ReeeeeeeGGGGeeeeennnnnn!!!!


Adeon Hawkwood

 

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Then again, I'd feel like a dufus using merits for the numina and regenerative unique, which there's no way i'd leave off a regen.
I'd feel just as silly spending merits on a regen tissue - I took a look at the market today and they're down to 5 millions a piece.


 

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My only real complaint about regen is that late game factions tear it a new one in a big way.

Note the following observations are based on SOs only, and no primary. (Otherwise, since my own 500+ hours of playtime /regen is Broadsword, I'd be slanted into making regen a lot tougher than it actually is thanks to permanently being at the lethal and melee softcaps from stacked parry).

Arachnos - kill recharge, apply hefty defense buffs, high burst damage, lots of endurance drain.

Longbow - Minions that floor regen even through instant healing, resistance debuff, defense debuff, wardens as wild cards

Cimerorans - Heavy defense debuff, high DPS

Carnival of Shadow - Heavy endurance drain, recovery debuffs, regen debuffs, high damage

Malta - It's freaking Malta. -defense, -regen, -endurance, -recovery

None of that is healthy for any secondary, of course - those factions have earned their reputations. However, broken down each of those status effects hit regen in a painful way.

- Recharge: Recharge is life. Your passive regeneration (35 - 50 hp/sec or so) isn't what keeps you standing for the most part. It's your clicks. Regen is a very active secondary. No clicks = no survival.
- Regen: Usually this doesn't affect a regen much, funnily enough. When it does, though, is when dull pain or instant healing are running (especially both, which on my bs/regen scrapper gives me a hearty regen of 147 hp/sec).
- Def and -res: Nasty for anyone but especially nasty for regen, as is lacks both resistance and defense (outside of moment of glory, which rocks). Without any values in these to start with every single application drastically increases the incoming damage. It's nice to have two huge heals available. It's less nice when due to debuffing there's no way you're surviving 25 seconds for that heal you used after the alpha strike to come back.
- Recovery, - endurance: Other than lacking any kind of defense against these (end drain reduction, recovery debuff resistance, energy defense) regen isn't particularly vulnerable. It could be pointed out, however, that every other brute secondary now has end drain resistance, recovery debuff resistance, or energy defense natively available to them.

It's not a terrible set as its strongest detractors decry but personally with the game's current state I'm not sure I'd roll another one.


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

 

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Originally Posted by TheBruteSquad View Post
Note the following observations are based on SOs only, and no primary. (Otherwise, since my own 500+ hours of playtime /regen is Broadsword, I'd be slanted into making regen a lot tougher than it actually is thanks to permanently being at the lethal and melee softcaps from stacked parry).
Based on SOs only and no primary, Regen is top tier. Especially vs. Malta, Carnies, and Arachnos, Regen will surpass most other sets, if everyone is just on SOs.

People seem to be able to remember what Regen plays like on just SOs, but forget how Invuln and Elec and SR play just on SOs.


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.

 

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I play Invuln, Elec and SR on SOs but people who have never met me nor know anything about my playing habits claim I don't.

Edit: not targeting you personally StratoNexus. I'm just thinking it seems to be a common trend for people to assume speaking about IOed out builds on the boards means that player never plays on SOs, and seeing how so very wrong this is for me, it could be the same for some other people.


 

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Originally Posted by Nihilii View Post
I play Invuln, Elec and SR on SOs but people who have never met me nor know anything about my playing habits claim I don't.
Do you really think those sets are stronger than Regen on SOs? And if you do, are you playing those sets on Brutes and then comparing the survivability to Regen scrappers? I love Invuln, my favorite set, but I have no pretenses that it's better than Regen before I get all IOd up.


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.

 

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I might try DM/Regen


 

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That is not what I meant to say, but as a matter of fact I actually think these three powersets on SOs and on scrappers are better than Regen, yes.


 

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Originally Posted by Nihilii View Post
That is not what I meant to say, but as a matter of fact I actually think these three powersets on SOs and on scrappers are better than Regen, yes.
Interesting. I could almost see Invuln, but that is likely just my bias towards the set. Elec and SR are not even in the same league as Regen, just on SOs, IME.


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.

 

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SR on Just SO's can nearly softcap, though I think you also have to have weave going as well, havent actually messed with SO's in a looonnnng time.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

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Originally Posted by StratoNexus View Post
Interesting. I could almost see Invuln, but that is likely just my bias towards the set. Elec and SR are not even in the same league as Regen, just on SOs, IME.
Elec has the strongest resistances in the game. It was largely considered the strongest brute armor set in the game back when there were ONLY SOs precisely because of how it handled late game contest (psi resistance, energy drain resistance, capped energy resistance, 40% lethal resistance - 60% with tough). Slapping on tough and aid self fixed its only real weaknesses. Granted, it loses some of this when transferred to scrappers (the energy resist cap, the drain resistance effectiveness).

I've re-evaluated my one complaint about regen.

My new complaint is you have to be good at it to match survivability with several other armor sets that you merely need to be competent with (and one or two that you merely need to not be asleep at the keyboard.)

Since it arguably is the set that requires the most player skill it should provide the most reward - survivability. Otherwise, besides 'liking a challenge' (which is a poor mechanical reason), why not play one of those other sets?


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

 

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I don't think you can softcap a SOed SR unless you take a stupid amount of toggles ; looking at my level 46 SR right now I have 38.75% to all with 3 level 45 SOs in everything, including cj weave and maneuvers, but the softcap is another thing that I feel is overvalued in that defense is too often seen as an "all or nothing" proposition. Having ~40% def with very high DDR although not capped yet is already going to make you rather sturdy, at least for me at the kind of reputations I fight on on SOs.

It gets better once you add insps and eventual team buffs into the mix. Having someone with maneuvers isn't all that uncommon in this day and age of inherent stamina, or even receiving the right kind of magic buff/mutation can push you to the softcap.

I'm not saying Regen is all doom and gloom, sure enough you can convert everything to purples and take on a stupid amount of stuff stacking insps on top of cj/weave/maneuvers (which, unlike on the SR, won't force you to slow down/rest/use the occasional blue insp thanks to QR) for high defenses + high regen and heals. My issue with it is that if you (I?) require a certain amount of extra mitigation to pull off a certain task, you (I) will have to use it proactively, otherwise DDR / lack of res can wreck you (me) before you (me) get to say "ouch" (actually a much nastier word not suited for PG rated forums). For example, even at softcapped def or higher I find arachnos tarentula mistresses hit much more than I'd like them to with their psi defense debuff, and on x8 I think there can be up to 3 in a group (2 lieuts 1 boss). Or I could be aggroing two groups at once. Honestly, when I have two or more of these dreaded psi debuff on me, I'm too busy running around screaming to stop and do a headcount.

Elec is of course in the same boat as far as defense goes, and I won't argue it has much more time to see damage come in as DP +60% hp isn't all that different and not too much lower from Elec resists on SOs. It gets very nice offensive tools and even endurance drain, which I'm so not a fan of when we're talking IOed out builds doing tough stuff fast, becomes more useful when the rep isn't so high and the fights aren't so quickly done.

To try to sum my position on this, can regen do anything these other secondaries couldn't do? It doesn't seem so, for my particular playstyle. Does regen require more effort than these other secondaries to play? Yep, at least for me.


 

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Got 45.1% to melee and ranged at lvl 29 using SO's and the Steadfast Protection unique.
Ok, so I had to use one IO, my apologies.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

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Originally Posted by Gobbledygook View Post
Got 45.1% to melee and ranged at lvl 29 using SO's and the Steadfast Protection unique.
Ok, so I had to use one IO, my apologies.
Thats not on SOs then People really seem to forget that pure SOs mean PURE SOs.


 

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I am anxious to start a mirror for my main scrapper. A DM/Regen brute.... hmmm.

My DM/Regen scrapper is still my favorite toon after 5 years. I have run several other scrapper secondaries to 50, but all have been deleted. Too boring. I love the edge of your seat, active feel of regen.

As to the argument over min/max or SO baseline builds... I think I might have a crushing impact in one of my attacks. Otherwise, everything is basic IO for my toon, and I *still* have been the last man standing often enough to realize how good the powerset is. I just don't appreciate a min/max, uber/perma/whatever build. It works fine for me and just about any team I've ever been on.

I actually love the idea of seeing how I can do with a taunt aura - I already tank (regen + scrapper means WHAT ARE WE STANDING AROUND FOR!?) at times, and as long as I time my click powers, I do fine. So I am interested to see how the taunt dynamic will play out.

Otherwise, I see nothing but love.


 

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Originally Posted by TheBruteSquad View Post
I've re-evaluated my one complaint about regen.

My new complaint is you have to be good at it to match survivability with several other armor sets that you merely need to be competent with (and one or two that you merely need to not be asleep at the keyboard.)

Since it arguably is the set that requires the most player skill it should provide the most reward - survivability. Otherwise, besides 'liking a challenge' (which is a poor mechanical reason), why not play one of those other sets?
Actually, that's probably a big reason why I like /regen. No claims to being a "good player," but I'm not too shabby either. I get bored playing the "just don't fall asleep" toons. Liking a challenge might be a poor mechanical reason, but it's a great game-play reason, imho.

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Originally Posted by Nihilii View Post
To try to sum my position on this, can regen do anything these other secondaries couldn't do? It doesn't seem so, for my particular playstyle. Does regen require more effort than these other secondaries to play? Yep, at least for me.
I think the thing is that playstyle is that "other" that /regen offers which can't necessarily be found in other armors. I can't speak to the SO game. Like I said, I have a ton of lowbies, and really only concentrate my efforts/builds on a small group of (4) post-40s. At that point, there are so many other things happening that build nicely on /regen's specialties - high hp, big regen, reactive heals/god-mode(s)* - that I think the issue is as much playstyle as it is aspects of performance. The effort that it takes is just part of using the powers tactically. Without putting in the effort (not directing that at you Nihilii, just making the point in general) then the set will definitely seem sub-par. You know, like in the old days when we all had to micro-manage armor toggles because there was no such thing as inherent stamina or performance shifters.

* - Scrappers get the option of 2, Brutes won't have that. I guess we have to "settle" for gloom.


 

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Originally Posted by StratoNexus View Post
In Mids or on a character you play? Do you have enough end to attack anything?
It's on my Elec/Sr scrapper, and yes, I have end to attack. I do need to pop a blue candy every second or third group though.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

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Originally Posted by Gobbledygook View Post
It's on my Elec/Sr scrapper, and yes, I have end to attack. I do need to pop a blue candy every second or third group though.
Cool. Inherent fitness really opened up some nice possibilities. Grab a miracle for Health, you already have the one IO, two will be OK!


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.

 

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Oh, the build I have planned will be tons of fun. I just wanted to get as much def as soon as I could. I hate def sets sometimes.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

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I don't really see the big deal of brutes getting regeneration, on SOs its good, but without any large defense buff from a primary or set bonuses regeneration is barely middle of the road.


Virtue: @Santorican

Dark/Shield Build Thread

 

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Originally Posted by Santorican View Post
I don't really see the big deal of brutes getting regeneration, on SOs its good, but without any large defense buff from a primary or set bonuses regeneration is barely middle of the road.
Inspirations fill that gap pretty easily. Really regen benefits the most from any form of additional mitigation, and Inspirations can provide +def and +res, both of which pretty much multiply the mitigation /regen has by an exponential amount.

That combined with say a +def primary (or even -tohit) like katana, or dark melee, or even -dmg from kinetic and you'll have a pretty nasty monster. Even sets like SS and stone melee (as well as axe, and mace) provide some form of mitigation, with KBs and stuns, which can give you just enough seconds to pop recon again, or regenerate 200+ HP..

/Regen is a very active set, both in the application of its click powers, and the 'kill them before they kill you' aspect of the primary. The old saying is if you can't kill a /regen in the first 20 seconds, you'll never kill a /regen, and 10 of those seconds the /regen is immune to everything due to MoG. 2 purple inspirations and IH will allow you to pretty much shrug of any attack for about 1 minute, and a few oranges allows you to even look at mother mayhem and laugh. Even with just SOs.


 

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Originally Posted by MayorOfAngrytown View Post
I get bored playing the "just don't fall asleep" toons. Liking a challenge might be a poor mechanical reason, but it's a great game-play reason, imho.
There is always more challenge to be had.

You just have to crank up the difficulty or fight enemies you/people typically avoid because they hit your weak spots.

If you think there is no challenge in playing "set and go" sets like WP, SD, SR and even Invuln then you should try Gaussian's Arc (The Red & the Black) at +0 to +4 x 8.

Falling asleep will not be an option.



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Originally Posted by MayorOfAngrytown View Post
At that point, there are so many other things happening that build nicely on /regen's specialties - high hp, big regen, reactive heals/god-mode(s)*

* - Scrappers get the option of 2, Brutes won't have that. I guess we have to "settle" for gloom.
If you have Gloom, you have the option of Darkest Night.

It's not the same as Shadow Meld, but you'd be surprised at its value.


 

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Darkest Night, especially with Quick Recovery and Stamina will help out a /regen a lot, due to the high AoE -tohit values (even on a brute) and the even higher -dmg values. Think of -dmg like +res, and you got yourself a pretty durable character


 

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Originally Posted by Arbegla View Post
Inspirations fill that gap pretty easily. Really regen benefits the most from any form of additional mitigation, and Inspirations can provide +def and +res, both of which pretty much multiply the mitigation /regen has by an exponential amount.
Any set benefits from inspirations, that is a horrible argument to say that inspirations can fix a power set. A power set should not be balanced around inspirations.

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That combined with say a +def primary (or even -tohit) like katana, or dark melee, or even -dmg from kinetic and you'll have a pretty nasty monster. Even sets like SS and stone melee (as well as axe, and mace) provide some form of mitigation, with KBs and stuns, which can give you just enough seconds to pop recon again, or regenerate 200+ HP.
I just said that unless regeneration is pared with a defense boosting primary it is still middle of the road but again a secondary should not be balanced around a single primary for its mitigation.

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Regen is a very active set, both in the application of its click powers, and the 'kill them before they kill you' aspect of the primary. The old saying is if you can't kill a /regen in the first 20 seconds, you'll never kill a /regen, and 10 of those seconds the /regen is immune to everything due to MoG. 2 purple inspirations and IH will allow you to pretty much shrug of any attack for about 1 minute, and a few oranges allows you to even look at mother mayhem and laugh. Even with just SOs.
Regeneration you're either dead or your not and if you're not dead, you'll be dead once IH wears off. That is the issue with regeneration, that unless you are a damn good player, you will die a lot more often then a player using other secondaries. Again a secondary should not be balanced around the fact that you need inspirations to survive.


Virtue: @Santorican

Dark/Shield Build Thread

 

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Its not balanced around inspirations, inspirations benefits it as much as everything else. Nowhere did i say it was balanced around it.

First you have to understand the 'balance' metric, which is 'Can this powerset run solo on +0/1/no/no on SOs without serious performance issues'

In that regard, /regen not just runs without performance issues, but it shines in the fact it gets quick recovery early, 2 major heals pretty quickly as well, and nearly double the passive regen of any other powerset without popping IH.

Quick recovery plus stamina allows you to run more toggles then most any other powerset (even willpower, due in part to the fact /regen only has 1 build in toggle, and willpower has 4) and getting recon at level 4 allows you to literally have a 25% heal (which is a green inspriation) up every minute or so, on TOs. Once you get into DOs and SOs you can just as easily tackle the 'balance' metric without even breaking a sweat.

You don't have to be an amazing player to play /regen well, you just have to understand its a very active secondary, and if you try to play it like a passive secondary you will fail, a lot. While IH is nice, recon provides more hp/sec on SOs, and dull pain nearly matches IH's benefits (due to increased regen from a higher HP base) MoG is there to soak the alpha, and once you do that, you have about 10 seconds to down as many things as you can before you have to actually use your secondary.

Plus /regen's biggest benefit is that fact there are no major holes in its mitigation. Psi damage, the biggest killer of the main armors (stone, invuln, SR, etc) is much more common and a much bigger killer of the other armors then /regen. All damage is treated the same with /regen, and nothing really cuts it down quickly.

You have to remember that 0/1/no/no on SOs is the metric, and the main question is can the armor run on that difficulty successfully. /regen not just runs on that, but does it with ease.