other set, it would get some debuff resistance to those things.

Hell, Fiery Aura gets some -recharge resistance, and it isn't NEARLY as important to FA as it is to Regen.


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

It's hard to analyze sets because the threshold at casual level may be completely different from the threshold at high end levels. Regen is a great example. It arguably benefits more than any of the other scrapper sets from reaching the soft cap on s/l. That is a huge mitigator of debuffs, and amplifies Regen's strength even more than it does a Resist set, IMO.

Debuff resistance is great, but I really don't feel it would change the competitive level of Regen. It's true that the set goes down fast when things go bad. But I know my WP, despite it's inherent layering advantages, suffers almost as much from massed debuffing. DP and MoG both are a solid advantage for Regen over WP.

I have no problem with seeing the most patched set in history get a little love. I just feel it's nowhere near the top of sets that could use some attention.


 

Posted

I've been saying that Regeneration needs debuff resistance for a while, and its fallen on deaf ears. Regeneration needs a lot more then just DR in order to make it a decent set again.


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Posted

Quote:
Originally Posted by TankShock View Post
I have no problem with seeing the most patched set in history get a little love. I just feel it's nowhere near the top of sets that could use some attention.
Actually, out of scrapper sets, it is the very top of sets that need attention. Previously, Fiery Aura held that title, now that FA has been buffed, it's Regen's turn.

Your Willpower character I'm sure has decent defense and resistances already going for it. If it gets debuffed you haven't lost ALL of your survival tools at once.

Some debuff resistance wouldn't make Regen overpowered, hell, it wouldn't even completely catch it up with some of the other sets.

Saying it doesn't need buffed is basically saying "Sure, it's okay to keep buffing the other sets, leaving Regen farther and farther behind each time you do."

I'm honestly curious here. What sets do you feel need some attention MORE than Regen does? I can't think of any sets that are having any major issues in need of attention. In fact several of them have been buffed recently, while Regen hasn't gotten a buff since......Oh, wait, I don't think it ever HAS been buffed.

It is not fair to make Regen the red-headed stepchild of scrapper sets just because it USED to be overpowered. There are a LOT of people playing, myself included, that don't REMEMBER when it was overpowered. I can't think of a single positive change to Regen in the last 5 years (the entire time I've been playing).


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

I think Regen is overdue for some debuff resistance. It's much more reliant on clicks than FA, so IMO it should have more -recharge resistance than FA got, but I'll take whatever I can get. 20% debuff resistance won't do much in the face of some of the massive debuffs that get thrown around, but I'm sure there are at least some edge cases where it could make the difference between surviving and not.

Ditto for -regen resistance. Having regen so easily completely floored on a set named after the effect seems wrong to me. However I don't know that there's a number that could give meaningful protection without being too much. The -regen effects out there seem to be made so strong as to be guaranteed to overpower anything. It's like facing the riders in the LGTF or AV Positron. Once they hit you, your recharge is gone, no matter what. None of your powers are recharging until the power effect wears off, regardless of your -recharge resistance because the effects are just that strong. Fortunately -recharge effects of that magnitude are rare. The same is not true for -regen however.

The self rez needs a period of untouchability. If you take Resilience, which negates the stun from an Awaken inspiration, there is literally no benefit to using Revive over an Awaken. I can e-mail myself a few Awakens and have no reason whatsoever to take that power. My preference would be for that to be the only change however. I'm not a fan of rezzes that offer a buff followed by a debuff. They seem to be designed with the presumption that they will be used to recover from a bad situation, followed by stopping to catch your breath. In practice the team is moving on to the next set of mobs while I'm debuffed. That's why the Rad ally rez is my least favorite in the game. I get back in the action, then a minute later I'm wondering why I keep missing. I look at my tohit and realize it's the debuff from the rez. Then I go make a sandwich or something while I wait for it to wear off.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
I can't think of a single positive change to Regen in the last 5 years (the entire time I've been playing).
Well I'd consider the Moment of Glory revamp as a major buff/fix, but yeah that'd be about it.

To fix Regen:

1) Give it the same -Regen resistance in Fast Healing that Willpower has.

2) Give it some small amount (say 20%) -Recharge resistance in Resiliance.

3) Add the "standard" untouchable period to Revive that all the other self-rez powers have.

4) Sit back and bask in the glow of adoration of all of us /Regen scrappers.


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
I'm honestly curious here. What sets do you feel need some attention MORE than Regen does? I can't think of any sets that are having any major issues in need of attention. In fact several of them have been buffed recently, while Regen hasn't gotten a buff since......Oh, wait, I don't think it ever HAS been buffed.
Without considering all the new stuff I'd like to see added long before they look at evaluating Regeneration:
/Poison
APP Melt Armor
Lore Pets.
Blasters.
Peacebringers.
Presence Pool.
Corruptors.
Defenders.
Team Teleport.
/Pain
Mercs/
Ninjas/

I know you were talking just about scrapper sets, but /Regeneration is just not nearly as bad as people want to make it out to be. Whenever you think, type, or utter the words, "...would not make it overpowered," that is when you know it is time to step back and reassess your argument (and make sure you do not say those words since they have no point at all).

Is Regeneration underpowered? It surely is not the best set for high-end solo farming. But for running standard missions solo, even with the difficulty turned up moderately (+1 or +2, set for 2-5 people) it is very strong. On teams, even against very tough content, it is very strong. Its base abilities are hugely magnified by even slight buffing/debuffing/aggro control/killing fast.

Does Regeneration need recharge and/or regen debuff resistance? Debuffs are supposed to hurt. Is Regeneration hurt in an outsize or special way by either of those debuffs? The fact that it has 4 clicks (5 if you include Revive) and goodly regular regen greatly diffuses problems with recharge debuffs. The fact that it has 4 clicks (5 if you include Revive) on top of goodly regular regen greatly diffuses problems with regen debuffs. In situations where you are hit with both debuffs, two of the clicks make it likely that you will shed the debuffs (Revive pretty much guarantees the debuffs are gone) while the other three can allow you to recover from any ill effects. The good thing is you rarely need to use all of the clicks in any one situation, which is how having so many clicks diffuses the problem with recharge debuffs.

Dull Pain's +HPs became enhanceable. Many consider the MoG change a buff (I know I do).

I'd be all for some recharge debuff resistance. I don't really care about regen resistance. I truly want Revive made better, it fails thematically in its current form, IMO. But I have no real argument for debuff resistance beyond, "Wouldn't it be nice?"


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

I'd like to see 20% -recharge resist in resiliance and additional 25% in in each application of reconstruction for 30 seconds. Add winter's Gift and the set would have to *work* to maintain 100% with set bonuses.

Add strong (1000s?) -regen to IH, modifiable with slotting, and active only wihile IH active, to power thru -regen debuffs in the game

Or, scrap both and just add 80% -recharge to IH while up (+20% from resiliance) to let all other things recharge (instant heal) more quickly.

the changes to revive as stated are fine.


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AKA Iron Smoke @Champion Server

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Without considering all the new stuff I'd like to see added long before they look at evaluating Regeneration:
/Poison
APP Melt Armor
Lore Pets.
Blasters.
Peacebringers.
Presence Pool.
Corruptors.
Defenders.
Team Teleport.
/Pain
Mercs/
Ninjas/

I know you were talking just about scrapper sets, but /Regeneration is just not nearly as bad as people want to make it out to be. Whenever you think, type, or utter the words, "...would not make it overpowered," that is when you know it is time to step back and reassess your argument (and make sure you do not say those words since they have no point at all).

Is Regeneration underpowered? It surely is not the best set for high-end solo farming. But for running standard missions solo, even with the difficulty turned up moderately (+1 or +2, set for 2-5 people) it is very strong. On teams, even against very tough content, it is very strong. Its base abilities are hugely magnified by even slight buffing/debuffing/aggro control/killing fast.

Does Regeneration need recharge and/or regen debuff resistance? Debuffs are supposed to hurt. Is Regeneration hurt in an outsize or special way by either of those debuffs? The fact that it has 4 clicks (5 if you include Revive) and goodly regular regen greatly diffuses problems with recharge debuffs. The fact that it has 4 clicks (5 if you include Revive) on top of goodly regular regen greatly diffuses problems with regen debuffs. In situations where you are hit with both debuffs, two of the clicks make it likely that you will shed the debuffs (Revive pretty much guarantees the debuffs are gone) while the other three can allow you to recover from any ill effects. The good thing is you rarely need to use all of the clicks in any one situation, which is how having so many clicks diffuses the problem with recharge debuffs.

Dull Pain's +HPs became enhanceable. Many consider the MoG change a buff (I know I do).

I'd be all for some recharge debuff resistance. I don't really care about regen resistance. I truly want Revive made better, it fails thematically in its current form, IMO. But I have no real argument for debuff resistance beyond, "Wouldn't it be nice?"
The issue with Regeneration is that it has to be layered with some other kind of mitigation otherwise it isn't up to par with other secondaries. Pair it with Fire Melee and at +2x5 my Scrapper is usually dead or close to dying and has no more clicks left and I've been playing him for a few hundred hours now so it isn't like I'm inexperienced with Regeneration.

The argument for adding regen/recharge resistance is that it falls in line with the design intent of all other secondaries. All other secondaries have some form of debuff resistance against their primary mitigation, Regeneration has no such DR.

And please don't bring in I'd like to see "x" looked at before "y" into any discussion. That is one of the lamest argument if I've ever heard one. If you want Blasters looked at go champion changes in the Blaster forum, same for all of the other ones. Please take that to the appropriate section.


Virtue: @Santorican

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